Scratch:Fighting Skills: Difference between revisions
Jump to navigation
Jump to search
Created page with '{{:Scratch:Fencing Skills}} {{:Scratch:Polearm Skills}} {{:Scratch:Unarmed Skills}}' |
No edit summary |
||
Line 1: | Line 1: | ||
'''fencing''' (1 fighting SP): | |||
Fencing skills use a well-balanced, one-handed blade which can cut and thrust. You may use a buckler, shield or other weapon in your other hand. Some fencing attacks do piercing damage, which is more effective against padded armor which does not deflect thrusts. | |||
:'''cut and thrust''' ( fighting SP close range fencing attack): | |||
:*injured: 1 attack, 1 damage. | |||
:*healthy: 2 attacks, 1 damage each (cut) or 1 attack, 2 piercing damage (thrust). | |||
:'''parry and riposte''' ( fighting SP close range fencing counterattack, prepared): If you successfully defend against an attack, you can immediately counter with a 1 damage attack. | |||
:'''lunge''' ( fighting SP close range fencing piercing attack, prepared) | |||
:*injured: 1 attack, 1 damage. | |||
:*healthy: 2 attacks, 1 damage each (cut) or 1 attack, 2 damage (thrust). | |||
:*each attack has +2 to hit. | |||
:'''throw sword''' ( fighting SP long range fencing attack, prepared): 2 damage, and you cannot use that sword until you spend a turn picking it up. | |||
:'''defensive stance''' ( fighting SP close range fencing attack) | |||
:*injured: 1 damage, you get +1 to defense until your next turn. | |||
:*healthy: 1 damage, you get +2 to defense until your next turn. | |||
:'''back edge cut''' ( fighting SP close range fencing attack, prepared, requires double-edged blade): Follow up any attack with another attack that does 1 damage. | |||
:'''flurry of blows''' ( fighting SP close range fencing attack, prepared, requires two swords): 3 attacks, 1 damage each. Press one enemy, or whirl about fighting enemies all around you. If all 3 attacks succeed, you can do a 4th attack. | |||
:'''coup-de-grace''' ( fighting SP close range fencing attack, prepared): 3 damage, possibly impaling or decapitating your opponent. If the attack fails, the enemy still takes 1 damage. | |||
:'''dueling''' (2 fighting SP action): You perform a standard fighting action (1 or 2 attacks) except that you can immediately do an extra attack (which does 1 damage if successful) if the target of a successful dueling attack attacks any character but you before your next turn. | |||
:'''parry''' (3 fighting SP effect): If an enemy attacking you rolls a 2, you get a free attack (which does 1 damage if successful) against that opponent. | |||
'''polearm''' (1 fighting SP): | |||
Polearm skills use a staff, spear, two-handed sword or other long weapon. Some polearm attacks do piercing damage, penetrating armor that does not deflect blades. | |||
:'''thrust''' ( fighting SP close range polearm piercing attack): You can do an impaling attack if you are healthy. If you use a sharp weapon, this attack does 4 damage. If you use a blunt weapon, this attack does 1 damage and makes the enemy skip a turn. | |||
:'''outreach''' ( fighting SP close range polearm piercing attack): | |||
:*injured: 1 damage, you get a +1 to defense until your next turn. | |||
:*healthy: 1 damage, you get a +2 to defense until your next turn. | |||
:'''both ends''' ( fighting SP close range polearm attack, prepared): 2 attacks, 2 damage. If the first attack is unsuccessful, it still does 1 damage. | |||
:'''sweep''' ( fighting SP close range polearm attack, prepared): | |||
:*success: 2 damage, makes the enemy skip a turn. | |||
:*failure: still does 1 damage. | |||
:'''swing''' ( fighting SP close range polearm attack, prepared): | |||
:*success: 3 damage, you get +2 to defense until your next turn. | |||
:*failure: 1 damage, you get +1 to defense until your next turn. | |||
'''unarmed strike''' (1 fighting SP): | |||
Allows you to develop unarmed skills which do not require weapons. | |||
:'''provoke''' (1 fighting SP action): You perform a standard fighting action (1 or 2 attacks) except that you have +2 to your attack rolls. Whether or not the attacks succeed, you have -2 defense until your next turn. The defense penalty can help you draw attacks away from weaker allies. | |||
:'''combo''' (2 fighting SP action): when performing a fighting action (1 or 2 attacks). If your first fighting attack was successful and your second attack targets the same opponent as the first attack, the second attack has +2 to hit. | |||
:'''stun''' ( fighting SP) | |||
:'''sprawl and brawl''' ( fighting SP) |
Latest revision as of 17:12, 16 May 2011
fencing (1 fighting SP): Fencing skills use a well-balanced, one-handed blade which can cut and thrust. You may use a buckler, shield or other weapon in your other hand. Some fencing attacks do piercing damage, which is more effective against padded armor which does not deflect thrusts.
