[Martial Arts] Using Judo as flier
I am making flying character with judo and have some questions. There some of it:
When using "Using Your Legs" rules, can you use both hands and legs to grapple and throw someone using flight? What bonuses should i use? Can you grab your enemy and lift them into the air and if you can, how? How your enemy realistically can resist your movement at all? Can you pin midair? "Using your legs" rules say that you end your turn lying face-up, but what if you using this in the air? How parries with leg or feet works for flying characters? Can you parry more than ones with your legs? Can you parry attacks that comes from below in any zone? Can you retreat? For now that's it, but i'm sure there gonna be more questions |
Re: [Martial Arts] Using Judo as flier
It seems like you should always be able to use your arms and your legs together, whether or not you are flying. There aren't any rules for it, but I'd probably treat extra legs as Extra Arms (Martial Arts p 114) but halve the bonus to +1.
Grabbing your enemy and carrying them off is a variant of Shoving People Around (Martial Arts p 118). Win the quick contest of ST, DX or Grappling and force them to take a step vertically. You have to be strong enough to be able to move while encumbered by your foe. I'd treat anyone who isn't capable of flight and who doesn't have their feet on the ground as having fallen down, regardless of their current nominal posture. So a flier would be able to lift someone off the ground and have a slightly easier time of pinning them - no need for the takedown. Fliers can retreat, and get a bonus if they change elevation when they do (Basic p 398). I'd let a flier parry with the legs and still retreat in the same turn. Fliers would still be limited to parrying low-line attacks with their legs, but if the flier is physically above the attacker, then Combat at Different Levels (Basic p 402) comes into play. |
Re: [Martial Arts] Using Judo as flier
Thanks, that what i needed. But i need to ensure some things:
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And another thing, what about this question? Quote:
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Re: [Martial Arts] Using Judo as flier
I would say if you're using your arms and your legs together, you halve both bonuses: +1 to hit and +1 to ST per extra leg.
Fliers characters shouldn't fall down when using their legs to grapple. That rule is inartfully written. It should probably say something close to "you can't use your legs for support" and elsewhere in the rules there would be a section about falling over if you're not supported. But I could see a normal person holding onto a dangling rope for support and grappling with their legs without falling over. Many fliers are in a similar situation and would be supported by their Flight. |
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I suppose you could grab something heavy nearby (a big table? a convenient anvil) to use as an anchor, that way it's not just your own weight which would be encumbrance but also the weight of that object. Quote:
This is something of a hole in the rules though - TG24's "Pass Limb" mentions "against a surface" but you can still use "your torso" or "your head" if there isn't a convenient surface, and there doesn't seem to be any downside do that as long as there's no contact damage. I'm thinking if you tried to do other stuff with torso or head at LEAST a "-2 for doing two things at once" if you were maintaining Control Points via Pass Limb using those parts. Quote:
I'd only allow avoiding this if you started at a higher elevation than the opponent. Like obviously if I'm dropping straight from above to grapple a neck using my feet, I could probably finish standing. Quote:
The best approach I can think would be to find some way of defining those legs as being 'arms' so you can use standard rules with them. |
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Otherwise, I'd allow a Quick Contest of ST, with penalties to the attacker for every level of Encumbrance the defender represents to the attacker's Flying Move. If the attacker wins they can take off on their next turn, carrying the defender. Obviously, you can't pick up anything that's so heavy you can't fly while carrying it. Quote:
Grappled victims can keep struggling while airborne. Treat it as further Grapple vs. Escape attempts, but obviously the defender falls if they break free. Quote:
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If you're flying in a horizontal posture like Superman, more likely "using your legs" means that your flight either angles upwards or downwards or that you do a "half roll" and end with your back parallel to the ground. If you're using winged flight, you might end up in a climb or a roll to your left or right. GM's choice as to what happens, really, but some sort of Posture Change seems logical. Quote:
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Keep in mind that "Retreat" for a flyer might not mean backwards motion, but radical motion that trades favorable tactical position for a sudden change in flight direction, like a quick dive, climb, or turn. There are no official rules for any of your questions because the rules for Flight and Flying Combat are very simple. If you're a GM use common sense and imagination to visualize the action, and make up rules as necessary while making things as fair and fun as possible for your players. If you're a player with a flying character, discuss your anticipated tactics with the GM and work out any "house rules" you will both need before play begins. Be prepared to compromise if the GM thinks that certain tasks should be harder that you believe they should be. Part of the GM's job is to challenge the players during play and to keep one player's tactics from completely upstaging the other PCs. |
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I think it make sense to treat those types of action as some combination of takedown and falling. |
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A target that doesn't have access to the ground isn't going to able to grapple as effectively as one who does, however - I'd just go with a -2 or so to skill (characters who can fly under their own power ignore this - or at least do so once they've practiced enough to get Familiarity). Quote:
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As a final note, Pyramid #3/14 has some MA styles and rules for aerial combat. An important point of note is that, against an enemy flyer, Techniques that normally knock a foe down (Judo Throw, Sweep, and Trip) instead cause the foe to lose control when used in the air. |
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