Honeybadgers are fearless creatures that will fight until the bitter end!
You gain the following benefits at all times.
Your Body and Mind Penalties are reduced to 0.
Possession of this Power grants the following Trauma at all times: Roll trauma to stop fighting once you've started..
Looks similar to Muay Thai. Incorporates strikes with hands, feet, elbows, and knees. Also includes clinches, takedowns, and submissions to a lesser degree.
Lightning fast foot-work combined with precise and brutal strikes. The Thai Death Arts are a style primarily focused on striking but also incorporates clinches, takedowns, and submissions. They were created by enslaved people in order to overpower armed captors without requiring weapons.
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).
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 fearless little Latina will go head to head with anyone and now anything. The hot head and now hard handed chola will punch out anything she deems worthy of punching.
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:
As a decorated plumber, you apply the skills attained from the pipeline to all aspects of life.
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).
By pulling at the threads of reality you can move things with your mind, a faint silvery glow can be seen on the choker and on the target (they do not connect).
The battle scars are because the body is not adapted warping reality
The nightmares are caused by the strain on the subconscious mind when it is not natively their
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 4 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:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Enervated. 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: Nightmares. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Zodiara is the celestial gift of speaking with animals, channeling the wisdom of the stars to bridge the gap between species. Those who wield this power can understand and be understood by creatures of all kinds, their voices carried through the cosmic currents that connect all living beings.
You gain the following benefits at all times.
You may understand and communicate to Creatures as if you are fluent in a relevant language.
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.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.