A Reaper in training's first tool is her blade, but the thing that truly marks her as a reaper is her cloak. Tailored to fit the reaper, Widow's cloak appears as a hooded Gothic leather trench coat. But just as the cloak signifies you as a reaper, it is also bound to the soul of the reaper.
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This Artifact cannot be broken.
Anyone but this Artifact's creator must Exert their Mind to wear this artifact or activate any of its Effects.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Demonic features lasting from his time in hell. His hooved feat drive his movement with speed and power. His hell endured body lasts the hotest deserts.
You gain the following benefits at all times.
You are permanently and visibly transformed: _Goat like eyes, as well as small bumps on his skull in the place of horns. Hairy legs and hooves with custom shoes over them______. You are considered to be a Sapient, Living being when targeted..
Your body is adapted to Running. You receive +3 dice on non-attack rolls related to Running.
While in Heat, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You gain the following benefits as long as only usable when Better glass jaw is triggered..
You can run at two times your normal movement speed.
You have a physically perfect body...technically.
You gain the following benefits at all times.
You are permanently and visibly transformed: Immutable Body. You are considered to be a Sapient, Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Possession of this Power grants the following Trauma at all times: Death Fear: When you take an Injury, roll Trauma..
A true long sword in form, Tranquility is Odessa's answer to those who refuse to embrace peace by granting them the final one. Made of light blue metal and with a flared black hilt set with a glittering blue gemstone, this sword embodies the beauty and menace that is to be expected of a legendary sword. Those chosen by the blade, and pure of heart, can wield it with exceptional speed and grace, deflecting bullets and all other manners of evils from the air as easily as some draw breath.
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.
Possession of this Power grants the following Trauma at all times: Heroes Heart: Roll mind to go along with any plan involving harming innocents.
You also gain the following effects:
Kyle's hands now crush when he decides for them to. His ability to take down foes have now expanded beyond normal training its like he has become superhuman.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +0 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage. You may React to and Defend against firearms and other projectile attacks.
You also gain the following effects:
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every day. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
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:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
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.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects: