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Optional Rule: Martial Arts Combat Resolution System

The new system of martial arts adds more color to this weapons skill.
Characters learning the martial arts skill retain tumbling, breaking holds,
modified punch score, and nerve combat described in the Alpha Dawn and
Zebulon rules. In addition, however, are a number of special combative
techniques available to the character, one at a time, as he assumes new levels.
Martial artists
Regular
character's DEX
every level the

also have attack and defense available to them each turn.


bare-hand combat is resolved with a simple formula: 1/2 the
or STR score (whichever's higher) as a base score + 10% for
character has in the melee skill. (You'll notice I stick to the

percentile system in combat - the Action Resolution Table seems better suited
for Skill Resolution exclusively) This seems to cover punching, kicking,
disarming, wrestling (pinning), throwing, and breaking holds. Defensive moves
are summed up with the character declaring that he is defending himself during
a turn, during which he cannot attack and his opponents receive a -15 modifier
to hit him. The other use of the melee skill is non-ranged weapon combat,
allowing the character proficiency with melee weapons.
This is an excellent coverage of brawling. What I disagree with is the
limited role assigned to the martial arts skill. It seems strange to think that
someone in the martial arts would not have added proficiency in bare-hand
attacks. In my campaigns characters can use their m.a. skill level in lieu of t
he
melee skill in bare-hand combat, adding 10% for every level they have in the
skill. This does not cover weapons, however, only bare-hand attacks. An
optional advantage to the martial arts is the modifier it gives a bare fist's ef
fect in
the special damage roll covered in the article, "A Shot in the Arm, " in Dragon
magazine. For every two levels a character has in martial arts, his punch
receives a +1 modifier when rolled on the special damage table.
Also new in the martial arts skill is the ability to defend and attack
simultaneously in the same turn. The martial artist receives ki points equal t
o
his level. These are distributed at the beginning of combat between offense
and defense and cannot be changed until another fight. This describes the
character's attack posture. Each ki point allotted to either effort lends a +10
modifier (or a +1 Column Shift, depending on whether the GM uses the
Resolution Table). In this way, the martial artist is more versatile in his
combative stance. Note: if no ki points are allotted to either offense or defen
se,
then the character can only perform the action to which ki points were allocated
- ki points are required for an action to take place. In a simple block, the
opponent rolls for his attack normally. Even if he succeeds, the attack is
deflected if the character rolls successfully to block it.
For example, Yalua has DEX score of 60 and is a 4th level martial artist
.
In a fight he allots 2 ki pts. to attack, 2 to defense. The attack technique he
uses
will have a +20 modifier added to his base chance to hit (1/2 STR or DEX). The
same goes for his defense. He will have a 50% chance to hit his opponent and
a 50% chance to ward of the opponent's attack. If he merely wants to defend
himself, he can use all 4 pts. to have a +40 modifier to his defenses but cannot
attack.

In terms of initiative, the loser moves, allots his ki pts., and choos
es his
offense and defensive techniques first (that's right, the loser has to chose a
defense in a hurry which may make it the wrong choice). The winner of initiativ
e
does all of this next with the benefit of knowing his opponent's movement. Ki
allotment is kept secret. Damage inflicted by the winner is assessed first, wit
h
all its effects (meaning a successful knockout, etc. disqualifies any of the
opponent's attack damage).
Lastly, the new martial arts has a list of special techniques available
to
the character. These are offensive and defensive maneuvers with special
results. Characters can choose any one technique each time they advance a
level (or maybe more above 3rd level), provided they satisfy the technique's
prerequisite requirements. This usually involves them achieving a certain level
before they learn it (a 2nd level character cannot learn a 3rd level technique
upon reaching 3rd level, only afterwards). Or it may involve having already
learned a simpler form of the technique first (in the event more than one
technique is learned upon advancing in level, a technique can NOT be learned
at the same time as one of its pre-requisites). The martial artist starts at le
vel
one with the iron fist strike, the simple open-handed block, and the front/ side
snap kick and cannot choose a technique until the next level. Offensive and
defensive techniques can be used in place of normal melee attack and defense
moves.
Optional Advanced Learning Schedule
Level Number of techniques learned
1
1
2
1
3
1
4
1d2
5
1d2
6
1d2
7
1d4
8
1d4
Martial Arts Techniques
Technique Name
Damage / Effect (Dmg):
Prerequisite (Pre):
Modifier / Difficulties (Mod.):
Failure Penalties (Pen.):
Offensive Techniques
Strikes
Iron Fist
Dmg:
PS*
Pre:
Mod:
Pen:
Knife Hand

Dmg:
Pre:
Mod:
Pen:

2 x PS*
3rd lvl m.a.
-

Crushing Blow
Dmg:
1d10+3 x PS*
Pre:
6th lvl m.a., knife hand
Mod:
-20 to hit; 3 rounds of blocking-only to prepare
Pen:
if > 20 pts. dmg are sustained during the 3 rounds the attempt fails
Fatal Blow
Dmg:
3d10+10 x PS*
Pre:
7th lvl m.a., knife hand and crushing blow
Mod:
-30 to hit; 3 turns to prepare, during which character can only block;
Pen:
if >60 pts. dmg. are sustained during these 3 turns attack fail
Kicks
Front / Side Snap Kick
Dmg:
1d8 + character's m.a. lvl
Pre:
Mod:
Pen:
Spin Kick
Dmg:
2d8 + character's m.a. lvl
Pre:
2nd lvl m.a.
Mod:
Pen:
Back Kick
Dmg:
1d8
Pre:
3rd
Mod:
-10
Pen:
+10

