The Rider's movements have reached their peak: their experience filming crowd scenes helps them walk across any gathering of extras, as they run across walls they seem unburdened as if assisted by wires, they carry civilians as if they were merely light mannequins, no matter the terrain or the situation the Rider runs on unrestricted.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
With claws as sharp as obsidian blades and the strength of a frenzied hippopotamus, Hyalophora Diaboli will cut and tear through all that stand in its way.
You gain the following benefits as long as the alternate form is active and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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:
Did that bullet just ricochet off of her?
You gain the following benefits at all times.
You have 5 Armor, which only reduces damage taken from Bullets. Any armor piercing effects from Bullets are ignored. Armor from multiple sources does not stack.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
Darren grew up in the wildnerness with his family. They were close with the land and when he turned 18 he left to make his own way while building his shed he looked up and was decended upon by a white feline like creature he was bitten and fell but swung his axe crashing into the creatures head. He drag the bidy in side and ate it and then he felt a sharp pain when he woke up he looked different and he felt different.
You gain the following benefits at all times.
Your Perception rating is increased by 0. 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).
You also gain the following effects:
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
A holographic sight is connected to the firearm via picatinny rails once connected from the inside of the sight a storm of sand flow out and begins to compensate for user error by pushing and prodding the firearm in the correct location. when shots are fired out of the gun a smattering of sand is shot out the barrel with the bullet silencing the target of the shot.
You gain the following benefits as long as Requires a firearm with picatinny rails, you are wearing this Artifact, and engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
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.
You can 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:
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:
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 every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects: