Aberrant 2.0 Martial Arts

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Basic Attacks

Note that these are all available at Martial Arts 0 and use the modified stats for unarmed attacks found in the weapons list.

  • Light Attack: A fast kick, jab, or the like deals little damage but is fast and accurate.
Accuracy +1, Defense +0, Damage (Strength + 0B), Min Strength 1, Max Strength (infinite)
  • Heavy Attack: A slower, more powerful attack.
Accuracy -1, Defense +0, Damage (Strength + 2B), Min Strength 1, Max Strength (infinite)
  • Disarm: When facing an armed enemy, turning the tables on the opponent by stealing their weapon is often advisable. A Disarm rolls Strength + Brawl versus the opponent's Strength + Might, Strength + Melee, or Strength + Brawl (choose higher). If the character succeeds, the weapon is flung away from the opponent. If the character succeeds with 5 or more successes, she may immediately take possession of the weapon. Disarms may be done with a weapon, in which case they use the weapon's accuracy and inflict normal weapon damage -2.
Accuracy +0, Defense +0, Damage N/A
  • Trip: Bringing the opponent to the ground is often useful. This may take the form of a sweeping kick, a shove, or something more graceful. A trip rolls (Strength + Brawl), and if an opponent fails to roll more successes on a (Dexterity + Athletics) roll than the attacker rolled (with difficulty equal to the attacker's Strength), the opponent is knocked prone.
Accuracy +0, Defense +0, Damage (Strength + 0B), Min Strength 1, Max Strength (infinite)
  • Grapple: A grappling attack. A successfully grappled character may attempt to escape or take control of the grapple, both sides making opposed Strength + Might or Strength + Brawl (choose higher) rolls. Each dot of Mega-Strength is 5 automatic successes to that roll.
Accuracy +0, Defense +0, Damage N/A
  • Grappling Smackdown: Smackdowns require 1 WP to use and a turn to wind up, essentially being over-the-top finishing moves. A successful grappling smackdown not only inflicts the damage listed, it also puts the target in a grapple.
Accuracy +0, Defense +0, Damage Strength + 4B
  • Striking Smackdown: Smackdowns require 1 WP to use and a turn to wind up. A successful striking smackdown knocks the target prone (unless they succeed a reflexive, opposed Stamina + Resistance roll with a difficulty of the attacker's strength) and deals the damage listed.
Accuracy +2, Defense +0, Damage Strength + 6B

Grappled Attacks

The controller of a grapple can initiate any of these attacks. Unless stated otherwise, all of these attacks halve enemy soak (rounded down), as the controller has an advantage in looking for weakpoints and exploiting them, and automatically hit. However, they can only be used once per turn.

  • Pound: Pounding someone in a grapple is a great way to inflict damage. This may involve mounting someone and whaling on them, slamming their face into nearby hard objects, breaking joints, or other methods of causing pain.
Damage Strength + 2B
  • Throw: Throwing someone requires sufficient strength to toss them. Throws can be used to launch unfortunate victims into dangerous objects, or simply send someone somewhere else. Skilled characters may throw their grappled opponents into other characters as well, which deals full damage to both targets. Unlike other attacks against a grappled foe, throws do not halve enemy soak. The damage of a throw is for a throw into a hard object like a rock or the ground. Throwing a character into something soft changes its damage to Stun, while throwing them into something edged (spikes, an industrial grinder), damage is lethal. Throwing someone off a cliff does standard fall damage instead.
Difficulty +2 (if aimed at a small target such as another person or a spike), Damage Strength + 4B.
  • Choke: Targets which require breathing or blood circulation can be disabled while grappled by cutting off blood flow and breath. Choking a target is far less effective if they do not require oxygen circulation (i.e. they have Dispersed Organs). In that case, one must suffocate them, and they only start taking damage when they can no longer hold their breath.
Damage 1 unsoakable bashing/level round.
  • Coup De Grace: Not actually a finishing blow, an edged weapon like a knife can be used in a grapple, being stabbed into weak points. Alternatively, a grapple can be used to allow for the point-blank use of a small arm.
Damage (as weapon + 1)

Optional Rule: Stun Damage

Fists and feet are generally poor ways of inflicting damage on people and this optional rule allows this to reflect that. If this rule is in place, characters without Mega-Strength or a normal Strength of 6 or above deal Stun, rather than Bashing damage with their unarmed attacks. This means that beating someone unconscious is still possible but they'll tend to recover after the scene no worse for wear. As a more realistic form, stun damage inflicted this way may spill over into normal Bashing damage.

Martial Arts Classifications

Characters may buy either soft or hard martial arts, which both provide their own independent bonus sets. Soft martial arts provide benefits for grapples, defensive maneuvers, and disarms, while hard martial arts provide benefits to strikes and enduring injury. Characters may buy both, but pay full cost. Martial Arts is still limited by the number of dots of Brawl a character has-a character with Brawl 2 can have no more than Martial Arts 2.

A character may have both martial arts sets and gain both sets of benefits.

Soft Martial Arts

Examples of soft martial arts are judo, aikido, tai chi, and other relatively gentle unarmed combat forms which rely on redirecting the opponent's strength rather than exploiting one's own. Soft martial arts are more delicate and graceful than the brutality of hard martial arts, but are still effective in a fight.

Martial Arts *: May use Dexterity instead of Strength with Brawl to attack. Trip attacks use Dexterity instead of Strength for difficulties and damage.
Martial Arts **: +1 Accuracy to disarms and grapples (incl. grappling smackdowns), +1d to unarmed parries, +1 success on all rolls to keep control of a grappled target.
Martial Arts ***: Grapples may use (Dexterity + Martial Arts) against the opponent's (Strength + Might) instead of a contested roll of (Strength + Might) to hold targets. An unsuccessful attempt to escape the martial artist's grapple inflicts (Opponent's Strength + 2B) damage on the opponent. The martial artist may use the opponent's strength instead of his own to deal damage in grapples.
Martial Arts ****: +1 success on all rolls to keep control of a grappled target (total 2), an additional +1d to all unarmed parries (total +2d).
Martial Arts *****: Any successful unarmed parry of an unarmed or melee attack uses its remaining successes as a counterattack that attempts to either grapple/trip (unarmed) or disarm (melee).

Hard Martial Arts

Hard martial arts rely on raw power, physical brutality, and vicious speed to deal devastating blows against foes. Examples are Karate, Kung Fu, Krav Maga, Commando Sambo, LINE, MCMAP, and other alphabet soup military martial arts forms. These tend to be based on the simple principle of hitting someone very hard very often until they stop fighting back.

Martial Arts *: +1 Accuracy to all close combat attacks, +1 Damage to all unarmed attacks
Martial Arts **: +1B/0L soak, +2 Damage to Pound attacks.
Martial Arts ***: -1 Multiple Action penalty for unarmed attacks only, +1 Damage to all close combat attacks (total +2 damage for unarmed attacks)
Martial Arts ****: +1 Bashing Health Level, -1 wound penalty from bashing damage, +1 accuracy to all close combat attacks (total +2 accuracy)
Martial Arts *****: +1 Bashing Health Level (total 2), Smackdowns convert their damage to Lethal after soak, -1 Multiple Action penalty for melee attacks (total -1 multiple action penalty for all close combat attacks).

Bashing Health Levels are considered to be -0 Health Levels, but may only be filled with Stun or Bashing damage. Lethal or Aggravated damage ignores them-basically, they're a buffer against Bashing damage and provide the martial artist the ability to survive more of a beating from clubs or fists than an untrained man, but provide no protection against knives or guns.

Specialties

TBD