Hong Kong style rules

Post/Author/DateTimePost
#1

january_samurai

Apr 25, 2008 1:39:20
I just watch Jackie Chan's Police Story and was inspired.

FEATS
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Tiger Style:
Prerequisites: Brawl, Athletic, Combat Martial Arts, Power Attack, Improved Brawl
Benefit: You benefit from Improved Brawl and combat martial arts simultaneously in the most beneficial combination (+2 on attack roll, 1d8 damage lethal or non lethal that does not provoke attacks of opportunity).

Crane Stance
Prerequisites: Defensive Martial Arts, Combat Expertise, Dodge, Combat Reflexes, Agile Riposte
Benefit: While using combat expertise, any attacker who you successfully defend against provokes an attack of opportunity from you.

Eagle Claw
Prerequisites: Combat Expertise, Power Attack, Improved Disarm, Improved Sunder, Combat Martial Arts
Benefit: You gain +4 on all Disarm and Grapple checks. When you sunder a weapon, you gain +4 on the damage roll.

Tai Chi Master
Prerequistes: Balance 8 ranks, Combat Martial Arts, Weapon Finesse (Unarmed strike), Defensive Martial Arts, Unbalance Opponent
Benefit: When you successfully defend a melee attack, your opponent is flat footed for 1 round.

Hard Boiled
Prerequisites: Brawl, Personal Firearm Proficiency, Two weapon fighting, Improved Two Weapon fighting
Benefit: You can use a handgun in a grapple. If you shoot a pinned opponent, you deal +1 damage die. Also, if you hit with an unarmed attack, you don't provoke an attack of opportunity with your next ranged attack with a firearm.

Knight of Gamblers
Prerequisites: Gamble 4 ranks
Benefit: You can spend an Action Point to reroll any attack roll, save, skill or ability check. You must take the result of the second roll even if it's worse than the original.

God of Gamblers
Prerequisites: Gamble 8 ranks
Benefit: You can spend an Action Point to reroll any roll. You can use the better result. When you enter a combat encounter, you gain 1 temporary Action Point that expires at the end of the combat if you did not use it.

Judgment of Heaven
Benefit: All prone opponents are considered flat footed to you.

Never Unarmed
Prerequisites: Archaic Weapon Proficiency, proficiency with one exotic melee weapon.
Benefit: You don't take a -4 penalty for using improvised weapons.

Weapon Master
Prerequisites: Archaic Weapon Proficiency, Combat Martial Arts
Benefit: When armed with a weapon, any unarmed attack provoke an attack of opportunity from you, even if they have the Combat Martial Arts feat.

Change of Tactics
Prerequisites: Int 13, Dex 13
Benefit: When you switch weapons on an opponent you attacked previously, you deal +1d6 damage with the first attack. You can only gain this benefit once per weapon per opponent.

Drunken Boxing
Prerequisites: Brawl, Dodge, Toughness, Improved Damage Threshold, Great Fortitude
Benefit: You can enter a drunken rage by consuming alcohol (a move action) and using an action point. The rage gives you +4 STR, +4 CON, and a 20% miss chance against all attacks. The rage lasts for a number of rounds = ½ your level + your CON bonus.

Monkey Fist
Prerequisites: Acrobatic, Brawl, Streetfighting, Improved Feint, Defensive Martial Arts
Benefit: You can attempt a feint as a free action once per round. You gain an addition +1 to your defense bonus from Defensive Martial Arts.

Eight Star Praying Mantis
Prerequisites: Brawl, Improved Grapple, Combat Martial Arts, Improved Initiative, Lighting Reflexes
Benefit: You gain +2 on grapple checks and deal +1d4 on all grapple damage and unarmed strikes against an opponent you are grappling.

Jade Dragon Style
Prerequisites: Combat Martial Arts, Weapon Finesse (Unarmed Strike), Defensive Martial Arts, Combat Throw, Improved Combat Throw,
Benefit: You may use your DEX mod in grapple checks, trip, & bulrush attempts in place of your STR mod. Whenever you trip someone, you may choose your opponent to land in any square within 10ft of you.

Weapon Grandmaster
Prerequisites: Base attack +8, Archaic Weapon Proficiency, Combat Martial Arts
Benefit: You combine the hand and weapon arts into one. When ever you strike with a melee weapon, you gain a bonus to your damage equal to your unarmed damage die.

Great Kung Fu
Prerequisites: Combat Martial Arts or Brawl
Benefit: You learn two new Stunts that do not count against your limit.

STUNTS
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Stunts are based off skill tricks from normal D&D. You learn one by spending two skill points. You must have either Brawl or Combat Martial Arts before you learn a Stunt (some have other prerequisites). You can know a number of Stunts equal to your level. You can only use a Stunt once per combat encounter. You may use an Action Point to use a previously used Stunt again in the same encounter. Most stunts are free actions or modify other actions.

Crane Plucks a Flower - (Combat Expertise) After you successfully defend an attack when using Combat Expertise you gain a free disarm attempt.

Monkey Flips to Freedom - (Tumble 4 ranks) You make roll a tumble check in place of a grapple check to escape a pin or grapple.

