Temp MA Stunts

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(Dodge: Adding Dodge ML, and Feint Dodge)
(Dodge: clarifying Wild Dodge I, and removing the totals row)
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| Trick Dodge II  || 10 ||  ||  || You may perform one additional Trick Dodge per foe per fight ''per'' place per Day
| Trick Dodge II  || 10 ||  ||  || You may perform one additional Trick Dodge per foe per fight ''per'' place per Day
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|-
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| Wild Dodge I  || 2 ||  ||  || Once per foe per fight ''per'' place per Day, you may perform a Wild Doddge. This costs 1 AP, but is otherwise subject to all the normal rules for Dodging, and benefits from all your other Stunts (except Tricks, Feint Dodge and Speed Factors), and works perfectly fine against attacks from Savvy people, but each time you perform a Wild, your foes get a -1 RD bonus for attacking you for the rest of the current Round ''and'' the entire next Round
+
| Wild Dodge I  || 2 ||  ||  || Once per foe per fight ''per'' place per Day, you may perform a Wild Doddge. This costs 1 AP, but is otherwise subject to all the normal rules for Dodging, and benefits from all your other Stunts (except Tricks, Feint Dodge and Speed Factors), and works perfectly fine against attacks from Savvy people, but each time you perform a Wild, all your foes get a -1 RD bonus for attacking you for the rest of the current Round ''and'' the entire next Round
|-
|-
| Wild Dodge II  || 6 ||  ||  || You may perform one additional Wild Dodge per foe per fight ''per'' place per Day
| Wild Dodge II  || 6 ||  ||  || You may perform one additional Wild Dodge per foe per fight ''per'' place per Day
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| Feint Dodge III  || 15 ||  ||  || As above, but it only requires 2 FEP
| Feint Dodge III  || 15 ||  ||  || As above, but it only requires 2 FEP
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| '''Total Slots''' || 111 ||colspan=2| Style Skill || 56
 
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Revision as of 02:08, 25 March 2012

This article is meant as a repository for Martial Arts Stunts, including non-combat Styles such as Mental Training. It's going to be a long article, divided into many sections, possibly with sub-sections.

Contents

Stunt Slots

This table gives the total (not added) number of Stunt Slots for each Style Skill Level. To find the added number of Slots at any given Skill Level, simply take the value from that Level, and subtract the value for the previous Level. The easiest way to keep track of Stunt Slots, in the long term, is to track the total number of Slots, and the total number of used Slots.

Skill
Level
Low
tier
Mid
tier
High
tier
Notes
1 2 2 3
2 4 4 6
3 6 6 9 Black Belt 1st dan is Skill 5 and Style 3, so a weapon user has 6 Stunt Slots at 1st dan, while an unarmed black belt has 9 Slots.
4 8 8 12
5 10 11 15 Here advanced training begins to pay off for the mid tier
6 12 14 18
7 14 17 21 With a Style Skill of 7 and a Use Skill of 8, your character has performed kung fu. Congratulations!
8 16 21 27 Bonus slots given to Mid (+1) and High (+3) as a sort of "Elite Effect"
9 18 24 30
10 20 28 36 Again an Elite Effect for Mid (+1) and High (+3) tier
11 22 31 39
12 24 34 42
13 26 37 45
14 28 40 48
15 30 43 51
16 32 46 54 Keep in mind, nobody is going to develop a Style Skill, or indeed any other Skill, to this Level. Skill Level 12 is Legendary and Skill Level 14 is Mythical. What does that make Skill Level 16? Absurd?

This table defines which Skills belong to which tier, and gives a complete list of the Non-Combat Style Skills.

Tier Skills
Low tier Brawling and Wrestling. Also Dodge, Improvised Weapon, and all non-combat Styles
Mid tier All Melee Weapon Skills, including Staff and Shield. Also all Ranged Weapon Skills.
High tier Judo and Karate
Non-combat Styles Combat Wisdom, Mental Training, Movement Style (these are all low tier)

Keep in mind, Brawling and Wrestling do not occupy Style Slots. Neither does Mental Training. A character without the Martial Style Skill has 1 Style Slot; a character with Martial Style Skill has 1 Style Slot per Skill Level.

For now, the SP and APT cells will be empty. It is fairly trivial to determine SP costs based on Stunt Slot cost (and on the tier of the Skill in question). APT is as yet undefined (unless there is an ancient note somewhere about what it should be), but as these are Lores, APT should be a three-letter Block,. It is a good question whether APT should always be the same for all Skills, or if there should be a small number of APT Blocks and then whichever one is most appropriate is used, or if there should be a great variety of APT Blocks.

Attributes featured will probably include some of Dexterity (Combat), Intelligence (Spatial), Intelligence (Interpersonal - for Feints), Will, Perception and Agility.

Terms used

It may be helpful to define commonly used terms:
SF means Speed Factor.
REF stands for Reduced Effort. It should be ReF but REF is easier to type.
NF stands for No Flanking or No Facing, and means the ability works better when the character is (I) flanked or when (II) attacks come from behind.


Melee Weapon Styles

Swords

MW Weapon
Stunt
Knife
Slots
Dagger
Slots
L Sword
Slots
H Sword
Slots
2 Sword
Slots
B Sword
Slots
Rapier
Slots
ML Sword
Slots
SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??

Sword types

Stunt or Notes Meaning
L Sword A light sword. Basically a shortsword (gladius or similar)
H Sword A heavy sword, basically a broadsword or a longsword
2 Sword A two-handed sword, one that must be wielded in two hands (a claymore, zweihander or similar)
B Sword A Bastard sword, one that can be wielded in one or two hands, with somewhat different effects depending on this choice. For now the option of the Bastard Sword is ignored.
Rapier A light but long blade. Note that such weapons have reduced basic Durability and so must be made out of Steel (renaissance-grade metallurgy) to last through a fight, and that having them in a medieval campaign would be severely anachronistic. The Rapier option is therefore ignored for now.
ML Sword A Mass-Less blade, such as an Energy Rapier in a futuristic space opera campaign, or a conjured Blade of Pure Flame that springs from the caster's empty hand.

Axe, Mace or Flail

MW Weapon
Stunt
Axe
Slots
Mace
Slots
Club
Slots
Flail
Slots
2H Axe
Slots
2H Mace
Slots
2H Club
Slots
2H Flail
Slots
SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??


Other Melee Weapons

MW Weapon
Stunt
Staff
Slots
Stick
Slots
Spear
Slots
Unused
Slots
Unused
Slots
Unused
Slots
Unused
Slots
Unused
Slots
SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??

Notes and MW Stunts explained

Stunt or Notes Meaning

Ranged Styles

Unarmed Styles

Sophisticated and unsophisticated Skills, and Dodge.

Dodge

Dodge
Stunt
Slots SP APT Notes
Faster Dodge I 1 Gives the character 1 SF to his Dodge
Faster Dodge II 3 Gives the character 1 SF to his Dodge
Faster Dodge III 6 Gives the character 1 SF to his Dodge
Faster Dodge IV 12 Gives the character 1 SF to his Dodge
Dodge Punch I 2 Gives the character a -1 RD bonus to Dodge fist Punch attacks, e.g. from Brawling or Karate, or any claws
Dodge Punch II 5 Gives the character a -1 RD bonus to Dodge fist Punch attacks
Dodge MW 2 Removes the +1 RD penalty for Dodging melee weapon attacks
Dodge Ranged 3 Removes the +1 RD penalty for Dodging ranged attacks
Dodge Animal 3 Removes the +1 RD penalty for Dodging a melee or unarmed attack from a foe with a non-Human morphology
REF Dodge 3 Removes the 1 CFP cost per Dodge
Calm Dodge I 2 Whenever the character Dodges, he gets to choose which hex to move into, instead of rolling 1d6 on the Map Compass
Calm Dodge II 3 The character does not have to perform a 1-hx move when Dodging
Calm Dodge III 4 The character is not subject to the +3 RD penalty for Dodging while on a narrow ledge or a slippery surface
Dodge NF I 4 No Flanking. The character does not get a +2 RD penalty if there are foes on both sides of him, but is still subject to a +2 RD penalty for Dodging attacks from behind
Dodge NF II 6 No Facing. The character is no longer subject to the +2 RD penalty for Dodging attacks from behind
Trick Dodge I 3 Once per foe per fight per place per Day, you may perform a Trick Dodge. This costs only 1 AP, but is otherwise subject to all the normal rules for Dodging, and benefits from all your other Stunts (except Wilds, Feint Dodge and Speed Factors). Note that if you try to Dodge an attack from a foe who has the Savvy Stunt (see Combat Wisdom Style), you are at a +3 RD penalty. You should not try Tricks on those who are Savvy!
Trick Dodge II 10 You may perform one additional Trick Dodge per foe per fight per place per Day
Wild Dodge I 2 Once per foe per fight per place per Day, you may perform a Wild Doddge. This costs 1 AP, but is otherwise subject to all the normal rules for Dodging, and benefits from all your other Stunts (except Tricks, Feint Dodge and Speed Factors), and works perfectly fine against attacks from Savvy people, but each time you perform a Wild, all your foes get a -1 RD bonus for attacking you for the rest of the current Round and the entire next Round
Wild Dodge II 6 You may perform one additional Wild Dodge per foe per fight per place per Day
Dodge ML I 3 The penalty for Dodging a Mass-Less attack (a Wraith Touch, or an Energy Rapier) is reduced from +3 RD to +1 RD (i.e. you get 1 PN)
Dodge ML II 3 The penalty for Dodging a Mass-Less attack is removed (i.e. you get an additional 1 PN)
Feint Dodge I 3 If you have sufficient Feint Points against a foe, and he attacks you, you may perform a Dodge at the cost of 4 FEP and 1 AP. This Dodge is subject to all the normal rules, and benefits from all your Stunts (except Tricks, Wilds and Speed Factors).
Feint Dodge II 7 As above, but it only requires 3 FEP
Feint Dodge III 15 As above, but it only requires 2 FEP

The Dodge Punch I and II Stunts are used to simulate characters who train in a constrained (non-street) and rules-based style, where there are no kicks and no melee weapons used. This makes them devastatingly good under those circumstances, but rather limited in "real" or serious combat, when it involves foes using swords or kicks.

