Mechanite Blessing

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You possess an augmented or inhuman body.
Used by Kerri, Created by Bidlink.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

Stable, reproductive Mechanite's infest Kerri's body and transform it into one suitable to host the mechanite's, enhancing her abilities in strange ways.


You gain the following benefits at all times.

You are permanently and visibly transformed: An Android Body. You are considered to be a Sapient, Living Computer when targeted..

Your appendages can reach an additional 30 feet.

You may make a +2 Weapon Damage Metallic Nanite formed Claws that replace her hand when formed (Brawling unarmed) attack without additional equipment.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Passive Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: pale, lanky, and gaunt, with a permanent sugar skull marking across her face.. You are considered to be a Sapient, Non-Living being when targeted. Your Perception is increased by 1 and your Charisma is increased by 1.

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 no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

The Severity of any Injury caused by holy is increased by 2.

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • 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 as long as you are wearing this Artifact.

Your Stress from Injuries and Mind Damage is reduced to 0.

You gain the following benefits as long as you have your Mask.

Your Dexterity rating is increased by 0. 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).

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:

  • Centered: You have perfect balance. You cannot be knocked over, and can maintain your footing regardless of the size or stability of the material underneath you.
  • Infinity-Jointed: Your body is incredibly flexible, allowing you to maneuver and squeeze through tight spots as if you were the size of a cat, and you get +3 dice to rolls which require extreme flexibility, such as escaping grapples.
  • Perfect Reflexes: You receive +5 dice to all initiative rolls.

  • If your Mask is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

After his last job, he snagged some pages and got some glimpses of notes and documents to add to his research. With this knowledge, he crafted a serum of sorts, made from the ash, that he injected into himself with a needle he stole from work. Whatever it was made his body feel, nothing, or well almost nothing, it was a familiar feeling.

While having this power, some of his veins and arteries appear much darker than normal.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

You gain the following benefits at all times.

You may go five times longer than a normal human without sleep and air. 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.

Instead of food and water, you must consume Cadaver Flesh or Bone daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.

Stock Passive Gifts

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.

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 creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, 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.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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.

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.

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 as long as you are in werewolf form.

You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.