Perfect Fighting Form “You Wanted This Fight”

1
Requires Seasoned
The power to shift into A Perfect Fighting Stance.
Used by Harry Johnson, Created by jwesley123.
(It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose. )

When this ability is activated, the user undergoes a dramatic transformation, morphing into a form that embodies the quintessence of combat readiness. This transformation is both a physical and mental assertion of readiness, spurred by the urgency and intensity of battle. The body becomes a perfect conduit for fighting prowess, optimized for strength, agility, and resilience.

In this enhanced state, the user can navigate the battlefield with exceptional ease, slipping through the smallest gaps as effortlessly as a rodent, allowing for strategic positioning and evasion. The form is incredibly durable, reducing the severity of incoming blows to mere scratches, though it remains vulnerable to widespread area effects which can penetrate its focused defenses.

Stripped of the ability to communicate or utilize equipment, the user becomes a silent avatar of combat. All extraneous elements are shed, leaving only the essential—every movement and action is driven by the singular purpose of overcoming the adversary. The transformation is subtle in its outward signs but unmistakable in its effect, a seamless integration of the fighter’s innate capabilities heightened to their peak.

This state is a testament to the fighter’s commitment to the confrontation, enduring until the threat is neutralized or until they choose to revert to their original form. The transformation is both a shield and a statement: a physical manifestation of the internal decision that this fight, once chosen, will be seen through with unwavering focus and unmatched tenacity.


Take a Severity-1 Injury and spend an Action.

You transform into A Perfect Fighting Stance for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.

While in this form, you can squeeze through any gap that a rodent could fit through.

Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.

Community Power Gifts

Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.

If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • 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. Select a target within 10 feet. This Effect cannot be used unless can only be placed on collars, harnesses, and saddles. You must actively and obviously use Tattooing Gun to activate this Effect.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 8 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

You may communicate through your ward, though doing so will reveal its presence.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Inkz Pulls his flesh up and off pulling a small item that’s been tattooed into their skin off and out causing blood to come out during the pulling and when it’s finally out it absorbs the blood to become three-d.

  • Your ward's recording is maintained even if your Ward is destroyed.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • 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.

You are permanently and visibly transformed: Rubber. You are considered to be a Sapient, Living being when targeted..

Your appendages can reach an additional 30 feet.

You may make a +2 Weapon Damage Stretch Punch/Kick attack without additional equipment.

The Severity of any Injury caused by Slashing is increased by 2.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as Only active while he has fed on blood within the last 12 hours (1 liter human, 4 liters animal.).

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a A small clicking sound of his tongue to “ping” with your echolocation each Round you wish to use it.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

Possession of this Power grants the following Trauma at all times: Nightwalker: Suffer a -3 penalty to all rolls made while exposed to direct sunlight..

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

Thanks psycho!

Exert your Mind and spend an Action.

You transform into Human sized worm for 3 minutes. You have access to all of your Powers while you are Human sized worm, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Attributes are the same. You do not suffer any Body or Mind Penalties.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

You may end this Effect prematurely as a Free Action.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Osmand's flesh bursts and he turns into a worm.

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

  • 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.

Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.

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:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

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.