Pulling out the ferocious of the wendigo from within he pulls out a style reminiscent of how they rip, tear and attack attack a being, channeling it with the boons with manage to pull the strength out but keep in the spirit that wishes to break free and tear into any nearby man.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Algonquian Charms to gain the benefits of this Effect.
Your unarmed attacks deal +0 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
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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).
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 boxer stands atop their challenger, an imperceivably fast punch ending the fight in one blow. After the fight, their slump to the ground, a shrimp crawling out of their hair, dusting its feelers off.
You gain the following benefits as long as you are wearing this Artifact 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).
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Shrimple Minded - You're a little dumb. (Intellect rolls take twice as long and you take -2 dice penalty on all Initiative rolls.). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Shrimply Terrified - You are quite the coward. (When starting combat outnumbered, roll Self-Control to resist fleeing. If you fail, you may Exert your Mind as the shrimp under your hat stops you from being a bitch). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
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:
Due to your training, you can fight incredibly well.
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). The target's Armor is fully effective against this damage.
You also gain the following effects:
While in Wendigo form you have large claws that sprout from your finger tips, you can use these to hunt your prey.
You gain the following benefits as long as you are in wendigo form and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
Due to her being lightweight and her body being easily manipulated, she becomes a perfect weapon for hand to hand combat
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: obviously supernatural and lightweight.
Possession of this Power grants the following Trauma at all times: nightmare and vision.
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 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:
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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: