Martial Arts, Called Shots, Body Armor, Special Attacks

Death
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Joined: Fri Sep 15, 2023 10:35 pm

Martial Arts, Called Shots, Body Armor, Special Attacks

Post by Death »
Martial Arts Explanation:

Martial Arts A
Those arts concentrating on utilizing the strength, size, and momentum of an opponent against him. This can be used for throws, roll with punch and slams.
Bonus: This can use a character's strength against him on a successful Red roll. The opponent thrown takes 1/4th his Strength in damage that bypasses armor or will Stun the opponent for a Round if damage cannot be taken.
Examples: Judo, Nihon Jujitsu, Aikido, Shaolin Chin Na, etc.


Martial Arts B
Those arts concentrating on inflicting damage in quick, short bursts and swift dodges that are in a short area.
Bonus: On a Red Roll, the character gains a +1cs to Strength for damage.
Examples: Most schools of Karate, Tae Kwon Do, Boxing, Muay Thai, Boxing

Martial Arts C
Those arts concentrating on holds and escapes, contortion, pinning down someone.
Bonus: Bonus of +1CS when someone is held, to avoid taking damage.
Examples: Brazilian Jiu-Jitsu, Combat Sambo, Pancrase, wrestling.

Martial Arts D
Those arts concentrating on such notions of Chi/Ki and pressure point combat.
Bonus: A success on Red means the opponent cannot use the attacked limb for 1d4 Rounds and/or should suffer a -1CS to Fighting. This can stack.
Examples: Tai Ch'i Ch'uan, Wing Chun, Shaolin Hung Gar

Martial Arts E
Those martial arts concentrating on fakes, feints, range control, and trapping techniques. Concerned with timing and eccentric theories.
Bonus: On a Red success, using this Martial Art as a fake/feint, the character gains a +1CS bonus to his/her next strike on an opponent.
Examples: Pencak Silat, Jeet Kune Do, the Filipino arts in general


In this game, to keep things easy, we do not break down martial arts any further than this.
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Damage Types

Piercing - Damage taken from blades or sharp objects is considered piercing damage. Piercing damage, if it managed to slice through someone's armor or defenses, will potentially remove points per Round from a person's Health, until first aid is administered, a healing factor sets in or some other means is performed to stop the bleeding. 1/4th the success roll should be administered to the person for damage for each Round that the person is not treated.

Blunt - Damage taken from blunt weapons can break bones and/or do stun damage. Stuns can last 1d3 Rounds on a Red success roll, if done to a traumatic area.

Explosive - Damage taken from grenades, bombs and things like claymores can be considered explosive damage. These can wreck someone's world and damage taken is often at more than one region of the body, if successful. The GM will roll 3 times to determine what regions were hit and additional damage is taken per turn until the person receives healing treatment of some kind to reduce the trauma.
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Body Locations - Rolled off 1d12 when a target is not specified.

1 Head
2 Upper chest/Upper Back
3 Abdomen/Lower Back
4 Buttocks/Groin
5 Right Arm
6 Left Arm
7 Right Leg
8 Left Leg
9 Right Hand
10 Left Hand
11 Left Foot
12 Right Foot
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Called Shots

Critical Blow

Whether shooting a rifle, punching someone with a fist, using a specific power, etc, you can generally choose a Called Shot location, if the ability allows for it. The roll is based on difficulty to hit the target and a bonus is granted if you are successful. Sometimes calling shots even bypasses armor.

To land a Critical Blow on an opponent, the player takes -2CS away from either Fighting or Agility, depending what Stat he/she is using, and rolls vs the opponent, declaring the intended target. If the character's roll succeeds, the damage is +1CS and if it bypasses armor, such would be noted so that damage is taken direct.

Devastating Blow

A stronger version of the Critical Blow but more costly. The character takes away -4CS from Fighting or Agility but gains +2CS damage if successful and can bypass armor if the named area is exposed.


If the target is considered smaller than the body chart, such as an eye or a fingernail or a piece of jewelry, an additional -1CS may be applied to the correct Stat but an additional +1CS for damage may also be granted at GM discretion.

Aiming Shots

Targeting something for more than 1 Turn adds a +1CS for each additional Turn (up to +3CS) to aim and hit a target. If successful, the damage is +1CS and if the Target area has no armor, the damage bypasses it. Bear in mind during this time, the character cannot be hit or distracted in any way.
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BODY ARMOR & SHIELDS

Characters that wear body armor, have natural body armor or use telekinetic shields, energy shields etc. Carried shields are considered 'body armor' for intents of this section.

Rolls: The attack used whether Power or Strength vs the Armored character's Endurance -or- Armor stat against a specific type of attack if the armor is declared to possess it.

Your character should have a rank set for the armor defense that it covers. If that armor resistance is not covered, the character takes normal damage. The armor also may be damaged, depending on the roll done. With a white or blue result on dice to avoid something where someone else rolled a Critical Success that harms the person, the armor may break, a shield may collapse, the armor may have a malfunction, etc.

