|
Range | Limit |
Damage (DC)
Defense (PD) Skill Rolls OCV DEX SPD |
6-8
6-8 13-14 9-12 15-20 3-4 |
10
10 16- 13 23 5 |
Acting
Breakfall Conversation Fast Draw (talent) High Society KS: Acting KS: Calligraphy KS: Classical Japanese Literature KS: Divination KS: Formal Dance KS: Gardening KS: Go KS: Hawking |
KS: Mon (heraldry)
KS: Music KS: Painting KS: Poetry (haiku) KS: Siege Warfare KS: Tea Ceremony KS: Woodcut Art Paramedic PS: Sensei (teacher) Tactics Weaponsmith WF: Common Melee weapons |
Acrobatics
Breakfall Climbing Contortionist Conversation KS: Calligraphy KS: Classical Literature (Chinese for Buddhist, Japanese for Shinto) KS: Dance (Sacred) KS: Doctor / Chinese Healing |
KS: Gardening
KS: Music KS: Poetry KS: Theology (Buddhism or Shinto) Oratory Paramedic Stealth Survival WF: Staff |
Climbing
Concealment KS: Assess value KS: Popular Dance KS: Gardening Paramedic PS: Craftsman (specify) PS: Farmer |
PS: Fisherman
PS: Hunter PS: Woodsman Survival Tracking Trading WF: Karate Weapons (at GM's option) |
Climbing
Concealment Forgery Gambling Lockpicking KS: Massage Language: Yakuza Dialect |
Sleight of Hand
Stealth Streetwise Trading WF: Swords/Blades WF: Karate Weapons WF: Thrown Knife |
Acrobatics
Breakfall Climbing Concealment Contortionist Conversation Disguise Fast Draw (talent) High Society Inventor (ninja gimmickry) KS: Cartography KS: Chinese Healing KS: Toxicology KS: Chemistry (yogen) Language: Ninja Clan codes and symbols Lockpicking |
Paramedic
Riding Security Systems Seduction Sleight of Hand Stealth Survival Tracking Weaponsmith WF: Common Martial Arts Melee Weapons WF: Common Melee Weapons WF: Common Missile Weapons WF: Blowgun WF: Fukami-Bari WF: Garotte |
DCV
Mod |
Maneuver Type: |
-1
-2 -3 |
Grabs, Throws, and Weapon Maneuvers
Most other maneuvers Kicks and FMove or Half-move maneuvers |
Modifiers by Armor Type:
DCV
Mod |
Maneuver Type: |
+1
-1 |
Leather or Partial Chain Armor
Full Ashigaru / Samurai Armor* |
The UMA provides the "use style in armor" element to offset these penalties. Under this campaign, having this element halves (round down) the OCV penalty associated with armor. Kenjutsu and naginatajutsu / sojutsu automatically have this element for free. Other arts may take this as a 1-point element.
Lightning Reflexes
Fast Draw is as useful
in street-level campaigns as it is in any other relatively low-powered,
low-point campaign. However, its usefulness is often limited, because it
doesn't apply to situations where two characters already have their weapons
drawn, but don't have the same DEX. In those cases, the character with
the highest DEX always goes first. As an optional rule, GMs can allow PCs
to purchase Lightning Reflexes allows a character to act before other characters
with higher DEXs.
A character with Lightning
Reflexes has an increased effective Dexterity only for the purposes of
acting earlier in a phase. Each +2 Lightning Reflexes for all actions costs
3 points. Each +1 Lightning Reflexes for a single action or attack costs
1 point.
A character with a
base Dexterity of 18 and +4 Lightning Reflexes (Total effective Dexterity
18 + 4 = 22), would act before a character with a base dexterity of 20.
Lightning Reflexes
does not affect combat value, figured characteristics, skill rolls, or
characteristic rolls. It does not change the rate at which a character
recovers from Dexterity Drains and Transfers.
If the cost of a character's
Dexterity would be affected by Normal Characteristic Maxima, then the cost
of Lightning Reflexes would be effected as well. Double the cost for each
point of Lightning Reflexes that brings a character's effective Dexterity
over his Characteristic Maxima. A character with Normal Characteristic
Maxima and a base Dexterity of 18, would pay 3 + (2 x 3) = 9 points for
+4 Lighting Reflexes.
Characters can have
Lightning Reflexes that only effect a single action or maneuver. This action
can include a specific weapon attack, maneuver, form of movement, power,
or other capability. When such a character uses Lightning Reflexes to increase
his effective Dexterity, he may only execute that specific action or maneuver
and none other in that phase. So, if a character has +4 Lightning Reflexes
that only work with his Defensive Strike, then he may only execute the
Defensive Strike (no movement, acrobatics, etc.) in a phase where he uses
the +4 effective Dexterity.
Lightning Reflexes
Cost: 3 points for +2 Lightning Reflexes for all actions. 1 Point for
+1 Lightning Reflexes for a single action or maneuver.
Non-magic Powers
Acrobatic defense: you can buy combat skill levels linked to your acrobatics skills. By making an acrobatics roll, you can pump up your defense value.
Acrobatic leaping: a character with the acrobatics may buy extra inches of leaping based on their acrobatics skill.
Analyze Style Aid: this aid is linked to the analyze style skill. It allows a character to study an opponent for weaknesses in their martial technique in order to improve their abilities against a studied opponent.
Breath control: this is a form of damage resistance (see below). By means of great physical disciple, the character can shrug of the effects of physical injury.
Chi Aid: This ability allows a characters to "focus their Chi" to enhance their physical characteristics. This is an Aid as described in Ninja Hero.
Coordinating skill levels: no, this has nothing to do with fashion. These are cheap combat skill levels that come from training with your team-mates, and can only be used by coordinating attacks with your team-mates.
Counterstrike: this is a special attack that you can automatically perform whenever you are hit.
Damage Reduction: this is the REAL reason AD&D characters have so many hit points. Damage reduction is for those hardy fighters, and allows you to shrug off a portion of all damage you take. Warning: it doesn't come cheap!
Damage Resistance: this lets you use your normal PD and ED against killing attacks. However, this can only be purchased for use against unarmed killing attacks.
Duress Skill levels: you can normally use skill levels at any time. Under this option, you may take some skill levels that cost you endurance that are cheaper to allow you fight above your normal capability.
Enhanced senses: very canny or aware characters may have certain enhanced senses. This is especially appropriate for special character concepts.
Kiai: This is the traditional samurai (or budoka) war-shout. It acts as an Aid that pumps up your PRE to help you intimidate opponents.
Lack of weakness: In case you missed it, there's an ability called "Find Weakness" that lets you cut through an opponent's defenses. This ability is the antithesis of that ability.
Mental defense: this is the ability to shrug off mental attacks.
Missile Deflection: Miss your first edition OA monk's ability to swat arrows aside like so many flies. He's baaack!
Special Attacks: this is the kind of neat-o thing you see in martial arts video games and cheesy martial arts flicks. This is things like whirlwind attacks, autofire attacks (think Taki's triple stab), armor piercing attacks and so-forth. You will have to have many points in combat levels and martial arts before I let you in on this one.
Targeting skill levels: If you like called shots this is the talent for you. These are cheap combat levels that can only be used for offsetting penalties to strike specific locations.
Throwing mastery: Anything harder or sharper than a nerf ball or a pastry is a deadly weapon as far as you are concerned.
Psychological Limitations
Some appropriate psychological disadvantages were presented in Ninja Hero and the Ultimate Martial Artist. In summary, they are:
Code of the Bushi (Common, total, 20 pts)
Code of the Buddhist Monk (Common, Strong, 15 pts)
Code of the Chinese Knight (Very Common, Total, 25 pts)
Code of Vengeance (Varies, Total, 15 - 25 pts)