Sketchpad Posted March 13, 2004 Report Share Posted March 13, 2004 In a follow-up to Bike-Fu, I decided to work up Skateboard-Do Skateboard-Do Skateboard-Do is the art of battle using a skateboard as an extension of your body. While thought of as a form of Dirty Infighting, Skateboard-Do relies heavily on various maneuvers natural to the skater scene ----------------. Skateboard-Do Used with Skateboard; Vehicular Weapon Element is free. Maneuver Phs Pts OCV DCV Damage/Effect Truck Smash ½ 5 -2 +1 STR + 4d6 Strike Face Plant ½ 5 -2 +0 ½d6 HKA (DC 2); Target Falls Board Dance ½ 4 - +5 Dodge, Affects All Attacks, Abort Body Grind ½ 4 +2 -2 STR + v/5; FMove Spin Block ½ 5 +1 +3 Block, Abort Board Trip ½ 3 +2 -1 STR + 1d6; Target Falls Charge ½ 4 +0 -2 STR + 2d6 + v/5; Strike, Fmove Hand Stand: 1/2 +1 +3 Block, Abort 180 Kick-Flip: 1/2 +2 +0 Weapon +2 DC Strike Grind: 1/2 +2 -1 Weapon +1 DC Strike, Target Falls Air Spin: 1/2 -2 +1 Weapon +4 DC Strike ---------------- Skills Acrobatics Breakfall Combat Driving: Skateboard CSL w/ Skateboard KS: Skateboard-Do KS: Skater Culture PSL vs. Skateboarding Combat TF: Skateboard Elements Weapons +1 Use Art with Blunt Weapons ---------------- Edited to incorporate Ghost-Angel's Maneuvers Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted March 13, 2004 Report Share Posted March 13, 2004 Here's some of the maneuver's I'm sorting out for my Skater-punk TeenSuper "Soda-Pop Crush." Hand Stand: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort (character does a handplant and brings the board up to block incoming attack.) 180 Kick-Flip: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike (The kick flip spins the board around into the target, rider meets the board on the otherside of the hit and keeps going.) Grind: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls (Boarder does a grind as they pass the enemy that knocks them down - sweep maneuver.) Air Spin: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike (Just a harder-hitting version of the kick-flip as the boarder gets their entire body momentum into the hit.) -- that's all I've got so far, it's a work in progress right now. the skill set includes: Acrobatics KS: Skateboards. PS: Skaterpunk Combat Driving: Skateboard and a handful of CSLs. Now, I built the "skateboard" as Flight "only in contact with surface", linked Leaping to it (10" Ollie!!), and have SL: Skateboard "Flight" to help simulate turn modes and such on a skateboard. it could easily be as Running though. Depending on how you want to handle Skating in the game. the Skateboard in my case is OIF, since the the skater and board "become one." If I get the character done I might post 'em. Still working out the other powers (throwing Soda cans with various effects). Quote Link to comment Share on other sites More sharing options...
Sketchpad Posted March 13, 2004 Author Report Share Posted March 13, 2004 Ooo ... good ideas Ghost-Angel Do you mind if we murge styles a bit? Quote Link to comment Share on other sites More sharing options...
caris Posted March 13, 2004 Report Share Posted March 13, 2004 Just a thought, but might a Flying Dodge fit in better than a Martial Dodge, and a few more of the full move manuevers too? Quote Link to comment Share on other sites More sharing options...
Foxiekins Posted March 13, 2004 Report Share Posted March 13, 2004 Wouldn't a Skateboard be Ground Gliding, from page 118 of FRED...? Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted March 13, 2004 Report Share Posted March 13, 2004 There's tons of ways to build something like a skateboard. Gournd Gliding didn't have enough options for me. I used Flying "Only while touching a surface" so I could have the skater do some gnarley tricks over all sorts of crazy objects, like cars, buildings, statues, skyscapers ... Imagine the Vert from an 80 story building Sktechpad: Not all, merge away, I was having trouble coming up with more maneuvers and you've got tons more than me. I was gonna ask you if I could steal some of your work. Quote Link to comment Share on other sites More sharing options...
pinecone Posted March 13, 2004 Report Share Posted March 13, 2004 Mua ha ha! I am so stealing this...I've been wanting to write up "Ninjor" the skate punk who was bitten by a radioactive ninja while on tour in Japan......this rocks..... Quote Link to comment Share on other sites More sharing options...
zornwil Posted March 14, 2004 Report Share Posted March 14, 2004 Thanks much! I will be incorporating this directly into my skateboard NPC (how nice of you to do game prep for me!), after the NPC has been exposed and battled the heroes, I'll let you know what else I did and how it went. Quote Link to comment Share on other sites More sharing options...
TrickstaPriest Posted March 14, 2004 Report Share Posted March 14, 2004 Wow, this stuff is very useful. Maybe it could be poked into another edition of UMA (*frantic waving at Steve!*). Would be helpful for Dee, since he fights on... telekinetically controlled rollerblades. He's not much of a martial artist, but he might have a few of these. *copies and pastes!* Quote Link to comment Share on other sites More sharing options...
coach Posted March 19, 2004 Report Share Posted March 19, 2004 One of my most over-effective characters ever was a 350 point skater-punk. He was a super-speedster who did not have the invulnerability of pounding his feet into the ground at supersonic speed that so many speedsters seem to have, so he had to judiciously use a skateboard. Also to hit people with, since hitting them at superspeed with his hand broke his bones, as well. I used an EC to simulate some of his skater tricks, like super-running, missile deflection, a limited form of Armor (superimposing the skateboard between himself and damage), and HA. He then also had Martial Arts, like the Skateboard-Do. All of his maneuvers had the Full-Move element, which gave him a huge advantage. His 27" movement was more or less effectively doubled, sine he could move it all and still perform most of his attacks or defenses. I purchased his movement as Running as opposed to Flying and it was amazing. Having no turn mode was another huge advantage. On one of his first missions, he cleaned out several twisting hallways worth of bad-guys in one massive swept Passing Strike because he was the only one that could maneuver through them at that speed. There were flyers with more inches of movement, but nobody who could near match his maneuverability. I bought a limited form of Clinging for his zipping up wall ability, and a few inches of Leaping to clear the buildings, and it worked really well. His skateboard was an OAF, of course, and he did lose it on two different ocassions. But since he was a speedster with a large DEX and CV, it was very hard to disarm him. After we had gained some EPs, he changed to a flying skateboard, and while he lost some maneuverability, being able to take to the sky was pretty cool. But I really think it was the most unbalanced character, as compared to the others, that I've ever built. Not only did he deal out top-level damage at the highest CV, he also had a massive number of non-combat skills. I didn't actually mean it to be that way, he just worked out really good. Oh yeah, now I remember the real reason that I built him. The GM always ran these dark, negative campaigns which nobody really cared for, so I used him as a light, humorous counterpoint. He annoyed the heck out of all the "darker-than-thou" NPC heros. Oh yeah, his name was "Crime Thrasher". Quote Link to comment Share on other sites More sharing options...
AlHazred Posted March 19, 2004 Report Share Posted March 19, 2004 I'd probably buy a die or two of HA through the board as well. Take it from me, those things hurt when someone runs into you at high speed... Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.