Melee combat + Martial arts
I'm not pleased, how martial arts and is handled in the CODA system.
Martial arts are represented as edges that can be taken during advancement (see Starfleet operation manual). It's a nice system but it has its problems, certainly in a great universe like star trek. What I mean is that there are a million possible martial arts out there. And each of these martial arts are based on the use of the following basic combat Maneuvers: Attack, Block, Disarm, Feint, Grab, and Trip. So instead of constructing millions of edges covering all martial arts of every possible species, they should expand the combat rules (See below) and create a universal Martial Arts system based on the skill, and that has only 1 possible edge: Black belt (See next post). Tell me what you think of it.
Punch/Kick:
Success = 1D3 + Str mod.
Extra-ordinary success = +2 on your unarmed damage
Block/Parry:
Success = You have blocked the weapon.
Extra-ordinary success = You get an extra free action directly after the block at a action cost of 0 and no multiple action penalty. This action can be used for the following maneuvers: Attack, Disarm, Grab, Nerve Pinch (-5 mod), Trip.
Unarmed vs. Armed:
Success = You have blocked the weapon but you suffer the weapons minimum
damage (1 on all D6 + Str mod).
Extra-ordinary success = Extra free action (see above) + you suffer no weapon
damage.
Armed vs. Unarmed:
Success = You have blocked the unarmed attack + the attacker suffer your
weapons minimum damage (1 on all D6 + Str mod).
Extra-ordinary success = Extra free action (see above) + the attacker suffer
your weapon damage.
Disarm:
This attack action allows a character to disarm a foe, making his weapon fall to the ground. The character makes an Unarmed or Armed Combat skill test to hit the target. If this attack succeeds the character and the target must make opposed skill check (Armed vs. Armed or Unarmed vs. Armed) at an action cost of 0and no multiple action penalty. The character gets a –2 penalty when unarmed and the person with the largest weapon gets a +2 bonus on the opposed skill test. If the target fails the opposed skill test then his weapon falls to the ground 1D6 squares in a random direction (roll 1D8 to determine the direction).
Extra Ordinary Success = The character determines where the weapon falls.
Disastrious Failure = If you are unarmed then you suffer the target’s weapon minimum damage (1 on all D6 + Str mod). If you are armed then your weapon falls on the ground 1D6 squares in a random direction.
Feint:
You can mislead an opponent so that he can’t dodge your attack effectively. The character makes an Unarmed or Armed Combat skill test to hit the target. If this attack succeeds the target must make an Observe (Sense Motive) check (TN Attacker Unarmed or Armed skill test result) or may not dodge or block (parry) the next attack.
Extra Ordinary Success = You get a +2 bonus on your next Unarmed or Armed Combat skill test to hit the target.
Disastrious Failure = You may not doge or block (parry) the targets fist attack against you.
Grab:
This attack action allows a character to get a hold on the enemy. He makes an unarmed combat skill test to hit the target. If he succeeds, he grabs the target, who now suffers a +5 TN modifier to any action other than trying to break free. The Narrator may rule that certain actions are impossible instead. The attacker keeps hold of the target until he releases the target or breaks free. To break free the grabbed character must use 1 action to win an opposed Strength test against the attacker (the opposed Str test is a free action for the attacker).
Extra-ordinary success = The character immediately gets one free attack action at an action cost of 0 and no multiple action penalty.
Disastrious Failure = The target may grab you as a free action
While the attacker has hold on the target, he may do any of the following as an attack action with a cost of 1, with making the appropriate checks.
-Injure Opponent: The attacker makes an Unarmed Combat Skill Test to hit the
Target. If he succeeds, then the target suffers 1D3+2 + Str modifier damage.
This attack by passes Armor DR.
Extra-ordinary success = +2 on your Unarmed strike damage
Disastrious Failure = You loose the Grapple
-Attack with one small weapon: The attacker makes an Armed Combat Skill Test
to hit the Target. If he succeeds, then the target suffers the Weapons damage.
Extra-ordinary success = Weapons max damage
Disastrious Failure = You loose the Grapple
-Pin: The attacker makes an Unarmed Combat Skill Test to hit the Target. If he
succeeds, then the attacker is pinned. A character pinning a target gets a +3 to
the opposed Str test when the target tries to break free. The target may be
kept silent at the attackers option, and the character gets ½ cover from his
target, and if the attack misses him because of the cover bonus
the pinned character is hit instead. The following Grab options become
available once the opponent is pinned: Strangle, and Human Shield.
Extra-ordinary success = If the opponent tries to free himself, you may choose
to cause him damage. The damage is equal to his escape roll in damage.
Disastrious Failure = You loose the Grapple
-Unarmed Throw: The attacker makes an Unarmed Combat Skill Test to hit the
Target. If you succeed, you throw your opponent to the ground in your square.
You are not grappling him but the impact of the ground deals your unarmed
Grapple damage and suffers the penalties for being prone until he gets up.
Extra-ordinary success = You do not loose the grapple.
Disastrious Failure = You loose the Grapple
-Disarm: The attacker makes an Unarmed Combat Skill Test to hit the Target. If
he succeeds, then the target is disarmed and his weapon falls to the ground
where the character whishes it.
Extra Ordinary Success: You hold the weapon or you choose where it lands.
Disastrious Failure = You loose the Grapple
-Guide Targets Weapon: You use the targets weapon to attack other targets.
You must have an Extra Ordinary Success on your block attempt to use this
option. The attacker makes an Unarmed Combat Skill Test to hit the pinned
Target. If he succeeds hem may use that result as his attack roll against an
other target with the grappling opponents weapon. The target must be in a
treated space of your grappling opponent.
Extra Ordinary Success: Weapons Max damage
Disastrious Failure = You loose the Grapple
-Human Shield: You use your target as shield. You use your opponent to parry
an incoming attack. The attacker makes an Unarmed Combat Skill Test to hit
the pinned Target. If he succeeds hem may use that result as his parry result.
Extra Ordinary Success: The target suffers max damage from the weapon, or
gets +2 damage if it was an unarmed attack.
Disastrious Failure = You loose the Grapple
-Strangle: The attacker makes an Unarmed Combat Skill Test to hit the pinned
Target. If he succeeds the target must make Stamina check (TN your Strength)
or start drowning (But he makes check at ½ the time because he is not
prepared). This Grapple action must be repeated every round if the character
wants to target to make more saves (until he is dead).
Extra Ordinary Success: Character gets a +3 TN on his save to resist the
strangle.
Disastrious Failure = You loose the Grapple
Trip:
This attack action allows a character to trip or unbalance a foe, making his opponent fall to the ground. The character makes an Unarmed (or Armed) Combat skill test to hit the target. If this attack succeeds the target must make a Gymnastics (Balance) check (TN Attacker Unarmed or Armed skill test result) or fall prone to the ground, taking no damage but suffers the penalties for being prone until he gets up. Getting up requires one action.
Extra Ordinary Success = The target also suffers the unarmed damage (1D3 damage + Str mod.) or the weapons damage.
Disastrious Failure = The attacking character falls to the ground, and suffers the appropriate penalties (see above)
Special: You gain an Affinity bonus from your MA if it the Trip combat maneuver bonus.
Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.