Arms with modular parts allowing for weapons like assault rifles and such to simply be attache to the weapon.
You gain the following benefits as long as you are wearing this Artifact.
You gain 2 additional limbs that function as standard human arms and hands.
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 Assault Rifle (Dex+Melee).
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 Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Over the course of the years, Dick has honed his senses and his memory to the point that he's now constructed what he calls his "Mind Palace". When he needs to, he can sort through the palace to see through his known clues and the surroundings around him far more clearly by organizing his vision and thoughts in a construct that only makes sense to him. That being said, he has to drink sometimes in order to keep himself from succumbing to his thoughts.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Alcoholism.
You also gain the following effects:
Stringendo una qualsiasi collana formata da denti, ossa o altri frammenti animali tra le mani, Ulisse puรฒ comunicare con animali e umani. La collana emette una leggera luce.
Se parla con animali, gli altri lo sentono fare i versi di quell'animale.
Se parla con umani, gli altri lo sentono parlare nella lingua dell'interlocutore.
You gain the following benefits at all times. You must actively and obviously be using Collana con denti/ossa to gain the benefits of this Effect.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
Channeling the years of Quarterbacks that have worn this medal of luck, this giving them the luck to throw high and Score like a champion. Mason donning this is channeling all the experience and skills of Quarterbacks who have worn this Medal upon them. Allowing him to reach new feats in the throwing worlds.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
When Luke throws a shuriken, faint ghostly arms surround his to subtly guide his aim.
You gain the following benefits as long as you are engaged in combat with shuriken.
+2 dice to all rolls utilizing shuriken.
You also gain the following effects:
Nikki's Ibanez Iceman generates sound like it was plugged into a full stack of amps!
You gain the following benefits at all times.
You are permanently and visibly transformed: 1988 White Pearloid Ibanez Iceman. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Your body provides you with the functionality of a stack of amps. If used to attack, these "tools" use the same stats as a small knife.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: