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Fists of Fusion  

What is it? This is a system provided for players to design there own or modify existing martial art maneuvers. Players must always consult Game Masters before modifying or purchasing any custom maneuver. This plug-in will attempt to cover all possible types of HTH and melee combat but every case and nuance can not be addressed without writing a novel. Many of the premade maneuvers have been created by STUDiO187 and probably don't exist but do reflect the concept of the art it's self. As this is a free download we cannot take the time to do a modern martial art system complete with all the maneuvers it has. As there are over 300 schools of Wushu in China alone, each with their own nuances. However, this system should provide you with everything you need to develop a martial art intensive environment. At the end of this plug-in we list several links to credible and well-detailed martial art sights, should your gaming needs require more information. This system has been devised to accommodate and readily adapt new martial art information into the Fuzion system. So, even if you have developed your own new martial arts or if you have a character that wishes to do so, this is the system for you. Especially if you have recently downloaded Atomic Aliens and you wish to create an alien martial art. This system brings to mind Chinese martial art movies, arcade video games and Japanese anime. It is great for simulating those conditions but can also accurately simulate real life martial arts. It is also very good for developing the combat of the European fighters. English Knights were trained extensively with their weapon skills and would have naturally developed hand to hand skills during their life times. These maneuvers would not be quite as fancy, nor would they have as many as their Asian counter parts but would none the less be very effective. With this in mind, be careful not to put together modifiers that conflict with each other. One example might be throw and grounding. A thrown target is automatically grounded. Also, players are not allowed to build frivolous maneuvers by using loopholes. Most importantly, a maneuver must use all of its parts or none at all. Thus, if a maneuver has kip-up then it can only be performed by a grounded player. This is with the exception of the optional modifier. Players must also create a name and describe how the maneuver works. Thus, the player has to choose which part of the body or weapon is doing the effect. A Jump Kick would naturally indicate that the player is to deliver damage with his foot and thus, must have both legs in working order to perform this maneuver. When using this system you must accept it as a whole. Anytime a conflict occurs with the main rules, default to the Fists of FUZION. In this plug-in you will find two terms that reoccur. These terms are “player” and “target”. The “player” is the person who is performing the action to be described. The “target” is the other guy. What belt are ya? Well, maybe your character doesn't have a belt. Perhaps he's just a guy who can fight; a Street Fighter. Perhaps he's a super guy who's been kicking super villain ass so long that he's developed his own makeshift form. But, more then likely, he has had some formal training. You should choose a type of martial art either from the form lists at the end of this plug-in, use another one you know of or you can even make one up. It doesn't really matter how you do it but you should have a good idea of what the art is about and how it is constructed. That way you will be able to stay feasible and consistent. Plus, it's fun to be able to say “I'm a 3rd degree black sash of Tiger Claw Wushu.” It sort of puts the fear in hearts of the standard lackey. It's not really important what belt (or sash in Chinese arts) someone is for most purposes. A belt is just a measure of how much of a schools program you have learned and does not necessarily reflect your level or how good you are. A high level belt/sash, like black, would be about 6th level. A black belt could easily be 5th or 7th level as well, depending on the school, the instructor and the student. As a standard, use 6th level as black belt/sash, 7th level for an instructor and 8th level as a master. A Grand Master would be 10th.To switch from one art to another usually only involves new maneuvers not necessarily more levels. Studio187: Fists of Fusion Page-2 Many martial arts have sub forms, which are always fun to play around with. These forms can include such things as animal, drunken and elemental. These forms are designed to imitate the traits of their name. Thus a drunken form will make the artist look as though he is drunk. Animal forms cause the player move and fight in ways that resemble the animal for which the form is named. As is seen in snake style, the artist keeps a low stance weaving from side to side with his hands bobbing like the head of a serpent. Attacks being delivered from the snake shaped fist of the artist with lighting speed. Weapons are also very common in martial arts. They are incorporated as extensions of the body. An artist who is proficient with a weapon will move as though he is one with the weapon. So, with this system you can add melee weapons, ranged weapons and even powers to martial art maneuvers. When choosing a martial art the player must envision what type of character he is playing and match an art to this character. Thus, a brick would not be a very likely candidate for Snake Style Wushu. As a cat burglar would not make the best Sambo Wrestler. A player can have more then one style and can use any maneuver he has purchased. Every maneuver you purchase will work off of the Martial Arts skill. Try not to spread too thin on types of martial arts. You should have at least 10 maneuvers for an art before you switch to another art. So what do I roll? All maneuvers will be based on the players Martial Art Level + Maneuver Modifiers + Statistic + die roll verses the targets Martial Art Level + Maneuver Modifiers + Statistic + die roll. Unlike standard Fuzion, in FOF the opponents make one roll each and compare those numbers. The winner's maneuver is successful. The statistic you will use is determined by the maneuver. If the maneuver effects the target in any way then it will be based on reflexes. Otherwise, it is based on Dexterity. If a player is fighting three opponents and his maneuver only effects one target he will receive his standard evasion against the other two. Thus, his maneuver would be normal against the first target. Or the player can declare a full dodge. This means he would get his dexterity + Martial Arts level + 2 + d10 (or 3d6) against all targets. If both opponents attack each other then the winner of the roll-off is the one to land his blow. If a tie results, then both opponents hit. OK then, let's get to it already! Basic Modifiers Cost Strike +4, +6 Defense +4, +6 Grapple +4, +6 Advanced Modifiers Optional Cost Aerial +1 +2 Abort +1 +2 Area No +2 per Damage No -2 Dislocating No +4 Disarm No +3 Draw No +4 Effect No +1,+2 Escape No +2 Feint +1 +1 Flash No +3 Follow No -1,-2 Ground +1 +2 Grounded No -2 Grounding +1 +2 Hold 2 +1 +2 Hold 3 +1 +3 Killing No +4 Knock Back (KB) +1 -1,+2 Multiple +1 +3 per Off-Hand free +1 Prop No -1 Rear +1 +1 Re-Route No +3 Roll No -2 Specific No -1 Stance No -1,+1 Standing +1 +3 Statistic Modifier No .1 per Stunning No -2 Throw No +3 Vital No +4 Weapon / Power No +1,+2 Studio187: Fists of Fusion Page-3 When designing a maneuver the player must decide if it is going to be a defense, a grapple or a strike. These are the three basic maneuvers of martial arts and everything else is a modifier of one of these three. If the maneuver is an attack then it is assumed that the player will affect his opponent adversely on a successful roll. If the maneuver is a defense, then it is assumed that the player wishes to counteract an attack. Thus, if both opponents declare a defensive maneuver then nothing will happen that phase. Any maneuver containing a defense portion is considered a defense. The three basic maneuvers are always free. Anyone who has a martial arts level of at least 1 can perform these three things. Any character in Night City better have at least 3 levels of martial arts or he's a walking dead man. Even if it's street fighting, bar brawling, boxing or whatever you want to call it. When placing a basic modifier into a maneuver the first one is always free and every maneuver must have at least one. For an additional basic modifier it will cost 4 points. If you wish to have the option of using the different basic modifiers on separate targets, it will cost you 6 points. This will be indicated with a (M) in the maneuver. If a player puts a Strike and a Defense in the same maneuver it is assumed that the defense always goes first. This protects the player while he is delivering his blow. When placing a Grapple and a Strike in the same maneuver, the Grapple should always go first. This allows the player to deliver a better hit. And, when placing a Defense and a Grapple in the same maneuver, the Defense will go first to allow a better grab. Simply put: Defense always goes first and Strike always goes last. Here are the three examples: [Defense/Strike] [Defense/Grapple] [Grapple/Strike]. For the maneuver one roll is made and if the player is successful all portions of the maneuver are applied. If the player is able to use the maneuver on several different targets then he will have to compare his result to each opponent's roll (each target and the player only roll the dice once). Those who obtain successes will gain their desired effect. Thus, the player could dodge one guy but get hit by another. By placing more than one basic modifier in a maneuver, the player will be able to make multiple effects in a phase. Each basic portion of the maneuver must be used on the same target unless purchased otherwise. Each advanced modifier must be purchased for each basic maneuver. This can be tricky, in that, a Strike: x2 KB / Strike would be kind of stupid. The target would be heading across the room before the second hit landed. A better way would be Strike / Strike: x2 KB so that the second hit would send him flying not the first one. If the player purchases the second Basic Modifier at the +6 (M) cost he may effect any target within his range by either or both portions of the maneuver. Thus, he could block one person and hit another or block and hit the same target. Strike This is an attack delivered to the target with a body part or a weapon. This modifier automatically causes the player to deliver damage equal to the player's strength in dice in to the target unless modified otherwise. Defense With this modifier the maneuver allows the player to avoid 100% of the intended damage. The damage is misdirected, stopped or completely avoided. Performing a defense has several inherent advantages but you must first choose which type of defense you are doing to determine the modifiers you will receive. There are 4 different types to choose from and they are Block, Dodge, Evasion and Parry. Their descriptions and modifiers are listed below. Another benefit to performing a defensive maneuver is that there is no endurance cost unless the maneuver involves an effect to the target (like damage or throw). For defense maneuvers, as opposed to a standard evade, ties do not go to the defender, they indicate a non-result (no one's maneuver works). Block: This is an interception using a body part to stop or change the movement of an opponents attacking body part. Blocks are fairly easy to perform so they receive +1 to AV. They also set off an opponent's predicted movement so you will also receive +2 to initiative the next phase if the block is successfully pulled off. If a block is used against a weapon the player will lose the bonus to AV. Dodge: To perform a dodge, the player must move at least one hex in any direction except the hex occupied by the attacker. If the player has movement left he can use as much of it as he wants or if he has Aerial attached to the maneuver he may move up to his entire jump. If the player declares a jump he may even move over the target. If the player has no movement left he may move one hex away from the attacker. The player's movement will give him +3 AV verses the number of targets Studio187: Fists of Fusion Page-4 the maneuver can account for. Or, it can add +2 to Evasion for all attacks against the player. The maneuver may not include advanced modifiers that directly effect a target. So throw, grounding and holds are out of the question. You cannot add a second portion to the maneuver, like a Grab or a Strike. A dodge is meant to get the player clean out of harms way. Evasion: This type of defense is very subtle. It indicates a slight sidestep, a duck, a jump, bob or weave. If successfully pulled off the player will receive a +2 to AV and +1 to Initiative in the next phase due to the positioning of the player. Parry: This defense is the same, as block but requires the use of a weapon (the bonus is not lost if used against another weapon). Roll: This modifier causes the player to take half damage from an attack in addition to all other damaging effects. This includes normal damage, killing damage and flash effects. Grounding, x2 KB, holds, dislocation and throws are normal. Unlike other defense maneuvers, the player allows the target to strike him and rolls with the blow. This is perhaps the easiest type of defense to perform so the player will receive +3 AV. Grapple The effect of this modifier is a Hold I and on a successful roll the player will gain the advantages therein. The player can use this as a defense or an attack. As a defense, he will not be able to dodge, block or parry; his defense will be the grab, like grabbing the hand of an opponent with a sword. Remember, if used as a defense it is subject to defense rules. As an attack there is no damage delivered (unless modified to do so) just the hold and the maneuver is treated as an attack. If the player has a follow-grapple maneuver it will work even if he has had the target in a hold for 10 rounds, because last round he had him in a grapple. Once the player establish a grapple on a target he does not need to roll each phase to keep him in it, unless the target tries to escape. If the target tries to escape then the player will have to make a maintain roll. The advantage here is that it will not cost the player a phase to maintain the hold but it does cost the target a phase to attempt an escape. To escape, the target declares that he is trying to do so. The player and the target roll off, the higher roll wins. This is Dexterity + Martial Arts verse Dexterity + Martial Arts roll. Remember to give the player any reflex benefits he received from the initial maneuver. If the target wins, he is free. In this case, if the player lost initiative then he would lose his action but if he had won initiative his action would have gone before the escape attempt. Except as noted, the target can do anything he wants except move away from the player. Thus, if he wishes to punch the player in the head, all he has to do is accept the modifier and then go to it. However, throwing the player any distance would be out of the question. If the target wants to move somewhere other then where the player wants him to go, then you must compare strengths. The character with the highest strength may control the direction and velocity of movement up to a distance equal to his the difference of the opponent's strengths and only up to his move. If the player has a 6 strength and a 3 move and his opponent has a 2 strength the player could move 3 (or 4 if his move was a 4 or better). See Holds for more information on specific holding modifiers. Defense / Strike This can be simulated several ways. It could be a punch that intercepts an attack and continues on into the target. It could be a block done with such force as to damage the striking appendage. In this case the player will not receive a modifier to hit the striking appendage. Another example is when the player blocks with one arm while simultaneously striking with the other. Defense / Grab This is a defense that turns into a grapple. It could be a side step into an arm lock or maybe a block that follows through with a hold. Again, in this example the player needs not aim at the striking appendage. Grab / Strike Quite popular amongst all fighters, this type of maneuver allows the player to grab his opponent and then strike him. This can be simulated as a grab punch, a grab arm break or maybe a tackle. Strike / Strike This is another common combination. It is most commonly used to simulate attacks against two opponents. A double strike to a single opponent is better simulated as a bonus to damage Defense / Defense Studio187: Fists of Fusion Page-5 Not too commonly done, this setup is only useful against multiple opponents so the player must purchase the second defense at 6 points. It will allow him to make two separate defenses, one against each opponent. He still only makes one roll. Grapple / Grapple Again this is not a very common combination and must be used against two separate opponents. At the successful completion of the maneuver the player will have both targets grappled. Common Hand Strikes Phoenix Eye Fist A fist with the middle finger's second knuckle protruding as the striking point. Palm Strike All fingers pointing straight with either the bottom or the outer edge of the palm as the striking surface. Finger Tip All fingers pointing straight with the fingertips as the striking surface. Leopard Fist This is much like a standard fist with only the first two digits bent. Claw Hand All fingers bent in a clawing shape using the finger tips and nails to deliver damage. Hammer Fist Using a standard fist the bottom or the top of the fist is used to deliver damage. Chop All fingers pointing straight using either side of the hand as the striking surface. Common Foot Strikes Push / Side Kick Lifting at the knee and the pushing out to the side striking with the heel. Crescent Kick This is a circular kick where the leg completes a circle in front of the player striking the target with the side of the foot. Axe Kick The artist circles his leg up and strikes the target from above with the back of his foot. Hook Kick The player circles his leg around and at the apex of his circle he bends at the knee and strikes with the back of his foot. Roundhouse Lifting at the knee, the player will turn the hip over and snap the top of the foot into the target. Snap Kick Lifting the knee, the player then snaps the top of the foot into the target. Sweep By lowering the body and arcing the leg across to knock the players legs out from under him. These are modifiers that enhance basic modifiers. These cannot be added to a maneuver unless a basic modifier has already been purchased. Thus, a striking disarm would assume that the player struck the weapon hand causing the target's weapon to go flying. A defense disarm would do the same thing but would also receive the parry bonus. A successful grapple with this maneuver would avoid any damage from the target and remove the target's weapon to the player's hand or place the target in a hold I position causing the target to drop his weapon. The optional cost allows the player the option of not using this portion of the maneuver. In the same token, the player doesn't need the condition to exist to perform the maneuver. An optional modifier will be indicated by an (O) symbol. If Standing is placed in a maneuver then the player must be grounded to perform the maneuver. If the Standing portion is optioned (O) then the player can perform that maneuver weather he is grounded or not. Abort With this modifier, the maneuver can be defaulted to as a backup for another maneuver. The player must link the abort to a basic modifier (strike, defense or grapple). Aborts also follow the order of initiative. So, if the player wins initiative and the target uses an abort maneuver, then he will also have a chance to abort as well. Basic Requirements: Any Aerial This modifier allows the character to perform an acrobatic stunt during the maneuver. This will allow the player to add up to his leap in distance to the maneuver. This movement may occur before, after or during the effect. Thus, he could flip over the target and land with a kick to the targets back. The target will be at a rear facing minus, while the player will strike normally. Or the player could kick the target as he does a back flip. This would place the player up to his leap in distance away, before the target could respond. Aerial doubles the endurance usage for the maneuver. Basic Requirements: Any Area Some maneuvers automatically effect certain areas of the body. The advantage to this modifier is that the player does not need to aim to deliver the attack, but Studio187: Fists of Fusion Page-6 the attack must always go to that area. The cost for this modifier is 2 points per minus to hit that area. See Hit ‘Im Where it Counts in the In Addition section for more information on area specific attacks. Basic Requirements: Strike or Grapple Damage By adding this modifier to a maneuver the player will only do half damage. The strength will remain the same for purposes of KB, only the actual damage amount will be halved. Basic Requirements: Strike Dislocating This modifier will allow the player to disable a limb by dislocating it. The target will not be able to use the limb until it has been reset. In addition, the target will be at a –2 AV due to his unbalanced motion. If the target has First Aid level of at least 3 or has a dislocating maneuver of his own he can take 1 phase and reset it. For that phase he can do nothing else and for the next phase he will be stunned due to the pain. Basic Requirements: Strike or Grapple Disarm If added to a strike, the player will strike the hand of the weapon and send it flying in addition to doing strength dice in damage. If added to a defense, the player will use a strategic block to send the target's weapon flying. If this is added to a grapple and the player specifies weapon, he will not only remove the weapon from the target but will gain the weapon for his use. If the player does not specify, the weapon will drop in the hex and the target will be placed into a hold 1. If a weapon is securely attached to a body part, this maneuver will not work. If the weapon is attached in manner easily broken, the GM may assign an additional difficulty to the success roll. Basic Requirements: Any Draw This modifier is a very complicated addition to any maneuver. It can take years to perfect so the cost is not always worth the benefit. In combat, however, it can win the battle or save the player's life. It is a very decisive modifier and makes an awesome addition to anyone's arsenal of maneuvers. Basic Requirements: Weapon Effect This will allow a player apply damage as per a special effect. It will do no extra damage but may have an effect on certain types of creatures. If the player delivered a fire effect punch to a Vampire or Zombie it would do non-regenerating damage to him. This is an optional modifier and is subject to campaign and game master consideration. The cheaper cost is for players who already possess a power with the desired effect. Basic Requirements: A damaging maneuver. Escape This modifier is used to counteract a grappling maneuver. It indicates that the player is trained to reposition himself or to use leverage to enhance his potential for escape. When the player uses this modifier he will gain a +3 to his skill roll to break a hold. Basic Requirements: Grapple Feint When added to a maneuver it will allow the player to declare the attack but not follow through with it. This will be an honesty issue so, no lying ladies and gentlemen. The maneuver can still be used as normal so the player must decide beforehand weather he is going to follow through or not. The opponents will roll normally and if the player is successful then next phase he will receive +2 to his AV and +1 to initiative plus any modifiers from the next maneuver he chooses. Basic Requirements: Strike or Grapple Flash Works much like the power but is an existing element in martial arts today. This is an attack that effects one sense group as opposed to delivering damage. A successful roll will disable the target's sensory group for the number of phases indicated. The modifiers are listed in the powers plug-in at this sight. Or, you may use the base fusion rules. When placing flash in a maneuver the designer must indicate which sensory group he is effecting. This can not be added to a power or ranged weapon (use the modifier Power for that). If added to strike, no damage is delivered only the effect of the flash. There are no changes for a grapple. To use flash you must aim at a vital area or purchase vital in the maneuver. This could be the eyes, ears or even a nerve cluster. When designing the maneuver, the player should specify which one the maneuver will always effect. Examples would be an eye rake, ear pop or nerve strike. A nerve strike will disable a limb for the indicated amount of time. If the neck is chosen then the Studio187: Fists of Fusion Page-7 target will become grounded and may only make standard evades until the effects wear off. Basic Requirements: Strike or Grapple Follow This modifier is used to string maneuvers together. By placing this modifier in a maneuver the player specifies a successful basic or advanced modifier that needs to be successful in a previous phase for this maneuver to be performed. Advanced modifiers and maneuvers are worth two point's retribution because there are more of them to occur. Basic modifiers are only worth 1 point of retribution because there are only three of them and every maneuver must contain at lease one of these modifiers. The modifier can also be specified to follow a target's successful maneuver. Basic Requirements: Any previous maneuver, basic or advanced modifier. Ground Fighting Man was designed to fight on his feet. But, he has learned to overcome and even excel in this adversity. Ground fighting techniques were developed to overcome this adversity, but a player must be trained to be able to reap these fighting advancements. Most grapple heavy arts rely on ground fighting techniques. A player who is grounded is at a -2 to initiative, AV and EV. Listed below are the three basic ground fighting modifiers. Also check out standing as a potential addition to your ground fighting arsenal. Ground: This modifier allows the player to perform the maneuver without suffering any grounded modifiers. The player however will remain grounded. Basic Requirements: Any Grounding: Designed to unbalance and topple a target off of his feet. At the end of the successful maneuver the target winds up in a grounded position. Basic Requirements: Strike or Grapple Grounded: Using this modifier the player will leave his feet to complete the maneuver regardless of success. At the end of the maneuver the player winds up in a grounded position. Basic Requirements: Any Holds Holds cover all forms of grappling, grabbing, holding and restraining. Thus, a maneuver must have grappling included in it to perform any restriction. If a restriction is obtained, the modifiers apply until the player is stunned, knocked out, let's go or the defender breaks free. If the player wishes to grapple a certain area then he must assume the minus to his AV to do so. Thus, if the player were trying to perform an arm lock he would assume a -1 to AV to grab the arm. Once a limb has been held however, the player will no longer receive a minus to hit that area. If the player had a target in a headlock, he could then pound on the target's face all day without an aim modifier for the head. Hold 1: This is a basic grab. There is no special maneuvering or holding location. On a success roll the target gains -2 to martial arts AV rolls against the player. In addition, he will be at a minus equal to the amount of strength the player has above him to all evade rolls. If the target's strength is equal to or higher then the player's strength, he will receive no minus for movement. Hold 2: This is a hold or a pin. It places the target in a venerable position by snaring the target's limb(s). The player will entangle and temporarily disable the target's limb(s). The player can disable as many limbs as he sacrifices himself. On a success roll the target gains -3 to martial arts AV. In addition, he will be at a minus equal to the amount of strength the player has above him to his evade rolls. If the target's strength is equal to or higher then the player's strength he will receive no minus for movement. Hold 3: This is lock. The player maneuvers a target's limb(s) into a very painful position so that a nerve is pressed against a joint. This causes the target to abide by the player's discretion or suffer the consequences. On a success roll the target gains -5 to martial arts AV. Treat this as you would a hold II for all other aspects of the maneuver. If the target wishes to escape by pure strength alone, he will receive killing damage equal to the player's martial arts level but will be free. In most cases this will snap the limb of the target, rendering it useless. Remember that the limb will only take

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Айкидо \ Дзюдо \ Каратэ \ Кикбоксинг \ Рукопашный бой \ Боевое самбо \ Бокс \ Самооборона

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