Helmet of Mental Fortitude

1
Requires Seasoned
0 Rewards assigned
This Artifact grants you grants you resistance to mental attacks.
Used by zzzArtifacts, Created by OffBrandOreo.
( You must wear or wield this Artifact plainly to receive these benefits.)

Eugene realizes how much of comic book antics could be nullified if the heroes could resist mental effects, and creates a device for this exact purpose.


You gain the following benefits as long as the wearer is a super and you are wearing this Artifact.

You get +4 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Self-Control on. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

Community Artifact Crafting Gifts

You gain the following benefits as long as you are wearing this Artifact.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Handgun.

You may turn this Effect on and off at will during its duration.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

All rolls utilizing your Extra Appendage are at a -2 dice Penalty.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

Expend a point of Battery and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.

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.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into Friendship Bracelet Sword Charm the size of a lighter and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
  • This melee weapon may extend for a single attack up to 50 feet away. Retracting back into its usable size is a Quick Action.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Protection Plans
The Inderpal Agency

The following subscriptions services are available when a client has purchased our patented SafeGuard technology to secure their most valuable items.

Basic Plan: £2500/Month – In the event your SafeGuard item is lost or stolen, the Inderpal Agency will recover if for you. This operation may still accrue reasonable expenses as delineated in the individual contract. In the event the item cannot be recovered, the Inderpal Agency will be required to pay the client 3x assessed market value.

Advanced Plan: £10,000/Month – as above, however all operational costs are covered in total. This level also includes complimentary Estate Planning: in the event of your untimely demise, the Inderpal Agency will recover your SafeGuard items & body if possible, & act as Executor to see your affairs put in order. This level can include sanctions against any party withholding such items if required.

VIP Plan: £250,000/Month – as above, with the addition of active recovery operations – if you are captured, imprisoned, injured or killed, the Inderpal Agency will mobilize a crack squad of Metahuman Commandos to your location to extract you. While operational costs are covered by the subscription, collateral damage may still be your responsibility. This level requires a NDIS contract to be signed ahead of time. Response time is guaranteed to be under 24 hours after notification, with full resolution within 5 business days of initial response.

This Artifact cannot be broken.

If this Artifact is used by someone other than its creator, its creator is alerted and learns the user's appearance, direction, and distance at that moment. The creator may use a single investigation Effect on them once at any range. The user gets the feeling that they are being watched.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

This Artifact cannot be broken.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

Stock Artifact Crafting Gifts

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:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

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:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.