Combat

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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.
  • 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



Version 2.5.2
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