Hey ya'all! just htought I'd pop by and post my rules for Hong-Kong movie roleplaying.
By the way, this uses the Martial Arts skill which I posted a while back, and the Sleeping Imperium firearms rules (which are the awesomeness).
Firstly, you msut keep in mind that this is an action movie. What does this mean? well, limited character development, for one thing. And the major factor: The five basic levels of skill.
1) Mooks, Henchmen, Cannon Fodder, Target Practice, etcetera.
2) Privelaged underlings and special people. Most creatures fit in here as well.
3) NPCs. The majority of the skilled allied and opponents of the PCs.
4) The Heroes themselves. All PCs are level 4.
5) Supreme Evil Bad Guy. The "boss".
This level determines how many skills, feats, and proficencies characters get, as well as their basic combat abilities. For abilities that depend on a DnD character level, the charcter level of Hong Kong heroes is 4 x their level. So a Supreme Evil Bad Guy would be 20th level, and an NPC would be 8th level. The only exception is henchmen, who are 1st level.
Level...1....2....3....4....5
Cmbt...0...10...20..30..40
Save....0...4.....8...12..16
skills....5...20..40..80..100
Spcal...0...3....10..17..24
Feats..0...3.....5.....7....9
Profs ..2...3.....4.....5....6
Combat points: Split these points up between Base Attack Bonus, Base Defensive Bonus (I think you're smart enough to figue out what that is), and Health. If a character has high attack bonus, they get the normal secondary attacks. For each point put into Health, the character gains an extra (4+Con modifier) HP. No more than half and no less then (2 x level) -2 points may be put into any single attribute.
Save Points: Split these up between Fortitude and Reflex saves. Will doesn't exist, sorry. You must put at least your level - 1 points in each save, and no more than 2/3 of the total into any individual save.
Skill Points: Add 4 times your level times your Intelligence modifier to this number. You may by 1 rank from any skill per point. You may put no more than 5 times you level ranks in any one skill.
Special Points: Use these points to buy special abilities from the Special Abilities list (a bit farther down).
Feats: You have this many feats.
Proficencies: You have this many proficencies. Please note that no one wears armor in Hong Kong movies. For simplicity, the proficencies are:
- Pistols
- Rifles
- Unarmed Combat (Improved Unarmed Strike feat)
- Swords
- Other Medieval Melee Weapons
- Bows and Crossbows
- Other Medieval Ranged Weapons
- Nets, Whips, Chains, and Ropes
- Random Objects that are Lying Around (typically deals 1d6 damage)
Points are interchangeable. Find the points you want to get rid of along the top, and choose the points you want to get from the side. The number given is X top gets me Y side points. You can not both add and subtract points from the same category (munchkins may notice that if you could, any character with 1 point could turn it into infinity)
..........Combat..Save....Special..Skill.....Feats....Profs
Cmbt...X..........3 to 2...1 to 1....7 to 1...1 to 2 2 to 1
Save...2 to 1....X..........1 to 1....6 to 1..1 to 2...2 to 3
Spcal...3 to 2....3 to 2...X...........9 to 1..2 to 3..1 to 1
Skills...1 to 3....1 to 3...1 to 4....X.........1 to 5...1 to 4
Feat....3 to 1....2 to 1...3 to 2....9 to 1...X..........2 to 1
Profs...2 to 1.....2 to 1...1 to 1...2 to 1...2 to 3...X.....
Example: Jo is a fourth level player who wants to have some more feats and a few moe points to put in Base Defense. He decides he won't be particularly skilled. First, he spends 18 skill points for 2 more feats. Then, he spends 2 proficencies and 7 skill points for 2 more combat points.
A character's HP depends on their level, their Constitution score, and how many Combat points they put into Health. A character's base HP equal their level times their constitution, divided by three. Round up after multiplying. Then, add any extra HP for Health points.
Example: Jo is a fourth level player with Constitution 12 and 7 points in Health. His base HP are (4x12)/3=16, and his bonus HP are 7(4+1)=35, for a total of 51 HP.
Here are just some of the possibilities for Special Abilities
Cost..Name..................Description
1.......Slow Fall.............Gain 10' slow fall, stacks with self
1.......Speed.................Gain +10' speed
1......Punch..................unarmed damage up by 1 die and deals normal damage
1.....Uncanny Dodege..Gain one Uncanny Dodge ability
2.....Evasion.................Gain Evasion ability, improved Evasion if you spend double
3....Fast Attack............Choose attack form, secondary attacks made like unarmed monk
3....Thick Skin..............Gain Damage Reduction 1
THese are but a few of endless possibilities.
For the gun's rules, just go to www.sleepingimperium.rpghost.com/ and download the thing.
Not that in Kung Fu movies, a whole bunch of shots are fired, but they almost never hit. Firearms suffer a penalty to hit characters equal to their level minus one, squared.
For the Martial Arts skill, you'll just have to search through the House Rules history, I'm too lazy to get it myself.
Evil, Hostile Flames?
Wanna give me monney cuz I'm such a genious?
Just think this is a good or bad idea?
death threats coded inside of complements?
I want to hear form you!
-Jeph
By the way, this uses the Martial Arts skill which I posted a while back, and the Sleeping Imperium firearms rules (which are the awesomeness).
Firstly, you msut keep in mind that this is an action movie. What does this mean? well, limited character development, for one thing. And the major factor: The five basic levels of skill.
1) Mooks, Henchmen, Cannon Fodder, Target Practice, etcetera.
2) Privelaged underlings and special people. Most creatures fit in here as well.
3) NPCs. The majority of the skilled allied and opponents of the PCs.
4) The Heroes themselves. All PCs are level 4.
5) Supreme Evil Bad Guy. The "boss".
This level determines how many skills, feats, and proficencies characters get, as well as their basic combat abilities. For abilities that depend on a DnD character level, the charcter level of Hong Kong heroes is 4 x their level. So a Supreme Evil Bad Guy would be 20th level, and an NPC would be 8th level. The only exception is henchmen, who are 1st level.
Level...1....2....3....4....5
Cmbt...0...10...20..30..40
Save....0...4.....8...12..16
skills....5...20..40..80..100
Spcal...0...3....10..17..24
Feats..0...3.....5.....7....9
Profs ..2...3.....4.....5....6
Combat points: Split these points up between Base Attack Bonus, Base Defensive Bonus (I think you're smart enough to figue out what that is), and Health. If a character has high attack bonus, they get the normal secondary attacks. For each point put into Health, the character gains an extra (4+Con modifier) HP. No more than half and no less then (2 x level) -2 points may be put into any single attribute.
Save Points: Split these up between Fortitude and Reflex saves. Will doesn't exist, sorry. You must put at least your level - 1 points in each save, and no more than 2/3 of the total into any individual save.
Skill Points: Add 4 times your level times your Intelligence modifier to this number. You may by 1 rank from any skill per point. You may put no more than 5 times you level ranks in any one skill.
Special Points: Use these points to buy special abilities from the Special Abilities list (a bit farther down).
Feats: You have this many feats.
Proficencies: You have this many proficencies. Please note that no one wears armor in Hong Kong movies. For simplicity, the proficencies are:
- Pistols
- Rifles
- Unarmed Combat (Improved Unarmed Strike feat)
- Swords
- Other Medieval Melee Weapons
- Bows and Crossbows
- Other Medieval Ranged Weapons
- Nets, Whips, Chains, and Ropes
- Random Objects that are Lying Around (typically deals 1d6 damage)
Points are interchangeable. Find the points you want to get rid of along the top, and choose the points you want to get from the side. The number given is X top gets me Y side points. You can not both add and subtract points from the same category (munchkins may notice that if you could, any character with 1 point could turn it into infinity)
..........Combat..Save....Special..Skill.....Feats....Profs
Cmbt...X..........3 to 2...1 to 1....7 to 1...1 to 2 2 to 1
Save...2 to 1....X..........1 to 1....6 to 1..1 to 2...2 to 3
Spcal...3 to 2....3 to 2...X...........9 to 1..2 to 3..1 to 1
Skills...1 to 3....1 to 3...1 to 4....X.........1 to 5...1 to 4
Feat....3 to 1....2 to 1...3 to 2....9 to 1...X..........2 to 1
Profs...2 to 1.....2 to 1...1 to 1...2 to 1...2 to 3...X.....
Example: Jo is a fourth level player who wants to have some more feats and a few moe points to put in Base Defense. He decides he won't be particularly skilled. First, he spends 18 skill points for 2 more feats. Then, he spends 2 proficencies and 7 skill points for 2 more combat points.
A character's HP depends on their level, their Constitution score, and how many Combat points they put into Health. A character's base HP equal their level times their constitution, divided by three. Round up after multiplying. Then, add any extra HP for Health points.
Example: Jo is a fourth level player with Constitution 12 and 7 points in Health. His base HP are (4x12)/3=16, and his bonus HP are 7(4+1)=35, for a total of 51 HP.
Here are just some of the possibilities for Special Abilities
Cost..Name..................Description
1.......Slow Fall.............Gain 10' slow fall, stacks with self
1.......Speed.................Gain +10' speed
1......Punch..................unarmed damage up by 1 die and deals normal damage
1.....Uncanny Dodege..Gain one Uncanny Dodge ability
2.....Evasion.................Gain Evasion ability, improved Evasion if you spend double
3....Fast Attack............Choose attack form, secondary attacks made like unarmed monk
3....Thick Skin..............Gain Damage Reduction 1
THese are but a few of endless possibilities.
For the gun's rules, just go to www.sleepingimperium.rpghost.com/ and download the thing.
Not that in Kung Fu movies, a whole bunch of shots are fired, but they almost never hit. Firearms suffer a penalty to hit characters equal to their level minus one, squared.
For the Martial Arts skill, you'll just have to search through the House Rules history, I'm too lazy to get it myself.
Evil, Hostile Flames?
Wanna give me monney cuz I'm such a genious?
Just think this is a good or bad idea?
death threats coded inside of complements?
I want to hear form you!
-Jeph