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April, 1996

Interworld: Martial Arts

by

Rodford Edmiston_730 Cline St_Frankfort, KY 40601-1034_

The martial arts of various kinds feature largely in history, folklore, fiction and gaming. This module presents an expansion on the basic combat rules, to allow the use of martial arts in any genre. Note that instead of defining specific techniques - individual punches, kicks, body blows, throws, joint locks and throws - a results-oriented approa

ch is taken.

There are three general groupings of Abilities: Mundane, Extreme and Supernatural. The Abilities listed below are a mixture of skills, Special Talents and Powers. (Though the Abilities are purchased as skills are.) Since these often blend into one another in fictional martial arts, it was decided to arrange things this way instead of having three

separate tables under each category. However, certain generalizations can be made. The Mundane grouping concentrates on skills, with only a handful of Special Talents and no Powers. The Extreme grouping has about an equal amount of skills and Special Talents, with a few Powers. (Note that some of the Special Talents listed here are new; others are

more powerful versions of those from the list in the basic Interworld rules.) Many of the Powers in the Extreme grouping can be treated as being psionic in nature, for campaigns where mental powers are allowed but not magic. The Supernatural grouping concentrates on Powers, and stronger versions of the Special Talents and Powers from the previous

two groupings.

Note that having an Ability also allows the use of it to negate that or similar Abilities being used by others.

Mundane Martial Arts

Catfeet: A technique for moving stealthily, often taken from the néiéné disciplines. This provides a benefit of 10 percentage points per level in the Ability of Catfeet against being detected by living creatures. However, most types of alarm systems will still detect the user, the exceptions being those which operate by sensing an output (soun

d, vibration, etc.) which the user can reasonably reduce.

Ignore Damage: Each level of this Ability provides the user with a modifier of 10 percentage points against the effects of Shock, and also for successfully Overloading.

Intimidate Enemy: The martial artist presents such a formidable appearance (this can be done in a way that is not likely to be seen as aggressive or challenging) that opponents are reluctant to attack, or to continue to attack, especially if the Character using it has just performed some impressive feat. Those who wish to attack must make their Wi

ll roll, and there is a penalty against success of ten percentage points per level of this Ability. Modifiers, such as those provided by the Special Talent of Concentration, apply. The psionic ability of Defense may also be used against this effect. Because of the presence the Character exhibits, each level provides a benefit of 10 percentage poin

ts on rolls which concern getting along with or influencing others.

Nerve Strike: Knowledge of anatomy allows the user to strike nerve plexuses to paralyze portions of the opponent's body, or cause such pain that further aggression is unlikely. First, a successful strike must be made as per the basic rules, and damage is calculated as normal. Then, a second roll is made, using the level of this Ability against the

same level of difficulty (this is not a second strike, but a secondary effect of the first). If this is successful, each level in the Ability allows the user to roll 1D6, the resulting points being used as a Stun attack, as described in the basic rules. Note that a Player must announce to the GM that this Ability is being used before the initial

strike is made. The effects last one minute per level of Ability, and may be resisted as Stun.

Additionally, the user may delay the effects of this attack for up to one minute per level of Ability, to an accuracy of plus or minus ten minutes minus the level of Ability in minutes.

Set-Up Punch: First, a successful strike must be made as per the basic rules, and damage is calculated as normal. Then, a second roll is made, using the level of this Ability against the same level of difficulty (this is not a second strike, but a secondary effect of the first). If this is successful, each level in the Ability gives the user a ten

percentage point bonus for the next strike. However, if the initial strike fails, the user must make an Agility roll or have the same penalty against them the next time they are attacked. Note that a Player must announce to the GM that this Ability is being used before the initial strike is made.

Tactical Block: The Player using this Ability announces before blocking that this is being attempted. Then they must make a block successfully, as described in the basic rules. If successful, they have surprised and/or pushed off balance their opponent with their block, and will have a bonus of ten percentage points per level of Ability for their

next attack or defense against that opponent. However, if the block fails, the user must make an Agility roll or have the same penalty applied against them the next time they are attacked.

Tactical Dodge: The Player using this Ability announces before dodging that this is being attempted. If the dodge is successful, they have surprised their opponent with their dodge, and perhaps moved into position that gives them an advantage. This provides a bonus of ten percentage points per level of Ability for their next attack or defense agai

nst that opponent. However, if the dodge fails, the user must make an Agility roll or have the same penalty applied against them the next time they are attacked.

Tactical Parry: The Player using this Ability announces before parrying that this is being attempted. If the parry is successful, they have surprised and/or pushed off balance their opponent with their parry, and will have a bonus of ten percentage points per level of Ability for their next attack or defense against that opponent. However, if the

parry fails, the user must make an Agility roll or have the same penalty applied against them the next time they are attacked.

Tactical Throw: The Player using this Ability announces before executing a throw that this is being attempted. If the throw is successful, the user has guided their opponent into a landing position that reduces the chance of recovery by ten percentage points per level of Ability, and additionally the user will have a bonus of ten percentage points

per level of Ability for their next attack or defense against that opponent. However, if the throw fails, the user must make an Agility roll or have the same penalty applied against them the next time they are attacked.

