Viewing Effect - Melee
Master your weapon or get a new one

Create a Melee Power


This Power grants access to an array of effects improving your ability to fight with a chosen type of melee weapon. It can also be used with the Unique Weapon Drawback to acquire a new weapon. In that case, the base stats for that weapon should be based off of an existing mundane melee weapon, and it should not behave much differently.

Mastery powers are not obviously supernatural.


As always, bonuses to the same dice pool do not stack. Instead, the highest bonus is used. This is also true of Damage, Armor, and Armor Piercing.


Passive, always in effect. Attacks with [[weapon-type]] will do [[additional-damage]] more damage. The target's Armor is [[armor-effectiveness]].


Whirlwind (You may Exert your Mind to make an attack on any number of targets in melee range.)
The activation cost may also be paid with Source.

Assassin (If you Stun or kill someone with a melee weapon, 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.

Heavy Strikes (Any successful melee attack may knock the target down. Standing up again is typically considered a Quick Action [-2 dice].)

Sheathing the Sword (When entering a Clash, you may choose to roll at -2 Difficulty, but allow your target to hit you, regardless of whose roll achieves a higher Outcome.)

Fancy Footwork (You may move your full sprinting distance and attack with your Melee weapon in the same Round without penalty.)

Riposte (Whenever you successfully parry a melee attack, you may disarm your opponent.)

Bullet Parry (You may deflect enemy bullets out of the air as you would any other attack.)
This is a standard Defending Reaction.

Dismember (Any battle scar you cause with this mastery may cause dismemberment if you wish. The GM determines the exact nature of the dismemberment, but a Severity 4 Injury will always take at least a hand or a foot.)
Higher severity Injuries cause more severe dismemberments.

Blade Breaker (If you win in a Clash, you may break your opponent's weapon.)

Mjolnir (You may call your weapon back to your hand as a Quick Action [-2 dice] if it is within 50 feet. Works on any weapon this Mastery applies to that you have held in the past hour.)

Cleave (If an Attack kills a target, you may apply any damage not needed to make the kill as a successful attack against another target in range.)
The damage is the amount of damage the successful attack deals AND is treated as the number of successes on an attack roll for the purposes of Reactions. Does not grant weapon damage again.

Dual Wielding (You may wield a two-handed melee weapon in one hand and receive no penalties when using a melee weapon in your off-hand.)

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.)
For types of armor where "repairing" doesn't make sense, including many flavors of the Armor power, the penalty will instead last until the Injury is healed. The penalty does stack if the target is hit multiple times.

Weapons Master (All benefits gained from this power apply to any type of melee weapon.)
Cannot take with the Unique Weapon drawback.


Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Active (This Power is no longer passive. Spend an Action and Exert your Mind to activate it for one hour.)
Unique Weapon (This Power takes the form of a specific, unique weapon, which can be borrowed, lost, or stolen.)
This Drawback either applies to an existing weapon or can be used to create an entirely new weapon. If a new weapon is created, its base stats are equal to a similar, mundane weapon.
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Armor Effectiveness

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Fully Effective
  2. Reduced to 1/2, rounded up
  3. Reduced to 1/4, rounded up
  4. Completely ignored

Parameter - Additional Damage

Default Level: 2

Seasoned Threshold: 3

Veteran Threshold: 4

  1. +0
  2. +1
  3. +2
  4. +3
  5. +4
  6. +5
  7. +6

Example Powers