Don't make me do this.. I don't want to hurt you

5
Requires Seasoned
You possess superhuman unarmed combat ability.
Used by Mark Collins, Created by Redchigh.

His knuckles have become hardened, and his biceps and triceps have doubled in size.
A fan of comic books, Mark knew he had to learn to fight. He tends to fight like classical superheroes, just because he hasn't been taught any different- leaning hard on brutal strength and speed rather than skill or finesse.

Mark's unique genetics kicked in at a young age, though it was nearly his late teenage years before he actually started practicing combat and fighting, visiting a community boxing club.

First thing he learned was how to not break the gloves on impact.
Second was how to not destroy the opponents.


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 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take Damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
  • Disarm: If you successfully Defend or Clash with a melee attack, you may take possession your opponent’s weapon or launch if up to 35 feet away.
  • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Transcendence: You may Exert your Mind to Defend against any number of incoming Attacks this Round as a Free Action. While active, you can only Defend against attacks directed at yourself. When Defending against a mob using the Mob Combat rules, their Attack does not gain the normal Outcome bonus.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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Community Power Gifts

Exert your Mind and spend a Quick Action.

You transform into a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction for 3 minutes. You have access to all of your Powers while you are a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Brawn is increased by 2 and your Charisma is increased by 1. You do not suffer any Stress while transformed.

While transformed, instead of your normal clothes and equipment, you are equipped with: Archangel blade longsword, Silver version of leather armor (with the same armor rating 2), 3 clay pots of holy oil, 1 clay pot of holy water

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

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

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Can be used on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

This Effect is not obvious, and the only sign you are using an Effect is The user’s pupil will have subtle red hue to it. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

Every hack you make leaves behind A skeleton wearing business attire being shot in a kneeling position in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • 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. You must actively and obviously be using Goggles to gain the benefits of this Effect.

Your senses are enhanced in the following way.

  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.
  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.

  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

You gain the following benefits as long as engaged in combat with slingshot.

You receive +2 dice to all rolls using slingshot. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

Possession of this Power grants the following Battle Scar: her ears are both pointed sharply, and she has glowing pink, tattoos that go from her chest to her shoulder down to her elbow.

Possession of this Power grants the following Trauma at all times: obsession.

You also gain the following effects:

  • All-Terrain Archer: Your attacks made with slingshot never suffer penalties due to movement or environmental conditions. This includes sprinting, climbing, firing in the rain, etc.
  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Bullseye: If you are not making an attack or activating an Effect, any projectile you fire will be considered a complete success without needing to make a roll.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.

Stock Power Gifts

Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

You gain the following benefits at all times. You must actively and obviously be using a sword 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.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

Exert your Mind and spend a minute.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

You cannot alter the appearance of your flesh and blood.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.