09-05-2009, 02:23 PM | #1 |
Join Date: Sep 2009
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[DF] Cat Folk Martial Artist
I'm working on getting a Dungeon Fantasy campaign together and one of my players is interested in playing a Cat Folk martial artist. The Cat Folk template has the Claws (Sharp) advantage which should give him cutting damage on his unarmed attacks. However, the Karate skill specifically states that it cannot be used to attack with claws. On the other hand DF3 specifically suggests Martial Artists with the Druid lens could use Partial Shapeshifting to use Tiger Paws with Karate, which seems to contradict this.
So I'm wondering what the community thinks; should I let him get the cutting damage for his Karate punches? Or rule that Karate punches do crushing damage even if you have the Claws (sharp) advantage? I don't have access to Martial Arts, if that has further rules for this. |
09-05-2009, 02:48 PM | #2 |
Join Date: Sep 2008
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Re: [DF] Cat Folk Martial Artist
Martial Arts does indeed state that Karate should be usable with Claws. It mentions that Claws gained as part of training or Claws which innately belong to the race should be usable with this... although the Bladed Hand weapon implies that any Claws, regardless of origin, should be so usable. So, Molly from Neuromancer can use those cybernetic retractable razor blades with Karate, and your player's DF Catfolk character should be able to use his/her claws with Karate as well.
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09-05-2009, 02:51 PM | #3 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [DF] Cat Folk Martial Artist
Quote:
At the GM’s option, though, martial artists who gain Claws or Strikers as part of their training – or who belong to races with natural Claws or Strikers – may wield them with Karate to further enhance damage. IMHO, this only makes sense, especially for "alien" races. If a race has Claws why would they develop a martial art where they don't use them?
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 09-05-2009 at 02:55 PM. |
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09-05-2009, 07:12 PM | #4 |
Join Date: Jul 2007
Location: One Mile Up
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Re: [DF] Cat Folk Martial Artist
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09-05-2009, 07:39 PM | #5 |
Join Date: Sep 2009
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Re: [DF] Cat Folk Martial Artist
Thanks for the quick replies and the relevant passage from Martial Arts. My player will be happy to hear he can use his claws properly.
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09-05-2009, 07:45 PM | #6 |
Join Date: Aug 2004
Location: Edmond, OK
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Re: [DF] Cat Folk Martial Artist
Here's the martial arts style I made for the felinids in my current campaign:
Felinid Empty-Hand [5] The felinids are not strong and don’t make great soldiers, but in a bar-room brawl, they can be quite lethal. Their natural weapons of claws and teeth can do disproportionate damage, and their quickness allows them to be very good at scoring hits and avoiding them, too. When using their well-developed martial arts style, they prefer to use defensive attacks, keeping well away from damage. They try to land painful claw attacks, and when an opponent is weakened, they go for the kill, using stronger clawing attacks and possibly a bite. Skills: Acrobatics; Judo; Jumping; Karate Techniques: Acrobatic Stand; Aggressive Parry (Karate; may use cutting damage, too); Counterattack (Karate); Feint (Karate); Judo Throw; Jump Kick; Kicking (Karate) Cinematic Skills: None Cinematic Techniques: None Perks: Biting Mastery; Rapid Retraction; Special Exercises (Stricking ST +1); Technique Mastery (Judo Throw);Weapon Adaptation (Claws to Karate) Optional Traits Secondary Characteristics: Combat Reflexes; Extra Basic Speed; Striking ST+1 Disadvantages: Bloodlust; Overconfidence; Reputation (Harms People Unnecessarily in Fights) Skills: Escape; Karate Art; Knife; Stealth; Thrown Weapon (Knife) Hope that helps for inspiration or whatever. |
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dungeon fantasy |
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