Imbue (Action Powers Technique)
Heroic Action Role-Play |
Use the form in close combat and martial arts, enhancing your physical attacks and abilities. This often involves the spirit or associations of the form.
Imbue Air
Buffeting Strike
Inherent
You can make unarmed melee attacks that do Body +2 Concussion damage, soaked by Reflexes. The target can use Body as Dodge if Body is higher.
Flying Strike
Basic Action
Make a jumping charge at an enemy up to your Move meters extra in a reasonably straight line. All your movement this action must be in the same direction. Then make a Normal Melee Attack. If you jumped at least three meters you get +3 additional damage.
Lord's Bastion
Basic Action
Make a Normal Melee Attack attack. Until you next spend shots you gain a +3 bonus on Dodge and Impress defense values.
Lord's Strike
Basic Action
Make a Normal Melee Attack attack. Targets are pushed one meter away from you for each point the damage result exceeds the soak value, and a flier is also moved the same distance downwards.
Laughing Zephyr
Basic Action
Make a Melee attack: if successful you get a hold on a weapon in the hands of an opponent, forcing him to spend 3 shots or give up the weapon to you. If you score an Outcome matching his Reflexes, you take the weapon and he cannot choose to spend shots to retrieve it. If you get hold of the weapon all attacks made by you with this weapon against the former owner gain a +3 Action Value bonus until end of the scene.
Shockwave
Limit Break
Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Concussion damage, soaked by Reflexes. After the attack all enemies are pushed back on meter per Hit taken. The target can use Body as Dodge if Body is higher.
Wind Dance
Basic Action
Make a Normal Melee Attack attack. After the attack you can jump your Move meters in any direction.
Wind Soul
Inherent
You can use your body to do melee attacks that do Mind +2 Blunt damage, or more if you are using an Implement to improve damage.
Wind Sword
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create swords and daggers of any technological complexity you are familiar with.
Wind Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Wind Touch does Concussion damage soaked by Reflexes.
Windshock
Basic Action
Make a Melee attack with Body Concussion damage against all adjacent enemies. The target can use Body as Dodge if Body is higher. After the attack all enemies are pushed back on meter per Hit taken. You cannot move as part of this Basic Action. See Combination Action for how you can combine this with movement.
Imbue Earth
Calcifying Touch
Inherent
You can make a Melee Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is your Mind +2. This is Neurotoxin damage soaked with Body.
You gradually turn the target and his gear to stone or encase them in stone. For each Hit you inflict, the target loses one point of Reflexes and one shot from his shot counter, but gains one point of Toughness. If the target's Reflexes are reduced to zero, he is petrified and helpless, this is a Curse. Lesser transformations and Reflex losses reverse themselves as the Hits are recovered.
Diamond Edge
Stance (Damage Boost)
You imbue a melee weapon with the power of stone, covering it with heavy rocks or sharp crystals. This increases the damage rating of the attack by +2. This is physical damage of the same type the weapon normally does. A weapon that does not do physical damage cannot benefit form this power.
You can only benefit from one damage-boost stance at a time.
Footstomp
Limit Break
Standing on solid ground, you strike the earth, making it lash out against nearby enemies touching the same solid surface. You attack all enemies standing on the ground in a globe with a diameter of five meters meters with you at the center. Damage is Body +4 Blunt. You cannot use this power while flying, swimming, or otherwise not firmly grounded.
Heaven Cannon
Basic Action
Make an unarmed attack against an opponent for Body +4 Blunt damage soaked by Body; if successful, the opponent is thrown a number of meters equal to the damage margin in a direction of your choice. If the target is thrown, he also loses a shot regaining his balance.
Humility of the Soil
Trigger Action (Defense)
Brace yourself while touching the ground or against some other solid surface such as a concrete wall. You use the strength of the earth as a shield against a single attack, letting it take most of the damage. Substitute your Melee for your Toughness to soak damage for the shot.
Stone Mace
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create maces, mauls, clubs, hammers, bucklers, and fist weapons.
Stone Skin
Trigger Action (Defense)
Your body is hard as stone, and anyone striking you is up for a jarring shock.
Use this power as you are hit in close combat. The attacker takes Blunt damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Stone Skin, the damage you inflict will increase. Does not work against a flexible weapon or grappling technique. This can be used at the same time as Humility of the Soil.
Stone Strike
Inherent
You can make melee attacks that do Body +4 Blunt damage, soaked by Toughness. The strike is so massive that it cannot be Blocked or Parried. A flying target descends your Shoot meters and if it hits the ground, it cannot take off again in this round.
Tremor
Trigger Action
Use this after you have take a Hit. Your opponent's attack starts a tremor in your body, building up for a future attack. Your next Melee attack is at +3 Action Value. Powers that give a bonus to attacks are not cumulative.
Sword in Stone
Trigger Action
When an opponent hits you with a Melee attack, you can make their weapon or limb get stuck in you. Make an opposed Melee check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's Body, both effects happen. A creature that would be disarmed but does not use a weapon instead becomes unable to take Trigger Actions until their next shot comes up. An unarmed attacker that loses shots lose their next action, while an unnamed attacker that is disarmed is defeated.
Imbue Fire
Breath of the Dragon
Basic Action
Make a Normal Melee Attack attack with a +3 bonus to damage.
Cinder Strike
Limit Break
Make a strike that causes cinders to leap out and strike nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, causing Mind +2 Fire damage, or more if you are using an Implement to improve damage.
Claw of the Dragon
Trigger Action (Combo)
Add +2 to the Outcome of an already successful Melee attack or stunt you have just made.
Flame Spear
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create spears and pole arms.
Fire Strike
Inherent
You can make melee attacks that do Body +4 Fire damage, soaked by Toughness. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
Fire Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Fire Touch does Fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
Fuel for the Fire
Trigger Action (Focus)
Whenever you cause a Hit to an opponent using Melee, you can focus.
Hell's Heart
Limit Break
Make a Normal Melee Attack; if it causes a Hit the target takes a Damage Setback, in addition to normal damage.
Soul of Fire
Inherent
You can use your body to do melee attacks that do Mind +2 Fire damage, or more if you are using an Implement to improve damage.
Imbue Water
Acid Strike
Inherent
You can make melee attacks that does Body +4 Acid damage, soaked by Toughness. Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.
Acid Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Acid Touch does Acid damage.
Acrobatic Strike
Basic Action
Make a Normal Melee Attack attack or a Dodge or Maneuver stunt that involves an an acrobatic maneuver. Until your next action you get a +3 bonus to Dodge. This stops at the end of the round or when you take any action, including a trigger action. Trigger actions you take the same shot you use Acrobatic Strike do not end the Dodge bonus.
Center of the Maelstrom
Trigger Action (Focus)
You can focus whenever you have been attacked by three different opponents in one round.
Soul of Acid
Inherent
You can use your body to do melee attacks that do Mind +2 Acid damage, or more if you are using an Implement to improve damage.
Torrent of Fury
Limit Break
You make a whirling attack against multiple opponents, actually walking on them as you kick them. You may attack all opponents who are standing in an area with a diameter equal to your Move; you must stand inside the area you wish to attack. This uses your normal unarmed damage.
Water Strike
Basic Action
Make a motion in which your hands or weapon seems to become springy and flexible. Make a Normal Melee Attack against which your opponent can't use a trigger action.
Imbue Animal
Alligator Bite
Trigger Action (Combo)
After you have made a successful unarmed Melee attack you can do a Grab stunt as a trigger action.
Bear Hug
Basic action
You do a Grab stunt that is inflicts a Hit if it is successful.
Cornered Frenzy
Basic Action
Make a Normal Melee Attack using natural weapons against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
Extend Claws
Inherent, Trigger Action (Combo)
You have a pair of powerful natural attacks that can be used in melee and does Body +4 Cutting damage. If you have two free hands and make an successful claw attack, you can use this to make an additional claw attack on the same opponent as a trigger action. This is not a damage-boosting stance; it creates a weapon. Claws can be retractable or not at your option.
Horn
Basic Action
You have a horn or horns that give you a powerful natural attacks that can be used in melee and does Body +5 Cutting Blunt or Cutting Piercing, as decided when the power is bought. A creature takes damage from Horn is unbalanced and loses a Shot from their shot counter.
Jaws
Basic Action
Make a melee attack that does Body +6 Cutting damage
Razor Sharpness
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Razor Sharpness does Cutting damage.
Sucker
Trigger Action (Combo) and Basic Action
After you have made a successful unarmed Melee attack that inflicts a Hit, you can do a Grab stunt as a trigger action. As long as you maintain this grip, you can spend a Basic Action to suck the targets blood with an opposed Melee check. On a success, you inflict Body +2 Wounding damage soaked by Body.
Swallow
Limit Break
You swallow another creature whole with a Melee attack. This is blunt damage equal to your Body -5 (minus five) soaked by Body and you must inflict a hit in order to swallow. It takes a Setback against you for a swallowed target to escape; this is the actual result of the setback, not an additional result.
A swallowed target can use stunts against you or attack with a natural attack or a weapon of small size or smaller. Your innards don't benefit from armor and damage that you would normally soak with Toughness is instead soaked by Action.
Each time you take a Basic Action or Limit Break, you also make a Melee attack against any and all swallowed targets with damage as above.
Swoop
Basic Action
Make a jumping or diving charge at an enemy (part of your normal movement for the round), then make a Normal Melee Attack, if you moved at least three meters in a straight line just before you attack you get a +3 bonus on damage. A swoop is often made when Sneaking with cumulative bonuses.
Tiger Rake
Trigger Action (Combo)
If you hit twice with Extend Claws, you may immediately use this to make a third unarmed attack on the same target with Body +8 Cutting damage. This is an exception to the rule that trigger actions cannot activate other trigger actions.
Imbue Plant
Falling Timber
Limit Break
Use your entire body as a weapon, battering your enemy down with your mass and power. A foe hit by this dreaded attack takes Blunt damage equal to twice your Body.
Log Lunge
Basic Action
You strike an opponent with a limb, branch, root or other massive appendage for Body +6 damage, soaked by Toughness or Reflexes, whichever is best.
Poison Strike
Inherent
You can make melee attacks that do Body +4 Neurotoxin damage, soaked by Toughness. Neurotoxin damage has special rules for bypassing soak.
Poison Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Poison Touch does neurotoxin damage soaked with Body. Not the special wounding rules for biological damage.
Serenity of the Soil
Focus
At any time when you have taken hits equal to half your Body, you can use this power to become Focused.
Sticky Sap
Trigger Action
When an opponent hits you with a Melee attack and inflicts damage, you can make their weapon or limb get stuck in you. Make an opposed Melee check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's Body, both effects happen. An unarmed attacker sticks to you instead of being disarmed, and cannot chose to be disarmed and can only lose shots. The one of you with the lower Body score cannot move away from the other. If one of you has a greater Body, he can move away from the other as a Basic action, dragging the weaker one along.
An entangled weapon or limb can be dispelled, escaped with a Contortions stunt pitting Reflexes against your Body or destroyed; they have a Body equal to your Impress.
Thorn Explosion
Basic Action
Make a Melee attack with a natural attack or a wood-shafted weapon against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
Thorn Strike
Basic Action, Trigger Action (Combo)
You grow thorns and use a Basic Action to make a Melee attack attack doing Body +4 Piercing damage. If you hit with this attack, you can attack another target you can reach as a Trigger Action (Combo). You can continue to do this as long as you don't attack any target more than once and continue to hit with each attack. This is an exception to the rule that Trigger Actions cannot trigger Trigger Actions.
Woodwield
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create wooden and shafted weapons; axes, spears, staffs, shields, and clubs
Imbue Ice
Cold Feint
Trigger Action (Combo)
When you are taking a Basic Action to attack and the opponent declares Trigger Action (Defense); the defense is negated and your target cannot make another. This is an exception to the rule that trigger actions cannot trigger each other.
Cold Strike
Inherent
You can make melee attacks that do Body +4 Cold damage, soaked by Toughness. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Hailstorm Attack
Basic Action
Make two Normal Melee Attacks against the same or adjacent opponents.
Ice Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Ice Touch does disruption/cold damage.
Icewield
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create rapiers, spears, and picks.
Icicle Explosion
Basic Action
Make a Melee attack with Body +4 Piercing damage against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
Icicle Lunge
Limit Break
An extended Melee attack with a +3 bonus to the attack roll and to damage. You cannot take Trigger Actions until your next shot comes up.
Sharp Edges
Trigger Action (Result)
Make a Melee attack that is normally a Basic Action against an opponent who has just missed you with a melee attack.
Soul of Cold
Inherent
You can use your body to do melee attacks that do Mind +2 Cold damage, or more if you are using an Implement to improve damage.
Imbue Illusion
King Monkey
Limit Break
Do a series of confusing and distracting moves, taunts, shrieks and poses. This gives you a +3 bonus on your Melee and Charm until you are next hit by an attack, until an opponent makes a successful Charm stunt against you, or the fight ends. This ability does not work outside of a fight. You cannot simultaneously benefit from several uses of King Monkey.
Monkey's Dance
Focus
Just after an action you attempted fails, you display anger, frustration, disappointment, pain or just generally making a fool of yourself. You become focused.
The very name of this maneuver is a taunt against the more formal styles, with their precise stances. It's pronunciation varies somewhere between the proper name and Monkey Stance.
Monkey Toss
Basic Action
Grab an opponent and roll along the ground with him, finally tossing him away.
This is a Melee attack that does damage equal to your Body +0. If you do any damage at all, you can make a normal Move, and take your opponent along for the ride. This is in addition to the normal movement for a basic action. You then let go and throw him three meters in a direction of your choice. The target loses a shot regaining his balance.
Spectral Strike
Inherent
You can make melee attacks that do Body +4 Illusory damage, soaked by Toughness. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.
The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.
Spectral Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Spectral Touch Touch does Illusory damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.
The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Note that the illusory damage only applies if it is more effective than your normal damage.
Spectral Weapon
Stance
You create one or more illusory melee weapons or natural attacks of your choice in your hand(s). These weapons do Illusory damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.
The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.
Vengeance of the Monkey
When you are attacked but missed by an opponent in hand-to-hand combat you may make a Melee attack with Body damage. If you inflict a Hit, the opponent is thrown 3 meters and loses a shot.
Imbue Dark
Dark Strike
Inherent
You can make melee attacks that do Body +4 Enervation damage, soaked by Body.
Dark's Soft Whisper
Basic Action
An otherwise normal Melee attack you make enforces silence; no one can hear any sounds you or your target makes during the round that it occurs. If the attack misses, it is still silent, but your opponent is not silenced.
Darkwield
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create flexible weapons like whips, lassos, flails, and nunchacks.
Enervating Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Enervating Touch does disruption/enervation damage.
Hands Without Shadow
Basic Action
Make a strike seemingly coming out of nothing. Make a Normal Melee Attack attack against which your opponent can't use an Active Defense.
Soul of Darkness
Inherent
You can use your body to do melee attacks that do Mind +2 Enervating damage, or more if you are using an Implement to improve damage. This is soaked with Body instead of Toughness.
Strike from Darkness
Basic Action
Make a Confident Martial Arts attack on an opponent who is unaware of your presence or intent to attack. If you hit, you inflict one extra Hit, in addition to any hits the damage of your attack may cause.
Imbue Flux
Aberrant Spasm
Trigger Action (Defense)
Use this when attacked. Bump into an opponent within reach; that opponent risks being hit by the attack that triggered Aberrant Spasm. Make a Melee roll. If this roll is greater than the attacker's skill check, the attack misses you. If it is also greater than the Dodge of the creature you bumped into, that creature is hit instead, using your Melee roll but the damage and effects of the initial attack.
Chaos Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.
Chaos Touch does a random type of damage each time it is used, roll 1d6 and read on the following table:
This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Different Flux users may have different damage tables, but all should be soaked with Toughness
Chaos Strike
Inherent
You can make melee attacks that do Body +4 damage. Chaos Strike does a random type of damage each time it is used, roll 1d6 and read on the following table:
This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Drunken Fist
Basic Action
Strike an opponent, adding the number of hits you have taken to the attack roll, to a maximum of +3.
Soul of Chaos
Inherent
You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage. The damage type is random, rolled for each attack.
This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Imbue Order
Hug of the Bear
Limit Break
Do a Clinch maneuver. If successful, the clinch prevents your target from taking any action except trying to break free. The only action your victim may take when his shot comes up is a Dodge check against your Melee; on a success the hold is broken.
Paw of the Bear
Basic Action
Do a Clinch maneuver. If successful, the clinch prevents your target from taking an action against anyone but you.
Sonic Strike
Inherent
You can make melee attacks that do Body +4 Sonic damage, soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.
The Bell Tolls
Basic Action
Make a Melee attack that is clearly telegraphed but of great power. Unless the target uses an Active Defense to defend against this attack, you get a +3 bonus to this attack.
Thunder Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Sonic Blast does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.
Imbue Light
Banish Darkness
Finisher
Any powers affecting the target can be negated at your option. For example, summoned targets are sent home, transformed targets returned to their basic shape, and dominated targets become free again. You can also negate stances and boosting powers on the target. A Curse is only temporarily negated for the current scene and then returns, but this might be enough for the cursed creature to make amends or seek help.
Center of the Universe
Stance
All enemies within Mind meters whose Mind is lower than yours and who are able to choose you as their target must do so, or refrain from attacking altogether. A target that is attacked by someone else can retaliate against that target instead of attacking you.
Glowing Hands
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Glowing Hands does Radiation damage.
Shining Strike
Inherent
You can make melee attacks that do Body +4 Radiation damage, soaked by Toughness.
Soul of Light
Inherent
You can use your body to do melee attacks that do Mind +2 Radiation damage damage, or more if you are using an Implement to improve damage.
Touch of Perfection
Basic Action
Make a normal Melee attack. The target can only use Toughness (or Body) to soak the damage, any exceptional types of damage reduction won't work.
Imbue Gifts
Attack Routine
Trigger Action (Combo)
You have a specific succession of attacks you regularly use, such as a claw/bite routine. Whenever you have done the first step in such a routine, you can follow up with the second step as a trigger action. Each step can be any specific Melee attack that is a Basic Action and made with a separate part of your body.
Longer attack routines are possible; if you take this power additional times, your attack routine gains one additional step, that triggers when the previous step is completed.
Beast Strike
Inherent
You can make melee attacks that does Body +4 Cutting and Piercing damage, soaked by Toughness. Apply the best damage type against each target.
Death Frenzy
Inherent
When defeated, you can launch a Basic Action melee attack on an adjacent creature. If you have any Trigger Action combos that can follow those attacks, you can use those too using normal rules but ignoring shot costs.
Embodiment of Power
Trigger Action (Combo)
Select one stunt, power, or stick that you can use and that is normally a Basic Action. Your body manifests this power very strongly; whenever you touch another creature - such as with a successful unarmed or natural Melee attack made by or against you - you can use this power and immediately use the chosen basic action against the creature that touched you.
Extra Arms
Stance or Inherent.
You have an extra pair of arms that work just like your normal arms. These "arms" may be a prehensile tail, short tentacles, legs, or other appendages capable of grasping weapons. One "pair" of arms can actually be a single limb, such as a tail.
The arms can be either inherent or a stance. Inherent arms are always there. With a stance, you only have the extra arms when you use the stance. This schtick gives you the arms and lets you use them in combat. They might be of use in other situations with different stunts, but it is in melee that their true utility comes out. You can take this schtick several times to gain even more arms and additional combat benefits.
You can make a Normal Melee Attack against two enemies in hand-to-hand combat. Each extra set of arms adds another enemy. Alternatively, you can use these extra arms to effectively assist yourself when attacking a single enemy. Each extra pair of arms gives a +1 modifier on Melee attacks, up to a maximum of +3 for 3 additional pairs of arms.
Quill Insertion
Basic Action
You insert quills into he victim's flesh, making it painful and hard for him to move. Make a roll of Melee vs. Dodge, on a success the target's Reflexes suffers a penalty of -1 until the end of the scene. If the attack scores an Outcome matching the target's Reflexes, the penalty is increased to three. The target also loses three shots. The penalty can be cured with a First Aid stunt using Know against your Melee, or the quills can be removed automatically outside of combat.
Sticky
Trigger Action (Combo)
Use this power when you hit with an unarmed Melee attack or when you are hit with a Melee attack. Make a Melee vs. Dodge check. On a success, you and the target are stuck together. The target can avoid the effect by spending 3 shots. On an Outcome matching the target's Body, you are stuck no matter what.
A weapon stuck this way cannot be used and the wielder must either let go of it or try to pull it free with an opposed Body check as a Basic Action.
If you and another creature are stuck together this way, neither of you can move away from the other (tough circling around each other is possible). As a Basic Action, you can try to either drag the other along, or pull free - in both cases it is an opposed Body roll. It is also possible to use Contortions to slip free using Reflexes.
Tentacles
Basic Action
You can extend long tentacles. You can use these to attack enemies in hand-to-hand combat while keeping your own vital parts out of harm's way. Your tentacles are elastic and can stretch to cover a diameter equal to your Body in meters with you at the center. You can take this schtick several times tog gain multiple tentacles. You can have more tentacles than you have schtick picks in tentacles, but any additional tentacles are purely cosmetic. Variants of Tentacles can be just about anything. A prehensile tail, animated hair, a swarm of insects, flying scarves, tree roots, animated water, ectoplasmic manifestations, or psychic shock waves; anything is possible. You can do a Interference stunt using your Melee skill anywhere in this area.
Each tentacle is effectively an unnamed creature with your Body, but it lacks its own shot counter. It can only be interacted with as described here. As a Basic Action, you can activate all your tentacles to make a Normal Melee Attack against any creature in reach for Body +0 Blunt damage. You can only attack a particular target once when activating Tentacles, but up to four tentacles can assist each other against a target, with the usual +1 bonus for each additional tentacle. You can use other schticks that are Basic Action attacks with your tentacles. Damage is always Body +0, but the Damage Type can vary with powers/weapons used.
You can use a tentacle to absorb a melee attack; sacrificing a tentacle instead of suffering the normal effect. Opponents can make Melee attacks against your tentacles in any space the tentacles can reach. Any successful Melee attack against a tentacle puts it out of the fight. A defeated tentacle becomes unavailable for the rest of the scene. At your option, powers that heal can instead restore one tentacle per Hit it would normally heal.
Imbue Magic
Enchant Attack
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.
Enchant Attack does damage based on any Form you know. Regardless of what forms you know you can always choose to do additional damage of the same type the weapon already does.
Mage Strike
Inherent
You can make melee attacks that do Body +4 damage. The damage type is based on any Form you know; you can always choose to do Radiation damage.
Mage Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Your damage value is not increased. The damage type is based on any Form you know; you can always choose to do Radiation damage.
Soul of Magic
Inherent
You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage.. The damage type is based on any Form you know; you can always choose to do Radiation damage.
Imbue Divine
Imbue Tech
Behavior Chip
Finisher
A popular device, with many applications in psychology and crime prevention, but also the perfect tool for an autocratic regime, the Behavior Chip is an AI personality that overrides the user's motivations.
You can install a Behavior Chip in Melee, and it takes a Melee vs. Create roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse.
The Behavior Chip contains a set of goals and objectives for the individual and his behavior, that he will normally obey with enthusiasm. Through a concerted effort of will the victim can fight the chip, but this is very difficult. They can make a Mind roll with a difficulty of 10. For each point of negative outcome, the chip is in total control for one round . For each point of positive outcome, the character has control of himself for one round. If the target manages an outcome matching your Mind, the Behavior Chip burns itself out.
Certain behavior chips trigger only under certain circumstances, such as a mole chip that makes you report on you activities each day or a traitor chip that makes you turn on your comrades in a particular situation. A Behavior Chip can be programmed prevent short-term memories from being recorded in long-term memory, creating periods of lost time, but it must delete a minute within five minutes of the event, or it will be in long-term memory.
Black Box
Finisher
Often fitted in operatives who are considered unreliable, untrustworthy or expendable, the Black Box is a recording device that records everything. Every movement, every emotion, every word, every pang of lust or jealousy is recorded and subject to later study and evaluation.
You can install a Black Box in Melee, and it takes a Melee vs. Create roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. The black box will upload its data by radio on demand or whenever the user connects to an open network. If the target is also fitted with Bug, the updates are constant. People with access to the victim's files know all his personal weaknesses, and can thus use social interaction directly against his Mind rather than against his Charm or Impress.
Bug
Basic Action
Technologiocal surveilance devices gain more and more complexity and stealth capabilities. The first ones were large and had to be mounted in rooms or cars, but sophisticated ones are not only small, but actively disguise themselves, deploy decoys, and move if their internal logic realizes they are spotted. You can install a Bug in Melee, and it takes a Melee vs. Dodge roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. These are bugs which are installed in the target's body. They broadcast homing and listening signals up to 5 kilometers which can be picked up with a receiver with the proper encoding. In a networked environment, this means the target can be kept track of and listened to almost anywhere.
Cortex Bomb
Finisher
It takes very little to kill you if explosives are placed inside your body.
You can install a Cortex Bomb in Melee. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. If the right stimuli, such as an encoded radio signal or a set time limit expires, the bomb explodes. A Behavior Chip can be given control over the Cortex Bomb, a particularly nasty situation. An exploding cortex bomb inflicts a [Wound] with a damage value equal to the installer's Melee skill. A Cortex Bomb explosion can be set to be grossly obvious by exploding the head or neck, or to be barely noticeable, looking like a natural medical event to all but an autopsy.
Cyberknucks
Inherent
You have reinforced fist bones that can be used in melee and does Body +4 blunt damage. This is not a damage-boosting stance; it is a weapon that can be used with damage-boosting stances like Razor Fangs.
Cybernetic Pile-driver
Limit Break or Basic Action
You have a cybernetic limb of vast strength you can use to inflict damage equal to your Melee. This is an arm, leg, head, or other large limb such as a pile-driver tail or it can even be mounted along the spine to strike straight up or down. Used against an opponent, this is a Limit Break. Used against a stationary object such as a door or wall, it is a Basic Action.
Impact Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. This is Impact damage.
Override Plug
Finisher
Your sponsor might want you to be a psychopathic killer, but they still want some control. With an override, this control is easily achievable; they can remotely shut you down at the flip of a switch. So can anyone else with the proper access code.
You can install an Override Plug in Melee. If it is instead surgically installed, it is so well concealed and hard to remove that it is considered a Curse. Anyone with the proper access code can automatically paralyze a body with an Override Plug installed as a Basic Action; the target loses all Hits.
Rippers
Stance
You can extend a concealed cybernetic weapon that can be used in melee and does Body +6 slashing or piercing damage (your choice on getting the power). This is not a damage boost; it creates a weapon that can be used with damage-boosting stances like Razor Fangs.
Slicers
Inherent
You have sharp nails that can be used in melee and does Body +3 slashing damage. Slicers will pass even close examination. This is not a boost; it is a weapon that can be used with damage-boosting stances like Razor Fangs.
Imbue Death
Death Grip
Basic Action
Make a Clinch attack. If successful, you lock your opponent in a death grip. A death grip can only be broken if you go unconscious, suffer a Setback, or attack another creature with the limb you did a death attack with.
Once you have the target in a death grip, you can use the power again to attack your held target, and automatically hit. Even if your attack misses, it still does damage - you still add the outcome, which is now negative, causing less than the base damage.
If your Body scores are within 1 point of each other, you cannot move along with a Basic Action, but can move as a Move as a Basic Action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around like a rag doll.
Death Strike
Inherent
You can make melee attacks that do Body +4 Infection damage, soaked by Toughness. Infection damage has special rules for inflicting hits and recovery.
Death Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Death Touch does Infection damage soaked by Body and has special recovery rules. Objects and creatures without a metabolism such as robots and undead are immune.
Draining Attack
Inherent
You can make melee attacks that do Body +0 Enervation damage, soaked by Body. Infection damage has special rules for inflicting hits and recovery. In addition, a living target that takes a Hit also loses one point in an attribute selected when the power is bought. This damage lasts until the end of the session and can be healed as if they were Hits.
Eyes of the Tiger
Basic action
Make a Normal Melee Attack. If the target takes any damage, he loses any focus he might have.
Ghost Strikes
Stance
You make all your Melee attacks immaterial. An immaterial attack does mind blast damage equal to your Mind +0, soaked by the target's Mind. You ignore the normal damage value of any attack you use, but you can still take advantage of other aspects of schticks and powers.
Point Blockage
Finisher
The foe does not suffer a Damage Setback and is instead paralyzed. The victim retains all of his senses while paralyzed but is otherwise completely helpless. This is a Curse.
Shadow Fist
Finisher, Focus
If you knock out a living opponent and use this finishing move, you become focused. The opponent is not dead, but becomes torn by an intense fever and will die in three days unless cured by you or the Curse is removed.
Soul of Death
Inherent
You can use your body to do melee attacks that do Mind +2 Infection damage, or more if you are using an Implement to improve damage.
Storm of the Tiger
Limit Break
Make an attack, adding your Mind attribute to the damage inflicted.
Vengeance of the Tiger
Trigger Action
When you are hit in hand-to-hand combat, you may immediately launch a Melee counterattack against the opponent who just hit you. If you took any damage, add +3 to your attack roll.
Wounding Strike
Inherent
You can use your body to do melee attacks that do Mind +2 - or more if you are using an Implement to improve damage. This is Wounding damage which has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.
Imbue Life
Anti-Healing
Inherent
You can use your body to do melee attacks that do Mind +2 soaked by Body - or more if you are using an Implement to improve damage. This is Wounding damage which has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.
Fountain of Life
Limit Break
You release a burst of life energy than enlivens allies and shocks enemies. You affect all creatures who are within 2 meters of you. Make a Melee attack against each enemy in the area doing Body +2 Wounding Stun damage soaked by Body. Wounding damage has special rules. Allies in the area (but not you) recover one Hit as long as their Body is not higher than your Melee. Depending on style, this can have side effects like flower petals all over the area.
Life Attack
Basic Action
Make a Normal Melee Attack attack. The difficulty of this attack is always the target's base Dodge score - no defensive modifiers apply.
Shed the Unliving
Basic Action
You make a living body shed any non-living attachments it might have, removing armor, clothes (as far as the genre allows), and other equipment of your choice. Make a Melee attack; on a hit you can make the target drop one significant item or set of armor. The target can choose to keep holding the item by immediately sacrificing three shots. If your Outcome matches the target's Reflexes the item is lost with no chance to retain it, and the target cannot pick it up again for the rest of the scene as his body actually repels it.
Wounding Strike
Inherent
You can make melee attacks that do Body +4 Wounding damage, soaked by Body. Wounding damage has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.
Wounding Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Wounding Touch does Wounding damage soaked by Body. Wounding damage has special rules. Non-living creatures and objects (such as robots and doors) are immune to this damage, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.
Imbue Mind
Focus of the Void
Trigger Action (Focus)
Spend a Fortune point and use this schtick to become focused.
Mind vs. Body
Inherent
You can use your body to do melee attacks that do Mind +2 psychic damage soaked by Mind, or more if you are using an Implement to improve damage.
No Presence
Limit Break
By suppressing your aura, you can escape attention. You can take a single basic action, and no-one can see or react to this action in any way. If you attack, targets can only use Reflexes for defense. You always become visible at the end of the action when using No Presence; there is no way to make yourself continuously invisible.
You can use No Presence out of action rounds, this allows short dashes from cover to cover. You can sneak across open spaces in rushes no longer than twice your Move in meters.
Soul of Psyche
Inherent
You can use your body to do melee attacks that do Mind +2 Psychic damage, or more if you are using an Implement to improve damage. This is soaked with Mind instead of Toughness. Objects and creatures without sentience, such as Animals and Robots are immune.
Strength of Will
Stance
You can substitute your Mind for your Body when calculating the damage of unarmed Melee attacks.
Imbue Time
Coil of the Snake
Trigger Action (Focus)
You can use this to focus when you are attacked in melee and your opponent misses.
Lunge of the Snake
Limit Break
This is a Melee attack with a +3 bonus on the attack roll and against which an opponent cannot use an Trigger Action. A trigger action that can be used when surprised still works against Lunge of the Snake.
Strike of the Snake
Trigger Action (Defense)
Whenever you are attacked in melee, you may use this to do an unarmed Melee attack for Strength +0 damage.
Time Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. You increase the effective mass of your weapon to cause Blunt damage.
Timelesss Strike
Inherent
You can make melee attacks that does Body +4 Blunt damage. Targets cannot take trigger actions in response to a Timeless Strike.