New Martial Arts Techniques...
Moderators: Immortals, Supreme Beings, Old Ones
- Ten Tigers
- Dungeon Crawler
- Posts: 236
- Joined: Sun Dec 17, 2000 2:01 am
- Location: Somewhere, U.S.A.
New Martial Arts Techniques...
New Martial Arts Techniques
Wall Running: As seen in many martial arts movies and videogames, wall running allows the martial artist to move about vertical surfaces as if the surface was horizontal. The martial artist may use this technique to move in any direction up to his maximum distance. At first level this is five (5) feet plus one foot for every other level of experience. At the end of the distance the character begins to fall as normal if there is no secure place to stand; however, there are a number of options.
Option number one: the character may make a climbing roll to cling to the spot where the technique ended.
Option number two: the character may make any physical skill check with a jump (acrobatics, gymnastics, tumbling) to either jump to safety, or jump into another wall run. A failed skill check means the character either miscalculated his/her jump, or failed their landing and no wall run takes place. This usually results in a nasty fall.
So long as a character keeps making his physical skill checks, the martial artist can run, jump, wall run, jump, wall run, jump, and complete this cycle over and over until they choose to stop or fail a physical skill check.
On a final note, any prowl skill (including arts of invisibility) may be used to do a silent wall run; however, this is done at a -10% to the skill in question.
Triangle Jump: The triangle jump is a very flashy technique that is as useful as it is visually impressive. A character with this technique can jump up to any surface and immediately make another skill check to jump his max distance to another surface. The maximum number of Triangle Jumps that a martial artist can make at first level is one plus the character's endurance bonus as if it were a strength bonus (+1 at 16...), and one additional jump is added for every level of experience after first.
The Triangle Jump does not remove the necessity of a skill roll, it only allows the player to link jumps that should not normally be possible. A failed skill check often results in a nasty fall.
Wall Running: As seen in many martial arts movies and videogames, wall running allows the martial artist to move about vertical surfaces as if the surface was horizontal. The martial artist may use this technique to move in any direction up to his maximum distance. At first level this is five (5) feet plus one foot for every other level of experience. At the end of the distance the character begins to fall as normal if there is no secure place to stand; however, there are a number of options.
Option number one: the character may make a climbing roll to cling to the spot where the technique ended.
Option number two: the character may make any physical skill check with a jump (acrobatics, gymnastics, tumbling) to either jump to safety, or jump into another wall run. A failed skill check means the character either miscalculated his/her jump, or failed their landing and no wall run takes place. This usually results in a nasty fall.
So long as a character keeps making his physical skill checks, the martial artist can run, jump, wall run, jump, wall run, jump, and complete this cycle over and over until they choose to stop or fail a physical skill check.
On a final note, any prowl skill (including arts of invisibility) may be used to do a silent wall run; however, this is done at a -10% to the skill in question.
Triangle Jump: The triangle jump is a very flashy technique that is as useful as it is visually impressive. A character with this technique can jump up to any surface and immediately make another skill check to jump his max distance to another surface. The maximum number of Triangle Jumps that a martial artist can make at first level is one plus the character's endurance bonus as if it were a strength bonus (+1 at 16...), and one additional jump is added for every level of experience after first.
The Triangle Jump does not remove the necessity of a skill roll, it only allows the player to link jumps that should not normally be possible. A failed skill check often results in a nasty fall.
Last edited by Ten Tigers on Thu Jun 10, 2004 8:35 pm, edited 1 time in total.
I love a good fight...
- Ten Tigers
- Dungeon Crawler
- Posts: 236
- Joined: Sun Dec 17, 2000 2:01 am
- Location: Somewhere, U.S.A.
- Nekira Sudacne
- Monk
- Posts: 15496
- Joined: Sun Oct 19, 2003 7:22 pm
- Comment: The Munchkin Fairy
- Location: 2nd Degree Black Belt of Post Fu
- Contact:
nice
great for cinimatic-style games
great for cinimatic-style games
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
- Ten Tigers
- Dungeon Crawler
- Posts: 236
- Joined: Sun Dec 17, 2000 2:01 am
- Location: Somewhere, U.S.A.
Two quick questions.
One: Should I give the Triangle Jump its own skill percentage, or should I merely require either acrobatics, gymnastics, or tumbling as "pre-requisite" skills, and use the flip/backflip portion of those skills as the feat roll?
Two: Should I switch the bonus for the Triangle Jump to Physical Endurance default bonus rather than Physical Strength equivalent?
One: Should I give the Triangle Jump its own skill percentage, or should I merely require either acrobatics, gymnastics, or tumbling as "pre-requisite" skills, and use the flip/backflip portion of those skills as the feat roll?
Two: Should I switch the bonus for the Triangle Jump to Physical Endurance default bonus rather than Physical Strength equivalent?
I love a good fight...
- Ten Tigers
- Dungeon Crawler
- Posts: 236
- Joined: Sun Dec 17, 2000 2:01 am
- Location: Somewhere, U.S.A.
Ironically, I have never played PoP. If it's got this kind of gameplay, I will need to look into it.
As for vaulting over someone's head, I rule it requires a combat roll to get through your opponents defences, THEN a skill check to see if you botch the move itself. For a devious twist, add a body flip throw and viola, a guillotine throw...
As for vaulting over someone's head, I rule it requires a combat roll to get through your opponents defences, THEN a skill check to see if you botch the move itself. For a devious twist, add a body flip throw and viola, a guillotine throw...
I love a good fight...
- Mantisking
- Hero
- Posts: 1080
- Joined: Sun Oct 01, 2000 1:01 am
- Location: Lowell, MA, U.S.A.
- Contact:
Yayyy!!Originally posted by Ten Tigers.
New Martial Arts Techniques
I was okay with this up to this point. I'd say that you've lost all your forward momentum once you've hit the end of your maximum wall running distance. You'd have to execute the jump before you hit the end of your run.Originally posted by Ten Tigers.
Wall Running: As seen in many martial arts movies and videogames, wall running allows the martial artist to move about vertical surfaces as if the surface was horizontal. The martial artist may use this technique to move in any direction up to his maximum distance. At first level this is five (5) feet plus one foot for every other level of experience. At the end of the distance the character begins to fall as normal if there is no secure place to stand; however, there are a number of options.
Option number one: the character may make a climbing roll to cling to the spot where the technique ended.
Option number two: the character may make any physical skill check with a jump (acrobatics, gymnastics, tumbling) to either jump to safety, or jump into another wall run. A failed skill check means the character either miscalculated his/her jump, or failed their landing and no wall run takes place. This usually results in a nasty fall.
How about when they run out of attacks/actions?Originally posted by Ten Tigers.
So long as a character keeps making his physical skill checks, the martial artist can run, jump, wall run, jump, wall run, jump, and complete this cycle over and over until they choose to stop or fail a physical skill check.
I'd say only if you use the AoI for movement then you'd get to move silently.Originally posted by Ten Tigers.
On a final note, any prowl skill (including arts of invisibility) may be used to do a silent wall run; however, this is done at a -10% to the skill in question.
This one's kinda useless. There's nothing in the rules, that I can think of, stopping someone from jumping consecutively from multiple surfaces. Also, what's the skill check for jumping anyway? One more thing, 15 jumps (+ P.E. bonus) jumps at 15th level?Originally posted by Ten Tigers.
Triangle Jump: The triangle jump is a very flashy technique that is as useful as it is visually impressive. A character with this technique can jump up to any surface and immediately make another skill check to jump his max distance to another surface. The maximum number of Triangle Jumps that a martial artist can make at first level is one plus the character's endurance bonus as if it were a strength bonus (+1 at 16...), and one additional jump is added for every level of experience after first.
The Triangle Jump does not remove the necessity of a skill roll, it only allows the player to link jumps that should not normally be possible. A failed skill check often results in a nasty fall.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
- Ten Tigers
- Dungeon Crawler
- Posts: 236
- Joined: Sun Dec 17, 2000 2:01 am
- Location: Somewhere, U.S.A.
Mantisking wrote:I was okay with this up to this point. I'd say that you've lost all your forward momentum once you've hit the end of your maximum wall running distance. You'd have to execute the jump before you hit the end of your run.
I like that. It makes total sense, consider it done.
Mantisking wrote:How about when they run out of attacks/actions?
Fair enough, unless of course one has an auto-dodge. :evilgrin:
Mantisking wrote:I'd say only if you use the AoI for movement then you'd get to move silently.
Again I will agree.
Mantisking wrote:This one's kinda useless. There's nothing in the rules, that I can think of, stopping someone from jumping consecutively from multiple surfaces. Also, what's the skill check for jumping anyway? One more thing, 15 jumps (+ P.E. bonus) jumps at 15th level?
Here is where I disagree. I can see someone with gymnastics chaining their flips together provided they have relatively horizontal surfaces to land on. Joe Gymnast just cannot leap his max distance, hit a completely vertical wall, and jump his max distance to the next wall, then do ANOTHER max jump up to the ledge he was trying to reach in the first place. That should take special training in my opinion.
I love a good fight...
- Mantisking
- Hero
- Posts: 1080
- Joined: Sun Oct 01, 2000 1:01 am
- Location: Lowell, MA, U.S.A.
- Contact:
What I was trying to say was the Infinite Run/Jump relying on only the skill check failure/choose to stop was abusive. There has to be a limiter other than the two you posted.Originally posted by me.
How about when they run out of attacks/actions?
Originally posted by Ten Tigers.
Fair enough, unless of course one has an auto-dodge. :evilgrin:
Good argument.Originally posted by Ten Tigers.
Here is where I disagree. I can see someone with gymnastics chaining their flips together provided they have relatively horizontal surfaces to land on. Joe Gymnast just cannot leap his max distance, hit a completely vertical wall, and jump his max distance to the next wall, then do ANOTHER max jump up to the ledge he was trying to reach in the first place. That should take special training in my opinion.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3