Harry Johnson channels the formidable strength and martial prowess of Dobrynya Nikitich, one of the most celebrated bogatyrs in Russian folklore. Known for his exceptional combat skills and bravery, Dobrynya was a master of unarmed combat, capable of defeating powerful enemies with his bare hands. Like Dobrynya, Harry’s fists carry the weight of righteous fury, enabling him to deliver devastating blows that can shatter even the strongest defenses. His strikes are swift and precise, reflecting the legendary skill of a warrior who once subdued dragons and protected the land from invaders.
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 +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:
Body warms up and starts lightly steaming. I can stretch more and my body feels lighter. My hair spikes up slightly.
You gain the following benefits as long as you have your Dragon Tattoo on forearm snaking around to shoulder.
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).
Possession of this Power grants the following Battle Scar: cut horizontally across nose and Gash in Chest like a bear swipe.
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.
You also gain the following effects:
like the show lol
Exert your Mind (unless you win a coin flip) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you gm's choice.
Choose an Object which could fit inside an SUV (up to 4,000 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Brawn + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
You may end this Effect prematurely as a Free Action.
This scream comes out as a mighty roar, a bloodcurdling scream, making your blood boil, making your hair stand up on the end the screen pierce anything in its way
Spend an Action. Select a Living target within 50 feet. Roll Brawn + Alertness Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see tinnitus.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Vel speaks the activation phrase into a tattoo of a mirror in Vel's left hand. In the mirror there is a more whole version of Vel chained to the floor in a room mirroring the room Vel is in. Val can talk to your mirror self about Vel's trauma, summarizing it quickly so that the mirror self knows fully the cause of the trauma.
Then, Vel must convince Vel's mirror self to take the trauma in their place.
If Vel sees them be affected immediately, taking on the physical condition of Vel at the time they received the trauma, and the room shifts to be a reflection of the traumatic moment.
This is an attempt to recreate the mirror Vel made by accident once. This time in a much more controlled situation, breaking a mirror, and surgically adding it to their hand, along with a ritual in which Vel invokes all their memories of using the mirror.
The mirror effectively creates a temporary duplicate of Vel and drags that duplicate through experiencing the trauma. The duplicates know they are duplicates, but don't have any of the traumas Vel has.
Then, at the end of this experience the duplicate must go through the trauma once more, and in so doing remove the pain of it from Vel. The mirror self is a duplicate of Vel, and given the option to help, Vel will take it, trusting their original.
Exert your Mind to activate. You may only target yourself. Over the course of one minute, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired.
After the full treatment time has elapsed, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see An alternate version of Vel being trapped in the tatoo then having their traumas re-inflicted on them..
Possession of this Power grants the following Battle Scar: Mirror stuck in hand: You have a mirror enchanted into your left hand. You are at a -1 die penalty for any roll utilizing the affected hand..
Joey spread his arm as he shouts his command, a command that is forced by god itself, enforced by the very land and world he exist. There is no avoiding his demand as he cannot be ignored! HE IS THE CHOSEN ONE!!!
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.