Difference between revisions of "MartialArts"
From Harath Rules
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====Grappling==== | ====Grappling==== | ||
Grappling, in hand-to-hand combat, describes sports that consist of gripping or seizing the opponent. Grappling is used at close range to gain a physical advantage over an opponent, either by imposing a position or causing injury. | |||
Base Damage: | Base Damage: 1 | ||
====Special Attacks==== | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| Line 311: | Line 312: | ||
! Description | ! Description | ||
|- | |- | ||
| Eye Gouge | |||
| Base | |||
| When an attacker uses this attack, they gouge at the eyes. Though this attack does not do much damage. It does cause an extreme amount of pain. The target number of this attacks depends if the victim if grappled or not. If they are grappled the target is 4, else it is 6. | |||
|- | |||
| Face Attacks | |||
| Base | |||
| Face Attacks include grabbing hair or ears and tearing. It is a very painful maneuver and useful in breaking grapples. The target number of this attacks depends if the victim if grappled or not. If they are grappled the target is 4, else it is 6. | |||
|- | |||
| Head Butt | |||
| Base | |||
| The head butt allows you to damage an opponent with your head without hurting yourself. If at least one 1 is rolled on the dice then the attacker will have to make a Body test to reduce damage to themselves. This maneuver can be used while grappled without the 2 penalty dice. | |||
|- | |||
| Neck Snap | |||
| Strength | |||
| The Neck Snap is only taught in commando schools. It is done by grabbing the neck and head of an opponent and twisting quickly, thus snapping the neck. It is almost never tried in combat. | |||
|} | |||
====Locks==== | |||
A joint lock is a grappling technique involving manipulation of an opponent's joints in such a way that the joints reach their maximal degree of motion and hyperextension | |||
{| class="wikitable" | |||
|- | |||
! Name | |||
! Damage | |||
! Description | |||
|- | |||
| Finger Lock | |||
| Special | |||
| This maneuver locks a finger with the intention of causing enough pain to cause the defender to give up. A character will need to grapple successfully to perform this maneuver. Roll this skill versus the defender's Will. If the attacker wins, the defender gives up fighting. Bonus dice might apply to the defender, if the defender does not think that the attacker will spare their life. | |||
|- | |||
| Joint Lock | |||
| 5 or Special | |||
| This maneuver locks a joint with the intention of either hurting or breaking. A character will need to grapple successfully to perform this maneuver. If the attacker chooses to inflict pain, roll this skill versus the defender's Will. If the attacker wins, the defender gives up fighting. Bonus dice might apply to the defender, if the defender does not think that the attacker will spare their life. | |||
|} | |||
=====Throws===== | |||
A throw is a grappling technique that involves off-balancing or lifting an opponent, and throwing them to the ground. Throws usually involve a rotating motion, the practitioner performing the throw disconnects with the opponent, and ends balanced and on their feet as opposed to a takedown where both finish on the ground. Throws can however also be followed into a top position, in which case the person executing the throw does not disengage from the opponent. | |||
Base Damage: SXD | |||
{| class="wikitable" | |||
|- | |||
! Name | |||
! Damage | |||
! Engaged | |||
! Description | |||
|- | |||
| Hip Toss | |||
| Base | |||
| No | |||
| The Hip Toss is done after a successful grapple. It allows the attacker to throw the defender to the ground. The defender rolls their Strength or Dexterity to resist this move. | |||
|- | |||
| Pivot Throw | |||
| Base | |||
| No | |||
| The pivot throw is a defense to an attack. The defender lets the attacker attack and then uses their momentum to throw them. It is a timing maneuver. The attacker needs to get more successes than the defender to throw them. | |||
|- | |||
| Trip | |||
| Base | |||
| No | |||
| The trip is designed to trip an opponent by pushing them over a fulcrum so that they become imbalanced and fall. This maneuver is done from a successful grapple. If the attacker gets more successes then the defender falls to the ground. Defender's are at a 2 penalty dice, if they are currently using any kicking maneuver. | |||
|} | |||
=====Holds===== | |||
Hip Toss Base | A grappling hold is any specific grappling, wrestling, judo, or other martial art grip that is applied to an opponent. Grappling holds are used principally to control the opponent and to advance in points or positioning. Base Damage: SXD | ||
Base Damage: None | |||
The Hip Toss is done after a successful grapple. It allows the attacker to throw the defender to the ground. The defender rolls their Strength or Dexterity to resist this move. | {| class="wikitable" | ||
|- | |||
Pivot Throw Base | ! Name | ||
! Damage | |||
The pivot throw is a defense to an attack. The defender lets the attacker attack and then uses their momentum to throw them. It is a timing maneuver. The attacker needs to get more successes than the defender to throw them. | ! Engaged | ||
! Description | |||
Trip Base | |- | ||
| Bear Hug | |||
The trip is designed to trip an opponent by pushing them over a fulcrum so that they become imbalanced and fall. This maneuver is done from a successful grapple. If the attacker gets more successes then the defender falls to the ground. Defender's are at a 2 penalty dice, if they are currently using any kicking maneuver. | | TXD | ||
| To grapple with a Bear Hug, the attacker grabs the defender around the body and squeezes as hard as they can. The initial attack does no damage, but will determine how good of a hold the attacker was able to get. Breaking a Bear Hug is the same as breaking a Grapple. | |||
Holds Base Damage: None | |- | ||
| Grapple | |||
Bear Hug TXD | | None | ||
| The grapple involves grabbing the a part of the defender's body. Once grappled the defender will be at a 2 penalty dice to all attacks and parries. The defender needs to make a resisted Strength test to escape. Each success on the initial die roll adds a bonus die to the attacker's defense until the grapple is broken. | |||
To grapple with a Bear Hug, the attacker grabs the defender around the body and squeezes as hard as they can. The initial attack does no damage, but will determine how good of a hold the attacker was able to get. Breaking a Bear Hug is the same as breaking a Grapple. | |- | ||
| Head Lock | |||
Grapple None | | None | ||
| The head lock is used to keep a person immobile. It is generally a poor move to use, but can be used to throw a person or to go into a choke hold. Breaking a Head Lock is the same as breaking a Grapple. | |||
The grapple involves grabbing the a part of the defender's body. Once grappled the defender will be at a 2 penalty dice to all attacks and parries. The defender needs to make a resisted Strength test to escape. Each success on the initial die roll adds a bonus die to the attacker's defense until the grapple is broken. | |- | ||
| Choke Hold | |||
Head Lock None | | TXD | ||
| The choke hold is done by placing the opponent's neck between the attacker's forearms and crushing the windpipe. It is very easy to do actual physical damage with this attack. Match the attacker's successes against the defender's Con roll (Target 5). | |||
The head lock is used to keep a person immobile. It is generally a poor move to use, but can be used to throw a person or to go into a choke hold. Breaking a Head Lock is the same as breaking a Grapple. | |} | ||
Choke Hold TXD | |||
The choke hold is done by placing the opponent's neck between the attacker's forearms and crushing the windpipe. It is very easy to do actual physical damage with this attack. Match the attacker's successes against the defender's Con roll (Target 5). | |||
Defenses Base Damage Resisted: 1+SXD | | Defenses Base Damage Resisted: 1+SXD | ||
Aggressive Parry Base | Aggressive Parry Base | ||
Revision as of 21:11, 5 January 2021
If using Martial Arts Rules, the Unarmed Combat Tables in Weapon Tables aren’t used. Instead all combats, must pick a martial arts style from the chart below. This chart shows Required Maneuvers, Preferred Maneuvers, Optional Maneuvers, and required skills. When a character increases their skill, they must specialize in one of the maneuvers listed in Required Skills. They must pick one they don’t know yet. Once all required maneuvers are selected at least, the character may feel free to choose any maneuver from the preferred or required columns. At the next level, they may choose any maneuver they wish. This system enforces the different martial arts styles and their preferences.
