When used, Jet Thrusters built into the suit propel the user into the air.
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 Jet thrusters on arms and boots. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your Jet thrusters on arms and boots 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:
Looks similar to Muay Thai. Incorporates strikes with hands, feet, elbows, and knees. Also includes clinches, takedowns, and submissions to a lesser degree.
Lightning fast foot-work combined with precise and brutal strikes. The Thai Death Arts are a style primarily focused on striking but also incorporates clinches, takedowns, and submissions. They were created by enslaved people in order to overpower armed captors without requiring weapons.
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).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
While mostly normal at a glance, there are seams along every joint. Her skin gleams slightly in the light. There are noticeable in-set holes along the backs of her wrists.
Bev is not satisfied with the “Good Doctor’s” enhancements. Her vitals are still ‘vital’, the lack of internal protection combined with skin made from some manner of conductive metal leads to a glaring vulnerability to electricity. The processing elements added to her brain are useful, but they are also potentially exploitable — especially with the doctor’s binding laws lying dormant within.
With time and effort, the insulative nature of the skin has been purged as the plating was replaced through contractive magics.
You gain the following benefits at all times.
You are permanently and visibly transformed: The skin has seams along its joints, and feels obviously metallic to the touch. You are considered to be a Sapient, Non-Living Computer when targeted. Your Intellect is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Fires bullets from wrist attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
You were born with dangerous implements made to rend prey. Sharp teeth to tear, long claws to slash, a long tail to smash.
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 +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
The sound of Tahitian drums plays loudy and a bright light shines down on Illidari as he prepares his Chain sword blade...
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
The armor works by having small nano machines interlink with each other, more or less forming a microscopic set of chain mail armor covering the whole body.
“Protecting the weak means that you have to be their sword, striking down the evil that is after them. It also entails being their shield, blocking of the attacks heading their way.”
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
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 +0 dice to any Mind resistance rolls you make. You also gain the following effects:
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 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.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects: