DigSenFistWeapons

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From DigSenPowerCombatWeapons, DigitalSentience's project to revise Power Combat's wonky weapon stats. No formulas, no guarantee of balance, but, dammit, not all weapons are created equal.
These are the Brawl- and MA-compatible weapons, as well as unarmed attacks. Some weapons (like khatars) are still useable with these Abilities, but are listed with their bladed brethren.

These are generalized Fist, Foot and Clinch stats. For a more in-depth treatment, go toDigSenFistWeapons/FistAndFoot

UNARMED
Name                   Spd     Acc    Dam    Def    Rate    Other 
Fist                   +0      +1     +0B    +2      4      can't block Lethal

Haymaker               -3      +0     +2B    +0      2      can't use Fist and Haymaker attacks in the same round; can't block Lethal

Foot                   +2      +0     +3B    -1      3      can't block Lethal

Spinning Kick          -1      -1     +6B    -3      1      can't use Foot and Spinning attacks in the same round; can't block Lethal

Clinch                 -6      +0     +0B    N/A     1      P


FIST WEAPONS & CLINCH ENHANCERS (Useable with Brawl unless otherwise noted)
Name                  Spd      Acc    Dam    Def    Rate      Other
Cestus                +0       +1     +3B     0      4        can't block Lethal

Fighting Gauntlets    -2       +1     +5B    +2      3        built into some armor

Tiger Claws           +1       +1     +3L     0      4        usable with Brawl and MA

Iron Boots            +2       +0     +8B    -2      3        built into some armor; usable with MA

Falcon Talon Boots    +3       +0     +6L    -2      3        based on Jaelra's Tiger Claw Boots; usable with MA

Pankrator's Cestus    -5       +1     +3B    +1      3        P; Clinch Enhancer

Razor Harness         -5       +2     +3L    N/A     1        P; Clinch Enhancer

The added Def on the Pankrator's Cestus is because the description makes them sound like they have enough metal on them to provide a decent blocking surface. Their Rate is also to allow them to be used defensively; only one Clinch per turn, as normal. I'm also assuming that the accuracy bonus of the Clinch Enhancers apply both to attempts to enter a clinch, and rolls to control said clinch. As a note to myself: the defense for Tiger Claws is +0 because (as their Speed attests) they are very short, and though otherwise comparable to knives, the blades are in a poor position to block. So there.

Problems? Concerns? Hate what I've done?

Take it to DigSenPowerCombatWeapons/ThisIsAllWrong