Message 25: Fri May 3 15:37:49 (read) From: eccles [To: caligari] I write things up in big list :) Too many goofs = bad. MArt is a good name :) Message 24: Fri May 3 15:38:50 (read) From: eccles [To: caligari] :) I have a similar problem with caps and not letting go of shift in time. That's why I stop using them sometimes :) Message 17: Fri May 3 16:03:04 (read) From: eccles [To: caligari] http://www.arsimagica.net/~eccles/roleplaying/werewolf/martialarts.html Message 16: Fri May 3 16:08:59 (read) From: eccles [To: caligari] No cost, but only 1 per point Message 15: Fri May 3 16:09:26 (read) From: eccles [To: caligari] they're meant to be bits which you've practiced a lot... Message 14: Fri May 3 16:09:43 (read) From: eccles [To: caligari] aoll all gone :) Message 13: Fri May 3 16:11:33 (read) From: eccles [To: caligari] That's how it works for brawl, so I was going to keep it much the same way... Message 10: Fri May 3 16:19:17 (read) From: eccles [To: caligari] Ah, doesn't by default give you dodging - if its part of the style, then having a special maneuver that lets you dodge is fine by me. You can already block with a brawl skill (I think). Message 9: Fri May 3 16:23:02 (read) From: eccles [To: caligari] hmmmmmm. Given that MArt is sort of already a subskill of Brawl, I'd rather not divide it up further... Message 8: Fri May 3 16:25:31 (read) From: eccles [To: caligari] Ah, yes, ok - in this case I'd see MArt as a subskill of Melee, with a smattering of brawl and dodge thrown in. This is one of the gaping holes in the ST system :) Message 6: Fri May 3 16:30:30 (read) From: eccles [To: caligari] I'd really rather not do them that way - its how some of the other stuff "works" - like Thaumaturgy and some of the secondary skills - except it doesn't. Its never clear how they should work and when... I don't see the special maneuvers as something leaping fully fledged into your mind, any more than going from 3 to 4 in a skill suddenly manifests a speciality. Its more a reflection of increasing skill making all the practice at doing thing X - which is part of the your skill - suddenly a bit easier than it would be without the speciality. Message 3: Fri May 3 17:56:00 (read) From: eccles [To: caligari] :) Message 2: Fri May 3 17:56:09 (read) From: eccles [To: caligari] home now, but tarting up for abyss :) Message 1: Fri May 3 18:33:29 (read) From: eccles [To: caligari] Ok, re: martial arts. A cognent argument. Maybe MArts-Dodge, MArts-Melee, MArts-Brawl, each with maneuvers? Message 5: Sat May 4 10:47:31 (read) From: caligari [To: eccles] At first I wasn't too pleased with the idea of splitting Dodge from the attacks (I like the one skill take on things), but then I thought a bit more. Here are some ideas. Serpent Style - an Uktena kinfolk Martial Arts style Dodge is the primary skill for Serpent Form, at all times the Dodge must exceed or match the Brawl and Melee skills in the form. Any time that skills are combined, the lower skill value is used in place of both skills. Serpent form is based on quick precise movements, not raw strength, as such, all damage rolls made while using it are made with DEX in place of STR, unless otherwise noted. Some Manaeuvers Snake Strike - A Maneuver that must be bought for Dodge and then for whatever attack skills it will be linked with (Melee and/or Brawl). When used, roll Dex+Dodge+(attack skill). The dice are first read as a dodge, and the requisite successes taken out. If there are at least Message 4: Sat May 4 10:47:32 (read) From: caligari [To: eccles] two successes remaining, a return hit has been made. If the dodge does not succeed, extra damage is taken (how much?). Difficulty is one greater than normal if done using two actions, or two greater than normal if done in one action. Serpent Fang Strike - This maneuver can onl be bought if the Snake Stike is already purchased for a skill. It functions the same way, in general. The difference is that the dodge need not succeed, and the user may select the number of successes to commit (minimum of two?) to the dodge. This allows one to accept a hit while ensuring a return hit in many cases. It takes one action, and has diff +1. Eye of the Serpent - by watching the opponent for a turn, it is possible to see holes in their style. Roll Per+Dodge, for every two successes, you may have diff -1 on all attacks and defenses against the opponent until they change their style (as determined by the ST). No attacks may Message 3: Sat May 4 10:47:32 (read) From: caligari [To: eccles] be made during the observing turn. Mirror Scales - The opponent's moves are coppied exactly. This maneuver makes it impossible for the opponent to hit, and for the user to be hit. A Dodge roll at diff opponent dex is required for each attack made by the opponent. The user may break out of this when an attack is made. If the Dodge succeeds by enough to escape the attack + 1 or more, an successful attack is made. Note that in general the Dodge roll need only succeed, not surpass the attack roll; only when the user opts to drop the Mirror Scales form is the dodge treated normally. This is a Dodge maneuver. Hammer Head Strike - this is a maneuver for Brawl or Melee. It allows the user to use STR rather than DEX for a single attack. This may not be combined with other maneuvers. Sinuous Blur - This maneuver of Dodge allows the user to attempt to Message 2: Sat May 4 10:47:32 (read) From: caligari [To: eccles] pull the opponent off-balance during an attack. If the dodge succeeds by at least 1, the user falls, and must rise from that position or fight from it. Wrap of the Coil - This Brawl maneuver allows the user to entangle the opponent. A successful attack either throws the opponent to the ground or disables a limb (which might make it impossible to flee or attack). The hold is such that the user is able to Dodge normally. Rolls to escape are based on Dex, not Str. Gaze of the Serpent - this maenuver is intended to give the opponent pause, alowing an easier attack. It takes an extra action. The user rolls the skill + (empathy? Charisma?) against a diff of the opponent's (what?). Every two successes grant an additional success to the attack made immediately to follow. Shadow Serpent - by combining the Colis o the Serpent gift with the actions of the style, the user is able to confuse the opponent, making Message 1: Sat May 4 10:47:32 (read) From: caligari [To: eccles] it hard for them to defend against a strike. Low-grade shadow obscures the actions of their weapon, increasing the diff of the opponent's Dodge by 1 for each two levels of attack skill the user possesses. Spit of the Snake - The user is able to throw their weapon with deadly accuracy in an unexpected fashion. This attack leaves the user weaponless. Roll the attack with diff -3. I think that's it for me at the moment. I was carried away thinking out this in the shower. Please feel free to axe any or all of this. I don't have a copy, so I'm assuming that you will take what you want and make it "law" somewhere for me to read... I can certainly talk about any of these ideas, though, if you want.