You are proficient in close combat, using a combination of bites, tail sweeps, claws, and punches to disarm and take down your foes.
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).
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:
Leon begins to perform a series of odd hand gestures, each an occult ritual that those in the know may recognize before striking the target with his palm. Each palm strike creating a singular rune matched to a different shinto god that begins to rotate furiously as it blurs faster and faster with each strike until it forms a nine-fold circle and then plunges into the lock, which can then either be sealed, opened, or shattered by the energy within depending on the final gesture Leon executes. A palm strike to shatter, a gesture of Kai to seal, and a gesture of Mudra to open.
Leon had felt the pain of arcane bondage before. What it felt like to have your soul shackled and your body unable to listen to a single command. He had broken those shackles, mostly, and today he had learned what incredible things the universe held. How others could take your body and leave you trapped by simple bindings that one could not even see. Leon would not have this, he would not have his body, his mind shackled by these profane others who had come to make him a slave again. Never again.
So he set out and studied at every Shinto shrine he could find. From every priest, he could meet to find a solution to find a Kami that would grant him the power to shatter these seals in exchange for the incredible divine offering he had been given for his victory, and his studies came to an unfortunate realization.
No single Kami could grant the power he needed, to shatter these otherworldly things and the stone that had one yoked his soul, to seal them forever so that he would never again need to fear the shackling power of the killing stone or this new threat again he had but one offering to give, but his cause for once was just, and he went to the shrine dedicated to the pantheon of the Shinto gods. On his knees he begged as he presented the offering, knowing that it alone was not enough but that their world and so very much more was at stake, and so he implored. Their duty as Kami went beyond the petty struggle of Yokai and Kami, that they needed to unite and he would be their agent on this plane if that is what it took to recognize that the universe was more important than the squabbles of individual men and women. Divine, Yokai, or Mortal. It mattered not, they were in the face of an incredible threat. Thus, the gods listened, and they accepted. Though they demanded they each be honored with a gesture before this power was used, together they would grant him the power to shatter, seal, or open these strange things but they would need his offering in exchange. The world at stake or otherwise, bestowing a divine boon such as this without compensation would render them weaker in the coming conflict. Thus, Leon parted with the boon he received and returned to begin studying the gestures and through that study created the nine cutting fingers.
臨/Rin: Tensho Kodaijingu/ Amaterasu Omikami
兵/Pyō: Sho Hachiman Daijin
闘/Tō: Kasuga Daimyojin
者/Shā: Kamo Daimyojin
皆/Kai: Inari Daimyojin
陣/Jin: Sumiyoshi Daimyojin
列/Retsu: Tanyu Daimyojin
在/Zai: Nittenshi
前/Zen: Marishi-Ten (Marici -Skt.)
Exert your Mind and spend two Actions performing the following ritual: Performing the Nine cutting fingers gesture on the target. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets. You must actively and obviously use A ritually blessed key to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
You may Exert your Mind and spend two Actions to seal a lock or a closed door. Sealed doors / locks cannot be destroyed, removed, or operated by mundane means. When sealing a door, you may specify a passphrase which grants access.
A cold blue-green glow pulses faintly within your bones, flickering like dying embers in the dark. When you move, the light shifts and flows through your joints like spectral fire, casting unnatural shadows. The air around you hums with an eerie presence—distant whispers coil at the edge of perception, restless and filled with sorrow. They are the voices of the lost, fragments of lives that ended long before yours began. Whether they seek to guide you or drag you down with them, you do not yet know.
You gain the following benefits at all times.
You are permanently and visibly transformed: Skeleton. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Battle Scar: Skeleton atair (Disfigured).
Possession of this Power grants the following Trauma at all times: The dream of the Dead (Nightmares).
The Severity of any Injury caused by Holy forged Weapons or Holy Magic is increased by 2.
Jeremy accesses dormant genes as he matures, reducing his body’s need for sustenance as the modifications made to him prior to his birth modify his biology.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
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.
+2 dice to all firearms rolls.
You also gain the following effects:
Tendrils of shadows form on the user's back and creep down their body and traverses through shadows to the target the user has chosen.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless The target has to be touched by some form of shadow. and Charisma + Influence Roll (Diff 6) to convince the entity.. Make a Trauma roll when you activate this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 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:
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Visions of terrible memories that have previously happened..
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
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).
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.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.