Boxing prowess

1
You possess superhuman unarmed combat ability.
Used by Jackson Park, Created by lunaticwhale.

Jackson's experience in boxing has allowed him to master using his fists as a weapon, even more efficiently than some others would use an actual weapon.


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). The target's Armor is fully effective against this Damage.

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

Revision purchased with:
Gift from the Asset Gifted spent on new power: Boxing prowess

Community Power Gifts

You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • 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.

You no longer require any food, water, or sleep in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Brawn + Alertness at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

  • Brain Fog: The target’s thoughts are muddled and incoherent. They must succeed a Mind roll to remember details of things, at Difficulty 7 for old details and Difficulty 9 for things which occurred while afflicted. They also take a -2 penalty to all mental actions, which grows by -1 every hour until it reaches your Outcome.
  • Gross: The target exhibits significant and obvious signs of illness, making them into a social pariah. They will be shunned in public places, and take a -2 penalty to all social actions, which grows by -1 every hour until it reaches your Outcome.
  • Psychotic Episodes: The target must make a Trauma roll each hour at a -1 dice penalty, increasing each hour until it reaches your Outcome.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • This Effect’s symptoms do not stack with themselves on multiple applications.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up a black ritual candle in order to activate this Effect.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have all their Abilities set to 0. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

Possession of this Power grants the following Battle Scar: Grave rot: raising the dead has caused your body to decay, all body rolls are made at +1 difficulty.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

Stock Power Gifts

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.

Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.

Select one of the following alterations to create out of standard building materials originating at the target:

  • Wall: Create a straight wall made of standard building materials up to 40 feet long, 10 feet high, and 12 inches thick. This wall can also be used to create a bridge, ramp, or similar. It must be free-standing.

The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.

This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.

  • Attempting to break any alterations with inappropriate tools may damage or destroy the tools at the GM's discretion.
  • Any structures you create leave precise gaps for obstacles in their path or push them out of the way. You cannot directly destroy objects or structures or damage beings by creating walls or domes.
  • Tool guidance for GMs:
    • Difficulty 9: Brawn 5, no tools.
    • Difficulty 7-8: One-handed tools or makeshift tools (like a sword). Mythic Brawn without tools.
    • Difficulty 6: Appropriate manual tools. Crowbar, sledgehammer, armor-shredding attacks.
    • Difficulty 4-5: Power tools, vehicles, explosives.
  • This Effect produces the substance you are controlling unless it is drawn from the environment via “Required Environment” Drawbacks.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to treating an Injury, including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.