Equipment

# Essenetic Prosthesis

As a result of advances in both the medical field and understanding of Essence and its interactions with technology, a burgeoning new field of medicine has arisen that provides artificial, magically-powered replacement body parts for those in need of them. This new technology has been termed "Essenetics" as a shorthand for Essence-driven prosthetics, due to its use of Essence to power and control the artificial organ or limb. While practically miraculous, these replacements are immensely expensive, unfathomably so for most citizens, as each one requires great investment of highly technical ability from experienced surgeons, sculptors, and mages.

## Essenetic Arm

> *A full hand replacement with functional articulation of fingers, as well as partial or whole arm replacement including anatomically correct wrist and elbow.*
>
>

### Adjustable Setting

Arm has two different settings: Stout and Precise. Switching between them takes a successful Coordination (Dexterity) [4] Test under tense or time-sensitive circumstances.

* **Stout**: -1 Difficulty for any Fitness Tests involving the arm. +1 Difficulty penalty for any Coordination Tests involving the arm.
* **Precise**: -1 Difficulty for any Coordination Tests involving the arm. +1 Difficulty penalty for any Fitness Tests involving the arm.

### Anti-Magic Effects

Any effects that nullify Essence will render the arm disabled, inflicting a +4 Difficulty on any Tests for actions that require two arms.

## Essenetic Leg

> *An artificial foot with gripping toes attached to a leg replacement that usually includes a synthetic knee joint with greater mobility than a natural one.*
>
>

Increases Athletics and Gymnastics Skills by 1.

### Essence Combustion

Spend 1 Breath to emit a highly visible and loud jet of Essence from the sole of the foot. This can have several beneficial effects, such as:

* **Slow Descent**: When landing after a dangerous drop, allows rolling a free Coordination (Gymnastics) Test to avoid any falling Damage.
* **Kick Flames**: Increase the Damage of an Assault attack by 2 if kicking, and the Damage Type can be Impact or Fire as desired.
* **Propel Evasion**: Reduce Difficulty of a Gymnastics or Reflexes Test to evade danger or an attacker by 1.

### Anti-Magic Effects

Any effects that nullify Essence will render the leg disabled, inflicting a +4 Difficulty on any Tests for actions that require two legs.

## Essenetic Eye

> *A completely synthetic eyeball that sees through capturing Essence imprints of the world, requires several years of adaptation before its sight can be fully understood.*
>
>

Increases Awareness and Investigation Skills by 1.

### Essence Sight

Spend 1 Fire to temporarily gain Essence Sight that works functionally identical to the Night Ravens' Keen Eyes for six seconds while the eye flashes with obvious inner white flame. Maintaining it requires an additional 1 Breath for each ten minutes after the initial 6 second flare up, at which point it cools to a less blatant (though still noticeable) glow.

Its effects include all of the following while active:

* **See Life**: Lower the Difficulty by 2 for Intuition (Awareness) Tests to spot any living creatures, people, or constructs animated by Essence. Increase the Difficulty by 1 to spot any inorganic, unliving things.
* **Examine Aura**: Lower the Difficulty by 1 for Intellect (Investigation) or Intuition (Rapport) Tests when studying a person or creature to determine intentions, read emotions, notice Magical ability, spot hidden inorganic objects, etc. Increase the Difficulty by 1 when examining inorganic, unliving objects or features.
* **Pierce Illusions**: Lower the Difficulty by 1 for any Tests to see through illusions, hallucinations, or magically shapeshifted appearances.

### Anti-Magic Effects

Any effects that nullify Essence will inflict +2 Difficulty penalty on all Marksmanship, Reflexes, Awareness, and Investigation Tests requiring sight of distant objects or people.

## Essenetic Lung

> A single or full pair of replacement lungs take on the role of one that has been pierced or damaged beyond use, with significantly increased resistance to respiratory diseases.
>
>

Increases Athletics and Labor Skills by 1.

### Essence Respiration

With concentration and practice, the Essenetic Lung can be manipulated in ways that no natural lung can. This process is physically or mentally exhausting, but can produce several impressive results such as:

* **Control Breathing**: Spend 1 Fire to suspend the need to breathe for up to one hour. Breath cannot be spent on any abilities or Tests while breathing is suspended.
* **Amplify Voice**: Spend 1 Breath to shout with superhuman volume, allowing voice to be heard from significantly farther away than would normally be possible.
* **Cleanse Lungs**: Spend 1 Breath to expel pathogens, lowering Difficulty by 3 on any Fitness (Resilience) Tests to resist toxins or recover from respiratory infections.

### Anti-Magic Effects

Any effects that nullify Essence will halve (rounding up) Fitness and prevent the expenditure of Breath.

## Essenetic Heart

> A whole artificial heart replacement that is surgically implanted in a patient who has spent several months in magical suspension while the personalized heart was being crafted and prepared.
>
>

Increases Athletics and Composure Skills by 1.

### Essence Revitalization

By focusing on the rhythm of the heart and channeling all personal Essence through it, the Essenetic organ can enter a healing mode to invigorate the blood to seal up and repair wounds, as well as to force rapid creation of additional blood to counter hemorrhages. The following applications have been discovered thus far:

* **Regenerate Blood**: Sleep through an entire 24-hour period in a regenerative trance in order to regain 1 Blood. This process is exhausting, and after waking from it, reduce current Breath amount to 1. Breath must be fully replenished before repeating this trance.
* **Accelerate Healing**: Spend 1 Fire to double the dice rolled for the Fitness (Resilience) Test to heal a Wound after the appropriate resting period.
* **Stop Bleeding**: Spend 1 Fire and 1 Blood to immediately stop any degree of Hemorrhage of severity 1 through 3.
* **Seal Rupture**: Permanently lower Blood or Nerve by 1 to immediately stop Hemorrhage of severity 4.

### Anti-Magic Effects

Any effects that nullify Essence will cause progressive weakness as the blood decays and becomes toxic, leading to death. After each minute affected, make a Fitness (Resilience) Test with a Difficulty equal to the magnitude of the Anti-Magic effect. Failure results in losing 2 Blood, a Dilemma results in losing 1 Blood. No Breath may be spent on any abilities or Tests while affected.