He never takes a supplemental action penalty when drawing his weapon if he has it nearby or on his person. ✪ Close at Hand Ĭlose at Hand allows your character to bring his weapon to hand faster than the eye can track. When using the Weapons skill to throw objects at a target, this stunt means he often has an easy supply of ammunition at hand. However, your character should never need to spend a fate point in order to declare that an improvised weapon is close at hand, unless his surroundings have been deliberately prepared against this (such as a prison cell). There’s also a catch: most improvised weaponry doesn’t often survive more than a few uses. The key here is that the weapon must be improvised – a chair, a priceless urn, a beer bottle. ![]() Your character suffers no complications for an awkward or improvised weapon – virtually anything can be a lethal weapon in his hands, as long as he can comfortably and casually lift it. The character may make an attack using a thrown weapon up to two zones away instead of the usual one if he does so, the attack is made at a -1. The character has an amazing throwing arm, and can throw weapons with great force, allowing them still to be effective at a much longer range than usual. In addition, you may use this stunt to get a thrown weapon to hit a target that is around a corner, provided you can work out some way to see him (such as with a mirror). Describe the shot and take a -1 penalty to the attack if is the attack is successful, the stress of the hit is increased by 2. By bouncing your weapon off a surface before hitting, you make the shot more difficult, but also more likely to hit from an unexpected angle. You can throw a weapon such that it bounces off one or more surfaces, allowing it to come at an opponent from an unexpected direction. ![]() When defending against a thrown object, if you are successful enough to generate spin on your defense, you may declare that you are catching the item that was thrown at you, provided you have a free hand and it’s something you could, practically speaking, catch (so no catching, say, refrigerators, unless you have something truly crazy going on in the Might department). You may only do this once per opponent in a scene. Under the same conditions as Riposte, you may use your spin and spend a fate point to treat your defense roll as a free-action attack, dealing physical stress equal to the shifts you got on your defense roll (since you got spin, you’ll be inflicting at least three stress). You have a singular ability to turn an opponent’s action into an advantage for yourself. Whenever you are physically attacked by an opponent at melee distance (the same zone as you), and you successfully defend yourself (using Weapons) well enough to gain spin, you may use that spin to inflict a single point of physical stress on your attacker, immediately, as a free action. When the character takes a full defense action using Weapons, he gains a +3 bonus rather than the usual +2.
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