Custom hand-to-hand skill for mages
Posted: Wed Jun 26, 2024 10:14 pm
After seeing the various WB: Japan martial arts that double PPE, two things stood out to me:
One, the OCCs that get these boosts to PPE aren't magic-intensive classes to begin with. So it's largely wasted. Two, it's clear the writers don't want people to be able to learn Aikido, etc, if their character's origin isn't in east Asia. This limits you to making Asian characters that you more than likely will be forced to implausibly export to other settings or parts of Rifts Earth.
I got to thinking about how I often take martial arts for my mages, mainly for the initiative gains and backflip escape. Yet there are so many elements of all hand-to-hand skills that are essentially wasted on most magic OCCs. Further complicating the issue is that while most psychic or magic classes get to take martial arts or assassin for the loss of only 2 OCC-related skills, the Mystic once again gets penalized by starting out with zero combat skill, and must 'pay' for even basic, and then pay 3 or 4 OCC-related skills for martial arts or assassin.
So, all of that led me to create my own Mystic OCC-centric combat skill, that other mages can learn if they choose.
As a placeholder name, let's call it Meditative Combat. +2 to ME and PE, +2d6 SDC are the general bonuses. It has the same moves as basic combat skill at level 1. Starts with 3 attacks/actions per melee. Gets a bonus of +1 to parry, dodge, and roll at first level.
Level 2: +1 initiative.
Level 3: Double PPE.
Level 4: Backflip escape.
Level 5: +1 attack per melee.
Level 6: +1 to parry/dodge/roll.
Level 7: +1 to strike.
Level 8: +1 to initiative.
Level 9: Double ISP.
Level 10: +1 attack.
Level 11: +1 to parry/dodge/roll.
Level 12: +1 to strike.
Level 13: Knockout from behind.
Level 14: +1 to initiative.
Level 15: Increase current PPE and ISP by 10%.
Mystic OCC and similar classes (Grey Seer, etc) could learn the skill for the cost of 3 OCC-related. All other classes must pay 5 OCC-related skills. Only Mystics learn the skill intuitively, but they can teach others. Despite learning it more easily, Mystics still must sacrifice some OCC-related skills as a reflection of how much time they spend on mental and physical conditioning. The combat skills are weak and unsophisticated because they are self-taught and focus more on training quick reflexes and mental/physical fortitude (i.e, PPE and ISP gains) than handling weapons or delivering killing blows with fists and feet.
Concept explanation: double down on mages being weak in combat. Give poor combat bonuses, aside from initiative. I purposely broke up the bonuses to parry and dodge to emphasize the slow progress in that area; most other hand to hand skills give you +2 or +3 to both, all at once. The relatively generous initiative bonuses are from the mental conditioning--always being alert and focused. Overall, this skill is for pure mages who want to do nothing but use magic; hence the necessity of giving the PPE bonus so early in progression.
I'm curious to hear opinions on the balance and viability of such a skill. Thanks for reading.
One, the OCCs that get these boosts to PPE aren't magic-intensive classes to begin with. So it's largely wasted. Two, it's clear the writers don't want people to be able to learn Aikido, etc, if their character's origin isn't in east Asia. This limits you to making Asian characters that you more than likely will be forced to implausibly export to other settings or parts of Rifts Earth.
I got to thinking about how I often take martial arts for my mages, mainly for the initiative gains and backflip escape. Yet there are so many elements of all hand-to-hand skills that are essentially wasted on most magic OCCs. Further complicating the issue is that while most psychic or magic classes get to take martial arts or assassin for the loss of only 2 OCC-related skills, the Mystic once again gets penalized by starting out with zero combat skill, and must 'pay' for even basic, and then pay 3 or 4 OCC-related skills for martial arts or assassin.
So, all of that led me to create my own Mystic OCC-centric combat skill, that other mages can learn if they choose.
As a placeholder name, let's call it Meditative Combat. +2 to ME and PE, +2d6 SDC are the general bonuses. It has the same moves as basic combat skill at level 1. Starts with 3 attacks/actions per melee. Gets a bonus of +1 to parry, dodge, and roll at first level.
Level 2: +1 initiative.
Level 3: Double PPE.
Level 4: Backflip escape.
Level 5: +1 attack per melee.
Level 6: +1 to parry/dodge/roll.
Level 7: +1 to strike.
Level 8: +1 to initiative.
Level 9: Double ISP.
Level 10: +1 attack.
Level 11: +1 to parry/dodge/roll.
Level 12: +1 to strike.
Level 13: Knockout from behind.
Level 14: +1 to initiative.
Level 15: Increase current PPE and ISP by 10%.
Mystic OCC and similar classes (Grey Seer, etc) could learn the skill for the cost of 3 OCC-related. All other classes must pay 5 OCC-related skills. Only Mystics learn the skill intuitively, but they can teach others. Despite learning it more easily, Mystics still must sacrifice some OCC-related skills as a reflection of how much time they spend on mental and physical conditioning. The combat skills are weak and unsophisticated because they are self-taught and focus more on training quick reflexes and mental/physical fortitude (i.e, PPE and ISP gains) than handling weapons or delivering killing blows with fists and feet.
Concept explanation: double down on mages being weak in combat. Give poor combat bonuses, aside from initiative. I purposely broke up the bonuses to parry and dodge to emphasize the slow progress in that area; most other hand to hand skills give you +2 or +3 to both, all at once. The relatively generous initiative bonuses are from the mental conditioning--always being alert and focused. Overall, this skill is for pure mages who want to do nothing but use magic; hence the necessity of giving the PPE bonus so early in progression.
I'm curious to hear opinions on the balance and viability of such a skill. Thanks for reading.