Darkness and souls solidified and made into extra limbs for the user exist as a result of this Veil's need for enhanced combat
You gain the following benefits as long as you are wearing this Artifact.
You gain 5 additional limbs that function as standard human arms and hands.
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 be used to attack in exactly the same manner as a Greatsword.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
All rolls utilizing your Extra Appendage are at a -2 dice Penalty.
Your Extra Appendage is incapable of fine object manipulation.
The user outwardly looks normal when not in use. While actively utilizing the power, the body expands and contracts like rubber which can be quite jarring to witness.
You gain the following benefits at all times.
You are permanently and visibly transformed: Rubber. You are considered to be a Sapient, Living being when targeted..
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Stretch Punch/Kick attack without additional equipment.
The Severity of any Injury caused by Slashing is increased by 2.
You gain the following benefits as long as Alternate form is active and you are wearing this Artifact.
You gain 5 additional limbs that function as standard human arms and hands.
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 is incapable of fine object manipulation.
he adjusts his tie and pushes through his struggles
You gain the following benefits at all times. You must actively and obviously be using Tie to gain the benefits of this Effect.
Your Stress from Injuries and Mind Damage is reduced to 0.
Whether by strange occurance or through some sort of past curse in her family Sylvia is unaware of, She now has the physiology of a spider... somewhat.
You gain the following benefits at all times.
You are permanently and visibly transformed: eight scar like slits black eyes, off-colour purple-ish skin and exoskeleton-like joints on her hands. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Intellect is increased by 1.
You may make a +2 Weapon Damage Maws and claws (Brawn+brawl) attack without additional equipment.
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.
Possession of this Power grants the following Trauma at all times: Delusions of grandeur and Ophidiophobia Those legless fuckers just terrify you for some damn reason (Whenever you would encounter a snake, or any sort of snake-like imagery, roll Self-Control or be forced into fight or flight situation).
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by Electricity is increased by 2.
Kanni's chassis and her many systems are all powered by a self fueled power core, when exposed by damage to the chest, it sparks with purple and yellow electricity.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may Exert your Mind to adapt to your current environment for three hours. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
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:
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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.