The Infinity Gauntlet is the only item capable of safely channelling the Infinity Gems together, allowing a mortal, god, titan, or cosmic being to impose their will on existence.
This version starts as an empty item power set. Each Infinity Gem placed into it adds one Power and one SFX. The more Gems it holds, the more dangerous it becomes.
Cosmic Conduit d8, Mystic Artifact d8
SFX: Socket the Gem: When you place an Infinity Gem into the Gauntlet, add that Gem’s Power and SFX to this power set. Each Gem must be acquired separately in the story.
SFX: Unified Channel: When using a Power granted by an Infinity Gem, you may also include Cosmic Conduit d8 in the same dice pool.
Limit: Empty Vessel: Without at least one Infinity Gem, the Gauntlet is only a legendary artifact. Shut down all Gem-based powers until at least one Gem is socketed. Gain 1 PP.
Limit: Coveted by the Cosmos: The Gauntlet is desired by gods, tyrants, cosmic entities, sorcerers, empires, and madmen. Step up the Doom Pool when its presence becomes known. Gain 1 PP.
Limit: Unfit Bearer: When you use two or more Gem Powers in the same roll, choose one: take d10 mental or physical stress, step up the Doom Pool’s highest die, or shut down one Gem Power until the next scene. Gain 1 PP.
Power Added: Space Control d12
Spend 1 PP to appear anywhere in the scene, move another character anywhere in the scene, bypass a barrier, or instantly reach any known location. If opposed, add Space Control d12 and step up the effect die.
Power Added: Mind Control d12
When reading thoughts, controlling minds, creating psychic illusions, attacking mentally, or uncovering hidden motives, add Mind Control d12. On a successful effect of d10 or higher, you may also create a Revealed Secret, False Memory, Controlled, or Psychic Overload Complication.
Power Added: Soul Manipulation d12
SFX: The Gem Hungers: When you inflict emotional or mental stress with Soul Manipulation, spend 1 PP to convert the stress into a Soul-Trapped Complication. At d12+, the target may be drawn into the Soul World, separated from their body, or spiritually imprisoned.
Power Added: Reality Warping d12
SFX: That Was Never True: Spend 1 PP to rewrite one fact in the scene: the door was always open, the weapon was never loaded, the bridge was never broken, the guards remember you as an ally, or the battlefield has become something impossible. If this directly defeats a major threat, the Watcher may oppose with the Doom Pool.
Power Added: Time Control d12
SFX: Second Chance: Spend 1 PP after rolling a dice pool that includes Time Control d12 to reroll the entire pool. You must keep the second result. You may describe this as rewinding a moment, acting on precognition, trapping someone in a loop, or stealing a better outcome from the future.
Power Added: Infinite Power d12
SFX: Fuel the Impossible: When using another Gem Power, add Infinite Power d12 to the dice pool. If the action succeeds, step up the effect die. If the action already uses Infinite Power d12 by itself, you may instead double it.
SFX: Cosmic Synergy: When you use two Gem Powers in the same roll, add a d8 and keep an additional effect die.
SFX: Local Omnipotence: Spend 1 PP to create a d12 Asset or d12 Complication representing a major alteration to the scene: frozen armies, rewritten terrain, opened portals, shattered minds, resurrected spirits, or impossible force.
SFX: Kneel Before Infinity: Against mobs, armies, vehicles, buildings, or non-cosmic threats, double one Gem Power die.
SFX: Almost a God: Spend 1 PP to ignore one type of stress, trauma, Complication, environmental hazard, or attack for one action, provided one of the socketed Gems could plausibly counter it.
When all six Gems are placed in the Gauntlet, add:
Power Added: Supreme Mastery d12
SFX: Snap of the Fingers: Spend 1 PP and add Supreme Mastery d12 to a roll affecting any number of targets in the scene, on the planet, or across a cosmic scale. Add a d6 and keep an additional effect die for each target, group, or category affected.
SFX: Nothing Is Impossible: Spend 1 PP to declare an impossible narrative effect: erase an army, restore the dead, rewrite a timeline, imprison a god, extinguish a star, create life, or reshape reality. The Watcher may oppose with the Doom Pool. If the effect would end the event outright, the Watcher may require a transition scene, a cosmic challenge, or a terrible price.
Limit: The Bearer Remains: The Gauntlet magnifies the wielder’s flaws. Pride, grief, obsession, fear, insecurity, divided attention, or emotional instability may be used against the bearer. When this happens, the Watcher may create a d12 Complication and give the bearer 1 PP.
Limit: The Universe Pushes Back: When the completed Gauntlet is used for a cosmic-scale effect, add d12 to the Doom Pool. The consequences may include cosmic judgment, paradox, rebellion among the Gems, damage to the wielder, attention from abstract entities, or reality trying to heal itself.