Verso’s armor is a reinforced engineer’s coat crafted from layered ballistic nylon and brass-infused Kevlar, its seams stitched with nearly invisible titanium thread. The cursed pocket watch is discreetly mounted inside the left breast pocket, its chain woven into the coat’s lining like a vascular system. At a glance, it resembles a rugged workman’s jacket—grease-stained, patched, and unremarkable.
You gain the following benefits at all times.
You have 6, which reduces incoming damage from all sources of physical attack except Lighting Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Casey's white eye allows him to see and think at an elevated level than others. It makes him a major ass as well... though thats something he'll have to deal with himself
You gain the following benefits as long as you have your White left eye.
Your Intellect rating is increased by 0. 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).
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:
Your faith cause a barrier to form around you that protects you from harm
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.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.
Everything's dark. Breathe. In, out. Slow. Open your eyes. Focus.
Ten meters and the shroud of darkness is all that stands between you and your prey. The string goes tense as you begin to draw, the rain providing no bane to your accuracy.
Loose. Sixteen arrows embed themselves in sixteen targets, a lethal blow being rendered to all.
You gain the following benefits as long as engaged in combat with bows.
You receive +2 dice to all rolls using bows. Reloading is considered a Free Action.
You also gain the following effects:
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
You are a Fext, an undead creature with certain similarities to zombies however the main differences are not decaying and a severe weakness to glass
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You cannot speak any coherent verbal language and must resort to other means of communication.
The Severity of any Injury caused by Glass is increased by 2.
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 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.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
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.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive 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.
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 Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.