Barehand class

by Unknown

Back to Ideas.

Unknown2006-08-08 04:07:28
I got my noggin' to do some thinkin' and thought of a cool and viable class in Lusternia that would differ itself with the whole "oriental" and other IRE tendencies for Monks

It would be a fighting class that would use kicks, punches, throws, grabs and breaks to kill. It's based mostly on the Knighthood specializations and how knights fight.

It would consist of three skills: Closed fist, Open palm and Athletics for the defenses

Closed Fist would be centered on attacks and pure deep wounding and damage, no afflictions and just attacks. Different attacks for different body parts.

The way to work with it would be targetted strikes where you can strike where you want to but it would be weak(punch left arm, kick head) and "Swing" strikes, where you don't target the strike and it attacks a not so random body part (roundhouse kick, Uppercut punch).

The way you attack is with balances. Four balances. Arm balances and leg balances. You can punch Four times or Kick four times and combine the balances however you like. The balances will be actually "observed" with your other skillset, but more into that later.

One way to look it would be this. You do three punches in a row, your first two will take both of your arm balances, but the other one will take one leg balance, so you would be left with one leg balance.

Also, some power attacks would be nice. Like Ubber Low Tornado Kick. It takes two leg balances and one arm balance, and it gives a power strike(like lunge) to both of the legs of the enemy.

So far, so good?

Well, now into the other skillset, Open palm. This is a skill that does not give deep wounds or damage, but instead, gives afflictions. So you would concentrate on giving the afflictions with this skill.

To make things more interest, you cannot do both attacks without changing a stance. Let's look into this for a short while

You need to stand in a certian way to attack. It stops when you leave a room or change elevation or when you change your stance. There will be two. One for Closed fist and one for Open palm. But why the stances? Well, the stances will give bonuses. If you are stancing for the closed fist, your evasion rate will go up slightly. If you are stancing vitals, your evasion rate will increase if you stance for closed fist. The stance for Open palm, however, will increase your parrying rate and also give small afflictions if you parry an attack (So and so strikes at your head with a hammer, but you stop it and break his arm instead). You can change stance off balance and off equilibrium so it doesn't damage you in any way, but helps you out in building combos.

So open palm. Well, it is both a physical and mental skill. Firstly, you will learn the ability to parry, then to give a certian affliction(also called "counter move") if your parry is effective, then grabs, then throws, then breaks and then... open palmed strikes. How you give afflictions is by raising the deepwounds of the enemy with closed fist, then you use the open palm to give some afflictions.

It would look like this

You change your stance to close fist
You power kick so and so in his left arm (1 power)
You power kick so and so in his left arm (1 power)
You change your stance to open palm
You grab so and so's arm tightly
You make a sudden motion and try to bend so and so's arm
You have breaked so and so's arm!

Remember how I told you that it takes balances? Well, for Open palm you need certian balances

So, for grabing breaking an arm, you would need one arm balance each or it would not work.

now for the moves

Grabs would be needed for some breaks and throws, Parrying would work like a grab too but without the arm balance so you can counter attack them while they attack you. Also, you cannot do a counter move attack if it does not require a grab.

Throws would put you on the ground and it would help you do other Open palm and closed fist attacks

Breaks will break limbs and joints, like arms, legs, shoulders and the head, which would be like an "insta-kill".

Open palm strikes. These ones are the cool ones. Because you cannot use breaks to hurt a lung or the heart, you will be in need of an attack to deal with internal organ. This is when the mind comes into play.

With great strenght of mind, you will use mana to aid your attack. You will be able to do palm strikes that will unleash mana into your enemy, attacking the internal organs. You can strike the bowels, lungs, the heart, perhaps a kidney, the brain, the nerves, the eyes and others. This can also be used to dislocate some limbs so the will not mend with some simple mending.

You will be able to use both of the skillsets in synergy.

Whatcha thunk?
Xenthos2006-08-08 04:10:28
Was this really worth four threads?

EDIT: No. No it was not. There can be only one! ~Shiri~
Unknown2006-08-08 04:12:05
QUOTE(Xenthos @ Aug 7 2006, 11:10 PM) 316577

Was this really worth four threads?

EDIT: No. No it was not. There can be only one! ~Shiri~


Lustie bords are acting silly... you saw nothing
Daganev2006-08-08 04:13:34
I'm tempted to take this idea, and slightly mutate it to make the Main offensive skills based off the Performance lessonpool.
Unknown2006-08-08 05:34:10
Simple answer.

No.
Unknown2006-08-08 05:37:24
hater glare.gif
Gelo2006-08-08 06:20:53
I think the bear/wolf skillset in Aetolia (i think) is much more interesting than the standard multiple combo monk skillset so prevalent in other IRE games smile.gif
Unknown2006-08-08 06:42:01
QUOTE(Gelo @ Aug 8 2006, 07:20 AM) 316628

I think the bear/wolf skillset in Aetolia (i think) is much more interesting than the standard multiple combo monk skillset so prevalent in other IRE games smile.gif


I played an Atabahi (werewolf) for a while. They had a skillset called ferocity, whiich comprised of two lists (organised like the way normal and village skills are in influence) there were claw attacks and jaw attacks. Claw attacks used arm balance, jaw used normal balance. Claw was your general beat-em-up, jaw was afflictions and pinning and stuff.

Cori's uses four balances, the two skills work in more harmony, and it's just better. I like it!

Anywho, maybe there coud be gloves that can improve your attacks? Not absolutely necessary in the way weapons are for normal warriors, but just to improve it.



Oh, and by the way, I don't see this ever being put into the game, as it would clash with Lusternia's structure. Sorry. sad.gif
Unknown2006-08-08 06:46:26
Tosha glare.gif
Unknown2006-08-08 07:02:15
QUOTE(Corinthian @ Aug 8 2006, 07:46 AM) 316638

Tosha glare.gif


*sigh*

Look. Lusternia runs around symmetry. Celest/Magnagora. Serenwilde/Glomdoring. Hallifax/Gaudiguch. Ackleberry/Skarch(highfive Genos, shutup everybody else). Find a way around that.
Unknown2006-08-08 07:07:55
Specializations for both Open palm and closed fists happy.gif

The specializations would be like the "houses" of the fighters. Skull house, Dolphin house, Antler house and Spider house... halo.gif
Gelo2006-08-08 08:35:46
Houses? But... I mean... houses would be, in essence, just like guilds.
But you know, the nomad warriors at the nomad camp do make roundhouse kicks and uppercuts as their attacks. So Gaudich perhaps developed some kind of barehand fighting.
Unknown2006-08-08 08:47:24
Houses of skills. Each house has their own skills
Gelo2006-08-08 10:15:16
Ah so like knighthood with many specializations?

Hmmm.. interesting, but making 4 specializations instead of only 1 (or 2 for opposing organizations) would make life more complicated to people like me who finds it difficult to go and find opponent with that skillset hoping he would agree to spar, hoping he would use the skill against me just to get triggers. sad.gif

I could just ask players or buy a complete system, but my point is Lusternia already have so many skills/skillsets which makes lusternia newbies and new mudders fumble and give up. Just a thought. Perhaps its just me biggrin.gif
Unknown2006-08-08 10:28:10
Orti, you are aware that:

-deep wounds by themselves do NOTHING, and switching attacks between closed fist (to make deep wounds) and open palm (to make something out of the deep wounds) would make the class very weak?
-professional martial artists do NOT fit into Lusternia's lore. I know we have Dairuchi peasants and monks from Tosha - but they are, well, WEAK.
-having a class which can outmatch a heavily armoured and armed knight bare-handed not only is unrealistic, it reeks of fanboyism. I don't like fanboyism.

So sorry, don't like it.
Unknown2006-08-08 20:20:48
- The point of the whole thing is to be like a fighting Guardians. The would cconcentrate on giving afflictions
- I don't get how they don't fit into Lusternia's lore. Basically, anything but Mages/Druids, Wicca/guardians and Warriors wouldn't fit into Lusternia's lore
- Didn't say they will outmatch them. I didn't intend to them be heavily damage based, just affliction based. And I still think it's unrealistic how a warrior who has not only a powerful sword with magic runes, heavy armor but also magical power cannot behead someone who has just a hood up. Lusternia is unrealistic in terms of Warriors vs. Everyone glare.gif
Daganev2006-08-08 20:37:39
QUOTE(Corinthian @ Aug 8 2006, 12:07 AM) 316647

Specializations for both Open palm and closed fists happy.gif

The specializations would be like the "houses" of the fighters. Skull house, Dolphin house, Antler house and Spider house... halo.gif


Hmm, this would be very interesting.

Skillset 1: Martial arts: after master you get Skull house, dolphin house, or Antler house, or Spider house
Skillset 2. Totems/Rituals or Athletics or New "performance based skillset"
Skillset 3. Astrology or Tarot or Healing or whatever else wiccans and guardians get to choose. or New "performance based skillset"
Unknown2006-08-08 20:42:44
QUOTE(daganev @ Aug 8 2006, 03:37 PM) 316804

Hmm, this would be very interesting.

Skillset 1: Martial arts: after master you get Skull house, dolphin house, or Antler house, or Spider house
Skillset 2. Totems/Rituals or Athletics or New "performance based skillset"
Skillset 3. Astrology or Tarot or Healing or whatever else wiccans and guardians get to choose. or New "performance based skillset"

If you don't stop I'm going to scream 'rape' glare.gif
Torak2006-08-08 21:39:57
Monks of any sort are overdone so much its not even funny. How about we design something that isn't already in another realm, no this isn't the same as them but it is similar and that is boring.
Unknown2006-08-08 21:50:15
Warriors just need an unarmed specialization, and poof, you have the problem solved without needing a new guild/class.