House Rules for Martial Arts

by Joel Blair

Date: Wed, 7 Feb 1996 14:45:15 -0500 From: rlmiller@chemdept.chem.ncsu.edu To: Multiple recipients of list Subject: Re: MA's and stuff

Here is the stuff that Joel created for your viewing pleasure.

Combat

Melee

A character may throw an extra attack per round for every 10 ranks of skill in a weapon. If a character chooses to throw more than one attack and split that attack into X number of attacks and X number of parries, he must declare the order at the beginning of the round.

        rank  attacks
	10	two
	20	three
	30	four
	etc.......

	Penalties for more than one attack

	# Attacks	vs 1 opponent	vs 2 opponents	vs 3 opponents
	1		-0			-20			-40
	2		-30			-50			-70
	3		-60			-80			-100
	4		-90			-110			-130
	5		-120			-140			-160
	6		-150			-170			-190
	7		-180			-200			-220

	# Attacks  vs 4 opponents	vs 5 opponents	vs 6 opponents
	1		-60			-80			-100
	2		-90			-110			-130
	3		-120			-140			-160
	4		-150			-170			-190
	5		-180			-200			-220

	# Attacks	vs 7 opponents	vs 8 opponents	vs 9 opponents
	1		-120			-140			-160
	2		-150			-170			-190
	3		-180			-190			-220
	4		-210			-220			-250
	5		-240			-250			-280

Example: Org has an OB of 290 and is fighting 3 opponents. Org wants to throw 6 attacks, so that he may attack each opponent once and throw three parries. Org's OB will be 290 - 190 = +100. Therefore Org will throw three attacks at +100 and three parries at +100. He also must declare the order in which they go, so he chooses to parry 3x's first than throw his 3 attacks.

Missile

The character that wishes to fire more than one arrow/rnd must make a successful Iai (arrow) skill. This is a more specialized use of the Iai skill and must be developed separately from Iai. A successful skill check is made upon a roll of +111. If successful the character does not suffer a -30 penalty for drawing the next arrow. The skill check is modified by an additional -10 for each arrow past two that the character wishes to draw. A character must still have sufficient ranks to fire more than once per round, and a character can still fire a second arrow without this skill but at a -30. A fumble with this skill causes the character to lose all attacks for the round and earns a roll on the fumble chart.

Directed Weapons Master

The following abilities are rank based and not skill based.

Melee
Rank 40	(skill bonus +85)
	As long as the attack does a critical, the critical becomes a "C"

Rank 60	(skill bonus +95)
	As long as the attack does a critical, the critical becomes a "E"

Rank 80	(skill bonus +105)
	Spell Sheild:  	The character may parry incoming spells. 
				Sheer Folly Manuver
				90% activity
				15 exhaustion pts/rnd
				% on MM chart is % of OB subtracted from 
				attack spell
				On BAR of spell treat wielder as having metal helm 
and 
				armor

Rank 100	(skill bonus +115)
	Steel Wall:		May parry any attack from two directions only
				Sheer Folly Manuver
				100% activity
				30 exhaustion pts/rnd
				% on MM chart is % of OB subtracted from attack

Rank 150	(skill bonus +140)
	As long as an attack does a critical, the critical becomes "Holy"

Rank 200	(skill bonus +165)
	As long as an attack does a critical, the critical becomes "Slaying"

Rank 250	(skill bonus +190)
	The Way:	May use the Mana Molding list to 25th level
			Absurd Manuver
			10 exhaustion pts/rnd
			10% activity
			Should only be used in conjunction with the use of the
			weapon.



Missile
Rank 40	(skill bonus +85)
	As long as the attack does a critical, the critical becomes a "C"

Rank 60	(skill bonus +95)
	As long as the attack does a critical, the critical becomes a "E"

Rank 80	(skill bonus +105)
	Find Foe:  		May shoot around corners
				Only hits targets within 90%
				Sheer Folly Manuver
				20% activity
				15 exhaustion pts/rnd
				% of MM is %OB available for attack

Rank 100	(skill bonus +115)
	Eagle Shot:		May shoot bank shots off objects
				Only hit targets with 270%
				Absurd Manuver
				25% activity
				15 exhaustion pts/rnd
				% of MM is %OB available for attack

Rank 150	(skill bonus +140)
	As long as an attack does a critical, the critical becomes "Holy"

Rank 200	(skill bonus +165)
	As long as an attack does a critical, the critical becomes "Slaying"

Rank 250	(skill bonus +190)
	The Way:	May use the Mana Molding list to 25th level
			Absurd Manuver
			10 exhaustion pts/rnd
			10% activity
			Should only be used in conjunction with the use of the
			weapon.
Options
1)  Give the character the chance to develop special skill orientated abilities 
when working with that weapon.(see table for examples)

2)  Give the character an equal number of ranks for use with the skills Reverse 
stroke, Yado, and Iajitsu when using their prime weapon

3)  combine Options one and two

4)  As option two, but at one-half the number of ranks

5)  Others as necessary to fit world design
						author: Joel Blair

There it is, I have some more stuff that concerns static skills that I will try to post as I enter it in.

russ miller "meddle not in the affairs of GM's for they are quick and subtle to anger"


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