The Rider is at their best when they are against a strong foe. Their fiery resolve flares up and they are empowered by a preternatural luck and capacity for avoidance. Lethal blows become scrapes, scrapes become ineffectual impacts and they push themselves to survive no matter what.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which only reduces damage taken from Attacks from Boss/Commander Monsters. Any armor piercing effects from Attacks from Boss/Commander Monsters are ignored. 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.
When you take Damage from a source which is within 5 feet, deal back that much Damage up to a maximum of 3.
Your body simply becomes wax, susceptible to being melted or frozen, but is also able to morph and change.
You gain the following benefits at all times.
You are permanently and visibly transformed: Your body is made fully of Wax. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your appendages have 30 feet of reach.
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.
The Severity of any Injury caused by Fire/Heat is increased by 2.
The decades of war made him to a meanece on the battlefield
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.
You also gain the following effects:
The user glides through the air as if they were flowing through rushing water, allowing them to move and act at an unnaturally fast rate. The teeth of the artifact similarly levitate and trail behind the user's movements as if they were being pulled underwater. When accelerating, the air around the user ripples like a bullet piercing water.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Vengeful: You don't let insults or attacks to your person go easily. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
After agreeing to submit to the experiment, Riku's complexion became paler, with larger and more toned muscles; his senses shaper and his mind faster. Every now and again the place where the otherworldly tendril was surgically removed itches and where it was connected an eye briefly manifests, opening and closing itself.
You gain the following benefits at all times.
You are permanently and visibly transformed: symbiotic survivor. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
Possession of this Power grants the following Battle Scar: Weak Stomach.
The Severity of any Injury caused by Acid is increased by 2.
While he wears these sunglasses, Charles Charleton is passively protected from harm from both physical and non-physical sources because they simply cannot be possessed to hit him, the glasses are so snarky and aggravating that in their anger they will either miss or attack with decreased effectiveness.
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 protects you against Injury from non-physical sources as well.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and 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 2 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:
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
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.
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).
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:
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 no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.