Avatar of Light Not that avatar. No, not that either. A secret third one.

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This Artifact allows you to temporarily transform into a golden beast.
Used by Diego Alvarez, Created by Protean.
On Legendary Artifact Inti's Earrings.
(While you are a golden beast, you are obviously transformed and unusual. You must use this Artifact obviously when activating this Effect.)

The earrings (or their transformed equivalent) radiate a golden light, enveloping the user in it. For three minutes their form is empowered, their eyes like flashlights, their body glowing like a golden sun.

Someone who has shown themselves a worthy representative of a god's power may be blessed with more fitting abilities.


Exert your Mind and spend a Quick Action. This Effect cannot be used unless you're transformed.

You transform into a golden beast for 3 minutes. You have access to all of your Powers while you are a golden beast, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Activated Gifts

Exert your Mind and spend 1 minute.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.

Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

You may produce paper with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.

Possession of this Power grants the following Battle Scar: Synthetic Joints: Your ability to create from nothingness spawns from your partially synthetic frame. Whenever your left shoulder takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

Expend a point of Battery and spend an Action.

Summon the one and only Sapient Another Ben v.0.02.1 at your location. They last for two hours or until they are destroyed. They are controlled by you. This Artifact may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 5 dice to dodge, Grapple, or make rocket launcher Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 20 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 4 dice. Any other roll is made with 4 dice. They can lift and haul as though they have 2 Brawn.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are obviously Alien to any observer.

If killed, you cannot re-summon your minion until after your next Contract.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

The guardian is a mana symbiote long forgotten by history, almost all knowledge having been lost to the careful work of the Sabisians. The rare few scholars that still hold existing records of these beings believe them to long be extinct, lost to mana wars passed long since and the Sabisian incursion.

While in its docile state, the Guardian appears as a crystalline growth connected directly to its hosts nervous system through the spinal cord, easily being visible to the naked eye underneath the skin, alongside visible patches of mana-crystalline material left in patches above the skin containing it. While in its docile form, the guardian remains in a sort of dormant state, co-existing with its host and feeding off of its body.

During its active phase, the Guardian appears to burst out of body of its host. Despite this appearance, this process is all but a trick of the eyes, in reality being no more than an energy transference as the Guardian takes form, leaving behind no actual wounds on the host's body. The crystalline being seen during its active phase is not in reality the entity's true form, that being the crystaline growth located inside the host. Henceforth, destroying the active entity does little but return it back into its primary shell, where it can recover.

In appearance, during the active phase, the Guardian is a large, several meters tall crystalline biomechanical creature. It is composed of a long lanky crystalline 'spine' flanked by long sharpened shards that it uses to strike at the enemy or otherwise carry out its commands. When out of range, it uses a head-like appendage, which it can seemingly use to see, to fire a directed burst of energy.

The Guardian forms a bond with its host during the symbiotic period, carrying out their commands on its own free will, in exchange, the host provides it safety and nutrition.

Exert your Mind and spend an Action to activate.

Summon a single Guardian 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 1 minion active at a time.

Minions have 6 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 8 dice.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The guardian 'tears' itself out of the hosts back.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Crystalline-mineral growth around the spine. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Exert your Mind and spend two Actions performing the following ritual: throwing the card around, flipping it through the fingers as phantom whispers "cmon baby, show me my fortune today~". You must actively and obviously use Card to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all Security Personnel within 300 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.

If no Security Personnel targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

When consuming the flesh of the dead, Ghouls can sometimes gain fluency in languages known to those they have eaten. Unlike the scraps of memory they usually gain, maintaining such an intuitive block of information is fleeting at best, rarely lasting more than an hour. A ghoul may attempt to facilitate this process by eating the tongue of the deceased, although any pound of flesh will do in a pinch.

Exert your Mind and spend an Action. This Effect cannot be used unless you consume flesh from someone who knows the language in question. You must use up flesh of the target in order to activate this Effect.

You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

Whenever you encounter a Language you could commune in with this Effect, you immediately understand which language it is, the dialect, region, and other details about it.

If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Cannabalism.

  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Stock Activated Gifts

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Exert your Mind and spend a minute.

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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. 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.

You cannot alter the appearance of your flesh and blood.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.