Adaptive Fighting
Adaptive Fighting (Major) by Mephisto
"Yeah I suck now, but just wait. I will get better.”
Note: This ability is primarily a dissatisfaction with Natural Combat Ability (horrible in Rifter One, equally horrible and horribly written in Heroes Unlimited 2) and not really caring for the Eternal Warrior ability created by Iczer (no disrespect to either Iczer or Mr. Siembieda; both have done a good job with a majority of super abilities but this is not the best work of either). Therefore this is my submission for a substitute ability that I hope ends up being more playable and easier to understand.
This super ability allows the character to adapt and overcome any combat style that he or she is presented against. Note that this is not instantaneous. The character may suffer a beating for the first melee round as the abilities begin to work. From the second melee round on however, the character is a fighting machine. There are five specific areas where the character selects combat abilities and bonuses from depending on the type of the opponent that the character is facing. The first four reflect the orientation of the opponent. The other is the more generic fighting style that the character use’s for the first melee round. Note that however if the opponent is a real loser then the adaptive fighter may not need to use one of the four adaptive fighting techniques. Bonuses from all five orientations should be kept separate from each other.
This power has a lot of bookkeeping involved in it. It may also be difficult for some to grasp the concept of this ability. After all, why should the character not possess all of the abilities and also be an unbeatable fighting machine? The answer is simple: The character is an adaptive fighter. The character does not know specific combat skills he or she simply performs them whenever it is most appropriate. This has two consequences. One is that adapting from one style of opponent to another requires that the character is vulnerable during that one adaptive melee round. Second is that fighting two opponents of different fighting styles (especially of two super contrasting styles; like a wrestler and a boxer or a Jujitsu fighter and a Muay Thai fighter) and the fighters use different attacks then the character will be stuck using his or her generic combat abilities. This is an extremely rare event as the character can adapt from two different fighters if they each only do one punch against him or her (resulting in the Striker bonuses kicking in). Another note is that all of the abilities are advanced at the same time so all abilities are at the same level.
So what happens if the character with this ability faces someone that he or she cannot beat because the opponent is still stronger than this character even with the adaptive combat style in place? Good question. If the bonuses presented are not enough then the adaptive fighter will get even better. However this applies only against opponents that are above his current ability and apply only to that specific encounter. In this situation all combat bonuses, even damage bonuses, that are applicable with that specific style are increased 1D4 every two melee rounds until the adaptive fighter gets the upper hand. The extra damage bonus is less a P.S. bonus and more a result of the better precision with dealing damage. These extra bonuses apply after four melee rounds of combat. Note that it is quite possible for the adaptive fighter to be defeated before these even more superior bonuses apply. Another question is what if the opponent changes to another form? The character will stay in that initial combat mode for additional 1D4 rounds that the character will not see an attack like he or she has encountered. Once that amount of time has passed then the character can adapt to the new combat style, without changing to the weaker Generic Combat Abilities.
Another factor to keep in mind is that the character can only adapt to combat. The character does not get any special advantage when facing opponents that have energy blasts, super speed, APS: Metal or Stone, etc. Note that if the character physically attacks the Adapted Fighter, then the additional bonuses apply, but no special damage bonus applies to damage or defeat the high A.R. of the characters. I do not want this power to be misconstrued for something that it is not.
This character can also select physical skills and additional super abilities and all attribute bonuses apply however any combat bonuses (including wrestling and boxing abilities) are not applicable. Likewise no hand to hand skill can ever be learned.
An inherent weakness of the ability is that if an experienced fighter can avoid using the same attack during a melee round then the adaptive fighter will be unable to use the superior fighting abilities. Another aspect of the power is that it lasts until the combat is over plus 1D4 minutes per level of experience after that. The GM should define when the combat is over (usually with the opponent admitting defeat, unconscious, or dead).
Note: In the level advancement bonuses, bonuses to strike apply only to punches and kicks. Offensive grappling moves such as body flip/throw, body block/tackle, crush/squeeze, holds and locks use the grappling bonus instead. Likewise parry only applies to redirects of the arms against offensive moves. Bonuses to defend with more exotic moves have a separate move that is used. Example: Bonuses to body flip/throw apply to Automatic body flip/throws that are used in place of a parry. Bonuses to back flip apply to back flip defense that is also used in place of a parry or dodge.
Do attributes apply to Grappling? This is something that I feel needs to be addressed. I believe that P.P. bonuses do apply to grappling moves because there is an element of agility and prowess involved in this style of combat. Therefore P.P. bonuses apply to not only strike, parry, and dodge, but also grappling (including body flip/throw, body block/tackle, somersault, cartwheel, roll (everything else but Roll with Punch/Fall/Impact) and back flip). However I do not apply the P.P. bonuses to Roll with Punch/Fall/Impact (more luck and experience than prowess), use of grappling abilities as defensive moves, pull punch and Simultaneous Attack (if the character lost Initiative). I believe that experience is more important in these situations than attributes.
- Generic Combat Abilities (Exclusive)
- Entrance Requirements: None
- Skill Cost: None; a Super Ability
At this stage the character possesses only rudimentary combat techniques. These bonuses should not be combined with any other bonuses except attribute bonuses. The actual combat techniques are pretty basic. The character will spend a few attacks parrying and/or dodging and will counter-attack with only one or two attacks late in the melee round. The attacks will be cautious and simple attacks that present few opportunities for the opponent to counter with automatic attacks.
- Costume: None.
- Stance: None.
CHARACTER BONUSES : None
COMBAT SKILLS
- Attacks per Melee: 2
- Escape Moves: Roll with Punch/Fall/Impact
- Attack Moves: None
- Basic Defense Moves: Dodge, Parry, Auto Parry
- Advanced Defense Moves: None
- Hand Attacks: Strike (Punch).
- Foot Attacks: Kick Attack (2D4), Snap Kick
- Jumping Foot Attacks: None
- Special Attacks: None
- Holds/Locks: None
- Weapon Kata: None
- Modifiers to Attacks: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Rear.
SPECIAL KATA: None
SKILLS INCLUDED IN TRAINING
- Martial Art Powers: None
- Languages: None
- Cultural: None
- Physical: None
- Survival: None
- Temple: None
- Weapon Proficiencies: None
- Philosophical Training: None
LEVEL ADVANCEMENT BONUSES
- 1st: An additional two attacks per melee round, +2 to Roll with Punch/Fall/Impact, +2 to pull punch.
- 2nd: +2 to parry and dodge
- 3rd: +1 to strike and +1 on initiative
- 4th: One additional attack per melee round.
- 5th: Gains power block/parry.
- 6th: Critical Strike on natural 19 or 20.
- 7th: +1 to damage
- 8th: body flip/throw, +2 disarm
- 9th: One additional attack per melee round.
- 10th: An additional +2 to Roll with Punch/Fall/Impact and to pull punch.
- 11th: An additional +1 to parry and dodge
- 12th: An additional +1 to strike
- 13th: Critical Strike or Knockout from behind.
- 14th: An additional +1 to damage
- 15th: One additional attack per melee round.
Why Study Generic Combat Abilities? This combat style cannot be studied it is a super ability. As far as combat abilities go it’s pretty limited but usually adequate to survive one melee round before the superior combat abilities kick in.
ADAPTING TO STRIKING (EXCLUSIVE)
- Entrance Requirements: None
- Skill Cost: None; a Super Ability
The character has adapted to fighting mostly hand attacks. The character has extremely fast hand speed and almost unnatural timing. Anyone fighting this character will have to deal with an opponent that stands there and delivers blinding fast hand attacks from nearly all directions. Trying to combat this opponent is difficult as he or she will parry most attacks and deliver nearly simultaneous counter attacks. It’s a simple but very effective style of combat. Also note that the normal penalties against applying strike bonuses to combination punch or elbow attacks do not apply to this character. The punch/elbow bonuses only apply during the combination moves and are a strike bonus.
- Costume: None
- Stance: None
CHARACTER BONUSES: None
COMBAT SKILLS
- Attacks per Melee: 4
- Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
- Attack Moves: None
- Basic Defense Moves: Dodge, Parry, Automatic Parry
- Advanced Defense Moves: Breakfall, Circular Parry, Power Block/Parry, Combination Parry/Strike, Combination Dodge/Elbow.
- Hand Attacks: Punch (Strike), Fore-Knuckle Fist, Double-Knuckle Fist, Power Punch, Triple Punch.
- Foot Attacks: Snap Kick
- Jumping Foot Attacks: None
- Special Attacks: Elbow, Forearm, Combination Grab/Face Punch.
- Holds/Locks: None
- Weapon Kata: None
- Modifiers to Attacks: Disarm, Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Rear.
SPECIAL KATA: None
SKILLS INCLUDED IN TRAINING
- Martial Art Powers: None
- Languages: None
- Cultural: None
- Physical: None
- Survival: None
- Temple: None
- Weapon Proficiencies: None
- Philosophical Training: None
LEVEL ADVANCEMENT BONUSES
- 1st: Add two additional attacks per melee round. Punch (Strike) does 1D6 damage. +3 to Roll with Punch/Fall/Impact and +3 to Pull Punch.
- 2nd: +2 to Punch/Elbow, +3 to Strike, and +3 to Parry.
- 3rd: +3 to Initiative.
- 4th: One additional attack per melee, +2 to Disarm.
- 5th: Critical Strike on Natural 18, 19, or 20, +2 to Damage.
- 6th: +2 to Punch/Elbow, +2 to Parry
- 7th: +2 to Roll with Punch/Fall/Impact and +1 to Strike
- 8th: One Additional Attack per melee, +2 to Parry
- 9th: +2 to Initiative, +2 to Pull Punch, and +2 to Punch/Elbow.
- 10th: One Additional Attack per melee, Knockout/Stun on Natural 18, 19, or 20.
- 11th: +2 to Strike, +3 to Parry, +1 to Punch/Elbow, +2 to Damage.
- 12th: +1 to Dodge, +2 to Disarm.
- 13th: One Additional Attack per melee round.
- 14th: Add +1D6 damage to all Punch/Elbow.
- 15th: +1 to Strike, +1 to Punch/Elbow, and +1 to Initiative.
Why Study ADAPTING TO STRIKING? Not a studied martial art, this is an intuitive ability.
ADAPTING TO KICKING (EXCLUSIVE)
- Entrance Requirements: None
- Skill Cost: None; a Super Ability.
The character has adapted to facing mostly foot strikes. What this translates to is quick hands and feet. The actual combat moves will be automatic parries against the foot strikes and many kicks against the striker. Also note that the normal penalties against applying kick bonuses to combination kick or knee attacks do not apply to this character. The kick bonuses only apply during the combination moves and are a strike bonus.
- Costume: None
- Stance: Standing quite upright, with kicks ready for counter-attack.
CHARACTER BONUSES: None
COMBAT SKILLS
- Attacks per Melee: 3
- Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: Leap—Attack.
- Basic Defense Moves: Dodge, Parry, Automatic Parry
- Advanced Defense Moves: Breakfall, Circular Parry, Combination Parry/Knee, Combination Parry/Kick, Combination Dodge/Knee, Combination Dodge/Kick.
- Hand Attacks: Punch (Strike).
- Foot Attacks: Kick Attack, Crescent Kick, Axe Kick, Roundhouse Kick, Snap Kick.
- Jumping Foot Attacks: Jump Kick
- Special Attacks: Knee.
- Holds/Locks: None
- Weapon Kata: None
- Modifiers to Attacks: Disarm, Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Rear,
SPECIAL KATA: None
SKILLS INCLUDED IN TRAINING
- Martial Art Powers: None
- Languages: None
- Cultural: None
- Physical: None
- Survival: None
- Temple: None
- Weapon Proficiencies: None
- Philosophical Training: None
LEVEL ADVANCEMENT BONUSES
- 1st: Add two additional attacks per melee round. Kick Attack does 2D6 damage. +3 to Roll with Punch/Fall/Impact and +3 to Pull Punch.
- 2nd: +2 to Kick, +3 to Strike, and +2 to Parry.
- 3rd: +2 to Initiative, +1 to Dodge.
- 4th: One additional attack per melee, +1 to Disarm.
- 5th: Critical Strike on Natural 18, 19, or 20, +2 to Damage.
- 6th: +1 to Kick, +2 to Parry, +1 to Maintain Balance
- 7th: +2 to Roll with Punch/Fall/Impact and +1 to Strike
- 8th: One Additional Attack per melee, +1 to Dodge
- 9th: +2 to Initiative, +2 to Pull Punch, and +2 to Kick.
- 10th: Knockout/Stun on Natural 18, 19, or 20.
- 11th: +1 to Strike, +2 to Parry, +1 to Kick, +3 to Damage.
- 12th: +2 to Dodge, +2 to Disarm.
- 13th: One Additional Attack per melee round, +1 to Maintain Balance.
- 14th: Add +1D6 damage to all kicks.
- 15th: +1 to Strike, +1 to Kick, and +1 to Initiative.
Why Study ADAPTING TO KICKING? Not a studied martial art, this is an intuitive ability.
ADAPTING TO GRAPPLING (EXCLUSIVE)
- Entrance Requirements: None
- Skill Cost: None; a Super Ability.
The character has adapted to facing mostly grappling attacks. The character is very skilled at holds, locks, and grappling moves. The character has a near intuitive knowledge of moving and close quarters combat. The actual moves vary somewhat depending on the grappling position that the character finds him or her self in. There is an important note here: the hold/lock bonus applies to the combination moves. The hold/lock bonuses apply only to the combination moves and are a bonus to strike. Note that hold/lock bonuses are not the same as either hold or lock bonuses listed individually.
This combat ability is a bit more complex than the other two above. Therefore a clarification is in order. An automatic grab is a purely defensive move that gets all the benefits of the grab bonus. An automatic hold is a purely defensive move that gets all the benefits of the hold bonus. Combination Parry/Grab attacks gets the grab bonus during the combat move and is a strike bonus.
- Costume: None
- Stance: None
CHARACTER BONUSES: None
COMBAT SKILLS
- Attacks per Melee: 2
- Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
- Attack Moves: Grab
- Basic Defense Moves: Dodge, Parry, Automatic Parry.
- Advanced Defense Moves: Automatic Grab, Automatic Hold, Breakfall, Combination Parry/Grab.
- Hand Attacks: Strike (Punch)
- Foot Attacks: Snap Kick
- Jumping Foot Attacks: None
- Special Attacks: Body Flip/Throw, Tripping Attack (SPECIAL! This is an attempt to grab the legs and spin the opponent to the ground. The advantage of this attack is that it puts the character at an immediate advantage for any hold or lock attack. All hold or lock attempts are done at +3. This attack use’s the Grab bonus and is considered a strike attack).
- Holds/Locks: Body Hold, Arm Hold, Leg Hold, Ankle Hold, Elbow Hold, Hold with Legs, Finger Lock, Wrist Lock, Elbow Lock, Ankle Lock, Knee Lock.
- Weapon Kata: None
- Modifiers to Attacks: Disarm, Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Rear.
SPECIAL KATA: None
SKILLS INCLUDED IN TRAINING
- Martial Art Powers: None
- Languages: None
- Cultural: None
- Physical: None
- Survival: None
- Temple: None
- Weapon Proficiencies: None
- Philosophical Training: None
LEVEL ADVANCEMENT BONUSES
- 1st: Add two extra attacks per melee round, +3 to Roll with Punch/Fall/Impact, +3 to Pull Punch.
- 2nd: +2 to Grab, +2 to Grapple, +3 to Parry, +1 to Holds/Locks.
- 3rd: +2 to Initiative, +2 to Holds, +1 to Locks.
- 4th: One additional attack per melee round, +1 to Disarm, +1 to Maintain Balance.
- 5th: Gains Auto Body Flip/Throw, Critical Strike on Natural 19 or 20, +2 to Grapple.
- 6th: +2 to Grab, +2 to Parry, +1 to Dodge, +1 to Holds/Locks.
- 7th: +2 to Grapple, +2 to Roll with Punch/Fall/Impact, +1 to Body Flip/Throw.
- 8th: One additional attack per melee round, +2 to Pull Punch
- 9th: +2 to Initiative, +1 to Grab, +1 to Damage.
- 10th: Knockout Stun on Natural 18, 19, or 20, +1D6 damage to Body Flip/Throw.
- 11th: +2 to Grapple, +2 to Locks, +1 to Holds.
- 12th: +1 to Dodge, +1 to Maintain Balance, +1 to Holds/Locks.
- 13th: One additional attack per melee round, +2 to Body Flip/Throw.
- 14th: +1 to Initiative, +2 to Parry, +1 to Holds/Locks.
- 15th: +2 to Grapple, +1 to Grab, +2 to Parry.
Why Study ADAPTING TO GRAPPLING? Not a studied martial art, this is an intuitive ability.
