For as long as the winds blow and the rain falls, I too shall live on to fulfill what the skies sought
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive.
The pupils become dilated when in use
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Flame gouts spew from the nozzles mounted on the sides of the back-mounted welding tanks.
You gain the following benefits as long as you are wearing this Artifact.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your nozzles on the sides of the tanks on the back. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your nozzles on the sides of the tanks on the back via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
Vein's fibres flow idly through the wielder's cardiovascular system. This metal stitches together any wounds the wielder suffers instantaneously, and acts as a kind of re-bar for healing lingering injuries.
Due to an innate self-defence mechanism, Vein's fibres have an opposite effect on damage from pure, unalloyed metal. As Vein's main weapon is capped entirely with elemental tungsten, this ensures they hold a distinct physical advantage should cooperation cease between the symbiote and their host.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive from a source other than unalloyed metal heals quickly, reducing its Severity by one level every 6 hours. 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from unalloyed metal are increased in Severity by 1.
Ianthe is a very reasonable loan-giver, a stunning beauty, and a kind soul who couldn't possibly hurt a fly. People naturally gravitate to her side in any argument. How could this tiny, delightful woman be in the wrong?
Ianthe knows how she comes across. She's weak and harmless, yet fun and pretty enough for people to loose their lips around. She plays into it often in order to get people on her side. By far the most devilish part of her facade is that she is usually genuinely concerned.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Flawed Arm - Your right arm, even healed, is fundamentally incompatible with your basic code. You suffer a -1 dice penalty against any roll requiring your right arm, and it renders in golden wireframe instead of normal flesh and blood.
Possession of this Power grants the following Trauma at all times: Catagelophobia: if you allow yourself to be ridiculed or if someone gets the better of you in a social situation you must make a trauma roll.
You also gain the following effects:
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
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.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
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.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
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.