The user gets in a aggressive fighting stance.
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 +2 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: weak stomach.
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:
During any sort of medical care or surgery, a very minor aura is exerted on the effected area. It prevents any outside influence on the targeted area aside from the actions of the surgeon. This preservation continues after the surgery on separated parts until it is 'used' in some way.
Bev Good can never become fully 'human' again. This was not her choice. Sometimes, change must happen. She wishes though, that she could have preserved what once was. That if nothing else -- the option was on the table. That aside, preservation is important for further study of the human body. Not needing to worry about protections allows for much more in-depth analysis of "living" material.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The man is huge - a mountain of physicality, strength, and warmth. His form is perfection manifest: the body of the perfect boxer.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Trauma at all times: Nightmares.
You also gain the following effects:
Sam picks up his bow, and even through his blindness he has perfect aim
You gain the following benefits as long as engaged in combat with wooden bows.
You receive +2 dice to all rolls using wooden bows. Reloading is considered a Free Action.
You also gain the following effects:
Cedric's superhuman strength ability manifests visually through intricate tattoos of Nicneven on his back. Muscles surge with supernatural force, veins pulsating with energy, giving him an imposing and unstoppable presence.
A complex tattoo burned into him by Nicneven herself, this is the source of his increased strength. A true blessing.
You gain the following benefits as long as you have your Tattoos of Nicneven on your back.
Your Brawn rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
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.
Have you ever heard of the Drunken Fist? This is basically that, but for driving. At least that's what Fortuna assumes. In reality she just remembers stuff she picked up years ago when she's mentally impaired, but shh!
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
Possession of this Power grants the following Trauma at all times: Compulsion to DUI.
You also gain the following effects:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
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). The target's Armor is fully effective against this Damage.
You also gain the following effects:
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
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. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
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.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.