Development Cycle Archive
Thread: IC 1-16: Combat Roles; Teras Kasi Artist
BTW!
All melee proffessions should be given a charge abitlity to burst in close combat with their opponents . like a 10 seconds burst run ability that recycles like once every minute or 30 secs.
Xenozx
- Healing touch - weak heal of others wounds
- Wound - this move would work as a status move likeberserk. what it does is increase wound chance to 1000% and dmg by 50%. The hits would be inflicting wounds equal to the dmg they would normaly do.The reason for this is to hurt you enemy bad enough to run or to not beable to heal beefore you can finish them. However to balance this you can't do specials and your def's drop by 50%
- Hands of fire - the move changes the dmg type from kinetic to fire
- Hands of ice - the move changes the dmg type from kinetic to cold
- Teeth of tatooin -the move makes the dmg you do negate AR
- Perfect Form- this move gives the player a slight glow. Doubles there Ham and Dmg and adds +50 to all def rolls
Conceptually ... I think the TKA as a melee profession should hit very very fast but nothard at all. They should have a lot of specials that dizzy, knockdown, and stun and such. They should have great self-only healing abilities due to their mental training. TKAs should also be very hard to hit and have great defense abilities.
Knuckles or not, TKA are using their hands and feet. Again they are quick, very very quick, but notdamage dealers in any sense of the word. In my mind, a TKA can hit me with his little pinkie finger at the right spot on my neck and I'll be so dizzy I can barely stand. He's not going to take away half of my health.
wow, lots of good ideas here, and even as an outsider i like the look. however i do have a couple of comments...
as for a "sneaky" TKA i got a bit of a laugh out of this one, b/c about 80% of the time i have fought a TK, they have snuck up on me, and the other 20% i attacked first, so well.... On the note of giving a TK a more "sneaky" feeling, they can buff themselves, and they are virtual tanks, so i really do not feel that TK's need to be more sneaky, wheather it be b/c they have a good deal of punch (no pun intended) behind them or b/c they seem to be good at sneaking up already (or is that just me..?)
I love the idea of TK's being the counter-Jedi, BIG kudos to whoever did that research about keeping the order in check. While all the dodge bonuses, defense mods ect may not become a reality, it would be cool for the TK's to reflect this ability to go toe-to-toe with a jedi and live, possibly by having some jedi-only mods that would reflect this (+def against all force powers, +dodge against lighsaber attacks, +def against mind tricks, ect.)
Wow this thread hasn’t been touched in a while. I thought I would add a bit different view on the TKA class.
I am not entirely sure if this fits brawler or TK better but I think I will try here first…
I think TK should be the ultimate compliment to any combat class and the Master should carry it as a class unto itself.
Take a look at today’s police and military training. Think back on The Samaria of old Japan. Didn’t/don’t all of these combat classes add to their abilities by learning some form of martial arts?
So TK has already gone down some of this road. They have the meditation tree which is probably the cause of 95% of the TK dabbling in the game. They also have defensive acuity (which unfortunately doesn’t work) but if it did stack with all other defensive traits while those weapons were armed (block for rifle, dodge for fencing, etc…) it would make for some interesting dynamics and further character customization. This would all be in the context of a warrior that has enhanced their fighting ability by mastering or at least acquiring some training in a martial art.
Obviously some further thought and rearrangement would be necessary… Possibly this is a different more standard martial arts profession while TK should be moved to more of a hybrid.
A TK is the master of unarmed combat. They should be able to subdue/kill anyone except maybe a Jedi in a one on one confrontation. I believe that due to their speed and training, a TKM should be able to handle multiple opponents with lower unarmed skills much like real martial artists.
What basic combat elements should they possess?
Speed - A TK should be fast and their damage should be proportional to their speed. A fist traveling 50mph should do more damage than one traveling 25mph. Not necessarily twice as much, but more. Any use of armor should decrease speed proportionally. Speed would also affect a ranged fighter's ability to hit them as they are running to close the gap.
Damage - Low to mid-range. Any weapon should do more direct damage than a bare fist if it connects. True TKs should also not use weapons. Nothing like being able to wield a VK faster than my fist. Geez!
What offensive abilities?
States - Dizzy, blind, stun, etc.
Wounds - Bodyhit, leghit, mindhit, and no combos.
Cripple - Ability to change posture to kneeling when focusing on legs and delay next attack when focused on arms. Duration is dependent on how successful the TK is with the move.
What defensive abilities?
Dodge/Defense - Should be high. Any master martial artist will tell you the easiest way to not get hurt is to not be where the attack is. A TKM should not be "allowed" to wear armor and take hits. He/she should be fast enough to simply get out of the way most of the time. A TKM should also only rarely get knocked down or have a state effect.
Counterattack - Less trained melee fighters tend to over extend which leaves them open to counter attack. A TK should be able to capitalize on this situation with an attack of his/her own that does more damage because the opponents defense is lowered.
Force Defense - TK specifically train to fight Jedi. Therefore, it only make since that their meditative techniques and mental focus give them extra protection against Force based attacks. Not too much though or Jedi/TK fights won't be as "interesting".
What unique abilities?
Disarm - Essential for someone going up against a Jedi or brawler and relatively easy for an unarmed fighter to execute. The weapon should actually fall to the ground and have to be picked up again.
Fatal Blow - Numerous styles contain killing techniques at the highest levels. It seems logical that TKs should have one. High HAM cost is a must due to the level of concentration required when executing against a non-incapacitated opponent.
Force Track - TKMs should also be in tune enough with the force through meditation to sense covert Jedi at a decent distance. It would also further the Jedi Hunter storyline.
Meditation - At master level should heal all damage, wounds and battle fatigue. After all, meditation is just a heightened form of rest that when mastered can accelerate the body's natural healing processes.
Should add what advantage or asset in group combat?
Tank - Only in the sense that they can keep the MOB occupied and apply states which aid in the rest of the group’s ability to do damage.
How could/should they interact with other professions?
Bounty Hunter - Could go on Jedi hunting missions for increased Imperial faction standing.
Others - Any mission.
What interaction / dependencies should exist with other combatants?
Bio-Engineer - Can make clothing with wound and bleed modifiers. Automatic pressure dressings.
They distract the MOB while the others do the damage.
What should be their unique role in the Galactic Civil War?
Jedi Police. Definitely. Especially with the upcoming proposed changes to Jedi.