Martial Arts Abilities
The more fantastic martial arts movies allow martial artists to do some crazy stuff. For instance, in one scene of Crouching Tiger Hidden Dragon two characters run across the forest on the tips of the trees, fly through the air, run on water, etc. What should the crazy abilities be?
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Re: Martial Arts Abilities
The movies do get carried away, don't they?
Even with my more inclusive interpretation of the TFT Unarmed Combat Talents, nothing like that would occur without magical help. |
Re: Martial Arts Abilities
What other combat styles combine empty hands with limited carried iron?
Spellcasting heroes don't even get staff spells so there's lots of empty space in their hands. |
Re: Martial Arts Abilities
I think a lot of movie martial artist abilities could be explained by a limited anti-gravity like a gargoyle's. It would let them leap from ground floor up to a first floor, or walk on trees, or balance on someone else's sword as in Kill Bill 2.
So my theory is that the secret ingredient of those martial arts dojo communal breakfasts is gargoyle gall bladder. |
Re: Martial Arts Abilities
I model wuxia-style abilities using a combination of Spells and Powers in my game.
See the thread for my 'Mystic Monk'... https://forums.sjgames.com/showthread.php?t=161578 |
Re: Martial Arts Abilities
Just use the flight potion that requires no fatigue if you land the turn after you take off.
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Re: Martial Arts Abilities
Second draft:
Delete the ladder:
Break up the Unarmed Combat into tracks for boxing...
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Re: Martial Arts Abilities
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I want different characters to purchase different subsets of the menu. If there's five elements then I want them to be able to choose to specialise in the one or several they prefer. |
Re: Martial Arts Abilities
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No character is ever locked into specific progression path unless they choose to do so. It's also worth noting that you don't have to aquire both Powers from a lower tier in order to select one from the next tier up. And also, also... my framework allows for as many (or as few) Power sets as the GM wants for their campaign. Creating new UC-themed portfolios wouldn't be difficult. |
Re: Martial Arts Abilities
I've written my own simplified replacements for all the UC talents, still dithering with the names:
Nothing as major added as in Crouching Tiger Hidden Dragon, but I will be writing rules for the Master/MA3 level to include running straight up walls (about 12 ft?) jumping roof-to-roof (also about 12 feet?), and walking/running along tightropes -- those seem like they should be automatic advantages at the Master level. Totally separate from those and from each other I've come up with
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