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 the target's mind, projecting one or more of the user's regrets, shames, and most disappointing moments. The sheer quantity of information overloads the brain or processing center 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.
If at first glance this may look like a normal axe, the eye at the end of it proves its not.
The blade is made of scrap metal Ray had left in his resource bag pack. The handle is made of wood, not the most solid wood in existence, proven by the various scraps on it, but it serves its purpose
Ray created it a couple of years ago, and for some inexplicable reason, it came to life. Sort of. Moldecast speaks to Ray via telepathy, and it tells him to fuck anyone who wronged him up. It’s like the devil on Ray’s shoulder. Moldecast can’t move, only able to look around when Ray is holding it, but it can speak to Ray at any and all times. Ray suspects that Moldecast becomes stronger the angrier Ray gets.
This Artifact can be used as a throwing axe. It is roughly the same size as a throwing axe and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox that then coalesces into the shape of a fox around the object emblazoning it with the creature. The creature is slightly warm to the touch, and it looks at people who get close with a perplexed gaze for a few seconds, before screaming with all the intensity of a woman being murdered.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward, which is fixed to its initial location. You can perceive with all your senses through the ward as though you were standing at its location. This Artifact may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The presence of the Ward is obvious to anyone being watched by it, and it can be destroyed by mundane means.
You may destroy the Ward to activate one Investigate Individual, >Object, or Area Effect as though you were standing at its location.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by fox scream.
You may only use this Effect once per day.
Dr. Grayson is an experienced cyberneticist. She can create and cure many ailments associated with lost limbs. After an hour of surgery most limbs can be replaced. The addition of the replaced body part can possibly be rejected by the patient and can be quite traumatic to their homeostasis.
Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
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.
These limbs consist of thirteen titanium segments that swivel around on omnidirectional ball joints, each one smaller than the other and tapering off to a point at the end. It straps onto the body using a specialty harness designed to sit under arms or over the stumps of missing limbs, and is prehensile enough to grab onto objects, and the arm can position the lower joints to move along its surface, working like fingers or toes on this limb.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
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 knife.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your body provides you with the functionality of surgical tools. If used to attack, these "tools" use the same stats as a small knife.
Your appendage has its own agenda (heal the injured, fix the broken), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If this occurs during Combat, it gets its own dice pool, and stopping it costs your entire Action.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
An intense cyan light flares from the microprocessor's spot beneath the user's skin (typically installed on the back of the neck or base of the spine). The user's irises, as well as random capillaries in any body parts augmented by their borrowed powers, emit the same light until the channeling is complete.
Exert your Mind and spend an Action. Choose MOLL(y) as a target, regardless of how far away they are. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you experience a catastrophic synchronization error - immediately gain all of MOLL(y)'s current traumas. If you would gain no traumas from this, roll to resist the following Trauma: 'Identity Sublimation - When using a secondary ability, roll Self-Control. On a failure, roll as though you had a score of 0 in the ability.'. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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 +0 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: