Melee Schticks (Action)

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Heroic Action Role-Play

Disarm

Basic Action

You can entangle other weapons, especially long and powerfully unbalanced weapons. Add the damage add of your opponent's weapon to your Melee roll. If you hit, the opponent loses the grip on his weapon. He can either immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his Reflexes, he loses the weapon and you can either kick it away or pick it up.

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 Body +2 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 Melee power or schtick that does not specifically have to be made unarmed.

Power Fist

Basic Action

Make an unarmed attack that does Body +5 Blunt damage.

Pugilist Stance

Stance

Your unarmed attacks do Body +4 damage.

Signature Weapon

Inherent

When you acquire this schtick, specify a single Melee Weapon as your signature weapon. 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. 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. It has a kind of script immunity in that it is never permanently lost or destroyed, tough you might have to work hard to protect it.

Takedown Counter

Trigger Action (Combo)

You use the power of an enemy's attack against him. Make a melee attack against a target that just missed you in melee, inflicting Concussion damage equal to your Reflexes. Concussion damage is soaked using Reflexes. If you manage to do any damage, your target loses a shot.

Throw

Limit Break

You trip an enemy. Make a body tackle as a melee attack against your target's Dodge and inflicting Concussion damage equal to your Reflexes. Concussion damage is soaked using Reflexes. If you manage to do any damage, throw your target a meter per point of damage inflicted and he loses a shot.

Two-Fisted Action

Trigger Action

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