The amulet Hearst created after a vision is subconsciously linked with him, and he is always vaguely aware of its location.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Brie's skin is now thicker and hard to hurt.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming damage from all sources of physical attack except Kitchen utensils. 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.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
tattoos of archerfish and rippling water cover his entire body, swimming around aimlessly.
gull found an ancient-looking stick-and-poke tattoo kit suspended in a bubble during a trip to the beach as a teenager, and decided that he might as well use it, since it was free and cool-looking and couldn't possibly have any unforeseen magical consequences. as it turns out, it did, in fact, have consequences, and now he looks like an aquarium. on the plus side, he spits like a pressure-washer.
You gain the following benefits at all times.
You are permanently and visibly transformed: animated tattoos of fish and rippling water. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.
You may make a +2 Weapon Damage water-spitting attack without additional equipment.
When she has you, she gets a little hungry and takes a bite.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Shoulder Subluxation, Wheezing, and Tinnitus.
Possession of this Power grants the following Trauma at all times: Lustful Appetite.
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:
Echo's eyes have a faint blue-ish glow to them, slightly lighting up his goggles.
You gain the following benefits at all times.
You are permanently and visibly transformed: Due to Echo's fondness for the frontlines, the US Military "rewarded" him by augmenting his body to be better suited for combat. His skin is noticablely pale, and is seen having metal seams on his calves, forearms and biceps. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
The Severity of any Injury caused by Frost is increased by 2.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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:
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 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 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: