Combat

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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 apparatus instead. Different families and schools have developed intricate specialized fighting styles over the ages, all vying to be acknowledged as the best.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Associated Abilities

  • Brawl: Your slam attack gains +1dE and you gain a bonus on combat unarmed against an unarmed opponent.
  • Grapple: Use an Action to grab an opponent within Reach. A Good roll Locks the target. A Lock requires two hands and Effort each Turn to maintain. Alternatively, Grapple may be used to break free of a Lock with a Good roll.
  • 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.
  • Whirl: You gain a bonus with flex weapons and do not strike yourself on a fumble.

See Also



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