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Re: (TFT) Some Thoughts on HTH
Well, I found my Bushido game and you will find below the description of the
two skills I referenced before. They have some really neat ideas but
probably too busy for TFT.
FWIW,
Aidan
Atemi waza:
An unarmed combat system using hand and foot blows to perform Strike
attacks. Modern Karate is descended from this Bugei. The hands and feet are
conditioned to great toughness and strikes as do weapons. The character has
the option of Striking with a hand and then performing a Second Strike with
the other hand. Alternatively, he may perform a Strike with his foot. A
Disabled leg will prevent the character from making any attack with his
feet. Hands have short range while feet have medium range.
Jujutsu:
An unarmed combat system allowing the user to make Grapple, Throw and
Trip attacks. All forms are considered short range weapons. This Bugei is
the forebearer of modern Judo.
Any attack using Jujutsu made against a target who also has knowledge of
Jujutsu is subject to a reduction of its effects. The target may also roll
his Jujutsu BCS (Base Chance of Success) and if he succeeds his Effect
Number is subtracted from this Attacker's Effect Number. [note: Effect
Number is the difference between the BCS die roll from the adjBCS with a 0
or higher being successful]. Similarly, a failed BCS means his Attacker's
Effect Number will be enhanced by the Target's. This roll is at the option
of the Target.
When counterattacking against a Grapple attack, the only usable attack
form of Jujutsu is the Throw. If successful, the Attacker's grip will be
broken wehn he is Thrown. Use of the Bugei in this case receives no
modifiers due to "facing" or either combatants' position (kneeling,
prone,etc...)
If Jujutsu user elects the Takedown option of the Throw attack and is
successful, he is allowed to immediately perform a Grapple attack. This does
not require waiting until the next Available Action Phase. It may be
considered as part of the single Attack Option.
Once an Attacker using Jujutsu has succeeded in rendering his opponent
helpless, he may, on the following Available Action Phases:
--Maintain the situation. This holds the Target helpless until the
attacker releases him.
--Attempt a choke. This requires the Attacker to make a new Jujutsu BCS
roll, using this RAW BCS with no modifiers. Success renders the Target
unconscious. Failure frees the Target from all restraint. If the Attacker
maintains his hold on the Target for three continuous Detailed Turns after
unconsciousness occurs, the Target will die.
--Attempt to disable a limb. If the combatants are still standing, the
hold will be an armlock. If they have fallen, there is a 30% chance that the
hold will be a leglock. To disable the limb requires that the Attacker
continue his hold after rendering the Target helpless. On Action Phase 1 of
any Detailed Turn the Attacker chooses after this point, he rolls a Jujutsu
Raw BCS with no modifiers. Failure frees the Target from all restraint. teh
results of success depend on how long the Attacke has continued the hold
before rolling to Disable the limb.
If the attacker waits only 1 Detailed Turn, the Effect Number of his
BCS roll determines the number of hours the limbe will be disabled. The
Target may reduce this by the Effect Number of a successful Health saving
throw, down to a minimum of 1 hour.
If the attacker waits 2 Detailed Turns before rolling, then the limb
is broken. The Effect Number of the die rolls is the amoutn of Critical
Damage to the limb. The limb receives a Disabled Critical Effect.
If the Attacker waits for 3 Detailed Turns before rolling, then the
limb is broken. The Effect Number of the die roll si teh amoutn of Critical
Damage which must be healed before the limbe becomes usable again. Broken
bones heal in a number of Days equal to (100-Health of the Target). Medicla
care shortens this period further.
The Attacker may select any lesser option from the above choices if he
wishes. An Attacker who holds the grip for 2 Detailed Turns before rolling
could select either of the first two options.
Any time a charcter who knows Jujutsu is the Target of a successful Throw
attack, he may make a Jujutsu Raw BCS roll to immediately roll to his feet
and avoid the effects of having been thrown to the ground. A success in this
case will prevent the Attacker using the takedown option from executing a
Grapple attack. In fact, anytime a character with knowledge of Jujutsu is
knocked down or trips, he may attempt to use the Bugei to roll out of the
fall.
The use of the Parry Option with Jujutsu has a unique form. No addition
is made to the Armor Class of the user. Whenever an attacker fails in his
attack against the user, the attacker is subject to an immediate attack by
the user if the attacker is inside the user's range. The user's attack
receives a positive modifier equal to the absolute value of the attacker's
Effect Number for the failed attack.
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