Kopfy's House Rules Feb 24, 2009 21:36:23 GMT -5
Post by Mhegrrrim Skulltosser on Feb 24, 2009 21:36:23 GMT -5
"...I've been playing around with martial arts as Talents for a while. T&T's combat system is generic enough to make traditional RPG martial arts irrelevant. Karate and pugilism tend to be pure fighting and don't fit well with Talents. Ninjitsu and Judo make wonderful Talents..."
I happen to be working something probably not entitled "Wrestlers World," for TAG (or TROTT, Tom's Rip-Off of T&T as Peryton calls it, but the rules matrix is totally different of course). As I am not a wrestling fan, just a fan of campy wrestling movies and D.ick the Bruiser (from the Motown!), so mapping out the "Talents" is a way of making it a bit of fun. Elements of this are probably going to bleed over into the T&T campaign. I might look at old AD&D "Oriental Adventures" campaign for inspirations on new Specialist Types of NPC's for the players to encounter.
"...I've also tried martial arts as a super power (ala PowerTrip). Works great for specialized maneuvers like the Touch of Death..."
So how do you vary between the 'form' of martial arts and the specific Talents, in either straight T&T or the PowerTrip? If you've posted about it in another topic already, feel free to point me in that direction.
Thanks for the compliment. I am more than a little curious about your gaming observations...
Martial Art Talents need to include maneuvers. A martial artist knows a number of maneuvers equal to the character's level. Every new level means the martial artist has automatically learned a new maneuver.
Martial Art Talents currently flip combat around. Everyone rolls their HPT per normal combat, then the martial artist picks 1 maneuver and rolls a saving roll at their opponent's level. A successful saving roll means the maneuver succeeds, apply the benefits. It is still a work in progress and subject to semi-arbitrary adjustments.
Here is a Martial Art Talent Example:
Tijah Player Talent: A martial combat game plays a lot like chess.
Shadow Strike - Double Spite Damage
Enfolding Darkness - Negate your opponent's HPT. You may choose to apply up to your full HPT as damage to your opponent ignoring armor
Revealing Light - Add your level in dice to your HPT.
Dazzling Grace - Take no damage
I have not seen PowerTrip yet, but in T&T Superheroes, martial arts made a great origin for the superpower. Naturally most martial art powers have no range:
Nerve Touch aka Immobilize
Cobra Strike aka Vorpal
Stunning Blow aka Psychic Attack
Cheetah Pounce aka Resistance
Centered Meditation aka Regeneration
Vulcan Death Touch aka Sleep
Iron Belly aka Invisible Armor -- Force Field
Buddhist Palm (Touch of Death) aka Energy Beam--Death
Brick Punch aka Energy Beam- Shatter