STAYING ALIVE CAN'T STOP WON'T STOP NEVER STOP NEVER

1
Requires Seasoned
(You must wear or wield this Artifact plainly to receive these benefits.)

The bandages on the user's body slither and stretch to cover an injury-- even slipping through any orifices (typically the opening of the wound) to treat internal damage. Once covered, the wound regenerates underneath the bandages until eventually, they retract to their original worn positions.


You gain the following benefits as long as you are wearing this Artifact.

Any Injury you receive from a source other than acid heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Drained Vitality: The bandages drain the vitality of whatever body parts they cover for the purposes of regeneration. If you ever remove these bandages, the covered body parts cannot be Stabilized and wounds on them do not heal over time. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: NEVER BACK DOWN NEVER WHAT???: When attempting to flee or escape an unfinished fight, you must roll Self-Control to succeed. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

Injuries you receive from acid are increased in Severity by 1.

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

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Improvement from running Calm Crumbs spent on improving power: STAYING ALIVE    (since refunded)
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Community Passive Gifts

You gain the following benefits at all times.

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

Your body provides you with the functionality of knife, lockpick, screwdriver, flashlight. If used to attack, these "tools" use the same stats as a small knife.

You may make a +2 Weapon Damage finger gun (shoot bullet with the index) attack without additional equipment.

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.

The Severity of any Injury caused by electric damages is increased by 2.

  • 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.

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.

Possession of this Power grants the following Battle Scar: DRACONIC EYES.

You gain the following benefits at all times.

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Reveal Yourself To Me: If you succeed on a Mind resistance roll, you understand who was targeting you and what the intended effect was.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

Josephine is able to subconsciously use her psychic abilities to alter a bullets trajectory mid flight, which makes hitting finicky angles significantly easier. This control over her shots even extends to how deeply the bullet penetrates her target, allowing her to keep her hands clean while still defending herself.

You gain the following benefits as long as engaged in combat with Handguns.

+2 dice to all Handguns rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

You gain the following benefits as long as you are wearing this Artifact.

You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.

  • The target of "human" refers to any target that speaks a human language.

Stock Passive Gifts

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.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

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.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.

You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.

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.