Fists of Moonstone I can punch like a girl

5
You possess superhuman unarmed combat ability.
Used by Pal, Created by RNGrant.

While in the form of Moonstone, attacks are more certain, and hit hard with resonating force. Particularly strong hits would be accompanied by soft glows on the area used to hit the opponent.

Moonstone's power comes from the power that flows through her. It allows her to hit swiftly, and hard, without doing more damage than she intends.

Pal can't access this power when he is in his normal form.


You gain the following benefits as long as Only available when in Moonstone alternate form and 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:

  • Body Slam: If you move and then make a successful attack against a target with a Brawn rating less than or equal to yours, if your target was closer than the full distance you could have moved, you may knock them back the excess movement distance and choose whether or not to follow them.
  • Bodyguard: You may use your Reaction or a Desperate Defense to Defend against any Attack where the attacker, target, or line of fire is within 15 feet. If you do so, you may opt to take the Damage from the Attack instead of the target.
  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Community Passive Gifts

You've obviously taken devastating wounds before, but have learned to not let them slow you down. While the wounds stack up, you push harder and faster towards your objective, getting the job done at all costs.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

You gain the following benefits as long as you have your red hair.

Your Dexterity rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Geas: Dancing.

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Reactionary: You gain an additional Reaction each Round. You cannot take an Action after taking a Reaction.
  • Split Second: You may Dodge or Defend against surprise attacks.

  • You cannot React to the same Action more than once.
  • If your red hair is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • 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: Renamon. You are considered to be a Sapient, Non-Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.

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

Possession of this Power grants the following Battle Scar: Renamon.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.

  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

This armor is infused with the idea of protection and the Hippocratic oath. The armor must have an image which resembles a shield, likely wings that look like a shield.

It is made with a ritual that uses
- Strong metals, titanium
- A write up of the Hippocratic oath
- Shield Iconography
- A shield pattern worked into the armor

You gain the following benefits as long as you are wearing this Artifact.

You have 8 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Your Armor’s rating is increased by 2. If you do something that Damages, restricts, or otherwise directly, negatively affects another being, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.

  • This Effect’s Armor rating cannot be increased by any other Effects.

You gain the following benefits as long as engaged in combat with bows, crossbows, slingshots, and slings.

You receive +2 dice to all rolls using bows, crossbows, slingshots, and slings. Reloading is considered a Free Action.

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.
  • Pincushion: Any attack or Effect activation roll against a target that already has one of your projectiles stuck into them is rolled at -1 Difficulty.

Stock Passive Gifts

You gain the following benefits as long as you are wearing this Artifact.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • 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.

  • 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.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.

You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

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

The Severity of any Injury caused by fire and heat is increased by 2.

  • 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 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.

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

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.