Every three hours the device restarts a process, as the final red light on it dims to nothingness, a slight hiss is heard if one listens closely. As over the course of thirty seconds the three lights regain their glow, first the red, followed by the yellow and green lights, ten, twenty and thirty seconds respectively, before the lights dim back down to their normal passive brightness such that only those looking closely can notice the three lights.
Within the first ruin that Russ found that contained the documents that sent him down the path that he is currently on, was the diagram for a device that is meant to connect to the spaces between the C1 to T12 vertebra. the device serves a three-fold purpose. The first being that it powers the rest of the planned augmentations to the human body through intercepting the signals that the body sends related to pain and stress. The second is that it forces the body and mind to always operate at peak performance regardless of physical or mental damage, Finally the device is the interface for future enhancements and allows those that undergo such complete transitions to maintain a sense of "humanity" or "wholeness" through sanitizing incoming and outgoing signals such that the mechanical enhancements and the fragile and erratic biological mind don't become adversarial and work together as a complete whole. Unfortunately, those who created the blueprints for this device made it far too good at its job with it attempting to prevent any signs of injury from reaching the brain, thus requiring an immense willpower to even recognize when one is beginning to bleed out. With the device even going so far as to change the information that is coming from one's own senses such that they can't even perceive the injury in themselves should it be pointed out to them. While the device is attached to the spinal column it can be removed through a delicate and time-consuming process of unlinking the parts from the body, but should one violently be ripped out of a user's body the damage could prove to be debilitating.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
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: Delusion: Unbreakable (When this character receives an injury, they must roll self control to become aware of it. This character may not take actions to stabilize or heal any injury they are unaware of and must roll self-control to accept treatment of such injuries from others). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
“Jingles can talk to the dead” that’s what jingles wants people to believe as she makes her living off of telling people what they want to hear from dead relatives and fortunately she’s very good.
As long as she has her glowing nose on it’s very difficult to disbelieve Jingles she has this strange breath of honesty about her.
You gain the following benefits as long as you have your Bright Blue Nose.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (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:
The nanotech in his blood filters out unnecessary information and cycles in the new important information.
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:
As long as Minerva wears her pendant, her thoughts are ordered. And with order comes safety.
Following Minerva's traumatization by a fellow contractor, the next month the young girl spent a good bit of the next month in her room. She stopped practicing everything else, just focusing on herself, and that feeling of helplessness that had come with it.
And one night, she dreamed. She remembered battling the nightmare monster, of the defenses she had forged. And she forged them again. Ordering her thoughts, marshaling them, she assembled her mind into a castle. A Castle of Light, a bright beacon in the darkness.
The castle is built to withstand a siege from the darkness. Even taking the field is a monumental task, requiring great effort by an assailant, more than most can bring to bare - and after an enemy has been cast out once, such a tactic won't work again.
Each step into the castle is a slog, a constant exhausting battle to take a wall, only to find another wall behind it that the defenders have retreated to and fortified themselves again.
From the highest point of the castle a bright light glows, and she can rain down light and hope upon invaders from it.
The castle stands at all times, a fortress for her mind and her dreams.
Of course, the walls of her castle are manned, and it is an effort for her to open the gates to anyone. It's safer that way. With time, she learned to open them again.
You gain the following benefits at all times. You must actively and obviously be using silver fox pendant to gain the benefits of this Effect.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
David has mastered using Bobby’s elemental to fight. The translucent ghostly shell disorients opponents, giving David opportunities to weave in his spiritual anger powered punches. At certain critical points of the fighting, the elemental’s (basically “ghost”) fists will even grow translucently red with rage over David’s own as he strikes critical blows.
David has learned to harness Bobby’s elemental, amplifying its rage and making its blows truly deadly. The two work in a more coordinated fashion now as well, without as much of a disconnect in their movements.
You gain the following benefits as long as you are in your Altered Form: Familial Possession 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.
Spark's body has become changed by technology and the Vord.
Their Vord passenger has integrated with the Flame and spread both biological and technological tendrils throughout their whole system.
Externally they seem sort of the same - except their voice is from a voice modulator now, and there is a strange light behind their eyes.
It's hard to know what is a thought from the Vord, Spark, or The Flame and what is a sound happening outside their head, now.
You gain the following benefits at all times.
You are permanently and visibly transformed: a Cyborg. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your body provides you with the functionality of welding/soldering and engineering kit. If used to attack, these "tools" use the same stats as a small knife.
Possession of this Power grants the following Battle Scar: Conflicting Priorities (Tinnitus).
The Severity of any Injury caused by Electricity is increased by 2.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
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.
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 incapable of fine object manipulation.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
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.