Kung fu teaches techniques for both defense and offense. Defensive techniques are mostly four types, dodge, block, catch, and parry, and offensive techniques are feint, hit, lock, and throw. Shaolin kung fu teaches all these types of techniques. In kung fu, techniques are taught via two-person practices. In these practices, one party attacks and the other defends or counters or stands in posture for the other party to perform the technique. In Shaolin kung fu, in addition, two-person forms are taught. In these two-person forms, attacks and defenses are performed one after the other. Each technique is followed by its counter, and the counter by its counter, and so on. These forms ensure perfect memorization and exact transmission of the techniques from generation to generation.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Centipede Shaped Moving Scars: All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar.
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
A bullet streaks through the air unseen -- the laughing scarab's wild flapping of its wings cause a hollow laugh to reverberate against your throat.
The bullet tumbles fruitlessly through the appearance of a perfect six inch cube of dark red sand floating between you and the would-be assailant.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except AOE. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
Possession of this Power grants the following Trauma at all times: Sēth demands truth.
Throughout each and every single one of the lives he thinks he lived he's never had to eat, or drink, though even that: he forgets. occasionally.
You gain the following benefits at all times.
You no longer require any food or water in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
Each of Emily's strikes has an amazing amount of force though it... even more than they should. She can strike things that should damage her paws, but only what she's hit is damaged.
"At first I think they are still warm. After a while, I realize they'll always be warm."
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using paw gloves to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.