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:
Water Stream Rock Smashing Fist: Counters attacks and surprises foes with offensive streams.
Whirlwind Iron Cutting Fist: Creates razor-sharp whirlwinds to chop opponents.
Whirlwind Water Stream Roaring Aura Sky Ripping Fist: Breaks opponents with powerful blasts.
Cross Dragon Fang Slayer Fist: A collaboration technique stronger than the above.
Exploding Heart Release Fist: Amplifies strikes with explosive heartbeats.
Military Martial Arts: Evolves freely during combat, based on Water Stream Rock Smashing Fist.
Tackle & Blow: Copied from Tanktop Master, used for charging and unbalancing opponents.
Abandonment: Removes restrictions and boosts fighting abilities.
Adaptability & Mimicry: Allows Garou to become stronger over time and mimic techniques he observes.
Adrenaline Regeneration: Rapid healing from life-threatening injuries for a minute.
Platinum Rings: Deflects attacks by rotating arms.
Great Fa Jin & Extreme Fa Jin: Powerful strikes damaging internal organs and generating intense 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:
As he opens the medical bag, he begins to pull out fairly mundane items; a scalpel, needle and thread, rubbing alcohol and bandages. As he begins working on the wound, it begins to disappear overtime, reducing down to a small scar.
Exert your Mind and spend 15 minutes. Select a Living or Dead target within arm's reach. You cannot target yourself. You must actively and obviously use Medical Bag to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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 you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
You seem to blur and fade from sight.
Exert your Mind and spend an Action. You must actively and obviously use Tatoo of a blindfolded head to activate this Effect.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Minerva focuses on the song of the electrons that make up a nervous system... and exerts her will on them. They start to show down... the subject experiences symptoms of CNS depression before collapsing.
Touching another living thing on such an intimate level is a distinctly traumatic experience. Even attempting to keep a degree of separation, looking at it as if it was *just* patterns of electricity, it's still difficult to justify reaching into someone's mind and messing with it.
Of course, a willingness to do so only comes out of exigent scenarios. An unwillingness to do so on one of her contracts lead to the separation of the group.. and as soon as her friend left her sight, she never saw them again. She's determined to not let that occur again.
Becoming a creature of more thought that form, she's gained the ability to slip into the dreams of others... and amplify her abilities, for the tradeoff of having to exert herself harder.
Exert your Mind and spend an Action. Select a single Living target or a Location within 30 feet. If you select a Location, all Living targets within 20 feet of the chosen Location, besides yourself, are affected. You must actively and obviously use silver fox pendant to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, affected targets becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
You may determine the dreams of any sleeping being within within 30 feet. By maintaining Concentration, you may enter their dreams and converse with them directly.
Grigori glows with an inner golden light as his wounds and weariness are held at bay as though a loving hand is gently sheltering him from his hardships.
"When you pass through the waters, I will be with you; and when you pass through the rivers, they will not sweep over you. When you walk through the fire, you will not be burned; the flames will not set you ablaze."
You gain the following benefits at all times. You must actively and obviously be using Edged weapon to gain the benefits of this Effect.
Your Stress from Injuries and Mind Damage is reduced to 0.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
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 magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.