User Tools

Site Tools


yags:martial_arts

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

yags:martial_arts [2010/05/01 10:17]
sam
yags:martial_arts [2015/02/04 22:40] (current)
Line 23: Line 23:
 A //​grappled//​ person loses all further actions that round. A //​grappled//​ person loses all further actions that round.
  
-=== Trip ===+==== Trip ====
  
 This is a combined grab and throw. Make a //grab// manoeuvre as above, but you need a //good// success. If they chose to wrestle, then it automatically turns into a grapple and you don't get to trip them. If you succeed on the Strength check, then you throw them to the ground //prone//. Each extra success does one //stun//. This is a combined grab and throw. Make a //grab// manoeuvre as above, but you need a //good// success. If they chose to wrestle, then it automatically turns into a grapple and you don't get to trip them. If you succeed on the Strength check, then you throw them to the ground //prone//. Each extra success does one //stun//.
  
  
-=== Unarmed disarm ===+==== Unarmed disarm ​====
  
 Try to disarm a foe. Causes a //free strike// and needs a //good// Agility x brawl attack against the opponent'​s standard defence. If you succeed the opponent loses further attacks that round and there is a contest of Strength x Brawl. If you succeed, the opponent drops their weapon. On a //good// success, you can take their weapon. Try to disarm a foe. Causes a //free strike// and needs a //good// Agility x brawl attack against the opponent'​s standard defence. If you succeed the opponent loses further attacks that round and there is a contest of Strength x Brawl. If you succeed, the opponent drops their weapon. On a //good// success, you can take their weapon.
  
  
 +==== Escape ====
  
-==== Defensive Actions ====+If you are currently //​grappled//,​ you can try to escape. Make a Strength x Brawl contest. On success, you break free. Your opponent loses any actions against you that round.
  
-Following are declared as an attack. Can only be performed if declared.+==== Improve Grab ====
  
-=== Escape hold ===+Tighten your grip on a person being held. Contest of strength x brawl. Each success puts your opponent at a further -1 to their attributes. If you have been grappled and are at penalty, you can use this to reduce your penalty and even put your attacker at penalty.
  
-Used if being held by a foe (i.e. grabbed). Make a strength|agility x brawl versus the foe's strength x brawl. On success, break free.+==== Coup de grace ====
  
-==== Followup Actions ====+If foe is unable to resist (tied up, unconscious etc), may perform an //automatic strike// which does double wounds. If you perform it as a full round action (no defences or movement), then if you miss you do damage as normal otherwise you do maximum damage against minimum soak, and all wounds/​stuns are doubled.
  
-The following are used to follow up an attack in a previous round.+===== Techniques =====
  
-=== Improve Grab ===+The following are standard combat techniques. They are not associated with any particular style of fighting, but are useful for all of them.
  
-Tighten your grip on person being heldContest ​of strength x brawlIf winget a +bonus to strength for all further checks for this hold (including break attempts). If neck hold, choke victim ​for one fatigue. Bonus limited ​to doubling strengthExra success gives more bonuses, but no extra fatigue.+  * **Close combat (2)** - Ignore free strike caused by a grapple or trip. 
 +    * **Unarmed combat (4)** - Ignore free strike caused by not having ​weapon. 
 +    * **Out of reach (4)** - Ignore some penalties due to reach. 
 +    * **Disabling hold (4)** - On initial grappleextra -1 to attributes per 4 skill. 
 +  * **Combat reflexes ​(2)** - Add best of melee and brawl to initiative. 
 +    * **Reflex dodge (4)** - Add brawl to your own to be hit difficulty 
 +    * **Opportunity attack (4)** - Don't have to declare ​manoeuvre. 
 +      * **Improved damage (6)** - Add brawl/melee skill to damage. 
 +        * **Multiple attacks (8)** - One attack ​for 4 points of skill. 
 +  * **Hard to kill (2)** - Bonus to staying alive 
 +    * **Only stunned (4)** - Shrug off stuns 
 +    * **Ignore pain (4)** - Reduce stun/wound penalties by a level. 
 +      * **Tough (4)** - Bonus to soak 
 +  * **Surprise attack (2)** - Gain bonus in a surprise attack. 
 +    * **Tactical move (4)** - Roll agility x brawl for initiative.
  
-If fail, then no change. On a fumble, loose hold.+The above will be known by standard street fighters.
  
-=== Break ===+Some random styles.
  
-Break limb or neck that is being heldMake basic damage ​roll (including strength bonus for an improved grab). If do stun levelslimb or neck is broken. If neckvictim drops to fatal wounds.+  * **Wrestling (2)** - Use agility instead of strength in grapple. 
 +    * **Counter grapple (4)** - A fail to trip or grapple you can be countered with a trip attack. 
 +    * **Break fall (4)** - If you suffer ​trip, one less stun per 4 skill. 
 + 
 +  * **Acrobatic ​roll (2;Athletics)** - Difficulty 20 check to stand from prone as a free action. 
 +    * **Acrobatic dodge (4;​Athletics)** - Add Athletics to defenceup to reach half Athletics. If defensivehalf adds to soak. 
 + 
 +  * **Silent strike (2)** - On unseen grapple, strength halved. May also brawl attack for damage. 
 +    * **Silent kill (4)** - On unseen attack, rolls wounds ​rather than stuns.
yags/martial_arts.1272705447.txt.gz · Last modified: 2015/02/04 22:40 (external edit)