Gambler's Luck "In gambling, the many must lose in order that the few may win."

1
This Artifact grants you protection against attacks.
Used by Jack Strider, Created by JHoneyz.
On Legendary Artifact Gambler's Suit.

Fill


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.

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.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

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.

  • Armor recharging happens automatically and does not require an Action.

Community Passive Gifts

You gain the following benefits as long as 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).

Possession of this Power grants the following Trauma at all times: THRILL SEEKER: You only feel truly alive when you're chasing another thrill. When faced with the opportunity to perform an action in a more dangerous or exciting way, you must roll Self-Control to resist.

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:

  • Ghost Wrangler: You may grapple incorporeal, liquid, or gaseous entities.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times.

Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as Alternate Form is active and you are engaged in combat with Seuno Impossible.

+2 dice to all rolls with Seuno Impossible. You may Defend against firearm attacks from any range using Seuno Impossible.

You also gain the following effects:

  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • Grip Discipline: You cannot be disarmed against your will by Minor, Major, or Severe Battle Scars, physical Actions, environmental conditions, botches, or Effects. Your weapon may still be destroyed.
  • Riposte: If you successfully Defend against an attack within range of your melee weapon, you deal Damage equal to your excess Outcome plus Weapon Damage back to your attacker.
  • Sheathing the Sword: When you would Clash with an opponent, before the dice are rolled, you may opt to have both sides deal full damage. If you do, your attack roll is at -2 Difficulty.
  • Two Swords are better than One: If you are wielding more than one melee weapon, you may Attack with all using the highest Weapon Damage, plus 1 for each additional weapon. If you reserve a weapon, any Clash or Defend roll you make is -1 Difficulty, and mob penalties are ignored. Maximum +5 Damage from bonus weapons.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.

You gain the following benefits as long as you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:

  • Disarm: If you successfully Defend or Clash with a melee attack, you may take possession your opponent’s weapon or launch if up to 35 feet away.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Stock Passive Gifts

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

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:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to treating an Injury, including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.

You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

The Severity of any Injury caused by fire and heat is increased by 2.

  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.