Nanook's Claws

1
You possess superhuman unarmed combat ability.
Used by Nanook, Created by emivvv.

You've grown almost a foot, and hunched ove
Beneath the bandages, thickened hands with once blackened & cracked nails now show violent obsidian sheen. Sharper than sharp. Teeth, much the same.

Never shall you take from creation's beauty more than you give;
you will walk her fertile lands with famine your faithful companion.


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 reduced to 1/2, rounded up against this Damage.

Possession of this Power grants the following Trauma at all times: Baby mimic, Baby eater - roll self control to not eat the baby.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Community Passive Gifts

"Guns are clunky, unpredictable, loud, cumbersome.

Knives are messy, dangerous, cruel and frankly... a tad too personal for my taste...

Now you see - what separates a true professional from an amateur is lethal, cold and calculated precision - any dimwit is capable of take a life, mutilate another living being until what's left is little more than an unrecognizable pile of meat.

Any hooligan can riddle their mark with lead until it starts taking on the likeness of Swiss cheese.

But you see patience is a virtue in our line of work - and It takes an exceptionally virtuous individual to wait for the opportune moment, pick out the nicks in their target's defense before striking at just the right angle and putting the mark down in one clean and mercifully lethal blow - someone like yours truly."

You gain the following benefits as long as you are engaged in combat with Needles.

+2 dice to all rolls utilizing Needles.

You also gain the following effects:

  • Juggler: You may juggle a number of throwable objects equal to your Dexterity as a Free Action. When you make a thrown weapon attack, you may choose to roll or re-use the last thrown attack's Outcome. Resets at the start of Initiative.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

You gain the following benefits at all times.

Your Charisma rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Emperor of the United States.

You also gain the following effects:

  • Call me Senpai: You may ask to be called "Your Majesty". Sapient beings will use this title when addressing you, unless they Exert their Mind to resist for the day. You may use an Influence Effect on anyone who uses your title without Exerting your Mind. One free activation per individual per day.
  • Hey, Listen!: You cannot be ignored or unheard when directly addressing an entity.
  • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing
  • No Choice But To Stan: If someone speaks or acts against you socially, anyone observing it must roll Mind, with the difficulty equal to your Charisma, in order to not defend you.
  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • Unflappable: Any attempts to control or influence your thoughts or emotions are rolled at +3 Difficulty.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • Being forced to Stan will not force someone to violate any of their Limits or to engage in violence of any kind (though they may still do so of their own volition).
  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: Symbiote. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.

Your appendages can reach an additional 30 feet.

You can squeeze through any cracks and passageways a cat would be able to.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times. You must actively and obviously be using Imperial Regalia to gain the benefits of this Effect.

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
  • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.

  • If you have an Effect that allows you to Exert your Mind more than once per Round, each Exertion still causes one Mind Damage.
  • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

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 +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:

  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Precision Strikes: You may use Dexterity instead of Brawn to Attack and Defend. If you would successfully incapacitate a target using Finesse, you may opt to knock them out for one hour instead of having them suffer an Injury.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Stock Passive Gifts

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.

You gain the following benefits as long as you are in werewolf form.

You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.

  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

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:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

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.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.
  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

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. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.