A raw display of strength. Bill palms his fist then bares his knuckles. It’s time for some Discipline.
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).
Possession of this Power grants the following Trauma at all times: Fleeting.
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 same careful precision and dexterity that goes into making her signs have only been exacerbated by the rapid change her body is undergoing. Be it with snakelike strikes or the swipes from her razor sharp claws, it’s a very expressive style of self defense.
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).
Possession of this Power grants the following Trauma at all times: Genetic Memory: At the GM’s discretion, you may roll self control. On a fail or botch, you switch into the mind of one of the subjects you have absorbed..
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:
Might makes right, and as Lucas continues to feed off the vitae that these harbingers provide him with he now has developed a level of superhuman mastery over his hunting that he never could have imagined having before. His claws sharper than ever, the bloody and blackened claw tips now harder than steel and his intimate practice with kidnapping and murder allowing him to know just where to strike to ensure no pesky screams are heard from their allies nearby.
You gain the following benefits as long as So long as he has fed on blood in the past 12 hours and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +4 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:
The user wears a chain around his wrist which is tightly wrapped around his wrist, it glows a bright hot hue as he fights with it with it. Replicating the strength and technique that was used upon him during the said contract for which he got the gift. He moves with a rushed and fierce strength when going hand to hand.
One of the chains that was put upon him when Jacob and Shelly had attempted to frame Tommy for a school shooting, fueled by rage and getting beaten by fist's he plans to fight fire with fire.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Chain wrapped around a hand to gain the benefits of this Effect.
Your unarmed attacks deal +2 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:
Pulling out the ferocious of the wendigo from within he pulls out a style reminiscent of how they rip, tear and attack attack a being, channeling it with the boons with manage to pull the strength out but keep in the spirit that wishes to break free and tear into any nearby man.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Algonquian Charms to gain the benefits of this Effect.
Your unarmed attacks deal +0 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
Zayir puts his dukes up and flashes a bloodthirsty grin.
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.
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).
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).
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: