Home Made Martial Arts

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Aaryq
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Home Made Martial Arts

Unread post by Aaryq »

Okay, friends. I'm bad at creating balanced martial arts (I'm posting in N&SS but I intend on using these styles in Rifts and PFRPG).
I've kicked around the idea of MCMAP http://en.wikipedia.org/wiki/Marine_Corps_Martial_Arts_Program but that's just because I'm a motard and would love to see some Semper Fu in action on the RPG table.
What have you created? Can you share with us?
There should be a specific sub-forum of the Rifts forum dedicated to the only hope for salvation of the human race, the Coalition States.
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Re: Home Made Martial Arts

Unread post by Beatmeclever »

Marine Corps Martial Arts Program (MCMAP)
Entrance Requirements: ME 10, PS 12, PE 12, a good IQ and PP are helpful, but not required.
Skill Cost: 8 years
The MCMAP has several nicknames, including semper fu (a play on the Marine Corps motto semper fi and kung fu), MCSlap, and new bushido. In speech, the acronym is often pronounced "mick-map."
MCMAP is a synergy of mental, character, and physical disciplines with application across the full spectrum of violence. The disciplines are the foundation of the MCMAP system, as it serves a dual purpose. MCMAP was implemented to increase the combat efficiency, as well as to increase the confidence and leadership abilities of Marines. As stated above, the three disciplines of MCMAP are mental, character, and physical. Marines are required to develop the mind, body and spirit simultaneously and equally. Safety is also of importance, so equipment such as mouthguards and pads are used in conjunction with techniques such as half-speed practice and break-falls to prevent injury.
The Commandant of the Marine Corps has recently determined that the disciplines studied in MCMAP are integral to the function of Marines, and had ordered that all Marines will attain a tan belt qualification by the end of 2007. Additionally, all infantry Marines are required to attain a green belt qualification, and other combat arms must qualify for a gray belt by the end of 2008.
Mental
Warrior Studies focus on individuals that have shown exemplary service on the battlefield, as well as discussion and analysis of combat citations. Martial Culture Studies focus on societies that produce warriors either primarily or exclusively. Some of the martial cultures that are studied are the Marine Raiders, Spartans, Zulu and Apache. By studying these cultures, Marines learn fundamental tactics and methods of the past and reconnect themselves with the warrior ethos of the Marine Corps. Combative Behavior studies interpersonal violence, as well as Rules of Engagement and the Force Continuum (which dictates when and how much force can be used in response to the mission, up to and including lethal force). For some belts, Professional Military Education (PME) courses are prerequisites. The development of this discipline also stresses situational awareness, tactical and strategic decision-making, and Operational Risk Management (ORM).
Physical
In MCMAP, only a third of the training involves techniques and physical development. The physical discipline includes the training of fighting techniques, strength, and endurance. This discipline also includes sustainment of skills and techniques already taught, in order to improve skill as well as develop weak-side proficiency. Ground fighting, grappling, pugil bouts, bayonet dummies, and other techniques are used to familiarize Marines with the application of the techniques used. In addition, physical strength and endurance are tested and improved with various techniques that often require teamwork or competition, such as calisthenics, running with full gear, log carries, and boxing matches. Techniques can also be practiced in water or in low-light conditions to simulate combat stress.
Stance: Low and ready with both knees bent, feet facing forward, and the hands are kept close to the body and held up by the face for protection.
Costume: Combat fatigues are the most common, but street clothes are acceptable.

Character Bonuses:
Add 2 to PS
Add 2 to PE
Add 1 to PP
Add 15 to SDC
Combat Skills:
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Dodge
Advanced Defenses: Circular Parry, Combination Parry/Attack, Multiple Dodge
Hand Attacks: Strike (Punch), Backhand, Claw Hand, Elbow, Forearm
Foot Attacks: Kick Attack, Snap Kick, Tripping/Hook Leg, Knee
Special Attacks: Combination Grab/Knee, Body Flip/Throw, Groundfighting
Holds/Locks: Wrist Lock, Elbow Lock, Neck Lock/Choke, Leg Lock
Weapon Skills: WP Bayonet, WP knife, WP Staff, WP Chain
Modifiers to Attack: Death Blow, Critical Strike, Critical Strike from Rear
Skills Included in Training
Martial Arts Powers: None
Skills: Body Building & Weightlifting, Running, Boxing, Night Combat
Philosophical Training: Marine Corps Virtues (SPECIAL!): Development of this discipline involves discussion on Marine Corps core values, ethics, and good citizenship. An instructor can fail a Marine if he or she feels that the student does not adequately possess honor, courage, and commitment. Some belts also require the approval of the commanding officer before awarded. The force continuum is discussed, allowing a Marine to responsibly use the minimum amount of force necessary, including lethal force. Leadership qualities are also stressed.
Cultural Skills: Lore: Warrior Ethos
Languages: English

