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1994-02-03
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5KB
Date: Sat, 15 May 1993 15:39:13 -0500
From: bradleah@nextwork.rose-hulman.edu
Subject: New Martial Arts Rules
To: vampire@math.ufl.edu
Here are my new Martial Arts Rules........
These have not been playtested yet so any and all comments are
welcome
Enjoy.....
Skill
Martial Arts
Must pick one of the following groups and follow that group
The groups are: Throws-Locks
Punches
Kicks
Integrated
Throws / Locks - Damage equal to dexterity + Skill rating
* - You could get out of a basic grab
** - You have spent some time in a dojo (Aikido perhaps?)
*** - You feel that you can beat the average street thug
Specialty --- Footsweep
**** - You were Wally Jay's protegee
Gain 1 die to grapple
***** - You could beat anyone, with both hand tied behind your
back
Gain 2 dice to grapple
xp cost is 3 current rating
(All advancements need to be justified by finding a teacher-- it is
not just a learned skill--- it has to be taught to the player)
Footsweep-----
This can only be used in a grappling situation or if the
attacker is within 1 foot of the player. When the player calls out
this maneuver he/she gains 1 die to the roll. If successful it
causes the victim to fall on their back and lose there action on the
next turn. On the following turn the attacker is lying on their back
on the ground in front of the player (if the player did not move
during the previous round). If the player fails the roll then
nothing happens during that action phase. If the player botches the
roll than they end up on the ground at the start of the next action
(but they do NOT lose their action during the next turn).
Punching - Damage equal to strength + skill rating
* - You can shadow-box just like Rocky
** - You could hold your own in a boxing match
*** - You could beat-up a good street fighter
**** - You are a great fighter, maybe you were a professional
boxer?
Gain 1 die to melee
***** - You could beat Mike Tyson and Rocky at the same time
Gain 2 dice to melee
xp cost is 2 current rating
(All advancements need to be justified by finding a teacher-- it is
not just a learned skill--- it has to be taught to the player)
Kicking - Damage equal to dexterity + skill rating
* - You could kick someone in the chest
** - You've taken a few lessons at a Martial Arts school
(TKD?)
*** - People are impressed with your kicking skill
**** - You are a world-champion traditional kick-boxer
Specialty --- Jump - Spinning head kick
***** - You are the greatest kicker ever, you can kick anything
thrown at you out of the air
Gain 1 die to melee
xp cost is 2 current rating
(All advancements need to be justified by finding a teacher-- it is
not just a learned skill--- it has to be taught to the player)
Jump - Spinning head kick -----
This has a +1 modifier to it and can only be used when the
opponent is Mauled or worse in Health. If the roll is successful
than treat the victim as having suffered a broken neck and that
victim is instantly incapacitated. If failed than treat it as a
spent action with no results. If botched then the player ends up
lying on the ground at the start of the next action.
Integrated - Damage equal to strength + skill
* - You have seen a lot of Martial Arts movies and can mimic
the moves
** - You took a few lessons at a dojo (Goshin Jutsu Jujutsu?)
*** - You regularly won Karate tournaments
Specialty - Pressure-Point attacks
**** - You could do acts of skill (break 3 concrete blocks)
Gain 1 die to grapple
***** - You could have taught Bruce Lee everything he knew
Gain 1 die to melee
xp cost equal to 3 current rating
(All advancements need to be justified by finding a teacher-- it is
not just a learned skill--- it has to be taught to the player)
Pressure-Point attacks -----
These can be used in any combat situation except ranged
combat. The player has a +1 modifier to the attack. If the attack
is successful than the defender has to roll a stamina + dodge with a
target number of the players (Dexterity 2) + skill + number of
successes. If the defender succeeds in the roll but does not have as
many success as the attacker than the defender loses the next
iniative against the player(all other iniative is normal). If the
defender does not succeed in the defence roll then they lose all
actions for the next number of turns equal to the players number of
successes. If the player botches the roll then the player loses all
iniative next turn and goes last.
Well there you go....remember any and all comments are welcome
The crazy Martial Artist,
Zen
e-mail at bradleah@nextwork.rose-hulman.edu