Looks similar to Muay Thai. Incorporates strikes with hands, feet, elbows, and knees. Also includes clinches, takedowns, and submissions to a lesser degree.
Lightning fast foot-work combined with precise and brutal strikes. The Thai Death Arts are a style primarily focused on striking but also incorporates clinches, takedowns, and submissions. They were created by enslaved people in order to overpower armed captors without requiring weapons.
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).
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 hands are covered with thick, bulging veins and patches of exposed muscle, giving them a extreme look. The skin appears leathery, with some portions torn or decomposed, adding to its zombie-like, grotesque look. The size of the hands are exaggerated, with fingers that are significantly longer and thicker than a regular human’s. They seem proportionally massive compared to normal human hands.
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 +4 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Unarmed Arms.
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:
Connected to each joint of the user are servo motors designed to accelerate the users speed and make them faster than they normally are, although looking at the servo motors they do seem to have blue light coming from the center of them.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Over the years he has spent training in China, he was taught that sleep and breathing was the one thing holding him back. As he developed his style, the hours of rest have shortened, and the hold time on his breath was lengthened to near indefinitely.
You gain the following benefits at all times.
You no longer require any sleep or air in order to survive.
Working with his vastly enhanced perception capabilities, Rohan has trained himself to be able to physically react in accordance to what he sees, making micro-adjustments in order to hit his target with any firearm.
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:
Eros' scars glow bright shades of neon color, trailing slower than her rapidly speeding up movements. Eventually, she is not more than a rough outline of herself, a bright glowing skeleton taking her place, trailing her every movement.
You gain the following benefits as long as You're High. You must actively and obviously be using Your Goggles to gain the benefits of this Effect.
You can run at four times your normal movement speed.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
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:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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 Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
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: