Ok, I'm back at home and at my computer. And since I feel I have been confusing people with how Martial Arts work in general, I'm going to go ahead and lay out the final version of how they work right now. Disregard anything else I've said before, as this is after I've had some time to think about it and figure out EXACTLY how I want this all to work. I'll be sure to handle the other Threadmarks later. I'm also going to use this opportunity to talk about two other things: Combat and Luck Rolls.
Combat:
Combat will have three different forms:
- Basic Form. Basic combat is essentially when I just perform a Combined Skill Check and compare it to a DC. That's it. It'll mostly be done when you guys don't really need to try or when it's only based on your skills alone.
- Roll Form. In this combat, I will ask for people to roll a certain amount of d50s. This will mainly be used for times when there's either uncertainty, when you're working with others to see if they can manage to accomplish their goals, or when there's an element of luck to the battle. It's first come, first chosen on the rolls.
- Partner/Single Form. This combat is when you either fight someone who also has a Partner, a single Supernatural, or a very skilled mortal. In this case, I will ask you all to roll 1d50, also first come, first chosen, and then roll one myself for the enemy.
Martial Arts:
Unlike other Skills, regular Mortal Martial Arts don't give Traits or Perks until rank 80. After that, you'll unlock a Perk related to the use of the Martial Art for 80 and 85. Then when you hit Rank 90, you'll have the option of turning it into a Supernatural Martial Art. If you do this, the 80 and 85 Perks you gained before will transform into a single rank 90 Perk. If you don't, you'll just get a lesser version of the 90 Perk while keeping it as a Mortal Martial Art.
Ranks 100 and 150 still give Perks as well.
Rank 200 is only obtainable with Supernatural Martial Arts. This is because you're well beyond the realm of mortals by this point.
Getting three Martial Arts to Rank 100 will earn you a Class Change Opportunity and special Perk.
One major difference between the Martial Arts is how they interact with opponents in Combat. Specifically, Mortals and Supernaturals.
VS Mortals:
Against Mortals, Mortal Martial Arts are a Flat Combined Skill Check Bonus. It's simply Hayato using everything he knows to win a fight. Cause, that's how he's been fighting since...forever.
However, should you turn a Mortal Art into a Super Art, it changes from a Flat Bonus, to a Multiplier that is added to whatever other skills you're using for the fight. If you don't have any points in an appropriate Skill, the Multiplier will change to a Flat Bonus.
The Multiplier advances like so:
90 = 1.0
100 = 1.5
150 = 2.0
200 = 2.5
While this ensures you'll win just about any fight against a regular Human, it also means that you're essentially maiming them. Cause by this point you're hitting them with enough strength, speed, or otherwise that there's no way their body can withstand it. However, you are able to choose which version of the Art you use in a fight. Due to his character up to this point, Hayato will instinctively refuse to use his Super Art against normal foes. He will always default to the Mortal Version. But when he comes across a Supernatural Opponent, or someone who can actually keep up with him, then you will have the option to switch.
Against a Mortal, it remains a Multiplier.
Basically, if you were to train MMA up to 90 and turn it into a Super Art, Hayato would outright refuse to use his full strength against anyone (who couldn't handle it) in the Tournament. Thus MMA would remain as a Flat +90.
It also becomes clear to people who know what they're looking at that you're not a normal person in the slightest. This can have various affects based on the person who sees this.
VS Supernaturals:
Against Mythical Opponents, Mortal Arts are just about useless. They can be used, but suffer Severe Debuffs.
Like, -100 Level Debuffs.
This also goes for enemies with Partners like you. And you if you ever used Yato against normal people.
However, Super Arts are fully effective against these opponents. They are only considered Flat Bonuses though.
Much like Partner Arts, you need to get a Partner's SL to at least 8 to be able to use a Super Art alongside their Partner Art.
Luck Rolls:
Lastly, while I won't be doing Event rolls anytime soon, I will be bringing in the "Sage Quest Luck Rolls!"
It will be the same usual in those Quest. Roll a certain number of 1d20s, sometimes with a modifier.
Nat 20s explode.
And, with all that said:
Roll me 2d20s. First come, first chosen.