A blue crystal of Aqua aura embedded in a headpiece on where third eye would be. When focused on it helps user to move and otherwise interact with their surroundings with mind itself.
It slightly glows reacting on wearers thoughts and goes bright when used properly to affect reality.
A crystal popped from an old trinket for a game said to be real thing actually happened to be not that far from false advertisement. Unique way of artificially coating dumortierite quartz with gold gave the crystal potential to become functional.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 10 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 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:
With intense concentration and mental fortitude, Lod channels his will to extend their mind's influence beyond their physical body, effortlessly manipulating objects from a distance. No physical changes occur as Lod calls upon his psyche to bend the world around him to his will: lifting and moving items as if guided by invisible hands. Each movement requires precise mental control, turning thought into action in a seamless display of psychic power.
After getting home from his first contract, Lod felt something as he lay on his bed. In that moment of quietness, while probing his mind, Lod found he could see and touching something in his mind's eye, that was not there before: it was the mental manifestation of his new powers. After exercising his mental capabilities to the max during the many stressful situations, or perhaps even being in close proximity to such a powerful supernatural kid such as Benji (who could not control his own powers), during his first contract: Lod found his own mental abilities had expanded and transcended to a whole new level.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 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:
This wouldn’t be the first time Iryna has reformed from near death, and it will definitely not be the last. Her wounds clot over with what looks like a molten metal, which gives way to flesh, blood, and bone in a few days time, as it bubbles and blisters like cancerous tumors underneath the corium.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
The wearer of the mask is given unprecedented skill with vehicles. Whenever they're moving in the car and multi tasking blueish silhouettes of themselves can be seen taking over for them for things such as holding the wheel and shooting outside.
This skill however also pushes the user into recklessness as their ego pushes them to constantly test their limits and take insane risks.
You gain the following benefits as long as you are wearing this Artifact and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Must always maintain top speed in a vehicle during a chase.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
I'm just walking on the wall. nothing visually obvious to normal people. People who can see magnetic and electrical fields would see that there a strong magnetic forces between me and the surface I am walking or touching
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Ellis has the power to create and ignite small lines of gunpowder at the tips of his fingers, as well as access to a small blowtorch from his index fingers. His hands appear constantly charred and sooty, with his pointer fingers glowing like soft embers.
The gunpowder created by this Gift will never be enough to create a full explosive, and will do at most 1 damage if it is ignited directly on someone's skin (and they don't just move out of the way or dust it off).
You gain the following benefits at all times.
You are permanently and visibly transformed: your hands constantly appear charred and sooty, and your pointer fingers glow softly like embers. You are considered to be a Sapient, Living being when targeted..
Your body provides you with the functionality of a blowtorch and small gunpowder fuses. If used to attack, these "tools" use the same stats as a small knife.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 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:
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by fire and heat is increased by 2.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.