Ready to throw anything at a moments notice.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
Your attacks with thrown weapons no longer have their damage capped, and do +1 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
Through his godly ancestory, and through his skill in throwing which he has honed and trained with years of practice, Sonny has mastered the ability to throw javelins.
You gain the following benefits as long as you are engaged in combat with Javelins.
+2 dice to all rolls utilizing Javelins.
You also gain the following effects:
In constant company with combat and hardship, it is common to be toughened up so much it makes others worry. In addition to physical fortitude, wearing pure leather material also has its benefits, however uncomfortable it may be
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming damage from all sources of physical attack except Fire, or incendiary ammo. Armor from multiple sources does not stack.
Even before the Contracts, Mike could hear a worn CV axle before the boot was even torn (and at 100 yards, so he claims). Now that he is imbued, his senses have picked up to literal superhuman levels, allowing him to hear engine problems and ambushers as either tries to sneak up.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
In a gory, almost supernatural display of medical expertise, you cut and mend flesh as if it were nothing, using the brutal methods of the chainsaw and the refined art of the scalpel you manage to seal up even the most painful injuries.
You gain the following benefits as long as Your Cybernetic Arm (See: The Doctor's Hand) is currently active and switched on.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
By channeling extra power into the rune he uses, Mike can control a vehicle in ways others simply cannot.
Mike's personal motorcycle (not Nightmare) has minor rune markings throughout, made on the parts as he rebuilt it from the frame up, though his augment runes only last while they are active and fade after.
You gain the following benefits as long as you are piloting a vehicle that you yourself built, or have an active upgrade rune on and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.