The hands are covered with thick, bulging veins and patches of exposed muscle, giving them a extreme look. The skin appears leathery, with some portions torn or decomposed, adding to its zombie-like, grotesque look. The size of the hands are exaggerated, with fingers that are significantly longer and thicker than a regular human’s. They seem proportionally massive compared to normal human hands.
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).
Possession of this Power grants the following Battle Scar: Unarmed Arms.
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:
Every Reaper has their means of taking the souls they are assigned to. Widow, having an affinity for daggers in life, upholds that tradition in death. Gifted in the graceful dance of death, she uses her training with short blades and fast movement.
You gain the following benefits as long as you are engaged in combat with Knives.
+2 dice to all rolls with Knives. You may Defend against firearm attacks from any range using Knives.
You also gain the following effects:
Smoke has been blessed with the permanance one needs to continue being a hip popstar. His pale skin is often hidden with excessive makeup, his fangs are trimmed or hidden on set and befitting of a baron he spends his days exploring the cities he tours and meeting people from all sides of life to add to his menagerie.
You gain the following benefits at all times.
You are permanently and visibly transformed: Paler skin and extended fangs. You are considered to be a Sapient, Non-Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Bite/Claw attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
The Severity of any Injury caused by Fire is increased by 2.
Mikey is unmatched behind the wheel. His vehicles accelerate to full speed in a blink of an eye, said top speed being unmatched by other drivers. Even while speeding like a madman Mikey is able to outdrive the best while barely focusing on the road.
Any turbulence or unsteadiness in the vehicle is unfelt by his passengers, even the what should be whiplash from Mikey's maniacal acceleration. This steadiness even carries over into crash landing and traffic collisions, cushioning Mikey's passengers from the force and minimizing there injuries.
Mikey is able to capitalize on any ramps he encounters pushing his vehicles to jump far higher and farther than should be possible. He is even able to cause a vehicle to jump into the air for seemingly no reason. This ability coupled with his near instant acceleration allows him to take off most aircraft from a standstill.
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Reeds experience with using his fishing equipment as well as utilizing whatever he can get his hands on has allowed him to gain supernatural expertise with his fishing equipment
You gain the following benefits as long as engaged in combat with Fishing equipment.
You receive +2 dice to all rolls using Fishing equipment. Reloading is considered a Free Action.
You also gain the following effects:
The Woods Walker walks once more.
You gain the following benefits at all times.
You are permanently and visibly transformed: an incredibly tall humanoid made of wood with ancient carvings and symbols. You are considered to be a Sapient, Non-Living being when targeted. Your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your appendages have 30 feet of reach.
Possession of this Power grants the following Trauma at all times: My Children - Humans are. My reason. They know. Not what they are doing. (Roll Self-Control whenever you would be wronged by a human. If you fail, you cannot bring yourself to harm them).
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Severity of any Injury caused by fire is increased by 2.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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 +0 dice to any Mind resistance rolls you make. You also gain the following effects:
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.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
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).