|Techniques: Melee Weapons
| ...and now, Techniques for melee weapons.
Ever since our distant, cave-dwelling ancestors learned to tear the branches off a fallen tree limb or sharpen a stone and lash it to the end of a sturdy stick, melee weapons have been with us. In times when early humans needed an edge against the claws, teeth, tusks and horns of the wild, such primitive arms were vital to the survival and well-being of the human race. Originally, these proved useful for hunting game and warding off predators. But eventually mankind turned to warring against itself, and human ingenuity--giving rise to advancing technology--ensured that through the millenia, weapons would continue to evolve as greatly as the rest of civilization did.
Close-quarter weapons, the gears of their own neverending arms race. From clubs and stone axes to 50,000-volt tasers and collapsible batons, all in the blink of a god's eye....
Each character begins with a number of Techniques depending on the level of experience with the parent Skill. Melee 1 would mean one Melee Technique while Melee 5 would gain five, and anyone with any level of Melee gains the Fist-Loads technique as a bonus. Fist-Loads are very simple to use...so simple that--while they rely on Melee for tasks such as repair and identification--their attacks are resolved through the Brawl talent instead.
Additional Techniques may be gained with experience points at the cost of two experience for a new Technique. Note that for completeness, the examples for Melee weapons include proper melee weapons and may also include improvised weapons which can be scrounged up in a tight spot. Improvised weapons usually deal less damage and may be less wieldy than their properly crafted siblings, but they're better than nothing.
Make your selections from the lists below. Techniques are titled in Bold text, eleven in all.
Melee Techniques (hand-to-hand weapons)
Axes and Picks
Weapons with a perpendicular striking mass--usually bladed--affixed to the end of a short shaft (up to 4').
Designed to be swung, and are rarely if ever thrust.
Proper examples: Battle axe, infantry pick, war scythe, tomahawk (in melee).
Improvised examples: Pickaxe, adze, ice hammer, scythe (agricultural), sickle, shovel, hatchet, boat anchor.
Weapons which consist of straight blades--for hacking, slashing or stabbing--fall under this Technique.
Proper: Longsword, short sword, bastard sword, zweihander, combat knife, dagger, stiletto.
Improvised: Steak knife, butcher knife, icepick, machete, meat cleaver, hacksaw, wooden stake.
Includes most weapons which deliver damage through sheer force of impact.
Proper: War club, mace, warhammer, sai, tonfa, police baton, sap.
Improvised: Baseball bat, steel pipe, tree limb, sledgehammer, claw hammer, skillet, belaying pin.
Weapons which are worn on or fit the contours of the human body. While these are usually worn on the
hands, this Technique also includes weapons worn on other body parts (ie. heavy boots or spiked helmets).
Proper: Bagh nakh ("tiger claws"), brass knuckles, cestus, basilard, spiked gauntlet.
Improvised: Roll of quarters, very big rings, keyring (with keys), loaded boxing glove, steel-toed boot.
Melee weapons with a length of chain, cord or tether for the fulcrum effect. Such weapons can deliver great
impacts and are harder to parry or block with shields, but botching a to-hit roll usually spells bodily harm
for the wielder....
Proper: Bullwhip, nunchaku, kusari gama, net, horseman's flail, morningstar.
Improvised: Tow chain, bicycle chain, pipe augur, belt, extension cord, yo-yo, brick on a rope (melee).
These include poles--typically five feet in length or longer--with reinforcements for striking or with blades
affixed to one end or both ends.
Proper: Quarterstaff, spear (in melee), halberd, pike, naginata, lucern hammer, lance, trident.
Improvised: Mop handle, hoe, twig rake, billiards stick, mooring hook, cattle prod (for electrical damage).
Melee Techniques (ranged weapons)
Includes any variety of blowgun as well as small projectiles blown or spat from the mouth. Usually poisoned.
Proper: Blowgun, fukimi-bari.
Improvised: Any small projectile blown through a tube or spat from the mouth.
Not all spears are properly weighted for throwing; for those that are, there is this Technique.
Proper: Spear, javelin, harpoon, trident.
Improvised: Curtain rod, tomato stake, incandescent tube.
"Flexible weapons" designed for ranged attack rather than melee. The atlatl falls under Javelins instead.
Proper: Sling, staff-sling, bolas.
Improvised: Brick on a rope (thrown), fishing pole with loaded line, loaded sock (thrown).
Includes small blades, circular blades or blade-like weapons with suitable weighting and aerodynamics.
Proper: Throwing knife, shuriken, war dart, boomerang, dagger (thrown), tomahawk (thrown).
Improvised: Butcher knife (thrown), lawn dart, discus, frisbee, buzzsaw blade (thrown).
This is the catch-all Technique for throwing any clumsy weapon which was never intended for such use.
Proper (sort of): Thrown swords, thrown clubs, thrown chains, thrown shotputs.
Improvised: Thrown rocks, thrown chairs, thrown fruit, thrown small animals (preferably vicious ones).
(Thrown large animals or thrown people fall under Brawl instead. For incredibly strong characters, large
objects such as motorcycles, cars or dumpsters would be thrown with this Technique.)
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