The user is surrounded by a faint, shifting haze that bends light around them, rendering their form indistinct and difficult to focus on. In bright light or darkness, they seem to blur at the edges, as if they exist in a state between visibility and obscurity. Those who look directly at them see nothing more than an empty space, as if the user has vanished entirely, leaving no trace behind. The effect is subtle yet powerful, making the user almost imperceptible to the naked eye.
You gain the following benefits at all times.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Battle Scar: Hollow Voice: When the Sightless Veil is activated, the user’s voice takes on an odd, hollow quality. It’s faint, distant, and often difficult to pinpoint in space—sounding like it comes from nowhere. +1 difficulty to all social roll's.
The artifact can't be broken. There is a stylized "Heal the world for me- Vel" Inscribed on it.
The true owner can summon the artifact back to them as they need it, and it appears. No flash of light or noise, it is reached for, and it is where the owner wants.
The object wants to be used. But more than that, it wants healing magic to be used for the world. It will burn anyone who holds it who intends only to keep healing magic and effects to themselves without sharing (using any healing on this artifact at least once a week).
The true owner can tell when someone else is using it, and is aware of the user's appearance, direction, and distance.
This is an enhancement built on top of other artifacts to enhance how strong they are.
The true owner can change the identity of the person who is the true owner by wiping away their signature, and writing the name of the new owner.
The ritual for making it involves using
- a variety of hard materials (iron, titanium, etc)
- a history book
- a family tree diagram
- a bit of Vel, captured in a photo, then burned away, infusing the artifact with a bit of Vel
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
A being without Lifesaver cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to A potential hero. Someone willing to live a hard life to make the life of other's safer and easier and reveal its power to them. They become its new true owner.
If this Artifact is used by someone other than its true owner, its true owner is alerted and learns the user's appearance, direction, and distance at that moment. The true owner may use a single investigation Effect on them once at any range.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
You are a soft, cute and cuddly toy, switched to perfection. Though not having bones or muscles, you still move and speak.
You gain the following benefits at all times.
You are permanently and visibly transformed: Made of fabric, filled with stuffing, stubby limbs, resembles a creature. You are considered to be a Sapient, Non-Living being 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)
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
You are a Fext, a form of Slavic undead that is sort of like a vampire mixed with a zombie but without the never ending hunger, you do not decay but your skin gains a pale grey colouration.
You gain the following benefits at all times.
You are permanently and visibly transformed: Fext. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Glass is increased by 2.
Awakened through her brush with the near loss of another's life by her hands, an ability from her early past returns. Tabatha has moved one step closer to being at her peak.
Her body feels jittery and in pain due to the euphoric feeling of this therapeutic effect within her that makes her more twitchy than others, the pain is from the constant destruction and restoration of her cells and neurons
You gain the following benefits at all times.
Any Injury you receive from a source other than Divine items heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Trauma at all times: Spirit of the Hunter: You finish what you start; and you don't back down--you've got forever afterall. (make a Self Control roll to "back down" or otherwise quit on a lead, angle, or encounter--your temper has not at all improved over the centuries and it likely never will)..
Injuries you receive from Divine items are increased in Severity by 1.
Mary's time as a slave, and now among things far more dangerous, has sharpened her empathy for peoples emotions far beyond that of a normal human.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. 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:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.