TF rpg

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TTRPG

TABLE OF CONTENTS


INTRODUCTION- 3

CHARACTER CREATION-4

STYLES-5

HEIGHT, WEIGHT, AND HAIR LENGTH-6

COMBAT-7

Initiative-7 

Attacking-8 

Defending-9

Damage-10

Distance-11

Overtime Damage-12

INTRODUCTION-

The world has always been filled with evil. It has always been the home to cruelty and primal corruption. Of course, words and logic were used too combat this evil. However, these were eventually proved mute. The violence of those who gave in to evil needed a less subtle counter. Thus, martial arts were invented. A defense too the violence and evil of the world…

This game was made to simulate martial arts, in a blend of realistic martial arts ideas and fantastical ones.  Because of this, the techniques and scenarios are not entirely realistic. It should also be mentioned that there is no attempt to market this game or sell it in any way.

CREDITS:

Written/designed by Kisuke Fukata (u/art_from_scratch)

Original Concept by Kristopher Janet

CHARACTER CREATION-

  1. Create a high concept-

The overall idea of the character. Something along the lines of:

Ex-soldier

MMA fighter

Grizzled cop

  1. Consult with GM-

Make sure that your high concept works in the setting that the GM is planning. 

  1. Choose your characters fighting style

  2. Decide on height weight and hair length 

STYLES-

BJJ/JJJ/GJJ: Umleiten (german for redirect): 

This style has an focus on 

Redirection of momentum, using the enemy against themselves. This style is also the best for ground fighting

Hapkido/taekwondo/karate: Bal chagi (Korean for kick): 

This style has a focus on using the legs to attack. The hands and arms are used too accompany the attacks, or balance and defense, not attacking. 

Silat/Krav Maga: Stabil dan bersih, Stabil for short (Stable and clean in indonisian): 

Specializing in brutal, aggressive, yet simple movements. The philosophy is kill before being killed. 

MCMAP/ Systema: Konets (ruissian for end):

A style taught in the western military. It focuses on ending fights quickly.  Similar too Stabil, however, not as aggressive;  if the quickest way too end a fight is retreat, it will be taken.

Kung fu/ninjutsu: Kirei ato (Beautiful art in japanese):

 Theatrical, impractical. Intense training is required to attempt the maneuvers in this art.

Boxing/judo/wushu: esporte (sport in pourtuges): .

Effective and potentially deadly, but not as much as any other style. Used in mainstream sports. Some non martial artists even know some moves.

These styles are simply guidelines to inspire players. It is encouraged for players to mix and match styles. 

HEIGHT,WEIGHT, AND HAIR LENGTH-

Height:

Height gives an advantage to distance. The taller someone is, the farther they can reach. there are 3 heights:

Short: no advantage

Medium: no advantage

Tall: you can attack at a far distance, however, you take a -2 in tight spaces. 

Weight:

The heavier someone is, the harder it is to lift or move them.  There are 3 weights:

Light: gives a +2 to any person trying to lift them. Gives a + 1 to initiative 

Average: no advantage or disadvantage 

Heavy: gives a -2 to any person trying to lift them. Gives a – 1 to initiative

Hair length:

Long hair can be grabbed and used as a leverage point. This is not possible for short hair. Their are also 3 lengths for hair:

Short: any attempt too grab the hair is at -1

Medium: no disadvantage 

Long: any attempt to grab hair is at +1

Combat-

Initiative:

Initiative is determined by analysing the advantages and advantages of the situation. Each advantage awards a +1. each disadvantage, a -1. After that 2d6 are rolled and the advantages and disadvantages are added.

Example:

Lance is in a bar fight with a drunk man. Lance has no disadvantages or advantages. The drunk man is drunk (duh) so -1 and not a professional fighter -1. 

Lance: 2d6

Drunk man: 2d6-2

Initiative order:

Lance: (7)

Drunk man: (6)

If there is a tie in the initiative, 1d6 is rolled with the higher roll going first. 

ATTACKING:

There are 7 directions of attack and defense:

Right/left

Up/down

Up/down diagonal right 

Up/down diagonal left

Straight

When attacking the player describes their action, then Assign it to a direction.

Example:

Jerry: I step forward, throwing a right hook. So that's a right attack

Then all disadvantages in the environment are analysed. Things like fog or uneven ground. Each of these give a -1 modifier. Than any other disadvantage that pertains specifically to the character are analysed. These give a -2 penalty.  Finally the best case scenario is stated and for each goal it accomplishes it gets 1d6

Example:

The best case scenario for jerry is the hit lands (1d6) and the target is conked out (1d6.) that's 2d6. This does not mean that the target is KO’d, or even that the hit lands, but it is the best case if everything goes in jerry's favor. There are no disadvantages present so jerry will roll 2d6.

DEFENDING –

Defense is similar to attack but with a few key differences.

The same 7 directions are used but in order to be effective the direction must cancel out or parry the direction. 

Example:

Lance has a right hook coming at him from jerry.

Lance: 

I raise my right hand to block, than extend my arm to trap his

The disadvantages are analysed, but there are none.

The best case is: punch is blocked (1d6) arm is trapped (1d6)

Lance gets 2d6 

DAMAGE-

Damage is calculated by subtracting the defenders roll from the attackers with a minimum of zero.

Example:

Jerry rolls a: 7

Lance rolls a:  4

Lance takes 3 damage 

Where does this damage go, then?

 

there are 4 targets:

Arms

Legs 

Torso

Head

Each takes a certain amount of damage to give a disadvantage. 

Arms:4

Legs:10

Torso:5

Head: 14

Arms: for every 4 damage targeting this area: 1 arm is disabled., and a disadvantage of -2

Legs: for every 10 damage targeting this area: 1 leg is disabled and a disadvantage of -4

Torso: for every 5 damage targeting this area: an disadvantage of -3 is given.

Head: for every 14 damage targeting this area: target is rendered unconscious. 

DISTANCE-

There are 3 distances

Close- the range where most attack and defense happens. 4 feet or less

Far- considered too far away to attack (with the exception of people with the tall trait.) about 6-7 feet away 

Distant- much too far away for any one to attack. over 10 feet away. 

  OVERTIME DAMAGE-

Some attacks will do damage overtime. Things like arm bars or rear naked chokes. Similarly to normal attack and defense, the attacker and defender make opposing rolls. The attacker rolls to keep up the damage, while the defender rolls too escape it. If the defender can't think of a way to escape, they can not roll. The same goes for the attacker, but for keeping the damage up. For every turn that passes 2 damage is given too the target.

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