Darlin' covers Valentine's skin protecting them from incoming harm by hardening their body when they're attacked. The hardened skin appears as pink and black tendrils/vines on the top layer of the skin.
The symbiote and Valentine are in the early stages of codependence, they're still learning how to communicate and work together without causing a ruckus.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The more worn down she get's the Brighter her eyes seem to glow a pale blue light
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is divided in half.
Stress from Injuries acts as a dice bonus instead of penalty.
Upon death, the R.I.S.H.I. is set to copy Amarjeet's mind - the final process in creating a Remote Security Peripheral - the software. While this copy is intended to be a "user friendly" avatar stripped of free will, there are some bugs...
You gain the following benefits at all times.
The next time you die, you instead permanently transform into R.I.S.H.I. Kara Bracelet.
Mikey is able to stay acutely aware of his surroundings even in tumultuous situations. His ears are able to distinguish a whisper coming from a cacophony.
As long as Mikey can see something clearly he can tell what sounds it makes even if the sound waves don’t reach him. His mind fills in the gaps, subconsciously reading what sounds are made from the subtle movements of the object.
Mikey's earing are able to vibrate at frequencies to cancel out damagingly loud sounds and to pitch other sounds to one he can pick up.
You gain the following benefits at all times. You must actively and obviously be using Earings to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Any Effects or supernatural abilities which would suppress one of these senses are rolled at +2 difficulty.
Clutching their wounds, the mage stumbles onwards and nearly falls into a seat. Taking a moment to compose themself, they channel energy from the 'ᛒ' embroidered onto their pouch, a virile green glow emanating from it and seeping into the injury. Partially recovered, the mage stands up once more to continue their quest.
You gain the following benefits as long as you are wearing this Artifact.
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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
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.
Bo's missing arm has been replaced with a psychic phantom limb.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
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 is incapable of fine object manipulation.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
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.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
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.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.