Author Topic: Advanced Martial Arts Skill Table (Edited)  (Read 2669 times)

GM Craig

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Advanced Martial Arts Skill Table (Edited)
« on: July 28, 2015, 11:17:09 AM »
Approved in bold. Edited for comment in red. Keep the discussion on the original thread please.

http://karvis.altarka.org/index.php?topic=82.30

TechniqueDescriptionDifficultyEffect
BlindfightingThe character is trained to use senses other than sight to locate a targetVery DifficultIf the character makes the required skill roll and is within striking distance of the target, they may ignore the effects of blindness.  They cannot see, but can hear or smell a target well enough to strike.  This may be used as a reaction skill
Damage BoostThe Ter?s K?si student can transfer some of their Advanced Martial arts dice to gain a bonus on melee damage.EasyThe Ter?s K?si student may give up to half their Advanced Martial Arts dice to gain a bonus on all melee or unarmed attacks of 1 per D transferred. This ability may be kept up. This ability cannot be used while wearing armour with a DEX penalty.
Damage ReductionA Ter?s K?si discipline where the character can transfer half of their Advanced Martial Arts dice to harden their body as if they were wearing armour.DifficultThe Ter?s K?si student gains as many D physical armour as the dice transferred as physical armour, and one third of that as energy armour. This ability may be kept up. This ability cannot be used while wearing armour with a DEX penalty.
Defensive BoostThe Ter?s K?si student can transfer half of their Advanced Martial Arts dice to improve defensive rolls.ModerateThe Ter?s K?si student can designate half of their Advanced Martial Arts dice be counted for defensive rolls. These then create a "pool" of dice the character can spend on defensive rolls as if they were CP. The dice pool persist for 1 round per D of the defensive pool. When that pool of dice is gone, this power must be reactivated. This ability cannot be used while wearing armour with a DEX penalty.
DisarmThe character is trained to force an opponent to drop a weapon or objectModerateIf the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty number, the target must succeed in a competing Strength or Dex check (Attacker's choice) to maintain control of their weapon.
Elbow SmashThe character is trained to deliver a powerful blow with their elbowVery EasyThe character can add +1D to their damage roll if the skill roll is successful
FlipThe character can throw a target who has grappled them from behindModerateA successful skill check indicates that the target is hurled to the ground provided the attack is not parried or dodged.  The target suffers STR damage.  This may be used as a reaction skill.
Flying KickThe character is trained to leap to deliver a crushing attackDifficultThe character can add +3D to their damage roll if their skill roll exceeds the difficulty number.  Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack this round with out incurring any additional multiple action penalty. The attacker must be able to move a minimum 5 meters in a straight line before making this attack.
Foot SweepThe character can trip an opponentModerateA successful attempt indicates the target is tripped, falling to the ground.
HeadbuttThe character can user their head to strike a target, even if they are held, pinned or bound.EasyIf the character's skill roll meets the difficulty number they may use their head to strike the target inflicting STR damage; can be used if the character is bound or held; can be used as a reaction skill.
Hold/GrappleThe character is trained to grapple and hold a target immobileModerate plus an opposed Strength rollThe character attempting to grapple with a target must make a Moderate martial arts roll to hold their opponent.  For every round the target is held the character must make an opposed Strength roll.  If the target beats their Strength roll they break free of the hold
Instant StandThe character is trained to negate the effects of a fall and return to a standing, combat-ready position.Easy[/color]If a character is tripped or knocked down, they may return to a standing position without suffering a multiple-action penalty.
Instant StunThe character is trained to strike at critical pressure points that effect breathing or the nervous system, stunning the targetModerateIf the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty, the target is stunned for one round
Leg SweepThe Ter?s K?si student drops low and swings their leg in a powerful circle, attempting to knock down all opponents adjacent to them.DifficultAnyone adjacent to the Ter?s K?si student must make a competing balance roll or be knocked to the ground. This ability cannot be used while wearing armour with a DEX penalty.
Multiple StrikesThe character can deliver multiple blows.ModerateThe character can make a second attack without incurring additional multiple-action penalties.  The second attack inflicts STR damage.
Nerve PunchThe character knows the location of nerve clusters, striking in such a way as to render the target's limb numb.Very DifficultIf successful, the character's attack renders an opponents limb (arm or leg, specified prior to making the attempt) unusable for 3D rounds.  Any items held in the effect hand are dropped.  If the character beats the difficulty number by 15 or more, the target is rendered unconscious
Power BlockThe character is trained to parry attacks in a manner which inflicts damage.ModerateA successful parry inflicts STR damage on the target.  This can be used as a reaction skill.
Power BoostA Ter?s K?si discipline, the character can redistribute up to half their Advanced Martial Arts dice to their attributes.Very DifficultIf the character is successful, they may transfer some of their Martial Arts dice to their attributes (note - does not affect their skills), though the Ter?s K?si fighter may not exceed racial maximums by more than 1D. This ability cannot be used while wearing armour with a DEX penalty.
ReversalThe character is trained to turn the tables on an opponent who is attempting to grapple.Opposed Strength or Brawling: Martial Arts roll (which ever is higher) +5.The character can employ this only when they are held.  If they break the opponent's grip, they may in turn hold the target immobile or employ another technique.  This may be used as a reaction skill.
Snap KickThe character is trained to deliver a powerful kick with relative speed.ModerateIf the character makes the required skill roll, he may deliver a powerful kick at Strength+1D damage with such speed that he may make one other hand-to-hand attack this round without incurring additional multiple action penalties. This ability cannot be used while wearing armour with a DEX penalty.
Silent StrikeProvided the character can successfully sneak up on a target, they can get a bonus to damage.DifficultThe character must be within arms reach of the target.  The character must declare if this is a killing or stunning attack prior to making the attempt. A successful skill roll allows the player to gain a +3D damage bonus on the target as lethal or non-lethal damage (attacker's choice)
Spinning KickThe character is trained to perform a powerful kick.ModerateThe character can add +2D to their damage roll if the skill roll exceeds the difficulty number.  Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack with no multiple action penalties.
Shoulder ThrowThe character can throw a targetEasyA successful skill check indicates that the target is hurled to the ground, provided the attack is not parried or dodged, suffering STR damage.
Weapon-BlockThe character is trained to parry melee attacks, even when they do not possess a melee weapon.Opposed Martial Arts versus Melee Combat roll +10If the character makes the required difficulty roll, they successfully block a melee attack
« Last Edit: July 30, 2015, 10:32:24 AM by GM Craig »