During moments of conflict a blue-ish aura surrounds the user. The user's rhythm of fighting becomes inconsistent as attacks land earlier or later then they are supposed to. Their movements become more precise and targeted as each strike becomes echoed by another delayed hit from a spectrish afterimage that serves to accentuate the blow.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Leopold’s pale, flawless skin contrasts with his wary, darting crimson eyes that never linger long on any figure. His tattered, blood-stained formal suit adds to his unsettling aura, a remnant of his turning. Subtle tension defines his stance, as if every human presence hides a threat. His elongated, darkened nails hint at his predatory edge, but his guarded movements betray his lingering paranoia.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Possession of this Power grants the following Trauma at all times: Paranoia.
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You gain the following benefits at all times.
You are permanently and visibly transformed: Dead Body. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
This armored suit is composed of brightly colored orange and turqouise armor plating over a complex nanofiber weave. It has sleek protrusions on its shoulders and back, as well as a small one on its domed cranial casing. There are no visible seams, but the joints are covered in a high tech flexible weave, and it doesn't add the bulk that would be expected to its wearer's silhouette.
The Armored Maintenance Personnel - Universal Protection Suit is a significantly enhanced AMP suit designed to offer comprehensive protection and convenience beyond the capabilities of its baseline model. The AMP suit is an armored environmental protection suit issued to safety engineers expected to regularly work in hazardous environments without reliable access to logistical support. It represents a compromise between the protection of an industrial spacesuit and the functionality of ordinary wear: while unsuited to operation in the Void for any length of time, the AMP suit provides ample protection against mechanical failures, crush impacts, and - if necessary - hostile interactions with other crew members who have reason to want what the engineer has. The AMP UP suit has been modified to include an internal O2 store which lasts up to 6 hours of internal operation, as well as an integrated air compressor capable of refueling the internal O2 over 24 hours of downtime in an oxygenated environment. It also has a full internal air conditioning and atmospheric filtration system, protecting its wearer from common toxins and atmospheric contaminants without needing to engage the atmospheric isolation mode. It has an integrated camera on its helmet and and armored visor, and its internal membranes are redundantly reinforced to ensure that even if the suit is extremely badly damaged, it will still be able to perform its environmental protection functions. It has also been installed with a Telepathically Entangled Security Translocation (TEST) system keyed to Osh's psychometric profile which allows them to, by focusing on envisioning the sensation of the suit encasing their body, summon it to themselves over any distance. The suit provides 3 armor.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
The user's budding mastery over Ki allows them to fully merge their Ki with their physical form, imbuing their very skin with the strength of Ki, helping to protect them from harm.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The bird speak.
You gain the following benefits at all times.
You may communicate to humans as if you are fluent in a relevant language.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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 Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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:
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.