Tuesday, November 11, 2008

Metaskill: Martial Arts

Prerequisites: Hand to Hand 2; Melee 2

Various styles of Martial Arts are practiced on Terra Nova. For game purposes, the varying techniques are represented by the development of the following skills. In addition,
the martial artist may add his or her Martial Arts skill level to both AD and UD ratings.

Martial Arts can only be used in close combat, that is, any attack/defense roll that would employ Melee or Hand to Hand combat. As well, certain Martial Arts maneuvers can be used in conjunction with the Archery skill and Thrown Weapon skill (for martial arts thrown weapons like knives and shuriken).

Martial Arts Maneuvers:

Level 1:

Combo/Combo Breaking (AGI, opposed)
Threshold: MoS 2
This operates exactly like the Combo ability for Heavy Gear Dueling. An opposed martial arts roll is made, and if successful the attacker may execute two attacks against the defender with no action penalty. All other actions during the round are penalized by -1.

Zen Mastery (PSY, non-opposed)
Threshold: No MoS required
This ability serves much the same function as Duelist’s Luck does in Heavy Gear Dueling. Once a round, the martial artist may re-roll a combat skill (dodge, attack, parry, thrown weapon), using Martial Arts +PSY instead of the usual skill. This ability can (and should!) be used to re-roll fumbles. The Zen Mastery Maneuver may be used to evade bullets from firearms so long as the shooter is less than 10 meters from the martial artist no dodging sniper bullets, sorry).

Level 2:

Armour Piercing/Disabling (CRE, opposed)
Threshold: MoS 2
Allows the attacker to halve the defender’s AR for melee and long ranged (thrown weapon or archery) attacks. Hand to hand attackers cannot halve a defender’s AR. However against an unarmoured or partially armoured opponent, the Martial Artist can perform a Disabling attack. This attack (performed with the HTH or skill) will do no damage, but leaves an opponent immobilized and incapacitated (conscious or not, left up to the attacker) for a number of rounds equal to twice the MOS of the Martial Arts check (so, a minimum of four rounds). The disabling attack requires level 3 and is also CRE-based. Both Armour Piercing and Disabling attacks count as one ability. A fumble means that the attack misses.

Called Shot (AGI
, opposed)
Threshold: MoS 2
Allows the attacker to place an attack anywhere on an opponent’s body. Alternately, this skill can be used to disarm an opponent, break a weapon, etc. A fumble means the attack misses.

Level 3:

Endurance (WIL, non-opposed)
Threshold: 3+ wound effects
The martial artist can withstand great pain and fatigue by making a skill roll vs. a target number of 3, including any penalties from wounds (thus a martial artist with a deep wound would need to make a roll of 6). Success indicates that the character can mitigate as many wound or fatigue penalties as he has martial arts skill levels. i.e. a level 2 Martial Artist with a deep wound who succeeded in rolling a 6 or more would be able to ignore the deep wound (since it has a -2 penalty, the Martial Arts skill of 2 covers this. The same martial artist with 2 deep wounds, who succeeded in rolling an 8 or more, would be able to only reduce the penalty from -4 to -2.) A fumble forces a HEA check to retain consciousness.

Level 4:

Armoured Skin (FIT, non-opposed)
Threshold: Special
The martial artist can boost his Stamina by 10 for every level of point of MOS over 5 (That is, +5/+10/+20 to Flesh/Deep/Death thresholds). This lasts until the martial artist’s next use of the Martial Arts skill in a fight, or until the GM says it’s no longer in effect (for those times when one wants to walk over hot coals, say). A fumble here is relatively safe.


Hermes 72 - Heavy Gear RPG - Most artwork Copyright 2002 Dream Pod 9, Inc.