Difference between revisions of "Combat"

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(Associated Abilities)
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Check against combat to attack or defend yourself in [[battle]]. Combat is used for unarmed or weapon fighting, including thrown weapons and bows. Firearms fall under [[machinery]] instead. Different families and schools have developed intricate specialized fighting styles over the ages, all vying to be acknowledged as the best.  
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Your battle training and killer instinct. Combat is used for unarmed fighting, weapons, thrown weapons, bows, and even any firearms that exist. Different families and schools have developed intricate specialized fighting styles over the ages, all vying to be acknowledged as the best. Common uses include:
*'''Fend.''' Use a snap and gain a single extra [[parry]] [[defense]].
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*'''Fend:''' Use a snap and gain a single extra [[parry]] [[defense]].
*'''Fight.''' You use an action to attack an opponent each. If you succeed you deal effects based on the weapon you used, or your [[slam]] if you are unarmed.
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*'''Fight:''' Use an action to attack an opponent within reach. If you succeed you deal effects based on the weapon you used, or your [[slam]] if you are unarmed.
*'''Lock.''' You use an action and roll against combat to grapple with a target within [[reach]]. A lock is [[elaborate]], so you suffer a penalty if you do not have two free hands. If you are in a lock you suffer a penalty on any check except breaking out, which requires a successful lock action of your own. You may use a [[defense]] to parry any snap or action your locked opponent attempts.
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*'''Grapple:''' Like Fight, but instead of dealing damage you [[lock]] the target. A lock is [[elaborate]], so you suffer a penalty if you don’t have two free hands. If you are locked you suffer a penalty on any check (including defenses) except breaking out. Breaking out is a grapple action of your own. When you have someone locked, you may use a defense to parry any action they attempt.
*'''Parry.''' Check combat to contest any attack forward of your [[flank]] and within your [[reach]]. You may parry a ranged attack, but only if the attacker is within your reach. The [[block]] keyword allows you to parry attacks fro farther away. A '''counter''' and is a special form of parry that requires your [[guard]]. You attack with a penalty. If you succeed your attack hits, and if you win the contest you also avoid the original attack. The attacker may contest your ounter attack normally.
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*'''Parry:''' Check combat to contest any attacker within your [[reach]]. Targets behind your [[flank]] are not within reach. You may parry a ranged attack if the attacker is within your reach. The [[block]] keyword allows you to parry attacks outside your reach, but they can’t be from behind your flank. A [[counter]] is a special parry that requires your guard. You roll an attack with a penalty, and if you win you both parry and roll effects against the attacker!
*'''Skirmish.''' A quick battle may be rolled as a [[complication]] with hits damage as a consequence. You may have to check for a full exchange to determine how much damage you suffer in a dangerous location.
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*'''Skirmish:''' A quick battle may be rolled as a [[complication]] with hits as a consequence. You may have to check for a full exchange to determine how much damage you suffer in a dangerous location.
*'''Throw.''' You use an action and make a [[close]] range attack. Subtract the [[bulky]] rating of an object from the distance you can throw it. A thrown weapon deals its normal effects, or your [[slam]] if you are throwing an object.
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*'''Throw:''' Use an action and make a [[close]] range attack. [[Bulky]] objects have a maximum range of (Strength - Bulky). A thrown weapon deals its effects, any other object deals your slam.
  
 
==Associated Abilities==
 
==Associated Abilities==

Revision as of 06:22, 17 July 2016

Your battle training and killer instinct. Combat is used for unarmed fighting, weapons, thrown weapons, bows, and even any firearms that exist. Different families and schools have developed intricate specialized fighting styles over the ages, all vying to be acknowledged as the best. Common uses include:

  • Fend: Use a snap and gain a single extra parry defense.
  • Fight: Use an action to attack an opponent within reach. If you succeed you deal effects based on the weapon you used, or your slam if you are unarmed.
  • Grapple: Like Fight, but instead of dealing damage you lock the target. A lock is elaborate, so you suffer a penalty if you don’t have two free hands. If you are locked you suffer a penalty on any check (including defenses) except breaking out. Breaking out is a grapple action of your own. When you have someone locked, you may use a defense to parry any action they attempt.
  • Parry: Check combat to contest any attacker within your reach. Targets behind your flank are not within reach. You may parry a ranged attack if the attacker is within your reach. The block keyword allows you to parry attacks outside your reach, but they can’t be from behind your flank. A counter is a special parry that requires your guard. You roll an attack with a penalty, and if you win you both parry and roll effects against the attacker!
  • Skirmish: A quick battle may be rolled as a complication with hits as a consequence. You may have to check for a full exchange to determine how much damage you suffer in a dangerous location.
  • Throw: Use an action and make a close range attack. Bulky objects have a maximum range of (Strength - Bulky). A thrown weapon deals its effects, any other object deals your slam.

Associated Abilities

  • Brawl: Your slam attack gains +1dE and you gain a bonus on combat unarmed against an unarmed opponent.
  • Hurl: You gain a bonus when throwing a weapon or item, and may equip the weapon as part of your throw action.
  • Slash: You gain a bonus with blade attacks, and blades deal +1dE.
  • Stave: You gain a bonus with rods, and may parry or counter movement with them.
  • Whirl: You gain a bonus with flex weapons and do not strike yourself on a fumble.

See Also



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