Cassiopeia has formed an oath with Artemis, and in return, receives protection. She may call on the goddess, and a lesser personification of Artemis materializes to thwart incoming attacks.
On gift conception:
It was a night with a full moon, as she walked along the shores of Miami trying to think of a gift. On a regular night the stars would be nigh invisible from light pollution, but she noticed they were twinkling as brightly as if she were out camping in the wilderness. Suddenly there was a woman standing beside her; any normal person wouldn't bat an eye, but Cassiopeia saw a strange blue aura around her. The woman looked up at the moon and asked if she believed in Artemis. She asked if Cassiopeia would want to join the Hunt. Cassiopeia knew where this was going. She knew what she was in for, and there was one aspect that concerned her the most. Thus, she told the woman, "I would, but only if I can continue to age." There was a long silence, as if Artemis waited for Cassiopeia to change her mind, but after a few hours' long standoff, the goddess was intrigued enough to accept Cassiopeia's terms.
On Artemis' oath:
"I, Cassiopeia, pledge myself to the goddess Artemis. I turn my back on the company of men, accept eternal maidenhood without immortality, and join the hunt."
On semantics:
Cassiopeia has always been wary of wording in agreements, and this one was no different. Did "men" refer to people in general, or just... men?
On romance:
So long as Cassiopeia swears off of romantic love, she will be protected by Artemis. Is it cruel? Cassiopeia can't tell. But she doesn't see it as much of an obstacle because she's lived so long without the need for it.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
When activated a shield of golden hard light envelops the character blocking most attacks for a time.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll Brawn + Brawl at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Possession of this Power grants the following Battle Scar: Slightly glowing gold splotches.
In a flash, Lilith knits freestanding blood into a structure of pulsing veins suspended around her target, protecting them from all damage. As long as she concentrates, a circle of blood remains around her target as she focuses, splashing up to intercept any further incoming attacks
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. You must use up 1 Liter of Blood in order to activate this Effect. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Blood Play.
The grooves of the wooden crook glow, emanating outwards until it appears to explode out and cover a 15ft radius with a golden bubble.
Exert your Mind and spend an Action or Reaction. Roll Brawn + Alertness at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Benjamin is cloaked in invisible armor, a holy aura forged by the faith of Salem’s people, giving him a powerful, sanctified presence.
You gain the following benefits at all times. You must actively and obviously be using Cross Kneackless to gain the benefits of this Effect.
You have 4, which reduces incoming damage from all sources of physical attack except Holy Objects. 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.
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.
Possession of this Power grants the following Trauma at all times: Damnation.
The user of the card holds it up and speaks the name of the card, "Paladin's Shield!" The person that the card is facing, whether it be themselves or another within 20 feet, will have a glowing shield of light appear around them-- or wherever the attack is coming from if used as a reaction. The card turns gray. After the shield falls, it disappears with sputtering sparks. The card remains gray until 2 rounds/6 seconds later, where it regains its 'light' and can be used once again for protection.
Exert your Mind and spend an Action or Reaction to activate. Select a Animate target within 20 feet. Roll Perception + Legerdemain at Difficulty 6.
If you succeed, you create a Barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.