Rocky don’t crack. Trash route or hit job, he takes it all with a smoke on his lip and blood on his boots. Pain’s just part of the route
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
A wide bronze ring, able to shrink down to fit around whoever wears it. The ring has the image of a hammer impressed on the front. Pressing one's thumb against the symbol causes auditory hallucinations of a blacksmith's workshop and a quick impression of the scent of overpowering sulfur. It's made to slip over the stump of a missing arm or leg, completely bringing it back for as long as it is fitted. The bronze is much lighter and stronger than it should be.
When it is in use, the flesh seemingly regenerates, remaking the limb in perfect health, making it as much like the original limb as possible, including birthmarks and scars. The scene is like watching a time lapse film of a creature like a gecko regenerating a lost limb, starting stubby and filling in. If the limb is a leg or foot, the foot portion can become dexterous with a thought.
Hephaestus often made wondrous creations but none of them could truly help him overcome the limitations of his godly flesh. This ring was one attempt, an attempt to restore strength to his legs (the ring has a twin but it has long since been lost). However, the ring only works on missing limbs, not crippled ones. Furious, the god of fire and creation threw the rings out of his workshop, letting them roll to the foot of Mount Etna where they were retrieved at a later date by a daring Athenian merchant.
You gain the following benefits as long as you are missing a limb and you are wearing this Artifact.
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 extra appendage can stretch to reach an additional 30 feet.
You may turn this Effect on and off at will during its duration.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Where Mr. IJ is hit, his skin temporarily becomes iron (within limits).
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
A prosthetic finger made out of pure, cast metal. Looks way too old to even move, impossibly so. The application seems to have been painful, as the skin hugs around the metallic prosthetic.
Alexandre Duma's works not only are revolutionary for their period, but they stand the test of time nowadays. Julio used to imagine, during multiple daydreaming sessions, that he could one day be a knight, too, and protect his loved one with his might alone.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
Possession of this Power grants the following Battle Scar: A prosthetic, metallic left middle finger that looks burnt into the skin.
You also gain the following effects:
a leather-bound expandable case that always seems to be filled with odd bottles, jars, and gauze, despite how many were used previously
You gain the following benefits as long as you are wearing this Artifact.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Sheriff Perkins is able to maintain a psychic projection of an arm to replace his missing one. This arm is a translucent, glowing blue limb which appears more like a tentacle than an arm, particularly at the tip as there are no defined fingers, and stretches to reach much farther than a normal arm. Sinuous blue veins snake up and entwine the remaining human upper arm, glowing just like the rest of limb, causing Perkins to constantly emit an LED-esque light.
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 is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.
Your extra appendage can stretch to reach an additional 30 feet.
Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage is incapable of fine object manipulation.
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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
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.
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 grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
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.