HER BLOODIED FISTS EXPERIMENT-[001]: L̷̪͋Ỉ̵̘V̵̻̔Í̴̠N̷̈́ͅG̴̺͋_̶̝̾Ẇ̴̪Ḙ̸͝A̶̬̍P̴͍̊Ò̷̡N̶̢̆

1
Requires Seasoned
You possess superhuman unarmed combat ability.
Used by Kyrie Mae Lee, Created by Monday.

With a vicious, brutal ferocity, Kyrie rips into her enemies using her whole body-- encompassing everything from standard unarmed strikes to feral biting and scratching. The unpredictable, unhinged nature of her attacks enables her to single out individual enemies in a crowd like prey, mauling them apart so viciously that no one else is able to help.


You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using bandages 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 fully effective against this damage.

Possession of this Power grants the following Battle Scar: HER BLOODIED HANDS: Your hands tremble constantly: bruised, bloody, seeking action. You leave blood on whatever your "bare" hands touch, fine-object manipulation is at +2 difficulty.

Possession of this Power grants the following Trauma at all times: THRILL SEEKER: You only feel truly alive when you're chasing another thrill. When faced with the opportunity to perform an action in a more dangerous or exciting way, you must roll Self-Control to resist.

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.
  • Fight Circle: Only one opponent may engage you at melee range each Round.
  • Flow Like Water: If you win a Clash or successfully prevent an attack by Defending, you may instead redirect the incoming attack to another target within range. If you Defend, the redirected attack uses your positive Outcome after defending, if you Clash it uses the outcome in entirety if you win.
  • 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.

  • If an enemy attacks you at melee range, you may only attack them that Round (unless they are defeated). Likewise, if you attack an enemy at Melee range, only they may attack you that Round (unless your attack defeated that enemy). Essentially, use standard kung-fu movie rules.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Revision purchased with:
Revision purchased with:
Gift from the Asset Gifted spent on new power: HER BLOODIED HANDS

Community Passive Gifts

The blind swordsman takes his slices with a precision that some might not even expect from a man that actually can see.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a humming to “ping” with your echolocation each Round you wish to use it.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

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

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

You gain the following benefits as long as must wear gods boon at all times and you are wearing this Artifact.

Any Injury you receive heals quickly, reducing its Severity by one level each Round. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

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.

While Incapacitated, your only weakness is either fire or decapitation, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. 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.

Possession of this Power grants the following Trauma at all times: Cannot enter a home without being invited in.

You gain the following benefits as long as you have your runes of brassy metal around my skull.

Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (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:

  • Remarkably Self-Aware: You may roll Intellect at Difficulty 6 to “scan” yourself for abnormalities. With Outcome 1-3, any outside influences on your thoughts/mind will be detected, as well as Traumas. With Outcome 4+, you may Exert your Mind to cancel the Effect. One attempt per Effect.

  • If your runes of brassy metal around my skull is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • 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.

Stress from Injuries acts as a dice bonus instead of penalty.

Stock Passive Gifts

You gain the following benefits as long as the attacker isn't important enough to have a name.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

  • 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 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 engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

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.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

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.

This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.

By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.

This Artifact's true owner is always aware of the direction and distance to this Artifact.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.