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.
Wooden armour for Dorris
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.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
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.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
A white metal suit of armor with a black undershirt, it protects the user's body from all harm.
You gain the following benefits at all times. You must actively and obviously be using Messiah Fist to gain the benefits of this Effect.
You have 3 Armor, which reduces incoming Damage. 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. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
S0L's metal frame starts glowing red when hit and a lash of burning heat strikes any foe not getting out of arm's reach in time. An unexplicable nightmare of all light on earth vanishing plagues S0L as long as they are relying on this protocol.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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.
Possession of this Power grants the following Trauma at all times: Nightmares of Fleeting Light.
And the Prince of Darkness shall protect His servant, and He shall walk in Darkness clad. Shadows shall rebuke all weapons raised against Him and shall destroy those who hold those weapons, and He shall be wrapped in the shroud of Armageddon.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except Consecrated Weapons (Abrahamic). 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.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur: You cannot be bested in single combat.
Vein's fibres wrap tightly around the wielder's skeleton. In response to physical trauma, the metal erupts instantly at the point of impact, absorbing a great deal of kinetic energy into Vein's physically indestructible form.
Due to an innate self-defence mechanism, Vein's fibres do not respond to damage from pure, unalloyed metal. As Vein's main weapon is capped entirely with elemental tungsten, this ensures they hold a distinct physical advantage should cooperation cease between the symbiote and their host.
You gain the following benefits as long as you are wearing this Artifact.
You have 6, which reduces incoming damage from all sources of physical attack except unalloyed metal. Armor from multiple sources does not stack.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
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.
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.
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.
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.
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.
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.