Sir Seymore Alonso carries himself as a proud knight and refuses to accept otherwise. Although he comes across as quite mad, his skill at arms with medieval weaponry is very real. He strikes with uncanny precision, brutal power, and preternatural control. His attacks morph seamlessly between stances as a thrust turns into an overhead slash, or a horizontal swing turns into a blow with a the cross-guard or haft. Even the timing of offensive maneuvers is frustratingly uncanny, as the momentum accelerates or slows without altering the intended force behind them.
First of his name, valiant saviour of Templetown, slayer of the Danish menace.
You gain the following benefits as long as you are engaged in combat with medieval european weapons.
+2 dice to all rolls with medieval european weapons. You may Defend against firearm attacks from any range using medieval european weapons.
You also gain the following effects:
A sort of natural armor, a protective layer is formed just beneath Akira’s skin. Granting him marginal protection against most forms of harm.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
He takes all the damage head on and turns the tables in the matter of seconds. He's not afraid of any little bullets, he's more afraid of the infant growing up to become a villain he might have to one day take down. So he decides to show that even normal people can fight back!
Exert your Mind and spend an Action.
Your Stress from Injuries is reduced to 0. Lasts three hours. Does not reduce Stress from Mind Damage.
Stress from Injuries acts as a dice bonus instead of penalty.
Sarang is lovable, in all senses of the word, living up perfectly to the definition of his name. With a perfectly crafted bat of an eyelash, a flick of hair, a coy little pout--all crowds are at his mercy and all words against him falter.
"On the count of three, you see me" is a lyric from IVE's song "Holy Moly".
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:
you know what this means
Exert your Mind and spend an Action. Roll Intellect + Influence at Difficulty 6.
Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 3 Rounds. Any Animate targets within the field cannot move any closer towards you.
You must maintain Concentration during this Effect.
Infurance can create flames by touching the space around them.
Spend an Action. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a fire in a residential fireplace at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift's Cost is capped at 2 and cannot be increased further.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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 Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. 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).