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

2
You possess a mastery of 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 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: 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.
  • 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 ignored. Maximum +5 Damage from bonus weapons.


Community Melee Mastery Gifts

You gain the following benefits as long as you are engaged in combat with weapons built into your body or limbs.

+2 dice to all rolls with weapons built into your body or limbs. You may Defend against firearm attacks from any range using weapons built into your body or limbs.

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.
  • Two Swords are better than One: If you are wielding two melee weapons, your Weapon Damage is the highest of the two plus 1, and you receive an additional +2 dice to any Clash.

  • 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 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:

  • 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.

Pablo has always trained with weapons and now has learned to use the power of his tainted spirit to enhance his blows and affect the life force of his opponent. When he strikes a mortal blow he can channel the energy into them to cause an overload of their sensor input, knocking them out instead of causing further injury.

You gain the following benefits as long as you are engaged in combat with Non-edged weapons.

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

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. If you would successfully incapacitate a target, you may opt to knock them out for one hour instead of having them suffer an Injury.

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

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

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.
  • 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.

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:

  • 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.

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.