Professional Documents
Culture Documents
Examples: Arts & Culture (i. e. performing arts & etiquette), Attitude, Corporate Knowledge (i. e. etiquette), Lying & Acting, Observation
(i. e. behavior), Psychology, Street Culture (i. e. etiquette).
Once activated, the halo cannot be removed nor can its light be subdued by any known means. Stealth attempts are impossible while
the halo is activated. If a telepath, the wearer need not expend personal TE to power the device. Although the method by which the
artifact powers the prescience effect is not known, it is theorized it obtains the necessary TE by somehow tapping into subspace.
If the owner tries to wear the halo more than twice in a 24 hour period the effect is reversed and all initiative and combat action checks
are penalized by 5 for the current scene (Note the player will not know of this consequence until they are first affected by it).
Special
Like most artifacts, the Imminence Halo is poorly understood. Every session when the artifact is first used the GM should roll a D20. On
a roll of 1 use of the item attracts an entity from subspace that comes to investigate. The GM should tailor the encounter based on
needs of their campaign. It could be an enormous SubSpace Beast as detailed in Cities of Gold, an incorporeal Psionic Intelligence with
Telekinesis and Mind telepathic skills or a swarm of vampiric void bats.