Fighting fair is for people who aren’t cowards. You prefer to take advantage of when other people fight fair, chiming in with a well-timed strike or two that surprises the enemy while they’re distracted. Like a sneaky attack… one might even call it… a Fucking Sneak Attack!!
You gain the following benefits as long as another hostile sapient being is within 5 feet of the target and you are engaged in combat with knives.
+2 dice to all rolls with knives. You may Defend against firearm attacks from any range using knives.
You also gain the following effects:
The user ties, or pulls the bandana up upon their face, scattering out of sight. If attempts at detection succeeds the user’s outline can be seen by said target who attempted detection.
You gain the following benefits as long as you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
You may turn this Effect on and off at will during its duration.
Rico's body reacts to the gunman's shots as they pull the trigger, flinging his hand up to the position of where the bullet will be, intercepting it in mid-air and deflecting it with his hardened fist.
Rico has now carefully calibrated all of is bodily functions to aid him during combat, granting stronger blows and more accurate defense.
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 +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:
This armored suit is composed of brightly colored orange and turqouise armor plating over a complex nanofiber weave. It has sleek protrusions on its shoulders and back, as well as a small one on its domed cranial casing. There are no visible seams, but the joints are covered in a high tech flexible weave, and it doesn't add the bulk that would be expected to its wearer's silhouette.
The Armored Maintenance Personnel - Universal Protection Suit is a significantly enhanced AMP suit designed to offer comprehensive protection and convenience beyond the capabilities of its baseline model. The AMP suit is an armored environmental protection suit issued to safety engineers expected to regularly work in hazardous environments without reliable access to logistical support. It represents a compromise between the protection of an industrial spacesuit and the functionality of ordinary wear: while unsuited to operation in the Void for any length of time, the AMP suit provides ample protection against mechanical failures, crush impacts, and - if necessary - hostile interactions with other crew members who have reason to want what the engineer has. The AMP UP suit has been modified to include an internal O2 store which lasts up to 6 hours of internal operation, as well as an integrated air compressor capable of refueling the internal O2 over 24 hours of downtime in an oxygenated environment. It also has a full internal air conditioning and atmospheric filtration system, protecting its wearer from common toxins and atmospheric contaminants without needing to engage the atmospheric isolation mode. It has an integrated camera on its helmet and and armored visor, and its internal membranes are redundantly reinforced to ensure that even if the suit is extremely badly damaged, it will still be able to perform its environmental protection functions. It has also been installed with a Telepathically Entangled Security Translocation (TEST) system keyed to Osh's psychometric profile which allows them to, by focusing on envisioning the sensation of the suit encasing their body, summon it to themselves over any distance. The suit provides 3 armor.
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.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
His bodies return to it's initial spiritual state now fully complete, aside from one critical component, his physiology no longer suffers from such mortal issues as "dying of blood loss" and "needing months for broken bones to heal.". No instead now he an hour from any wound so great it discorporates his physical form, and in absorbing the Qi of the world he has essentially infinite vitality for standard tasks. A cushy position if Joao Jean had ever heard of one, and one he didn't intend to leave any time soon.
You gain the following benefits as long as Leon has consumed the faith energy of an offering made to him that day.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
While Incapacitated, your only weakness is Sever all of his tails individually, and then cast them with his heart into a fire before performing an exorcism (Cha + Occult Roll.), and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The good will of Terry's patients protect him, as long as he's worth protecting.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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:
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 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:
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 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.
Injuries you receive from silver or fire. are increased in Severity by 1.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.