As Joshua receives wounds, within an hour they are mostly healed.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver are increased in Severity by 1.
This knife always seems to return to its rightful place... Given time.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Your are a Vulpimancer a large alien carnivore with a body shape similar to an ape but with certain canine features.
Vulpimancers come from the planet Vulpin, after years of being used as a waste disposal planet, Vulpin has become pitch black, cold, and full of pollution.
You gain the following benefits at all times.
You are permanently and visibly transformed: fur, large claws, sharp teeth, no eyes, tail, digitigrade hind legs. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
Your body is adapted to Tracking. You receive +3 dice on non-attack rolls related to Tracking.
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)
While in Underground Environments, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
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.
You cannot speak any coherent verbal language and must resort to other means of communication.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Hezalea's past has brought her into places that no normal human would've been allowed into, all for the "greater good". The exposure has changed her on a fundamental level for better or worse; how could anyone call her a hero now? She can't even be called "human" anymore. Her "blood" coagulates so quickly that her injuries simply look grotesque, as if a Venom-like creature has touched them. Due to this, she has also found herself becoming slightly more flexible than before - that is, her very flesh is less anchored to her form, no longer restricting her ability to fit through smaller spaces.
On toxicity:
Hezalea always used to carry around vials of liquid cancer: chromyl chloride. Koriol was the one who supplied her with it, no questions asked. It looks like blood, just a little more orange in smaller portions, and it fumes enough that people know right away that she means very much harm. The moment they lay eyes on it they usually back away. What does it mean, now that something quite similar flows through her veins? At least she's not planning to maintain any relationship that matters anytime soon.
On the white streak:
No matter what she's tried, she can't get rid of it in any meaningful way. Cutting it off only means it'd grow back with the same pale whiteness, and it's not even porous enough to be dyed before the colour slips away, staining everything else. Maybe it's from the incessant stress of all the situations she throws herself into, but she secretly knows this is just another superficial symptom of something quite sinister underneath.
On choice:
She didn't choose this gift. She was told she'd be getting magic from fulfilling Contracts, but all she got instead was a true manifestation of what was already there. The scientists back then were so intent on achieving this very feat, telling her it'd make her better and stronger and all-powerful. They had an unnatural fixation on replacing one's crimson vitality with something else. All they really wanted was self-satisfaction and bragging rights for attaining divine knowledge, at the cost of her liberty and her life.
You gain the following benefits at all times.
You are permanently and visibly transformed: Streak of ghostly white hair and fuming, pitch-black blood. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
The previously green highlights and lightning of her bike's speed turns a neon Magenta as the dangerous sparks become more streamlined and calmed, surrounding the wheel's as they flip sideway's and begin to hover over walls and water.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
You appear mostly human possessive a fox tail and ears and wisker like markings on your face, and slit pupils.
You gain the following benefits at all times.
You are permanently and visibly transformed: Kitsune. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, 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).
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:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
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.
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.
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:
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.