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> Idea: New Martial Arts maneuvers
HentaiZonga
post May 4 2008, 07:39 AM
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New Martial Arts Maneuvers
These were inspired by watching various Jackie Chan flicks, among other things. (IMG:style_emoticons/default/smile.gif) The first is basically a version of 'Two-Weapon Style' that uses the Gymnastic Dodge instead of the Full Parry defense; the second is basically a way to combine running, jumping, tumbling and such into a single movement action, at the expense of anything else (like you're typical Parkour freak).

Flowing Attack
A character using this maneuver is trained to always stay in motion, attacking at moments of opportunity by adjusting direction rather than gaining momentum. This Maneuver is incompatable with 'Two Weapon Style'.

The character may choose to apply the Gymnastic Dodge Full Defense option while performing a single melee attack as normal. Either the attack or the Dodge suffers a -2 dice pool modifier due to the amount of control and focus necessary, and the character may not wield any weapon with a Reach greater than 1.

Gymnastic Movement
This maneuver is not an attack or defense, but rather an augmentation to movement. Through various martial arts techniques, the character learns to move in a flowing, tumbling manner, alternating between gymnastic tumbling and outright sprinting. By devoting an entire Complex Action to running, the character may make a Running test using their Agility + Gymnastics skill + Running skill as their dice pool. Characters performing a Gymnastic Movement action may not also utilize Full Defense until their next action - their attention is already too focused on dodging terrain and finding purchase to expend any effort on dodging willful hazards as well.
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Glyph
post May 4 2008, 08:07 AM
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The first one is too powerful. Gymnastics can be boosted with dice pool modifiers from synthcardium and enhanced articulation, which stack with improved ability (which only costs 0.25 PP per point). And since the dice pool includes melee skill plus gymnastics, you could potentially get two specializations (martial arts and tumbling). So this is something potentially extremely potent, and a little 2-dice penalty doesn't make it significantly less so.
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HentaiZonga
post May 4 2008, 08:28 AM
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QUOTE (Glyph @ May 4 2008, 01:07 AM) *
The first one is too powerful. Gymnastics can be boosted with dice pool modifiers from synthcardium and enhanced articulation, which stack with improved ability (which only costs 0.25 PP per point). And since the dice pool includes melee skill plus gymnastics, you could potentially get two specializations (martial arts and tumbling). So this is something potentially extremely potent, and a little 2-dice penalty doesn't make it significantly less so.


More potent than the 'Two-Weapon Style' Maneuver it was based on?
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Glyph
post May 4 2008, 09:01 AM
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Yeah, because you can get +4 from 'ware and get two different specializations to apply to it, so even with the two dice penalty it is ahead by 4 dice. It doesn't need two weapons to work - the character can't really be "disarmed" or weaponless. And two-weapon style is already bordering on too powerful - the only things counteracting it are the insane DVs that unarmed martial artists are capable of, and the disarm maneuver.
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Triggerz
post May 5 2008, 07:28 PM
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QUOTE (Glyph @ May 4 2008, 05:01 AM) *
Yeah, because you can get +4 from 'ware and get two different specializations to apply to it, so even with the two dice penalty it is ahead by 4 dice. It doesn't need two weapons to work - the character can't really be "disarmed" or weaponless. And two-weapon style is already bordering on too powerful - the only things counteracting it are the insane DVs that unarmed martial artists are capable of, and the disarm maneuver.


And carrying weapons with you is not always easy, depending on the setting. If you can replicate the bonuses without actually having to carry weapons around, I think it would make dual-wielding pretty much useless.
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