Test
Your Might!
So
yeah think your character's good enough to enter this competition, well guess
again! Long before your character can enter the Dumite, he/she must first
qualify. Below are the requirements and challenges your character will have
to meet to get into Vastonia's greatest competition "the Dumite"
First
your character must be invited!
Yep,
you have to get invited to compete in this competition long before you can
consider yourself a competitor. Perhaps your character's instructor is somewhat
known to have great students of his/her art and getting invited to the Dumite
through their do-jo is tradition and hard work. Another way to get invited
is to compete in local tournaments "make a name for yourself ". Fighting in
the publics eyes can constitute for good recommendations. The last way to
get invited to the Dumite consists of having your teacher request a formal
invite, although the teacher may turn the character's request down in fear
of dis-honorment or confidence.
Second
your character must qualify!
There
are three ways to qualify for entry into the Dumite. A competitor can choose
one of three obstacles to prove their worth (test their might). They can either
challenge to break, stone blocks, ice blocks or wooden slabs. Once they have
chosen to attempt a break of either stack, they must now decide on the style
of break. There are many ways in which a contestant can break these objects,
but they must choose one of the following styles:
1.)
Ridge Hand
2.)
Knife Edge
3.)
Downward Punch or Palm
4.)
Head
Each
of the techniques used determine which shoot pool the competitor will be put
into. See Dumite Rules for further details.
The
method uses to calculate a competitors chance of success is as follows:
Normal
Thaco + any special attack bonuses used "special maneuvers" + Technique used
(style) + the practitioners skill level adjustments = Overall Martial Art
Thaco
Special
Attack Bonuses
| Maneuver
Used |
Bonus
(Thaco) |
| Iron
Fist (Strike) man.1 |
+2
hand only |
| Crushing
Blow (Strike) man.2 |
+3
hand only |
| Eagle
Claw (Strike) man.3 |
+4
must use downward palm |
| Distance
Death (Vital Area) man.4 |
+5
any style |
| Meditation
(Mental) man.1 |
+2
any style |
| Chi
Attacks (Mental) man.4 |
+1
for every magic weapon bonus |
| Concentrated
Push (Push) man.1 |
+1
downward palm only |
|
|
Technique
Bonus
| Technique/
Style used |
Bonus
or Penalty to Thaco |
| Downward
palm/punch or elbow |
+1
bonus |
| Knife
hand |
0 |
| Head |
-1 |
| Ridge
Hand |
-2 |
Practitioner
Skill Level Bonus
| Skill
Level |
Bonuses/
Penalties |
| Basic Art |
-2 |
| Specializes
in Art |
no change |
| Double Specializes
or Better |
no change |
NOTE:
although the practitioners skill level and/or martial art bonuses don't really
matter during the qualification round, they remain a major factor in the actual
competition. E.g.. A competitor which has dedicated 5 weapon slots to his/her
martial art specialization would not have any bonus during the qualification
round, but would receive a +5 bonus to all martial art attacks rolls, damage
rolls and to their chart bonus. See Martial Art Forms for further details.
Point
System!
The following
method is used for determining entry points into shoot pools
| Object |
Points
Received/ Unit |
Style
Bonus or Penalty |
| Wooden
Slab |
5
pts |
Downward
Punch/ Palm .5 (half points) |
| Ice
Block |
6
pts |
Head
x 1.5 (total plus half) |
| Stone
Block |
1
pt |
Ridge
Hand x2 (points are doubled) |
NOTE: If the
knife edge style is used points remain the same no bonus or penalty.
The
final step!
Now
that you have calculated your character's overall "Martial Art Thaco", it's
time to break some bricks or perhaps time to break some bones. The DM should
now let you roll a d20 (normal hit roll), thus indicating the character's
wind up. Upon the completion of the roll use the diagrams below to determine
the character's success. Note: If a competitor scores a natural 20 they receive
a superior focus bonus. Also if a natural 1 is rolled the competitor suffers
a critical fumble penalty. See Dumite Rules for further details.
To
keep things simple we use Armor Class (AC) for the overall difficulty of breaking
and object. E.g.. A competitor penetrates through an object equal to the AC
he/she successfully strikes. A detailed example is given below.
Lets
Break Some Ice!
The
"ice blocks" are perhaps one of the more difficult obstacles, each block indicates
a difficulty level of 5 AC. Thus for each block of ice a character wishes
to break through, he/she must beat each additional blocks AC. If the indicated
AC has not been successfully breached, the block of ice remains whole. If
the attempted blow did NOT even break the first block, the character has either
broken their hand and/or elbow or knocked themselves out. So make sure your
character has the ability to conquer this task before breaking something they
might need. The top block of ice has an effective AC equal to 5, then each
block drops by 5 AC until reaching the bottom block which has an effective
AC of -25. Good luck!
Example
| block
1 |
block
2 |
block
3 |
block
4 |
block
5 |
block
6 |
block
7 |
| AC = 5 |
AC = 0 |
AC = -5 |
AC = -10 |
AC = -15 |
AC = -20 |
AC = -25 |
Ice
Blocks

Lets
Break Some Stones!
The
"stone blocks" are viewed as the easiest of the obstacles, each block indicates
a difficulty level of 1AC. Thus for each stone block a character wishes to
break through, he/she must surpass each additional blocks AC. If the indicated
AC has not been successfully breached, the stone block remains intact. If
the attempted blow did NOT even break the first block, the character has either
broken their hand and/or elbow or knocked themselves out. The top stone block
has an effective AC equal to 10, then each block drops by 1AC until reaching
the bottom block which has an effective AC of -21. This task is not simple
but a character stands their best chance of success here.
Stone
Blocks

Lets
Cut Through Some Wood!
The
"wooden slabs" are generally thought as the most difficult of the obstacles,
each slab indicates a difficulty level of 2 AC. Thus each slab of wood a character
wishes to break through, he/she must surpass each additional blocks AC. If
the indicated AC has not been successfully breached, the wooden slab remains
whole. If the attempted blow did NOT even break the first chunk of wood, the
character has either broken their hand and/or elbow or knocked themselves
out. So make sure they bring a chainsaw, hehe. The top slab of wood has an
effective AC equal to 0, then each slab drops by 2 AC until reaching the bottom
slab which has an effective AC of -30. For this you'll need more than luck!
Wooden
Slabs

Example
of Qualifying for the Dumite!
Natsami,
a renown kung-fu artist has traveled to the Dumite with great hopes of conquering
the ring. His primary skills are striking and blocking, but for now we're
just concerned with his physical talents and general ability. Natsami is a
7th level fighter with 12 strength (no bonus) he also has the ability to use
Iron fist (a special maneuver) and is double specialized the his art form.
So far Natsami has an effective Thaco of 12 (14 normal with a +2 bonus for
his specialization).
Next
Natsami has to choose the obstacle he will attempt to break through, he chooses
"stone". He now must decide which style (technique) he wants to use to break
these stones, he chooses "downward palm" which is quite smart considering
he can still use his special maneuver (Iron Fist). Natsami's overall "Martial
Art Thaco" is now 9 (+2 for using the Iron Fist maneuver and +1 for using
the downward palm technique).
OK,
now is time for his attempt. The DM allows Natsami to roll, "his adrenaline
pumping" and with a powerful scream of "Kae yaaaaaaa" he rolls a 10. Thus
Natsami has scored a strike equal to -1 AC. Yeeeehaaa! Natsami has broken
12 bricks, but the rest of the stack remains unscathed.