While wielding the Glass Eye, Grace's senses are VASTLY enhanced, seeing the warmth of the living, penetrating all darkness, & doing so up to two miles away.
Jeremy's greed is also carried over with the eye, & Grace finds it easy to find hidden valuables like a little magpie.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The improvements to Russ's body have a few unforeseen consequences the wires that previously were there to intercept signals have begun to spread and wrap around the flesh and bone of Russ, while it is not completely dangerous as it does lend greater power and precision to his strikes than should be possible. The Spinal attachment has become much closer linked to Russ and while it would be harder to remove through force, should one use enough force the results could be catastrophic to his body.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
Ryu’s eyes glow green as he hones in on his target
You gain the following benefits as long as engaged in combat with Psychic Bow.
You receive +2 dice to all rolls using Psychic Bow. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
8AST's eyes can cycle through various modes of vision - a few different modes that help in low- and no-light situations, as well as an extreme magnification mode.
After getting an eye gouged out in its first contract, 8AST decided to make a few upgrades before putting it back in. While at it, it popped out the other eye as well and made sure both were up to the new standard.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
While Jules bears the Seal of Nephthys, the Goddess herself protects him, until such a time as he has avenged his family & returned the stolen artifacts of the Goddess. When Jules would be harmed one can see slender arms composed of shadows that ward off the attack. Even ethereal attacks can be thwarted by the Embrace of Darkness. When employing his Defensive Curl this effect is even more pronounced, with the wings of the Goddess enfolding him completely in a display of otherworldly power.
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 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 penetration. It cannot be circumvented with Called Shots.
Nothing visible. Eric grits his teeth and pushes on, ignoring the pain, fueled by his desire to overcome.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
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)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.