JPM has the right to Bear Arms: meaning that his grip is iron and inescapable: much like student loans, and... his body has become as hard as the steel which serves in America's fine railroad tracks... meaning that should he ever grab you: he'll squeeze all the life out of ya' like a true capitalist.
Shaolin Monks have this thing where they harden their knuckles-and-bones into a sort of stone-like plating... JPM's done about the same thing.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for grappling and choking. The target's Armor is fully effective against this damage.
You also gain the following effects:
Daniel has started to find a way to protect himself when things go bad. He is not much of a fighter so his shielding does the help for him. a blue ball that is encoded in sigil and Druidic runes. Very obvious and bright.
Exert your Mind and spend an Action to activate. You must actively and obviously use Watch to activate this Effect. Roll Intellect + Culture at Difficulty 6.
If you succeed, you create a Barrier around yourself, which absorbs the next Outcome + 2 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
For some odd reason, this old man fights like he's a man in his prime. Two sticks, one rested on his shoulder, the other pointed towards the ground. With every good hit, tribal drums sound.
"I learnt this from a man named Dimaculan Bomboclat Fernandez, a Filipino Martial Artist... Or rather, I stole it."
You gain the following benefits as long as you are engaged in combat with Kali Sticks.
+2 dice to all rolls with Kali Sticks. You may Defend against firearm attacks from any range using Kali Sticks.
You also gain the following effects:
The scar mildly resembling an eye spreads and contracts at a stead pace, in the center a drop of blood forms and remains there as the man surveys the dark corridor around him.
Rohan has made contact with a powerful artifact during his career as a pirate. The scar is the result of this, and grants him a more intricate view into the world around him.
You gain the following benefits as long as you have your scar on your left wrist.
Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
A small amount of dark red and black miasmic smoke rises from the blade just before the attack.
You gain the following benefits as long as you are engaged in combat with Samurai Swords.
+2 dice to all rolls with Samurai Swords. You may Defend against firearm attacks from any range using Samurai Swords.
You also gain the following effects:
As I snap my fingers my shadow starts to deform and rise up to create a shadowy humanoid being with crimson red eyes a body covered in thick black wisp of shadows. it communicates in shadow puppets images.
Everyone call me a demon but I am your protector. As you lay there helpless conscious of you Surroundings paralyzed. I watch over you. I have always been by you I know you as much as you know yourself. I am your shadow
Exert your Mind and spend one minute.
Summon a single shade at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
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. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
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 spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.