Living Legends Martial-Arts Variant

Combination attacks by Faust

In movies, real world Martial-arts and Video games one can see many instances of combo 
moves. Combinations are a series of attack moves designed to be in sync with one another, 
allowing the attacker to perform a volley of attacks. One example is the old one-two or the 
jab-jab-right hook. Katas and special quick moves are practiced until they can be performed 
at incredible speeds. So how does one simulate combinations in Living Legends. Well, here 
is one method:

The player has to define any combo moves and the order they are performed when the combo is 
purchased or chosen. This could be a set number of combos per martial-art style (3?) or the 
moves might be bought with CPs (1CP for two maneuvers, 2 CPs for three maneuvers).  Combo 
moves can link up to three maneuvers. Almost any maneuvers may be combined, but they should 
make some sort of sense and have a definite order in which they are performed.  Examples: 
Punch - Kick - Punch, Block - Kick - Punch, Block - Throw, Block - Limb lock - Throw, etc. 
It is suggested that the GM define combos for a Martial-Arts style beforehand or work with 
the player (assigning a maximum of four combos per style). 

The advantage to combo moves is that each maneuver sets up the next, so the first move is 
at +0 to hit, the second move is at +1 to hit, the third is at +2 to hit.
 
The limitations: all moves must be made during one turn (if not, the hero should be 'off' 
on the very next phase and receive a -2 attack penalty). A combination can only consist of 
maneuvers from one style (e.g.  you could have a  Judo throw - Judo block combo, but you 
COULDN'T have a  Judo block - Karate kick combo). All moves have to be completed in the 
order specificied beforehand and once defined the combo can not be rearranged at any time 
(not even outside of combat or inbetween games). The only way to change a combo or make a 
different combo, is to buy a new one. The most limiting part of combos, is that they must 
be performed in their specified order. This means a practicioner of that same style will 
possibly know the maneuvers of the combo (GM could allow an INT roll for the defender to 
recognize, if he/she also posseses the combo). If the defender recognizes the move, then 
he/she should get a +2 attack or -2 defense advantage over the attacker. In addition, the 
defender could use the knowledge of the combo maneuvers to escape certain attacks (like 
throws). The GM may allow the attacker an AGI save to abort the combo, a success would 
still put the attacker at a -2 attack penalty, but at least they won't be stuck in the 
sequence. A failed roll, means the attacker must continue with the combo and receive an 
additional -1 to any maneuvers left in the sequence. Combos can be used in multiple 
attacks.