Rumble! Fighting Styles

 Heavily influenced, if not directly stolen, from this techniques list at The Manse, and from this post.

1. Dragon-Spit Sword Strokes

Whenever your bladed weapon strikes something hard, like stone or metal, you can gain one Slow tag for the next turn in order to shower sparks from the blade's head. If someone is nearby, those sparks could sting painfully, or temporarily blind them.

2. The Lobster Sheds its Skin

With a single round of movement, you can jump out of any clothing or armor. You will always have a loincloth on, stop that.

3. Merchant's Only Friend

You can flick coins at people as if throwing stones from a sling. These coins will hit things and get all bent up because of how hard you're flicking them. This is a Powerful Fingers attack that deals half damage, rounded up.

4. Drunken Master

For every comically large drink you have (1 round) gain a Drunk Tag. At the start of every round, roll 1d6+1d8. The first die chooses the Tag (Enduring, Powerful, Precise, Quick, Reactionary, your choice) and the second the limb (left arm, right arm, left leg, right leg, left hand, right hand, core, your choice). Gain a penalty to Head checks equal to the number of Drunk Tags you have.

5. Broom of the Ancient Study

By whirring your arms about for a turn, you can clear dust, gas, or swarms of insects from around you in a 10ft diameter sphere.

6. Two-Finger Steel Defense

While defending against Mooks, you can make Hands checks benefiting from any basic tags to defend. This means you can use any basic tag to benefit blocking/dodging (not just Reactionary) and repositioning (not just Precise).

7. Rigid Spine Counters Earthquake

When you get knocked to the ground, if you land on your back, you can instantly stand up using a Powerful Core check.

8. Dancing Rays Weaponry

When you throw a sharp projectile, like a knife or ninja star, and it misses, it ricochets off the walls back to you if there are walls to ricochet off of. You can use a Precise hands check to catch it immediately after it misses; if you fail, it goes sailing over your head into a far wall or something.

9. Locklimb Chop

When you hit an enemy with an attack, you may deal no damage to Lock their limb. If it is bent, they cannot straighten it, and vice versa. They must make Core checks to use this limb for anything, and it basically can't be used to attack someone or do something like that. Lasts for 1d6 rounds.

10. Hush Stroke

When you hit an enemy with an attack, you may deal half damage and prevent them from speaking or making noises from their throat for 1d4 rounds.

11. Throwing Bull Technique

When you're grappling it out with someone stronger than you, you can use their Powerful tags in addition to your own.

12. Old Man's Cane

While wielding a long piece of wood, you can hit things out of the air using a Precise Arms or Hands check that no one would be able to hit, such as bullets or ghosts.

13. Smite the Leaves from the Air

While wielding a long, flexible cord (like a chain, ribbon, nunchaku or rope) you can strike things out of the air using a Precise Arms or Hands check that no one would be able to hit, such as bullets or ghosts.

(You can come up with cool names for this kind of technique for every weapon type but that's just boring and symmetrical.)

14. Hand of the Typhoon

Allows you to transfer your blows' force through bodies of water. You can learn to apply this technique through other channels, such as sand, gravel, curtains, the ribbons of that Ribbon Dancer you're fighting, or long grass.

15. Crocodile-Skin Technique

After months of training involving covering yourself with light scratches and wounds, as well as baths in special salts and minerals, you thicken and harden your skin with scale-like calluses and scars. Needles and needle-like objects cannot pierce your skin.

16. Slave's Only Friend

When bound, you may burst free of certain types of bonds. Ropes are free; if you have a Powerful core, you may break free of chains.

17. Cloud Dance

You may make a Quick Legs check to walk on surfaces like Water or Ribbons, or a Precise Legs check to balance on surfaces too small to balance on otherwise (like a wire or a needle). If you're walking on your hands, do Arms checks for both of these.

18.  Way of the Whirlwind

You may walk on your hands just as well as on your feet. When you Jump as part of your Dodge, if you land on your feet as opposed to your hands, you do not need to make a check to attack next turn. When you Crouch, you may move onto your hands from your feet.

19. Shifting Shadow Spirit

While in darkness or dim light, whenever you dodge an attack, you may reposition to another location in darkness nearby. This can simply mean getting behind your opponent, or moving to an adjacent zone.

20. Domino's Only Friend

You may fight from the ground as if you were standing, but you cannot move traditionally until you stand up. You must choose whether your arms or legs are nearer to your opponent when you are knocked down, and can use your move action to change this.

21. Monkey King Style

Once per enemy, when you reduce a limb to zero health, you may take something that enemy has on their person.

22. Iron Angel

Whenever you're dealt damage from a metal weapon (in melee), roll a d3. on a 1, that weapon shatters.

23. Horse Fury Style

You may charge at enemies as part of an attack, gaining a Quick tag if you move towards them from an adjacent zone. If you miss, you sail past them and hit a wall or something.

24. Sinking Stone Style

Instead of attacking, you can automatically drop you and another character in your zone to the ground with a well-placed tackle-trip. No saves. Must have a Quick Core to take this style.

25. Soaring Star Style

If you attack and would deal damage, you may reroll the same attack. If it succeeds again, choose which attack goes through, and send the opponent flying. Must have a Powerful Core to take this style.

26. Spidersniper Style

You can see aurally if you can hear. While fighting without being able to see visually, your attacks gain a Precise tag (though you still suffer penalties for not being able to see). Must have a Precise Core to take this style.

27. Stone Slab Style

Once per combat, when you take a hit, ignore it. Must have an Enduring Core to take this style.

28. Seeing-Heart Style

Every time you strike an enemy, you learn what tag they have on a random limb. Must have a Reactionary Core to take this style.

29. Thunder & Lightning

When you are wielding a heavy weapon, you may forgo your attack on a turn to Windup. If you do, lose the Slow tag next turn and gain another Powerful tag.

30. White Hand

You can block attacks with one of your hands by making Enduring checks with it instead of Reactionary. You my Sunder your hand to block a weapon attack. It deals no damage but your hand is mangled and bruised; you must meditate and rest to recover. Your hand must be painted white to do this.

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