The bangles cause the user's body to exude an intense aura that solidifies into the form of an extra arm that uses things in a similar manner to his regular hands.
You gain the following benefits as long as you are wearing this Artifact.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Tiny silk strands poke out from the suit looking like an almost imperceptible haze a few millimeters around the wearer's body. These help the suit to enhance movement, doing such things as gripping surfaces, increasing surface tension, and creating an air 'bubble' just thick enough to slide easily through fluids.
Inspired by orb weavers, octopi, and water spiders, this gift allows the suit's wearer to move as easily as these creatures.
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.
Whenever Teri wishes to heal someone through medical techniques, he may take out a Cleric Class card and speak the name of the card "Cleric Class." When he does so, the Cleric Class card glows a bright golden yellow and floats above the victim-to-be-treated. Under this light and its guiding invisible hands, Teri can properly treat anyone without worries of making it worse nor adverse effects from unsanitary conditions.
You gain the following benefits at all times. You must actively and obviously be using Cleric Class card to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Yuri's Wendigo form has become stronger than ever; his weight and mass forming out like a cancerous mutation.
You gain the following benefits as long as only availiable when they are a Wendigo.
Your Brawn rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You weigh at least 2500 pounds. All rolls to swim, jump, climb, or fly are made at +2 Difficulty. Many vehicles, structures, and similar have trouble supporting your weight and might break or not operate properly.
You also gain the following effects:
His skin is now has a lead alloy embedded in itself he must’ve messed up during the procedure because now his eyes have a occasionally green glow and he is more receptive to ionizing radiation
After another spent with radiation poisoning, Eden knew he had to make a change. He experimented on himself in his workshop and fused With ionizing radiation and cybernetics all wrapped up and a lead alloy when procedure was finished well let’s just say he’s looking forward to his next encounter with Miss handled nuclear waste
You gain the following benefits at all times.
You are permanently and visibly transformed: his eyes have a green glow about as bright as a phone screen. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
While in irradiated zones, 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 are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Mikey is able to stay acutely aware of his surroundings even in tumultuous situations. His ears are able to distinguish a whisper coming from a cacophony.
As long as Mikey can see something clearly he can tell what sounds it makes even if the sound waves don’t reach him. His mind fills in the gaps, subconsciously reading what sounds are made from the subtle movements of the object.
Mikey's earing are able to vibrate at frequencies to cancel out damagingly loud sounds and to pitch other sounds to one he can pick up.
You gain the following benefits at all times. You must actively and obviously be using Earings to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Any Effects or supernatural abilities which would suppress one of these senses are rolled at +2 difficulty.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country 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.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: bluish and semi-transparent, but now function just as the respective physical flesh would.
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.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.