N/A
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive.
Conner goes full snake fu.
You gain the following benefits as long as as long as Only affects his tail and you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
You are taller than most humans, long and thin, with pointed ears and teeth, and an unnatural pallid complexion. Even if you still pass for human at a glance, your presence carries an undeniable undercurrent of something enchanting and primal, some buried ancestral memory of caution and unease that makes the hair on the backs of others' necks prickle.
You gain the following benefits at all times.
You are permanently and visibly transformed: aspect of the Banshee. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1 and your Charisma is increased by 1.
The Severity of any Injury caused by magnetic iron is increased by 2.
A pair of blue denim dungarees
An invisible forcefield slows incoming attacks.
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.
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.
An aura of mystical energy exudes out of the ring and envelopes the target, allowing the user to manipulate the set target within the space relative to the user's range.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Toxadahl is a bright green, furry armless worm like creature, bearing striking similarities to old “worm on a string” toys, except with a pair of long legs ending in hooves.
You gain the following benefits at all times.
You are permanently and visibly transformed: Worm Off the String. You are considered to be a Sapient, Living being when targeted..
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Tail quills (ranged: rifle stats) attack without additional equipment.
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.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and 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). The target's Armor is fully effective against this Damage.
You also gain the following effects:
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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 can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.