Martial Mechanic "You're gonna want to back off before things get ugly."

1
You possess a mastery of vehicle repair tools.
Used by Mike Carson, Created by EvilRicktator.

Combining the rough life of his misspent youth with the work that has come to define him, Mike knows his way around a tractor wrench or a breaker bar. He knows how to wrap an opponent around one, too.


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

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

You also gain the following effects:

  • 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.


Community Melee Mastery Gifts

You gain the following benefits as long as It only appears during the Holy Gundam Phase and you are engaged in combat with melee weapons.

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

You also gain the following effects:

  • Heavy Strikes: If you are attacking with a blunt weapon, if your attack causes an Injury you may choose to knock the target down and back 15 feet. Standing up is typically a Quick Action.
  • 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 Spears.

Your attacks with Spears deal +1 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 Spears.
  • Fancy Footwork: You may move your full Dash distance and attack with your Melee weapon in the same Round without penalty. You may also split your movement before and after your attack.
  • Shredder: If you successfully hit your target, the value of any armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
  • Whirlwind: You may Exert your Mind to apply your next attack to any number of targets who are within melee range.

  • 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 blades.

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

Possession of this Power grants the following Battle Scar: sword scars.

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 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:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • 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 in shadows or darkness and you are engaged in combat with melee weapons.

Your attacks with melee weapons 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.

  • 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.