Wrath of Lucius Deuteronomy 3:22 “You shall not fear them, for it is the Lord your God who fights for you.“

3
You possess superhuman unarmed combat ability.
Used by Lucius Emmanuel Jóhannesson, Created by mmmsquid.

Lucius has trained his punches and his strength, as best he can, and will continue to improve.


You gain the following benefits as long as is within the right mindset, not terrified, confused or any other strong emotion that may affect his headspace. and you are engaged in unarmed combat. You must actively and obviously be using Painted pasta bracelet to gain the benefits of this Effect.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.

Possession of this Power grants the following Trauma at all times: Must roll self-control in order to not break the wrists of anyone who speaks bad on the LORD.

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.
  • Ghost Wrangler: You may grapple incorporeal, liquid, or gaseous entities.

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

Community Passive Gifts

Beginning to understand the nature of the universe, Janice is able to interpret the minds of her fellow life on Earth. Consciousness and Sapience are really two sides of the same coin when it comes to communication. Language is a way to connect people through culture and upbringing.

You gain the following benefits at all times.

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

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human language.

You gain the following benefits at all times. You must actively and obviously be using cultists robe to gain the benefits of this Effect.

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.

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.

Possession of this Power grants the following Battle Scar: concussive nerupothy.

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

You gain the following benefits as long as you cannot improve your Intellect, you cannot improve your Dexterity rating through training, and any scars or wounds you do receive have a 10% (1 on a 1d10) of being unable to heal.

You have 8 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Armor penetration does not affect your Armor, and it cannot be shredded or destroyed.

Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.

Humans in general need to interact with nature at least a little bit for their mental well being, without it their mental health takes a substantial hit. Carpathia's power taps into that innate connection to nature to help her connect with others better.

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).

Possession of this Power grants the following Trauma at all times: Worth a shot: whenever combat breaks out, you must roll self control in order to not spend your first action attempting to talk down your opponents from further violence.

You also gain the following effects:

  • Anime: You may have a 30 second conversation with another character on your initiative each Round in Combat, and using any Communication Effect takes a Free Action instead of a full Action.
  • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing
  • Me, an Empath: You have an intuitive understanding of the emotional state of any Animate being within 30 feet. Once per person per day you may roll Charisma + Influence to learn what things they respect or disrespect in others.
  • Unflappable: Any attempts to control or influence your thoughts or emotions are rolled at +1 Difficulty.

  • On its own, your empath abilities do not allow you to detect lies.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Passive 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.

You gain the following benefits as long as you are in werewolf form.

You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.

  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

You gain the following benefits as long as you are wearing this Artifact.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

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).

  • 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 playing cards.

+2 dice to all rolls utilizing playing cards.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.