Martial Arts Intro

 :Martial_Arts_Intro


   Martial arts are a style of combat and discipline that are NOT widely

practiced in Mystic compared to HTH combat. It has developed over time

under many names and forms, but is primarily found as a discipline only

in those areas were there is strict weapons control over the people, or

where beings have decided that the physical world is NOT as important as

that of the spiritual world.


   Martial arts is a vital to the Taoist Mage tradition. Many of the

'effects' of martial arts seen in films and similar media, are not

actual martial arts skills, but the usage of Taoist magic.


   Normal combat without martial arts (HTH) produces:


          Punch does 1d10 + (BODY/10) damage on a hit & Stun Roll

          Kick does 1d10 + 2 + (BODY/10) damage on a hit & Stun Roll


   Martial combat begins by increasing the damage done by a hand or leg

based attack:


           Hand does 1d10 + 2 + (BODY/10) damage & Stun Save

           Kick does 1d10 + 4 + (BODY/10) damage & Stun Save


   Additionally as a student of the art becomes more developed they

develop special abilities from the disciplines of martial arts. These

are:


   Extra Stun Option : Before swinging a Martial artist can choose to do

less damage in return for reducing a targets stun by an attack. Choosing

to do so reduces damage to mearly the 1d10, but gives for the a -10 to

the targets save vs STUN.


   Martial Throw : This maneuver allows a martial artist to toss an

opponent across a distance. It is done with -25% from normal success. A

failed Throw attempt gives an opponent +25% chance to affect the Martial

Artist with their next HTH or Martial Attack (If performed the same

round or on the next round). A successful throw throws an opponent 1

foot away from the Attacker per BODY point they have (+5 feet overall if

the target was running when the throw was done). If the throw is simply

to the ground, the opponent makes a Coordination save and if they fail

must make a Stun Save. If the Throw is INTO an object then they take

1d10 damage, and the stun save.


   Speed : A Martial artist gains 1 to their Initiative rolls for every

Education Rank placed in martial Arts, upto 10 such ranks. It is NOT

cumulative with Hypermetabolism or Fast Metabolisim bonuses. It is ONLY

applied when in actual martial arts combat and does NOT apply to ANY

other actions! It applies to both unarmed combat and the use of ALL

traditional oriental martial arts weapons (But NOT Guns, Bombs,

Gernades, bows, non-oriental swords etc!)


   Instant Stand : Upon being struck down, knocked off balance or

otherwise dropped from their feet, a disciple may attempt the instant

stand maneuver so they can be functional. This maneuver requires a skill

roll and does NOT count as an action on their initiative. If successful

they have returned to their feet and can act on their normal initiative

without hinderance. If failed they must spend the usual round rising to

their feet.


   A Martial artist must practice to maintain their edge in combat. If

they do not practice at least an hour a day then they will NOT have

their initiative bonuses the next day from it.


   All other abilities fall within the realm of the Taoist mage and

require an expenditure of energy (which they refer to as KI) to perform.


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