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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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