blades and melee weapons detail (Blades And Melee Weapons)
Blades and Melee Weapons
A weapon you carry and swing by hand -- a knife, a sword, an axe, a
baseball bat, a length of pipe -- checks against one of two Skills
depending on what kind of weapon it fundamentally is, not what it's
called or how it's decorated:
- Anything that cuts, stabs, or slices in a bladed way -- swords,
knives, axes -- checks against Blades.
- Anything relying on blunt force, leverage, or heavy controlled
mechanical operation instead -- clubs, hammers, a length of
chain, a crowbar, a chainsaw -- checks against Melee. This
is about how the weapon is physically handled, not what kind of
wound it leaves: a chainsaw still cuts and can sever exactly
like a blade, but you operate it like a heavy two-handed tool
rather than wielding an edge.
Both Skills combine with the same shape of Attribute support --
Blades draws on Dexterity, Agility, and Perception; Melee draws on
Strength, Agility, and Perception -- and both use your full Skill
rating, exactly like Handguns or Rifles. Whoever you're fighting
defends with Athletics either way; there is no separate parry or
block mechanic on top of that.
This is a property of the weapon, not the fight
Which Skill a weapon uses is fixed to that weapon -- it doesn't shift
based on your target, your stance, or anything you type at the
moment of attack. A firearm with nothing left to fire can still be
swung as an improvised club rather than refuse to attack at all --
but that is a one-attack override on THAT firearm, not a
reclassification of it. The gun never becomes a real Melee weapon;
it's still the same firearm on your next shot the moment it's loaded
again. A real knife or bat, by contrast, is already a proper Blades
or Melee weapon on every single attack, with no override involved at
all.
Not the same as unarmed combat
Fighting with your own body -- fists, teeth, augmented claws, a
trained martial art -- is a completely separate system with its own
Skill and its own styles. See help natural weapons.
Luck stays separate
Luck is never one of the Attributes a Blades or Melee check weighs.
It contributes its own Fortune swing on top of the check, the same
way it does for every other combat Skill -- a high Blades or Melee
rating and good supporting Attributes are what make you accurate;
Luck only ever adjusts the roll around that baseline.
Swinging something not built for combat
A weapon whose combat family isn't yet configured (or a thrown
attack, which isn't available yet) doesn't check against Blades or
Melee at all -- it falls back to the game's older, more general
resolution instead. This will narrow further as more weapon
categories are finished.
See also:
help natural weapons
help weapon handling
Combat
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Aikijutsu
Armor System
Blades And Melee Weapons
Bows And Crossbows
Called Shots
Combat System
Cross-Room Fire
Dirty Fighting
Firearms
Grappling And Proximity
Krav Maga
Muay Thai
Natural Weapons
Savate
Smart Magazine
Smartlink
Sniping
Suppressors
Tae Kwon Do
Taijitsu
Throwing
Throwing And Explosives
Weapon Handling
Weapon Modifications