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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).
Possession of this Power grants the following Battle Scar: idk, idk, and idk.
Possession of this Power grants the following Trauma at all times: nightmares.
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:
Expertise in several forms of unarmed combat, such as: Muay Thai, Taekwondo, Tai Chi, Kickboxing, Karate, Kung Fu, Aikido, Judo, Kendo, Krav Maga, Wing Chun, Jeet Kun Do, Hapkido, Capoeira, Brazilian Jiu-Jitsu, and Jiu-Jitsu.
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 Trauma at all times: Fullstop Fury: "In the thick of things; you sometimes can't hold back" (Make a Self Control Roll whenever you "backoff", "backdown", or show restraint. If you fail; you "go for the kill").
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:
While mostly normal at a glance, there are seams along every joint. Her skin gleams slightly in the light. There are noticeable in-set holes along the backs of her wrists.
Bev is not satisfied with the “Good Doctor’s” enhancements. Her vitals are still ‘vital’, the lack of internal protection combined with skin made from some manner of conductive metal leads to a glaring vulnerability to electricity. The processing elements added to her brain are useful, but they are also potentially exploitable — especially with the doctor’s binding laws lying dormant within.
With time and effort, the insulative nature of the skin has been purged as the plating was replaced through contractive magics.
You gain the following benefits at all times.
You are permanently and visibly transformed: The skin has seams along its joints, and feels obviously metallic to the touch. You are considered to be a Sapient, Non-Living Computer when targeted. Your Intellect is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Fires bullets from wrist attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The dog can smell you...
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: Sensitive Nose - Whenever you face an extreme or overpowering smell, you must succeed a Body roll, Difficulty 9 not to throw up.
When activated the user is encompassed by a pulsing blue transparent energy shield that looks like it came out of a campy sci-fi movie from the 50's or early 60's.
Exert your Mind and spend an Action or Reaction. You must actively and obviously use J.R. "Bob" Dobbs pin with pipe to activate this Effect. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Possession of this Power grants the following Trauma at all times: Revere J.R. "Bob" Dobbs; must roll self-control any time danger is narrowly avoided to keep from claiming it is "Bob" watching over whoever it was that avoided the danger.
You are taller than most humans, long and thin, with pointed ears and teeth, and an unnatural pallid complexion. Even if you still pass for human at a glance, your presence carries an undeniable undercurrent of something enchanting and primal, some buried ancestral memory of caution and unease that makes the hair on the backs of others' necks prickle.
You gain the following benefits at all times.
You are permanently and visibly transformed: aspect of the Banshee. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1 and your Charisma is increased by 1.
The Severity of any Injury caused by magnetic iron is increased by 2.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
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 time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).