Author Topic: Star Wars HARP. Yes I am this much of a nerd.... (LONG)  (Read 1712 times)

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Offline Sazen

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Star Wars HARP. Yes I am this much of a nerd.... (LONG)
« on: June 15, 2009, 10:40:22 AM »
Following a conversation that took far to much time out of our last game i was distracted by the idea of converting the Lightsaber Combat Forms into HARP statistics. I have made a rough draft of what would be i think balanced combat skills for HARP taken from the actual taught martial art. (Yes this is a martial art)

I would love feedback on whether people thought this balanced, if they would use it or if anyone else has developed Combat Styles for their game. I developed these styles to be taught in secrect by a monastic order and not for every character to use.

All these forms require equal or more ranks in any one-handed Slashing weapon. These forms count as Martial Art styles for the purpose of Monk abilities. Switching between forms requires a change in stances and mindset meaning at least one round of not taking active offensive or defensive actions.

Form I: Shii-Cho, The Detirmination Form
A form that evolved out of non-leathel dueling Shii-Cho specialises in disarming opponents and using velocities to turn the oppents blade against themselves.

A fighter trained in this form may use their Agility bonus plus 2x Skill ranks when attempting to disarm an opponent.
At Expert level (10 ranks) when parring with this style opponents fumble range is doubled.
As a non leathel style the inflicted critical is 2 sizes smaller. ie Medium goes to Tiny

Form II: Makashi, The Contention Form
Makashi was developed as a pure dueling form for the fast and leathel taking down of one opponent while having an impenetrable defense.

A Makashi fighter 2x the bonus to DB from partial parry up to 30. Ie parring 15 will give 30 DB but parrying 25 will only give 40. An attack must be ATTEMPTED for this bonus to count.
At expert level a fighter may make a Chi Focus or Mental Focus roll on the bonus column and use this number to assist in called shots. Ie First Round, Chi Focus result +70 on the bonus column. Next Round, called shot to the neck +-5 (50 OB used) other +20 unused attackes full OB

Form III: Soresu, The Resilience Form
Soresu is a form completely devoted to achieving the pinnacle of defenseive abilities and blocking all incoming attacks.

When using Soresu to parry a character gains 2x his invested OB to DB.
At expert level a fighter may parry another attacker for every 5 ranks he has in the skill instead of the normal 10.
As a purely defensive style you may only ever use half you remaining OB to attack. Ie 100 OB character parries for 50, gains 100 DB but can only attack with 25 of remaining 50 OB.

Form IV: Ataru, The Aggression Form
Requires 10 ranks Acrobatics to train.
Ataru is an acrobatic form that focuses purely on attacking rapidly from varying angles and directions, even from above and behind an opponent.

While attacking with Ataru an Acrobatics bonus roll may be used to deny an opponent an equal amount of DB due to shield or parry. Ie A roll of +30 may be used to bypass a Full Shield as you dodge around it to attack your enemy.
An expert attacking with Ataru the combatant may make an Acrobatics mauver to reposition themselves around their opponent to gain flank or even rear bonus.
A weilder of Ataru may not parry.

Form V: Shien / Djem So, The Perseverance Form
Requires +10 bonus in Strength, Agility and Constitution.
Shien and Djem So was a form developed to defend against multiple opponents including ranged ones, and then to quickly and ferociously bring the fight to them.  They are two semi-forms used and trained in tandem and as such only require one skill.

When using  Shien to parry attacks you amy nominate to parry all attacks from a 120 degree arc. Every parry occurs a -60 Extremely Hard modifier. When charging with Djem So you gain a +10 weapon size increase. Ie Medium goes to Large.
At expert levels you may use Shien to parry against missile attacke as if you had the Missile Parry Talent (ML). If you have this talent then you may parry missile attacks as if they were melee attacks. Ie 2 to 1 OB to DB without talent, 1to 1 OB to DB with. An expert of Djem so may charge 3x his base movement rate from a standing start, however doing so incurs a -10 exhaustion penalty that requires one round of rest to dismiss.
Shien/Djem So is a very taxing form and can only be used for CON bonus rounds befor exhaustion sets in.

Form VI: Niman, The Moderation Form
Requires 10 Ranks in at least TWO other Form
Niman is a form that has no strengths in combat but also none of the demands on the body. It was developed as a meditation form to free the mind from battle and allow the weilder to reassess his options in battle.

When weilding Niman the character may make a Hard Chi Focus manuver at the start of each round to set his mind apart for higher thinking while the body attacks and defends. Ie the character may take a full round perception check, use his free hand for a full round action and so on.
An expert of Niman has learnt to blend this style into the workings of others and may change from any form to Niman and from Niman to any other form.
Niman is always considerd a Hard Form to use. -20 to OB.

Form VII: Juyo / Vaapad, The Ferocity Form
Requires 10 ranks in 3 Form including Form VI. This is a restricted skill and a character must be taught this by a master.

The 7th and final form is by far the most deadly and difficult form. Juyo represents the ever shifting tides of combat and harnesses this power with unpredictable movements and erratic sweeping strikes to single or multiple foes. Vaapad is a level of mastery of the Juyo form that requires immense control and speed to attack simultaneously from many points. Vaapad bladework has been likened to an oblate sphere of steel which contained dozens of blades attacking from every angle.

The base form of Juyo causes the opponent to misjudge the attacker?s blade. Hard Combat perception check or next attack counts as Surprise.
At expert level the use of Juyo allows a combatant to react and attack all sides simultaneously. He is not considered to have a flank or a back and may split his OB to one attack per adjacent enemy.
At Master level of Juyo you may also gain the ability of Vaapard which is 1 attack per 5 skill ranks in Form VII. Ie 25 Ranks would give you 5 attacks.
Because of the intense concentration and skill involved in using Juyo/Vappard you are unable to defend or use any other skills in anyway.

Apologies for the long post.

Red is requirements Blue is restrictions.

Please post feedback. Just reference which form your talking about as some have many traits in commen.

Offline SamwiseSeven

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Re: Star Wars HARP. Yes I am this much of a nerd.... (LONG)
« Reply #1 on: June 15, 2009, 09:34:33 PM »
Maybe you should post in the HARP Sci-Fi board to get more responses.  Though I guess Star Wars is more Sci-Fantasy than strict Sci-Fi.

https://www.youtube.com/samwise7rpg

Offline Sazen

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Re: Star Wars HARP. Yes I am this much of a nerd.... (LONG)
« Reply #2 on: June 16, 2009, 04:21:51 AM »
I was thinking that but i actually desinged this for a sword weilding monk character in Cyradon. I took the forms from starwars but they are ment for a fantasy adventure setting.

As well as i believe HARP Sci-fi has some different rules which i am unfamilier with...