ADAPTING TO WEAPONS (EXCLUSIVE)
- Entrance Requirements: None
- Skill Cost: None; a Super Ability
The character has adapted to facing weapon attacks. The character must have a weapon in his or her hands to use this ability. The character adapts to the weapon after one full melee round of combat. The characters use of this ability does not apply W.P. bonuses from regular W.P. skills. Instead he or she the superior bonuses provided. For the first melee round however, the character has NO bonuses whatsoever! Thus he or she must hope that the attacker has a lousy round or is just toying with the character. Also note that the normal penalties against applying weapon bonuses to combination weapon attacks do not apply to this character. The weapon bonuses only apply during the combination moves and are a strike bonus.
The actual combat description of this ability vary from individual to individual, as some will use more flowing, sweeping attacks while others will use straight thrusting attacks. Lightning fast transitions from parries to attacks are common with this ability. Note that there are no bonuses to modern, bow or siege weapons! Likewise should the character lose hold of the weapon for a full melee round he or she would lose all bonuses associated with this ability.
Note: The bonuses to strike and parry apply only to weapons, not to hand to hand attacks. Likewise the extra three attacks apply only to weapons however the other attacks per melee can be applied to unarmed combat as well.
- Costume: None
- Stance: None
CHARACTER BONUSES : None
COMBAT SKILLS
- Attacks per Melee: 3 extra weapon attacks (do not apply if character is unarmed).
- Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
- Attack Moves: None
- Basic Defense Moves: Dodge, Parry, Automatic Parry.
- Advanced Defense Moves: Breakfall, Circular Weapon Parry (SPECIAL! The character can use the weapon to deflect any attack coming at him, no matter the direction with the exception of directly behind him or her). Combination Parry/Weapon Attack, Combination Dodge/Weapon Attack.
- Hand Attacks: Strike (Punch)
- Foot Attacks: Kick Attack
- Jumping Foot Attacks: None
- Special Attacks: Weapon Body Flip/Throw (SPECIAL! With an appropriate weapon, such as a length of chain, 9-Sectional Staff, Whip, etc. then the character, upon entangling the opponent, can attempt a leverage throw.)
- Holds/Locks: None
- Weapon Kata: Special; see Level Advancement Bonuses for details.
- Modifiers to Attacks: Disarm, Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Rear.
SPECIAL KATA: None
SKILLS INCLUDED IN TRAINING
- Martial Art Powers: None
- Languages: None
- Cultural: None
- Physical: None
- Survival: None
- Temple: None
- Weapon Proficiencies: None
- Philosophical Training: None
LEVEL ADVANCEMENT BONUSES
- 1st: Add two melee attacks per round, +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch.
- 2nd: +2 to Weapon, +3 to Strike with Weapon, and +3 to Parry with Weapon.
- 3rd: +3 to Initiative, +1 to Body Flip/Throw with Weapon.
- 4th: One additional attack per melee, +2 to Disarm with Weapon.
- 5th: Critical Strike on Natural 18, 19, or 20, +1 to Entangle with Weapon.
- 6th: +2 to Weapon, +2 to Parry with Weapon.
- 7th: +2 to Roll with Punch/Fall/Impact and +2 to Strike with Weapon.
- 8th: One Additional Attack per melee, +2 to Parry with Weapon.
- 9th: +1 to Initiative, +2 to Pull Punch, and +2 to Weapon, +1 to Body Flip/Throw with Weapon.
- 10th: One Additional Attack per melee, Knockout/Stun with Weapon on Natural 18, 19, or 20.
- 11th: +2 to Strike with Weapon, +3 to Parry with Weapon, +1 to Weapon.
- 12th: +1 to Dodge, +2 to Disarm with Weapon, Double Damage with any Weapon!
- 13th: One Additional Attack per melee round, +1 to Weapon.
- 14th: +2 to Parry with Weapon, +2 to Entangle with Weapon, +1 to Body Flip/Throw with Weapon.
- 15th: +1 to Strike with Weapon, +1 to Weapon, and +1 to Initiative.
Why Study ADAPTING TO WEAPONS? Not a studied martial art; this is an intuitive ability.
Combining This Power with Others: Inevitably someone will ask if this can be combined with other powers. This can and for the most part there isn’t much of a problem. However it can not be combined with any ability that grants a special hand to hand combat ability (namely Natural Combat Ability and Eternal Warrior). However any super ability that grants combat bonuses such as Alter Metabolism or Karmic Powers are fully applicable. Super strength bonuses apply to all combat abilities.