Coco Jumbo “They really did that? Man that makes me fucking pissed.”

1
This Artifact allows you to inflame the emotions of others.
Used by Trussardi “Siren” Ducasse, Created by Lord_of_Clueless.
On Legendary Artifact The mentors guitar pick necklace.
(When activating this Effect, it is obvious you are interacting with the target. You must use this Artifact obviously when activating this Effect.)

The musician starts using the guitar pick and begins to aggressively play air guitar.

The target if affected will hear the voice in their head tell them about a rumor that will induce the chosen emotion.

For example: I heard that Siren saved a kitty from a burning tree, I love him so much.

“Musician is the perfect medium to make a person feel a certain way. A sad song makes you more sad, an energetic song makes people wanna start dancing, a diss track might make the listener experience a feeling of hate for the person the song is aimed at. Music is truly a fascinating medium.”


Spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious 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.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • 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.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Targeted Gifts

Take a Severity-1 Injury and spend 1 Action. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see August's Hand transforms into a writhing mass of tentacles and wraps themselves around the targets limb.

  • 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 Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

Exert your Mind and spend 2 Actions. Select a Location within your line of sight. You must actively and obviously use Ring to activate this Effect.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

If you traverse any 5g tower. for one minute, you may activate this Effect and travel to the edge of any other 5g tower. that you’re aware of, regardless of range.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Polamedes disintegrates into voxels..

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

Exert your Mind and spend an Action. Select a target within 10 feet.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

  • Your ward's recording is maintained even if your Ward is destroyed.
  • Any targets visible via your ward satisfy the line of sight requirement for targeted Effects.
  • 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.

Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).

You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

  • Your fires may be extinguished with appropriate Actions and materials. Stop, drop, and rolling to extinguish requires spending an Action and making a Dexterity + Athletics roll, with an Outcome of 3 putting out the flames.
  • If the target is larger than your flame size, the Armor destruction creates a weak point instead of applying to the entire target.
  • 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.

The young girl is able to reflexively decide on her inertia, instinctively making it relative to her landing site. She can do this even without exerting her mind.

Spend an Action or Reaction. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. If you have activated this Effect 10 times it the last minute, you must Exert your Mind. If you are using this Effect as a Reaction, you must travel at least 10 feet.

You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.

You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.

You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

Instead of physically passing through the air, you are teleported directly to your destination. You may hop to the other side of walls or escape grapples but can travel no farther than 3 feet when doing so.

When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.

  • 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 may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.

You learn the following information about the area:

  • You can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • 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.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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.

Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • Effects which circumvent Armor completely also circumvent your barrier.
  • 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.

Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • 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.