Hitting Bill feels weird, like the attack does less damage than it should have.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except graphite. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Verso’s armor is a reinforced engineer’s coat crafted from layered ballistic nylon and brass-infused Kevlar, its seams stitched with nearly invisible titanium thread. The cursed pocket watch is discreetly mounted inside the left breast pocket, its chain woven into the coat’s lining like a vascular system. At a glance, it resembles a rugged workman’s jacket—grease-stained, patched, and unremarkable.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except Lighting Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
When activated this red blood energy starts to grow like weeds up her arm growing into her skin and this red blood armor forms on her with a helmet and everything giving her the look of a demon
You gain the following benefits as long as you are wearing this Artifact.
You have 4, which reduces incoming damage from all sources of physical attack except explosions. 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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
These plates come together to form a protective surface that appears like welding gear - thick gloves, Kevlar sleeves, a heavy apron, and of course, an OSHA-compliant helmet and mask. The heavy workboots and thick workpants are meant to emulate Diamond as they were, allowing Diamond to pass more easily at their job.
The plates hook into Diamond's frame to distribute their weight, hence why you need to be an android or cyborg to wear them - you need hardpoints to mount the plates to. They also require some form of power so as to activate Defense Curl, Vanguard, and Thorns, as the Thorns is narratively an electro-thaumic discharge from Diamond's onboard reactor, Vanguard is from energized sensor-circuits just under the skin, and Defense Curl is overcharging the whole system to magnetize it to the body.
Deactivating the Armor will allow Diamond to cause it to explode off them and reassemble on the floor, dealing no damage, but it's flashy and showy, and I want heavy armor plates to embed themselves in soft earth as a show of just how heavy "Bulky" really is.
You gain the following benefits as long as you have sufficient power and hardpoints to mount it and you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
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.
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.
When attacked purple energy forms around the hoodie and blocks the attack as if there was an invisible forcefield around you
You gain the following benefits as long as you are wearing this Artifact.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
Thalassic Aegis manifests as an inexplicable protective phenomenon surrounding Marina. This ability creates a barrier of water that responds to threats with uncanny timing and precision.
Moments before an attack connects, ambient moisture coalesces or water seemingly materializes from nowhere. The aqueous shield adapts to each threat: hardening into ice to deflect blades, dispersing into mist to slow projectiles, or erupting in pressurized jets to alter the trajectory of incoming strikes.
The water's form shifts fluidly between states - liquid, solid, and vapor - each transformation accompanied by a faint, otherworldly shimmer. As Marina's experiences accumulate, Thalassic Aegis appears to grow more effective, occasionally even lashing out at attackers with tentacle-like water whips or sudden steam explosions.
Marina remains puzzled by the true nature and origin of this power. It feels instinctual, like an extension of her connection to the sea, yet carries hints of something vaster and more mysterious. Each activation leaves her with fleeting impressions of depths unexplored and secrets yet to be fathomed in the world's oceans.
You gain the following benefits at all times.
You have 3 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.
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.
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.
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.