Spirits do not need to breathe, eat, drink, or sleep as humans do. It’s only logical that a girl that binds herself to so many would start to take on their attributes. This power is passive and not any more obviously supernatural than Grace already is.
The third spirit to possess Grace, Sally, made the ghosts’ influence “spill over” in a sense.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
In addition to the usually human nerves and receptive organs, you have electro-receptive organelles that detect electric activity in 50 foot radius around you.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Combining the rough life of his misspent youth with the work that has come to define him, Mike knows his way around a tractor wrench or a breaker bar. He knows how to wrap an opponent around one, too.
You gain the following benefits as long as you are engaged in combat with repair tools.
+2 dice to all rolls with repair tools. You may Defend against firearm attacks from any range using repair tools.
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.
Eva has tamed a strain of Naegleria fowleri. She uses them to orchestrate the activity of her brain finding and linking the correct neurons for every memory. They recognize malignant cells and those that harbor foreign influences attacking and dismantling them.
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:
With a spark of creativity, the world becomes your canvas, and every challenge transforms into a masterpiece of ingenuity.
One death, two deaths, more.
Actors fall off the stage one by one, their scripts cut short by the director's word.
Put on a smile and dance, laugh and tap to the sound of unheard music, improvise until all flaws are perceived as purposeful gestures.
Take a deep breath and aim true. Don't let them see the minute error in your shot.
It is all according to the plan, after all.
It has to be.
You gain the following benefits at all times.
Your Dexterity rating is increased by 2. 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).
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 Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
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 can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
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 day. 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 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.
Injuries you receive from silver or fire. are increased in Severity by 1.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects: