Years of practice on cows and pigs have taught Brioche how to effectively chop all the way through the meat and bone in one swift strike.
You gain the following benefits as long as you are engaged in combat with chef's knives.
+2 dice to all rolls with chef's knives. You may Defend against firearm attacks from any range using chef's knives.
You also gain the following effects:
The Host shrugs off lesser wounds and strains of the mind through the sheer unearthly will of their Fallen companion, and the coin glows green if they exert to act at incapacitation or escape a stun.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is divided in half.
While Incapacitated, you may Exert your Mind to take a single action.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Vengeful. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Jebadiah smirks and cracks his knuckles before performing acrobatic feats that would be impossible for a normal man, Jebadiah is no normal man
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Monstrous Claw Marks.
You also gain the following effects:
All of your experiments have gained you... an out-of-body insight, some would say. Your understanding of the world around you has never been so clear, but there's always a sinking feeling that there's something lurking around that corner. Surely it's nothing - you wouldn't notice it anyway.
On alchemy:
Delphyrion's always been interested in transformations beyond the tenets of chemistry. They like to think their relentless research has proven to be fruitful, though there's still much work to be done. Their path has been full of twists and turns and forks but the destination will surely be grand.
On never forget:
Lately, memories of the past have been popping up, one after another...
Fuck.
You gain the following benefits at all times.
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).
You also gain the following effects:
While Aginos possess the user's body, he has the potential to do great damage with his club like hands, and gnarled teeth. He fights with no regard for those around him.
Legends say that Aginos' rage in battle could crumble mountains and boil oceans.
You gain the following benefits as long as Warp Spasm is Active, you are wearing this Artifact, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
A rose quartz carved into a lens. Inside lens there is few incisions, that ,when looked from correct sides, look like runes. Can be embedded or sawn into an object.
Rose quartz can restore balance within your system. In addition to being stone of love, it's considered a stone of life. It reduces internal tension and allows user to feel refreshed and rejuvenated.
You gain the following benefits as long as you are wearing this Artifact.
You may go five times longer than a normal human without food and water. You no longer age naturally, and supernatural attempts to age you fail.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:
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.
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:
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 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: