Martial Mechanic "You're gonna want to back off before things get ugly."

1
You possess a mastery of vehicle repair tools.
Used by Mike Carson, Created by EvilRicktator.

Combining the rough life of his misspent youth with the work that has come to define him, Mike knows his way around a tractor wrench or a breaker bar. He knows how to wrap an opponent around one, too.


You gain the following benefits as long as you are engaged in combat with vehicle repair tools.

+2 dice to all rolls with vehicle repair tools. You may Defend against firearm attacks from any range using vehicle repair tools.

You also gain the following effects:

  • Quick Draw: You may draw and equip yourself with any melee weapon on your person or within arm’s reach as a Free Action, as long as it is not being wielded by someone else.
  • Two Swords are better than One: If you are wielding more than one melee weapon, you may Attack with all using the highest Weapon Damage, plus 1 for each additional weapon. If you reserve a weapon, any Clash or Defend roll you make is -1 Difficulty, and mob penalties are ingored.


Community Passive Gifts

You gain the following benefits at all times.

You can interact with things that are within 300 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 4 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 300 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits as long as you are standing and engaged in combat with firearms.

+2 dice to all firearms rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Silent Killer: If your shot would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.
  • Swift Shooter: You may move your full Dash distance and make an attack without a movement penalty in the same Round of combat.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.

"Aviophobia" is not true flight, but an anguished defiance of gravity itself. As the self-anointed Angel of Death, Selma whispers through existence with steps lighter than the air, yet bound by her dread of what height represents: power, judgment, and the cost of mercy. The higher she soars, the greater the weight on her soul — a reminder that even angels can fall. Every moment she floats is a negotiation between mastery and terror, the embodiment of her refusal to be either completely free or completely grounded. She rises — but never without fear.

You gain the following benefits at all times.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You are subject to the following effects while gliding:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Icarus: If you fly higher than 50 feet in the air, you must roll 1 die, Difficulty 6. If you fail, this Effect ends early and cannot be reactivated for an hour. Make this roll again at every interval of 50 feet off the ground (100 feet, 150 feet, etc).
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Stemming from his love of anime, John Mann's first power was an obvious choice, the power to hit stuff really really hard. He tends to yell really loudly when he does so, but this is not strictly neccessary.

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.

  • 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 Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • Insufferable Know-It-All: Any social rolls you make are at +1 Difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll. The Difficulty of this Trauma roll cannot be reduced by any means.

  • 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: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

The Severity of any Injury caused by electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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 at all times.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.