Skill bonus correction and requirements: ideas

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Skill bonus correction and requirements: ideas

Postby Wi-Fi » Mon Feb 12, 2018 12:30 pm

-Dancing: should be physical skill. Add +1 to Parry/dodge, +1 roll punch/fall/Impact (balance),
Professional quality.
+1 PE and +1 PP. Professional level has a focus on one dance style.

(Reading and being able to better react to a person or foes movements and rolling with a fall)

Dancing and boxing: Boxing adds +xx% to dancing (as a boxer might say...its easier with out the gloves) Many great boxers are expert dancers so it does have a logical connection.
http://forums.sherdog.com/threads/danci ... rk.877697/

Gymnastics and acrobatics might also benefit from dancing as well.

-Sewing:
+5% to First aid, Medical Doctor and Paramedic (in treatment only)

-Archery: Minimum PS to pull a a bow and type of bow will affect this. Lifting (for Compound) and Carry (for non-Compund). A 220 pound Compund would need the ability to lift 220 pounds (or roughly) to effectively use one, correct? Crossbows would not have a PS requirement in using. some might require PS to load if they are older more heavy types. Modern would be light. and exception might be repeaters used in the old days.
https://www.youtube.com/watch?v=JToxcNxED5I

-Sniper skill: should be usable with archery.

-Hand to hand Martial arts:
Allow a professional skill payment to grant a style focus. Using heavily watered down MA forms we can make a few generic focuses similar to Assassain and commando...
Professional forms might be:
Assassin
Commando
Defensive (Watered Defensive form emphasizing defenses ability and getting them sooner.)
Offensive (Watered Offensive form emphasizing hitting power and knock out ability and getting those abilities first.)
Weapons form (Watered Weapons form emphasizing defenses and offense ability with weapons and getting them sooner. this includes adding MA bonuses to Weapons, Reliant on being armed or disarming is a downside against unarmed opponents)
These "forms" can be an EP contest to make them. the concept is already there with Assassin and Commando were just taking it to the next step. these forms do not take from masters training or classes like physical training. they use what is already in HTH MA or expert and let get Weapons, Defensive or offensive abilities faster. In short it is swapping bonuses orders in MA and not adding new ones.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: Skill bonus correction and requirements: ideas

Postby Orbital Master » Tue Feb 13, 2018 5:38 pm

The idea of alternate martial arts forms should actually be taken from Japan and China. They are already stated. Perhaps an EP upgrade menu so that you pay for a couple of Martial Arts forms for all your characters. The idea could be something like

Enhanced Martial Arts
-Require Rifts Japan or Rifts China Regional Unlock
5 EP: Acquire Drunken Style Hand to Hand Physical Martial Arts (Requires Rifts China)
4 EP: Acquire Kendo Style Hand to Hand Martial Arts (Requires Rifts Japan)

The only thing really not allowed are the Chinese Mystical Martial Arts Forms.
Orbital Master
 

Re: Skill bonus correction and requirements: ideas

Postby Wi-Fi » Thu Feb 15, 2018 10:04 am

Had another thought for swimming and Archery. Should they not add to PS and PE?

Swimming +1 P.S. and a +1 PE seems fair..

Archery: +1 to +2 P.S. from all that archery. Compounds and longbows in particular are heavy draw weight. In most cases archers have upper body strength.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
Diamond Level Patron
Diamond Level Patron
 
Posts: 617
Joined: Sat Jan 11, 2014 3:28 am

Re: Skill bonus correction and requirements: ideas

Postby Wi-Fi » Thu Feb 15, 2018 10:11 am

Orbital Master wrote:The idea of alternate martial arts forms should actually be taken from Japan and China. They are already stated. Perhaps an EP upgrade menu so that you pay for a couple of Martial Arts forms for all your characters. The idea could be something like

Enhanced Martial Arts
-Require Rifts Japan or Rifts China Regional Unlock
5 EP: Acquire Drunken Style Hand to Hand Physical Martial Arts (Requires Rifts China)
4 EP: Acquire Kendo Style Hand to Hand Martial Arts (Requires Rifts Japan)

The only thing really not allowed are the Chinese Mystical Martial Arts Forms.


I was thinking a more defense orientated Martial art skill like commando or assassin you can by with other or secondary skills. A form from another setting could work. Only catch is would all dimensions be able to use it? Which is why a universal skill Like Assassin might work better.

Also just occurred to me is there a Bodyguard style HTH that allows you to better defend others?
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
Diamond Level Patron
Diamond Level Patron
 
Posts: 617
Joined: Sat Jan 11, 2014 3:28 am

Re: Skill bonus correction and requirements: ideas

Postby Orbital Master » Thu Feb 15, 2018 10:39 am

Only other option I could think of is using NSS martial arts as advanced Martial Arts, capable if someone purchased the HU dimensional unlock. There are even rules that say which martial arts might have survived. Add in several of the Rifter Martial Arts from 3 and 7, and you have a good selection of advanced martial arts.

It is a lot easier to adapt from another book within the system than it is to come up with something different.
Orbital Master
 

Re: Skill bonus correction and requirements: ideas

Postby Wi-Fi » Thu Feb 15, 2018 10:50 pm

Could make it easy by rearranging bonuses on hth martial arts.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 128/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 0/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
User avatar
Wi-Fi
Diamond Level Patron
Diamond Level Patron
 
Posts: 617
Joined: Sat Jan 11, 2014 3:28 am


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