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You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage. You may React to and Defend against firearms and other projectile attacks.
You also gain the following effects:
Due to his larger and dense muscular fibers that are comparable to steel cables, the user of this gift is more durable to all forms of damage
You gain the following benefits at all times.
Your Brawn rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
Doctor Lazcowicz appears to shrug off injury and mental anguish alike. Though wounds still mount and strain still builds, an almost fugue state prevents him from noticing, for good or ill.
News of Diana's apparent death threatened to debilitate the doctor, so his nanotic system responded by rewiring the pain and trauma centers of his brain to keep him moving regardless of short-term impediment.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: Delusion: Unbreakable (When this character receives an injury or someone else attempts to treat or point out an existing one, the character must succeed on a self-control roll to become aware of it. This character may not take actions to stabilize or heal any injury they are unaware of and will resist treatment of such injuries from others).
Whenever Teri wishes to heal someone through medical techniques, he may take out a Cleric Class card and speak the name of the card "Cleric Class." When he does so, the Cleric Class card glows a bright golden yellow and floats above the victim-to-be-treated. Under this light and its guiding invisible hands, Teri can properly treat anyone without worries of making it worse nor adverse effects from unsanitary conditions.
You gain the following benefits at all times. You must actively and obviously be using Cleric Class card to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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.
The bone and muscle inside of UA-566 has been completely replaced with different variations of either UA-566-A or other large, anomalous worm creatures. Although they're visually thin and lithe, they are almost 99% muscle. Because of this, 566's brawn and athletic ability has truly become legendary. Together, the Menagerie is stronger than any man.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects: