Kyle's hands now crush when he decides for them to. His ability to take down foes have now expanded beyond normal training its like he has become superhuman.
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).
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:
- Jan. 2, 2025, 2:19 a.m. - Major Revision Cost: 3. Removed Enhancements: Fancy Footwork, Armored Fist
Ulysses slashes, pierces, and rips apart his enemies with his cockatrice (think, scaly bird of prey looking) talons. He is swift and agile, but there is brutal muscle behind each ripping, tearing strike.
The Cockatrice, as legends say, was well known for its ferocious abilities in close quarters. Ulysses has inherited the instinct of this ancient beast in how to utilize his talons, as a hybrid with some of its DNA.
You gain the following benefits as long as 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:
Zhao's body is a patchwork of high-end chrome and artificial flesh, a testament to the extremes of experimentation he conducted on himself since the acquisition of source. Matte-black carbon fiber plates interlock seamlessly with patches of synth-skin, creating a topography of man and machine. Quantum processors enhance his psyche and speed of thought, while a spiderweb of subdermal wiring pulses beneath translucent sections of his skin, glowing a faint neon blue when he's jacked in. Sleek, retractable mono-filament whips are housed in his forearms, while his fingers end in titanium-alloy tips that can interface with any port or lock. A low hum emanates from his chest, where a military-grade cardio-booster keeps his system overclocked: his legs are a marvel of cybernetic engineering, with high-tensile synthetic muscles and bone-lace reinforcements allowing for bursts of superhuman speed. The freshly enhanced shadow is as much at home in under the spotlight as in the back alleys and filthy underpasses of the world.
You gain the following benefits at all times.
You are permanently and visibly transformed: cybernetically-enhanced assassin. You are considered to be a Sapient, Living Computer when targeted. Your Charisma is increased by 1 and your Intellect is increased by 1.
Your body is adapted to running. You receive +3 dice on non-attack rolls related to running.
Your appendages have 30 feet of reach.
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.
Molpa's social presence is unmistakable and enchanting. Her every word, no matter how unpleasant in intent, hits the ear in a most pleasant way. Those around her are compelled to stand up for her, but it's also impossible for her to disguise her presence.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The ''will made manifest'' of something that was never meant to have one is a curious thing, but anything is possible. All it wants to do is help.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to Any dreamt being of particular importance to someone and reveal its power to them. They become its new true owner.
Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
The tungsten bobber Kurt has used for years.
You gain the following benefits at all times.
The next time you die, you instead permanently transform into A tungsten bobber with fishing line cord.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
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: