There is no visual manifestation to this power.
Rasmus is a seeker of the truth behind the world, and his occult research has taken his train of thought to many strange places, bringing back gifts and nightmares along the way.
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:
So unassuming that it is often overlooked when set down somewhere, this bag is always just where you left it.
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.
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You gain the following benefits as long as you are wearing this Artifact.
You are permanently transformed into this Artifact.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
If you are broken, you cannot take any Actions until you are repaired.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
Your passive Powers affect anyone who wields you.
She had made it her life's work to be queen of the dead. She knew dying was needed to make that happen eventually, but it happened sooner than she thought. Now she was back, but her studies on death had prepared her, and she put things into play to keep her from going prematurely again. Being used to fighting the pull to return to Skinlands when piercing the Vail, she has learned to fight the Vail in order to return to the Skinlands.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. While incapacitated, you can take one Action per minute. Stress applies in full and cannot be reduced for any rolls demanded by the Action. 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 holy weapons, 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.
"My body has been through much worse, I'll just walk this off."
You gain the following benefits at all times.
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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You are a soft, cute and cuddly toy, switched to perfection.
You gain the following benefits at all times.
You are permanently and visibly transformed: made of fabric and filled with stuffing, resembling an animal. You are considered to be a Sapient, Non-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)
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
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 has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
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.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is 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 or your equipment specifically 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.