- cut and thrust ( fighting SP close range fencing attack):
- injured: 1 attack, 1 damage.
- healthy: 2 attacks, 1 damage each (cut) or 1 attack, 2 piercing damage (thrust).
- parry and riposte ( fighting SP close range fencing counterattack, prepared): If you successfully defend against an attack, you can immediately counter with a 1 damage attack.
- lunge ( fighting SP close range fencing piercing attack, prepared)
- injured: 1 attack, 1 damage.
- healthy: 2 attacks, 1 damage each (cut) or 1 attack, 2 damage (thrust).
- each attack has +2 to hit.
- throw sword ( fighting SP long range fencing attack, prepared): 2 damage, and you cannot use that sword until you spend a turn picking it up.
- defensive stance ( fighting SP close range fencing attack)
- injured: 1 damage, you get +1 to defense until your next turn.
- healthy: 1 damage, you get +2 to defense until your next turn.
- back edge cut ( fighting SP close range fencing attack, prepared, requires double-edged blade): Follow up any attack with another attack that does 1 damage.
- flurry of blows ( fighting SP close range fencing attack, prepared, requires two swords): 3 attacks, 1 damage each. Press one enemy, or whirl about fighting enemies all around you. If all 3 attacks succeed, you can do a 4th attack.
- coup-de-grace ( fighting SP close range fencing attack, prepared): 3 damage, possibly impaling or decapitating your opponent. If the attack fails, the enemy still takes 1 damage.
- dueling (2 fighting SP action): You perform a standard fighting action (1 or 2 attacks) except that you can immediately do an extra attack (which does 1 damage if successful) if the target of a successful dueling attack attacks any character but you before your next turn.
- parry (3 fighting SP effect): If an enemy attacking you rolls a 2, you get a free attack (which does 1 damage if successful) against that opponent.
polearm (1 fighting SP): Polearm skills use a staff, spear, two-handed sword or other long weapon. Some polearm attacks do piercing damage, penetrating armor that does not deflect blades.
- thrust ( fighting SP close range polearm piercing attack): You can do an impaling attack if you are healthy. If you use a sharp weapon, this attack does 4 damage. If you use a blunt weapon, this attack does 1 damage and makes the enemy skip a turn.
- outreach ( fighting SP close range polearm piercing attack):
- injured: 1 damage, you get a +1 to defense until your next turn.
- healthy: 1 damage, you get a +2 to defense until your next turn.
- both ends ( fighting SP close range polearm attack, prepared): 2 attacks, 2 damage. If the first attack is unsuccessful, it still does 1 damage.
- sweep ( fighting SP close range polearm attack, prepared):
- success: 2 damage, makes the enemy skip a turn.
- failure: still does 1 damage.
- swing ( fighting SP close range polearm attack, prepared):
- success: 3 damage, you get +2 to defense until your next turn.
- failure: 1 damage, you get +1 to defense until your next turn.
unarmed strike (1 fighting SP): Allows you to develop unarmed skills which do not require weapons.
- provoke (1 fighting SP action): You perform a standard fighting action (1 or 2 attacks) except that you have +2 to your attack rolls. Whether or not the attacks succeed, you have -2 defense until your next turn. The defense penalty can help you draw attacks away from weaker allies.
- combo (2 fighting SP action): when performing a fighting action (1 or 2 attacks). If your first fighting attack was successful and your second attack targets the same opponent as the first attack, the second attack has +2 to hit.
- stun ( fighting SP)
- sprawl and brawl ( fighting SP)