Weaponized Angst Cthulhu's Sleeping Pill

1
Requires Seasoned
This Artifact grants you the power to put a target to sleep.
Created by Riley.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see an unfavorably presented echo of the user's past. The user may be able to control how this power interacts with their target, but the runoff that results from firing this weapon always has a random negative effect on those unseasoned in the supernatural world. Anyone that witnesses this power activation will very briefly gain a context-less supposition of the user forcefully downloaded into their head based on the user's regrets and shames. For example, if the user once had to kill a child for whatever reason (even if it was completely justified), normal passersby will gain an impression of that knowledge (typically a biased one against the user) and will tend to react negatively toward them; usually with fear, outrage, or disappointment. This impression can take the form of memory flashes or may simply manifest as inexplicable emotional sensation. You must use this Artifact obviously when activating this Effect.)

A manifestation of the user's regret and shame, per the Maddening on Umbra's Spite, is cultivated and weaponized. It pools from the hands and infests the next shot in the chamber of the gun. It wraps around, subsumes, and completely coats the round until it's barely recognizable- only as a silhouette of its former self.

The bullet becomes so changed that it will no longer be capable of dealing damage, but instead becomes a compressed round of pure emotion. When it hits a target, that emotion suddenly rushes directly into thr targets mind, projecting one or more the user's regrets, shames, and most disappointing moments. The sheer quantity of information overloads the brain and forces it to essentially reboot, temporarily forcing a few moments of paralysis in which the target is unable to move or Resist


Exert your Mind and spend an Action. Select a Living or Animate target within 300 feet. Roll Perception + Firearms at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.

If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Outcome x 3 rounds. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.

Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an unfavorably presented echo of the user's past. The user may be able to control how this power interacts with their target, but the runoff that results from firing this weapon always has a random negative effect on those unseasoned in the supernatural world. Anyone that witnesses this power activation will very briefly gain a context-less supposition of the user forcefully downloaded into their head based on the user's regrets and shames. For example, if the user once had to kill a child for whatever reason (even if it was completely justified), normal passersby will gain an impression of that knowledge (typically a biased one against the user) and will tend to react negatively toward them; usually with fear, outrage, or disappointment. This impression can take the form of memory flashes or may simply manifest as inexplicable emotional sensation.

You may only use this Effect once per day.

  • You do not physically enter a target's dreams; your body stays in place while you are Concentrating.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • 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.

Community Artifact Crafting Gifts

Expend a point of Battery and spend an Action to activate. Select a Living target within 45 feet. This Effect cannot be used unless Must have at least 4 or 5 points in Intellect.. Roll Intellect + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 1. The target's material Armor is completely ignored.

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
  • You can target yourself if you qualify as a valid target by the other requirements.

(Can use a drugs secondary skill in place of influence)

Exert your Mind and spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by Calm. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

Both attacking someone and being attacked will end the Effect.

  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • You can target yourself if you qualify as a valid target by the other requirements.

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.

With his Mind/machine interface in place, Doctor Lazcowicz is now experimenting with new functions. In this case, after extruding a small number of nanites into an existing computer, smartphone, or smartwatch he can use them to reconstruct the internals of the device. Enhancing onboard cameras into medical scanners and using the raw materials of the circuit boards within to construct a nanite factory, the device now acts as a controller and dispenser for specialized nanite piles that will reconstruct scarred and damaged body parts at a cellular level to make them good as new! with their micronized technology, they can even preserve the original function of the device by recreating its circuitry on a nanotic scale. Mundane functions still require normal power though, and trying to power on the device when the mundane battery is dead will allow only use of the "Reconstruction" app.

Attempting to dispense nanites while charging the normal battery is... ill advised.

Expend a point of Battery and spend an hour. Select a Battle Scar on yourself to treat.

The treated Battle Scar heals as you finish activating this Effect.

Arrows are comprised of Hard Light and function and behave like normal arrows, apart from being able to produce a faint glow.

You gain the following benefits as long as you are wearing this Artifact and engaged in combat with this Bow.

Your attacks with this Bow have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +3 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

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.