Re: House Rules
Martial Arts Styles
There are many styles of Martial Arts, and many more fusions of art forms, most popular being the UFC Submission Grappling styles.The following Martial Arts are generic styles that you will add some flare to in your descriptions. When you choose a Martial Art indicate what style you are using on your character sheet. You may learn more than one Martial Art through out the course of play. Only one may be learned at character creation. Styles to follow: Striking Martial Art, Defensive Martial Art, Weapons Martial Art, Grappling Martial Art.
Martial Art Style: Striking Martial Art
Knowledge of Martial arts at greater than 50% grants an extra CA when both hands are free, as if wielding two weapons. A martial artist with 100% skill gains 2 bonus CA if attacking completely unarmed. At 150% it grants an extra CA (usable only for kick or an extra arm block) That is a total of 3 extra CA with the third being a modified CA.
I essentially want the skill to work as an extra CM mechanic for those that knew the skill. It would not be rolled against (kind of like manipulation for Sorcery), but it would be a value that, if rolled under, would double your unarmed attack damage, as well as grant a few CMs- depending on Martial Arts skill. It would work like this:
(1, 1-20%) Limb Lock (Attack and Defense, Unarmed) – Prevents the opponent from using the pinned limb until he spends a CA to wrestle or manoeuvre the limb free. Being pinned prevents an opponent from disengaging by use of the Evade skill. Breaking free requires free requires the spending of a CA and winning an Opposed Test of the Unarmed skill. Whilst the limb is pinned, any item in the limb may not be used for attack or defense and the foe can only avoid an attack by using a weapon in his other hand or by switching combat style.
(2, 21-40%) Sweep (Attack and Defense, Unarmed) – The opponent must roll an Opposed Test of Resilience versus the original attack roll (if the attacker won), or the original parry roll (if the defender won). If the opponent fails, he falls prone and is subject to situational combat modifiers.
(3, 41-60%) Throw (Attack and Defense, Unarmed) – The attacker / defender (depending on who is making the manoeuvre) attempts to throw the opponent. The opponent makes an Opposed Test of Evade versus the original attack roll. If the opponent is successful (critical or normal) they are not thrown. If the opponent fails the roll then they are thrown a number of meters prone in any direction chosen by the thrower equal to the damage roll. If the opponent fumbles the roll then they are thrown a number of meters prone in any direction chosen by the thrower equal to the damage roll and suffer 1D6 fall damage.
(4, 61-80%) Paralyzing Pressure Point Strike (Attack, Unarmed) – The location struck is immobilized. If an arm, the target cannot use whatever he is holding, if a leg the target cannot manoeuvre, if the head or torso the target suffers a -20% penalty to all activity. On his next action the wielder may spend a Combat Action (CA) to make an automatic Sweep attempt. An opponent can break free by using the Combat Manoeuvre (CM) Slip Free.
(5, 81-100%) Push Kick / Push Strike (Attack, Unarmed) - Attacker delivers a strike that, in addition to damaging the victim, pushes them back one meter for every 5 points of damage delivered (regardless of armor). The opponent must make an Athletics roll to remain standing. If he is knocked into an object, the roll is difficult (-20%).
(6, 101-120%) Power Blow (Attack, Unarmed) - The Attacker focuses his chi in such a way as to greatly enhance the power delivered in his punch / kick / etc. In game terms, the Attack does half again double (base) damage, before damage modifier. So instead of the usual 2d3 punch damage a martial arts punch would normally do, it would do 3d3 damage.
(7, 121-140%) Iron Arm Block (Defense, Unarmed) - Increases Size of parrying weapon (Arm) 2 steps. This is stackable with the "Enhance Parry" CM, meaning a critical success could manifest in a three step increase. This would allow a master to potentially parry attacks from almost any weapon, so long as the level of success garnered a CM.
(8, 141-160%) Razor Fist (Attack, Unarmed) – The attacker slashes with a crisp attack that causes a wound which begins to bleed critically, if the attack overcomes Armour Points and injures the target. The defender must make an Opposed roll of Resilience versus the attackers original attack roll. If the defender fails, then a major artery or vein has been cut and the wound inflicts a level of Fatigue at the start of each new Combat Round. Bleeding wounds can be stopped by the successful use of First Aid skill, but the recipient can no longer participate in any strenuous or violent action without opening the wound up again. Fatigue levels gained by blood loss remain until sufficient time has passed for the body to heal.
(9, 161-180%) Precision Power Blow (Attack, Unarmed) – The blow finds a gap in the defenders protection. This counts against worn armor or the natural skin/fur/shell of creatures. If striking a target has both natural protection and wearing armor, then the attacker must decide which one is bypassed. Physical protection gained from magic is considered as being worn armor.
(10, 181-200%) Heroic ability of choice with modified cost of purchase.
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A new CM is available at every 20% of skill with the first being available at 1% (a limb pin is the first thing learned, then a sweep (at 21%), then a pin and sweep (41%), and so on).
I'm going to make this distinction however: You cannot learn a new CM without a teacher. Martial arts are almost impossible to progress in without some type of guidance, you will have to find one to learn new CM's other than the ones you start the game with.]
This message was last edited by the GM at 07:37, Tue 17 July 2012.