Saturday, May 7, 2022

GAMES: Classic Marvel FASERIP Homebrew Rules/Techniques, Matrix Melee Physics

 

MATRIX MELEE PHYSICSIf a character has at least RM agility, GD Strength and the Acrobatics talent, the character can jump a maximum of 1 area per round. The character has to be at least twice as strong as their weight. The jump could be static-standing leap or a running jump. If a character has succeeded in a multiple attack roll, he or she can perform their spent attacks while still in the air (from a jump or a spinning attack). Also, the individual can do a handstand and attack with their feet.  

Here is an example: the hero Neo Anderson stated that he wished to roll for multiple attacks. The roll is successful; he gets three attacks. Since there is distance from his target; Neo wants to run toward his opponent, jump up into the air, delivers kicks before landing on the ground. The Matrix Physics dictates that Neo can sprint one round and jump (1st attack) and deliver two kicks to the target’s face (2nd and 3rd attack). If a character is melee-distance from opponent(s), then the first attack is not spent on maneuvering.

A PC can perform a:

backflip-kick or front flip-kick or capoeira-style maneuver (using individual feet as separate attacks)

flurry of jumping, airborne spin-kicks before returning to the ground

sprint and then an upward leap, delivering a series of attacks before reaching the ground. Movie Examples: Michael Jai White’s fight with Cholos in Blood and Bones; Jet Li; Neo v. Morpheus, Neo v. Agent Smith in The Matrix

 single-arm handstand, kicking, and then standing back on their feet. Movie Examples: any Jet Li film; Morpheus v. Agent Smith, Neo v. Agent Smith in The Matrix; capoeira fighter v. Tony Jaa in The Protector

forward leap, is considered a spent attack, only if a multiple attack roll is successful. Movie Examples: Michael Jai White’s fight with Cholos in Blood and Bones; any Jet Li motion picture; Neo v. Morpheus, Neo v. Agent Smith in The Matrix

Personally, using this type of RPG physics makes hand-to-hand battles more exciting to narrate. 

What do you think?

Take care and create your own rules.

 

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