Amarjeet's broken leg has been replaced by a sleek, cybernetic model. Largely composed of State of the Art ceramics & polymers, it is still clearly artificial.
Onboard weapon systems include a retractable "Spur" on her heel for & a 12 gauge "shotgun" port built into the knee.
Heel Spur: Counts as a Baton/Short Club. Can be Electrified to act as a Taser.
Knee Gun: This weapon can only be fired with accuracy in Melee range, can hold 8 rounds, & is typically fired with a "Knee Strike" motion.
The leg can be detached with some effort, & must be repaired or replaced if damaged.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Shotgun, Baton/Club, and Taser.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Your Extra Appendage is incapable of fine object manipulation.
Your hand now empowered by your nano bots have destructive force behind them and give off a quiet shine and golden glow
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Diamond and chest to gain the benefits of this Effect.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: Your left hand becomes metal like.
You also gain the following effects:
The skates magically fit the wearers shoe size. after being put on the skates take a fist size area of skin on the face and gives that area severe frostbite for as long as the skates are in the users possession. if the user discards of the skates the scar will magically revert with no trace. the ice beneath the skates forms from the moisture in the air, and melts and evaporates just as quickly as it appears.
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 tripled.
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 300 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 900 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 300 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.
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
You may Exert your Mind and spend a Reaction to automatically dodge any incoming Attack. You do not need to roll.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Disfigured. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
When Magic missile is cast, the Gibus on the magicians head glows a bright blue. Then missiles of mana are shot from the magicians hand.
Intellect + "Magic Tricks" @ 5 for Tooth N Claw
You gain the following benefits at all times. You must actively and obviously be using Magicians Hat to gain the benefits of this Effect.
You are permanently and visibly transformed: Very long grey beard, hazy eyes. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
You may make a +2 Weapon Damage Magic Missile(Assault Rifle) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Forgetful - You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck..
The Severity of any Injury caused by Anti-Magic is increased by 2.
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:
The user experiences what it feels like to be unheard or ignored. When walking with the lighter or knife out you make no noise, its almost too hard to hear the noises you make.
You gain the following benefits as long as you are wearing this Artifact.
You and any clothes or equipment you are wearing are partially obscured from hearing. All attempts to detect you using hearing are rolled at a -3 dice penalty, and all attempts to detect you where hearing would assist are rolled at -1 penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.
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.
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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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 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:
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects: