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#11 |
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Banned
Join Date: Apr 2008
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#12 |
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Join Date: Sep 2004
Location: The Enchanted Land-O-Cheese
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I remember seeing William Shatner on a talk show years ago telling a story about being robbed once. He briefly considered trying to use a flying drop kick to knock down the muggers, a maneuver he'd practiced often enough with his stunt men.
Then he remembered that unlike his stunt crew, the muggers were NOT trained to fall down when he kicked at them. And since the two of them had more combined mass than he did, he was unlikely to knock them down. So he decided to leave the heroics for the starship captains.
__________________
Read "Danger Cay" at Hannibal Tesla Adventure Magazine! Pulp Era Adventure and Two-Fisted Science in the futuristic world of 1935! |
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#13 |
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Join Date: Dec 2013
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#14 | |
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Join Date: Dec 2004
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Quote:
BASE jumping doesn't really fit 1940s Batman - I figured Acrobatics would cover swinging from lines and such. Maybe I should add that swinging perk from Supers? Also possibly make Climbing a style rather than optional skill. I added Throwing as an optional skill. |
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#15 |
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Join Date: Dec 2004
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In game terms - Acrobatics, Climbing and Stealth to make surprise attacks from unexpected directions. Intimidation with the Cloaked perk for surprise visits that don't begin with a punch to the face. Psychology, Body Language and Detect Lie to read opponents and figure out what will scare them. Not all of this would be part of a conventional martial art.
So the bad guys are sneaking around - Batman springs out of nowhere and beats the crap out of them, possibly asking the leader some questions afterward. The goal is to take them down before they even realize they're under attack. Or if he wants to ask questions first, he suddenly appears with his cape flowing dramatically. |
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#16 |
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Join Date: Dec 2004
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Thinking about it a little more, drop Cloak from the skill list and might would work as a generic Golden or Silver Age Martial Arts style.
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#17 |
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Join Date: Dec 2004
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OK, since people seem curious:
Kirk Fu, or Starfleet Hand to Hand (5 points) The traditional martial art of 23rd Century star ship captains, Kirk Fu is an improvised martial art based on half remembered skills. 23rd Century Earth is a very peaceful place and hand to hand combat skills have had little practical use for generations. Kirk Fu was developed from a mish-mash of combat sports and art forms. It is an aggressive style, favoring immediate and direct attacks to take down opponents, though lethal strikes are usually avoided. Punches, karate style chops, take downs, throws and drop kicks are all combined in an enthusiastic effort to take out the opponent. Advanced students learn weapon skills as experience has taught that Star Fleet personnel can be expected to involuntarily fight in gladiatorial combat at least once per tour of duty. Above all, Kirk Fu emphasizes never giving up. Thus, Kirk Fu practitioners are noted for high Will and often buy HP and FP beyond normal levels representing a near superhuman ability to push themselves beyond normal limits. A Kirk Fu fighter won't always be the most skilled or efficient fighter but he's very hard to stop. Skills: Acrobatics, Brawling, Judo, Wrestling Techniques: Choke Hold (Judo or Wrestling), Disarming (Judo), Drop Kick (Wrestling), Exotic Hand Strike, Ground Fighting (Judo or Wrestling), Head Lock (Judo or Wrestling), Judo Throw, Targeted Attack (Brawling Punch/Face), Targeted Attack (Brawling Punch/Jaw), Targeted Attack (Exotic Hand Strike/Neck), Two Handed Punch Cinematic Skills: Mental Strength Cinematic Techniques: Roll with Blow Perks: Gumption, Skill Adaption (Exotic Hand Strike defaults to Brawling), Special Exercise (FP can exceed HT by 50%), Sure Footed (Uneven), Technique Mastery (Judo Throw) Optional Traits Attributes: Increased HT Secondary Characteristics: Increased FP, HP and Will Advantages: Fit or Very Fit, Hard to Kill, Hard to Subdue, High Pain Threshold, Luck Disadvantages: Code of Honor (Star Fleet), Compulsive Behavior (Avoid lethal force) Skills: Any melee weapon, Boxing, Jumping, Karate, Throwing Gumption is a cinematic Perk that allows the character to buy extra HP up to 50% of ST. These HP have no associated mass and simply indicate a cinematic ability to soak up damage through sheer force of will. Last edited by Infornific; 05-31-2014 at 09:58 PM. Reason: Remove holdover from first draft (thanks to Aesir23) |
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#18 | |
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Join Date: Jul 2007
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Quote:
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#19 | |
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Banned
Join Date: Apr 2008
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Quote:
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#20 |
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Join Date: Jul 2007
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I'd generally think swooping in from surprise shrouded in cloak with a convincing threat of violence would count as an intimidation check. Some mooks will choose not to fight, some will hesitate. I'd count it as an additional chance to leave foes mentally stunned, or a penalty for them to recover from surprise. Then end result is that ten gang members don't attack all at once.
It looks like they're taking turns, in reality, they're just trying to wrap their head around the fact that BATMAN is here to beat the crap out of them. |
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