Difference between revisions of "Combat"
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Revision as of 04:22, 29 March 2014
Your expertise with all forms of melee combat. Almost every attack you attempt against a target inside your reach will use your fight score. Fight is controlled by strength.
Battle
Battle. You commit to fighting any opponent in your zone for the duration of the project. This may be rolled as a complication with hits as a consequence, or even one or more encounters.
Block
Block. You may use this skill to stop an attack with an object. You may block with a normal defense or a guard. You can try to block any attack you are aware of, but only if it isn't from an overlapping area and is forward of your flank. You suffer a Penalty (-2) attempting to block with an item that does not have the aegis keyword. If you win the contest the item takes the hit from the attack instead of you.
Counter
Counter. A special parry. When hit with a melee attack, you use your guard to strike back with a hack of your own. This attack suffers a Penalty (-2), but if it succeeds there is no contesting it. Aborting the original attack automatically avoids the counter, otherwise it automatically hits. You may still use other defenses (such as a dodge or a block) against the original attack if you have any available. The counter and the original attack are considered simultaneous, so effects rolled from each apply only after both have been resolved.
Hack
Hack. You try to hit an opponent within reach. A hack may be contested with a block, a parry, or a dodge. If you succeed you deal effects to your target based on the weapon you used. If you make a melee attack without a weapon use your slam effects. If reach isn't specified then it is always adjacent areas. Your target must be in front of your flank or inside your area.
Fend
Fend. You gain a single parry or block defense, your choice. You must select which you will gain when you take the snap. Once chosen, you have that defense available until you use it, or until your next turn.
Lock
Lock. If you are unarmed you may lock an opponent in place of using your slam. A weapon with the grab keyword has this option too. Once you have a lock, you may use punishments in place of further effects. A lock is normally elaborate, requiring two hands to maintain.
Parry
Parry. You may use this skill to divert an attack. You may parry with a normal defense or a guard. You can try to parry any attack you are aware of as long as it is forward of your flank and within your reach.
Throw
Throw. You use a special fight action and make a close range attack. The maximum range you may throw an object is equal to your strength minus the object's Enc. If the object has the balanced keyword you gain a Bonus (+2) to your strength for determining range. A thrown weapon deals its normal effects. A thrown object simply deals your slam at range.
Unlock Abilities
A high fight score is required for some abilities:
See Also
Skill Cost
Version 2.5.0
©2014 Frameworks Games
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