Foresight. Don't dodge the bullet, anticipate the squeeze of the trigger.

1
You possess superhuman unarmed combat ability.
Used by Autumn Whitlock, Created by therustyy257.

Autumn's amber eyes lock onto the offender's weapon of choice, in the same instant her body is set into motion, fluid and graceful it flows around the strike, almost as if the woman anticipated where the blow would land, moving just an inch out of reach every time.

"Being reactive is a mistake, letting your opponent take the initiative, box you - it is the equivalent of handing them the role of a butcher while dawning the mantle of a scared little lamb - sufficed to say you'll end up on their dinner plate by the end of the day.

"Use your head instead, don't solely rely on your reflexes - those can only get you so far, anticipate the squeeze of the trigger, move just before they strike, throw them off, surprise them, a flustered target makes mistakes, mistakes you should capitalize on."


You gain the following benefits as long as you are engaged in unarmed combat.

Your unarmed attacks deal +0 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
  • Precision Strikes: You may use Dexterity instead of Brawn on your attack rolls.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Community Power Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: Zombie. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.

Your Injuries no longer degrade with time.

Possession of this Power grants the following Battle Scar: Chronic Ankle Instability.

The Severity of any Injury caused by cooling/cold/freezing is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action to activate. This Effect cannot be used unless When Haïta is worried, scared or being attacked..

You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The void! It beckons! It’s limitless! The tendrils wrap and the eyes glisten!.

You leave Haïta’s body stretches, it crumples, it distorts. It is still there, it is untouchable. at your location.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Exert your Mind and spend a Quick Action. You must actively and obviously use Holy Cross to activate this Effect.

You transform into Holy Gundam for 3 minutes. You have access to all of your Powers while you are Holy Gundam, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Attributes are the same. Your Stress is reduced by 2.

Your body is adapted to Defending. You receive +3 dice on non-attack rolls related to Defending.

While transformed, instead of your normal clothes and equipment, you are equipped with: Full Body Armor, Full Tower Shield, 3 Javelin

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

Possession of this Power grants the following Battle Scar: Disfigured: where the amber flows the same feathers horns and fur appear on you..

You also gain the following effects:

  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.

You gain the following benefits at all times.

Your Intellect rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • You are able to climb trees and cliffs at your full movement speed.

You only gain the benefits of this effect if you are in an area without a human building within 300 feet.

Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.

You may lock, unlock, and/or open your target.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.

Your Extra Appendage is incapable of fine object manipulation.