Cloaked, wraith-like beings emerge from the necklace, all the while screaming, "Traitor! Murderer! Deceiver!" They're translucent and wouldn't inhibit vision. When attacked, the wraiths let out a bloodcurdling wail and lunge for the attacker before bursting into ethereal flames.
Exert your Mind (unless you win a coin flip) and spend an Action or Reaction. Roll Intellect + 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.
This rune-marked charm is usually worn as part of some form of jewelry or a talisman hanging from a piece of clothing. when the bearer focuses their will on it, they can release the magic contained therein to shield them from damage by the twisting of fate. The charm slowly begins to corrode with an abnormal blue patina, which accelerates every time damage is prevented, and causes it to crumble to dust when completely corroded. Projectiles oddly veer wide or are fatefully intercepted by the environment. Blows strike at odd angles that glance away, or existing armor simply miraculously outperforms its protective abilities. Whatever the reason this lucky bastard simply doesn't get hurt as they should, and only those who notice the unnatural consumption of the charm can place quite why.
No change for rework
Use up this stainless steel shield charm and spend an Action. Roll 7 dice Difficulty 6, dice penalties do not apply.
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.
This Effect is not obvious, and the only sign you are using an Effect is unnatural blue corrosion creeping across the charm over the duration of the shield (accelerating as the shield absorbs damage). If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Your Pendent glows with warm golden glow and so does your body as all bird sing a holy song
Exert your Mind and spend an Action to activate. You must actively and obviously use Diamond pendant to activate this Effect. Roll Brawn + Brawl at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. 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.
Possession of this Power grants the following Battle Scar: Two Giant wing like scars and my back almost like they were ripped off.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
Creates an archaic magical barrier 15 ft around self.
Exert your Mind (unless you win a coin flip) and spend an Action or Reaction. Roll Intellect + Occult 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 the Barrier Strength Parameter’s bonus. 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the user's eyes glow as they speak Eldrich words that strike unnatural terror in any that hear them.
Danielle grabs a fallen tree and deadlifts it, muscles bulging as sweat begins to accumulate on her brow. Her shoulders broaden as her height increases by an inch and blood vessels pop along her arms and legs.
She throws the stump down just as a bear lunges for her. The maw and claws of the creature tear into her tough clothing... but her skin is left with little more than the white lines of scratched skin. A heavy metal *thunk* comes next as she draws her weapon.
Danielle spends the rest of the day looking for a taxidermist.
Exert your Mind and spend an Action. Roll Brawn + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage up to a maximum of half the total damage from a given attack, the rest of which penetrates through to it’s target. 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.
This Effect is not obvious, and the only sign you are using an Effect is Muscle Gal. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
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.