Level Advancement Bonuses
1st +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Critical Strike on a Natural 20
2nd +2 to Maintain Balance, +2 to Dodge/Parry
3rd +2 to Roll w/Punch/Fall/Impact, +1 to Grappling Attacks
4th +1 to Strike, Critical Strike from Behind
5th Groundfighting, +3 to Grappling Attacks
6th +2 to Roll w/Punch/Fall/Impact, Death Blow on a Natural 20
7th +2 to Dodge/Parry, Critical Strike on a Natural 18 or Better
8th +1 to Strike, +3 to Grappling Attacks
9th +2 to Roll w/Punch/Fall/Impact, +2 to Maintain Balance
10th +2 to Dodge/Parry, Death Blow on a Natural 18 or Better
11th +1 to Grappling Attacks
12th +1 to Strike, +2 to Roll w/Punch/Fall/Impact
13th +2 to Dodge/Parry, +2 to Maintain Balance
14th +1 to Grappling Attacks, Critical Strike on a Natural 17 or Better
15th +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Death Blow on a Natural 17 or Better

Why Study MCMAP?
If it’s good enough for the USMC, it’s got to be dangerous. And this one is extremely dangerous – designed to fit with the Marine ideal, MCMAP is very aggressive and very brutal.
"The impossibility of the world lies in the fact that it has no equivalent anywhere;it cannot be exchanged for anything. The uncertainty of thought lies in the fact that it cannot be exchanged either for truth or for reality. Is it thought which tips the world over into uncertainty, or the other way around? This in itself is part of the uncertainty." - J. Baudrillard
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Re: Home Made Martial Arts

Unread post by JuliusCreed »

Beatmeclever wrote:Marine Corps Martial Arts Program (MCMAP)
Entrance Requirements: ME 10, PS 12, PE 12, a good IQ and PP are helpful, but not required.
Skill Cost: 8 years
The MCMAP has several nicknames, including semper fu (a play on the Marine Corps motto semper fi and kung fu), MCSlap, and new bushido. In speech, the acronym is often pronounced "mick-map."
MCMAP is a synergy of mental, character, and physical disciplines with application across the full spectrum of violence. The disciplines are the foundation of the MCMAP system, as it serves a dual purpose. MCMAP was implemented to increase the combat efficiency, as well as to increase the confidence and leadership abilities of Marines. As stated above, the three disciplines of MCMAP are mental, character, and physical. Marines are required to develop the mind, body and spirit simultaneously and equally. Safety is also of importance, so equipment such as mouthguards and pads are used in conjunction with techniques such as half-speed practice and break-falls to prevent injury.
The Commandant of the Marine Corps has recently determined that the disciplines studied in MCMAP are integral to the function of Marines, and had ordered that all Marines will attain a tan belt qualification by the end of 2007. Additionally, all infantry Marines are required to attain a green belt qualification, and other combat arms must qualify for a gray belt by the end of 2008.
Mental
Warrior Studies focus on individuals that have shown exemplary service on the battlefield, as well as discussion and analysis of combat citations. Martial Culture Studies focus on societies that produce warriors either primarily or exclusively. Some of the martial cultures that are studied are the Marine Raiders, Spartans, Zulu and Apache. By studying these cultures, Marines learn fundamental tactics and methods of the past and reconnect themselves with the warrior ethos of the Marine Corps. Combative Behavior studies interpersonal violence, as well as Rules of Engagement and the Force Continuum (which dictates when and how much force can be used in response to the mission, up to and including lethal force). For some belts, Professional Military Education (PME) courses are prerequisites. The development of this discipline also stresses situational awareness, tactical and strategic decision-making, and Operational Risk Management (ORM).
Physical
In MCMAP, only a third of the training involves techniques and physical development. The physical discipline includes the training of fighting techniques, strength, and endurance. This discipline also includes sustainment of skills and techniques already taught, in order to improve skill as well as develop weak-side proficiency. Ground fighting, grappling, pugil bouts, bayonet dummies, and other techniques are used to familiarize Marines with the application of the techniques used. In addition, physical strength and endurance are tested and improved with various techniques that often require teamwork or competition, such as calisthenics, running with full gear, log carries, and boxing matches. Techniques can also be practiced in water or in low-light conditions to simulate combat stress.
Stance: Low and ready with both knees bent, feet facing forward, and the hands are kept close to the body and held up by the face for protection.
Costume: Combat fatigues are the most common, but street clothes are acceptable.

Character Bonuses:
Add 2 to PS
Add 2 to PE
Add 1 to PP
Add 15 to SDC
Combat Skills:
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Dodge
Advanced Defenses: Circular Parry, Combination Parry/Attack, Multiple Dodge
Hand Attacks: Strike (Punch), Backhand, Claw Hand, Elbow, Forearm
Foot Attacks: Kick Attack, Snap Kick, Tripping/Hook Leg, Knee
Special Attacks: Combination Grab/Knee, Body Flip/Throw, Groundfighting
Holds/Locks: Wrist Lock, Elbow Lock, Neck Lock/Choke, Leg Lock
Weapon Skills: WP Bayonet, WP knife, WP Staff, WP Chain
Modifiers to Attack: Death Blow, Critical Strike, Critical Strike from Rear
Skills Included in Training
Martial Arts Powers: None
Skills: Body Building & Weightlifting, Running, Boxing, Night Combat
Philosophical Training: Marine Corps Virtues (SPECIAL!): Development of this discipline involves discussion on Marine Corps core values, ethics, and good citizenship. An instructor can fail a Marine if he or she feels that the student does not adequately possess honor, courage, and commitment. Some belts also require the approval of the commanding officer before awarded. The force continuum is discussed, allowing a Marine to responsibly use the minimum amount of force necessary, including lethal force. Leadership qualities are also stressed.
Cultural Skills: Lore: Warrior Ethos
Languages: English

Level Advancement Bonuses
1st +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Critical Strike on a Natural 20
2nd +2 to Maintain Balance, +2 to Dodge/Parry
3rd +2 to Roll w/Punch/Fall/Impact, +1 to Grappling Attacks
4th +1 to Strike, Critical Strike from Behind
5th Groundfighting, +3 to Grappling Attacks
6th +2 to Roll w/Punch/Fall/Impact, Death Blow on a Natural 20
7th +2 to Dodge/Parry, Critical Strike on a Natural 18 or Better
8th +1 to Strike, +3 to Grappling Attacks
9th +2 to Roll w/Punch/Fall/Impact, +2 to Maintain Balance
10th +2 to Dodge/Parry, Death Blow on a Natural 18 or Better
11th +1 to Grappling Attacks
12th +1 to Strike, +2 to Roll w/Punch/Fall/Impact
13th +2 to Dodge/Parry, +2 to Maintain Balance
14th +1 to Grappling Attacks, Critical Strike on a Natural 17 or Better
15th +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Death Blow on a Natural 17 or Better

Why Study MCMAP?
If it’s good enough for the USMC, it’s got to be dangerous. And this one is extremely dangerous – designed to fit with the Marine ideal, MCMAP is very aggressive and very brutal.


I like it... just one single solitary problem. No additional attacks from level advancement. 4 to start is good but leaves it lacking against many other forms. Give it a couple extra as it goes up, maybe at 5th and 11th level.
You might also consider adding a couple of MAP's maybe. Body Hardening or Martial Arts Techniques would likely work best around 4th, 8th and 12th levels, choice of one at each. The fact that there aren't any Powers isn't really much of an issue though, but could go a long way toward adding a bit of extra color to the form as a whole.
Beyond that, excellent work!
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Re: Home Made Martial Arts

Unread post by Desert Rat »

There is more then just one problem with it besides the Attacks Per Melee (APM). First, you start with 4 APM AND you get Boxing which means a PC starts with 5 APM. To the best of my knowledge that's the highest of any form ever put to print at 1st level. Second, the bonuses per level advancement are a little excessive in comparison with any other form out there. At around 8th level a PC has a +7 Grappling Attack, which is not clearly defined. Form vs Form, the MCMAP listed here will crush just about any other form put to print at the mid-level's or higher.

This is how I would change/write-up the form. The MCMAP is heavily ground-based (more so then most martial arts forms), it's fighting system is predominately one-on-one (so no multiple dodge) and not much time is spent on defending against rear attackers (so no backhands, backward sweeps). I added Boxing and Wrestling to the skills and deleted Running (I would make Basic Military Skill Program a Pre-Requisite).

Character Bonuses:
Add 1 to PS
Add 2 to PE
Add 10 to SDC
Combat Skills:
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Disarm
Hand Attacks: Strike (Punch), Palm Strike
Foot Attacks: Kick Attack, Snap Kick
Special Attacks: Combination Grab/Knee, Body Flip/Throw, Choke, Elbow, Forearm, Knee, Paralysis Attack
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock, Elbow Lock
Weapon Skills: WP Knife, WP Staff, WP Chain
Modifiers to Attack: Pull Punch, Knock-Out/Stun, Death Blow, Critical Strike, Critical Strike from Rear
Skills Included in Training
Martial Arts Powers: None
Skills: Boxing, Wrestling

1st +2 to Parry/Dodge, Critical Strike from Rear
2nd + 2 to Roll with Punch/Fall/Impact, +2 to Damage
3rd +1 to Strike, Critical Strike on Natural 20
4th +1 Attack per Melee, Knock-Out/Stun on Natural 19 or Better
5th +2 to Maintain Balance, +1 to Disarm
6th Select One (1) Power from Body Hardening, +2 to Roll with Punch/Fall/Impact
7th +1 to Parry/Dodge, Critical Strike on Natural 19 or Better
8th +1 Attack per Melee, +1 to Strike
9th +2 to Damage, +1 to Disarm
10th Select One (1) Weapon Kata, +1 to Maintain Balance
11th Knock-Out Stun on Natural 18 or Batter
12th +1 to Parry/Dodge, +1 to Strike
13th +1 Attack per Melee, Death Blow on Natural 20
14th +2 to Damage, +1 to Disarm, +1 to Maintain Balance
15th Select One (1) Body Hardening
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Re: Home Made Martial Arts

Unread post by Mantisking »

Beatmeclever wrote:Marine Corps Martial Arts Program (MCMAP)
Entrance Requirements: ME 10, PS 12, PE 12, a good IQ and PP are helpful, but not required.
Skill Cost: 8 years

Eight years? Considering the style has only existed since 2001, and a black belt only requires 62.5 hours of supervised training, I'd say that's a bit much. Also, it's an exclusive?

Beatmeclever wrote:The MCMAP has several nicknames, including semper fu (a play on the Marine Corps motto semper fi and kung fu), MCSlap, and new bushido. In speech, the acronym is often pronounced "mick-map."
MCMAP is a synergy of mental, character, and physical disciplines with application across the full spectrum of violence. The disciplines are the foundation of the MCMAP system, as it serves a dual purpose. MCMAP was implemented to increase the combat efficiency, as well as to increase the confidence and leadership abilities of Marines. As stated above, the three disciplines of MCMAP are mental, character, and physical. Marines are required to develop the mind, body and spirit simultaneously and equally. Safety is also of importance, so equipment such as mouthguards and pads are used in conjunction with techniques such as half-speed practice and break-falls to prevent injury.
The Commandant of the Marine Corps has recently determined that the disciplines studied in MCMAP are integral to the function of Marines, and had ordered that all Marines will attain a tan belt qualification by the end of 2007. Additionally, all infantry Marines are required to attain a green belt qualification, and other combat arms must qualify for a gray belt by the end of 2008.
Mental
Warrior Studies focus on individuals that have shown exemplary service on the battlefield, as well as discussion and analysis of combat citations. Martial Culture Studies focus on societies that produce warriors either primarily or exclusively. Some of the martial cultures that are studied are the Marine Raiders, Spartans, Zulu and Apache. By studying these cultures, Marines learn fundamental tactics and methods of the past and reconnect themselves with the warrior ethos of the Marine Corps. Combative Behavior studies interpersonal violence, as well as Rules of Engagement and the Force Continuum (which dictates when and how much force can be used in response to the mission, up to and including lethal force). For some belts, Professional Military Education (PME) courses are prerequisites. The development of this discipline also stresses situational awareness, tactical and strategic decision-making, and Operational Risk Management (ORM).
Physical
In MCMAP, only a third of the training involves techniques and physical development. The physical discipline includes the training of fighting techniques, strength, and endurance. This discipline also includes sustainment of skills and techniques already taught, in order to improve skill as well as develop weak-side proficiency. Ground fighting, grappling, pugil bouts, bayonet dummies, and other techniques are used to familiarize Marines with the application of the techniques used. In addition, physical strength and endurance are tested and improved with various techniques that often require teamwork or competition, such as calisthenics, running with full gear, log carries, and boxing matches. Techniques can also be practiced in water or in low-light conditions to simulate combat stress.

Not bad, it should be trimmed a bit.

Beatmeclever wrote:Stance: Low and ready with both knees bent, feet facing forward, and the hands are kept close to the body and held up by the face for protection.
Costume: Combat fatigues are the most common, but street clothes are acceptable.

Character Bonuses:
Add 2 to PS
Add 2 to PE
Add 1 to PP
Add 15 to SDC

If only 1/3 of the training is physical, why no M.E. or M.A bonuses?

Beatmeclever wrote:Combat Skills:
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Dodge
Advanced Defenses: Circular Parry, Combination Parry/Attack, Multiple Dodge
Hand Attacks: Strike (Punch), Backhand, Claw Hand, Elbow, Forearm
Foot Attacks: Kick Attack, Snap Kick, Tripping/Hook Leg, Knee
Special Attacks: Combination Grab/Knee, Body Flip/Throw, Groundfighting

Groundfighting is a Range, not a combat skill.

Beatmeclever wrote:Holds/Locks: Wrist Lock, Elbow Lock, Neck Lock/Choke, Leg Lock

So that's a total of 24 combat moves. Which is slightly above average.

Beatmeclever wrote:Weapon Skills: WP Bayonet, WP knife, WP Staff, WP Chain

W.P. Chain? The wiki page lists Baton as part of the gray belt training, so where's that? And are these skills or Weapon Kata? If they're skills, list them in the Skill section.

Beatmeclever wrote:Modifiers to Attack: Death Blow, Critical Strike, Critical Strike from Rear

Deathblow is an attack, not a modifier.

Beatmeclever wrote:Skills Included in Training
Martial Arts Powers: None

None? No Body Hardening Exercises? No Martial Arts Techniques? It lists pressure points as part of black belt training, so maybe Atemi Abilities at the highest levels?

