Bogatyrs Fist

7
You possess superhuman unarmed combat ability.
Used by Harry Johnson, Created by jwesley123.

Harry Johnson, driven by his desire to become a modern-day bogatyr, has honed his unarmed combat skills to a near-superhuman level. His fists carry the weight of justice, capable of delivering blows that rival the might of any weapon. In battle, Harry moves with the fluid grace of a warrior, redirecting attacks with ease and subduing even the most elusive enemies. His strikes are so powerful and precise that they can incapacitate opponents with a single, almost imperceptible motion, embodying the legendary strength and skill of the ancient bogatyrs.


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 +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:

  • Flow Like Water: If you win a Clash or successfully prevent an attack by Defending, you may instead redirect the incoming attack to another target within range. If you Defend, the redirected attack uses your positive Outcome after defending, if you Clash it uses the outcome in entirety if you win.
  • Ghost Wrangler: You may grapple incorporeal, liquid, or gaseous entities.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.
  • Meat Shield: If you have successfully grappled a target, you may use a Reaction to redirect any incoming attack to them instead of you.
  • One Inch Punch: You may make a full attack against any target you can touch, even if you are restrained. To an observer, you hardly move. In a crowded area, determining that you were the source of an attack requires a Perception + Alertness roll with an Outcome of 4.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Revision purchased with:
Improvement from writing up The Purifier spent on improving power: Street Brawler
Revision purchased with:
Revision purchased with:
Improvement from running Wickedness spent on improving power: Street Brawler    (since refunded)
Revision purchased with:
Improvement from writing up Wickedness spent on improving power: Street Brawler
Revision purchased with:
Revision purchased with:
Revision purchased with:
Gift from playing in When a G Falls spent on improving power: Street Brawler    (since refunded)
Revision purchased with:
Gift from playing in When a G Falls spent on improving power: Street Brawler    (since refunded)
Revision purchased with:
Gift from playing in Bobasaurus spent on improving power: Street Brawler    (since refunded)
Revision purchased with:
Gift from playing in Bobasaurus spent on improving power: Street Brawler    (since refunded)
Revision purchased with:
Gift from playing in Bobasaurus spent on improving power: Street Brawler    (since refunded)
Revision purchased with:
Gift from playing in Bobasaurus spent on improving power: Street Brawler    (since refunded)
Revision purchased with:
Gift from the Asset Gifted spent on new power: Street Brawler

Community Power Gifts

Philly's singing/rapping permeates the bodies and minds of everyone around him in a sort of ocean of music. If he focuses enough, Philly can even manipulate this ocean to his benefit.

Exert your Mind and spend an Action. Select a Sapient target within 80 feet. This Effect cannot be used unless Full Combo is active. You must actively and obviously use Microphone/Headset to activate this Effect. If a target does not consent to the transfer, you must roll Charisma Performance at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.

You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:

  • Up to two points of Mind damage
  • Three points of Source
This Effect cannot be used again on the same target for the next hour.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

  • Does not apply to transfers made through the Forced Exchange enhancement.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

As a P.S.L. (Psionic Synthetic Liveform) it can interact with a device like a human or via standart dataport.

Spend 2 Actions. Select a Computer within arm's reach. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Revenant: The Remnants of The REVENANT OS hidden iside you conquers the system instead of you causing it to malfunction in a way to harm you.. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

This Effect is not obvious, and the only sign you are using an Effect is Command symbols rolling under mouth area, blurred. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • You cannot hack things outside of your range over remote connections such as the internet. The system you are affecting must be physically within range.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

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

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Force of Will: You may Exert your Mind to increase the Outcome of a Mind resistance roll by 2.
  • Lightning Rod: You may spend a Reaction to make yourself the target of any Mental or Influence Effect you are aware of, so long as it is directed at a target within 30 feet of you.
  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

Possession of this Power grants the following Battle Scar: Rust-Colored eyes: If your eyes are uncovered, all social rolls are at -2 and you are obviously supernatural.

Possession of this Power grants the following Trauma at all times: Not alone in here: Roll Self Control to allow any effect to target you. You may exert to allow it, if you fail.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

Patrick doesn’t just take their uniqueness—he feels it, reveling in the thrill of his theft. To him, their spark is a fleeting taste of something forbidden, fueling his own ambitions for greatness. He has learned that everyone, no matter how unique, is vulnerable to his reach. In his mind, he’s not just a thief; he’s a reclaimer, a force of balance in a world of overpowered fools.

This power reinforces Patrick’s cunning, greed, and the darker side of his leprechaun blood. It ties his thievery directly to his mystical heritage and makes him a truly terrifying opponent.

Only effects passive effects from physiology, and doesn’t reduce character abilities or stats to below what they would be as a mundane

1. Loss of Gifts: Any supernatural or extraordinary powers are suppressed, leaving the target without access to their abilities. This includes:
• innate talents from not being a normal human
• Enhanced physical traits from not being a normal human (e.g., super strength, speed, or durability).
• Innate resistances from not being a normal human(e.g., immunity to poisons, diseases, or environmental effects).

2. Stat Changes:
• Body: Drops to the average human range (typically 2).
• Dexterity and Brawn: Lowered to average human capacity.
• Intellect and Charisma: Supernatural mental or social capabilities fade, leaving the target as unremarkable as an average person.

Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Dexterity + Thievery at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

  • Assimilate: Over the next day, the target transforms into a Normal human. If they are not cured within their Body score in days, the change is permanent. The Conditions of being a Normal human are detailed in this Gift's Extended Description.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is contagious and will spread to new targets. Anyone who comes into direct contact an afflicted individual of the same species must roll Body, Difficulty 8. If they fail, they become afflicted. Otherwise, they are immune to the spread.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 9, and can be cured by Find a Four Leaf Clover. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.

This Effect is not obvious, and the only sign you are using an Effect is Patrick snaps his fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

You may only use this Effect once per day.

  • Assimilate: Changes can dramatically affect the target’s lifestyle, metabolism, appearance, urges, etc. Benefits from the transformation should be clearly outweighed by its drawbacks. The new form’s Conditions must be detailed in the Extended Description and are subject to Playgroup Leader Approval.
  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • This Effect’s symptoms do not stack with themselves on multiple applications.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Power Gifts

Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

Exert your Mind and spend an Action.

Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make roadie Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Your minion is able to lifting and hauling with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

You may only use this Effect once per day.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.