River mauls his opponent like a true beast, ripping flesh and snapping bones between his teeth.
You gain the following benefits as long as you are in your alternate form 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.
You also gain the following effects:
March 18, 2023, 4:41 a.m. - Major Revision Cost: 2. Parameter Additional Damage changed from 2 to 1.
Do as I command object.
Intended for making booze and duplicating food, my brother.
Exert your Mind and spend 15 minutes. You must actively and obviously use Prayer Beads to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Brawn + Occult to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
just regular swinging
through strict and constant training the crusaders were made to strike to destroy their foes!
You gain the following benefits as long as you are engaged in combat with melee weapons.
Your attacks with melee weapons deal +3 Bonus Damage. Armor is fully effective against this damage.
Kevin will begin forcing the whole world to be friends he no longer will allow bad friends to harm his good friends. Now if a friend breaks a promise to Kevin then the moment they do a horse wearing a black hood with a scythe appears and cuts their head off or removes their heart whatever is required to kill them as the reaper knows.
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Say I promise to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
You may revert a penalty for breaking one of your oaths on any participant other than yourself.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to Say I promise.
It is obvious to your target that the oath you are proposing will be supernaturally enforced.
The same terms and penalties must apply to every party in each deal.
Bo Perkins' telekinetic abilities have finally grown strong enough that he is able to lift himself off the ground and attain human flight, although doing so is incredibly taxing on his brain.
Exert your Mind and spend a Free Action to activate.
You may levitate off the ground at two times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.
While in the air, your move speed and encumbrance are based on your rating in Mind instead of your Brawn and Dexterity.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
As a gift for returning his sacred birthstone, The Victorious Fight Buddha himself gave this lowly Air Marshall his Fiery Eyes, which allowed him to see through illusion and to predict his opponents. Given to a mortal Air Marshall, however, these new eyes make him unreasonably paranoid about everything. While subtle, his eyes slightly move with an inner fire whenever his unique perception is used.
You gain the following benefits as long as you have your Eyes.
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).
Possession of this Power grants the following Trauma at all times: You cannot trust your life with someone unless you roll a Self Control check..
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:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. 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).
You also gain the following effects:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
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:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
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.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.