Melee Schticks (Action)

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Heroic Action Role-Play

Iron Fist

Inherent

You have hardened yourself so that you can do Body +2 damage with unarmed attacks.

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. Objects with script immunity are not destroyed, merely dropped, but this schtick is still canceled for the sequence.

Improvised weapons generally do Strength +4 damage, but particularly inventive items can function like some regular Melee weapon, generally with a -2 damage penalty unless that type of weapon has the Improvised quality. You can use such improvised weapons with any Fu power that does not specifically have to be made unarmed.

Power Fist

Basic Action

Make an unarmed attack that does Body +4 damage.

Pugilist Stance

Stance

Your unarmed attacks do Body +3 damage.

Signature Armor

Inherent

You have a particular suit of armor that you almost always wear, and that has become something of an extension of your own personality. This is a unique set of armor, like the plate mail awarded you by your liege for services rendered. Mementos of dying comrades or loved ones are also common. This refers to a single, particular item, not all armour of its type.

It is very much a part of you. Under most circumstances, nobody will question your right to wear it, so its there in many situations where armor could not normally be worn. You also ignore any Reflex penalties the armor would normally give. It still has weight, makes noise and so on, though this does not penalize you in any way.

Signature Weapon

Special

When you acquire this schtick, specify a single hand-to-hand weapon as your signature weapon. This weapon is very much a part of your identity, and using it is second nature to you.

This is a unique weapon, like the rapier awarded you by your liege for services rendered, the sword you forged as a culmination of your training, or the ax your grandmother gave you as a coming-of-age present. Mementos of dying comrades or loved ones are also common. This refers to a single, particular item, not all weapons of its type. It is very much a part of you. Under most circumstances, nobody will question your right to carry it, so its there in many situations where a weapon could not normally be carried.

You can use this weapon with any Fu power that does not specifically have to be made unarmed.

Two-Fisted Action

Reflex Action

When you have both fists free for combat, you are capable of making a flurry of attacks in rapid succession. Whenever you throw a basic punch and have both hands free, you can use this schtick immediately afterwards to throw another punch at the same target. You can do no more punches this way than you have free hands (Beware the six-armed god of pugilism).

Weapon Mastery

Special

Pick one type of melee weapon; you can use this weapon with any Fu power that does not specifically have to be made unarmed.

Weapon Tricks

These schticks are inherent to certain weapons (see the Melee Weapons article), but can also be learned as schticks and used with any weapon or unarmed.

Entangle

Basic Action

You can make an attack that does no damage, but entangles your target, so that he loses three shots from his current shot and cannot spend any shots until his next action comes up.

If you score an Outcome matching the target's Reflexes, he must be cut loose before he can do anything but try to cut himself loose. Cutting someone lose is a Basic Action melee attack; any hit breaks the entangle. If you let go of the weapon or use it for anything besides attacking this target, the effect ends.

Great Blow

Basic Action

A Great Blow is a powerful all-out attack. It always requires two hands, even with a weapon that is normally used one-handed. It receives a +3 bonus to your damage, but you cannot spend shots on anything, such as an Trigger Action, until your next shot comes up.

Improvised

Basic Action

You can improvise a weapon from materials at hand. Improvised means it's not made as a dedicated weapon - it has been found or scrounged from civilian gear. Examples include staves used as quarterstaves or spears, wood cutting axes used for war, boards used as shields, and so on. Certain weapons are easily scrounged, while certain people have a knack for improvising almost anything (as long as they can somewhat convincingly describe how they do it).

Such scrounged versions are less durable than the real thing, and break on any snakeyes roll. In addition, any Disarm Stunts get a +3 modifier against such a weapon. Of course, a purposely crafted version of the weapon does not have these drawbacks.

Intercept

Trigger Action (Result)

You can intercept opponents moving in to attack you in Melee, striking would-be attackers that you manage to keep at bay. Whenever an opponent misses yu with a Basic Action attack in Melee, you can use this to make a Melee attack on them.

Returning

Trigger Action (Combo)

After you [#Throw|throw]] a weapon, you can use this to instantly retrieve it. It might be attacked to a string, bounce back to you, or naturally return to you like a boomerang does.

Stunning Blow

Inherent

If you manage to cause any damage, your target also lose one shot from his shot counter unless he is resistant to pain.

Throw

Basic Action

You can throw a melee weapons as a short range ranged attack.