For example, Martin is a white belt in Aikido. In game terms, he is a level 1. He chooses Grapple for his first Maneuver. He studies more and gains another level. At this level, he must choose to specialize in another maneuver. He chooses Pivot Throw. For the two maneuvers, he’s learned, he will be at a +1. However, any other maneuver he chooses will be at a -1.
The optional column also shows some maneuvers are forbidden from use by that style. Mind you, this doesn’t bar someone from performing this maneuver. However, they will be at a -4 penalty doing these maneuvers. It is possible for a character to have one style that forbids the use of one skill, while another style allows it. In these cases, the character may use the maneuver without a -4 penalty, but must use the skill of the style that allows it.
In addition to studying Aikido, Martin is an ex-collegiate Boxer. He has Boxing 5. This allows him to use the jab at level 5; something he hasn’t learned in Aikido at all. However, Boxing doesn’t allow Pivot Throws. If her were trying this without Aikido training, he would have a 5-4 skill; most likely he would fail. However, he can use 2+1, based on his Aikido training.
Martial Arts List
With Martial arts maneuvers, the “ready” of all actions is 2. On each turn, the character may choose to perform one complex or two simple actions. This would allow them, for example to throw a “1-2” punch like a Hand Strike followed by a Roundhouse. They also could choose to use a single complex maneuver, like a Jab or a Single Leg Takedown. Trying a Single Leg Takedown without eliminating all your opponents defenses might force you to eat two of those one-two punches! The list of Maneuvers details each maneuver, the damage done by that maneuver, and whether it is a complex or a simple action.
| Skill | Required | Preferred | Optional | Skills |
|---|---|---|---|---|
| Aikijutsu (Aikido) | Pivot Throw, Grapple, Hip Toss | Disarming, Sweep, Locks, Throws, Holds | Hand Strikes | Break fall |
| Boxing | Hand Strike, Jab, Feint | Parry, Aggressive Parry, Dodge, Roundhouse | None | |
| Capoeira | Feint, Leg Sweep, Spin Kick | Kicks | Any | Tumbling |
| Chin Na | Grapple, Joint lock, Joint Lock | Punches, Locks, Throws, Holds | Any Kick | Pressure Points |
| Gojo Ryu | Aggressive Parry, Sweep, Knee Strike | Any | Any | None |
| Hapkido | Front Kick, Back Kick, Jump Kick | Kicks | Punches, Locks, Throws, Holds | |
| Is Shin Ryu | Aggressive Parry, Front Kick | Any | No Spin Kick, Jump Kick, or Flying Jump | None |
| Jeet Kune Do | Feint | Any | Any | |
| Jujitsu (Judo) | Grapple, Joint Lock, Back Kick | Locks, Throws, Holds or Hand Strike | Kicks | Pressure Points |
| Kalari | Grapple, Joint Lock, Elbow Strike | Any Punch, Locks, Throws, Holds | Any Kick | |
| Karate | Hand Strike, Front Kick, Back Kick | Hand Strikes and Kicks | Any, but Locks, Throws, Holds | None |
| Kempo | Spin Kick, Front Kick, Joint Lock | Locks, Throws, Holds, Subduing Strikes | Any | |
| Kick boxing | Hand Strike, Front Kick, Jab | Parry, Aggressive Parry, Dodge, Roundhouse | None | |
| Kuntao | Front Kick, Back Kick, Arm Lock | Locks, Throws, Holds and Punch | Any | |
| Military Hand-to-Hand | Disarm, Hand Strike | Locks, Throws, Holds, Punches, Grapple Attacks, Ear Clap | Any | Stealth, Spear |
| Muay Thai | Hook Kick, Elbow Strike, Knee Strike | Any (Including Starred) | Any | |
| Ninjutsu | Any | Any | Any | Stealth, Climbing |
| Pakua | Dodge, Pivot Throw, Joint Lock | Locks, Throws, Holds or Defense | No Strikes or Kicks | |
| Pentjak Silat | Sweep, Elbow Strike, | Any | All | Law |
| Police Hand-to-Hand | Grapple, Joint Lock, Pivot Throw | Hand Strikes | All but Kicks | |
| Savate | Front Kick, Back Kick | Kicks | Any, No Locks, Throws, Holds, or Grapple Attacks | None |
| Self-Defense | None | All Starred | No Flashy Maneuvers | None |
| Shaolin Kung Fu | Feint, Front kick, Back Kick | Kicks | Any | None |
| Sumo | Grapple, Pivot Throw, Grapple | Only Locks, Throws, Holds | None | None |
| T’ai Chi Chuan | Grapple, Hip Toss, Pivot Throw | Locks, Throws, Holds and Hand Strikes | No Kicks | None |
| Tae Kwon Do | Front Kick, Back Kick | Kicks and Punches | No Locks, Throws, Holds | |
