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Author Topic: Combat Rose Feat Chain. This one needs alot of input.  (Read 1758 times)
TheTSKoala
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« on: May 01, 2008, 01:21:02 PM »

Okay.  I watched ALOT of Jackie Chan and Jet Li lately.  (Forgotten Kingdom, anyone?)  And I have a player who always likes playing the Kung Fu guy.  So, we've tried to flesh out a few cool feat chains.  Bar Brawl was the first.  This is the second.  This one is more crazy than Bar Brawls, so any opinions, I'm all ears!

(Thanks Gatac for the quick point out.  Re-tooled for actual Spycraft 2.0 Rules.  Smiley  My players are going to be insanely happy now that it's been pointed out. )
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Combat Rose Basics
You don't believe in a blind spot.
Prereq: Dex 13+.
Benefit:   Three characters (instead of two) are required to give you the "Flanked" Condition.  Additionally, you gain the following Stance and Trick.
Eyes in the Back Stance (Stance): You must endure a -2 penalty to Defense and Attack Rolls, or sacrifice one of your attacks per round to enter this stance.  While you have 'Eyes in the back of your head', an opponent who is True North, South, East or West of you attacks you and misses, you gain one immediate final melee attack against that opponent.
Snake Punch (Trick): Requires an opponent directly behind you.  With a successful "feint" action, you may make a melee attack.  On a successful hit, ignore your opponent's Damage Reduction and you end the action facing your opponent.

Combat Rose Moves
You enjoy crowds.  No, no.  You REALLY enjoy crowds.
Prereq: Dex 13+, Base Attack Bonus 3+.
Benefit: You gain the following Tricks.
Taunting the Crowd (Trick):  Initiate a "Taunt" action, with the following exceptions.  If successful, the next action the character makes must be a melee attack or close into melee combat range.  If successful, all opponents within 15 ft. are effected by the taunt.  On a critical failure, all opponents are enraged for 1d4 rounds and must use ranged attacks if possible.
Jumping Split Kick (Trick):  Choose two opponents within 5ft of you.  Roll one 'kick' attack with -2 modifier.  If the roll is greater that BOTH of your targets' defense, you deal that kick's damage & inflict 5 ft. of knockback to both characters.  If you miss either opponent, you are knocked prone & deal no damage to either target.
Bruising Defense (Trick):  Must be used on your first attack of the round.  Designate a target.  That target's critical range is +3.  No other characters, except for your target, can score critical threats on you.  (Other critical hits are automatically downgraded to normal hits.)  You may not attack any other characters this round, other than your designated target.

Combat Rose Supremacy
You're a human tornado. 
Prereq: Base Attack Bonus 12+, Combat Rose Moves, Combat Rose Basics.
Benefits:   Your "Eyes in the Back of your Head" stance removes the North, South, East, West requirement.  While in "Eyes in the Back of your Head" stance, you gain +6 defensive bonus vs. Grapple attacks.  Finally, you gain the follow tricks.
Feel Lucky? (Trick): To use this trick, you must possess a fire-arm.  Once per combat, you gain the temporary feat "Quick Draw" for 1 round.  Draw your fire-arm and initiate a "Stand Off" action against a target.  If successful, the "Stand Off" action effects everyone with 10 feet and also grants the effects of a successful Threaten Action.
Here we go! (Trick): Must be armed with a fire arm.  Half action.  You may use a melee attack against each opponent in Melee with you once.  The attack deals 1D8+STR of blunt damage.  At the end of the action, you are considered unarmed, the weapon you were armed with gains the "destroyed" trait, and you gain the 'fatigued' trait.
« Last Edit: May 03, 2008, 11:33:40 AM by TheTSKoala » Logged
Gatac
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« Reply #1 on: May 01, 2008, 01:28:07 PM »

Uh...well, for starters, there are no AoOs and no penalties for switching targets. Houserules?

Gatac
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TheTSKoala
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« Reply #2 on: May 01, 2008, 01:31:38 PM »

Really?  Wow.  Yeah.  That'd be house rules that carried over from our Pre-Spycraft 2.0 days.  We all had just assumed that they were there, so we never actually looked that part up!  LOL.  Revamp to match Gatac's point out is now updated.
« Last Edit: May 01, 2008, 01:38:20 PM by TheTSKoala » Logged
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« Reply #3 on: May 01, 2008, 03:38:58 PM »

Nice stuff!
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« Reply #4 on: May 01, 2008, 04:58:24 PM »

My only recommendation is to explain the Split Kick a bit more.  You roll once and use the same roll against both peoples' defense, correct?  What if you beat one defense but not the other?  Do you inflict your damage against the one you beat, but still fall prone?

Very fun feat tree!  Nice work Koala!
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TheTSKoala
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« Reply #5 on: May 01, 2008, 05:25:31 PM »

Okay.  Clarified that up a bit.  A little reasoning behind "Hit both or none".  One, is obvious. Balance.  Secondly.  I don't know if anyone here has ever had to do a martial kick before, especially one where you're in the air, but if you fail to do exactly what you're planning on, it's disorienting, and very ill effective.  Whether it be you hit the target wrong, you hit it off balance, etc.

(P.S.  I'm working on the MCMAP chain right now.. Got a Marine who is critiquing.  I'll throw that up once it's at least functional.)
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« Reply #6 on: May 01, 2008, 09:00:13 PM »

are there actually any facing rules in spycraft?   I don't think that your abilities that rely on true directions or allowing you to turn around actually DO anything.
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TheTSKoala
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« Reply #7 on: May 01, 2008, 09:13:16 PM »

That part is more for flavor and visualization, also, it was the only way I could think to balance out the tricks sans just letting every trick target anyone around you. And.. Snake Punch I swore I changed on the update... one sec.  It's updated now.
« Last Edit: May 01, 2008, 09:17:33 PM by TheTSKoala » Logged
glimmerrat
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« Reply #8 on: May 02, 2008, 01:12:34 PM »

I probably failed to spot this, but why 'Combat Rose'? What significance did i miss?

Oh, and 'Stances' usually are name 'SOMETHING stance', such as 'Snake Stance', etc. Just so it brings it in line with existing stuff.
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TheTSKoala
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« Reply #9 on: May 02, 2008, 01:15:48 PM »

I probably failed to spot this, but why 'Combat Rose'? What significance did i miss?

Oh, and 'Stances' usually are name 'SOMETHING stance', such as 'Snake Stance', etc. Just so it brings it in line with existing stuff.

A play on words.  It relies on Directions of the Compass Rose (N,S,E,W, NE, etc.) and.. seeing as it's a Combat Feat... I named it Combat Rose.
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glimmerrat
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« Reply #10 on: May 02, 2008, 01:33:40 PM »

Ahhhhh right. Now i understand.
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« Reply #11 on: May 03, 2008, 10:02:46 AM »

how about

Jumping Split Kick (Trick): Choose two opponents within 5ft of you.  Roll one 'kick' attack with -2 modifier.  If the roll is greater that BOTH of your targets' defense, you deal that kick's damage & inflict 5 ft. of knockback to both characters.  If you miss either opponent, you are knocked prone & deal no damage to either target

This counteracts those nasty rules lawers and just plain fussy people.

Also could add 'When "flanked"' in front of that but this interacts weirdly with the first feat, which requires three people to flank you so it couldn't be used when only two people are up against you.

That first feat benefit also has a few odd consequences looking at the flanking diagram. I assume what you were trying for was that you are able to defend from two directions fine, and it requires a third direction to catch you off guard. However as it is now you can still only be flanked from just two directions. You've changed the number but not the way flanking diagram works. It's just upped the people required, which gets really weirds since one almost has to be granting you cover from another. I assume you wanted a third facing required to flank you.

Yes. I play against rules lawyers on a regular bases.  Cry

I like the name Combat Rose btw. That's inspired. I'm just surprised you didn't have something allowing you to divert one guys attack into another.

Edit: Clean up some random thought and to remove the crap that had slipped in. Still plenty there though  Grin
« Last Edit: May 03, 2008, 10:23:27 AM by Aziraphale » Logged

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TheTSKoala
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« Reply #12 on: May 03, 2008, 11:32:51 AM »

My thought process with the Flanking document was "Requires 3 people" meaning.. you had to have two people in a flanking slot.. (Say Slot 2), then, any other filled slot would trigger flanking.  (So, if you have 3,2,2.. you're flanked).  And.. re-direction is my next current project.  I have a player who loves to play the weird ability characters.. ..like a Drunken Master... so this is mostly due to him.  And.. I've modified Jump Kick.
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