Grace leverages her heightened strength and awareness to fight with her natural weapons, her style mirroring a shark hunting in the water. Her vicious attacks and strange movements allow her to single out her prey in a crowd, allowing her to handle larger packs of enemies with much more ease.
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:
Brainsurge’s brain makes use of some of the power made by the body to increase its function.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Soft-Spot: Head/Brain.
You also gain the following effects:
As he walks around in everyday life, he, despite being a fox, can communicate with other people and creatures at his leisure while in the suit. Without it, he can't quite find the words in order to say what he wants.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Animalistic Megalophobia (Fear of Larger Animals). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Len's body reacts quickly, giving her an edge when reacting in combat, and allowing her to defend herself. She moves with grace and poise, ready to deliver death.
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. 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).
You also gain the following effects:
Honeybadger physiology is cracked. Even in her human form, her claws and teeth are razor sharp and her body is uniquely able to move in conjunction with her Grit. When she gets going, very little can actually stop Neth.
You gain the following benefits at all times.
You are permanently and visibly transformed: Long Fingernails and Teeth. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1.
You may make a +2 Weapon Damage Extending Fingernails (Knives) attack without additional equipment.
Corpor seems to handle his gun with perfect care, a master in his craft. His movements look almost perfectly out of a western film.
You gain the following benefits as long as engaged in combat with Revolving Pistols.
+2 dice to all Revolving Pistols rolls.
You also gain the following effects:
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.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. 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 may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
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:
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.