| White Crane | Dodge, Spin Kick, Jump Kick | Hand Strikes and Kicks | No Locks, Throws, Holds | |
| Wing Chun | Jab, Knee Strike, Elbow Strike | Any, except High kicks, Jump Kicks, and Spin Maneuvers | None | None |
| Wrestling | Grapple, Grapple | Locks, Throws, Holds, Dodge | None | |
| Wushu | Hook Kick, Crescent Kick | Kicking, and Spinning Back Fist | Any | None |
Martial Arts Maneuvers
Damage given(reduced) per success is given as a base for each category and then as Base +/- for each skill. E.g. Elbow Strike does Base-1. If the character had SXD of 3, this would result in 3 damage [Base-1 = 1+SXD-1 = 1+3-1 =3]. Please also remember that all damage is considered concussive, meaning that the first three successes are concussive damage. All successes after that are physical damage. These two damage trakcs are additive, but concussive damage recovers at a rate of Con Hit points per minute.
Offensive Maneuvers
Arm Strikes
Arm strikes is the act of striking with some part of the palm, knuckle, arm, elbow, or shoulder. This is usually the elbow, the hand, the forearm, or the back of the wrist. Base Damage: SXD+1
| Name | Damage | Description |
|---|---|---|
| Back Fist | Base | The back fist is a strike to the body of face with the back of the knuckles. This maneuver can be used while grappled without the +2 penalty dice. |
| Disarming | Special | This is a strike to the joint holding a weapon. Resolve the strike with a opposed success test versus the defenderÕs Strength (Each target number is 4). |
| Ear Clap* | Special | This attack is meant to break the eardrums of the defender, and thus cause a loss of balance. Defender's resist with a Con test. If the attacker wins, the defender is has 1 penalty/success, decreasing by 1 penalty die per turn to all actions. |
| Elbow Strike | Base-1 | This maneuver attacks someone who is behind you. The damage is only base Light damage, but there is no penalty for not seeing your attacker. This maneuver can be used while grappled without the 2 penalty dice. |
| Feint | None | This maneuver sets up another maneuver. If the attacker wins, the defender will get a bonus die for every success on the next maneuver. If the defender wins, the attacker will get a penalty die for every success on the next maneuver. |
| Hand Strike | Base | This is your typical punch. This maneuver can be used while grappled without the 2 penalty dice. |
| Defensive Jab | Base-1 | The Jab is a nuisance punch designed to keep a opponent at bay. It is performed by moving the arm quickly from a partially extended state to fully extended state. The jab always goes before other maneuvers. |
| Rabbit Punch | 1+TXD | This punch is performed by interlocking hands and bringing them down like a mace. It is a strong attack, but negates any defensive actions. |
| Roundhouse | Base+2 | This attack is the common untrained hand strike. It is a long circular attack with the entire body behind it. It is a knock-out blow. Because of the amount of time this attack requires, it is easy to defend against. Defenders will have a bonus die to their roll against this attack. |
| Spinning Back Fist | Base+1 | To perform this maneuver the character spins 180 to 360 degrees raising both their leg and arm and then striking with a back fist. It has a built-in feint. First roll for a feint, and then resolve the attack normally. |
Kicks
A kick is a physical strike using the leg, in unison usually with an area of the knee or lower using the foot, heel, tibia (shin), ball of the foot, blade of the foot, toes or knee (the latter is also known as a knee strike). Base Damage: 2+TXD
| Name | Damage | Description |
|---|---|---|
| Axe Kick | Base+2 | The axe kick involves kicking above the target and then bring the heel of the foot down vertically on top of the opponent. It is a very powerful, but difficult maneuver. . |
| Back Kick | Base-1 | The back kick is used to attack someone directly behind you. It is a weak attack, but allows you to attack someone you normally would not be able to attack. |
| Crescent Kick | Base | The Hook kick and the Crescent Kick are very similar. They both involve sweeping the foot in an arc from it's normal position to the target, as opposed to a straight line. The crescent kick goes from the outside to the inside of one's body. |
