He can also fight, very helpful for a superhero.
You gain the following benefits as long as A roll must be made to absorb light for power. 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). The target's Armor is fully effective against this Damage.
You also gain the following effects:
Keith Nightly is a master of the Keytar, and as such has learned both its intended and improvised uses. His proficiency with it as a weapon mostly comes in handy for fending off muggers.
You gain the following benefits as long as you are engaged in combat with Keytar.
Your attacks with Keytar deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
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:
The Doctor is good at medicine
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
...
You gain the following benefits at all times.
You get +4 dice to any Body resistance rolls you make. You also gain the following effects:
Zero was born suspicious. He came into the world squinting at the doctor like the man owed him money, and it’s only gotten worse from there. Every twitch, every hesitation, every half-second delay in someone’s response—it all feeds into the ever-spinning gears of Zero’s mind. This isn’t just paranoia; it’s a razor-sharp instinct honed by experience and necessity. Zero notices what others dismiss—the too-clean alley in a dirty neighborhood, the nervous twitch of a dealer whose product’s been cut wrong, the way a room’s energy shifts just before someone pulls a gun. When he walks into a place, he clocks every exit, every blind spot, every potential weapon. He knows when he’s being watched. More importantly, he knows when he’s being set up. Maybe it’s supernatural. Maybe he’s just seen too much. But whatever it is, when Zero mutters, “I don’t like this, not one bit,” smart people listen. The dumb ones? Well, they find out why he was right the hard way.
You gain the following benefits at all times.
Your Perception rating is increased by 1. 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:
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:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
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:
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:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: