Wooly Jumper

1
Requires Novice
This Artifact grants you grants you protection against attacks.
Used by Leighword Righmore, Created by David.

A woolen jumper made from thread entwined in golden magic and care. When hit with an attack the jumper will shine with a golden light and protect the user.


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. Called Shots may circumvent your Armor, depending on its coverage.

  • This Effect’s Armor rating cannot be increased by any other Effects.

Community Passive Gifts

It's hard to know what is a thought from the Vord, Spark, or The Flame and what is a sound happening outside their head, now.

You gain the following benefits at all times.

You are permanently and visibly transformed: a Cyborg. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your body provides you with the functionality of welding/soldering and engineering kit. If used to attack, these "tools" use the same stats as a small knife.

Possession of this Power grants the following Battle Scar: Conflicting Priorities (Tinnitus).

The Severity of any Injury caused by Electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

If, while you are unconscious, your wound level rises above your rating in Body + twice your Drive, or if you take an Injury with Severity greater than twice your rating in Drive, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

Possession of this Power grants the following Trauma at all times: His continued living has brought the pilot to a dark mental state, he acts rashly and doesn’t hold life high in his mind, this will effect his action’s negatively..

You gain the following benefits at all times.

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round.

You may turn this Effect on and off at will during its duration.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

Big Chomp:
Knife, Brawn + Brawl, +2 damage

Isolophobia
Your pack animal instincts ring true; (You must make a Self Control roll to ever be, or allow yourself to be alone. On a failure, you either shut down or flee until you can find the company of another--or similar at the GM's discretion)

You gain the following benefits at all times.

You are permanently and visibly transformed: Lemon Shark Girl. You are considered to be a Sapient, Living Creature when targeted..

While in Ocean, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

You may make a +2 Weapon Damage Big Chomp attack without additional equipment.

Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

Possession of this Power grants the following Trauma at all times: Isolophobia.

You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.

  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

The source of Anthony's preternatural genius is not his own - it is the Lord. Through his brand, the Lord offers visions and insights to Anthony: never anything precise or anything complete, but enough that they allow him to make leaps of logic impossible to normal people, and to think, act, and respond quicker than is humanly possible, as his thoughts are completed by the Lord in the same span as he has them. The knowledge almost always comes in metaphor or visions, never direct conclusions, and serves less to provide completely new information to Anthony than to highlight details or make connections between things he already knows, but would be unable to combine on his own.

You gain the following benefits as long as you have your scar in the shape of the inverted cross on your forehead.

Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Obligate Savior: You must roll Self Control in order to break one of your limits.

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • Quick Thinking: Any Intellect rolls other than Power activations are made as Free Actions. You get +2 dice to all Initiative rolls.
  • Wait For Your Moment: You may take your Action on the turn of anyone who has a lower Initiative than you. If you do, you receive +2 dice to that roll.

  • If your scar in the shape of the inverted cross on your forehead is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Passive Gifts

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.

  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive 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.

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.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. 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.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.