Hands of Gaia "..."

2
You possess a mastery of melee weapons.
Used by Gaia, The Ashen One, Created by PoisedIvyT_T.

There is sanctity in one's ability to remain ever vigilant. To remain a fighter for those in dire need. The hands of which were made to kill, is only ever the hand of which desires peace. She has the hands of Gaia, the mother of all that is living, and with it, the hands of which that take it away.


You gain the following benefits as long as 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:

  • Sheathing the Sword: When you would Clash with an opponent, before the dice are rolled, you may opt to have both sides deal full damage. If you do, your attack roll is at -2 Difficulty.
  • 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 ignored. Maximum +5 Damage from bonus weapons.


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Improvement from running The Gustin Brewery spent on improving power: Hands of Gaia    (since refunded)
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Gift from the Asset Gifted spent on new power: Tarnished Sword's Master

Community Melee Mastery Gifts

Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts one hour or until triggered or disarmed. You must use up sticky notes in order to activate this Effect. At the end of your investigation, roll Intellect + Thievery at Difficulty 6.

The trap looks like appears to be a eye marking drawed in a piece of paper. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

Any Sapient target or a Creature that enters the chosen region will trigger the trap.

You learn all the following information about your target:

  • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.
  • You learn the target's name, nicknames, screen names, and aliases.

The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.
  • The area you choose where the trap can be triggered may be just a single location, similar to a tripwire or a pressure plate, or it can be a proximity trigger which hits anyone who comes within the specified range of the trap. This is defined by you when you place the trap and cannot be changed once the trap is placed.

Spend an Action. Select a target within 300 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 2.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

Possession of this Power grants the following Battle Scar: Shoulder Subluxation.

Possession of this Power grants the following Trauma at all times: Paranoia.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

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

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

You also gain the following effects:

  • 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.
  • 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.
  • 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 lightsaber.

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

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.
  • 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.
  • Riposte: If you successfully Defend against a melee or unarmed attack, you deal damage equal to your excess Outcome plus Weapon Damage back to your attacker.
  • Sheathing the Sword: When you would Clash with an opponent, before the dice are rolled, you may opt to have both sides deal full damage. If you do, your attack roll is at -2 Difficulty.
  • 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 spectral weapons.

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

You also gain the following effects:

  • 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.
  • 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.

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.