Whenever a character Dodges, he must pay 1 CFP (Combat Fatigue Point), and roll 1d6 on the Map Compass to determine the direction that he must move 1 hex in as part of the Dodge; if the determined hex is occupied by a friend, foe, large object or wall, or represents a drop to a fall or into a liquid, then the character cannot Dodge. He does not roll, and has wasted his Action Points and CFP. If he has the AP, he may try to Dodge again, paying another AP cost and 1 CFP, hoping to roll a different result on the 1d6. If the character has precarious footing, such as standing on a beam or a tight rope or a slippery surface (ice, or a stone floor covered with oil or marbles), his Dodge rolls are subject to a +2 RD penalty. The CFP cost, the mandatory movement and the penalty for precarious footing can be negated with Stunts.

Dodging is best suited against unarmed foes, and is subject to a +1 RD penalty when used against melee weapon attacks, or against any ranged attack. Likewise there is a +1 RD penalty when Dodging melee weapon attacks or unarmed attacks from a foe that is of non-Human morphology, e.g. a quadropedal creature such as a wolf. According to the GM's sense of realism, some characters may be immune to this penalty in specific situations, preferably justified by other Skills, or at least by backstory. A character with a high Skill in Animal Handling: Horse should realistically be exempt from all RD penalties that involve defending against attacks from horses and other equines. Note that all three of these +1 RD penalties can be negated with Stunts.

Dodging attacks from a foe with claws is subject to a +2 RD penalty, but this penalty is negated if the character has either one of the Dodge Punch, Dodge MW or Dodge Animal Stunts.

Dodging attacks from Mass-Less weapons, such as Wraith Touch Attacks or Energy Rapiers, is very difficult, and has an intrinsic +3 RD penalty. The first Level of Penalty Negation (PN) that you get, e.g. from the Dodge ML I Stunt or from a Spell buff, reduces this penalty to +1 RD. The second level of PN removes the penalty entirely.

Normally a character is subject to a +2 RD penalty on his Dodge rolls if he is flanked, that is there is a foe (someone he has reason to assume will or might do him harm) on each side of him. This penalty is not increased if there are more than two foes. Furthermore, all characters are assumed at all times to have a facing, which is towards whichever direction it makes the most sense for them to face. When in doubt, the GM must force the player to make a choice. A character can still Dodge against attacks coming from behind (from the direction opposite the one he is facing), but at a +2 RD penalty. Both these +2 RD penalties can be negated with Stunts.

Brawling

Brawling is unsophisticated punch/kick fighting, easy to become good at, but giving few benefits for true mastery. In this, it is a sort of blind alley, similar to Wrestling. The sophisticated version is simulated by the Karate Skill. Your character should train Brawling if he just wants quick results, if he wants a Skill that is "good enough".

Brawling
Stunt
Slots SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??

Wrestling

Wrestling is unsophisticated throw/hold fighting, easy to become good at, but giving few benefits for true mastery. In this, it is a sort of "blind alley", similar to Brawling. The sophisticated version is simulated by the Judo Skill. Your character should train Wrestling if he just wants quick results, if he wants a Skill that is "good enough".

Wrestling
Stunt
Slots SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??

Judo

Judo is sophisticated throw/hold fighting, difficult to become good at, but giving many benefits for true mastery. The unsophisticated sister Skill is Wrestling. Your character should train Judo if he wants to achieve great ability and doesn't mind having to train (or having to have trained) a lot. Note that in spite of the Japanese name, the Judo Skill is used for any sophisticated unarmed Skill based on defensive moves (for offensive moves, go train Karate).

Judo
Stunt
Slots SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??

Karate

Karate is sophisticated punch/kick fighting, difficult to become good at, but giving many benefits for true mastery. The unsophisticated brother Skill is Brawling. Your character should train Karate if he wants to achieve great ability and doesn't mind having to train (or having to have trained) a lot. Note that in spite of the Japanese name, the Karate Skill is used for any sophisticated unarmed Skill based on defensive moves (for defensive moves, go train Karate).

Karate
Stunt
Slots SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??


Non-combat Styles

This for Styles that do not give direct offensive or defensive benefits, such as Combat Wisdom and Mental Training, and Movement Style.

Combat Wisdom Style

Combat Wisdom
Stunt
Slots SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??

Movement Style

Movement
Stunt
Slots SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??

Mental Training

Mental Training
Stunt
Slots SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??

Empty table for use

(Skill)
Stunt
Slots SP APT Notes
Stunt I Stunt explained
Stunt II Stunt explained
Total Slots  ?? Style Skill  ??
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