Body Armor is given ranks. This rank reduces damage taken or may even indicate that no damage was taken to the character.

i.e. If a character is hit by someone with an Incredible power or Strength, the damage would be 40 (-/+ with the roll). If someone has a Remarkable body armor against the attack, he/she would soak 30 points. Thus on a yellow success roll, the character would only lose 10 points of Health. If a Red success is had, the damage of course overflows past the armor.

If a character has a lower Strength or Power ranking than the Armor but hits with a Critical Success:

The Armor may soak the normal damage, but the hit should be considered strong enough that it rattled the person within the armor/shield or behind it, or something happened to give the person the 5d10 damage bonus of a Crit Success that is victorious, IF the armored character does not also roll in the Red. If the character rolls in the Red, the armor may soak up the max damage it can, but view below to roll 1d100 for damage results.

If the SUCCESSFUL attack to the character is considered +2CS higher than the character's armor, the following should be used to determine damage to the armor, plus the character of course takes damage by whatever the armor does not soak.

1D100 Damage Results
01-20 One Power is at -2CS
21-40 One FASE ability modifier is at -2CS
41-65 One power is inoperative
66-90 All powers are at -1CS
91-94 All FASE ability modifiers are -1CS
95-98 All FASE ability modifiers and powers are at -2CS
99-00 FASE modifiers -2CS, all powers but one (player's choice) are inoperative.


FORCE FIELDS/SHIELDS/MAGICAL BARRIERS/TELEKINETIC SHIELDS etc.

If the character is using some sort of energy shield, barrier or telekinetic shield etc and it is penetrated to give the character damage, the character drops the barrier automatically AFTER subtracting out the bonus the shield/field offered the character and others who may also be protected. The character, if able, may attempt to put up the barrier again on his/her next Turn.


NATURAL BODY ARMOR

Some characters such as Superman, Hulk and Thor have natural body armor due to thicker skin. They follow the same guidelines as with exo-skeleton or worn armor when rolling defense. However, if they are damaged, the damage taken on a Crit Success or from +2CS higher will give the character physical damage rather than just having armor destroyed. This implies the character may be physically wounded. However, the character will still, each round, maintain their armor as it is natural to have. On a Critical Success, the character takes full damage without soak, whether the character who is attacking is weaker or not in Strength or Power.

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Other Special Attacks

Sweep Attack: A sweep attack can attack multiple opponents in your area that can be hit by the weapon you carry...or the leg or arm that can hit those around you. The opponents must be at close range or right around you depending on what you are carrying. No more than 4 people can be hit, potentially in one Turn. This requires -1CS for each additional person after 1 that you wish to hit in your immense spin attack. If successful, the damage is +1CS for all people hit.

Flailing Attack: This is a slow, deliberate attack that places a higher emphasis on landing a blow, rather than upon inflicting damage. The attacker's Fighting or Agility stat is increased by +1CS, while damage is decreased by -2CS. In hand-to-hand combat or melee, a Flailing Attack might represent a flurry of quick, less powerful blows or jabs. The Flailing Attack may be used with any sort of attack.

Pressing the Attack: This is a special action usable each turn only by the character who wins initiative for the turn. While pressing the attack, the character concentrates more on offense than defense. The character enjoys a +1CS to her FEAT rolls, but his/her foes also enjoy the same bonus against him/her when their turns transpire.

Charging Attack with Weapons/Shield: In the event of a character using a weapon as part of their Charging maneuver, such as Captain America leaping headlong into an opponent with his shield held up before him, the character gains +1CS to FEAT rolls, but the foes also get the same bonus, but the damage is handled as if the character were making a normal melee attack, save that momentum bonuses to damage that normally apply to Charge attacks apply here as well.

Laying Back
This is a special action usable each turn only by the character who wins initiative for the turn. While laying back, the character concentrates more on defense than offense. The character imposes a -1CS penalty against her foe's chance to attack, but suffers a -1CS penalty to his/her own attacks for that turn.

Grappling: In order to grapple an opponent, the initial roll taken is Fighting vs the opponent's Fighting. Once a character is successfully grappled, the characters after roll Strength vs Strength. If the opponent character has a Talent that can aid, such as contortionist or Martial Arts that mentions breaking holds, this may be added in at +1CS. The character who is held can resist each Round on his/her Turn. However, the one grappling may do the following as the person is held:
Squeeze: Apply damage to the held victim. Roll Strength vs the Opponent's Endurance for dmg.
Perform a hold: Apply Strength vs Strength
Throw the opponent: The character may hurl the grappled opponent.

Pulling a Punch - A player may declare the character is pulling a punch so that the opponent will only be reduced to knock out, or incapacitated. The roll is -1CS to hit since the character is holding back, but success implies the character does intended damage, if it is enough.

Stun Weapons or other Stun Damage - Some physical attacks or weapons do Stun damage, rather than straight out Physical damage. Stun damage is not considered permanent damage and should be marked off to the side and kept track of. Should an opponent come to 0 Health, the character is knocked out but is not in any danger of dying from further stun damage. Primarily, stuns apply to using blunt damage, force attacks and some electric attacks. The stun damage wears off in 1d10 Rounds commonly if the character suffers no further damage and can rest.