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Viper
01-28-2005, 03:21 PM
So I was talking to my friend Ben, who's playing in Kublai's ronin game, and we were in a japanese resstaurant eating this soup called menchanko, which means sumo's noodle stew... and my wheels started turning, and, well, here you go. I tried to go for a mix of actual sumo techniques and more fantastic moves toward the higher end obstacles. Let me know what you guys think.

Sumo

Sumo is an ancient sport dating back to 8th century japan. Wrestlers tend to be massive specimens, powerfully built but suprisingly nimble when they have to be. The basic goal of a sumo match is to push one's opponent out of the doyo, or ring, but many techniques are quite adaptable to regular combat

Sumo wrestlers may only use sumo when unarmed, in addition, they may not wear any armor heavier then padded (of course, the characters can use weapons and wear armor if they like, but their sumo techniques qill be unavailable to them when they do)

Default Maneuvers

Izori
The sumo attempts to dodge an opponent's rush by crouching down, and rising while grabbing his opponent's leg with both arms. This is used during positioning when an opponent wishes to close - if the sumo wins the positioning test, the opponent is tripped (pushed) The sumo must declare izori as his movement action- he is standing still... if his opponent has scripted anything other than close, he automoatically wins the positioning test.

Bottomless Pit
A sumotori's prowess in eating and drinking is almost as legendary as his wrestling ability. He can consume enormous amounts of food and drink before feeling any ill effects. Used as a call-on for any drinking tests (or eating contests!)

Special Moves/Abilities:

Ob 1 Tsukiotoshi
The sumotori may perform a counter-lock against an incoming strike. Dice are divided as normal.

Ob 2 Relentless Push
When the sumotori performs a push action, he may stay within "inside" range on his opponent no matter how far back the opponent is pushed, even if the opponent falls down as a result of the push

Ob 3 Irresistable Force
The sumotori may substitute sumo skill instead of power for a charge, or push action.

Ob 3 Immovable Object
The sumotori may substitute his sumo skill for his power when resisting a charge, push, or throw.

Ob 4 Bull Rush
When charging as part of a positioning test, the sumotori adds +2 dice to his roll (this does not stack with aggressive stance, nor does it put him into aggressive stance)

Ob 5 Wall of Flesh
Using his sheer bulk, the Sumotori may block multipple unarmed strikes with a single block action... this does not work for strikes with weapons, however

Ob 6 Earth-shaking stomp
The sumotori lifts a leg, bringing it down on the ground with such force that the very earth trembles! This counts as a one-action Intimidation test. The sumotori rolls his skill, if his successes exceed his opponent's Will, the opponent has to make an immediate steel test.

Ob 7 A Mountain Falls Upon You
Used on a prone opponent, this attack counts as a great strike, in that it is unblockable, and takes one action to set up. The sumotori takes a short leap and lands full force on his opponent. He may split his successes between dealing damage and applying a lock. The opponent may resist any lock dice as normal.

Ob 8 Big ol' Bear Hug!
The sumotori may use his sumo skill AND his power dice for determining the effectiveness of a lock.

Ob 9 Hundred-handed strike
Summoning all his reserves of energy, the sumotori may make his reflexes grey for one exchange- the only catch is that he may perform only unarmed strikes, and only to a single opponent. The move leaves the sumo dazed, and he must make a steel test immediately after- even if he passes the test, he will still hesitate for one action.

I look forward to comments, and if I might make a sadistic suggestion to Kublai, I think you should throw a troll sumotori at your motley band of samurai. :twisted:

Kublai
01-28-2005, 03:38 PM
::pops boner::

This is soo cool! The only move I am wary of is the Foot Stomp. Perhaps, it could count as a one-action Intimidation test, but using the Sumo skill. Sumo rolls his skill and if gets more successes than his opponent's Will, the opponent has to make a steel test. Still very powerful, but a bit more fair.

Viper
01-28-2005, 03:40 PM
::pops boner::

This is soo cool! The only move I am wary of is the Foot Stomp. Perhaps, it could count as a one-action Intimidation test, but using the Sumo skill. Sumo rolls his skill and if gets more successes than his opponent's Will, the opponent has to make a steel test. Still very powerful, but a bit more fair.

Sounds great! I'll make the change... I took inspiration from the dwarven forge mask rules, but I think it's better this way, has a more martial-artsy feel to it.

jc_madden
01-28-2005, 03:45 PM
I would recomend both the "stomp" and the "hundred-hand strike" to require 4 hours of meditation to be used again.

Kublai
01-28-2005, 04:01 PM
Sounds great! I'll make the change... I took inspiration from the dwarven forge mask rules, but I think it's better this way, has a more martial-artsy feel to it.

Ah, I suppose you could do it the Forge Mask way, too, but you'd have to limit it to one time per combat, which sounds hacked. Using it my way would mean he could do it as many times as he wanted.

luke
01-28-2005, 04:22 PM
Excellent! Well done, sir.

I'd reorder some of the abilities, though.

I think Izori should be a default maneuver -- comes with the skill.

I think Immovable should be Ob 2 and 3. Tsukio at Ob 1. Bull Rush at Ob 4.

whaddya think?
-L

Viper
01-28-2005, 04:48 PM
all very reasonable- It's my first attempt at a martial art, so it was kind of hard to decide what should go where- I just went with what seemed more powerful to me (also I didnt think of immovable until later) ;) but yes, oh great and powerful wheel-burner! It shall be done!

kublai, I like your way better anyway

and JC, the meditations a great idea- I didn't want the sumos doing hundred hands every other exchange, but wasnt sure how to limit it! Foot stomps, though, I think are cool as is with the rules change Pete suggested.

switching around the abilities left a hole at Ob6, so I bumped the stomp up to 6, since it seems pretty powerful , and filled in ob5 with Wall of Flesh, which I think is a nice mid-level ability that's not too overpowering, since it only applies to unarmed strikes.

i also added bottomless pit to the default abilities, to reperesent the other thing sumotori are famous for :)

Kublai
01-28-2005, 05:07 PM
I think you should throw a troll sumotori at your motley band of samurai. :twisted:

Consider it done! Ben can thank you after he is pummeled into mush!

Drozdal
01-28-2005, 05:13 PM
Viper E. Honda would be soo proud ;). Great stuff.

jc_madden
01-28-2005, 05:15 PM
I was totally picturing E. Honda when I was reading the Hundred Hand Strike.

Oh and I didn't actually say it but: This MA is awesome good work!

Viper
01-28-2005, 05:21 PM
I was totally picturing E. Honda when I was reading the Hundred Hand Strike.

So was I. :oops: :lol:

Oh and I didn't actually say it but: This MA is awesome good work!

Thanks, man! And thanks everyone!

Next up is my top secret martial arts project... The Five Deadly Venoms!

Kublai
01-28-2005, 05:24 PM
I have a secret mechanic that I've used since the beginning of BW to determine how often I can call upon my Martial Art super-powers. In short, my character has Faith, but uses it as Ki instead of creating miracles. Base Obstacle to use a power is one, plus one for every time he uses it between meditations. It works out quite well. We'll have to incorporate it into The Burning Way/ Martial Arts Burner. It would be a fine way to regulate how often sumos could use the Slaps of Fury.

Viper
01-28-2005, 05:40 PM
That sounds like a great mechanic... don't keep it secret! Definitely sounds like the way to go for martial arts.