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ELECTROMIOGR ´ AFICA

11.2. Circuito de acondicionamiento de se˜ nales

11.2.1. Etapa amplificaci´ on

Most of the various classes of Martial Artists (such as Monks, Ninjas, Shaolin Priests, and the like) have proved to be unplayable as characters in fantasy role-playing games. The main reason seems to be simply too much power and no compensating limiting factors. However, the Martial Artist is such a fascinating and unusual type of character class that it should not be ignored. Therefore, the following chart is designed to give players a viable Martial Artist:

LEVEL OF

CLIMB ABILITY and HIDE ABILITY mean exactly the same as for CLIMB and HIDE in the section on Thieving and Related Abilities.

WEAPONLESS ATTACK means the plus or minus inherent in attacking an opponent as shown on the Weapon Attack Chart and Main Combat Table. The bare Human hand or foot usually has a tremendous drawback towards attacking armored targets, which the aforementioned charts so illustrate. Martial Artists, as shown above, however, get bonuses which reduce these penalties greatly.

WEAPONED ATTACK refers to any weapon(s) that each specific type of Martial Artist would be prone to use. For instance, Ninjas would use shuriken, katanas, and the like, while other less militaristic types might use Bo sticks, quarterstaffs, nun chucks, or even a spear, short pole arm, sword, or some other weapon (or no weapons at all). Just remember that the plusses are for weapons those particular types are known for, and for no others.

# OF ATTACKS PER TURN means just exactly that, how many times a turn a Martial Artist may attack each melee round or turn. The attacks are subject to all of the limitations outlined in the following section.

S

PECIAL

N

OTES

O

N

U

NARMED

C

OMBAT

1. Each “Foot” attack is the equivalent of two “Hand” attacks. Thus a third level Martial Artist may attack twice with his hands or once with his foot and so forth.

2. Martial Artists, unlike Clerics, attack on the column that designates their level, and not one column back.

3. For every class of armor above “9” an opponent has, there is a 5% chance that the Martial Artist will injure himself when he strikes his target, doing quarter of the damage he has done to his victim to himself as well.

4. For every level a Martial Artist is, he reduces his percent chance of injuring himself (see point 3 above) by 2%.

5. “Foot” attacks do 50% more damage than “Hand” attacks. They also have 50% more reach for attack purposes.

Note: The Brawl Chart may be used in combat by Martial Artists.

A

CQUIRED

A

BILITIES

C

HART

F

OR

M

ARTIAL

A

RTISTS

, E

TC

.

# ABILITY EXPLANATION OF ABILITY

1 Pain Control The ability to become disconnected from pain within one’s own body (33% base chance, +4% per level thereafter).

2 Cat Walk 75% base chance to move silently (+1% per level thereafter).

3 Simple Deflection May deflect or parry all non-edged weapons, or weapons with hafts, instead of striking.

4 Cat’s Sense 33% base chance of not being surprised in any situation (+5% per level thereafter).

5 Advanced Deflection As for Simple Deflection, but for edged weapons also.

6 Regulate

Temperature The ability to control one’s own bodily temperature in hot or cold situations, starting with a 30˚ base (+5˚ per level thereafter).

7 Cat’s Nose The ability to smell and identify herbs, poisons, spoor, etc. with a 33%

base (+3% per level thereafter).

8 Absolute Deflection As for the other two deflections, but pertaining to all slow missiles, up to and including arrows and the like.

A

CQUIRED

A

BILITIES

C

HART

F

OR

M

ARTIAL

A

RTISTS

, E

TC

. (

CONTINUED

)

# ABILITY EXPLANATION OF ABILITY

9 Metabolic Control The ability to control one’s bodily functions up to and including the stopping and restarting of one’s heart for 1 minute (+1 minute per 2 levels thereafter).

10 Metabolic Healing The ability to heal oneself up to 1 damage point per each Constitution point (+1 point per level thereafter), each and every day at the rate of 1 per each minute in quiet meditation (light wounds only).

11 Target Sensing The ability to identify and home in on targets in complete darkness with a 65% base (+5% per 2 levels thereafter). The base range is 15’ (+3’ per level).

12 Self Hasting Advances Metabolic Control, self explanatory; however, for each minute hasted, 3 minutes of rest is required.

13 Weapon Mastering Allows the Martial Artist to use one new weapon per Intelligence point over 10, as if it were one of his regular types. Each takes a week to learn.

14 Defy Death The person can “postpone” his death for 1 melee round per Constitution point over 10 he has (+1 extra round per level thereafter).

15 Ribbon Dance, Doom Dance, Dance

of the Death Angel

The Martial Artist can “Final Strike” himself and operate with twice his normal attacks and self-hasted speed for 3 melee rounds and 1 per 3 levels of experience hereafter. However, at its end, he will literally self-destruct (heart bursts, brain boils, etc.), and irrevocable death ensues. In this state, he is totally unkillable, even by critical hits and the like, subject only to being able to see or sense his target(s) and being able to reach them.

Martial Artists, of whatever type, have their own sets of values and way of looking at and living life. If a person is to play such a character, he or she should research the history and habits of the kind to be played. Authenticity moderated by playability (as set down in the guidelines) should be the name of the game. Play the character as it was lived historically, and not as portrayed in the Hollywood schlocks! If done properly, the character will be an asset to any campaign or world. So enjoy!

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