Velocity is quick on his feet, even without his sneakers, being to quickly and sometimes harmlessly knock people out in a flash, barely even needing to touch them to end the fight.
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).
Possession of this Power grants the following Battle Scar: Disfigured.
Possession of this Power grants the following Trauma at all times: Short Fuse.
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:
A shadow seems to follow you, and when you strike, it is as though another hand guides your own.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
Possession of this Power grants the following Trauma at all times: Antichrist: You believe you are the chosen agent of Lucifer, sent to gather the broken and the damned and shatter the false kingdoms of Man. Roll self control whenever you must act in a way or believe a thing that contradicts this delusion.
You also gain the following effects:
isaac had gotten some rare materials to make a weapon for his gift but appon looking at the pure mana stone he wondered what would happen if he ate it so he did it had interesting effect
You gain the following benefits at all times.
You are permanently and visibly transformed: all scears have a slight blue magical glow. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
The Severity of any Injury caused by magic is increased by 2.
Through extensive training with much trial and error, the user becomes a Gunslinger, gaining massive expertise in the use of handguns. If there’s anything you need on your team, it’s a good gunslinger.
You gain the following benefits as long as engaged in combat with Handguns.
+2 dice to all Handguns rolls.
You also gain the following effects:
Alice showed me how she stays hidden all the time! She's lots better at it then I am though. That's why no one can see her! She told me a bunch mumbo jumbo about how it works, but I didn't understand anything. But I got it to work!
She said it had something to do with bending light, but everything is the wrong color when I'm doing it. She had me practice with my crossbow as a sort of focus.
She says if I practice enough I'll be as good as her!
You gain the following benefits at all times. You must actively and obviously be using Crossbow to gain the benefits of this Effect.
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.
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.
All but one of Vein's Tendrils extend in opposite directions, fanning out and and forming membranes of fibre that surround the host. These webs act like mammalian wing tissue, allowing the host to soar through the air.
Any damaged fibres are replaced effortlessly, and the wings act as redundancies for one-another; so long as one Tendril is extended, the host cannot fall.
You gain the following benefits as long as you are wearing this Artifact.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your fibrous tendrils. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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 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.
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.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.