| Drop Kick | Base+2 | This kick uses both feet to knock a defender down. The defender rolls their Weight versus the character's successes. After the drop kick the attacker will be in a prone position. |
| Flying Jump Kick | Base+3 | This maneuver involves the character doing a long jump and ending the maneuver by kicking the defender. The defender gets 1 bonus die to defend against this kick as it is generally an easy kick to defend against. |
| Foot Stomp | Base-2 | The Foot Stomp is used to stomp on a defender when they are down on the ground. This maneuver can be used while grappled without the 2 penalty dice. |
| Front Kick | Base | The front kick is your standard kick to someone in front of you. |
| Hook Kick | Base | The Hook kick and the Crescent Kick are very similar. They both involve sweeping the foot in an arc from it's normal position to the target, as opposed to a straight line. The hook kick goes from the inside to the outside of one's body. It is a hard kick to parry, so any parry attempt is made at 1 penalty die. |
| Jump Kick | Base+2 | The Jump kick is done by jumping straight up with one leg and kicking with the other. It is a very powerful attack. |
| Knee Strike | Base-2 | The Knee strike is an attack with the knee of the attacker. It is generally intended after a grapple or aimed at a defenderÕs vitals. This maneuver can be used while grappled without the 2 penalty dice. |
| Shin Kick | Base-3 | The shin kick is a nuisance kick designed to keep an opponent away. |
| Side Kick | Base | This maneuver involves kicking someone to the side of you. This is done by pivoting the body to the side, and thrusting the leg behind you. |
| Spinning Back Kick | Base+1 | To perform this maneuver the character spins 180 to 360 degrees raising both their leg and arm and then striking with a back kick. It has a built-in feint. First roll for a feint, and then resolve the attack normally. |
| Sweep | Special | The sweep is designed to trip an opponent by sweeping their legs out from under them. If the attacker gets more successes then the defender falls to the ground. DefenderÕs are at a 2 target penalty dice if they are currently using any kicking maneuver, but a shin kick or a kick aimed low. This maneuver can only be defended by jumping or dodging. |
Grappling
Grappling, in hand-to-hand combat, describes sports that consist of gripping or seizing the opponent. Grappling is used at close range to gain a physical advantage over an opponent, either by imposing a position or causing injury. Base Damage: 1
Special Attacks
| Name | Damage | Description |
|---|---|---|
| Eye Gouge | Base | When an attacker uses this attack, they gouge at the eyes. Though this attack does not do much damage. It does cause an extreme amount of pain. The target number of this attacks depends if the victim if grappled or not. If they are grappled the target is 4, else it is 6. |
| Face Attacks | Base | Face Attacks include grabbing hair or ears and tearing. It is a very painful maneuver and useful in breaking grapples. The target number of this attacks depends if the victim if grappled or not. If they are grappled the target is 4, else it is 6. |
| Head Butt | Base | The head butt allows you to damage an opponent with your head without hurting yourself. If at least one 1 is rolled on the dice then the attacker will have to make a Body test to reduce damage to themselves. This maneuver can be used while grappled without the 2 penalty dice. |
| Neck Snap | Strength | The Neck Snap is only taught in commando schools. It is done by grabbing the neck and head of an opponent and twisting quickly, thus snapping the neck. It is almost never tried in combat. |
Locks
A joint lock is a grappling technique involving manipulation of an opponent's joints in such a way that the joints reach their maximal degree of motion and hyperextension
| Name | Damage | Description |
|---|---|---|
| Finger Lock | Special | This maneuver locks a finger with the intention of causing enough pain to cause the defender to give up. A character will need to grapple successfully to perform this maneuver. Roll this skill versus the defender's Will. If the attacker wins, the defender gives up fighting. Bonus dice might apply to the defender, if the defender does not think that the attacker will spare their life. |