Beatmeclever wrote:Skills: Body Building & Weightlifting, Running, Boxing, Night Combat

I'd say no to Body Building. They may do log carries as part of the training but that's supposed to build teamwork, not strength. I'd also say no to Running. That's part of a Marine's regular training. Boxing is a no-go too. It may list boxing matches as part of the training but I think that's subsumed as part of the regular striking training. Night Combat would be cool if you told us what it does.

Beatmeclever wrote:Philosophical Training: Marine Corps Virtues (SPECIAL!): Development of this discipline involves discussion on Marine Corps core values, ethics, and good citizenship. An instructor can fail a Marine if he or she feels that the student does not adequately possess honor, courage, and commitment. Some belts also require the approval of the commanding officer before awarded. The force continuum is discussed, allowing a Marine to responsibly use the minimum amount of force necessary, including lethal force. Leadership qualities are also stressed.

Very nice.

Beatmeclever wrote:Cultural Skills: Lore: Warrior Ethos

What does it do? Skill percentage?

Beatmeclever wrote:Languages: English

Level Advancement Bonuses
1st +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Critical Strike on a Natural 20
2nd +2 to Maintain Balance, +2 to Dodge/Parry
3rd +2 to Roll w/Punch/Fall/Impact, +1 to Grappling Attacks
4th +1 to Strike, Critical Strike from Behind
5th Groundfighting, +3 to Grappling Attacks
6th +2 to Roll w/Punch/Fall/Impact, Death Blow on a Natural 20
7th +2 to Dodge/Parry, Critical Strike on a Natural 18 or Better
8th +1 to Strike, +3 to Grappling Attacks
9th +2 to Roll w/Punch/Fall/Impact, +2 to Maintain Balance
10th +2 to Dodge/Parry, Death Blow on a Natural 18 or Better
11th +1 to Grappling Attacks
12th +1 to Strike, +2 to Roll w/Punch/Fall/Impact
13th +2 to Dodge/Parry, +2 to Maintain Balance
14th +1 to Grappling Attacks, Critical Strike on a Natural 17 or Better
15th +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Death Blow on a Natural 17 or Better

So this breaks down to
Roll w/Punch/Fall/Impact +12....Higher than any other style.
Parry +8....Tied with Lee Kwan Choo and Sankukai, which are both defensive styles.
Dodge +8....Tied with Lee Kwan Choo and Sankukai, which are both defensive styles.
Strike +5....Tied with Kyokushinkai.
Damage +0....Interesting choice.
Maintain Balance +6....Tied with Tai Chi Ch'uan.
Grapple +9....Do you mean Holds/Locks? If so, that's a huge bonus.
(Total Bonuses: 48)....Waaaay above average, even for pure combat styles like Kyokushinkai and Fong Ngan.
Crit.: 20 @ 1st, from Behind @ 4th, 18+ @ 7th, 17+ @ 14th. Tops out one level after Li Chia.
Deathblow: 20 @ 6th, 18+ @ 10th, 17+ @ 15th. Second only to White Crane.

Dude, tone it down.

Beatmeclever wrote:Why Study MCMAP?
If it’s good enough for the USMC, it’s got to be dangerous. And this one is extremely dangerous – designed to fit with the Marine ideal, MCMAP is very aggressive and very brutal.

Nice hype paragraph. That's a good way to finish it out.
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Re: Home Made Martial Arts

Unread post by Beatmeclever »

Thanks to all of you. I, personally, think it is pretty good for a quick MA slam-together. I appreciate all of your input and will, most certainly, modify the form this weekend.
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Re: Home Made Martial Arts

Unread post by slade the sniper »

Based on this previous thread http://palladium-megaverse.com/forums/viewtopic.php?f=14&t=126693 have you modified the MCMAP style and forgot to post it?

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Re: Home Made Martial Arts

Unread post by Beatmeclever »

No, my players like it just the way it is. We have a few other home made combatives and mixed martial arts, but those, too, would need to be "toned down." Rather than worry about other people's games, I have chosen to simply let it lie. Modify the above as you desire. I'm just having fun, you should too.

I might post some of the others I have, but they WILL be too powerful if you are looking for game balance between your martial arts.
"The impossibility of the world lies in the fact that it has no equivalent anywhere;it cannot be exchanged for anything. The uncertainty of thought lies in the fact that it cannot be exchanged either for truth or for reality. Is it thought which tips the world over into uncertainty, or the other way around? This in itself is part of the uncertainty." - J. Baudrillard
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Re: Home Made Martial Arts

Unread post by blade76 »

Beatmeclever wrote:No, my players like it just the way it is. We have a few other home made combatives and mixed martial arts, but those, too, would need to be "toned down." Rather than worry about other people's games, I have chosen to simply let it lie. Modify the above as you desire. I'm just having fun, you should too.

I might post some of the others I have, but they WILL be too powerful if you are looking for game balance between your martial arts.


Please post your remaining combatives ,I might be interested in using some of them in a campaign I'm running. An elite unit in ninja/superspy/heroes Unlimited cyberpunk world like Cold Strike by another poster, which utilize both military skills and martial art training to accomplish their missions ;so I'm always looking for less mystical more combat focused fighting arts with just enough ability such as access to martial art powers to make them stand out from generic martial arts.
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Re: Home Made Martial Arts

Unread post by Regularguy »

Dude, tone it down.


Actually, I'm curious: you raise the point that his martial art's Parry and Dodge bonus would be in (a three-way tie for) first place, with big fine bonuses to Strike and Maintain Balance and so on, and so tell him to tone it down -- but just how impressive do you figure an art should otherwise be, if it grants zero martial-arts powers?

Sure, on pure bonuses you'd probably beat a Monkey Style Kung Fu stylist in a straight fight -- except she's using Body Chi to supercharge her bonuses past yours -- not that it matters, since she's using the Arts Of Invisibility to keep you from lining up a blow while cheerfully landing strikes of her own from behind. And you'd maybe have beaten that Chin'na stylist, if only he hadn't led off with a simultaneous attack to incapacitate you: you each launched one attack to start the fight, but (a) his Open Hand Atemi left you unable to defend yourself against the ensuing lethality, and (b) your best shot uselessly glanced off his Chi Gung anyway...
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Re: Home Made Martial Arts

Unread post by Beatmeclever »

Here goes: I do not believe in game balance! I believe in having fun playing and I think that there are some martial arts in the real world that are nothing more than practiced movements that do no good in a real fight. That having being said, there are plenty of times when you will have been one of those studying that art that gets you beat up! I have studied Jeet Kune Do and the Keysi Fighting Method for some time now (20yrs and 8 yrs respectively) and I have taken Krav Maga for the last two years and I have made the combatives I create powerful in some respects and weaker in others. My players (most of whom also train regularly in the Martial Arts) have fun playing in my Palladium Worlds and that is what matters to me. So, I will be posting these new Martial Arts (I do not know if Kusuru has them on his site - I have not been there in years) and if you think they are too powerful for use in your worlds, change them.

PS: Just as CQB is training in the use of firearms and martial arts at EXTREMELY close range (read as within inches of one another) and in restrictive spaces (read as small and movement limiting - like a narrow hallway), GROUNDFIGHTING is training in the use of your chosen Martial Art while prone. In my worlds both of these are Physical Skills:

Close Quarters Battle (CQB): Close Quarters Battle is the understanding of combat (both Unarmed and Armed) at extremely short range and the tactics and techniques used in such situations. Characters with this skill can draw and use a firearm while in grappling range without penalty and fight (unarmed or armed) in cramped spaces where others cannot.
Bonuses for Close Quarters Combat:
The character is not considered to be “Shooting Wild” when attempting to use a handgun while fighting in Combat Range or closer.

Automatic Parry
Circular Parry
Combination Parry/Attack
Combination Grab/Attack
KO/Stun on a Natural 18-20
Pin/Incapacitate on a Natural 15 or better
Simultaneous Attack
+2 to Strike (armed and unarmed)
+2 to Parry
+3 to Grab/Entangle
+2 to Hold/Lock
+3 to Maintain Balance
+3 to Trip
+2d8 to SDC

Groundfighting: Groundfighting is the understanding of unarmed combat while prone and the tactics and techniques that work using your chosen hand-to-hand combat style(s). Characters with this skill can fight effectively even when knocked down or while laying prone with relatively few penalties while others cannot.
Bonuses for groundfighting:
No loss of attacks while prone
Loss of 1/3 normal hand-to-hand combat bonuses while prone
+2d8 to SDC

So, now that the preliminaries are out of the way; have fun.

Bando
Entrance Requirements: PP 13, PE 12, IQ 12
Skill Cost: 6 years
Despite the Chinese influences, Bando is credited as a style of armed and unarmed combat native to Burma (the country now called Myanmar). It is an assimilation of karate-like striking and kicking techniques, judo-like throwing techniques, swordplay and fighting with knives, spears, and sticks.
There are many interpretations of the term Bando, and different linguistic and ethnic groups hold to diverse translations. It is generally interpreted in three ways: “Way of Discipline,” “Systems of Defense,” and “Art of Combat.” Some Bando groups have combined all three translations into one, making it similar to the Japanese term Budo (stop conflict), the Chinese word Wu Shu (war art), or the English terms military arts or martial arts. Some etymologists believe the term Bando derives from Chinese, while others claim Indian or even Tibetan origins. Bando is also called Thaing.
There are many styles of Bando, but most follow basic instructional patterns. The art emphasizes initial withdrawal followed by an attack outside of the opponent’s reach. All parts of the body are employed in these attacks, and once the initial technique is delivered, grappling and locking techniques are used. Techniques are learned first through formal exercises in some systems and only later through sparring.
When the Japanese invaded Burma in 1942, they encouraged the practice and proliferation of Bando and influenced it by exchanging techniques from Judo and Aikido. After World War II, Bando was furthered through a large number of competitions.
Stance: Bando stances are based on the animal style upon which they are formed. These stances tend to mimic the Kung Fu forms of China.
Costume: Karate gi or a loose fitting shirt and shorts.
Character Bonuses:
Add 10 to CHI
Add 1 to PS
Add 2 to PE
Add 1 to PP
Add 2 to Spd
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Breakfall
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Disarm
Hand Attacks: Strike (Punch), Knife Hand, Fore-Knuckle Fist, Palm Strike
Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick)
Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Elbow
Holds/Locks: Arm Hold, Leg Hold, Wrist Lock, Body Hold, Neck Hold
Weapon Skills: WP: Sword, WP: Spear, WP: Stick, WP: Knife
Special Katas: None
Modifiers to Attack: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers:
Select a total of three (3) powers from among Atemi Abilities, Special Katas, and/or Martial Art Techniques. If desired any number of powers may be traded one-for-one for any from Basic Skill Programs (excluding Physical).
Philosophical Training: Buddhism
Languages: Burmese