+ character's m.a. lvl


lvl m.a., spin kick
to hit
to be hit

Flying
Dmg:
Pre:
Mod:
Pen:

+ character's m.a. lvl


lvl m.a., front kick
to hit, requires at least 5 meters of running space to leap
to be hit, lose next turn getting up

Sweep
Dmg:
Pre:
Mod:
Pen:

Kick
3d8
3rd
-10
+10

1d5 falling damage - opponent is knocked down and


loses next turn getting up
2nd lvl m.a.
-

Throws
Throw
Dmg:
Pre:
Mod:
Pen:

2 x falling damage (1d5 + elevation); opponent knocked down and loses


next turn getting up
2nd lvl m.a.
opponent gets RS check mod. by 1/2
lose initiative next round

Great Throw

Dmg:
Pre:
Mod:
Pen:

4 x falling dmg. (1d5+elevation); opponent knocked down


and loses turn getting up
3rd lvl m.a., throw
opponent gets RS check mod. by 1/2
lose initiative next round

Locks
Lock
Dmg:
Pre:
Mod:
Pen:

opponent pinned
opponent can break free on a roll of 1/2 STR or DEX
+10 to be hit

Choke Hold
Dmg:
opponent rendered unconscious after # turns = STA / 20
- remains unconscious for d100 turns
Pre:
2nd lvl m.a.
Mod:
opponent can break free on a roll of 1/2 STR or DEX
Pen:
+10 to be hit
Vital Area Techniques
Pain Touch
Dmg:
1d10 dmg. ; opponent makes STA check vs. being stunned
from pain for 1d4 turns
Pre:
3rd lvl m.a.
Mod:
-20
Pen:
Local Paralysis
Dmg:
1d10 dmg; opponent's limb useless for 1d10 turns, after which has -10
penalty to use; automatically drops any items in its grip
Pre:
5th lvl m.a.
Mod:
-30; 1 turn to prepare, during which character can only block;
if >20 pts. dmg. are sustained during that turn attack is lost
Pen:
Defensive Techniques
Blocks
Open-Hand Block
Dmg:
blocks 1 melee attack per turn
Pre:
Mod:
+10 to succeed if character uses a flexible implement such as a towel,
belt, etc.
Pen:
Fan Block
Dmg:
blocks up to 3 melee attacks per turn
Pre:
5th lvl m.a., open-hand block
Mod:
roll against each attack; character cannot attack during the turn
Pen:
Disarm
Dmg:
force opponent to drop an item / weapon

Pre:
Mod:
0)
Pen:

no negative modifier, unlike normal melee (non-martial artist) rules (-2


-

Movements
Feint
Dmg:
Pre:
Mod:
Pen:

-10 to be hit; +10 to hit


cumulative -10 mod. ea. time used after first time in a single fight
+10 to be hit; - 10 to hit

Prone Fighting
Dmg:
defend as normal while prone or knocked to ground
Pre:
Mod:
automatic
Pen:
Instant
Dmg:
Pre:
Mod:
Pen:
e

Stand
character can attack that turn but loses initiative
if >20 pts. dmg sustained in fall, -30 mod., otherwise automatic
lose initiative next round getting up, or defend with penalty while pron

Speed
Dmg:
Pre:
Mod:

automatic initiative in melee attacks against opponents within reach


2nd lvl m.a.
automatic against normal opponents; roll for initiative as usual against

other
martial artists with this technique
-

Pen:
Guide
Dmg:
Pre:
Mod:
Pen:

opponent's attack momentum is used to make them miss and fall,


suffering 2 x 1d5 falling damage and be knocked down
2nd lvl m.a.
does not work on Vrusk
-

Missile
Dmg:
Pre:
Mod:
Pen:

Deflection
dodge or deflect up to 3 thrown objects per turn
4th lvl m.a.
roll against each object
normal to-be-hit

Special Techniques
Battle
Dmg:
Pre:
Mod:
Pen:

Cry
opponent loses initiative on next turn and is +20 to be hit
opponent gets LOG check, otherwise automatic
lose that turn

Blind Fighting
Dmg:
fight as normal in dim light; -10 to hit in total darkness (normally -20

)
Pre:
Mod:
Pen:

6th lvl m.a.


-

* note that a character with the martial arts skill has the number
of his level added to his punch score
Techniques by level
1st level
iron fist
snap kick
lock
open-hand block
feint
prone fighting
instant stand
battle cry

2nd level
spin kick*
throw
choke hold
speed
sweep
disarm
guide

4th level
missile deflection
flying kick*

5th level
local paralysis
fan block*

7th level
fatal blow

3rd level
knife hand*
back kick*
great throw*
pain touch

6th level
crushing blow*
blind fighting

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