by John M. Seaton
Playtested by the Missouri Mercenary Group,
a division of the McHenry Mercenary Group
- | - | - | - | - |
The Dragon #2 | Dragon Magazine | - | - | - |
To “enter the arena” for combat, multiply strength and constitution
then add 10 times your level to get Damage Points
Taken (DPT). This is the number of damage points you can take.
Next, add strength, dexterity, and ½ intelligence to get
Damage Points Given (DPG). This is the amount of damage you
inflict with a “normal” blow. When you have DPT and DPG then
you are ready to approach the mat for combat.
The combat itself takes place in the ceremonial arena, under
the supervision of the next highest “master.” The contestants approach
the sands from the opposite sides of the arena and bow
twice, once to the past masters and once to their “sensi,” or
teacher. Then they advance to the center and stand about four
feet away from each other. They bow to their opponents, assume
their combat stance and, on signal, attack.
The combat consists of as many turns that it takes for one
combatant to concede — or die. Each turn is 10 sets long, and
each set is 6 units long. This represents the combinations that a
monk would use in his initial attack. Thereafter, each stop period
represents new plots and plans that are formed by each player after
each combat.
Both players write 6 units of combat, then they execute.
Then write and fight . . . etc. If, after a set it is found that a
combatant
is below ¾ DPT all his succeeding blows are at ½ strength.
At any time between blows a combatant may concede the battle.
Combat immediately stops and the victor is then recognized as
the new-or current “Master.” Sometimes scrolls are given by the
gamemaster.
After the battle, it takes some little time to recover. For each
10 DPT lost a player must cure for light wounds; for each 50 DPT
a player must cure for serious wounds; for every 150 DPT lost a
player must be wished to health. If the unfortunate one is
unavailed of magic, he must spend DPT lost times 0.5 to determine
the days needed for recovery. Monks will not make an advancement
challenge to another while the challenge is
recovering.
Combat is as follows:
If a player wishes to change an order after a unit has been
read, he must make a % roll of dexterity to do so. After a good
roll, for example, you could change a kick or strike to a block.
Kicks will not work within arms length, and obviously a
strike can not connect outside of arms length. All matches start at
kicking distance so a player must jump forward to strike at the
beginning. The gamemaster must keep track of the distances between
the combatants.
After the initial set, at least one rest must be used in each
remaining set.
Up to three of the same type kicks may be used in a row.
When kicking, hands are used in 1 or 2 blocks. Note that the “X”
blocks are two-handed. When striking, both feet are grounded.
Except when employing an “X”-block, hands may both attack, or
one may attack and one defend.
To find which player has “first strike,” determine which has
the highest DPT at the time. He who does strikes first. If the
second player dies as the result of a “first-strike,” he gets a return
blow only if he beats his last DPT score on a %-ile roll.
The Actions:
To simplify things, I divided the body into three main areas
and assigned strikes, blocks and kicks to cover those areas,
although some strikes and kicks are used other places, also. First,
the blocks;
1) High Block (HB): covers shoulders and head.
2) Middle Block (MB): covers shoulders to beltline.
3) Low Block (LB): covers beltline to knees.
4) X-Block, High (XBH): covers to head, user may
try to grab attacker
5) X-Block, Low (XBL): covers chest to thighs, and
as above.
6) Knee Block (KB): covers beltline to knee.
The Strikes;
1) Reverse Punch (RP): strike to chest or face.
2) Back Fist (BF): strike to head or chest.
3) Knife Hand (KF): strike to side/abdomen or head.
The Kicks;
1) Front Kick (FK): to chest or abdomen.
2) Head Kick (HK): obvious.
3) Side Kick (SK): to abdomen or chest.
4) Sweep (SW): this is to trip an opponent. If it
succeeds, the
opponent cannot strike for three units — he gets
up. However any
blows struck do only “normal” damage.
5) Stamp (ST): this can be used after a successful
sweep only,
and has no effect otherwise.
Others;
1) Rest(R): must be used once each set after the
first.
2) Jump Back (JB): moves user 1 leg length back.
Can kick
after it if opponent hasn’t moved and they were
arm’s length before jumping.
3) Jump Forward (JF): moves user 1 leg forward.
Can
only strike if this brings opponents within arms
length.
4) Duck (D): brings body mostly below high and middle
strikes and kicks.
Remember, the advancement combat is not designed to kill,
but it can. Most combats are finally settled by concession.
Summary — you can kick and block once or twice, block 1,
2, or 3 times, one strike & one block, or use two strikes.
-- | HB | MB | LB | XBH | XBL | KB | R | JB | JF | D | RP | BF | KH | FK | HK | SK | SW | ST |
RP | 2 | x | x | 2 | x | n | x | x | 2 | x | n | 2 | x | x | x | x | x | x |
BF | x | n | 2 | * | 2 | n | x | x | 2 | x | 2 | n | n | x | x | x | x | x |
KH | n | x | 2 | * | 2 | n | n | x | 3 | n | x | n | n | x | x | x | x | x |
FK | 2 | x | n | 2 | * | x | n | x | x | 2 | x | x | x | x | x | 3 | n | n |
HK | * | n | 3 | * | 2 | 2 | * | x | x | x | x | x | x | 2 | x | 3 | x | x |
SK | 2 | * | n | 3 | x | x | n | x | x | x | x | x | x | 2 | 2 | x | 2 | x |
SW | 0 | x | x | o | x | o | x | x | o | o | x | x | x | x | o | x | x | x |
ST | n | n | 2 | * | * | n | 3 | - | - | - | n | n | n | n | n | n | 2 | n |
* The attack is blocked, and the defender may attempt a grab.
Use monk dexterity score and roll %-ile dice, or, if at ½ strength,
beat DPT score with %-ile roll.
x: blocked, no effect
n: normal damage, DPG
2: double DPG
3: triple DPG
o: sweep succeeds, opponent in on ground
-: not applicable
* grab (see*). Your next three units of blows all tell at normal value,
opponent cannot count strikes until the third unit. These
blows may be blocked.