His fists become his weapon and it’s like he’s stronger than anyone else he fights
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).
Possession of this Power grants the following Battle Scar: disfigured.
Possession of this Power grants the following Trauma at all times: nightmare.
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:
Matthew was given a gift to help him begin to watch the world around him and he will find those who hurt him and hurt them more. By drinking the blood of the monster that killed his family he has become a monster.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Angelo opens his bible and focuses, attacking the target’s mind with corrupted thoughts on religion.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must actively and obviously use bible to activate this Effect. Roll Mind at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Fear of God - Roll Self-Control any time you are committing an act that would break one of the 10 Commandments. as a Trauma. This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
Jei's soul pushes him past what his body naturally allows him to in extreme cases where only the pain drives him forward
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is divided in half.
Gene places a very obvious concussive mine, looks very shoddy and obvious.
Exert your Mind (unless you win a coin flip) and spend an Action to trap a region of any shape that contains your current location and fits entirely within 25 feet. This trap lasts one hour or until triggered or disarmed. You must actively and obviously use your brain. The trap is very obviously a trap, enemies don't have to roll to indetify it. to activate this Effect. Choose a type of being that could trigger the trap. Roll Brawn + Firearms at Difficulty 6. Record your Outcome when the trap is placed.
The trap looks like a homemade bomb. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any being of the chosen type that enters the chosen region will trigger the trap.
If the Outcome is positive, your blast hits everything within 10 feet of the trap with Damage equal to your Outcome + 4. Affected targets may Dodge or Defend to reduce incoming Damage by their Outcome.
Anyone who takes damage from the blast is knocked back away from the trap by a distance equal to the radius. They must succeed a Body roll, Difficulty 9, or be stunned for 1 round.
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.
A sleek and dexterous form designed to be stealthy, while imbued with rift energy to make its paralysing toxins more effective against prey much larger than itself, while being infused with strength ill-suited for its lithe form.
You gain the following benefits at all times.
You are permanently and visibly transformed: metallic blue-black carapace with bright orange or amber wings. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
Your body is adapted to Stealth. You receive +3 dice on non-attack rolls related to Stealth.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Possession of this Power grants the following Battle Scar: Twitchy fingers.
Possession of this Power grants the following Trauma at all times: Cuteness Aggression and Psychopathy.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
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.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.