"I feel like I'm fading away. Each time I get hurt, it feels as if I lose a small part of myself."
A ghostly aura that looks almost like a faded version of yourself is superimposed on your figure. It's almost transparent, but illuminates briefly whenever you get attacked.
The visage seems to take the brunt of any attacks and disappears for an instant before being replaced by another copy whenever you get hit.
You can project this visage to anyone nearby, cloaking them with it.
Is this visage of you from another time, from when you made better decisions? Why does it come back more ragged, more tattered, and more... broken every time it manifests?
You gain the following benefits at all times.
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.
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.
N/A
You gain the following benefits at all times.
You have 8 Armor, which reduces incoming damage from all sources of physical attack except Non-kinetic. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Armor penetration does not affect your Armor, and it cannot be shredded or destroyed.
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.
Paula Is begining to change slightly becoming more flexible and noticing she slightly more bouyant.
You gain the following benefits at all times. You must actively and obviously be using vehicles to gain the benefits of this Effect.
You have 6 Armor, which only reduces damage taken from Collisons and fall damage. Any armor piercing effects from Collisons and fall damage are ignored. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Maggie’s pact with Zhaarath, the Infinite Weaver, grants her the power to manipulate the threads of fate, shielding her from harm. This eldritch spirit controls the flow of time and destiny, granting Maggie limited control over probability. Deadly blows are turned aside, and misfortune is redirected away from her, leaving her unharmed. However, the protection is subtle and ever-shifting, making her seem impossibly lucky to the outside observer: deadly strikes are reduced to glancing blows and most attacks miss her entirely as ill fortune bends the odds in her favor. The power doesn’t just protect her—it turns an enemy’s effort against them, frustrating their attempts and leaving them vulnerable to Maggie's next move.
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.
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.
Vasily Buslaev, the fearless and nearly indestructible bogatyr, was known for his unmatched toughness and ability to endure the most punishing of attacks without faltering. Legends say that Vasily could wade into battle, shrugging off blows that would bring others to their knees, driven by an unbreakable will and the strength of his convictions. Harry Johnson, channeling this legendary figure, manifests the same indomitable spirit through his skin, which hardens to withstand even the fiercest assaults.
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.
Possession of this Power grants the following Trauma at all times: Mano o Mano - Can’t turn down a one on one fist fight is asked to without a self control roll..
Arron understand the danger of bad weather and non-direct dmg start search for way make armor that help him live there and than hit him his Barrier work under the same principal what is temporarily whar if he make it to armor made of Ether energy
You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.
You have 5 Armor, which reduces incoming damage from all sources of physical attack except Arrows. Armor from multiple sources does not stack.
Your Armor protects you against Injury from non-physical sources as well.
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.
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.
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.
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.