The wielder of Esperachius will find that their injuries rapidly heal themselves, flesh knitting back together as if stitched with bright golden threads.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. 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 at all times.
You are permanently and visibly transformed: Robot. You are considered to be a Sapient, Non-Living Computer when targeted. Your Brawn is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Bludgeoning attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Circular metalic hinges around my fingertips
You gain the following benefits at all times.
You are permanently and visibly transformed: Circular metalic hinges around my fingertips. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your body is adapted to Persuasion. You receive +3 dice on non-attack rolls related to Persuasion.
The Severity of any Injury caused by Frost is increased by 2.
Being mechanical in nature, V1VUS does not require organic necessities, such as food or water, or the need to produce waste. Their newly installed fusion core grants it nearly endless energy to power itself.
"Ageless" from Inhuman Physiology cancels out the "Mayfly" drawback.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive.
A thin, inky-black prehensile tendril lives in the widow's shadow and is called into the material world from the darkened areas closest to her. While the tendril is recoiled, Jenny doesn't feel as alone as usual, knowing a companion is always around; when extended the tendril moves with quickness, precision and deadly intent.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Possession of this Power grants the following Trauma at all times: Uncontrollable Anger.
Your Extra Appendage is incapable of fine object manipulation.
Ice spreads across Cole's skin stemming from his chest where his heart is. Cole can withstand very cold temperatures, and harden Ice around his hand to use as a weapon.
You gain the following benefits at all times.
You are permanently and visibly transformed: Visibly frozen, the ice starts at his heart and spreads onto his chest, back, and left shoulder.. You are considered to be a Sapient, 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)
You may make a +2 Weapon Damage Ice Fist (Club) attack without additional equipment.
The Severity of any Injury caused by Fire is increased by 2.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
You never know whether or not the musician's death is merely part of the performance.
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. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, 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.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
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 mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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 cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.