Drunken Fool Falls Asleep - (Bluff 4 ranks) When rolling your defense add +4, you fall prone. If the defense is successful, you may make a free attack from the ground against your opponent.

Iron Shirt - (Toughness) - When you use Full Defense option you take half damage from all successful melee attacks against you.

Tornado Heel Hook - (Jump 4 ranks) After hitting with a kick, you may immediately make a trip attempt against any adjacent opponent with at the same attack bonus.

Flying Dragon Kick -(Jump 8 ranks) - Roll a jump check in place of an attack roll, if you hit you push your opponent back 10 feet and he must roll a reflex save (DC = damage dealt) or fall prone.

Scissor Leg Sweep - After hitting with an attack, fall prone. You immediately make a free trip attempt with a +4 bonus. You and your opponent considered grappling.

Buddha's Iron Arm - (Concentration 8 ranks) - When targeted with a melee weapon or thrown weapon, you may attempt to sunder the weapon before the attack is resolved, you add your attacker's STR modifier as a bonus to the damage if successful.

Buddha's Iron Head - (Concentration 4 ranks) - When hit with a melee weapon or thrown weapon, you may make a sunder attempt against that weapon.

Buddha's Iron Breath - (Concentration 10 ranks) - After you are hit in melee, you may attempt to a single strength check against your attacker to simultaneously bulrush and trip your opponent.

Striking Snake Fist - (Improved Initative, Combat Reflexes, Lightning Reflexes) - When targeted with a melee attack, you may immediately roll an attack against that opponent and resolve that before your opponent's attack.

Pushing back the Waves - (Combat Expertise) - After successfully defending a melee attack when using Combat expertise, you may make a bulrush attempt against your opponent with a bonus to the check equal to the penalty your taking from using Combat Expertise.

Dancing Crane in the Reeds - (Combat Expertise) - After successfully defending a melee attack when using Combat Expertise, you may make a free trip attempt against your opponent with a bonus on the check equal to the penalty from use of Combat Expertise.

Trapping Mantis Foot - (Combat Reflexes) - After hitting a opponent with an Attack of Opportunity, your opponents movement ends for the round.

Snaking Sticky Hands - (Lighting Reflexes) - If an adjacent opponent move away from you on his turn, you may move with him if you attack him on your previous turn.

Tiger pouncing from the Forest - (Improved Brawl) - When you charge an opponent you make a Full Attack.

Monkey Steals Peaches (Brawl, Streetfighting) - Hit with a successful attack, your opponent is stunned for 1 round unless he resist (Fort save DC = damage dealt).

Golden Lizard hands - (Climb 4 ranks) - After making a successful climb check, you climb an additional 10 ft.

Golden Lizard feet - (Climb 8 ranks, Tumble 8 ranks) - You may run up walls for one round. You traverse at 1/4 speed when running on up a wall.

Golden Lizard Leg - (Jump 4 ranks, Climb 4 ranks) - When next to a wall (climbing, jumping, or falling) you make a jump check as if you had a running start.

Drunkard passes the snake - (Dodge) - After successfully making a Defense check against a melee attack, you can redirect the attack to an adjacent target.

Monkey Evades the Tiger - (Tumble 8 ranks) - After successfully tumbling through an opponent's space, your next attack deals +1d6 damage against him.

Drunken Beggar Stumbles - (Balance 4 ranks) - Your charge need not be in a straight line.

Snake springs from the Grass - (Tumble 4 ranks) - You may stand immediately.

Monkey Rides the Tiger - (Climb 4 ranks) - You may make a Climb check in place of a grapple check for 1 round

Mantis Traps the Beetle - (Knowledge (Tactics) 2 ranks) - After being pinned, you immediately roll a grapple check, if successful, you escape the pin and pin your opponent.

Twin Tigers Smash the Gates - (Knowledge (Tactics) 8 ranks) - After an ally hits an opponent, you attack your opponent. If successful, you gain a bonus to your damage roll equal to your ally's damage.

Tiger's Spring Leg (Jump 4 ranks) - When making a jump check, you travel +10 horizontally and +2.5 feet vertically.

Heart of the Dragon - (Intimidate 8 ranks) - You demoralize all enemies within 10 ft of you.

Monkey's Unpredictability - (Bluff 4 ranks) - After successfully feinting an opponent, you don't provoke attacks of opportunity from him for 1 round. This is in addition to the normal benefits of feinting.

Drunkard's Deception - (Bluff 8 ranks) - You roll one feint check that affects all adjacent opponents.

One Pebble Destroys the Mountain - (Spot 12 ranks) - You make a spot check against your opponent's Defense as a standard action. If successful your next attack treats your opponent's Defense as 10.

Eagle Closes its Talons - (Improved Combat Martial Arts) - After successfully hitting your opponent in melee, you make a free grapple attempt.

Snakes Strikes the Pearls - (Brawl, Streetfighting) - Attack your opponent in melee, if successful they are blind for 1 round unless he resists (Reflex save DC = damage dealt).

Tai Chi Mountain Stance - (Balance 8 ranks) - You roll Balance checks in place of Trip and Bulrush checks for 1 round.

Drunken Monkey Dance - (Tumble 8 ranks) - You roll Tumble checks in place of Defense roll for 1 round.

Rolling Dragon Cast a Stone -(Balance 8 ranks, Tumble 4 ranks)- After you are hit with a charge attack, you may immediately attempt to trip your opponent with a bonus on the check equal to your opponent's strength modifier. If the trip is successful, you may choose your opponent to land in any adjacent square.

Dying Snakes Bites his Brother - (Improved Brawl, Combat Reflexes) - After being stuck in melee, you may immediately attack your opponent with a bonus on the damage roll equal to your oppoennt's strenght modifier. You fall prone after the attempt.

Everything is still in a very rough draft. Any feedback would be appreciated.
#2

tema69

Apr 25, 2008 9:52:09
I like the idea. I'm not a martial arts fan myself, and none of my players are, but I can see this making the MartialArtist even more deadly (which I don't think he needs to, but ehrm...). I think it would be nice if you'd write a short description of what the move looks like or something like that. I haven't seen Police Story, but it seems overwhelming to me.
Good ideas, although I'm not sure if this is more D&D-like than d20 Modern...
#3

freefall357

Apr 25, 2008 12:11:33
- Mechwarrior (third edition) had a nice way of dealing with Martial Arts. [this is the RPG not the 'Mech combat]

- It dealt with combat differently, but martial arts was a skill. You choose a subclass (like knowledge) and as you increased in skill you gained access to new attacks/defences, some you could not access until you have enough skill points.

- Perhaps you could create a list of feats that have a similar effect. A broadening of CMA and DMA.
#4

january_samurai

Apr 25, 2008 12:39:33
Here a great clip from Police story: http://www.youtube.com/watch?v=DvWNIIEovvU

I forgot to say that I intended this to be used with an Active Defense system. I used classic Chinese inspired names to reflect the theme of martial arts tradition in Hong Kong cinema.

I can get a few descriptions for some and perhaps a link to a movie clip. Any in particular you want described?

From watching similar fights scenes, I noticed that most heroes only used a particular move once per fight. That made me think of the skill trick system set up in Complete Scoundrel. I can very well see some of these Stunts being feats, but like the independence from feats to add spice right in the middle of combat.
#5

TheRealOrion

Apr 25, 2008 13:40:54
Those names did look familiar. Some of them are straight out of kung-fu manuals. Good work giving them in-game effects, by the way! I wonder if you've playtested any of this yet?
#6

cli-_san_aquanova

Apr 25, 2008 15:21:19
january_samurai, have you ever taken a look at Charles Rice's Blood and Fist books? The first is a softcover third-party splatbook (which I think is tremendous and very well-designed) and the second is a download-only PDF you can get from some online vendors. Also, I just found out that he's compiled the two together in a softcover titled Blood and Fists: Master Edition, so that's the optimal version I'd think.

It's very similar to what you drew up, with several special advanced classes and dozens of martial art styles, feats, and "special attacks". I definitely recommend you take a look at it--even if you decide to not use it, it should give you some inspiration or help for designing more of your own stuff.
#7

january_samurai

Apr 25, 2008 21:28:53
I haven't play tested anything yet, but I am very excited to begin. I will look into this Blood and Fists, do you have a link?
#8

cli-_san_aquanova

Apr 25, 2008 22:04:58
I haven't play tested anything yet, but I am very excited to begin. I will look into this Blood and Fists, do you have a link?

Well, the best I can give you right now (after doing a quick Googling) is this review from d20 Magazine Rack's website. Other than that it's just my word. :D

As for actually getting it, I know that Amazon has it in stock. I highly suggest you get the Master's Edition if you decide to actually shell out money for it.
#9

j0lt

Apr 29, 2008 9:31:32
Despite the fact that I'm against over-complicating unarmed/martial arts combat in d20, I had to chip in with a recommendation that if you haven't seen Police Story yet, go to the video store NOW! Don't walk, vault over the walls if you have to! It's one of the best movies he's ever done.
#10

january_samurai

Apr 29, 2008 11:50:26
Crane Plucks a Flower - As you block your opponent's swing with one hand, the other reaches under to disarm the his weapon
(Combat Expertise)
After you successfully defend a melee attack when using Combat Expertise you gain a free disarm attempt.
http://www.youtube.com/watch?v=t8ixgdDPufA&feature=related

Monkey Flips to Freedom - When your opponent overwhelms you with a lock, you flip and roll, turning your arm and body in such a way to release yourself of the hold.
(Tumble 4 ranks)
You make roll a tumble check in place of a grapple check to escape a pin or grapple.
http://www.youtube.com/watch?v=YJlMtsEd3iw&feature=related

Drunken Fool Falls Asleep - As your opponent attempts to attack you directly, you respond by falling to ground with a simultaneous kick.
(Bluff 4 ranks)
When rolling your defense add +4, you fall prone. If the defense is successful, you may make a free attack from the ground against your opponent.
http://www.youtube.com/watch?v=GaAvNHWjInM