Level Advancement Bonuses
1st +2 to Parry/Dodge, +3 to Breakfall, +2 to Roll w/Punch/Fall/Impact, +2 to Body Flip/Throw
2nd +1 to Strike, +1 to Disarm
3rd +1 to Parry/Dodge, +1 to Strike
4th +1 Attack per Melee
5th +2 to Roll w/Punch/Fall/Impact, Knock-Out/Stun on Natural 20
6th Critical Strike on a Natural 18 or better
7th +2 to Breakfall, +1 to Disarm
8th +1 Attack per Melee, +1 to Maintain Balance
9th Select one (1) additional power from Atemi, Martial Art Techniques, or Special Katas
10th Double existing Chi, +1 to Body Flip/Throw
11th +1 Attack per Melee, Select one (1) additional power from Atemi, Martial Art Techniques, or Special Katas
12th +1 to Damage, +1 to Strike, +1 to Roll w/Punch/Fall/Impact, +1 to Maintain Balance
13th +2 to Body Flip/Throw
14th +1 Attack per Melee, Knock-Out/Stun on a Natural 19 or 20
15th Add one (1) power from Atemi, Martial Art Techniques, or Special Katas

Why Study Bando?
Bando is a well-rounded martial art that uses both empty-hand and armed methods. Since most Burmese fighters are farmers, it tends to be instinctive making it a quick form to pick up and easily used in the heat of battle.

Tomorrow: Bartitsu!
"The impossibility of the world lies in the fact that it has no equivalent anywhere;it cannot be exchanged for anything. The uncertainty of thought lies in the fact that it cannot be exchanged either for truth or for reality. Is it thought which tips the world over into uncertainty, or the other way around? This in itself is part of the uncertainty." - J. Baudrillard
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slade the sniper
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Re: Home Made Martial Arts

Unread post by slade the sniper »

Hmmm, I do follow your logic and agree with it...but...

Why is the skill cost for MCMAP 8 years??

-STS
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A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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Re: Home Made Martial Arts

Unread post by Mantisking »

Dude, tone it down.
Regularguy wrote:Actually, I'm curious: you raise the point that his martial art's Parry and Dodge bonus would be in (a three-way tie for) first place, with big fine bonuses to Strike and Maintain Balance and so on, and so tell him to tone it down -- but just how impressive do you figure an art should otherwise be, if it grants zero martial-arts powers?

Sure, on pure bonuses you'd probably beat a Monkey Style Kung Fu stylist in a straight fight -- except she's using Body Chi to supercharge her bonuses past yours -- not that it matters, since she's using the Arts Of Invisibility to keep you from lining up a blow while cheerfully landing strikes of her own from behind. And you'd maybe have beaten that Chin'na stylist, if only he hadn't led off with a simultaneous attack to incapacitate you: you each launched one attack to start the fight, but (a) his Open Hand Atemi left you unable to defend yourself against the ensuing lethality, and (b) your best shot uselessly glanced off his Chi Gung anyway...

That's not the point. By the simple fact that each style has individual bonuses they have been ranked. And in those ranks military styles do not measure up. That's it.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
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Beatmeclever
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Re: Home Made Martial Arts

Unread post by Beatmeclever »

slade the sniper wrote:Hmmm, I do follow your logic and agree with it...but...

Why is the skill cost for MCMAP 8 years??

-STS

Pretty sure the show I watched on it said that you could gain Black Belt proficiency quickly; but, like Krav Maga, being proficient and mastering it could take a decade. If that's untrue, I guess that does need to be changed.
"The impossibility of the world lies in the fact that it has no equivalent anywhere;it cannot be exchanged for anything. The uncertainty of thought lies in the fact that it cannot be exchanged either for truth or for reality. Is it thought which tips the world over into uncertainty, or the other way around? This in itself is part of the uncertainty." - J. Baudrillard
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Beatmeclever
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Re: Home Made Martial Arts

Unread post by Beatmeclever »

