Temp MA Stunts

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(Dodge: Defining NF II as No Facing, and adding Calm Dodge III)
(Dodge: Mat Compass changed to Map Compass. Adding intro text defining how Dodge works w/o Stunts, & added Faster Dodge I to III)
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=== Dodge ===
=== Dodge ===
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{|style="margin: 2px;"
{|style="margin: 2px;"
!scope="col" style="width:10em;" | Dodge<br>Stunt !!scope="col" style="width: 3em;" | Slots !!scope="col" style="width: 3em;" | SP !!scope="col" style="width: 3em;" | APT !! Notes
!scope="col" style="width:10em;" | Dodge<br>Stunt !!scope="col" style="width: 3em;" | Slots !!scope="col" style="width: 3em;" | SP !!scope="col" style="width: 3em;" | APT !! Notes
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| Faster Dodge I || 1 ||  ||  || Gives the character 1 SF to his Dodge
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|-
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| Faster Dodge II || 3 ||  ||  || Gives the character 1 SF to his Dodge
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| Faster Dodge III || 6 ||  ||  || Gives the character 1 SF to his Dodge
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| Dodge Punch || 3 ||  ||  || Gives the character 2 SF applied, and a -1 RD bonus, to Dodge, but ''only'' against fist Punches
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| Dodge MW || 2 ||  ||  || Removes the +1 RD penalty for Dodging melee weapon attacks
| Dodge MW || 2 ||  ||  || Removes the +1 RD penalty for Dodging melee weapon attacks
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| REF Dodge || 3 ||  ||  || Removes the 1 CFP cost per Dodge
| REF Dodge || 3 ||  ||  || Removes the 1 CFP cost per Dodge
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|-
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| Calm Dodge I || 2 ||  ||  || Whenever the character Dodges, he gets to choose which hex to move into, instead of rolling 1d6 on the Mat Compass
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| Calm Dodge I || 2 ||  ||  || Whenever the character Dodges, he gets to choose which hex to move into, instead of rolling 1d6 on the Map Compass
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| Calm Dodge II || 3 ||  ||  || The character does not have to perform a 1-hx move when Dodging  
| Calm Dodge II || 3 ||  ||  || The character does not have to perform a 1-hx move when Dodging  
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| Dodge NF II || 6 ||  ||  || No Facing. The character is no longer subject to the +2 RD penalty for Dodging attacks from behind
| Dodge NF II || 6 ||  ||  || No Facing. The character is no longer subject to the +2 RD penalty for Dodging attacks from behind
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| '''Total Slots''' || 30 ||colspan=2| Style Skill || 15
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| '''Total Slots''' || 43 ||colspan=2| Style Skill || 22
|}
|}
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x
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Whenever a character Dodges, he must pay 1 CFP (Combat Fatigue Point), and roll 1d6 on the Map Compass to determine the direction that he must move 1 hex in as part of the Dodge; if the determined hex is occupied by a friend, foe, large object or wall, or represents a drop to a fall or into a liquid, then the character cannot Dodge. He does not roll, and has wasted his Action Points and CFP. If he has the AP, he may try to Dodge again, paying another AP cost and 1 CFP, hoping to roll a different result on the 1d6. If the character has precarious footing, such as standing on a beam or a tight rope or a slippery surface (ice, or a stone floor covered with oil or marbles), his Dodge rolls are subject to a +2 RD penalty. The CFP cost, the mandatory movement and the penalty for precarious footing can be negated with Stunts.
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{|style="margin: 2px;"
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! Dodge<br>Stunt !! Slots !! SP !! APT !! Notes
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Dodging is best suited against unarmed foes, and is subject to a +1 RD penalty when used against melee weapon attacks, or against any ranged attack. Likewise there is a +1 RD penalty when Dodging melee weapon attacks or unarmed attacks from a foe that is of non-Human morphology, e.g. a quadropedal creature such as a wolf. According to the GM's sense of realism, some characters may be immune to this penalty in specific situations, preferably justified by other Skills, or at least by backstory. A character with a high Skill in Animal Handling: Horse should realistically be exempt from all RD penalties that involve defending against attacks from horses and other equines. Note that all three of these +1 RD penalties can be negated with Stunts.
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| Dodge MW || 2 ||  ||  || Removes the +1 RD penalty for Dodging melee weapon attacks
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Normally a character is subject to a +2 RD penalty on his Dodge rolls if he is ''flanked'', that is there is a foe (someone he has reason to assume will or might do him harm) on each side of him.  This penalty is not increased if there are more than two foes. Furthermore, all characters are assumed at all times to have a facing, which is towards whichever direction it makes the most sense for them to face. When in doubt, the GM must force the player to make a choice. A character can still Dodge against attacks coming from behind (from the direction opposite the one he is facing), but at a +2 RD penalty. Both these +2 RD penalties can be negated with Stunts.
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| Dodge Ranged || 3 ||  ||  || Removes the +1 RD penalty for Dodging ranged attacks
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| Dodge Animal || 3 ||  ||  || Removes the +1 RD penalty for Dodging a melee or unarmed attack from a foe with a non-Human morphology  
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| REF Dodge || 3 ||  ||  || Removes the 1 CFP cost per Dodge
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+
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| Calm Dodge I || 2 ||  ||  || Whenever the character Dodges, he gets to choose which hex to move into, instead of rolling 1d6 on the Mat Compass
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+
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| Calm Dodge II || 3 ||  ||  || The character does not have to perform a 1-hx move when Dodging
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| Dodge NF I || 4 ||  ||  || No Flanking. The character does not get a +2 RD penalty if there are foes on both sides of him, but is still subject to a +2 RD penalty for Dodging attacks from behind
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| Dodge NF II || 6 ||  ||  || The character is no longer subject to the +2 RD penalty for Dodging attacks from behind
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| '''Total Slots''' || 26 ||colspan=2| Style Skill || 13
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|}
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'''SF''' means Speed Factor.<br>
'''REF''' stands for Reduced Effort. It should be ReF but REF is easier to type.<br>
'''REF''' stands for Reduced Effort. It should be ReF but REF is easier to type.<br>
'''NF''' stands for No Flanking or No Facing, and means the ability (in this case Dodge) works better when the character is (I) flanked or when (II) attacks come from behind.
'''NF''' stands for No Flanking or No Facing, and means the ability (in this case Dodge) works better when the character is (I) flanked or when (II) attacks come from behind.

Revision as of 00:58, 25 March 2012

This article is meant as a repository for Martial Arts Stunts, including non-combat Styles such as Mental Training. It's going to be a long article, divided into many sections, possibly with sub-sections.

Contents

Stunt Slots

This table gives the total (not added) number of Stunt Slots for each Style Skill Level. To find the added number of Slots at any given Skill Level, simply take the value from that Level, and subtract the value for the previous Level. The easiest way to keep track of Stunt Slots, in the long term, is to track the total number of Slots, and the total number of used Slots.

Skill
Level
Low
tier
Mid
tier
High
tier
Notes
1 2 2 3
2 4 4 6
3 6 6 9 Black Belt 1st dan is Skill 5 and Style 3, so a weapon user has 6 Stunt Slots at 1st dan, while an unarmed black belt has 9 Slots.
4 8 8 12
5 10 11 15 Here advanced training begins to pay off for the mid tier
6 12 14 18
7 14 17 21 With a Style Skill of 7 and a Use Skill of 8, your character has performed kung fu. Congratulations!
8 16 21 27 Bonus slots given to Mid (+1) and High (+3) as a sort of "Elite Effect"
9 18 24 30
10 20 28 36 Again an Elite Effect for Mid (+1) and High (+3) tier
11 22 31 39
12 24 34 42
13 26 37 45
14 28 40 48
15 30 43 51
16 32 46 54 Keep in mind, nobody is going to develop a Style Skill, or indeed any other Skill, to this Level. Skill Level 12 is Legendary and Skill Level 14 is Mythical. What does that make Skill Level 16? Absurd?

This table defines which Skills belong to which tier, and gives a complete list of the Non-Combat Style Skills.

