Trussardis face shows a grimace for a second after being hit before shifting to an emotionless expression.
Angry managers, insane stalkers and other musicians always try to get the leg up on you. You can’t give them the satisfaction of letting them do it to you.
It would be a lie to say that all of these crazy people don’t affect you.
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: Phobia of Crazy people.
My ponytail's gonna getcha!
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
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.
Your appendage has its own agenda (Biting helpless victims), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If it chooses to act counter to your desires in Combat, it gets its own Action and controlling it costs your Action.
Your Extra Appendage is incapable of fine object manipulation.
"I don't take kindly to how you're actin' mister. If you wanna go down this road, we can," Blake brushes back his trench coat enough to show he's packing, and means business, "But lets keep this civil. Do you really want to know what's faster? My bullets, or your fists?"
-Blake Sacks.
My old reflexes are returning again, it's good to be back.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
"I keep this photo of mum and dad in my pocket, without it i feel weak. The doctors say its substance B that makes me strong, but if you ask me: It's substance dead parents that brings me my strength. I exert the guilt of not saving them onto the object or the foe, and they collapse under it. They can't handle it like i can. Some say its a gift, but if i could go back to being that 5 year old boy again with alive parents and no strong, I'd do it in less than a heartbeat. Because my heart barely beats anymore, neither do my parent's hearts: they're dead."
You gain the following benefits as long as you have your picture of your dead Parents.
Your Brawn rating is increased by 3. 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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Evil Jimmy can talk to any sapient creature, fueled by anger. Hoping to Find a new host.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
Whenever wearing this garment, you feel embraced by the robes, protecting you in a way. Getting shot at, stabbed, and anything beyond that, seems to be absorbed within the robes and dissipate, to a degree, before dropping bits of blood, dissolving into the ground.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.
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.
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:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
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.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: