The bandages on the user's body slither and stretch to cover an injury-- even slipping through any orifices (typically the opening of the wound) to pack and treat internal damage. Once covered, the wound regenerates underneath the bandages until eventually, they retract to their original worn positions.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive from a source other than acid heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
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.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Putrescine: You constantly reek of dried sweat & blood. Locating you by scent is @ -1 Difficulty & any circumstance (often social) where smell matters is at +1 difficulty. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: NEVER BACK DOWN NEVER WHAT???: You don't do restraint, you don't know restraint. You must make a self-control roll to flee from, show restraint to, or otherwise, "let live", your enemies. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Injuries you receive from acid are increased in Severity by 1.
You gain the following benefits as long as you are engaged in combat with Khopesh swords.
+2 dice to all rolls with Khopesh swords. You may Defend against firearm attacks from any range using Khopesh swords.
You also gain the following effects:
Rasha's prosthetic has been fitted with self-correcting sensors that allow her strikes at her target to be more precise and to require less thought.
You gain the following benefits as long as you are engaged in combat with Arm sword.
Your attacks with Arm sword deal +3 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
While the Ema is worn on his person, depicting the God Kuebiko, the user is able to derive blessings from the God. Gaining the blessings of the God, allows the user hightened awareness of their surrounding, able to perceive 'auras' and further enhance their sense of smell.
While the blessing is mostly innate, while it is actively being applied, the Ema shines, taking on a texture akin to gold, reflective as such. While it is not in use, the Ema simply resembles a plaque of wood, that is brownish-yellow.
You gain the following benefits at all times. You must actively and obviously be using Ema (Wooden Plaque) with a depiction of a scarecrow to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Ratigon has long since been shunned by their lacking mental capabilities and has evolved to grow past them
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: Compulsion to steal.
Felix is familiar with Vein's function and form at an intimate, subconscious level, and wields their Tendrils as extensions of his body.
Or perhaps, Vein does so to Felix.
You gain the following benefits as long as you are engaged in combat with arm-integrated weapons.
+2 dice to all rolls with arm-integrated weapons. You may Defend against firearm attacks from any range using arm-integrated weapons.
You also gain the following effects:
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
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.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
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 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.
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.