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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:
same as rage
You gain the following benefits as long as as long as wound of 2+ active and you are engaged in unarmed combat.
Your unarmed attacks deal +4 Bonus Damage (instead of -2). The target's Armor is reduced to 1/2, rounded up against this damage.
This martial arts style allows the user to rely heavily on counter attacks and move fast like water. They can access a list of abilities like:
Certainly, here's the revised breakdown focusing solely on Franklin's abilities:
Water Stream Rock Smashing Fist: A martial art focusing on countering attacks and delivering surprising offensive assaults, capable of repelling, nullifying, or redirecting attacks with increased power.
Whirlwind Iron Cutting Fist: Generates razor-sharp whirlwinds to chop opponents into pieces and push them back, incorporating cutting pressure into kicks.
Whirlwind Water Stream Roaring Aura Sky Ripping Fist: Advanced technique creating blasts of airstreams to break formidable opponents' defenses.
Cross Dragon Fang Slayer Fist: Combines martial arts to surpass individual techniques' power, requiring two masters to perform.
Exploding Heart Release Fist: Enhances strikes by synchronizing explosive heartbeats, generating powerful shockwaves capable of injuring deflectors.
Military Martial Arts: Evolves freely during combat, granting adaptability and versatility in fighting tactics.
Tackle & Blow: Techniques for charging, unbalancing, and striking with tremendous force.
Abandonment: Removes restrictions and survival instincts, heightening mobility, agility, and fighting prowess.
Adaptability & Mimicry: Enables becoming stronger and improving combat skills by adapting and mimicking observed techniques.
Adrenaline Regeneration: Rapid healing adrenaline boost to numb injuries and all pain for 1-3 minutes.
Platinum Rings: Defensive technique rotating arms to deflect attacks.
Great Fa Jin & Extreme Fa Jin: Strikes targeting opponents' internal organs, generating devastating shockwaves.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Gauntlet to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 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:
Programs implanted into the brain stem allow the user to deftly maneuver those they have ahold of, positioning them in between an aggressor and themselves.
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:
Nanomachines within the bloodstream harden flesh and bone at Axel’s will. Axel’s arms and legs can become as hard as metal, and turn a metallic black. Normal skin tones will return after a few moments.
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). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: soft spot on injection site - left shoulder.
You also gain the following effects:
Harry Johnson channels the formidable strength and martial prowess of Dobrynya Nikitich, one of the most celebrated bogatyrs in Russian folklore. Known for his exceptional combat skills and bravery, Dobrynya was a master of unarmed combat, capable of defeating powerful enemies with his bare hands. Like Dobrynya, Harry’s fists carry the weight of righteous fury, enabling him to deliver devastating blows that can shatter even the strongest defenses. His strikes are swift and precise, reflecting the legendary skill of a warrior who once subdued dragons and protected the land from invaders.
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).
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 werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, 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).
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 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: