Dallas has begun to emulate the law enforcement heros of legend. One day he hopes to be among those great men who gained the respect of the world.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
Elanora's ability to perform spills over into her fighting style. Every move she makes is graceful and measured, every punch aimed flashily, every kick a flourish.
Elanora moves as if her bones are very loosely attached, which may give her opponents some measure of distress.
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). The target's Armor is fully effective against this damage.
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:
Taekkyon utilizes a wide variety of techniques including kicks, hands, knee, elbow strikes, pressure point attacks, throws, joint locks, headbutt and grapples. The whole body is used in each movement. Although Taekkyon primarily utilizes kicking, punching, and arm strikes thrown from a mobile stance and does not provide a framework for groundfighting, it does incorporate a variety of different throws, takedowns, and grappling techniques to complement its striking focus. The main purpose of Taekkyon is to catch the opponent off-timing by using the whole weight of the body and catching the opponent's attack off-balance before returning it against him.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
Due to their incredibly dense bones and superhuman muscle strength, the user of this gift is cartoonishly strong and any foe or object struck by the user will be at extreme risk of obliteration.
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). The target's Armor is fully effective against this damage.
You also gain the following effects:
The close-quarters doctrine employed by SILVERHOUND's operatives teaches one to be as effective with the natural weapons granted by one's hybrid form as they would be with any weapon. Far from the thrashing of wild beasts, Lorelai's slashes and bites are measured and surgical-- focusing on disabling a threat to her charges as quickly as possible.
You gain the following benefits as long as you are in your hybrid form and 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).
Possession of this Power grants the following Trauma at all times: Protect the Pack: Whenever someone who's part of you team or under your protection is in danger, you must roll Self-Control or immediately come to their aid, even at personal risk.
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:
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and 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:
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: