Frank's blood has grown darker, almost black. You'd have to open him up to tell but there's almost white splotches moving around inside of him, a monochrome mess beneath his skin. After embracing the grittier aspects of life, he's become even more in touch with the essence of Film Noir. It's gotten to the point where emotional hardening's become physical hardening.
Any spilt blood left behind by Frank is now in shades of black and white. While his veins still show as blue, it's a fair bit easier to tell that he's supernatural given the whole y'know.. blood thing. He may still be able to get a transfusion, doesn't mean he'll ever be allowed to donate blood again though.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Once attacked people who pay attention will see , Johnny being shielded by a hue of golden light. Johnny feels loved in these moments.
Is Johnny maybe the messiah? Is he maybe just humoring a creature far stronger then he could imagine which is why he is being kept alive?
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Futuristic armor that shapes itself to the wearer, even showing previous scars.
Expend a point of Battery and spend an Action to activate.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.
You may turn this Effect on and off at will during its duration.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: has a directive that cannot be explained driving you mad. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
There's nothing that can make Elvis feel like he's gonna die, this isn't a physical armor, but a representation of Elvis being so agile, that it feels like they have armor.
Well, it's one for the money two for the show
Three to get ready now go, cat, go
But don't you step on my blue suede shoes
Well you can do anything but
Lay off of my blue suede shoes
Well, you can knock me down, step in my face
Slander my name all over the place
Do anything that you want to do
But uh-uh honey, lay off of my shoes
Don't you step on my blue suede shoes
You can do anything but lay off of my blue suede shoes
You gain the following benefits as long as you are wearing this Artifact.
You have 4 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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
The user of this gift will be enveloped in what appears to be 13th century medieval plated armor including a full sealed armet helmet.
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. Called Shots may circumvent your Armor, depending on its coverage.
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.
If properly examined, the outmost layer of the animal can be seen gleaming silver.
During the transformation elemental metal get's incorporated and acts as an invisible armor.
You gain the following benefits as long as you're transformed.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
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.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
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.
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.