The Close Quarters Implimentation |
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"Close Quarters" was a document written some time ago allowing connections and proper use of Martial Arts in TeenRPG. I believe it is a wonderful implementation into Style One [T1] although the document was written weird, so I dug it up from Ye Olde layout of this page, and rewrote it.
You must have some knowledge of Style One [T1] and Speed Style [T2] to use this system. Inspired by Crouching Tiger, Hidden Dragon (original version) I wrote up this document to more properly use the martial arts in TeenRPG. With Type One being almost impossible to connect unless you or your opponent steps into an attack, the default style becomes long and drawn out. Few realise that a few developed connections helps the battle along very well. I want to make a final note that the "Close Quarters Implement" is the Choice Default of combat. Assume everywhere in Tenaria the default fighting style is Style One (T1), but if an opponent (whether attacking or defending) assumes the roll and declares that s/he will be fighting C.Q. (Close Quarters), then combat will resume in that style. If someone is a Close Quarters fighter, then their choice will be the default of the fight. I stress that you find a friend and take her to the side for a spar, and give Close Quarters Implement a try. -Close Quarters Combat assumes the Turn Based responsibility and rules of Style One (t1) until an opponent enters the other's Arm-Length. Assume that if your opponent is close enough to punch you square in the jaw, then the Speed Style (T2) implimentation will become part of the fight. Speed may only be implimented by _you_ if your opponent has used his/her last turn entering your arm's reach. Whether he be kicking at the face, or running at you. Once an object on his body nears enough, you may use YOUR turn as T2 rather than T1. -There are two Speed possibilities that are available when one chooses (legally) to initiate the turn... 1.) Double Turn - Medium Damage During the Turn Based scene once your opponent has placed himself intentionally or accidentally within your reach, you may attack him with The Speed Style of your choice (Double/Medium or Single/Strong). Your turn, as your opponent's turn was to place himself in your reach, consists of TWO T2 attacks/connections. The attacks must be of medium damage, and your opponent may always interrupt with a T2 dodge. Your second connection ends YOUR turn. The opponent must remain in your range after the first connection for you to commence to the second attack. Offensive Strategy - Your first attack ought to be slightly crippling to one of his limbs, giving you advantage later in the battle. Defensive Strategy - Keep your eyes open, if your opponent does not knock you out of range after her Second Connection to end her turn, she now is in YOUR Range... and you may commence appropriately with a speed turn. Esta twists her body underneath her shroud while the shruiken flew past. And hearing its ping on the wall, she throws herself at Tusk. Tusk lays his weight into the heel of his boots with his arms out stretched to guide Esta into the ground. Tusk strewn his fingers through her shroud with a twist of his body, dragging her into the ground beneath him. HIs elbow had turned inward. Tusk feels the flesh of her gut give way to his forearm... yada yada. You Get the Idea. At any point Esta may have interrupted to Dodge. Tusk's last connection ended his turn completely. 2.) Single Attack and Strong connection During the Turn Based scene once your opponent has placed himself intentionally or accidentally within your reach, you may attack him with The Speed Style of your choice Double/Medium or Single/Strong Your turn, as your opponent's turn was used to intentionally or acidentally put himself within your reach, consists of a Single Heavily Damaging attack-connection. After your first connection, you may resume with a Momentum-Based T1 attack to complete your turn (without connection) which will keep the battle pace fluent. Often this is choice for the swift assassin with a pair of nunchucks. This damage must not be Lethal, though can inflict as much damage up to the point of Lethal. If the first attack knocked your opponent out of range, your turn is used up. Esta throws her arms before her body when she dropped from the rafters above, thrusting the inside of her palms underneath Tusk's shoulders. Tusk turns his body around on his heel to lay his left arm aside of Esta's wrist, throwing the free end of his Nunchuk to her face. Tusk cranes his neck respectively when he hears the crack, Esta toppling from her heels. Tusk thrusts his heel aside of her own calves so he may throw the free-end of the nunchuk lastly down to her face, awaiting the skull's crunch. Pretty tame and quickly written, though it shows an example. Tusk attacked, caused heavy damage probably to Eska's face, and attacked again to End his Turn. Now Eska must recover and do her thing. And there you go. Mastering Close Quarters, after mastering Style One and Two, makes you very intimidating. Any questions? |