When this power is in use, the user punches and punches until there is nothing left to punch. Steel, Wood, anything else other than cobalt the user is able to punch through. The user of the suit becomes a true man!
You gain the following benefits as long as you are wearing this Artifact 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). The target's Armor is fully effective against this damage.
You also gain the following effects:
Exe's body tends to vary between regular pale flesh and a black metallic, sporting the same black metallic all the way through. Exe's body has also increased in size, taking on a more bulbous shape akin to a melting snowman
You gain the following benefits at all times.
You are permanently and visibly transformed: Nanite body. You are considered to be a Sapient, Non-Living Computer when targeted..
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.
Your body provides you with the functionality of Digging and Tunnelling tools (take the form of Drills). If used to attack, these "tools" use the same stats as a small knife.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
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.
Harold's cybernetic mind can predict the kinematics of a bullet far better than a human marksman.
Calculating...
Calculation information:
Angle: 0.2, 0.03
Target Position (relative to firearm): 21, 32, 8
Muzzle velocity - 5,000 ft/s
Wind speed: 0.2 Newtons per square foot
Calculation Complete.
Time elapsed: 0.023 ms
Conclusion:
Change firing angle by 0.01 rads x, 0.04 rads y
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Marina taps into her evolving sea creature abilities, gaining a heightened sense of location. A simple click of the tongue sends subtle soundwaves, mapping her surroundings by interpreting the echoes that return. This allows her to perceive the physical shapes and textures of the environment, even in complete darkness or murky waters.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The basics of sandbending, taught by the many Si Wong tribes of the Si Wong desert. It utilizes not the rough, solid earth. Instead, in order to traverse the desert, they have learned the ways of maneuvering the loose sand around them to move fast and strike hard. With the basics, you can blind people, create gravelly cuts and small barriers, but it is not so advanced that you can use it to sail on the sand or create tornados.
You gain the following benefits as long as it is used on sand.
You can interact with things that are within 10 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 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Breaking a new threshold in their symbiotic operations, Eliza and the Doctor have established protocols to distribute "backups" of Laz's Intellect, memories, and personality throughout the tissues of his body. As such, as long as at least half of him remains, Eliza can maintain and rebuild him with minimal if any loss of memory or personality
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.
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.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
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 Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.