This Power grants access to an array of powers relating to the usage of unarmed combat. Mastery powers are not obviously supernatural.
Passive, always in effect. Unarmed attacks will do [[additional-damage]] more damage. The target's Armor is [[armor-effectiveness]].
Unlike the Ability Brawl, this Power does not affect small weapons such as knives.
Default Level: 0
Seasoned Threshold: 2
Veteran Threshold: 3
Default Level: 2
Seasoned Threshold: 4
Veteran Threshold: 7
The Harbinger has introduced the Monk to an old master who has accepted him as a pupil. Their training is brutal, but effective. Weeks of driving his hands into piles of sand has hardened them into frightful weapons.
The Monk is capable of catching swords by the blade and does not fear spiked armor. Further, the attacks of their hardened hands are truly deadly.
Passive, always in effect. Unarmed attacks will do +2 more damage and the target's Armor is Fully Effective. Brawn cannot be used as Armor against your unarmed attacks.
You may never take damage from attacking a dangerous surface (e.g. spiked armor, acidic hide, etc.), and you may parry attacks from melee weapons as you would an unarmed attacker.
Once you have three or four different Powers, a hand-to-hand-focuses Character should invest several additional Gifts here. Fight Circle, One Inch Punch, and bullet-catching are among the must-have enhancements.
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.
Passive, always in effect. Unarmed attacks with your fangs will do +3 more damage, and the target's Armor is Fully Effective. Brawn does not act as armor against them. If you successfully grapple a target, you may bite them, dealing damage equal to the Outcome of the grapple roll.