Taku can now mimic the heros fighting styles of the superheros he admires so much
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 +7 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:
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:
A combination of Martial Arts, from Boxing to Muay Thai and beyond, to the imaginary. The heartiest punches carve through the air as blue energies trace the fist's trajectory - spiritual power is concentrated, creating a flow that shatters itself upon an enemy.
It appears that Judge Madden takes the best characteristics from a few fighting-game archetypes. Among these, he appears to be an excellent Grappler - an unbalanced one, at that.
On Fighting: This game's hitboxes are bullshit, dude. This guy can grab me from a mile away!
On Flaire: Madden's power comes from within, his skill, his soul - be it real, artificial, or a farce entirely. Channeling his desire for victory transfers his energy into his hands, carving the air and crashing it down upon a foe like waves to rocky shores.
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:
METH GOLEM... PUNCH!
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, 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:
Jack holsters his weapon and releases the power stops on his leg cybernetics. He makes two kicks to the opponent’s head or body. If they both land, the opponent’s armor will malfunction. A lesser version of this attack can be used in a defense to disarm the opponent. In either case, Jack becomes easier to hit, as he cannot move for a few seconds after performing this attack.
The way it works is
1. Holster weapon
2. Move to opponent, make attack roll
3. Make second attack roll
4. If one of these misses, suffer drawback of no movement and no positive benefit
5. If both of these hit, suffer drawback of no movement, but choose between if you want to disarm the opponent or reduce their armor value by 2.
Read “disarm” rules for how that works
You gain the following benefits as long as no weapons are held, your next 2 turns must be spent making an attack action with your legs, After the second attack is completed, lose all movement until the end of the next turn, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, 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:
Your arms and or legs muscle density increases, they seem to shift into a more reptilian form at the moment of impact for just an instant.
Your reflexes become so fast that you can intercept bullets relying on your suddenly harder limbs and fast regeneration to compensate for the kinetic force.
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 Trauma at all times: Battle Rage.
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:
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and 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:
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and 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: