The Chopper's Firearm Forge marries the rugged allure of a clockwork biker with the firepower of multiple rifles, but it comes at a steep cost. This power centers around a custom chest rig that elevates the user's combat abilities Through the use of Multiple thin masterwork clockwork armigers rapidly moving the firearms to compensate for user error and reloading in the heat of battle. During integrations one of the clockwork arms forcefully shreds into the Dominate hand of the user in order the calculate a baseline to copy with the other limbs Fusing the Rig, Hand, And Gun into a mangled bronze Gungrip. if refused during integration the armigers goes limp refusing to help weak flesh. upon taking off the chest rig the hand will need time to heal from the scouring the hand received leaving it only capable of pulling on triggers.
The Vest has been cursed with the creators hatred of humans, when attempting to touch or being touch by a human. the user must steady them selves as the Chest rig flails about attempting to destroy those who would touch it. on a Failure the rig turns its arms onto the Filthy human which triggered the roll unloading a volley at them.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with Assault weapons.
+2 dice to all Assault weapons rolls.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: GunMitt (Dominate hand can only be used for Guns). If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Roll self-controll when touching another Human Else you attack.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
Constant conflict has made her skin much tougher, her body seemingly fighting against damage to her
You gain the following benefits at all times.
You have 6, which reduces incoming damage from all sources of physical attack except Holy Material. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Possession of this Power grants the following Battle Scar: idk.
Benny goes super fast, but only through darkness and only when he has recently fed.
You gain the following benefits as long as you have fed in the last 24 hours and you are in shadow or darkness.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Ophelia's intellect manifests in the sharpness of her gaze, piercing, almost otherworldly, as if she sees through everything.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. 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).
You also gain the following effects:
When the Serpents miss their beloved, they use their power to travel through void and end up in their hand. To observers, the knife seems to melt out of shadows until it is there.
This Artifact cannot be broken. If this Artifact is lost and in no one elseโs possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within armโs reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
If this Artifact is in no one elseโs possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Richard has learned a few forms of martial arts, and has created his own style that allows him to redirect any attack that is sent his way.
You gain the following benefits as long as 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.
Possession of this Power grants the following Battle Scar: weak spot on back.
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 mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive 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.
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.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects: