David has mastered using Bobby’s elemental to fight. The translucent ghostly shell disorients opponents, giving David opportunities to weave in his spiritual anger powered punches. At certain critical points of the fighting, the elemental’s (basically “ghost”) fists will even grow translucently red with rage over David’s own as he strikes critical blows.
David has learned to harness Bobby’s elemental, amplifying its rage and making its blows truly deadly. The two work in a more coordinated fashion now as well, without as much of a disconnect in their movements.
You gain the following benefits as long as you are in your Altered Form: Familial Possession and you are engaged in unarmed combat.
+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.
Zayir puts his dukes up and flashes a bloodthirsty grin.
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 +2 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.
Short, but sharp claws grow from the widow's fingertips. Her martial arts are an original product of the Widow's relentless martial arts training and her fastly mutating body: the Iron Serpent is a physically demanding style focused on grappling, immobilization, and powerful, precise and disabling strikes. Inspired by the movements of constrictor snakes, this style emphasizes controlled, heavy actions that apply constant pressure, overwhelming opponents with both physical dominance and precision attacks to vulnerable areas. Unlike lighter, quicker martial arts, Iron Serpent relies on wearing down the opponent through relentless holds, chokes, and joint locks, while leveraging surprise strikes to blind spots when the enemy is immobilized.
Key Principles:
Constriction and Immobilization: Practitioners of Iron Serpent should excel in grappling techniques that focus on tightly controlling the opponent's body. Chokes, locks, and body-weight pins are designed to restrict the enemy’s movement and breathing, gradually sapping their energy.
Heavy, Controlled Movements: Every movement in Iron Serpent is deliberate, focusing on using body weight and leverage to apply maximum pressure with minimal energy loss. It relies on solid stances and grounded techniques, designed to prevent easy escapes and maintain constant pressure.
Opportunistic Strikes: Aim to exploit opponents that are restrained, controlled or surprised. Practitioners strike with precision and these strikes, whether punches, elbows, or kicks, target weak points such as joints, ribs, neck, or behind the head, using the enemy’s weakness to avoid retaliation and maximize damage.
Endure, Disable, Overpower: The Iron Serpent style requires great endurance, both physical and mental. It focuses on wearing down the opponent over time, applying slow, constant pressure or chiping but disabling strikes until they can no longer fight back. Practitioners must remain patient, waiting for the right moment to strike with overwhelming force.
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).
Possession of this Power grants the following Battle Scar: Overtrained Left Hand.
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:
A hunter should be able to use the tools given to their body, and Beatrice is quite the hunter
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
Possession of this Power grants the following Trauma at all times: Hunter's Pride.
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:
Tidal Reverie captures the essence of water's fluidity, channeling its unpredictability and relentless power into a mesmerizing combat style. Practitioners move like waves, embodying grace and precision where each gesture flows effortlessly. This style is instinctual, relying on natural balance and agility to confound opponents. With subtle shifts and sweeping motions, it transforms gentle movements that colapse into surges of force. The seamless dance of evasion and attack allow practitioners to dictate the pace of any confrontation.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, 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:
Rajhad has trained his entire life in the Art of Strangulation - a superb expert in grappling, he is most dangerous when he has someone to squeeze.
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:
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and 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 Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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: