Difference between revisions of "Imbue (Action Powers Technique)"

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These are powers related to the [[Melee (Action)|Melee]] skill.
 
These are powers related to the [[Melee (Action)|Melee]] skill.
 
{{:Imbue Technique Description (Action Powers)}}
 
{{:Imbue Technique Description (Action Powers)}}
 
 
==[[Imbue Air (Action Powers) | Melee Air]]==
 
==[[Imbue Air (Action Powers) | Melee Air]]==
  

Revision as of 22:27, 29 January 2022

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Heroic Action Role-Play

Melee Skill Description

Melee is the skill to kick butt - with or without weapons.

Unskilled Use

Melee skill defaults to Body. An outcome matching this attribute on a stunt directed against Melee will often result in a Setback.

Use in Action

This is a primary combat skill, it is used with Weapons, Schtiks, and Powers to make attack rolls. As such, the rules are fairly detailed and precise.

Knowledge

You know the history of your school or gang, and of its great masters of the past and present. You know the philosophy or code of your group, both as it pertains to fighting and to life in general. If it has an oral or written code of conduct, you have memorized all of it. You have a basic grasp of the histories and teachings of rival schools and gangs. You know by reputation the great fighting masters of your time. You know others in you neighborhood who can fight, either as colleagues or rivals. You can identify a good fighter, even if you cannot name his style. And you instinctively understand the many unwritten codes of fighting, when it is all right to use weapons, when single combat is appropriate and so on.

Contacts

You know other practitioners and teachers of your style. You know members of rival groups, who may be your enemies. You know people involved in martial competitions, from judges to fans to patrons. You know street people involved in fights: ring managers, bar owners, gang members and little-old-ladies-with-sharp-eyes-in-need-of-protection.

Perception

You recognize other fighters and weapons, including what weapons they use and where they hide them. You can tell that a fight happened in a location, and get a reasonable idea of who fought and how it went. You recognize the advantages offered by a potential battlefield, and can spot a suitable site for an ambush.

Powers

Melee is linked to the forms of Air, Light, and Metal.

Stunts

Bait

Basic Action

You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.

Make a Melee vs. Dodge roll against your target. If you succeed, you gain an Advantage. It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.

Body Shield

Trigger Action (Defense)

When you are hit at range by an opponent who has an ally adjacent to you, you can use your Melee in place of your Dodge for the shot.

Disarm

Basic Action

You can disarm opponents causing them to drop their weapons. Make an Melee vs Dodge roll. If you succeed, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, he loses the weapon and you can either kick it away or pick it up. If your Outcome matches his Reflexes, he loses both the weapon and the shots.

Feint

Basic Action

You baffle others with false maneuvers. Make a Melee vs. Dodge roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight - he cannot take Trigger Actions to hinder your movement. If your Outcome matches the target's Reflexes, you cause him major consternation; he loses six shots any anyone can move by him until his next shot comes up.

If you are using a melee weapon with the Entangle ability, the target looses an additional shot on a successful stunt.

Find Weakness

Limit Break

Make a Melee attack against which the target cannot use Resist powers; targets do not get to add their Mind to their Action to soak damage from this attack.

Guard

Inherent

When attacked and have an opponent in your reach, you can opt to use your Melee in place of your Dodge for Dodge stunts, not for schticks or powers. You can use this with the Weapon Abilities of Melee Weapons.

This is intended for creatures that don't understand ranged attacks, like most Animals.

Grab

Basic Action

Make a Normal Melee Attack with a damage of Body +0 soaked by Body. If you cause any damage, you do not inflict a Hit but instead grab hold of your opponent and move close, body-to-body. If you score a damage outcome matching the target's Reflexes you also score an Advantage but still do no actual damage.

You are holding on to your Grab of that opponent until one of the following happens:

  • He succeeds at an attack directed at you.
  • He succeeds at a stunt specifically to get free.
  • You are no longer adjacent.
  • You suffer a Setback—this is in addition to the effect of the setback itself.
  • You can voluntary end the grab at any time.

After grabbing an opponent, you get a +3 bonus to Dodge and Impress as a defense against attacks and stunts from that opponent. Both you and your target are restricted to only attacking each other. If your Body scores are within 1 point of each other, neither of you can move with a Basic Action, but you can move both of you your Move as a basic action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around.

Normal Melee Attack

Basic Action

You make an attack roll against your target's Dodge and inflicting damage equal to your Body plus relevant modifiers for the weapon used. A basic unarmed attack like a fist or kick does Body Blunt damage and has the Stun ability, while a dedicated natural attack like claws or jaws does Body +1 Cutting damage. Weapons, powers, and schticks can greatly enhance these values.

Strength Push

Trigger Action

The Body and Mass table shows what kinds of loads can be lifted depending on Body. Handling such loads does not require an action or roll. Handling greater loads is done with a Trigger Action triggered by whatever event required greater strength. Make a Melee roll against your Body; for every 3 points of Outcome, your effective Body is increased by one, with a minimum bonus of +1 for a successful roll. An Outcome of of 1-5 allows lifting at +1 Body, 6+ allows +2 Body, 9+ allows +3, 12+ allows +4 and so on.

Wingclip

Basic Action

You use this to prevent a creature from using special movement modes, such as flight, wall walking, burrowing and the like. It does not work against walking or swimming targets. Make a Melee check against Maneuver, on a success the special movement mode is negated for the rest of the scene. On an outcome matching the target's Body the special movement is negated for the rest of the session. Successful First Aid with a difficulty equal to your Melee skill negates this. A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.

Melee Schticks

All-Out Attack

Basic Action

Make a Melee attack with a +2 bonus. Until your next shot comes up or the end of the round, you cannot take a Trigger Action. You can use All-Out Attack and Rash together.

Blocker

Trigger Action

You can do a Interference stunt using your Melee skill.

Charge

Focus

When your shot comes up and you are not adjacent to any enemy, and you move adjacent to an enemy and make a Melee attack, you can focus.

Clinch

Basic action

When you do a Grab stunt, you gain several advantages.

  • You gain a +3 defensive bonus against all Dodge and Impress stunts, not just from the person you grabbed.
  • You can still employ a small or tiny weapon, both when grabbing someone or being grabbed.
  • You can attack others not involved in your grapple.
  • When an opponent has a grab on you, and you score an attack on them, you can either can free yourself or grab them.
  • You can grab a number of creatures at once equal to your number of arms (or similar limbs). Each must be grabbed separately, but you can maintain several grabs at once.

Combat Banter

Trigger Action (Combo)

After you perform a successful Browbeat, Distraction, Scare, or Trick attempt, you can use this to perform a Normal Melee Attack against the same target.

Combat Binding

Basic Action

You are skilled in using ropes or cuffs to restrain an opponent in melee. Make a Melee check against the target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions, or you can apply one restriction of your choice. Restraints are applied in this order: bound arms, immobilized, bound legs, blindfolding, hogtie. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

These restraints can be escaped with a Contortions stunt pitting Reflexes against your Melee or destroyed by another person; ropes have a Body of around 12 while metal cuffs have 15 or more. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.

You can aim for a specific condition. Threat any roll higher than that condition as that condition. If you are aiming for a specific condition and instead achieve another, you can choose to forgo that effect to get and Advantage that can add a +3 bonus on a later attempt.

Daredevil Stunt

Basic Action

Use your melee weapon (or unarmed attack) to make a Bait, Disarm, Feint, and Wingclip stunt with a +3 bonus. Typical stunts include trips, feints, called shots, disarm, and particularly outrageous and dashing maneuvers such as carving your initials or adjusting your opponent's coiffure in combat. It enables you to do all the fun but somewhat silly things done in pulpy Three Musketeers and pirate movies.

Dauntless Attack

Limit Break

You make a flashy Normal melee Attack that renews your confidence. Hit or miss, you regain 1 Hit. If you damage your opponent you instead regain 3 Hits.

Double Damage Dealing

Trigger Action (Combo)

You can use two one-handed melee weapons together. When using two melee weapons, one in each hand, you can follow up each Melee attack you use to attack with one of these melee weapons with a Normal Melee Attack from your second weapon on the same or a different target within reach.

When armed with a pole weapon without reach, you can make this additional attack with the butt of the weapon, which inflicts Body +3 damage. The simplest example of this is the quarterstaff.

Some prefer special double weapons, that combine two one-handed melee weapons into one, such as the lajatang (a double sword), double mace, mace-spear and so on. These weapons work as if you were wielding these two weapons separately.

Duel

Limit Break

You confront an opposing character in a way where others cannot easily intervene. This is usually because of the physical setting, somehow you and your opponent end up isolated from others and lasts until the end of the next round. Against opponents with a code of honor this can be a purely social barrier. If there is no such barrier you can use, the schtick will not work, but pretty strange coincidences are allowed.

Others can try to break the isolation with stunts against your Melee, but need to achieve an Outcome equal to your Reflexes to do so, collecting an Advantage for each success that does not have enough of an outcome. Those not involved in the duel cannot distract you with these stunts and are restricted to Gain Advantage attempts.

Flank Attack

Basic Action

You must not be in reach of any enemy to use this schtick. Make a Normal Melee Attack or Outmaneuver against an opponent that is not adjacent to any of his allies. You gain a +1 bonus on your check for each of your allies adjacent to him, to a maximum of +2. You do not count as your own ally.

Guarded Attack

Basic Action

Make a Normal Melee Attack attack. Until your next action you count as actively dodging, and get a +3 bonus to Dodge. It stops when you take any action, including a trigger action. Trigger actions you take the same shot you use Guarded Strike do not end the Dodge bonus. This is particularly useful against Riposte and attacks that do not allow an active defense.

Heart Attack

Limit Break

Make a Normal Melee Attack attack. If you hit the opponent, you cause a single Hit in addition to normal damage.

Iron Fist

Inherent

You have hardened yourself so that you can do Body +4 Blunt damage with unarmed attacks. This attack does not cause any direct injury on a Damage Setback, instead favoring stun, knockback, and other non-lethal effects.

Junk Fu

Basic Action

You are very good with improvised weapons, such as beer bottles or chairs. Use this maneuver to pick up and wield some object lying about. For the rest of the round, you get a +3 bonus to Melee when using this object as a weapon. By the end of the round, if you drop the object, or if you roll snakeyes on your action die, the improvised weapon is destroyed and the effect ends. Objects with script immunity are not destroyed, merely dropped, but this schtick is still canceled for the sequence.

Improvised weapons generally do Body +1 damage, but particularly inventive items can function like some regular Melee weapon, generally with a damage penalty.

Melee Technique

Inherent

Pick one of the following weapon abilities. Any melee weapon you use, not including natural weapons and unarmed attacks, get these weapon techniques. You can take this schtick several times, selecting different changes each time.

Limitations As an option, you can instead remove one for the following weapon abilities. You can remove limiting weapon abilities gained from Melee Techniques.

Power Attack

Basic Action

Make a Melee attack that does +2 additional damage.

Rage

Stance

Gain a +2 bonus on Melee and suffer a -2 penalty on Dodge and to Melee used to Guard.

Seven-Sword Strike

Basic Action

Make a Normal Melee Attack against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions until your next shot comes up. See Combination Action for how you can combine this with movement.

Shield Feint

Trigger Action (Combo)

When you are wielding a melee weapon with shield in the name in one hand and another melee weapon that is of a smaller Size than the shield in the other hand, you can use this Combo to improve your attack. Opponents cannot use a Trigger Action (Defense) check against such an attack.

Shield Sacrifice

Trigger Action (Damage)

To use this, you must be using a shield. Add 10 to your Body, Mind, Reflexes, or Toughness to soak one specific attack, after the attack roll and defenses. You cannot benefit from a shield for the rest of the scene. A shield you are using breaks and is destroyed. If the shield has plot immunity, is of superior make, or of a higher tech level than the attacking weapon, you instead drop it.

Signature Melee Weapon

Inherent

Select one specific melee, like the family ancestral sword or the shiv that saved your life in prison. Your fate is linked to this melee weapon.

  • Even a small signature melee weapon is dangerous in your hands. Increase the weapon's damage by one, to a minimum of Body +4.
  • You can own and carry this melee weapon even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the melee weapon stays with you. It can also pop up in the unlikeliest places seemingly on its own.
  • It is harder to steal or disarm you of this weapon. You are Confident on any stunt to hide or interaction check to keep it. When others try stunts to disable or make you lose your item, they are Stymied. Even if it is stolen, it always crops up later — it is never permanently lost.
  • The melee weapon is tougher than normal, having a minimum Toughness score equal to your Melee. Even when seemingly destroyed, the melee weapon can always be repaired.
  • Finally, the melee weapon becomes infused with your essence. It is considered a supernatural or magical melee weapon in situations where this matters.

Slayer

Inherent

You are an expert at attacking a particular type of enemy. This is generally a nemesis or ancestral enemy, but might also be focused skill and practice. When you make an attack against such an enemy, the attack roll is Confident. But if you roll snake eyes on such an attack, you suffer a Setback as your zeal backfires.

The kind of targets you can select as favored enemies depend on the campaign and must be approved by the GM. In general, a favored enemy should apply about 10% of all enemies you fight. Ethnicities and organizations work, even clans. Fantasy Races are usually appropriate, except against the dominant race of the setting (usually humans) where only specific ethnicities are applicable. Even more applicable in setting where they exist are different kinds of monsters, such as fairies, dragons, and so on.

Soft Strike

Basic Action

You make an attack when you use an enemy's strength against him. Make a Melee attack against the higher of your target's Dodge or Body, inflicting Concussion Stun damage equal to your Reflexes. Concussion damage is soaked using Reflexes. The target can use Body as Dodge if Body is higher.

Strongman

Inherent

When you make a Strength Push stunt, the Melee roll is Confident.

Takedown Counter

Trigger Action (Combo)

You use the power of an enemy's attack against him. Make a melee attack against a target that just missed you in melee, inflicting Concussion Stun damage equal to your Reflexes. Concussion damage is soaked using Reflexes. If you manage to do any damage, your target loses a shot. If the target moved before attacking you, you can throw him three meters in the direction he was moving before the attack, but then the damage is not stun. The target can use Body as Dodge if Body is higher.

Trample

Trigger Action (Combo)

One per Basic Action you take, you can trample a creature that is prone or that has a Body 5 or more lower than yours. Make a Normal Melee Attack that inflicts Body damage.

Melee Powers

These are powers related to the Melee skill.

Use the form in close combat and martial arts, enhancing your physical attacks and abilities. This often involves the spirit or associations of the form.

Melee Air

Buffeting Strike

Inherent

You can make unarmed melee attacks that do Body +2 Concussion damage, soaked by Reflexes. The target can use Body as Dodge if Body is higher.

Flying Strike

Basic Action

Make a jumping charge at an enemy up to your Move meters extra in a reasonably straight line. All your movement this action must be in the same direction. Then make a Normal Melee Attack. If you jumped at least three meters you get +3 additional damage.

Lord's Bastion

Basic Action

Make a Normal Melee Attack attack. Until you next spend shots you gain a +3 bonus on Dodge and Impress defense values.

Lord's Strike

Basic Action

Make a Normal Melee Attack attack. Targets are pushed one meter away from you for each point the damage result exceeds the soak value, and a flier is also moved the same distance downwards.

Laughing Zephyr

Basic Action

Make a Melee attack: if successful you get a hold on a weapon in the hands of an opponent, forcing him to spend 3 shots or give up the weapon to you. If you score an Outcome matching his Reflexes, you take the weapon and he cannot choose to spend shots to retrieve it. If you get hold of the weapon all attacks made by you with this weapon against the former owner gain a +3 Action Value bonus until end of the scene.

Shockwave

Limit Break

Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Concussion damage, soaked by Reflexes. After the attack all enemies are pushed back on meter per Hit taken. The target can use Body as Dodge if Body is higher.

Wind Dance

Basic Action

Make a Normal Melee Attack attack. After the attack you can jump your Move meters in any direction.

Wind Soul

Inherent

You can use your body to do melee attacks that do Mind +2 Blunt damage, or more if you are using an Implement to improve damage.

Wind Sword

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create swords and daggers of any technological complexity you are familiar with.

Wind Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Wind Touch does Concussion damage soaked by Reflexes.

Windshock

Basic Action

Make a Melee attack with Body Concussion damage against all adjacent enemies. The target can use Body as Dodge if Body is higher. After the attack all enemies are pushed back on meter per Hit taken. You cannot move as part of this Basic Action. See Combination Action for how you can combine this with movement.

Melee Animal

Alligator Bite

Trigger Action (Combo)

After you have made a successful unarmed Melee attack you can do a Grab stunt as a trigger action.

Bear Hug

Basic action

You do a Grab stunt that is inflicts a Hit if it is successful.

Cornered Frenzy

Basic Action

Make a Normal Melee Attack using natural weapons against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.

Extend Claws

Inherent, Trigger Action (Combo)

You have a pair of powerful natural attacks that can be used in melee and does Body +4 Cutting damage. If you have two free hands and make an successful claw attack, you can use this to make an additional claw attack on the same opponent as a trigger action. This is not a damage-boosting stance; it creates a weapon. Claws can be retractable or not at your option.

Horn

Basic Action

You have a horn or horns that give you a powerful natural attacks that can be used in melee and does Body +5 Cutting Blunt or Cutting Piercing, as decided when the power is bought. A creature takes damage from Horn is unbalanced and loses a Shot from their shot counter.

Jaws

Basic Action

Make a melee attack that does Body +6 Cutting damage

Razor Sharpness

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Razor Sharpness does Cutting damage.

Sucker

Trigger Action (Combo) and Basic Action

After you have made a successful unarmed Melee attack that inflicts a Hit, you can do a Grab stunt as a trigger action. As long as you maintain this grip, you can spend a Basic Action to suck the targets blood with an opposed Melee check. On a success, you inflict Body +2 Wounding damage soaked by Body.

Swallow

Limit Break

You swallow another creature whole with a Melee attack. This is blunt damage equal to your Body -5 (minus five) soaked by Body and you must inflict a hit in order to swallow. It takes a Setback against you for a swallowed target to escape; this is the actual result of the setback, not an additional result.

A swallowed target can use stunts against you or attack with a natural attack or a weapon of small size or smaller. Your innards don't benefit from armor and damage that you would normally soak with Toughness is instead soaked by Action.

Each time you take a Basic Action or Limit Break, you also make a Melee attack against any and all swallowed targets with damage as above.

Swoop

Basic Action

Make a jumping or diving charge at an enemy (part of your normal movement for the round), then make a Normal Melee Attack, if you moved at least three meters in a straight line just before you attack you get a +3 bonus on damage. A swoop is often made when Sneaking with cumulative bonuses.

Tiger Rake

Trigger Action (Combo)

If you hit twice with Extend Claws, you may immediately use this to make a third unarmed attack on the same target with Body +8 Cutting damage. This is an exception to the rule that trigger actions cannot activate other trigger actions.

Melee Chi

Combination Attack

Trigger Action (Combo)

Use this after you've hit with a Melee attack. You can immediately make any Melee attack that is a Basic Action against the same target.

Fists of Steel

Inherent

You have hardened yourself so that you can do Body +5 Blunt damage with unarmed attacks. You can choose to make this damage Stun.

Kinetic Punch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Razor Sharpness does Blunt damage. You can use this on a melee weapon or unarmed attack.

Melee Dark

Dark Strike

Inherent

You can make melee attacks that do Body +4 Enervation damage, soaked by Body.

Dark's Soft Whisper

Basic Action

An otherwise normal Melee attack you make enforces silence; no one can hear any sounds you or your target makes during the round that it occurs. If the attack misses, it is still silent, but your opponent is not silenced.

Darkwield

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create flexible weapons like whips, lassos, flails, and nunchacks.

Enervating Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Enervating Touch does disruption/enervation damage.

Hands Without Shadow

Basic Action

Make a strike seemingly coming out of nothing. Make a Normal Melee Attack attack against which your opponent can't use an Active Defense.

Soul of Darkness

Inherent

You can use your body to do melee attacks that do Mind +2 Enervating damage, or more if you are using an Implement to improve damage. This is soaked with Body instead of Toughness.

Strike from Darkness

Basic Action

Make a Confident Martial Arts attack on an opponent who is unaware of your presence or intent to attack. If you hit, you inflict one extra Hit, in addition to any hits the damage of your attack may cause.

Melee Death

Death Grip

Basic Action

Make a Clinch attack. If successful, you lock your opponent in a death grip. A death grip can only be broken if you go unconscious, suffer a Setback, or attack another creature with the limb you did a death attack with.

Once you have the target in a death grip, you can use the power again to attack your held target, and automatically hit. Even if your attack misses, it still does damage - you still add the outcome, which is now negative, causing less than the base damage.

If your Body scores are within 1 point of each other, you cannot move along with a Basic Action, but can move as a Move as a Basic Action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around like a rag doll.

Death Strike

Inherent

You can make melee attacks that do Body +4 Infection damage, soaked by Toughness. Infection damage has special rules for inflicting hits and recovery.

Death Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Death Touch does Infection damage soaked by Body and has special recovery rules. Objects and creatures without a metabolism such as robots and undead are immune.

Draining Attack

Inherent

You can make melee attacks that do Body +0 Enervation damage, soaked by Body. Infection damage has special rules for inflicting hits and recovery. In addition, a living target that takes a Hit also loses one point in an attribute selected when the power is bought. This damage lasts until the end of the session and can be healed as if they were Hits.

Eyes of the Tiger

Basic action

Make a Normal Melee Attack. If the target takes any damage, he loses any focus he might have.

Ghost Strikes

Stance

You make all your Melee attacks immaterial. An immaterial attack does mind blast damage equal to your Mind +0, soaked by the target's Mind. You ignore the normal damage value of any attack you use, but you can still take advantage of other aspects of schticks and powers.

Point Blockage

Finisher

The foe does not suffer a Damage Setback and is instead paralyzed. The victim retains all of his senses while paralyzed but is otherwise completely helpless. This is a Curse.

Shadow Fist

Finisher, Focus

If you knock out a living opponent and use this finishing move, you become focused. The opponent is not dead, but becomes torn by an intense fever and will die in three days unless cured by you or the Curse is removed.

Soul of Death

Inherent

You can use your body to do melee attacks that do Mind +2 Infection damage, or more if you are using an Implement to improve damage.

Storm of the Tiger

Limit Break

Make an attack, adding your Mind attribute to the damage inflicted.

Vengeance of the Tiger

Trigger Action

When you are hit in hand-to-hand combat, you may immediately launch a Melee counterattack against the opponent who just hit you. If you took any damage, add +3 to your attack roll.

Wounding Strike

Inherent

You can use your body to do melee attacks that do Mind +2 - or more if you are using an Implement to improve damage. This is Wounding damage which has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.

Melee Earth

Calcifying Touch

Inherent

You can make a Melee Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is your Mind +2. This is Neurotoxin damage soaked with Body.

You gradually turn the target and his gear to stone or encase them in stone. For each Hit you inflict, the target loses one point of Reflexes and one shot from his shot counter, but gains one point of Toughness. If the target's Reflexes are reduced to zero, he is petrified and helpless, this is a Curse. Lesser transformations and Reflex losses reverse themselves as the Hits are recovered.

Diamond Edge

Stance (Damage Boost)

You imbue a melee weapon with the power of stone, covering it with heavy rocks or sharp crystals. This increases the damage rating of the attack by +2. This is physical damage of the same type the weapon normally does. A weapon that does not do physical damage cannot benefit form this power.

You can only benefit from one damage-boost stance at a time.

Footstomp

Limit Break

Standing on solid ground, you strike the earth, making it lash out against nearby enemies touching the same solid surface. You attack all enemies standing on the ground in a globe with a diameter of five meters meters with you at the center. Damage is Body +4 Blunt. You cannot use this power while flying, swimming, or otherwise not firmly grounded.

Heaven Cannon

Basic Action

Make an unarmed attack against an opponent for Body +4 Blunt damage soaked by Body; if successful, the opponent is thrown a number of meters equal to the damage margin in a direction of your choice. If the target is thrown, he also loses a shot regaining his balance.

Humility of the Soil

Trigger Action (Defense)

Brace yourself while touching the ground or against some other solid surface such as a concrete wall. You use the strength of the earth as a shield against a single attack, letting it take most of the damage. Substitute your Melee for your Toughness to soak damage for the shot.

Stone Mace

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create maces, mauls, clubs, hammers, bucklers, and fist weapons.

Stone Skin

Trigger Action (Defense)

Your body is hard as stone, and anyone striking you is up for a jarring shock.

Use this power as you are hit in close combat. The attacker takes Blunt damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Stone Skin, the damage you inflict will increase. Does not work against a flexible weapon or grappling technique. This can be used at the same time as Humility of the Soil.

Stone Strike

Inherent

You can make melee attacks that do Body +4 Blunt damage, soaked by Toughness. The strike is so massive that it cannot be Blocked or Parried. A flying target descends your Shoot meters and if it hits the ground, it cannot take off again in this round.

Tremor

Trigger Action

Use this after you have take a Hit. Your opponent's attack starts a tremor in your body, building up for a future attack. Your next Melee attack is at +3 Action Value. Powers that give a bonus to attacks are not cumulative.

Sword in Stone

Trigger Action

When an opponent hits you with a Melee attack, you can make their weapon or limb get stuck in you. Make an opposed Melee check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's Body, both effects happen. A creature that would be disarmed but does not use a weapon instead becomes unable to take Trigger Actions until their next shot comes up. An unarmed attacker that loses shots lose their next action, while an unnamed attacker that is disarmed is defeated.

Melee Electricity

Electric Attraction

Basic Action

Make a Melee attack with a difficulty equal to your opponent's Dodge, ignoring any modifiers, such as those from trigger actions.

Electric Charge

Basic Action

Select an opponent within Melee meters to which you have a clear path not blocked by any stationary objects. Creatures in the way only matter if they are physically large enough to block your movement. With Electric Charge, you fly next to that opponent and make a Melee attack against him. This movement does not allow others to do Trigger Actions, tough the attack itself can.

Electric Soul

Stance

You can use your body to do melee attacks that do Mind +2 Electric damage.

Electric Strike

Inherent

You can make melee attacks that do Body +4 Electric damage, soaked by Toughness. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Lightning Strike

Limit Break

An attack so fast the target cannot dodge it - Make a Melee attack with a difficulty equal to the targets Reflexes and the target is allowed no Trigger Action defenses.

Lightning Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Lightning Touch does Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Shockwave

Limit Break

Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Electric damage.

Static Shock

Basic Action

Make a Melee attack with Body +4 Electric damage against all adjacent enemies. You cannot move as part of this Basic Action. See Combination Action for how you can combine this with movement.

Melee Fey

Borrow Power

Limit Break or Finisher

Make a Melee attack on another creature; if you hit you borrow a power and can use it for the rest of the scene. If you know a power target has that you want, you can pick that power. Otherwise you get a random power from the target. The target loses the use of the power for the same period. If performed as a Finisher, this power lasts until the end of the story.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Fairy Binding

Basic Action

You can make a Melee Attack. Damage is your Mind +4 (or more if using an implement). This is Neurotoxin damage soaked with Body.

The target hit undergoes a partial fairy transformation. Typical partial transformations add rock-like protrusions, makes plants or mushrooms grow on the target, changes skin color, and such. Instead of each Hit you would inflict, the target instead loses one point of Reflexes and one shot from his shot counter. If the target's Reflexes are reduced to zero, he is transformed into some fairy terrain feature; a fairy ring, tree, pool or the like according to the location and his nature. This is a Curse. Such a fairy terrain feature typically has some boon or blessing that can be used by others. Lesser transformations and Reflex losses reverse themselves when the target next recovers Hits.

Fairy Soul

Inherent

You can use your body to do melee attacks that do Mind +2 Physical Piercing damage, or more if you are using an Implement to improve damage.

Fairy Sting

Trigger Action (Combo)

When you make a Melee attack, before you make the attack roll, you can use this combo to make a very precise melee attacks that do damage based on your Reflexes instead of Body.

Fairy Strike

Inherent

You can make melee attacks that do Body +4 Piercing damage, soaked by Toughness. On a damage setback, the damage also has the effects of Infection damage. You can cure this Infection with a touch.

Soul Shard

Inherent

When you score a Damage Setback with a Melee attack, you can steal a part of the target's soul instead of inflicting another type of setback. The Soul Shard manifests a material object that can either be a part of the target's body (such as a tooth, fingertip, or a large tuft of hair) or it can be a crystal or gemstone depending on your style. The possessor of this object has access to the target's True Name, but using the True Name destroys the object or returns the body part to the former owner, making the Soul Shard a 1-use object.

Statues

Limit Break

A fey variant of the children's game, you call out "Statues!" and select an area with a diameter equal to your Mind. You must be in this area. Creatures in the area are momentarily paralyzed. Reversing the normal rules of melee, to not be hit creatures must stand absolutely still. You then move among the targets, striking those who fail to stand absolutely still. Tough this would logically take more time than a normal attack, the power ignores this and the timing works like any other Limit Break. Make a Melee attack against the Dodge or Maneuver of each target in the area, friend or foe. You can chose to use any attack you know or a basic unarmed strike doing Body +0 damage.

Melee Fire

Breath of the Dragon

Basic Action

Make a Normal Melee Attack attack with a +3 bonus to damage.

Cinder Strike

Limit Break

Make a strike that causes cinders to leap out and strike nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, causing Mind +2 Fire damage, or more if you are using an Implement to improve damage.

Claw of the Dragon

Trigger Action (Combo)

Add +2 to the Outcome of an already successful Melee attack or stunt you have just made.

Flame Spear

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create spears and pole arms.

Fire Strike

Inherent

You can make melee attacks that do Body +4 Fire damage, soaked by Toughness. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.

Fire Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Fire Touch does Fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.

Fuel for the Fire

Trigger Action (Focus)

Whenever you cause a Hit to an opponent using Melee, you can focus.

Hell's Heart

Limit Break

Make a Normal Melee Attack; if it causes a Hit the target takes a Damage Setback, in addition to normal damage.

Soul of Fire

Inherent

You can use your body to do melee attacks that do Mind +2 Fire damage, or more if you are using an Implement to improve damage.

Melee Flux

Aberrant Spasm

Trigger Action (Defense)

Use this when attacked. Bump into an opponent within reach; that opponent risks being hit by the attack that triggered Aberrant Spasm. Make a Melee roll. If this roll is greater than the attacker's skill check, the attack misses you. If it is also greater than the Dodge of the creature you bumped into, that creature is hit instead, using your Melee roll but the damage and effects of the initial attack.

Chaos Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.

Chaos Touch does a random type of damage each time it is used, roll 1d6 and read on the following table:

  1. Acid damage
  2. Blunt damage
  3. Cold damage
  4. Fire damage
  5. Sonic damage
  6. Electricity damage

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Different Flux users may have different damage tables, but all should be soaked with Toughness

Chaos Strike

Inherent

You can make melee attacks that do Body +4 damage. Chaos Strike does a random type of damage each time it is used, roll 1d6 and read on the following table:

  1. Acid damage
  2. Blunt damage
  3. Cold damage
  4. Fire damage
  5. Sonic damage
  6. Electricity damage

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Drunken Fist

Basic Action

Strike an opponent, adding the number of hits you have taken to the attack roll, to a maximum of +3.

Soul of Chaos

Inherent

You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage. The damage type is random, rolled for each attack.

  1. Sonic damage.
  2. Electricity damage.
  3. Impact damage.
  4. Fire damage.
  5. Acid damage.
  6. Cold damage.

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Melee Force

Extended Attack

Basic Action

Attack an opponent from a distance. The range of your strike in meters is equal to your Mind. Damage is normal for the type of attack. If your attack hits, you have managed to keep that opponent at bay for some time. Because your opponent now has a hard time reaching through your guard to strike back at you, your passive Dodge against his Melee attacks is increased by +3 until he hits you or until the end of the round, whichever comes first. This bonus does not stack with any other Dodge bonuses.

Force Strike

Inherent

You can make melee attacks that do Body +4 Impact damage, soaked by Body.

Force Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Force Touch does Impact damage.

Forcewield

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way. This power can create any melee weapon of Clockwork or lower tech level.

Ram Touch

Basic Action

Push an opponent by making a Melee attack that does Body +4 Blunt damage. For each point your damage exceeds the target's Toughness he is pushed one meter away from you. If the target is pushed he loses a shot regaining his balance.

Against immobile objects, Ram Touch does +5 damage instead of pushing them back, breaking what it cannot push.

Soul of Force

Inherent

You can use your body to do melee attacks that do Mind +2 Impact damage, or more if you are using an Implement to improve damage.

Melee Gifts

Attack Routine

Trigger Action (Combo)

You have a specific succession of attacks you regularly use, such as a claw/bite routine. Whenever you have done the first step in such a routine, you can follow up with the second step as a trigger action. Each step can be any specific Melee attack that is a Basic Action and made with a separate part of your body.

Longer attack routines are possible; if you take this power additional times, your attack routine gains one additional step, that triggers when the previous step is completed.

Beast Strike

Inherent

You can make melee attacks that does Body +4 Cutting and Piercing damage, soaked by Toughness. Apply the best damage type against each target.

Death Frenzy

Inherent

When defeated, you can launch a Basic Action melee attack on an adjacent creature. If you have any Trigger Action combos that can follow those attacks, you can use those too using normal rules but ignoring shot costs.

Embodiment of Power

Trigger Action (Combo)

Select one stunt, power, or stick that you can use and that is normally a Basic Action. Your body manifests this power very strongly; whenever you touch another creature - such as with a successful unarmed or natural Melee attack made by or against you - you can use this power and immediately use the chosen basic action against the creature that touched you.

Extra Arms

Stance or Inherent.

You have an extra pair of arms that work just like your normal arms. These "arms" may be a prehensile tail, short tentacles, legs, or other appendages capable of grasping weapons. One "pair" of arms can actually be a single limb, such as a tail.

The arms can be either inherent or a stance. Inherent arms are always there. With a stance, you only have the extra arms when you use the stance. This schtick gives you the arms and lets you use them in combat. They might be of use in other situations with different stunts, but it is in melee that their true utility comes out. You can take this schtick several times to gain even more arms and additional combat benefits.

You can make a Normal Melee Attack against two enemies in hand-to-hand combat. Each extra set of arms adds another enemy. Alternatively, you can use these extra arms to effectively assist yourself when attacking a single enemy. Each extra pair of arms gives a +1 modifier on Melee attacks, up to a maximum of +3 for 3 additional pairs of arms.

Quill Insertion

Basic Action

You insert quills into he victim's flesh, making it painful and hard for him to move. Make a roll of Melee vs. Dodge, on a success the target's Reflexes suffers a penalty of -1 until the end of the scene. If the attack scores an Outcome matching the target's Reflexes, the penalty is increased to three. The target also loses three shots. The penalty can be cured with a First Aid stunt using Know against your Melee, or the quills can be removed automatically outside of combat.

Sticky

Trigger Action (Combo)

Use this power when you hit with an unarmed Melee attack or when you are hit with a Melee attack. Make a Melee vs. Dodge check. On a success, you and the target are stuck together. The target can avoid the effect by spending 3 shots. On an Outcome matching the target's Body, you are stuck no matter what.

A weapon stuck this way cannot be used and the wielder must either let go of it or try to pull it free with an opposed Body check as a Basic Action.

If you and another creature are stuck together this way, neither of you can move away from the other (tough circling around each other is possible). As a Basic Action, you can try to either drag the other along, or pull free - in both cases it is an opposed Body roll. It is also possible to use Contortions to slip free using Reflexes.

Tentacles

Basic Action

You can extend long tentacles. You can use these to attack enemies in hand-to-hand combat while keeping your own vital parts out of harm's way. Your tentacles are elastic and can stretch to cover a diameter equal to your Body in meters with you at the center. You can take this schtick several times tog gain multiple tentacles. You can have more tentacles than you have schtick picks in tentacles, but any additional tentacles are purely cosmetic. Variants of Tentacles can be just about anything. A prehensile tail, animated hair, a swarm of insects, flying scarves, tree roots, animated water, ectoplasmic manifestations, or psychic shock waves; anything is possible. You can do a Interference stunt using your Melee skill anywhere in this area.

Each tentacle is effectively an unnamed creature with your Body, but it lacks its own shot counter. It can only be interacted with as described here. As a Basic Action, you can activate all your tentacles to make a Normal Melee Attack against any creature in reach for Body +0 Blunt damage. You can only attack a particular target once when activating Tentacles, but up to four tentacles can assist each other against a target, with the usual +1 bonus for each additional tentacle. You can use other schticks that are Basic Action attacks with your tentacles. Damage is always Body +0, but the Damage Type can vary with powers/weapons used.

You can use a tentacle to absorb a melee attack; sacrificing a tentacle instead of suffering the normal effect. Opponents can make Melee attacks against your tentacles in any space the tentacles can reach. Any successful Melee attack against a tentacle puts it out of the fight. A defeated tentacle becomes unavailable for the rest of the scene. At your option, powers that heal can instead restore one tentacle per Hit it would normally heal.

Melee Ice

Cold Feint

Trigger Action (Combo)

When you are taking a Basic Action to attack and the opponent declares Trigger Action (Defense); the defense is negated and your target cannot make another. This is an exception to the rule that trigger actions cannot trigger each other.

Cold Strike

Inherent

You can make melee attacks that do Body +4 Cold damage, soaked by Toughness. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Hailstorm Attack

Basic Action

Make two Normal Melee Attacks against the same or adjacent opponents.

Ice Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Ice Touch does disruption/cold damage.

Icewield

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create rapiers, spears, and picks.

Icicle Explosion

Basic Action

Make a Melee attack with Body +4 Piercing damage against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.

Icicle Lunge

Limit Break

An extended Melee attack with a +3 bonus to the attack roll and to damage. You cannot take Trigger Actions until your next shot comes up.

Sharp Edges

Trigger Action (Result)

Make a Melee attack that is normally a Basic Action against an opponent who has just missed you with a melee attack.

Soul of Cold

Inherent

You can use your body to do melee attacks that do Mind +2 Cold damage, or more if you are using an Implement to improve damage.

Melee Illusion

King Monkey

Limit Break

Do a series of confusing and distracting moves, taunts, shrieks and poses. This gives you a +3 bonus on your Melee and Charm until you are next hit by an attack, until an opponent makes a successful Charm stunt against you, or the fight ends. This ability does not work outside of a fight. You cannot simultaneously benefit from several uses of King Monkey.

Monkey's Dance

Focus

Just after an action you attempted fails, you display anger, frustration, disappointment, pain or just generally making a fool of yourself. You become focused.

The very name of this maneuver is a taunt against the more formal styles, with their precise stances. It's pronunciation varies somewhere between the proper name and Monkey Stance.

Monkey Toss

Basic Action

Grab an opponent and roll along the ground with him, finally tossing him away.

This is a Melee attack that does damage equal to your Body +0. If you do any damage at all, you can make a normal Move, and take your opponent along for the ride. This is in addition to the normal movement for a basic action. You then let go and throw him three meters in a direction of your choice. The target loses a shot regaining his balance.

Spectral Strike

Inherent

You can make melee attacks that do Body +4 Illusory damage, soaked by Toughness. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.

The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.

Spectral Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Spectral Touch Touch does Illusory damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.

The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Note that the illusory damage only applies if it is more effective than your normal damage.

Spectral Weapon

Stance

You create one or more illusory melee weapons or natural attacks of your choice in your hand(s). These weapons do Illusory damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.

The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.

Vengeance of the Monkey

Trigger Action

When you are attacked but missed by an opponent in hand-to-hand combat you may make a Melee attack with Body damage. If you inflict a Hit, the opponent is thrown 3 meters and loses a shot.

Melee Life

Anti-Healing

Inherent

You can use your body to do melee attacks that do Mind +2 soaked by Body - or more if you are using an Implement to improve damage. This is Wounding damage which has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.

Fountain of Life

Limit Break

You release a burst of life energy than enlivens allies and shocks enemies. You affect all creatures who are within 2 meters of you. Make a Melee attack against each enemy in the area doing Body +2 Wounding Stun damage soaked by Body. Wounding damage has special rules. Allies in the area (but not you) recover one Hit as long as their Body is not higher than your Melee. Depending on style, this can have side effects like flower petals all over the area.

Life Attack

Basic Action

Make a Normal Melee Attack attack. The difficulty of this attack is always the target's base Dodge score - no defensive modifiers apply.

Shed the Unliving

Basic Action

You make a living body shed any non-living attachments it might have, removing armor, clothes (as far as the genre allows), and other equipment of your choice. Make a Melee attack; on a hit you can make the target drop one significant item or set of armor. The target can choose to keep holding the item by immediately sacrificing three shots. If your Outcome matches the target's Reflexes the item is lost with no chance to retain it, and the target cannot pick it up again for the rest of the scene as his body actually repels it.

Wounding Strike

Inherent

You can make melee attacks that do Body +4 Wounding damage, soaked by Body. Wounding damage has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.

Wounding Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Wounding Touch does Wounding damage soaked by Body. Wounding damage has special rules. Non-living creatures and objects (such as robots and doors) are immune to this damage, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.

Melee Light

Banish Darkness

Finisher

Any powers affecting the target can be negated at your option. For example, summoned targets are sent home, transformed targets returned to their basic shape, and dominated targets become free again. You can also negate stances and boosting powers on the target. A Curse is only temporarily negated for the current scene and then returns, but this might be enough for the cursed creature to make amends or seek help.

Center of the Universe

Stance

All enemies within Mind meters whose Mind is lower than yours and who are able to choose you as their target must do so, or refrain from attacking altogether. A target that is attacked by someone else can retaliate against that target instead of attacking you.

Glowing Hands

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Glowing Hands does Radiation damage.

Shining Strike

Inherent

You can make melee attacks that do Body +4 Radiation damage, soaked by Toughness.

Soul of Light

Inherent

You can use your body to do melee attacks that do Mind +2 Radiation damage damage, or more if you are using an Implement to improve damage.

Touch of Perfection

Basic Action

Make a normal Melee attack. The target can only use Toughness (or Body) to soak the damage, any exceptional types of damage reduction won't work.

Melee Magic

Enchant Attack

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.

Enchant Attack does damage based on any Form you know. Regardless of what forms you know you can always choose to do additional damage of the same type the weapon already does.

Mage Strike

Inherent

You can make melee attacks that do Body +4 damage. The damage type is based on any Form you know; you can always choose to do Radiation damage.

Mage Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Your damage value is not increased. The damage type is based on any Form you know; you can always choose to do Radiation damage.

Soul of Magic

Inherent

You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage.. The damage type is based on any Form you know; you can always choose to do Radiation damage.

Melee Metal

Flying Steel

Stance

You can manipulate nearby tools and metal objects, and can use metal objects (such as a tool, some scrap metal, a metal gauntlet or a metal-studded glove) to manipulate any kind of object within Mind meters of you, just as if you were using your regular hands. You can also use this to attack with a metallic melee weapon against any target in range.

Iron Bonds

Basic Action

You bind your opponent in bands of metal. Make a Melee check against the target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions, or you can choose the result of the die on one condition. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

These restraints can be escaped with a Contortions stunt pitting Reflexes against your Melee or destroyed by another person; they have a Body equal to your Melee. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.

Metal Strike

Inherent

You can make melee attacks that do Body +4 Blunt, Cutting, and Piercing damage, soaked by Toughness. If the target has different soak values against these damage types, use the worst one.

Needle Sharpness

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.

Needle Sharpness does Piercing damage.

Returning

Inherent

After you throw a metal weapon, you can use this to instantly retrieve it.

Spring Back

Trigger Action (Combo)

You imbue a metal weapon with increased flexibility. If you miss with a melee attack with a metal weapon (not a thrown attack), you can use this to make an additional melee attack with that weapon. Any Trigger Actions used against the first attack do not apply against this second attack.

Steel Edge

Inherent

You can extend a powerful natural weapon that can be used in melee and does Body +4 Piercing damage. This is not a damage-boosting stance; it is a natural weapon. It can be used with damage-boosting stances like Needle Sharpness.

Steelwield

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create metal weapons; almost all melee weapons can be made of metal, as can crossbows and guns.

You can also use this to transmute a weapon you are using into another weapon or into another material - in this way a dagger can be turned into a shield or a spear into a silver spear.

Warp Metal

Basic Action

You can warp metal by touch, turning metal tools and objects into a useless mass of weird metal for a scene. When the duration is up it returns to its original form. Make a Melee attack to touch an opponent's armor or weapon. Opponents gain no bonus when using the Block or Parry abilities of metal items against this attack. A hit on armor renders any metal armor ineffectual for the rest of the scene. If you strike a metal-armored opponent several times with this power, treat later attacks as if you were using Iron Grip. If you hit a metal weapon, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his Reflexes, the weapons is warped and useless. Against objects and creatures made of metal that lack armor (or whose armor you have defeated), such as Metal Elementals and most Robots this power instead does Body +6 damage.

Whirlwind Sword

Basic Action

Make a Normal Melee Attack with a melee weapon against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.

Melee Mind

Focus of the Void

Trigger Action (Focus)

Spend a Fortune point and use this schtick to become focused.

Mind vs. Body

Inherent

You can use your body to do melee attacks that do Mind +2 psychic damage soaked by Mind, or more if you are using an Implement to improve damage.

No Presence

Limit Break

By suppressing your aura, you can escape attention. You can take a single basic action, and no-one can see or react to this action in any way. If you attack, targets can only use Reflexes for defense. You always become visible at the end of the action when using No Presence; there is no way to make yourself continuously invisible.

You can use No Presence out of action rounds, this allows short dashes from cover to cover. You can sneak across open spaces in rushes no longer than twice your Move in meters.

Soul of Psyche

Inherent

You can use your body to do melee attacks that do Mind +2 Psychic damage, or more if you are using an Implement to improve damage. This is soaked with Mind instead of Toughness. Objects and creatures without sentience, such as Animals and Robots are immune.

Strength of Will

Stance

You can substitute your Mind for your Body when calculating the damage of unarmed Melee attacks.

Melee Order

Hug of the Bear

Limit Break

Do a Clinch maneuver. If successful, the clinch prevents your target from taking any action except trying to break free. The only action your victim may take when his shot comes up is a Dodge check against your Melee; on a success the hold is broken.

Paw of the Bear

Basic Action

Do a Clinch maneuver. If successful, the clinch prevents your target from taking an action against anyone but you.

Sonic Strike

Inherent

You can make melee attacks that do Body +4 Sonic damage, soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.

The Bell Tolls

Basic Action

Make a Melee attack that is clearly telegraphed but of great power. Unless the target uses an Active Defense to defend against this attack, you get a +3 bonus to this attack.

Thunder Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Sonic Blast does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.

Melee Plant

Falling Timber

Limit Break

Use your entire body as a weapon, battering your enemy down with your mass and power. A foe hit by this dreaded attack takes Blunt damage equal to twice your Body.

Log Lunge

Basic Action

You strike an opponent with a limb, branch, root or other massive appendage for Body +6 damage, soaked by Toughness or Reflexes, whichever is best.

Poison Strike

Inherent

You can make melee attacks that do Body +4 Neurotoxin damage, soaked by Toughness. Neurotoxin damage has special rules for bypassing soak.

Poison Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Poison Touch does neurotoxin damage soaked with Body. Not the special wounding rules for biological damage.

Serenity of the Soil

Focus

At any time when you have taken hits equal to half your Body, you can use this power to become Focused.

Sticky Sap

Trigger Action

When an opponent hits you with a Melee attack and inflicts damage, you can make their weapon or limb get stuck in you. Make an opposed Melee check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's Body, both effects happen. An unarmed attacker sticks to you instead of being disarmed, and cannot chose to be disarmed and can only lose shots. The one of you with the lower Body score cannot move away from the other. If one of you has a greater Body, he can move away from the other as a Basic action, dragging the weaker one along.

An entangled weapon or limb can be dispelled, escaped with a Contortions stunt pitting Reflexes against your Body or destroyed; they have a Body equal to your Impress.

Thorn Explosion

Basic Action

Make a Melee attack with a natural attack or a wood-shafted weapon against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.

Thorn Strike

Basic Action, Trigger Action (Combo)

You grow thorns and use a Basic Action to make a Melee attack attack doing Body +4 Piercing damage. If you hit with this attack, you can attack another target you can reach as a Trigger Action (Combo). You can continue to do this as long as you don't attack any target more than once and continue to hit with each attack. This is an exception to the rule that Trigger Actions cannot trigger Trigger Actions.

Woodwield

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create wooden and shafted weapons; axes, spears, staffs, shields, and clubs

Melee Psi

Psychic Coordination

Trigger Action

When an ally you touch or are adjacent to makes a Melee attack and misses, you can make a Melee attack on the same opponent if you could otherwise do so (you have to be in range and able to attack).

Psychic Sword

Basic Action

You create a blade of psychic energy that you can wield as a Melee weapon that does Mind +4 Psychic damage. This is soaked with Mind instead of Toughness.

Melee Space

Dim Mak

Basic Action

You can transfer the force of your blow through an inanimate object without harming the object. Make a Melee attack that ignores any Armor the opponent may have, attacking Body instead of Toughness. You can also do other special Stunts based on the ability to ignore intervening substance, such as strike at a wall to damage a man leaning against the other side or destroy a specific brick in a pile.

Core Strike

Limit Break

Strike at your opponent's core; your attack materializes inside his body. The target's soak attribute against this attack is zero. It is hard to damage very large things this way. The target can use Body as Dodge if Body is higher.

Extended Touch

Trigger Action (Defense, Combo)

You nearby warp space so that you can reach further. You can intercept opponents attacking you from within Mind meters, striking would-be attackers that you manage to keep at bay. Whenever an opponent within Mind meters of you misses you with an attack using Shoot or Melee, you can use this to make a Normal Melee Attack on them, even at range.

You can also use it as a combo to make your melee attacks reach further.

Teleport Strike

Basic Action

Instead of moving normally, you teleport a distance up to your Move and make a melee attack from an unexpected direction. This is a Normal Melee Attack against which your opponent can't use a trigger action. Trigger actions that can be used when surprised can still be used against Teleport Strike.

Melee Spiritual

Blessed Strike

Inherent

You can make melee attacks that does Body +4 Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Blessed Smite

Inherent

You can make Normal Melee Attacks that do normal weapon damage, but of an unusual type. Used unarmed, this does Body +4.. Blessed Smite does Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Blessed Weapon

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.

Smite does Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

An attack like this that does both physical and mental damage can either add +2 to the physical damage, or use its normal damage, soaked by Mind.

Divine Weapon

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way. This power can create weapons favored by your patron god(s) or otherwise aligned with you spiritually.

Soul Smite

Inherent

You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage. This is Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Soul Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. This is Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Spirit Weapon

Trigger Action (Combo)

You can create an ephemeral fist or animate a melee weapon to fight independently of you, which allows you to make a Normal melee Attack against any opponent within Mind meters as a combo with any other Basic Action. Use your Melee skill and a damage of Mind +2, or more if using a melee weapon with higher damage.

Zeal

Stance

Select a creature that is somehow abhorrent to your ethos when you activate this stance. A creature can qualify because of its type, race (making you a racist), or ethos. When you make an attack against this creature, the attack roll is Confident. But if you roll snake eyes on such an attack, you suffer a Setback as your zeal backfires.

Melee Tech

Behavior Chip

Finisher

A popular device, with many applications in psychology and crime prevention, but also the perfect tool for an autocratic regime, the Behavior Chip is an AI personality that overrides the user's motivations.

You can install a Behavior Chip in Melee, and it takes a Melee vs. Create roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse.

The Behavior Chip contains a set of goals and objectives for the individual and his behavior, that he will normally obey with enthusiasm. Through a concerted effort of will the victim can fight the chip, but this is very difficult. They can make a Mind roll with a difficulty of 10. For each point of negative outcome, the chip is in total control for one round . For each point of positive outcome, the character has control of himself for one round. If the target manages an outcome matching your Mind, the Behavior Chip burns itself out.

Certain behavior chips trigger only under certain circumstances, such as a mole chip that makes you report on you activities each day or a traitor chip that makes you turn on your comrades in a particular situation. A Behavior Chip can be programmed prevent short-term memories from being recorded in long-term memory, creating periods of lost time, but it must delete a minute within five minutes of the event, or it will be in long-term memory.

Black Box

Finisher

Often fitted in operatives who are considered unreliable, untrustworthy or expendable, the Black Box is a recording device that records everything. Every movement, every emotion, every word, every pang of lust or jealousy is recorded and subject to later study and evaluation.

You can install a Black Box in Melee, and it takes a Melee vs. Create roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. The black box will upload its data by radio on demand or whenever the user connects to an open network. If the target is also fitted with Bug, the updates are constant. People with access to the victim's files know all his personal weaknesses, and can thus use social interaction directly against his Mind rather than against his Charm or Impress.

Bug

Basic Action

Technologiocal surveilance devices gain more and more complexity and stealth capabilities. The first ones were large and had to be mounted in rooms or cars, but sophisticated ones are not only small, but actively disguise themselves, deploy decoys, and move if their internal logic realizes they are spotted. You can install a Bug in Melee, and it takes a Melee vs. Dodge roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. These are bugs which are installed in the target's body. They broadcast homing and listening signals up to 5 kilometers which can be picked up with a receiver with the proper encoding. In a networked environment, this means the target can be kept track of and listened to almost anywhere.

Cortex Bomb

Finisher

It takes very little to kill you if explosives are placed inside your body.

You can install a Cortex Bomb in Melee. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. If the right stimuli, such as an encoded radio signal or a set time limit expires, the bomb explodes. A Behavior Chip can be given control over the Cortex Bomb, a particularly nasty situation. An exploding cortex bomb inflicts a [Wound] with a damage value equal to the installer's Melee skill. A Cortex Bomb explosion can be set to be grossly obvious by exploding the head or neck, or to be barely noticeable, looking like a natural medical event to all but an autopsy.

Cyberknucks

Inherent

You have reinforced fist bones that can be used in melee and does Body +4 blunt damage. This is not a damage-boosting stance; it is a weapon that can be used with damage-boosting stances like Razor Fangs.

Cybernetic Pile-driver

Limit Break or Basic Action

You have a cybernetic limb of vast strength you can use to inflict damage equal to your Melee. This is an arm, leg, head, or other large limb such as a pile-driver tail or it can even be mounted along the spine to strike straight up or down. Used against an opponent, this is a Limit Break. Used against a stationary object such as a door or wall, it is a Basic Action.

Impact Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. This is Impact damage.

Override Plug

Finisher

Your sponsor might want you to be a psychopathic killer, but they still want some control. With an override, this control is easily achievable; they can remotely shut you down at the flip of a switch. So can anyone else with the proper access code.

You can install an Override Plug in Melee. If it is instead surgically installed, it is so well concealed and hard to remove that it is considered a Curse. Anyone with the proper access code can automatically paralyze a body with an Override Plug installed as a Basic Action; the target loses all Hits.

Rippers

Stance

You can extend a concealed cybernetic weapon that can be used in melee and does Body +6 slashing or piercing damage (your choice on getting the power). This is not a damage boost; it creates a weapon that can be used with damage-boosting stances like Razor Fangs.

Slicers

Inherent

You have sharp nails that can be used in melee and does Body +3 slashing damage. Slicers will pass even close examination. This is not a boost; it is a weapon that can be used with damage-boosting stances like Razor Fangs.

Melee Time

Coil of the Snake

Trigger Action (Focus)

You can use this to focus when you are attacked in melee and your opponent misses.

Lunge of the Snake

Limit Break

This is a Melee attack with a +3 bonus on the attack roll and against which an opponent cannot use an Trigger Action. A trigger action that can be used when surprised still works against Lunge of the Snake.

Strike of the Snake

Trigger Action (Defense)

Whenever you are attacked in melee, you may use this to do an unarmed Melee attack for Strength +0 damage.

Time Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. You increase the effective mass of your weapon to cause Blunt damage.

Timelesss Strike

Inherent

You can make melee attacks that does Body +4 Blunt damage. Targets cannot take trigger actions in response to a Timeless Strike.

Melee Water

Acid Strike

Inherent

You can make melee attacks that does Body +4 Acid damage, soaked by Toughness. Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.

Acid Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Acid Touch does Acid damage.

Acrobatic Strike

Basic Action

Make a Normal Melee Attack attack or a Dodge or Maneuver stunt that involves an an acrobatic maneuver. Until your next action you get a +3 bonus to Dodge. This stops at the end of the round or when you take any action, including a trigger action. Trigger actions you take the same shot you use Acrobatic Strike do not end the Dodge bonus.

Center of the Maelstrom

Trigger Action (Focus)

You can focus whenever you have been attacked by three different opponents in one round.

Soul of Acid

Inherent

You can use your body to do melee attacks that do Mind +2 Acid damage, or more if you are using an Implement to improve damage.

Torrent of Fury

Limit Break

You make a whirling attack against multiple opponents, actually walking on them as you kick them. You may attack all opponents who are standing in an area with a diameter equal to your Move; you must stand inside the area you wish to attack. This uses your normal unarmed damage.

Water Strike

Basic Action

Make a motion in which your hands or weapon seems to become springy and flexible. Make a Normal Melee Attack against which your opponent can't use a trigger action.