Years of playing football as a linebacker for his team has turned him into quite a frightful fellow to go against, his technique has been improved and useful for his team but has made him accidentally knocked other teams out of commission for a good bit but hey it is a rough sport. So yea simply superior tackling skills.
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 reduced to 1/2, rounded up against this damage.
You also gain the following effects:
You gain the following benefits at all times.
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 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Using a technique that requires your feet to be bare, he has gained the ability to leap far into the air.
Being barefoot has little to do with this new-found ability, it is merely the presence of the Corpus within him that is burning brighter
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are barefoot.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
stuff
You gain the following benefits as long as engaged in combat with firearms. You must actively and obviously be using The Amulet of Thrun to gain the benefits of this Effect.
+2 dice to all firearms rolls.
You also gain the following effects:
Eden has somewhat small dragon wings protruding from their back.
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
Possession of this Power grants the following Battle Scar: Vertigo.
Possession of this Power grants the following Trauma at all times: Eden belives that that they are a dragon.
David walks between the tombstones, and as he does, the air gets darker, heavier. He walks in a realm of sand and bone as the sights of the modern world fade away, only graves and the souls of the dead wandering the sands. Following a voice only he can hear (‘find me’), David seeks out one particular tomb among the sprawling sands. When he finds it, he enters inside, and depending on how the voice he can hear reacts, appears either above or below the tomb, either unharmed or buried alive. This was how it worked before David learned the terrain. Having wandered through the realms of death for some time now, David has started to learn which tombs to avoid, and when the voice is calling him into cursed ground. He no longer is misread by its occasional attempts to lead him astray.
To outside observers, this effect appears as a sand crusted bony limb reaching out of the grave or tomb to pull David within it in a whirling rush of sand. At the other targeted grave (or other targeted point if not using Spirit Paths), if all goes well, Vance appears rising from the grave, covered in a light dusting of sand and bone dust.
As David walks a Realm of the Dead, their voices cry out to him. “Find us.” “Find us.” “Gorgonsire, find us”. On the whisper of the wind he can almost hear a Medusa’s dying words, locked in time and sand and wreathed in bone as its head topples from its shoulders.
“Find me”
And yet for now, the echoed voice goes unanswered.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.
If you traverse any Grave/Tomb for one minute, you may activate this Effect and travel to the edge of any other Grave/Tomb that you’re aware of, regardless of range.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.