With a vicious, brutal ferocity, Kyrie rips into her enemies using her whole body-- encompassing everything from standard unarmed strikes to feral biting and scratching. The unpredictable, unhinged nature of her attacks enables her to single out individual enemies like prey, mauling them apart so viciously that no one else is able to interfere.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using bandages to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
Possession of this Power grants the following Battle Scar: HER BLOODIED HANDS: Your hands tremble constantly: bruised, bloody, seeking action. You leave blood on whatever your "bare" hands touch, fine-object manipulation is at +2 difficulty.
Possession of this Power grants the following Trauma at all times: THRILL SEEKER: You only feel truly alive when you're chasing another thrill. When faced with the opportunity to perform an action in a more dangerous or exciting way, you must roll Self-Control to resist.
You also gain the following effects:
Rajhad has trained his entire life in the Art of Strangulation - a superb expert in grappling, he is most dangerous when he has someone to squeeze.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for grappling and choking. The target's Armor is fully effective against this damage.
You also gain the following effects:
Bringing the fire of a nuclear heart to bear upon her fists and feet, Iryna can manipulate the nuclear reactions in her body to generate heat cycles, able to concentrate extreme heat and cold in specific places near instantaneously at the moment of a strike. Using this in tangent with her supernatural strength, she can go toe to toe with the most savage of beasts.
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
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:
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:
Nikolai's arms are solid metal. Kind of like Jax from MK, but with nice pattern engravings. He wears a turtleneck and leather gloves to hide his massive guns.He seems to have no feeling in his arms, no pain or tactile sensation. Due to this he has trouble controlling his own strength.The arms seem virtually indestructible, made out of some kind of unknown alloy, light enough for him to operate as if they were normal arms, but also super dense.They do however emit slight biological signatures.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +0 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
The close-quarters doctrine employed by SILVERHOUND's operatives teaches one to be as effective with the natural weapons granted by one's hybrid form as they would be with any weapon. Far from the thrashing of wild beasts, Lorelai's slashes and bites are measured and surgical-- focusing on disabling a threat to her charges as quickly as possible.
You gain the following benefits as long as you are in your hybrid 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).
Possession of this Power grants the following Trauma at all times: Protect the Pack: Whenever someone who's part of you team or under your protection is in danger, you must roll Self-Control or immediately come to their aid, even at personal risk.
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). The target's Armor is fully effective against this Damage.
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). The target's Armor is fully effective against this Damage.
You also gain the following effects: