This is not a true armor, but rather Daisy's only fleeting good luck. Whenever she puts a target on her back, her luck decreases, and so too whenever danger has already surpassed. However, if she plays her cards right, and doesn't put herself in situations that would otherwise test her luck- fate and chance will be in her favour.
You gain the following benefits at all times.
You have 5 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Your Armor’s rating is increased by 2. If you do something that Damages, restricts, or otherwise directly, negatively affects another being, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
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.
Brioche eats some meat and beefs himself up, becoming visibly swole af. His altered appearance will begin to fade once the barrier falls, but will not fully go away until the next day.
Exert your Mind and Spend an Action to activate. You must use up a piece of meat in order to activate this Effect. Roll Charisma + Crafts at Difficulty 6.
If you succeed, you create a Barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
The Barrier will fall after an hour, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Lightning Arcs around The Sparkman, the Shock Suit's coils allowing him to effectively fire out a pulse of electricity, as if it were some sort of stungun. The effect is delayed, but it works well enough.
Exert your Mind and spend an Action. Select a Living target within 30 feet. You must actively and obviously use Copper Wiring to activate this Effect. Roll Dexterity + Firearms at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 hours. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
Years upon years of mechanical education and experience has instilled Ollie a deep understanding and familiarity of different materials. Especially knowing of what is and what’s not up to his preferred standards. His eyes and pupils dilating with supernatural precision to know the contents of the object he’s looking at.
Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn all the following information about your target:
The Hemomancer’s ritual, brutal in nature, uses the heart of a once-living creature as its catalyst. Her skin thrums with energy as she bends her own freshly spilled blood through the muscle until she is changed completely.
She shifts into a quivering pile of ichor, entrails and organs rolling and gripping at the ground as it begins to shamble forward. A bloody appendage squirms its way out of the center, lashing wildly at the nearest foe...
Terrifying as it is, the creature can still heal just as effectively... If only a patient would only stop squirming to accept the help.
Increase your sacrificial Injury's Severity by 1 and spend a Free Action. You must actively and obviously use a heart to activate this Effect.
You transform into a viscous mound of animated gore for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
You have access to your Powers while transformed.
You may use equipment while transformed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the hemomancer’s rapid transformation into a roiling creature of animated blood.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Skin twists, blackened veins pulse, joints pop - too many joints on that finger, take one away.
Eyes too bright, too focused - deaden them.
Stare into them and you find your skin raising despite your common sense. Your gut screams danger, but your friend looks at you with a smile.
Too wide.
That to destroy earth's music is to create confusion;
that to wreck her appearance is to blind us to beauty;
We indulge her children within us.
Spend a minute to activate.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see black veins pulse, and skin slacken and fold away.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword 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.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
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.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.