Tier Skills
Low tier Brawling and Wrestling. Also Dodge, Improvised Weapon, and all non-combat Styles
Mid tier All Melee Weapon Skills, including Staff and Shield. Also all Ranged Weapon Skills.
High tier Judo and Karate
Non-combat Styles Combat Wisdom, Mental Training, Movement Style (these are all low tier)

Keep in mind, Brawling and Wrestling do not occupy Style Slots. Neither does Mental Training. A character without the Martial Style Skill has 1 Style Slot; a character with Martial Style Skill has 1 Style Slot per Skill Level.

Melee Weapon Styles

Ranged Styles

Unarmed Styles

Sophisticated and unsophisticated Skills, and Dodge.

Dodge

Dodge
Stunt
Slots SP APT Notes
Faster Dodge I 1 Gives the character 1 SF to his Dodge
Faster Dodge II 3 Gives the character 1 SF to his Dodge
Faster Dodge III 6 Gives the character 1 SF to his Dodge
Dodge Punch 3 Gives the character 2 SF applied, and a -1 RD bonus, to Dodge, but only against fist Punches
Dodge MW 2 Removes the +1 RD penalty for Dodging melee weapon attacks
Dodge Ranged 3 Removes the +1 RD penalty for Dodging ranged attacks
Dodge Animal 3 Removes the +1 RD penalty for Dodging a melee or unarmed attack from a foe with a non-Human morphology
REF Dodge 3 Removes the 1 CFP cost per Dodge
Calm Dodge I 2 Whenever the character Dodges, he gets to choose which hex to move into, instead of rolling 1d6 on the Map Compass
Calm Dodge II 3 The character does not have to perform a 1-hx move when Dodging
Calm Dodge III 4 The character is not subject to the +3 RD penalty for Dodging while on a narrow ledge or a slippery surface
Dodge NF I 4 No Flanking. The character does not get a +2 RD penalty if there are foes on both sides of him, but is still subject to a +2 RD penalty for Dodging attacks from behind
Dodge NF II 6 No Facing. The character is no longer subject to the +2 RD penalty for Dodging attacks from behind
Total Slots 43 Style Skill 22

Whenever a character Dodges, he must pay 1 CFP (Combat Fatigue Point), and roll 1d6 on the Map Compass to determine the direction that he must move 1 hex in as part of the Dodge; if the determined hex is occupied by a friend, foe, large object or wall, or represents a drop to a fall or into a liquid, then the character cannot Dodge. He does not roll, and has wasted his Action Points and CFP. If he has the AP, he may try to Dodge again, paying another AP cost and 1 CFP, hoping to roll a different result on the 1d6. If the character has precarious footing, such as standing on a beam or a tight rope or a slippery surface (ice, or a stone floor covered with oil or marbles), his Dodge rolls are subject to a +2 RD penalty. The CFP cost, the mandatory movement and the penalty for precarious footing can be negated with Stunts.

Dodging is best suited against unarmed foes, and is subject to a +1 RD penalty when used against melee weapon attacks, or against any ranged attack. Likewise there is a +1 RD penalty when Dodging melee weapon attacks or unarmed attacks from a foe that is of non-Human morphology, e.g. a quadropedal creature such as a wolf. According to the GM's sense of realism, some characters may be immune to this penalty in specific situations, preferably justified by other Skills, or at least by backstory. A character with a high Skill in Animal Handling: Horse should realistically be exempt from all RD penalties that involve defending against attacks from horses and other equines. Note that all three of these +1 RD penalties can be negated with Stunts.

Normally a character is subject to a +2 RD penalty on his Dodge rolls if he is flanked, that is there is a foe (someone he has reason to assume will or might do him harm) on each side of him. This penalty is not increased if there are more than two foes. Furthermore, all characters are assumed at all times to have a facing, which is towards whichever direction it makes the most sense for them to face. When in doubt, the GM must force the player to make a choice. A character can still Dodge against attacks coming from behind (from the direction opposite the one he is facing), but at a +2 RD penalty. Both these +2 RD penalties can be negated with Stunts.

SF means Speed Factor.
REF stands for Reduced Effort. It should be ReF but REF is easier to type.
NF stands for No Flanking or No Facing, and means the ability (in this case Dodge) works better when the character is (I) flanked or when (II) attacks come from behind.

Non-combat Styles

This for Styles that do not give direct offensive or defensive benefits, such as Combat Wisdom and Mental Training, and Movement Style.

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