Unfinished Business I remember what you took from me.

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You possess an augmented or inhuman body.
Used by Miliz, the Redeemer, Created by TaffyJam.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

Miliz's skin and hair is a ghastly blue, rather than a traditional skin tone.


You gain the following benefits at all times.

You are permanently and visibly transformed: Semi-transluscent pale blue skin and striking blue hair. You are considered to be a Sapient, Non-Living being when targeted..

Your Injuries no longer degrade with time.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Passive Gifts

You gain the following benefits at all times.

Your Intellect rating is increased by 1. 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:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for 3 Rounds.
  • Quick Thinking: Any Intellect rolls other than Power activations are made as Free Actions. You get +2 dice to all Initiative rolls.
  • Insufferable Know-It-All: Any social rolls you make are at +1 difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

The plates hook into Diamond's frame to distribute their weight, hence why you need to be an android or cyborg to wear them - you need hardpoints to mount the plates to. They also require some form of power so as to activate Defense Curl, Vanguard, and Thorns, as the Thorns is narratively an electro-thaumic discharge from Diamond's onboard reactor, Vanguard is from energized sensor-circuits just under the skin, and Defense Curl is overcharging the whole system to magnetize it to the body.

Deactivating the Armor will allow Diamond to cause it to explode off them and reassemble on the floor, dealing no damage, but it's flashy and showy, and I want heavy armor plates to embed themselves in soft earth as a show of just how heavy "Bulky" really is.

You gain the following benefits as long as you have sufficient power and hardpoints to mount it and you are wearing this Artifact.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

You may activate or deactivate your armor as a Free Action on your Initiative. As long as your armor is active, your movement speed is halved and you suffer -2 dice to all Dexterity and Perception rolls. While deactivated, it offers no Armor.

  • This Effect’s Armor rating cannot be increased by any other Effects.

Through faith and belief in a concept, it gains "power". The rise to prominence of the film noir style led to the creation of something beyond us, a being born from thought. With the change of trends throughout the years, it's existence waned. In a last ditch effort to keep itself alive, it latched onto an up-and-coming detective of little renown.

You gain the following benefits at all times.

Your Perception rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Paranoia.

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Compensate: If any of your senses are suppressed, they may still be used for rolls at +2 Difficulty.
  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.
  • Seeing Double: The ranges of all your senses are multiplied by 4.
  • Sherlock: You may Exert your Mind to deduce a fragment of the chain of events that led to a particular perceivable detail of an individual or environment. This Effect reveals one piece of information that is not discoverable by a mundane investigation.
  • The Great Hunter: You may Exert your Mind and spend one minute activating this Effect to learn the location of any being or object you have an intuitive understanding of.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Sherlock: The amount of information received is limited at the GM's discretion but should at least contain some information that would not be learned from a mundane investigation.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times. You must actively and obviously be using a white tanktop to gain the benefits of this Effect.

You have 9 Armor, which only reduces damage taken from from all sources while doing a good deed. Any armor piercing effects from from all sources while doing a good deed are ignored. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.

Possession of this Power grants the following Trauma at all times: good samaritan: anytime you see someone in need of some help, roll self control to not help them and oblivious: you struggle greatly to navigate subtle social interactions. roll self control anytime you attempt to lie or distort the truth. If you fail however, you may exert to do so regardless..

Stock Passive Gifts

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

You may turn this Effect on and off at will during its duration.

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

You gain the following benefits as long as you are engaged in combat with playing cards.

+2 dice to all rolls utilizing playing cards.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.