This artifact opens up your mind to the background thoughts of the people around you, scanning for malevolent thoughts, broadcasting this information directly into your mind.
Exert your Mind and spend one minute.
You automatically detect all beings having thoughts with murderous intentions within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Even while this Effect is not active, if any beings having thoughts with murderous intentions come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Exert your Mind and spend an Action.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Xanusham sprouts evenly spaced eyestalks perpendicular to its central eye in a semicircle over the top half of its spherical body. The stalks are attached to Xanusham, and will die if separated. Since they are a part of Xanusham's own body, they are also very difficult to replace.
Although they cannot reposition, the stalks themselves are flexible, and about nine inches long, giving them the ability to bend and react to things Xanusham is not facing directly.
Take a Severity-1 Injury and spend one minute.
Summon a single eyestalk at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Possession of this Power grants the following Battle Scar: Disfigured.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
Zephyren has always been hyperaware of his surroundings - when this effect is active he's so supernaturally high-strung that he doesn't ever seem to stop moving, even when his feet are planted on the ground. This somehow keeps him safer from attacks, though in this feverous anxiety, he isn't able to do much else.
On protective measures:
Quick decisions save lives, and Zephyren's decision is to panic and flitter around like a bird with clipped wings. It's not that noticeable but people can probably see it if they look hard enough. It varies in effectiveness each time, and he's not happy being put into such a turbulent state of inertia, but what can he do about it? This is all just to survive. Can't fulfill his promises to himself if he's dead.
On fevers:
Zephyren always feels like he has a fever whenever he gets anxious - his face heats up to the point even he can feel it, and he knows that his face must be incredibly red. It feels like he's in a dream, a trance, he's not really in control of himself, but he sees everything happening and it's all incredibly overwhelming.
On inertia:
Is it because he recently learned of this term, or is it because a phoenix's cycle is in perpetual motion? Is this a manifestation of that? He doesn't like this one bit.
Exert your Mind and spend an Action. Roll Perception + Occult at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
The summoners eyes are glowing in a dark green when calling them forward.
The demon's features seem to be melting while you are looking at them, making it impossible to get a clear focus on their shape.
Finally, I am able to summon my own demons after all the research I did on them! They are not that strong yet, but that will improve once I can deepen my knowledge even further.
Exert your Mind and spend an Action.
Summon a single green demon at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Their features seem to be melting while you are looking at them, making it impossible to get a clear focus on their shape..
You may only use this Effect once per day.
The Houdini dog becomes putty-like, and soft to the touch, but still looks like a puppy until you look really close or touch the puppy.
Exert your Mind and spend an Action.
You transform into a putty puppy for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.