Patient E (Jun) was injected with Glory 2.1. He was initially uncooperative, and said that he was only taking part in the experiment because of his debt to Clovis Bray. His health remained good despite white particles appearing around his head.
- Notes of Dr Shirazi
Although Patient E exhibited no reaction to the Glory 2.1 injection during his stay, sustained examination after release from Dr. Shirazi's unattentive care has demonstrated a heightened awareness and reaction time, however this seems to have come at the cost of peace of mind. An acceptable tradeoff.
- Notes of Wilhelmina Bray
(~##consumeeee~)
Upon taking Glory 2.1 into your system, your body starts to feel bolstered and your awareness and reaction time increase. However, you become significantly less trusting and cynical, and are plagued by nightmares and doubt.
Your dexterity score increases by 2.
Your initiative modifier increases by a further 1.
However, when you take this feat you must roll 1d20 each long rest. On a 1, you only receive the effects of a short rest, and take 1d10 psychic damage upon waking up. The failure increases for each success until you fail (2nd night you have to roll higher than a 2, 3rd higher than a 3, 4th higher than a 4, so on until you fail, where it returns to 1.)
(This Feat is derived from the Lore of the Destiny game franchise. I own none of the rights to any of the intellectual property used. All rights belong to Bungie.)
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