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Weapon Skill

Skill Rate: Staggered

Uses: Whenever you make an attack roll in melee, you use your weapon skill modifier. Your weapon skill bonus is similarly added to the DC to block attacks made with your melee attacks. So, with a +2 Weapon Skill bonus, you get +2 to melee attack rolls and your attacks have a DC of 6 to defend against. A higher weapon skill modifier increases your chances of hitting the target in addition to increasing your maximum combo complexity

Parrying : Every rank in Weapon Skill grants you one additional parry defence roll per round. See Defence Rolls in the Combat chapter for more information

To parry, you need a weapon with which you are proficient. If you are proficient with unarmed combat, you need a hand free. Natural weapons do allow you to parry.

Without special training, you cannot Parry a ranged attack (such as a bullet, arrow, or ranged spell). Without special weapons, you canét generally parry energy-based attacks (such as many spells, fire breath, plasma and laser guns, and beam swords) Parry cannot be used against area attacks. As Parry is based on a Dexterity-based skill, mobility penalties apply.

Techniques:

Combo Components:

  1.   Brace : [Attack Combo -1] This combo can only be used in melee against targets who moved more than 4 squares of your scale this turn, such as if the enemy is charging you.
  2.   Cyclone : [Attack combo +4] You may make one melee attack against every enemy in reach. All attacks must be made at the same time â you cannot move during your combo to attack everyone standing in a line, for example. The combined number of attacks made as a result of Cyclone may not exceed your ranks in Weapon Skill (minimum 2).
  3.   Mad Cyclone : [Requires Cyclone] [Attack Combo +8] Similar to Cyclone, you may make an attack against everyone in reach. However, you may do so while moving (such as with Spring or while riding on a moving mount) to attack everyone you pass. The combined number of attacks may not exceed double your ranks in Weapon Skill.
  4.   Extra Attack [Attack combo +2]: You gain one additional attack in your combo. You may add this component multiple times, each time making another attack.
  5.   Flat of the Blade: [Attack Combo + 0]: You deal nonlethal damage with melee weapons in this combo without suffering the usual penalty. You may not do lethal damage with any attacks in this combo.
  6.   Impale : [Attack Combo +1] If you succeed on a melee attack that deals a wound in this combo, you leave your weapon stabbing in the enemy. The attack must be made with a slashing or piercing weapon (or another weapon with GM permission). The target takes an additional wound that cannot be healed without first  removing the weapon, which takes as much time as it would to draw the same weapon.
  7.   Knockback : [Attack combo +2] Once in this combo, you may send an opponent which you hit with an attack flying backwards. You may move your target one square of your scale (not your target's) in any direction. If your target collides with a solid object, he takes damage as if he had fallen twice the distance. You may only move an individual target once in this manner per round. You can add this component multiple times to the same combo, each time knocking another creature that you hit backwards.
  8.   Lunge [Attack combo +1]: you increase your reach by one step for the purposes of this combo (Close to Standard to Long to Long 2, etc.) This increase in reach is variable â that is, you can still attack enemies that are in the unmodified reach area.
  9.   Mighty Strike : [Attack Combo +1 or more] Your melee attacks in this combo deal one higher die of damage (d4-1->d4->d6->d8->d10->d12). Attacks that already do d12 damage deal +1 damage. You may add this component multiple times, its effects stack. Each time you add it, however, it costs one more combo complexity point than the last time. So the first damage increase is combo complexity +1, two is complexity +3, three is +6, etc.
  10.   Opportunist : [Attack Combo +5] Combos with the Opportunist component may be used with the Nick technique to attack in one second.
  11.   Precision Strike: [Attack combo +1] For the purposes of attacks in this combo, reduce the target bonus for called shots to one specific area by 1 point. For example, one could add Precision strike (Head) and reduce the +3 target bonus to heads to only +2. This component may be included multiple times, each time selecting a different specific area.

Dirty Fighter Combat Tree: All of the following techniques require the Extra Attack technique and proficiency with a unarmed attacks.

  1.   Punch :   [Requires 2 ranks in Weapon Skill] [Attack Combo +2]: For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. If the punch hits, one other attack you made this combo may be rerolled. You must use the second result. If you have no hands, or your hands or arms are otherwise disabled (such as through a called shot) then Punch has no effect. This component may be added multiple times to the same combo, each time making another Punch. Make sure you designate which die is making the Punch (using a separate colour is a good idea) so you know for sure which one hit. If you have a claw, smash, or similar natural attack; or are wearing gauntlets or using a punch dagger, Punch made me used with that weapon.
  2.   Kick:   [Requires 4 ranks in Weapon Skill] [Attack Combo +2] For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. If you have no feet, or your feet or legs are otherwise disabled (such as through a called shot) then Kick has no effect. If the Kick hits, you may reroll one damage die you make this combo. This component may be added multiple times to the same combo, each time making another Kick. Make sure you designate which die is making the Kick attack.
  3.   Head-to-head Combat : [Requires 4 ranks in Weapon Skill] [Attack Combo +2] For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. You try to hit your target with a headbutt. You get a -1/-1 penalty to this attack unless it is made as part of a Charge or while wrestling the enemy. If you hit, the target must make a fortitude check (DC = Damage dealt, even if you didnét wound the target) or be Stunned for one second. Head-to-Head Combat may be used while Pinned, with the One Inch Punch technique. If you havenét got a head (and are somehow still alive) you canét use Head-to-head combat. If you have horns or some other headbutt natural attack, you can use that attack in place of an unarmed one.

Street Fighter Component Tree: All of the following techniques require proficiency with unarmed attacks.

  1.   Blind : [Attack Combo +1] To use this component, you must have a loose cloth item in your hand (or available to grab with Quick Draw or similar). Such an item could be a cape or cloak (even one worn), a scarf, a napkin, a handkerchief, a flag, etc.. You toss or fling the item in the enemy's face (either in ranged or melee - if ranged, treat is as a thrown weapon with a range increment of one square).  If you succeed your attack, the target is blind against anything else you do in this combo. You may add multiple Blind components to the same combo, but multiple successes on a single target do not increase the penalty.
  2.   Face Slap : [Attack Combo +1] You slap your opponent upside the head, briefly disorienting him. Make an unarmed attack as a called shot to the target's head. This attack deals no damage, instead, a successful hit imposes a -1 penalty to any defence rolls made against other attacks in this combo. Multiple penalties from multiple Face Slaps do not stack. This combo component can be added multiple times to the same combo, each time making another Face Slap attempt at the same or a different enemy. Targets can defend against a Face Slap as if it were a normal attack.
  3.   Kneecap : [Attack Combo +3] Make an unarmed called shot to your target's leg. If you succeed, make a damage roll opposed by your target's fortitude check. If you beat the check, the target is not wounded, but instead falls to a crouching position and is stunned for 1d6 seconds. Multiple Kneecap components can be added to the same combo, but only the first successful kneecap has any effect on any one creature.
  4.   Throat Jab : [Attack Combo +1] You jab your opponent in the throat with your hand, giving him trouble breathing and, more importantly, preventing him from speaking. Make an unarmed attack roll as a called shot to the target's neck (a Critical Area), but do not roll for damage. Instead, if your attack hits, your target cannot speak until the beginning of your next turn. This includes  calling for help and casting spells with Verbal components, among other things. This combo component may be added multiple times to the same combo, each time making another attempt against the same or a different enemy. Multiple Throat Jabs against the same enemy do not increase the effect. Targets can defend against a Throat Jab as if it were a regular attack.
  5.   Wind : [Attack Combo +1] You hit your target in the stomach, forcing the air out of his lungs. Make an unarmed attack against your target, but do not roll for damage.  If you succeed, your target must make a fortitude check (DC=4+your weapon skill modifier). Failure means he is Staggered on his next turn, and he can't breathe or speak until he is no longer Staggered. Further, if he was holding his breath, he loses the air he had. This is useful if you plan on strangling him or throwing him into a lake immediately afterwards. Multiple Wind components can be added to the same combo, each time allowing you to try again against the same enemy or another.

Passive Techniques:

  1.   Lightning Parry:   [Requires 10 ranks in Weapon Skill] You may parry ranged attacks.

Active Techniques:

  1.   Controlled Fighting: If you are using a light weapon and one hand is free, you get one additional parry per round.
  2.   Nick: You can make a single attack in one second. You cannot use this technique if you make any other attacks in your turn. If you have a combo that includes Opportunist, you can use that combo as your Nick attack.
  3.   Slice: Once per round, after making a successful parry you may make a free attack against the weapon you just parried. The attack must be made with the weapon you used to make the parry.
  4.   Weapon Finesse: You may add your dexterity to damage instead of your strength with Light weapons, or those with the "Finesse" special. However, you apply mobility penalties to your attack bonus when you do so.


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