Order of CombatStep 1 - InitiativeInitiative is determined by the highest Mental. Those with equal Mental must roll a d6, the highest score gains the first initiative.
Step 2 – First AttacksTo attack normally or with a special technique
Attacker's Combat + Fighting Value + Modifiers + 3d6
Vs.
Defender's Combat + Evasion Value + Modifiers + 3d6
To attack with a power attack
Attacker must make a Use Power check:
Attacker's Combat + Power Value + Modifiers + 3d6
Vs.
Total difficulty
If successful, then
Attacker's Combat + Power Value + Modifiers + 3d6
Vs.
Defender's Combat + Evasion Value + Modifiers + 3d6
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Martial Arts*at some point I purchased the Hero martial arts book and used the martial arts presented in that book. It was a completely different system that I did not know but somehow it worked for what we wanted.
Converting Damage
1. When converting martial arts to DBZ, Killing damage remains as is, but ignores Defense.
2. When converting DC modifiers from Hero, change the modifier to whole d6's, so a Weapon +1 DC becomes Weapon +1d6 damage.
3. Damage from unarmed Strike attacks remain the same. So a Hook strike with Damage listed as STR +4d6 Strike becomes Phys +4d6 damage.
4. NND Damage is listed as is and ignores Defense. So a Arm Bar attack deals 1d6 damage straight to Hits.
OCV/DCV
If the martial arts maneuver is an attack, use the OCV value, if the maneuver is a defensive move, use the DCV.
Phases (Phs)
Round all Phs up to the nearest whole number.
Skills and Elements
Elements are gained when the style is learned. These are free bonuses. Ignore the Skills section.
Example Converted Martial Arts
Sumo
Maneuver Phase Pts Modifier Damage/Effect
Escape 1 4 DCV +0 +15 Phys vs. Grabs
Grab 1 3 OCV -1 Grab, +10 to Phys for holding
Grappling Throw 1 3 OCV +0 Phys +2d6 Strike; Target Falls; Must Follow Grab
Root 1 4 DCV +0 Phys +15 to resist Shove; Block, Abort
Shove 1 4 OCV +0 +15 Phys to Shove
Slap 1 4 OCV +2 Phys +2d6 Strike
((eh.. Making those into neat colums would take more time than it's worth))
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Special Power Attack RulesFor each point of Power put into an energy attack, it turns into 1 point of damage. So a 100-point Kamehameha deals out 100 points of damage. Defense modifies the damage as normal.
Basic special effects that can be added to a Power attack:
Homing: Allows a second roll to hit if the first attempt misses. +20 cost.
Bending: Can arc the chi attack 90ยบ. +5 cost per angle.
Area Effect: +5 cost per every 5-foot radius you add to the area of effect of the attack. This is an explosion that takes effect when the chi blast hits an object and all within the targeted area of effect take full damage.
Delay: +2 cost per every phase the attack lasts before dealing damage.
Rapid Fire: +10 cost per additional target.
Deadly Effect: +1 cost for every 10 points of Deflection negated.
All of these effects can be added "on the fly."
Unless otherwise noted, a Power blast will travel in a straight line up to 10 times the damage of the attack. So a 25-point energy blast will travel up to 250 feet (25 Hexes). This will be in a straight line, and the attack will do full damage and effects to whatever it first hits, so beware when fighting in a crowded city street! Innocents can easily be killed.
Unless otherwise noted, a blast that hits an object will explode with a radius of 1 Hex from the target area/50 damage. Therefore, a 180-point ki blast will explode in a circular area 3 hexes wide. The target takes damage as normal. All others in the area can avoid the blast as normal, but if hit, take 1/4 the damage (round down)
When a character uses a power for the first time, or applies special modifiers to the power, they must make a Power skill check. To successfully use a power, the difficulty is Power Cost/10. So a 100 point Kamehameha with rapid fire on three targets has a Difficulty 30. To match or beat the difficulty, the attacker must make a Combat + Power Skill + 3d6. If the roll fails, the attack is uncontrolled, and shoots straight in front of the user, going maximum distance.
To avoid an uncontrolled attack, a person must roll Combat + Evasion skill + 3d6 vs. Attacker's Combat + Power skill + 3 (the attacker does not roll, the effects are as if the attacker rolled to hit with a 3).
DeflectionDeflection acts the same way as a power attack, so a person with a Defense of 10, and Deflection of 50 reduces a 100-point ki blast into 40 point ki blast.
If a person's Deflection is equal to a Power attack, and less than twice the damage of the power attack, then the attack does not damage. If the person's Deflection equals to or is greater than twice the damage of the power attack, then the person may deflect the attack either back at the original attacker or in another direction. The energy still can go no further than its original distance. The person deflecting the attack rolls to hit with an energy attack as normal.
If a character is struck by a physical attack and takes damage from that attack, their Deflection may drop. They must make a Power skill check vs. the Difficulty of Deflection Strength + Damage taken from the physical attack. If they fail the check, the deflection is dropped. So, a person with a 40-point Deflection is struck with a punch that ultimately deals 25 points of damage (after Defense is taken to account). To maintain their Deflection, the person must beat a difficulty of 65.
Special TechniquesThese are special physical attacks that are taught with a form of martial arts. Since the Ultimate Martial Artist book does not cover these, the GM and players are free to come up with their own special techniques. Techniques are created in the following way:
Step 1: Determine the starting maneuver of the attack. Use pg 9 of the rulebook to act as a guide. ((which rulebook? I don't remember))
Step 2: Determine additional properties. For each dice of additional damage or property, the attack suffers a -1 to OCV/DCV value.
Step 3: Create name and image of attack.
Step 4: Get DM's approval.