Micheal is a people person, and you gotta know people If you’re going to be the worlds great lawyer.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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).
Possession of this Power grants the following Trauma at all times: Kleptomania.
You also gain the following effects:
As of the recent death of his brother he has decided to re-enter the martial arts world
With the death of Fonzie to whom he had hoped to help his older brother, through the martial arts world and not really liking nor disliking Wolfgang as they are brothers.
So re-entering, seeing the fact their master was dead due to Wolfgang he instead went to his father who was still mourning.
Seeing a spark of life in his young boy who could do decency in the world and not be like the two, he decided to go through mourning by teaching Will a better and more practical means of martial art. Though strict in doing so he is fair in his teachings and Will goes even farther into trying to at least surpass his father thanks to his constant pushing from his father. Continuously still being shown more to this day, and being taught by his father moves and things he has never seen.
His father tells him of their bloodline, whilst Will had been trying to get jobs and been working part-time, his brothers had spent practicing and went forward with it in their own ways, one did the crime and then went to redemption with the help of it and the other.....well he is doing his own thing.
His father bestows upon him his old Uniform which holds power to help the boy further, and through practice and tribulation, he may even begin to absorb it and gain some new abilities alongside it.
With his new GI in hand, training, and practice, and with a lack of funds and whatnot, ready to get stronger and the best of the best. He walks forth ready for anything.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
Stele’s name comes from the Shadowhunters franchise that Angel loves so much- a stele in this case is an intricate thin tool made of adamas, heavenly metal. Most of its bullshit runes come from that franchise. When the bat is in use, all of these runes, bullshit or not (he really doesn’t know), flare up in their inky, energetic red. Whichever rune is most in use with the effect flares the brightest.
Activated Rune: Bind To
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
As the user uses their ability, the hand can clearly be seen moving oddly in consideration to what the user is doing telekinetically, blocking attacks outstretch the fingers, catching or grappling targets encloses them, throwing targets points the fingers, and so on so forth.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Lost hand. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Roll self control to use this ability to harm individuals the user deems as innocent. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Harold grinds his teeth and focuses his mind inward, finding the outside presence tampering with his thoughts. Then, he simply removes it.
Some philosophers argue that your personal identity is based upon your mind, not your body or soul. Subscribers to this idea have no concern for their body or some sort of post-physical soul being destroyed. Instead, they are concerned only with continuing their stream of thought and preventing it from being tampered. Protecting your body from harm is just a means to a end, a means towards protecting ones mind from deteriorating.
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:
You can take a severe beating while keeping a level of calm, with your muscle headed mentality even your head stays straight.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is divided in half.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
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: