Lethal Appendage So fast its hard to follow

2
You possess a mastery of Rapiers.
Used by Kimyōna hana (Yokota Setsuko), Created by Redchigh.

The tentacle is lightning-quick, able to knock bullets out of the air and agilely impale people in the lung


You gain the following benefits as long as Extra Appendage must be active and you are engaged in combat with Rapiers.

Your attacks with Rapiers deal +3 Bonus Damage. Armor is fully effective against this damage. You may React to and Defend against firearms and other projectiles.

You also gain the following effects:

  • Assassin: If your attack injures someone, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.
  • Point Control: All Called Shots you attempt only require a Contested Outcome of 2 or more to be successful.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Community Melee Mastery Gifts

Added Finesse. It became an issue.

You gain the following benefits as long as you are engaged in combat with repair tools.

+2 dice to all rolls with repair tools. You may Defend against firearm attacks from any range using repair tools.

You also gain the following effects:

  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Quick Draw: You may draw and equip yourself with any melee weapon on your person or within arm’s reach as a Free Action, as long as it is not being wielded by someone else.
  • Two Swords are better than One: If you are wielding more than one melee weapon, you may Attack with all using the highest Weapon Damage, plus 1 for each additional weapon. If you reserve a weapon, any Clash or Defend roll you make is -1 Difficulty, and mob penalties are ingored.

You gain the following benefits as long as you are engaged in combat with blades.

Your attacks with blades deal +3 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Bullet Parry: You may React to and Defend against firearms and other projectiles with blades.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

You gain the following benefits as long as you are engaged in combat with Knives.

+2 dice to all rolls with Knives. You may Defend against firearm attacks from any range using Knives.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Grip Discipline: You cannot be disarmed against your will by Minor, Major, or Severe Battle Scars, physical Actions, environmental conditions, botches, or Effects. Your weapon may still be destroyed.
  • Quick Draw: You may draw and equip yourself with any melee weapon on your person or within arm’s reach as a Free Action, as long as it is not being wielded by someone else.

You gain the following benefits as long as you are engaged in combat with Whip like weapons (Ropes, Chains, Snakes).

+2 dice to all rolls with Whip like weapons (Ropes, Chains, Snakes). You may Defend against firearm attacks from any range using Whip like weapons (Ropes, Chains, Snakes).

Possession of this Power grants the following Trauma at all times: The Crimson Curse Roll self control when a enemy is felled to not start consuming parts of them..

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Whirlwind: You may Exert your Mind to apply your next attack to any number of targets who are within melee range.

You gain the following benefits as long as you are engaged in combat with Greatsword.

+2 dice to all rolls with Greatsword. You may Defend against firearm attacks from any range using Greatsword.

You also gain the following effects:

  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Stock Melee Mastery Gifts

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.