Difference between revisions of "Jimcrimson/2e mortal martial arts"
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all attacks in this style are considered forceful, no charm in this tree will work on an attack that is not forceful. | all attacks in this style are considered forceful, no charm in this tree will work on an attack that is not forceful. | ||
− | + | ||
+ | <b><i>Take 10 Punches to deliver 1</i></b> | ||
+ | <b>Cost:</b> special | ||
+ | <b>Minimums:</b> Martial Arts 2 | ||
+ | <b>Type:</b> reflexive | ||
+ | <b>Keywords:</b> permanent | ||
+ | <b>Duration:</b> 1 attack | ||
+ | <b>Prerequisite Charms:</b> none | ||
You have learned that throwing the ''correct'' punch or kick at the precise moment of opening allows you to do more damage than throwing lots of punches and kicks that don't find an opening. | You have learned that throwing the ''correct'' punch or kick at the precise moment of opening allows you to do more damage than throwing lots of punches and kicks that don't find an opening. | ||
Line 29: | Line 36: | ||
forceful blow - +1 damage | forceful blow - +1 damage | ||
− | + | <b><i>Slow Defense</i></b> | |
− | + | <b>Cost:</b> special | |
− | + | <b>Minimums:</b> Martial Arts 2, Resistance 2 | |
− | + | <b>Type:</b> reflexive | |
− | + | <b>Keywords:</b> | |
− | powerful or rooted | + | <b>Duration:</b> 1 aiming action |
− | + | <b>Prerequisite Charms:</b> Take 10 punches to deliver 1 | |
− | may block | + | |
− | + | The Martial Artist stands in a narrow stance with knees together and in doing to he gains the physical endurance to withstand punishment, this gives him the time he needs to strike when the moment is right. | |
− | + | ||
+ | This charm modifies an aim action. While aiming, Gain +1B/+1L soak. While in this stance you may not use your dodge DV and may not move more than essence yards per tick. Like any Aim action, this may be ended at any time, or renewed for the bonuses gained for additional Aim actions. | ||
+ | |||
+ | <b><i>Immovable Object Stance</i></b> | ||
+ | <b>Cost:</b> Special | ||
+ | <b>Minimums:</b> Martial Arts 2, Resistance 3 | ||
+ | <b>Type:</b> special | ||
+ | <b>Keywords:</b> | ||
+ | <b>Duration:</b> 1 Aim action | ||
+ | <b>Prerequisite Charms:</b> Slow Defense | ||
+ | |||
+ | The Slow Defense stance has one major flaw, it is relatively easy to knock a practitioner down. Through further refinement of the physical and spiritual techniques the Martial Artist begins to root in place, removing the earlier weakness | ||
+ | |||
+ | While using slow defense also gain +2 vs knockdown and knockback. | ||
+ | |||
+ | <b><i>Irresistible Force</i></b> | ||
+ | <b>Cost:</b> none | ||
+ | <b>Minimums:</b> Martial Arts 3 | ||
+ | <b>Type:</b> reflexive | ||
+ | <b>Keywords:</b> special | ||
+ | <b>Duration:</b> 1 stunt for an attack | ||
+ | <b>Prerequisite Charms:</b> Immovable Object Stance | ||
+ | |||
+ | If the character uses a stunt that is "powerful" or "rooted" then +2 damage and +1 to the target number of knockdowns he might make. | ||
+ | |||
+ | <b><i>Smother the Fire</i></b> | ||
+ | <b>Cost:</b> 1 willpower | ||
+ | <b>Minimums:</b> Martial Arts 3, Awareness 2 | ||
+ | <b>Type:</b> reflexive | ||
+ | <b>Keywords:</b> | ||
+ | <b>Duration:</b> Awareness turns | ||
+ | <b>Prerequisite Charms:</b> Irresistible force | ||
+ | A fire is smothers on the ground, not in the flames. In the same way, it is easier to block the shoulder than the arm, or the hip than the leg. With proper awareness it is possible to block weapons by blocking the body BEFORE the swing is really started. | ||
+ | |||
+ | may block lethal attacks without need of a weapon or stunt. | ||
+ | |||
+ | <b><i>Bonebreaking Understanding</i></b> | ||
+ | <b>Cost:</b> 1 willpower | ||
+ | <b>Minimums:</b> Martial Arts 4, Athletics 2 | ||
+ | <b>Type:</b> simple | ||
+ | <b>Keywords:</b> | ||
+ | <b>Duration:</b> 1 attack | ||
+ | <b>Prerequisite Charms:</b> Smother the Fire | ||
+ | |||
+ | As part of a forceful attack, a non lethal blow becomes lethal or a lethal attack gains +2L damage | ||
+ | |||
felling blow - martial arts 4, athletics 3 prereq- bonebreaking | felling blow - martial arts 4, athletics 3 prereq- bonebreaking | ||
add fierce blow to forceful blow | add fierce blow to forceful blow |
Revision as of 01:47, 21 June 2013
Mortal Martial Arts (MMA)
Jim Crimson
this page is not finished
When I read about MMAs on this wiki I was very excited by the idea.
I have made several of my own, here is the 1st
Five Stones Style
Five Stones Style is based on Goju Ryu Karate, who's motto is "take 10 punches to deliver 1". In Real Life Goju train by being hit with sticks while they practice katas.
This style allows the use of "martial arts" weapons if you have a minimum melee equal to the charms martial arts minimum. Any armor is allowed, but shields are not. To use this MMA, you may choose to also use a houserule, which follows -
forceful blow : may not flurry or use multiple action charms with this attack modifier. Make a single attack, look at the rate of the attack used, each attack from the rate that was not used adds 1 damage (not normally combinable with fierce blow). This still effects your Dodge DV as if you had made each attack, but does not effect your parry DV. A punch normally has a rate of 3, if you choose to only make a single punch attack then the base damage becomes 2B but you loose 3 dodge DV and 1 parry DV
Note 1: This is meant to simulate planting your body, lining up and placing one solid shot... so that's why the Dodge DV is effected. Note 2:I instituted this rule in part to encourage less flurries - I wanted to give players who took up less of our game time rolling dice a reward so they could keep us with the guys who would roll 5 attacks :)
Charms
all attacks in this style are considered forceful, no charm in this tree will work on an attack that is not forceful.
Take 10 Punches to deliver 1
Cost: special Minimums: Martial Arts 2 Type: reflexive Keywords: permanent Duration: 1 attack Prerequisite Charms: none
You have learned that throwing the correct punch or kick at the precise moment of opening allows you to do more damage than throwing lots of punches and kicks that don't find an opening.
forceful blow - +1 damage
Slow Defense
Cost: special Minimums: Martial Arts 2, Resistance 2 Type: reflexive Keywords: Duration: 1 aiming action Prerequisite Charms: Take 10 punches to deliver 1
The Martial Artist stands in a narrow stance with knees together and in doing to he gains the physical endurance to withstand punishment, this gives him the time he needs to strike when the moment is right.
This charm modifies an aim action. While aiming, Gain +1B/+1L soak. While in this stance you may not use your dodge DV and may not move more than essence yards per tick. Like any Aim action, this may be ended at any time, or renewed for the bonuses gained for additional Aim actions.
Immovable Object Stance
Cost: Special Minimums: Martial Arts 2, Resistance 3 Type: special Keywords: Duration: 1 Aim action Prerequisite Charms: Slow Defense
The Slow Defense stance has one major flaw, it is relatively easy to knock a practitioner down. Through further refinement of the physical and spiritual techniques the Martial Artist begins to root in place, removing the earlier weakness
While using slow defense also gain +2 vs knockdown and knockback.
Irresistible Force
Cost: none Minimums: Martial Arts 3 Type: reflexive Keywords: special Duration: 1 stunt for an attack Prerequisite Charms: Immovable Object Stance
If the character uses a stunt that is "powerful" or "rooted" then +2 damage and +1 to the target number of knockdowns he might make.
Smother the Fire
Cost: 1 willpower Minimums: Martial Arts 3, Awareness 2 Type: reflexive Keywords: Duration: Awareness turns Prerequisite Charms: Irresistible force
A fire is smothers on the ground, not in the flames. In the same way, it is easier to block the shoulder than the arm, or the hip than the leg. With proper awareness it is possible to block weapons by blocking the body BEFORE the swing is really started.
may block lethal attacks without need of a weapon or stunt.
Bonebreaking Understanding
Cost: 1 willpower Minimums: Martial Arts 4, Athletics 2 Type: simple Keywords: Duration: 1 attack Prerequisite Charms: Smother the Fire
As part of a forceful attack, a non lethal blow becomes lethal or a lethal attack gains +2L damage
felling blow - martial arts 4, athletics 3 prereq- bonebreaking add fierce blow to forceful blow power block martial arts 5, endurance 4 prereq - felling blow cost 1 willpower if you block, you may make an attack against the limb which attacked
5 powers stance - martial arts 5, endurance 5 prereq - power block
+1 to all soaks if you do not use your dodge DV, this stacks with power stance. this charm is considered enlightening