| Joint Lock | 5 or Special | This maneuver locks a joint with the intention of either hurting or breaking. A character will need to grapple successfully to perform this maneuver. If the attacker chooses to inflict pain, roll this skill versus the defender's Will. If the attacker wins, the defender gives up fighting. Bonus dice might apply to the defender, if the defender does not think that the attacker will spare their life. |
Throws
A throw is a grappling technique that involves off-balancing or lifting an opponent, and throwing them to the ground. Throws usually involve a rotating motion, the practitioner performing the throw disconnects with the opponent, and ends balanced and on their feet as opposed to a takedown where both finish on the ground. Throws can however also be followed into a top position, in which case the person executing the throw does not disengage from the opponent. Base Damage: SXD
| Name | Damage | Engaged | Description |
|---|---|---|---|
| Hip Toss | Base | No | The Hip Toss is done after a successful grapple. It allows the attacker to throw the defender to the ground. The defender rolls their Strength or Dexterity to resist this move. |
| Pivot Throw | Base | No | The pivot throw is a defense to an attack. The defender lets the attacker attack and then uses their momentum to throw them. It is a timing maneuver. The attacker needs to get more successes than the defender to throw them. |
| Trip | Base | No | The trip is designed to trip an opponent by pushing them over a fulcrum so that they become imbalanced and fall. This maneuver is done from a successful grapple. If the attacker gets more successes then the defender falls to the ground. Defender's are at a 2 penalty dice, if they are currently using any kicking maneuver. |
Holds
A grappling hold is any specific grappling, wrestling, judo, or other martial art grip that is applied to an opponent. Grappling holds are used principally to control the opponent and to advance in points or positioning. Base Damage: SXD Base Damage: None
| Name | Damage | Engaged | Description |
|---|---|---|---|
| Bear Hug | TXD | To grapple with a Bear Hug, the attacker grabs the defender around the body and squeezes as hard as they can. The initial attack does no damage, but will determine how good of a hold the attacker was able to get. Breaking a Bear Hug is the same as breaking a Grapple. | |
| Grapple | None | The grapple involves grabbing the a part of the defender's body. Once grappled the defender will be at a 2 penalty dice to all attacks and parries. The defender needs to make a resisted Strength test to escape. Each success on the initial die roll adds a bonus die to the attacker's defense until the grapple is broken. | |
| Head Lock | None | The head lock is used to keep a person immobile. It is generally a poor move to use, but can be used to throw a person or to go into a choke hold. Breaking a Head Lock is the same as breaking a Grapple. | |
| Choke Hold | TXD | The choke hold is done by placing the opponent's neck between the attacker's forearms and crushing the windpipe. It is very easy to do actual physical damage with this attack. Match the attacker's successes against the defender's Con roll (Target 5). |
| Defenses Base Damage Resisted: 1+SXD
Aggressive Parry Base
This parry is intended to harm the attacker. As with the parry, roll this maneuver versus the attacker's maneuver. If the defender gets more successes than the attacker, each success acts as a success for the attacker hitting himself. If the attacker uses a Parry or Aggressive Parry nothing happens.
Pivot Throw (See Grapples)
Parry Base
The parry simply tries to misdirect the attacker's thrust.
Shin Kick (See Kicks)
X-Block 1+TXD
The X-Block is performed by crossing your arms at the forearms and "catching" the attacking member at the point where your forearms cross. It is a very strong block and allows any succeeding grapple attempt to be made at two bonus dice. Unfortunantly, it also places you in a bad position if your grapple fails. All other succeeding attacks are at 2 penaly dice, while other parries defenses are at 1 penalty die.