Custom Martial Art Skills
Hello All,
Here is some custom skills to use in a martial arts game that I never ran. I think though that they can be useful to flesh out characters in the right game. So enjoy!
PS (PRE): Kata (forms)--This skill is can be used for two things. The first is for characters in a martial arts tournament, they can compete in the forms division. I based it on Presence bacause in my experience, the competitor is trying to "sell" the "fight" to the judges. For fancier, and flashier forms, Dexterity makes a wonderful complimentry skill roll. Second, the is the idea that forms contain "hidden" techniques, or at least techniques not normaly associated with the art, or it teaches the practitioner the use to use different weapons than openly taught. The first way with "hidden" techniques, with the GM approved level, you can use this skill to justify buying mauevers outside your chosen art. This is nice if your GM is being strict with what manuevers the style can buy. For example, lets say your PC has shotokan karate. Shotokan is not known for its joint-locks. With this skill say 13-, you can buy the joint-lock manuever. "That crossing block is really a joint-lock". As for weapons, lets take Shotokan again. Shotokan is traditionally an empty-hand system. Again with the skill you can say this form is also teaches me to use the staff. (I got this idea from Ninja and Superspies RPG.)
KS (INT): Tournament Rules--I got this idea from Ninja Hero 5th. First the skill allows you to identify what the specific rules (or lack thereof) are. And more importantly, what techniques you can and can't use. For example, kickboxing has (well at least many years ago) a rule that you had to throw x amount of kicks in a round or get penalized. The UFC has always had some limits, such as eyegouge, and fish hooks. A botched roll would indicated that the character thought that illeagl technique were considered ok. This skill is useful for writing up referees. They don't have to be martial artists but they know what is legal and what isn't. Another use (and this is where I got the idea from Ninja Hero) would be to but combat skill levels with a RSR (Tournament Rules), or the variation (Specific Tournament). I bought this for a character of mine to represent that in a tournament fight is really good, (a champion) but out in the street, he's not as good.
PS (STR) Breaking: This skill lets you know what materials to break and how to set them up. For each success, you can add +1 body to roll for breaking purposes. And just remember, if said target doesn't break, that energy goes somewhere, and if your body is in a poor position, it hurts!
Defense from Chokehold: LS: Need not breathe (10pts) Non-persistant (-1/4), Req. Gestures through out (-1/2), And only vs Chokehold (-2) Act 10 pts Real cost 3 pts.
With this technique, if someone chokes you, you manuever your neck/head and use your arms to allievate the pressure to breathe. The downside is that you can't use your arms to attack, or escape and still breathe.
Glad to hear comments, and if anyone uses it.
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
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