Jacko has grown, and in doing so, has come into the strength of the new race.
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).
Beco's golden shield jumps to a nearby ally to protect them from projectiles.
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.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
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.
One of the embers upon the lighter's engraving seems to glow. It is not your time yet... the flames of life still roar within you yet.
I have lent man the gift of life
of fire and flame
and as they burn bright
their flame does too.
No longer embers,
but a roaring beauty.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
When targeted by an effect that would manipulate the mind, the sophisticated network of neural implants will assist in opposing impulses not aligned with it's real-time personality model. If the effect is successfully repulsed, it communicates both the source & the nature of the effect to the End User.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Jessica’s intellect burns too brightly to be dimmed. Her mind—sharpened by post-human cognition and anchored by her experiences as a contractor has become a fortress of order in the chaos of the unknown. When threats attempt to breach her thoughts, manipulate her will, or distort her perception, they find thoughts impossible to decipher, let alone break. This power allows Jessica to resist mental attacks, supernatural compulsions, illusions, and psychic interference. Her thoughts are shielded by a lattice of alien logic and impossible clarity, making her nearly impervious to outside influence.
You gain the following benefits at all times.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
This black leather apron has a supernaturally enhanced shield of magical energy that protects the wearer from harm
You gain the following benefits as long as you are wearing this Artifact.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor 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.
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:
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 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.
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).
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:
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.