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fate:melee_weapons [2012/12/19 14:46]
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-====== Melee Weapons ====== 
  
-This is the skill for fighting with hand-to-hand weapons, from swords to axes and clubs, and anything in between. This also covers the ability to throw small hand-held weapons up to one zone or use unusually long weapons to attack an adjacent zone. Melee Weapons can be used in defense as well from attacks made with Fists and Melee Weapons. Users are well versed in fighting styles and weapons and make use this skill for knowledge on these subjects. Actually creating or repairing weapons uses [[Crafts]]. 
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-===== Trappings ===== 
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-==== Distance Weaponry ==== 
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-This skill covers the ability to throw small hand-held weapons (knives and throwing axes) as well as use weapons that have long reaches (pikes and long spears) to attack an adjacent zone. 
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-==== Melee Combat ==== 
-This is a combat skill that can be used to attack and place maneuvers that incorporate a physical weapon - but not bare hands. When used to attack weapons most always deal physical stress. 
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-==== Melee Defense ==== 
-Melee Weapons inherently allows a user to defend themselves against other Melee Weapons and Fists attack. [[Athletics]] is used to defend against ranged attacks and [[Will]] against mental. 
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-==== Weapon Knowledge ==== 
-Knowing in using weapons imparts some knowledge about them and how others use them. This can be used in assessments or making declarations that covers those areas. A example is //I can tell this sword is dwarven-forged by the smithmark near the hilt//. 
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-===== Stunts ===== 
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-^ Stunt ^ Prerequisite ^ Description ​ ^  Page((Page numbers are in the Legends of Anglerre book until otherwise noted)) ^ 
-| Wall of Death |   | Can make spray attacks against targets in melee  |  156((DFRPG Your Story)) |  ​ 
-| Flawless Parry  |   | Additional +1 bonus when using full defense ​ |  96 | 
-| Riposte ​ | Flawless Parry  | Inflicts 1 physical stress per spin gained ​ |  96 | 
-| Turnabout ​ | Riposte ​ | Once per opponent per scene use FP to gain immediate attack ​ |  96 | 
-| Tactical Advantage ​ | Turnabout ​ | Can carry spin to counter opponent’s spin  |  97 | 
-| Weapon Specialist ​ | Military Training or aspect ​ | +1 damage/+1 Knowledge with one type of weapon ​ |  97 | 
-| Weapon in Both Hands  | Weapon Specialist ​ | +1 stress when causing at least one stress of damage ​ |  97 | 
-| Cleave through Hordes ​ | Weapon Specialist, 3 Melee  | Takes out as many minions as generated spin  |  97 | 
-| Crippling Strike ​ | Weapon Specialist, 3 Melee  | Automatic consequence level equal to spin  |  97 | 
-| Whirlwind Attack ​ | Cleave through Hordes ​ | FP to hit all opponents in zone  |  97 | 
-| Great Blow  | Weapon Specialist, Cleave ​ | Spin to hit targets beyond scale range  |  97 | 
-| Catch Melee ​ |   | Instead of [[Athletics]] to defend against thrown weapons ​ |  97 | 
-| Ricochet ​ |   | -1 skill yields +2 damage bonus when bouncing attacks ​ |  97 | 
-| Good Arm  |   | -1 penalty for +1 base range  |  97 | 
-| Anything Goes  |   | No penalty for improvised weapons, can always find one  |  97 | 
-| Close at Hand  |   | Draw weapon as a free action, blocking draw incurs -2 penalty ​ |  97 | 
-| Weapon of Destiny ​ | Aspect naming weapon ​ | Weapon always at hand, if impossible FP brings it to your hand  |  98 | 
-| Weapons of the World  | 2 Melee stunts ​ | No familiarity penalty for any weapon, no matter how rare  |  98 | 
-| Shield Training ​ |   | Allows you to properly use shields ​ |  98 | 
-| Missile Defense ​ | Shield Training ​ | Shield allows Melee instead of Athletics vs ranged physical ​ |  98 | 
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-{{tag>​fate skill stunt}}