His own style of Martial arts that pushes far the limits of what is possible with fists, with constant practice, and making his own moves and kata and with practice makes perfect. Rapid hand movements that strike fast and are specific as they strike vital points and hit hard do so and flexible, all with flair and power. Coming from within him with the help of what was his headband to which is helping with how this is possible, as he has recently retrieved it due to the recent beginning in contract work. Being passed down from his own Sifu and at the time being the sole inheritor and one of his main focused disciples at the time of the young age. Picking it back up now as he is trying to push himself further.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Headband to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Edith is covered in tattoos, most noticeably those on her arms. Her forearms are decorated with arrows that go all the way to the back of her hand that flash green alongside The Maiden.
The tattoos are pictographic and numerous. They're like small scenes that decorate her body, save for a few specific examples. On her left shoulder, it depicts a tentacle that wraps all the way around and stabs into her body. Unlike the other tattoos that are black, this one is blood red. On her back sits a center piece. It depicts four figures being chased by a large bird and carrying an egg. One points a shotgun towards the bird, one throws a knife, once points Hypnos towards the bird, and the last one carries the other figures. They are framed by a protective shield.
You gain the following benefits at all times.
You are permanently and visibly transformed: Magical tattoos cover your body depicting various myths of Artemis and Edith's feats. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.
Your body is adapted to Tracking. You receive +3 dice on non-attack rolls related to Tracking.
While in Forest, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
you have a very high sense of awareness and are capable of quickly scanning your surroundings
You gain the following benefits at all times.
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).
You also gain the following effects:
The old rabbit simply asks politely to be let inside and, not seeing a reason why not, the bouncer lets him in.
You gain the following benefits as long as you have your rabbit feet.
Your Charisma rating is increased by 0. 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).
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:
While the bulwark is on a target they feel as if they are wrapped in a warm jacket and as strong as bear with Shelly looking out for them.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
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:
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.