Its a living skin that's been. infused with technology and the shadows power. When injured will appear to have black shadows that appear where the damage occured. Form a temporary shadow to cover the damage.
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.
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 Battle Scar: All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar.
The world recognizes that this face is just too pretty to mar and in comic book fashion light wounds are simply shrugged off and serious wounds are downgraded to mere scratches.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except acid. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Ethan's skin hardens taking on a stone, metallic, or wooden appearance, depending on the type of impact.
Ethan has persuaded spirits of earth, metal, and wood to protect him. Unfortunately the spirits of fire were unmoved, and can still overpower the others.
You gain the following benefits at all times.
You have 3, which reduces incoming damage from all sources of physical attack except fire. 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.
Daisy has an uncanny ability to escape certain death, though her luck could run out.
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.
Once per Contract, anyone protected by this armor may use Will to Survive even if their own Will to Survive has been depleted. This ‘once per Contract’ limitation applies to the Armor itself and remains even if shared or given away.
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.
S0L's metal frame starts glowing red when hit and a lash of burning heat strikes any foe not getting out of arm's reach in time. An unexplicable nightmare of all light on earth vanishing plagues S0L as long as they are relying on this protocol.
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.
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.
Possession of this Power grants the following Trauma at all times: Nightmares of Fleeting Light.
Jeremy Soap's skin begins to secrete a thin layer of soapy fluid, allowing him to create bubbles without a bubble wand. This layer also hardens in response to potential damage to function as armour in the same manner as Jeremy's bubbles harden when controlled.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
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.
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.
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.