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Martial Arts in Adventure!


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#1 Snackula

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Posted 28 February 2008 - 04:50 AM

This is really just for fun, since I don't really plan to ever implement this into a game.

Anyway, I've been toying with the idea of Martial Arts, as presented in the Expanded Personal Combat Systems section of the Trinity Player's Guide.  The idea that I came up with was that someone with Ability Mastery (Brawl, Martial Arts, and/or Melee) could potentially eschew any other specialties in order to take a 'super style' to reflect some sort of legendary training, a la Batman or Remo Williams.  Such a style would require all 3 specialty slots, of course, but would have some sort of corresponding benefits (which I can't be bothered to work out at this time).

Might be unbalancing or whatever, but it still makes me grin to think of a Branch 9 operative busting out some Sinanju on a bunch of filthy ninjas.   ninja.gif

I'd be interested to hear feedback on this (obviously), but I'm new here so be nice.   happy.gif
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#2 Sprocket

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Posted 28 February 2008 - 07:44 AM

You're in luck - the expanded combat rules found in Chapter 2 of EON's upcoming Mega-Physical ebook for Aberrant (The New Flesh) will have just the sort of "super" martial arts you're talking about, plus rules for using them with Adventure! characters of all 3 Inspiration types. Also, rules for "Gun-Fu" in the style of the Shadow will also be covered.

#3 Snackula

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Posted 28 February 2008 - 09:20 AM

Sweeeeeet.  Can't wait to check it out.   cool40.gif
"We have detected a vessel attempting to break the security cordon around Vergon 6. I'm anticipating an all-out tactical dogfight, followed by a light dinner. Ravioli...ham...sundae bar..."

- 25 Star General Zapp Brannigan

#4 Finbar

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Posted 28 February 2008 - 06:12 PM

I've also recommended the Wod book Combat: The Big Book of Kicking Ass. A little more complicated, but it could be useful, especially as it goes into more depth than Trinity does...

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#5 SkyLion

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Posted 28 February 2008 - 06:41 PM

I have that book.  It always amused me as the antithesis of the "pure" roleplayer",

#6 Snackula

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Posted 28 February 2008 - 07:52 PM

I used to have WoD: Combat, but I found it to be a bit overcomplicated, while still not quite a satisfactory representation of martial arts.  A long time ago, though, I created my own system for WoD ass whupping, for use in a MUSH that I had built.  That was a good 10-11 years ago, but you can still find the rules here.  Still not a perfect system, and the new abilities at the end are a bit questionable, but it did the trick somewhat.  I still kind of prefer the Trinity PG version, for both its simplicity and effectiveness, but even that could use some tweaking.


Incidentally, Sprocket - If you haven't finished Chapter 2 yet, and see anything you like in my old WoD rule set (doubtful, but possible), feel free to adapt them in any way you see fit.
"We have detected a vessel attempting to break the security cordon around Vergon 6. I'm anticipating an all-out tactical dogfight, followed by a light dinner. Ravioli...ham...sundae bar..."

- 25 Star General Zapp Brannigan

#7 Sprocket

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Posted 28 February 2008 - 10:10 PM

Thanks for the offer, but Reighnhell is the guy who's in responsible for 90% of the combat material in Chapter 2 - contacting him would be more fruitful. I'm still busy trying to hammer out quality material for Chapter 3.  mad19.gif




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