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You possess superhuman unarmed combat ability.
Used by Falco Lombardi, Created by TaffyJam.

falco kick


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:

  • Body Slam: If you move and then make a successful attack against a target with a Brawn rating less than or equal to yours, if your target was closer than the full distance you could have moved, you may knock them back the excess movement distance and choose whether or not to follow them.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Precision Strikes: You may use Dexterity instead of Brawn to Attack and Defend. If you would successfully incapacitate a target using Finesse, you may opt to knock them out for one hour instead of having them suffer an Injury.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Community Passive Gifts

When channeled through a life saving artifact such as "The Bedside Manner", "Wisdom's Embrace" can make quick work of even the most grievous injuries and other maladies. Utilizing the knowledge to undertake treatment and surgery as pure energy, the wearer can convert this knowledge directly into result at a rapid pace by applying it on a sub-atomic level to either revert form or to mend anew. "I Can Save Them allows the user to draw any and all medical knowledge they have have witnessed, even at a cursory glace from the recesses of their memory. Causing that knowledge to be available for use by "Wisdom's Embrace" rather than the user having to recall such details manually. In the right hands, such a potent combination can mean the difference between life and death many times over.

You gain the following benefits as long as you are wearing this Artifact.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to non-humans, including Effect activations, receive +2 dice.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.
  • Surgeon Extraordinaire: You may perform any mundane surgery in at most 5 minutes without inflicting or worsening an Injury, and recovery time is reduced to an hour.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits at all times. You must actively and obviously be using folding paper to gain the benefits of this Effect.

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 1 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You may control 4 total objects at the same time. Their total weight cannot exceed what you could lift with your given Mental Strength.
  • Lifting and hauling: you may lift 45 pounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits at all times.

Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Where's the Rum? - If ever given the option to drink roll self control to resist.

You also gain the following effects:

  • Call me Senpai: You may ask to be called by a specific title. Sapient beings will use this title when addressing you, unless they Exert their Mind to resist for the day. You may use an Influence Effect on anyone who uses your title without Exerting your Mind. One free activation per individual per day.
  • Poker Face: You reveal only what you want to reveal. It is impossible to determine whether or not you are lying. You may roll Charisma + Performance to resist any investigative Effect that targets you. If you successfully resist, you determine the info they get.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • In rare cases, GMs may require you to make a roll to lie to particularly powerful beings.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.

Stock Passive Gifts

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).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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 and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically 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.

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.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to treating an Injury, including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.