
Kibatsumejitsu (The Art of Fighting with Fang and Claw) Compiled, contextualized and Expanded by “Super /k/ill guy” Martial Arts Characters trained in the martial arts may use this Skill to replace the Brawl Talent. Martial arts has long been depicted as a tough, time­consuming calling, which is reflected in the rules for its acquisition. During character creation, Martial Arts Skill costs two Skill dots per dot desired. If raising the Skill with freebie points, each additional dot purchased costs three freebie points. Raising this Skill with experience costs 150 percent of the normal amount for an Ability. However, characters with the Martial Arts Skill gain access to a variety of special combat maneuvers. Additionally, all martial artists learn how to throw their foes. Special Maneuvers and rules for throws are provided in the Systems Chapter, pp. 140­142. A martial artist must define her style as “hard” or “soft,” which indicates the type of special maneuvers she can learn. Hard styles, such as karate, focus on powerful strikes; soft styles, including aikido, focus on redirection and defense. 1: Beginner 2: Novice 3: Brown Belt 4: Black Belt 5: Master: Shaolin monk, Bruce Lee, etc. Possessed by: The Most Unlikely People Specialties: Snake Style, Chops, Legsweeps Many vampires have mastered one or more forms of Martial Arts, either from their living days or through study with an undead master. The Martial Arts Skill replaces the Talent Brawl. An aspiring martial artist must choose between a hard style and a soft style. Soft styles include jujutsu, shuai­chiao, tai chi chuan, and aikido; hard styles include karate, Shaolin kung fu, tae kwon do, and wushu. For game purposes, there is no difference between the various styles, but players are encouraged to choose one for purposes of characterization. Unlike normal fighting, study of the Martial Arts requires discipline and concentration. A vampire in frenzy cannot use Martial Arts. Soft­ and hard­style martial artists have different difficulty ratings for the basic Brawl maneuvers: Soft Hard Punch 6 5 Kick 7 6 Grapple 5 6 Throw 6 7 Soft styles • Counter Throw: The martial artist uses the attacker’s own momentum against him. The defender no longer needs to grapple an opponent before throwing him and instead makes an opposed roll of Dexterity + Martial Arts against the attacker’s Dexterity + Brawl, Melee, or Martial Arts (whichever is currently appropriate). If the martial artist scores more successes, she deflects the attack and may immediately attempt to throw the attacker. • Deflecting Block: The martial artist, concentrating completely on defense, tries to prevent her opponent from doing any damage and to throw him off balance in the process. When blocking, the martial artist redirects the attacker’s momentum and rolls Dexterity + Martial Arts (difficulty 6) against the opponent’s attack roll. Each of the defender’s successes subtracts one success from the attacker’s roll. If the martial artist scores more successes than the attacker, the attacker must roll Dexterity (difficulty 8) or fall to the ground and take his own Strength rating as damage. • Joint Lock: Having successfully grappled her opponent, a martial artist can damage or control him through applying pressure to joints and pressure points. This torsion often results in broken arms, legs and even necks. The martial artist rolls Dexterity + Martial Arts to grapple, then may immediately roll Dexterity + Martial Arts again to inflict damage. For each success scored, the martial artist inflicts one Health Level of damage. • Mantis Strike: This open­handed blow targets the opponent’s vital organs or (against undead opponents) Chi gates and vitae centers. Difficulty 7, Damage Str + loss of one Chi point (if Kuei­jin) or Blood Point (if Kindred). Against mortals, the Mantis Strike inflicts Str +1 damage. • Withering Grasp: By making a successful Dexterity + Martial Arts roll, the martial artist may not only inflict damage on her foe, but disarm him as well. The martial artist must score at least three successes to disarm the foe; with five successes, the martial artist may take the weapon for her own use. • Acrobatic Dodge: Leaps, gyrations and flips allow a fast martial artist to evade many blows. Back flips and elegant jumps are the hallmark of such stylists, and they deftly avoid the strikes of many opponents. By jumping, flipping, bending and spinning, an acrobatic martial artist may evade many blows at once. The martial artist uses Dexterity + Dodge as normal, but may dodge a number of hand­to­hand or melee attacks equal to his Acrobatics rating while using his full Dodge pool for each. Executing an acrobatic dodge requires the entire turn — a martial artist cannot split his dice pool or perform an acrobatic dodge in conjunction with powers such as Black Wind or Celerity. • Cataleptic Grapple: With a proper locking hold, a grappling martial artist can apply pressure to blood vessels, the diaphragm, lungs, or simply against specific pressure points. In any case, the results are similar — the victim lapses into unconsciousness. A cataleptic grapple requires a successful grapple first; the martial artist must have a secure hold on the opponent. Then the martial artist must roll Perception + Martial Arts (difficulty 7); this is an extended roll, with each success inflicting one level of unsoakable bashing damage. As long as the martial artist keeps the hold, he can continue to apply pressure, stunning the opponent and even eventually killing her. As always, once the opponent is taken to the Incapacitated health level, she lapses into unconsciousness. A cataleptic grapple can be used against the Kuei­Jin (by blocking chi flow with pressure points), but as always, the vampire takes only half bashing damage, so such an attack generally takes quite a while to incapacitate the unliving. Cataleptic grapples have no effect on Western Kindred. • Push Hands: Practice in Tai Chi includes “push hands,” a game wherein the stylists press against one another in special poses while trying to force the opponent off­balance. A skilled practitioner learns to read body language, anticipate motion and shift balance with subtle pressure. When a stylist with push hands is attacked, the martial artist may defend with this technique. The player rolls a normal block, but with difficulty 7. If successful, the attacker is knocked to the ground, suffering a number of dice of bashing damage equal to his or her strength (automatic strength successes from Black Wind and Potence do count for this) while the Tai Chi master sidesteps and simply gives the foe a little nudge. • Reactive Strike: Parrying, pushing and riposting in rapid succession, the martial artist seizes a brief opening to come in under the opponent’s guard. When using a reactive strike, the martial artist must split his dice pool or otherwise perform at least two actions in the turn. The first action must block the opponent’s attack; failure on the block negates the reactive strike. However, if the block succeeds, the martial artist immediately counterstrikes; the reactive blow cannot be blocked or dodged. • Spinning Throw: By using momentum against several striking or grappling opponents at once, a master can turn a series of attackers into a mass of flying bodies. This defensive maneuver pits the weight and motion of each attacker against the others, so that they all assist in the task of flinging the aggressors away from the defending stylist. A spinning throw is a reactive throw; the martial artist must be attacked or grappled to use this ability. Effectively, the spinning throw permits the stylist to throw multiple opponents without suffering a penalty for multiple actions. The opponents must attack first, but resolution of damage is delayed until the martial artist attempts the spinning throw. The martial artist then makes one roll to throw at the usual difficulty, with a +1 to the difficulty for each attacker beyond the first — difficulties exceeding 10 remain at 10, but each additional point removes a success from the final roll. The throwing player compares his successes with the attacks of the aggressors; if an attacker scores more successes, his attack inflicts regular results, while if the defender scores more successes, the aggressor is thrown normally. In the case of a tie, the attacker fails in his strike, but is not thrown. For example, if five foolish Kin­jin attacks Hideo, he can declare that he is attempting a spinning throw, and then wait for the Cainites to attack. He rolls to throw once, at a difficulty of 6 (soft style) +4 (for the first four Cainites) and losing one success from the roll (for the last Kin­jin). Hideo’s player rolls and scores four successes; one is removed for the extra attacker, leaving him with three successes. Any attacker with only two successes to strike is thrown; those with three successes fail to hit; those with four or more strike Hideo normally. Hard styles • Blow to Pressure Point: The martial artist learns to strike to the pressure points and Chi meridians in the body, thus causing significant damage. Difficulty 8, Damage Str +3. • Damaging Block: The martial artist’s blocks are really strikes aimed at attacking limbs. Roll a normal Block roll, but if the artist scores three or more successes, she also inflicts (Str) damage. • Dragon Tail Sweep: This spinning legsweep can knock the martial artist’s opponent to the ground. Treat this maneuver like a Throw, but the martial artist does not have to grapple with the opponent. Difficulty 8, Damage (opponent’s Str.). • Elbow Strike: A quick, vicious blow, usually delivered to the head at close range. Difficulty 5, Damage Str +1. • Spinning Kick: This fast, powerful kick does significant damage to opponents, and looks impressive as well.
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