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Old 05-12-2024, 08:45 AM   #1
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default 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?

Last edited by David Bofinger; 05-12-2024 at 08:46 AM. Reason: typo
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Old 05-12-2024, 08:52 AM   #2
Bill_in_IN
 
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Default 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.
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Old 05-12-2024, 09:28 AM   #3
hcobb
 
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Default 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.
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Old 05-12-2024, 09:51 AM   #4
David Bofinger
 
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Default 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.
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Old 05-12-2024, 12:27 PM   #5
TippetsTX
 
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Default 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
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Old 05-12-2024, 04:50 PM   #6
hcobb
 
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Default 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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Old 05-12-2024, 07:15 PM   #7
David Bofinger
 
Join Date: Jan 2018
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Default Re: Martial Arts Abilities

Quote:
Originally Posted by TippetsTX View Post
See the thread for my 'Mystic Monk'...
https://forums.sjgames.com/showthread.php?t=161578
You probably won't be surprised to hear that I don't want to have a ladder which leads you through different elements in an order chosen by the game designer. That's OK in a story where there's only one avatar and the reduction in agency is no big deal, but IMO it's bad in an RPG.

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.
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