Heavy Set Dink* Dink* Dink*

1
Requires Seasoned
This Artifact grants you protection against attacks.
Used by Schrodinger the destroyer (Kibo), Created by SCP_049.
On Signature Item Gorilla Costume.

By god, the monkey suit is the bullet proof.


You gain the following benefits as long as you are wearing this Artifact.

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: must roll self control to not try and maim/kill humans who looks me in the eye. If you lose possession of this Artifact, the Trauma heals over the course of the next month.


Community Passive Gifts

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

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

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • 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.
  • 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.

You gain the following benefits at all times.

You have 4 Armor, which reduces incoming damage from all sources of physical attack except Melee Attacks. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

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

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

Your attacks with Sword deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

You gain the following benefits at all times.

Your Body and Mind Penalties are reduced to 0.

You gain the following benefits at all times.

Your Brawn rating is increased by 0. 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).

You also gain the following effects:

  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded, and it protects against falling Damage.

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

Stock Passive Gifts

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 appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.

Your Extra Appendage is incapable of fine object manipulation.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Gifted: You get +3 dice on any rolls related to medical care as long as treating an Injury.

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

You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

You gain the following benefits as long as you are biting and 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). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • 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 as long as you are wearing this Artifact.

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It 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.

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