Infamous Supplimentary: Martial Arts
"Martial Arts," otherwise known as "Fighting Styles" are modes of weapon attack which involve some kind of special technique. These typically enable the user to employ some form of special special attack. These abilities must be truly mastered before they can adequately be used, a practice which takes much time. The time required to learn one of these Martial Arts is the same as with normal proficiencies, only that these may not be gained by advancing in level, nor can they be studied by book. These elite skills must be taught through tutoring by one who already possesses one, and must be honed to perfection on the battlefield afterwards.
Fighter classes and Monks alone are capable of researching these Martial Arts, as only these classes have the sufficient battlefield experience to hone such a skill. This is a process that involves the same steps as spell research, only that the ability used correlates to the ability score to be required by the ability. Some form of training grounds or arena is necessary for research, as is a long period of time to perfect such an art. Some requirement for each legendary ability is not uncommon, and may be unavailable to certain characters.
The availability of Martial Arts is dependent on the tutors accessible by the character. Certain abilities may be completely unavailable in certain areas, while others may be found in abundance. There are several which are not documented here, though the list of generally available Martial Arts is as follows:
Strength (S)
Heavy Strike(S) - Class: Any - Stats: 15 Strength
The character strikes with unbelievable force to deal a devastating blow. If a strength roll of 10 points under is made, the character can make one attack with a proficient melee weapon at -4 to hit, and +4 to damage.
Intelligence (I)
Blind Fighting(I) - Class: Any - Stats: Any
The character's senses are honed to fight in situations where visibility is impossible. By making an intelligence roll, the character can attack opponents that cannot be seen, but must be at least heard, without penalties to hit.
Foresight(I) - Class: Any - Stats: 10 Intelligence
The character delays an attack, searching for a weak point in the opponent's defense. By targeting an opponent beyond your weapon's reach, the character may attempt an intelligence roll. If this roll succeeds, a single attack may be made at +2 both to hit and to damage. No further attack can be made until the next round. This may only be done if the character is capable of concentrating on an opponent without interruption for at least 3 segments.
Wisdom (W)
Martial Trance(W) - Class: Fighters, Clerics - Stats: 15 Wisdom (Dwarves have no requirement)
This Martial Art is not activated by the character, and is rather triggered automatically when the person to use the ability is attacked or suffers damage from multiple differing sources in one round. If a wisdom roll of at least 5 points under is made, the character gains a bonus of +1 on "to-hit" rolls as well as a -1 to armor class for EACH target attacking the character. This bonus lasts 1 round for every point rolled after 4 under. This bonus can increase while the ability is being used, only when a new target engages with the character.
This ability functions differently when employed by Dwarves, who develop this form of battle sense much more naturally than other races. Dwarves still must make a wisdom roll, but need only a result of 1 under or better for the Martial Trance to take effect, lasting 1 round for each point rolled under 0.
Dexterity (D)
Florentine Combat(D) - Class: Fighters, Blademasters, Thieves, Clerics - Stats: 15 Dexterity
The character's incredible balance and swiftness allow for the usage of two weapons simultaneously. When the character possesses two one-handed proficient weapons that have less space required than the character's height, both may be used simultaneously. The second weapon may only be used for any purpose if the character rolls at least 5 points under on dexterity; otherwise, the second weapon cannot be used, but remains in the character's hand. All attacks made will suffer a -2 to hit with the first weapon (the one in the character's dominant hand) and a -4 to hit on the second weapon. Characters wielding two weapons do not benefit from the additional attacks granted by speed factor.
Parry(D) - Class: Any - Stats: Any
The character is capable of blocking attacks, reducing armor class by 4 for one attack which targets the character. The character's focus is put solely on defense in this instance, meaning no attacks can be made. A weapon that is at least 2' in length must be used in order for parrying to be possible.
+Riposte(D) - Class: Fighters - Stats: 9 Dexterity - Martial Arts: Parry
The character is capable of making a counterattack in response to a successful parry. If the character is attacked after attempting to parry, the character can attempt to counter. For this to succeed, the character must make a successful dexterity roll, and must be using a weapon that has a lower speed factor than the attacker. If the conditions are met, one and only one attack may be made against the attacker.
Two-Weapon Fighting(D) - Class: Any - Stats: 10 Dexterity
The character may choose to use one proficient weapon in each hand, likely discarding the use of a shield. The second weapon must either be a dagger, or a hand axe. Employment of a second weapon incurs a penalty. The use of a second weapon causes the character to attack with a -2 with the primary weapon, while -4 with the secondary weapon. If the character's dexterity is above 15, there is a mitigation applied to this accuracy adjustment. At 16 dexterity, the character attacks at -1, -3. At 17, -0 -2. At 18, -0, -1, and at 19 or higher, no penalty occurs. The character cannot benefit from additional attacks granted by speed factor while fighting with two weapons.
Unarmed Fighting(D) - Class: Any - Stats: 10 Dexterity
The character has trained immense skill in fighting unarmed, and can deal significant damage without the use of a typical weapon. Unarmed Fighting allows the character to roll using a special attack table for damage with fists, instead of the typical 1-2. The character's dexterity may be added to any rolls made using this table. Naturally, rolling to hit with fists is first necessary. Strength bonus is applicable to all damage done by these attacks.
Dice Roll (D100) |
Result |
1-33 |
Grazing blow, 1 damage |
34-45 |
Glancing blow, 2 damage |
46-65 |
Grazing blow, 1 damage, strike again |
65-85 |
Impressive blow, 2 damage, strike again |
86-95 |
Serious blow, 3 damage, strike again |
96-99 |
Devastating blow, 4 damage, strike again |
100+ |
Palm Strike, 10 damage, opponent stunned for 3-9 segments |
The ability to "strike again" is still not guarantied, even when the table suggests so. The maximum duration of a combo is dependent on how far under the character can roll. Any roll less than 12 under is considered but one attack, while every point starting at 12 under results in potential for one additional attack in the combo.
Charisma (Ch)
Leadership(Ch) - Class: Any - Stats: 15 Charisma, 10 Intelligence
The character is capable of inspiring his or her group through fierce battle on the front lines. At the beginning of combat, the character must make a charisma roll in speech to ensure the allied force is filled with inspiration by the leader. Then, the character must charge to the front of battle and fight alongside the army. If this is accomplished, the allied force will benefit from a bonus of +1 to hit until either the battle ends, or the leader character goes down.
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