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| Combat: A Comprehensive Guide to Beating Arse | |
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| Tweet Topic Started: Sep 20 2009, 03:51 PM (3,218 Views) | |
| Lord Talancir D'Landior | Sep 20 2009, 03:51 PM Post #1 |
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~ RP Knight ~
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It may be anywhere as varied as a back-alley brawl, a bar room brouhaha, or a full scale battlefield. Whether alone or in a group, against hired thugs or professional soldiers, you must act. Your life, and those of your companions depends on it! So what are you going to do? The Basics Generally speaking, a character will know how to do several basic things. They include grapple (a grab-and-hold maneuver); quick strike and heavy strike (basic punches); quick kick and heavy kick (basic kicks); block (a maneuver that blocks an enemy's attacks); dodge (evading attacks), and sprint (an all-out running maneuver). Based on any other skills and/or abilities the character may know, he will have more Combat Maneuvers. In regard to damage, there are three types: standard (kill) damage, aggravated (a subtype of standard damage), and stun. Standard damage has the potential to injure a character permanently or even end his life. Classic examples include claws, fangs, weapons, and most types of trauma (e.g., falling, poisons) are Kill damage. Aggravated damage is a subtype of Standard damage in that it is more difficult to recover from. Examples include burns (thermal, chemical, laser, electrical), elemental damage, and severe radiation exposure. Stun damage does not permanently injure a character; instead, it knocks him out. The most common way of doing Stun damage is with fists (i.e. Unarmed Combat). Stun damage only becomes Kill damage when applied vigorously, with extra force; or when the injured character is knocked out. Thus, while it's possible for one character to beat another to death with his bare hands, it takes effort. As is common in some character templates, some characters have stamina ratings. If a character is considered to have taken damage (Stun or Kill) greater than his stamina rating in a single attack, he is Dazed. It generally takes two combat turns for a character to overcome the effects normally; if a character can summon the willpower to overcome the effects of being Dazed, he my act to defend himself, before acting normally in the following turn. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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HollyYoshi
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Sep 20 2009, 03:57 PM Post #2 |
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I object to your claims
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Nice intro so far. I look forward to more advice. |
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| Lord Talancir D'Landior | Sep 21 2009, 06:39 PM Post #3 |
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~ RP Knight ~
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Maneuver Advantages Some combat maneuvers have benefits other than just causing damage. The following is a list representing these special benefits. Abort Maneuver An Abort Maneuver is an attempt by the defender to interrupt the attacker's move. A classic Abort Maneuver is Block. Aerial Maneuver Aerial Maneuvers, such as flying kicks, are executed in the air and usually involve leaping. The fighter may not be affected by sweeps or other Crouching Maneuvers until after this character lands. Aerial Maneuvers generally cannot hit characters who are crouching or who are otherwise low to the ground, unless the maneuver's description specifically states that they can. Combinations Some characters will place two or three maneuvers into a Combination, allowing for a more effective series of attacks. Crouching Maneuver These maneuvers are performed close to the ground. A good example is a Foot Sweep. Fighters employing Crouching Maneuvers cannot be affected by Aerial Maneuvers (except those specifically designed to affect crouching characters) and cannot attack airborne or leaping characters. Knockback Some maneuvers can cause an opponent to be moved backwards by one or more yards. This can be a very effective tactic for preventing an opponent from attacking normally on his turn, as he has to waste time getting back into range. Knockdown This effect allows a fighter to knock his opponent to the ground, often by taking their legs out from under them. A character who is knocked down will generally suffer from a lack in initiative, and will need to get back up to resume fighting. Some maneuvers (such as Breakfall or Kippup) allow the character to react more quickly in their turn; at the Storyteller's descretion, a character on the ground may be able to use some Crouching Maneuvers without penalty. Sustained Hold Some Grab Maneuvers allow the fighter to tie his opponent up in a hold that lasts beyond the combat turn in which the maneuver is first used. The fighter will continue to inflict damage upon his helpless victim each turn until the victim can escape, or the victim passes out. The victim is allowed one escape attempt per turn. Getting out of a Sustained Hold requires that a character has enough skill and/or strength to break out of the hold, and will take up the majority of the turn. A Sustained Hold lasts until the victim breaks free, the fighter voluntarily drops the it, the victim falls unconscious, or a third person Dazes, knocks out or kills the attacker. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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HollyYoshi
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Sep 22 2009, 05:19 AM Post #4 |
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I object to your claims
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Very good advice. *thumbs up* |
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| Hoffman | Sep 22 2009, 08:54 AM Post #5 |
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Guitarist
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You can talk all you want about these fancy moves and technical maneuvers but it doesn't do jack squat for RPing combat, really - noone knows how to do that correctly. Combat between two roleplayers is incredibly difficult because everybody wants to win. Two people who know how to take cues from one another while having character combat will have better thought-out fights than people who're just throwing whatever moves they have in their fighting encyclopedia. Nice explanations of maneuvers, however, it is all very logical and straightforward. The former still applies, though. Edited by Hoffman, Sep 22 2009, 02:30 PM.
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THE HOFFMAN STILL LIVES (MAINLY BECAUSE HE'S DONE UNIVERSITY AND HAS NOTHING ELSE TO DO DURING THE SUMMER) | |
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| Lord Talancir D'Landior | Sep 23 2009, 05:22 PM Post #6 |
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~ RP Knight ~
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Roleplaying the Combat Anyone who's ever been in a fight knows that violence far more than a simple exchange of blows. Violence is visceral, repellent, yet fascinating. The threat of death drives us to extremes we never thought possible. It's been said that the best way to simulate a fight is to hit another player upside the head with the rulebook. While I don't encourage that level of realism, the point of the jest - that combat is fast, edgy and unpredictable - is valid. Combat happens fast; the battlefield doesn't give time for pause and reflection. Sweat pours. Hearts race. Vision blurs. The character is swept up in a torrent of color, sound, movement and adrenaline on the tap - but that doesn't mean you can't describe the moment to other players. When the blows land, keep the excitement high by describing what's happening in sensory terms. On top of that, you can make a battle memorable by describing how your actions affect your environment. Everything in a scene is a character - even the very ground you stand on. Common logic dictates that even in a battle, people know when to cut their losses. If there's no way out, a person will fight more frantically to escape and survive. Instinct rules the moment in any fight, and if death is rearing it's ugly head, anyone who isn't a berserker should be thinking of being able to see the next day! Even war-scarred veterans cringe from an unnecessary fight. There's a reason for that: pain hurts! Nobody walks away from a sword slash with a smile on his face. Pain stuns. It splinters your senses and lingers for a long time afterward. While I'm not suggesting you paralyze a character every time he gets hit (and you shouldn't; a fighter caught up in the moment does not always feel pain right away!), it is worth remembering that torn flesh and broken bones are more traumatic than marks on a damage meter. The most heroic deeds are done by heroes in extremis, fighting through a haze of pain. The injured gasp for breath as they stumble bleeding away from the fray. This sort of thing can be overdone, of course, but even then, it's more memorable and entertaining than saying "Oh, yeah, my character is mauled, but that's ok, I've still got a couple more health levels!" In a fight, somebody always gets hurt; the big questions are who and how badly? Fights are brutal, unpredictable and dramatic. Their consequences last long after the last body falls. In short, make your combat come alive. Keep it fast, vivid, exciting and fair! Drama is the soul of roleplaying, and without it, your efforts are in danger of not being remembered. Optionally, It's okay to even talk about things that your character isn't even physically aware of. Using that during combat increases its complexity and can be used to "invite" the other player's character to get a fair shot or two in. While some may feel they can't go that far, it's important to consider that between players, it's your responsibility to keep in mind your character's skill when it comes to offense and defense. No one likes a god-moder, for obvious reasons. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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HollyYoshi
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Sep 23 2009, 05:30 PM Post #7 |
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I object to your claims
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*writes down notes* I've got to remember this stuff, this guide is gold! |
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| Lord Talancir D'Landior | Sep 24 2009, 04:01 PM Post #8 |
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~ RP Knight ~
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Blood for the Blood God, Stats for the Stats Whores As with any system, there are always checks and balances. A character isn't going to be able to pull off every trick in the book, and there will always be some maneuver or style of fighting that will catch him off guard. One way to rationalize the amount of skills your character can use involves compiling your stats. Adding together the points of your skills that has to do with offensive and defensive ability will give you an idea with what he can use. To use my character template as an example: For every point in:
Most templates don't go into this sort of detail; however this approach can be adjusted: Athletics are based on Dexterity and Stamina Brawl is based on Strength and Stamina Martial Arts is based on Dexterity and Stamina Dodge is based on Dexterity and Wits (Intelligence) Melee is based on Strength and Dexterity This approach may or may not be used, if the Storyteller or players decide that this is far too complex. As a final note of caution, remember to choose wisely and with care. This outline works on a 1-10 scale, so adjust accordingly. Basic Maneuvers Basic Maneuvers are elementary, being instinctively known to all characters - no training is necessary to use them. They're not very elegant or precise, but they get the job done. These maneuvers also represent the most elementary maneuvers that are re-learned by novice martial arts practitioners. Block Additional Advantage: Abort Maneuver Damage Type: None A basic defensive action in which the character stops an opponent's attack from injuring him by blocking it. If unarmed, a character uses his hand or forearm; if armed, the character blocks with his weapon or a shield. Unlike a Parry, Block uses brute force against brute force to stop an attack dead in its tracks. Block cannot be used by an unarmed/unarmored person against a weapon, as this will result in damage. Dodge Additional Advantage: Abort Maneuver Damage Type: None The invaluable art of getting out of the way of attacks. Being able to dodge depends on the nature of the attack, where the attack will hit, and the agility of the character performing the Dodge. Grapple Additional Advantage: Sustained Hold Damage Type: Stun Damage Rating: 2/10 A simple grab and squeeze attack. Getting out of this hold is dependent on the skill of the defender; however, since this is a basic grab maneuver, getting out of it should be easy for anyone with more than a modicum of skill. Heavy Kick Damage Type: Normal Damage Rating: 2/10 A hard hitting kick, often used after an opponent has been set up or dazed. A character using this maneuver can describe it as any variety of side kicks, roundhouse kicks, even as an old-fashioned stomping. Heavy Strike Damage Type: Normal Damage Rating: 2/10 An all-out punch (or other strike of some sort) in an attempt to injure the opponent. Quick Kick Damage Type: Normal Damage Rating: 1/10 A fast, sometimes desperate kick, usually to the opponent's abdomen or legs. It can be represented as a wide variety of front kicks, snap kicks, low kicks, and so on. Quick Strike Damage Type: Normal Damage Rating: 1/10 A quick, basic attack with a fist, elbow, knee or other striking appendage. Sprint Damage Type: None An all-out move, used to cross the battlefield quickly. Edited by Talancir D'Landior, Oct 31 2009, 02:58 PM.
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| Hoffman | Sep 24 2009, 04:32 PM Post #9 |
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Guitarist
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Despite how obvious it might be to some people, perhaps you could also go into depth about the targeting of specific body parts and the realistic effect it has on how the rest of the body functions. I mean, it's caveman talk and most people understand it, but some people ignore it. It wouldn't hurt to explain. (b'_')b |
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THE HOFFMAN STILL LIVES (MAINLY BECAUSE HE'S DONE UNIVERSITY AND HAS NOTHING ELSE TO DO DURING THE SUMMER) | |
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| Lord Talancir D'Landior | Sep 24 2009, 05:08 PM Post #10 |
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~ RP Knight ~
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I was actually planning on going into that in regard to weapon maneuvers. There really aren't a whole lot of diversity, but it's not merely the attack, but also on what body part you plan to use the attack on, and where you are positioned in relation to your opponent.
Edited by Talancir D'Landior, Sep 24 2009, 05:09 PM.
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| Lord Talancir D'Landior | Sep 29 2009, 02:01 PM Post #11 |
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~ RP Knight ~
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Athletics Maneuvers Athletics Maneuvers are, of course, based on the Athletics Skill (Dexterity/Stamina). They typically involve jumping and acrobatic actions, and are quite 'flashy' to boot. It should be noted that some Athletic Maneuvers are requisites for more advanced maneuvers. Backflip Additional Advantage: Abort Maneuver Damage Type: None Restriction: Medium, Heavy Armor Using this retreating defensive maneuver, a well-trained fighter can avoid nearly every attack, barring certain projectile based attacks. The Backflip is actually a series of back-handsprings that can take a competent gymnast halfway across the battlefield. While executing this maneuver, the fighter can only move in a straight line from his foe, but while doing so, he cannot be harmed by most attacks. However, he will be vulnerable to all attacks both before and after this maneuver is executed. Breakfall Damage Type: None Many styles, such as Jujutsu and Aikido, emphasize throwing techniques. Before one can learn how to throw, one must learn how to be thrown without suffering serious injury. Breakfall is usually performed as a roll onto the shoulders and arms, with the head tucked in to protect against neck injuries. Breakfall is practiced until it becomes instinctive, therefore this maneuver does not always count as an action. Whenever the fighter is thrown or takes damage from a maneuver that causes Knockdown, this maneuver allows him to reduce the additional damage he takes from the fall. It should be noted that Breakfall only applies to maneuvers in which hitting the ground is what causes the damage; it does not protect a character from damage caused by a maneuver that injures him, then knocks him down. Drunken Monkey Roll Additional Advantage: Abort Maneuver, Crouching Maneuver Damage Type: None Practitioners claim that the unjustly imprisoned founder of Monkey Style Kung Fu invented this evasive maneuver after watching a group of monkeys through the bars of his jail cell. The monkeys would become inebriated after drinking wine thrown out by the guards and would stagger and roll on the ground. By copying the monkeys' antics, the master developed a series of evasive tumbles, and the Drunken Monkey Roll was born. This is a good all-purpose evasive technique, and can be used to intercept and evade attacks. Jump Additional Advantage: Abort Maneuver (Crouch), Aerial Maneuver Damage Type: None Jump is a simple maneuver that allows the character to vault over incoming (slow moving) projectiles, most obstacles and so forth. It is a prerequisite to many Athletics based maneuvers. This maneuver differs from regular jumping, in that the character has trained to the point where he can jump almost as high as he is tall. As such, this maneuver can be used to counter Crouching Maneuvers. Kippup Damage Type: None One of the most basic Athletics fighting maneuvers, the Kippup allows a prone fighter to get to his feet almost instantly. The fighter curls his legs up off the ground and kicks them up into the air while simultaneously arching his back powerfully. The resulting motion practically bounces him off the ground and to his feet. A character who knows this maneuver is able to react quickly if knocked down; if the fighter has sufficient practice and speed with this skill, performing the Kippup is practically automatic. Shoulder Smash Additional Advantage: Aerial Maneuver Damage Type: Normal Damage Rating: 2/10 This simple and effective maneuver is most commonly used by wrestlers and other types of fighters who don't mind getting in close and really mixing it up. The fighter jumps at his opponent as hard as he can, slamming into him with his shoulder, much like a (american) football or rugby player making a tackle. Edited by Talancir D'Landior, Oct 31 2009, 02:59 PM.
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| Lord Talancir D'Landior | Oct 31 2009, 08:27 PM Post #12 |
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~ RP Knight ~
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Brawl Maneuvers These are distinguished from normal moves in that they are usually more sophisticated than a simple punch or kick. A fighter using these moves is more than a simple brawler; he has been around the block long enough to have gained some degree of skill, whether it be from training or from simple survival. Punches Atemi Strike Accuracy Rating: 40% Damage Type: Standard Damage Rating: 3/10 Prequisite: Pheonix Eye Fist The fighter strikes one of his opponent's vital points, causing agonizing pain. The vital points are known as kyusho in Japan, tien-hsueh in China, kuepso / keupso in Korea, huyet in Vietnam, marman in India and rahasia in Indonesia. The fighter must be able to strike an unarmored vital point on his opponent's body; if all of his opponent's vital points are protected, he cannot use this maneuver. If the maneuver is used successfully, damage from it cannot be soaked by Stamina and/or Willpower at all. However, the maneuver can be blocked, in which case damage from it may be soaked as normal. Disarm Accuracy Rating: 50% Damage Type: Standard Damage Rating: 0(1)/10 The fighter skillfully strikes his opponent's weapon, hand or arm; not to cause damage, but to knock a weapon out of his opponent's grasp. If successful, the weapon flies from the target's hands in a direction specified by the attacker. If partially successful, the target does not lose his grip on the weapon. If the attacker botched the attack, he strikes the weapon in such a way that he is damaged by it. Ducking Punch Accuracy Rating: 60% Damage Type: Stun Damage Rating: 2/10 The fighter crouches low and delivers a short, powerful punch to his opponent's midsection (or even below-the-belt, for particularly vicious fighters). Ear Pop Accuracy Rating: 30% Damage Type: Stun Damage Rating: 3/10 The fighter slaps one or both of his opponent's ears with his hands slightly cupped, causing incredible air pressure to rush into his opponent's ears; the opponent suffers intense pain (and possibly, temporary or permanent loss of hearing). It is a vicious maneuver, considered 'dishonorable' by some fighters. This strike completely ignores stamina for the purposes of soaking damage. Elbow Smash Accuracy Rating: 60% Damage Type: Standard Damage Rating: 3/10 Common to Muay Thai and certain other martial arts styles, this devastating punch is not dealt with the fist, but with the elbow. It has knocked out many a fighter. Eye Rake Accuracy Rating: 50% Damage Type: Stun Damage Rating: 1/10 In a truly desperate move, the fighter clenches his fingers into a claw and rakes it across his opponent's face and eyes. This causes little to no damage, but temporarily blinds an opponent. If successful, the opponent must fight blind for the next turn, and is effectively Dazed. Grab Punch Additional Advantage: Abort Maneuver (Block) Accuracy Rating: 50% Damage Type: Standard Damage Rating: 2/10 This simple yet affective maneuver is derived from Monkey Kung Fu. The fighter lunges forward, grabs his opponent's blocking arm, pulls it out of the way and then delivers a powerful punch with his free hand. The Grab Punch is similar to the Heavy Strike, except that it is slower and it ignores Blocks. Haymaker Additional Advantage: Knockback, Knockdown (vs Aerial) Accuracy Rating: 40% Damage Type: Standard Damage Rating: 3/10 This is an all-out punch in which the fighter takes the time to 'wind up' and impart extra force to the blow. A broad overhead swing of the fist is often used to give the blow extra impact. An opponent struck by a Haymaker will be knocked back for one or more yards; if the target is in the air, this move also causes a Knockdown. Head Butt Accuracy Rating: 50% Damage Type: Standard Damage Rating: 3/10 The fighter smashes his head into his opponent, more than likely colliding with his target's head. This can cause severe damage. However, the fighter has to train long and hard to learn how to use his head in this fashion without causing injury to himself. Hyper Fist Additional Advantage: Combination (3) Accuracy Rating: 60% Damage Type: Standard Damage Rating: 1/10 (3x multiplier) Fighters who master this maneuver are able to throw a flurry of punches, usually uppercuts and short jabs to the abdomen, that pound their opponents with multiple hits. Knuckle Fist Additional Advantage: Knockback, Knockdown (vs Aerial) Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 This maneuver is just like a typical punch, except that it is not thrown with a clenched fist - instead, the fighter does not flex the innermost joint of his fingers, leaving the bony middle knuckles pointing forward to strike the opponent. This reduces the area of impact, thus increasing the damage caused by the punch. An opponent struck by a Knuckle Fist will be knocked back for one or more yards; if the target is in the air, this move also causes a Knockdown. Phoenix Eye Fist Accuracy Rating: 40% Damage Type: Standard Damage Rating: 2/10 This maneuver is like a regular punch, except that the middle finger (or sometimes the thumb) is allowed to protrude above the fist, creating a more pointed surface with which to strike the opponent. The force of the punch is typically directed at the opponent's nerve clusters for maximum effectiveness. An opponent struck with this maneuver will suffer numbness in the following around. His attacks will be slower, and if he is using heavy weapons, he may not be able to wield them properly, if at all. Power Uppercut Accuracy Rating: 60% Additional Advantage: Abort Maneuver (Aerial), Knockdown (vs Aerial) Damage Type: Standard Damage Rating: 3/10 This powerful punch starts low and ends high, as the fighter brings his fist underneath his opponent's jaw (or into his opponent's stomach, if used to interrupt an Aerial Maneuver). By using his leg and back strength, a fighter can do some serious damage with shit maneuver. The force with which the blow is thrown will often lift the fighter a few inches off the ground. If used to interrupt an Aerial Maneuver, the Power Uppercut will cause a Knockdown, knocking the opponent out of the sky before he can land his own attack. Spinning Back Fist Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 The fighter spins around, adding force to his blow from the momentum of the spin. As the spin is completed, he brings the back of his fist into contact with his opponent, usually the jaw, with devastating results. A character who is Crouched, or executing a Crouched Maneuver will not be hit by this attack. Sword Hand Accuracy Rating: 60% Damage Type: Standard Damage Rating: 3/10 Known in the west as a 'karate chop,' this maneuver actually takes two forms. The first is to use the edge of the flattened hand to strike the target, usually with the intent of breaking bones or inflicting other serious injury. The second, more difficult form is to flatten the hand and strike with the fingertips, driving the fighter's hand into his opponent's body. This system ignores any bonuses the target gains from wearing armor (exception being Plate Mail), having especially tough skin or similar powers. Two-fisted Smash Accuracy Rating: 40% Damage Type: Standard Damage Rating: 4/10 The fighter clenches his hands together into one big fist and uses it to smash his opponent. Usually the fighter swings the fist down onto an opponent's head or back, but the swing can also be side-to-side. Edited by Talancir D'Landior, Nov 9 2009, 06:20 PM.
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HollyYoshi
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Nov 1 2009, 06:25 AM Post #13 |
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I object to your claims
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Once again, very nicely written.
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| Lord Talancir D'Landior | Nov 9 2009, 06:58 PM Post #14 |
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~ RP Knight ~
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Brawl Maneuvers, Continued Kicks Kicks are attacks performed with the legs, feet and knees. They include simple attacks intended to damage and more sophisticated maneuvers, such as leg sweeps. Axe Kick Additional Advantage: Aerial Maneuver, Knockdown (vs Aerial) Accuracy Rating: 40% Damage Type: Standard Damage Rating: 3/10 The fighter begins this maneuver by leaping into the air as he stretches his leg high above his head. As he comes down, he slams his leg into his opponent's head or shoulders, using his momentum to increase the force of the blow. Because this attack targets the opponent from above, crouching tragets will take a hit just like everyone else. Jumping opponents will also be struck and will suffer a Knockdown. Double Kick Additional Advantage: Combination (2) Accuracy Rating: 60% Damage Type: Standard Damage Rating: 1/10 This special move is a combination of two kicks, usually a roundhouse-style kick followed by a spinning thrust kick. Some fighters prefer to use one low, hard kick followed by a second kick to the abdomen, chest or head from the same foot (otherwise known as a 'change-up kick'). Even though this maneuver counts as two moves, Crouching or Aerial opponents will only get hit once. Flying Kick Additional Advantage: Aerial Maneuver Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 Prequisites: Athletics The fighter launches himself feet-first in the air towards his opponent. He ends the move with a powerful kick, usually to his opponent's head or midsection. Foot Sweep Additional Advantage: Crouching Maneuver, Knockdown Accuracy Rating: 50% Damage Type: Stun Damage Rating: 2/10 This maneuver is a low, powerful kick designed primarily to knock an opponent off his feet. The combined force of the kick and the fall is not pleasant, so the target still suffers damage as a result. Handstand Kick Additional Advantage: Knockdown Accuracy Rating: 50% Damage Type: Standard Damage Rating: 3/10 Prequisites: Athletics This flashy kick is a specialty of practicioners of the Capoeria fighting style. The fighter bends over, places his hands on the ground, then presses his legs up into a handstand. The legs snap up with tremendous force. Characters may, if they choose, remain standing on their hands after they make this attack. Heel Stamp Additional Advantage: Knockback Accuracy Rating: 50% Damage Type: Standard Damage Rating: 1/10 This maneuver is not designed to cause a lot of damage; rther, it is used when the fighter wants to put a little distance between herself and her opponent. She raises her leg and smashes her heel into her opponent's chest, knocking the opponent in one direction and propelling herself in the other. Take note, this maneuver is especially dangerous when used in fights taking place on rooftops, near vts of dangerous chemicals, on cliffsides, etc. Iron Broom Additional Advantage: Crouching Maneuver, Knockdown Accuracy Rating: 50% Damage Type: Standard Damage Rating: 3/10 Prequisites: , Athletics, Foot Sweep Also known as a tiger's tail sweep or dragon's tail sweep, this maneuver is a Foot Sweep executed against multiple opponents. The fighter drops low, extends his kicking leg and whirls around quickly, kicking his opponents and knocking their feet out from under them. Knee Strike Additional Advantage: Knockdown Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 In this vicious maneuver, the fighter starts near his opponent, and leaps up to knee him in the stomach, chest or face, using the momentum of the leap to increase the damage. This maneuver does not count as an Aerial Maneuver. Reverse Front Kick Additional Advantage: Combination (2), Abort Maneuver (Block) Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 The Fighter launches a feint kick past the head of his opponent, then quickly reverses it with a sharp snapping motion, driving his heel into the back of his opponent's head. Roundhouse Kick Accuracy Rating: 50% Damage Type: Standard Damage Rating: 3/10 The fighter faces his opponent squarely, then pivots and kicks him (usually high), using the momentum from the pivot to increase the power of the kick. Spinning Thrust Kick Additional Advantage: Combination (Spinning Back Kick) Accuracy Rating: 50% Damage Type: Standard Damage Rating: 4/10 The fighter spins around and then thrust-kicks his opponent, using the momentum from the spin to increase the power of the kick. Sometimes the the fighter will follow up with a strike from his heel as his foot whips around; this is known as a Spinning Back Kick. Edited by Talancir D'Landior, Nov 10 2009, 07:25 AM.
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HollyYoshi
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Nov 9 2009, 07:06 PM Post #15 |
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I object to your claims
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*writes notes* Nice, very nice indeed.
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