Weapon Understanding: This Ability gives the user an understanding of the basic principles behind the use and applications of weapons. With this, any weapon becomes familiar with only a few minutes practice. Also, an improvised weapon is immediately usable at a skill level for that specific weapon equal to the level of Weapon Understanding Ability

divided by three. Additionally, if the user has skills in a similar weapon, half those levels may be added to the effective skill level previously described.

Extreme Martial Arts

Battle Aura: The martial artist presents such a formidable appearance that opponents are greatly intimidated. So much so that they are unable to take their next action, unless they make their Will roll, and there is a penalty against that of ten percentage points per level of this Ability. Modifiers, such as those provided by the Special Talent of

Concentration, apply. The psionic ability of Defense may also be used against this effect. Note also that if someone with the Special Talent of Berserker makes their Will roll, they automatically become berserk, with all the benefits.

Blood Strike: Knowledge of anatomy allows the user to strike points of the circulatory system to disrupt the flow of blood in the opponent's body, or cause such pain that further aggression is impossible. First, a successful strike must be made as per the basic rules, and damage is calculated as normal. Then, a second roll is made, using the level

of this Ability against the same level of difficulty (this is not a second strike, but a secondary effect of the first). If this is successful, each level in the Ability allows the user to roll 1D10, the resulting points being used as a Stun attack, as described in the basic rules. Note that the user must announce to the GM that this Ability is b

eing used before the initial strike is made. The effects last one hour per level of Ability.

Additionally, the user may delay the effects of this attack for up to one day per level of Ability, to an accuracy of plus or minus one hour minus the level of Ability multiplied by four in minutes.

Controlled Fall: As long as the user is within reach of a fixed, sturdy object during a fall (say, the wall of the building he just fell off of) it can be used to orient and slow the user. The chance of success is calculated normally, using the levels of this Ability as skill levels. Success means that the user takes no damage from the fall.

Ghost Strike: The user can strike someone wearing armor (as long as it is known that armor is being worn, which should be obvious after the first strike, if not before) without any reduction of damage. The chance of successfully ignoring the armor is calculated normally, using the levels of this Ability as skill levels. Success means that the armo

r is ignored. Chance to hit and the damage resulting from a hit are determined as normal.

Nail Cut: The user can use fingernails to cut as a dagger. The chance of successfully hitting is calculated normally, using the levels of this Ability as skill levels. Success means that the damage for the attack is determined as if from a slashing dagger. Failure means that the target takes one-tenth the normal hand-to-hand damage.

Resist Damage: Each level of this Ability provides the user with a modifier of 10 percentage points per level against the effects of Shock, and also for successfully Overloading. Additionally, the user may apply Endurance points to reduce the damage from attacks, at a cost of one END per DP to a maximum of one Damage Point resisted per ten points

of Fitness. No success roll is required, but it does count as a simple action.

Tactical Block II: The Player using this Ability announces before blocking that this is being attempted. If the block is successful, they have surprised and/or pushed off balance their opponent with their move, and will have a bonus of ten percentage points per level of Ability for their next attack or defense against that opponent. Additionally,

their surprise move will give them half this bonus against any other attacker. However, if the block or parry fails, the user must make an Agility roll or have the same penalty applied against them the next time they are attacked.

Tactical Dodge II: The Player using this Ability announces before dodging that this is being attempted. If the dodge is successful, they have surprised their opponent, and perhaps moved into position that gives them an advantage. This provides a bonus of ten percentage points per level of Ability for their next attack or defense against that oppon

ent. Additionally, their surprise move will give them half this bonus against any other attacker. However, if the dodge fails, the user must make an Agility roll or have the same penalty applied against them the next time they are attacked.

Tactical Parry II: The Player using this Ability announces before parrying that this is being attempted. If the parry is successful, they have surprised and/or pushed off balance their opponent, and will have a bonus of ten percentage points per level of Ability for their next attack or defense against that opponent. Additionally, their surprise m

ove will give them half this bonus against any other attacker. However, if the block or parry fails, the user must make an Agility roll or have the same penalty applied against them the next time they are attacked.

Tactical Throw: The Player using this Ability announces before executing a throw that this is being attempted. If the throw is successful, the user has guided their opponent into a landing position that reduces the chance of recovery by ten percentage points per level of Ability, and additionally the user will have a bonus of ten percentage points

for their next attack or defense against that opponent. Additionally, their surprise move will give them half this bonus against any other attacker. However, if the throw fails, the user must make an Agility roll or have the same penalty applied against them the next time they are attacked.

Weapon Mastery: This Ability give the user an understanding of the principles behind the use and applications of weapons. With this, any weapon becomes instantly familiar with only a moment's handling. An improvised weapons is immediately usable at a skill level for that specific weapon equal to the level of the Weapon Understanding Ability divide

d by two. Additionally, if the user has skills in a similar weapon, half those levels may be added to the effective skill level previously described.

Supernatural Martial Arts

Aura Armor:

Battle Aura, Directed:

Cutting Strike:

Essence Drain: Fall Immunity: Iron Block:

Opponent Diversion: Ranged Strike:

Resist Damage, Advanced: Soul Strike:

Strategic Block: Strategic Dodge: Strategic Parry: Strategic Throw: Weapon Spirit:

This material is Copyright Rodford Edmiston Smith, who can be reached at: Stickmaker@usa.net.