Here's today's new skill (you'll need it for Bartitsu):
Anticipation: Special Skill Cost: 2 skills to select; 1 skill if the character has taken an Exclusive martial art.
This is a talent learned by many Karate point fighters. The idea is to hold back and wait for the opponent to strike, “out-speed” him and strike before his blow lands. Literally, you anticipate the blow and strike first. Unfortunately, a lot of technique and power is lost when this method is employed.
If the character with this skill declares a simultaneous attack in melee combat, he may negate his opponent’s attack if he successfully strikes. That is, his opponent’s attack doesn’t count at all! The strike must be a Punch, Snap Kick, or a simple weapon thrust. Also, there is no time to put any real force behind the strike, so no PS bonus applies to damage. See the rules for Simultaneous Attack for details.
To use this skill for other attacks, the skill has a Base Skill of 20% +5% per level of experience. This allows a character with the skill to make defensive moves such as Jamming, and Attacks like the One-Inch Punch, Three-Inch Punch, Stop Hit, Stop Hit Kick, and Foot Obstruction.
In learning this skill, the character has probably taken a bit of a beating; add +1d4 to SDC.
If two characters with this skill fight, it cancels out and combat is resolved normally.

Bartitsu
Entrance Requirements: No Dishonorable Alignment allowed. No attribute restrictions.
Skill Cost: 9 years
Bartitsu is an eclectic martial art and self-defense method originally developed in England during the years 1898 – 1902 by E.W. Barton-Wright. In 1901 it was immortalized (as “Baritsu”) by Sir Arthur Conan Doyle in his Sherlock Holmes mystery stories.
Bartitsu was largely drawn from the Shinden Fudo school of classical jujutsu and from Kodokan judo, both of which he had studied while he was a resident in Japan. As Bartitsu became established in London, it was expanded to incorporate techniques from several other schools of jujutsu as well as British boxing and a defensive cane fighting style that had been developed in Switzerland. Bartitsu also included a comprehensive physical training system. Although dormant throughout most of the 20th Century, Bartitsu has been experiencing a revival since 2002.
In 2002, an international association of Bartitsu enthusiasts, known as “The Bartitsu Society,” was formed to research and then revive E.W. Barton-Wright’s “New Art of Self Defense.” This organization divides Bartitsu research into two related fields, those of canonical Bartitsu (the self-defense sequences that were detailed by Barton-Wright and his assistants) and neo-Bartitsu (modern, individualized interpretations drawing especially from the training manuals produced by former Bartitsu Club instructors and their students between 1905 and the early 1920s).
Stance: Forward stance with feet at right angles, about a shoulder-width apart. One fist forward at chin level, the other drawn back to the chest, both clenched and pointing upward, with the palms facing the centerline.
Costume: Typically, the dress of the day is worn. In the early 20th Century, this was a suit and a boater hat; today, this tends to be jeans and t-shirt.
Character Bonuses:
Add 2 to PS
Add 2 to PE
Add 3 to Spd
Add 15 to SDC
Combat Skills:
Attacks per Melee: 4
Escape Moves: Roll
Basic Defenses: Dodge, Parry, Auto-Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack
Hand Attacks: Strike, Power Punch, Quick Jab (Special! Does only 1 point of damage)
Foot Attacks: Kick Attack, Snap Kick
Special Attacks: Combination Strike/Parry, Elbow, Forearm
Weapon Skills: WP: Cane, WP: Improvised Weapon
Modifiers to Attack: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: None
Skills: Athletics, Anticipation
Philosophical Training: Pragmatic Eclecticism (SPECIAL!): This is a philosophical system wherein the student is taught use observed practical consequences and real-world effects to draw upon multiple theories, styles, or ideas to gain complementary insights into a subject, or to apply different theories in particular cases in a search for the truth (or an accurate view of and event or article).
Languages: English

Level Advancement Bonuses
1st +2 to Strike, Critical Strike on a Natural 19 or 20
2nd +1 Attack per Melee, +1 to Disarm, +1 on Initiative
3rd +1 to Parry/Dodge, 2d6 Damage (instead of the normal 1d6), +2 to Maintain Balance
4th +2 on Anticipation, Critical Strike on a Natural 18, 19, or 20
5th +2 to Roll w/Punch/Fall/Impact, K.O./Stun on a Natural 20
6th +2 to Pull Punch, +1 Strike
7th Critical Strike from behind, +1 to Damage, +1 to Parry/Dodge
8th Critical Strike on a Natural 17, 18, 19, or 20, +1 to Disarm
9th +2 to Roll w/Punch/Fall/Impact, K.O./Stun on a Natural 19 or 20
10th +1 on Anticipation
11th +1 Attack per Melee, +1 to Strike
12th +1 to Maintain Balance
13th +2 to Roll w/Punch/Fall/Impact, K.O./Stun on a Natural 18, 19, or 20
14th +1 Attack per Melee, +1 on Initiative,
15th +2 on Anticipation

Why Study Bartitsu?
To study the same art as the literary character Sherlock Holmes, to study an art that is both graceful and deadly, it’s your choice. Bartitsu is one of the few arts that becomes deadly quickly and that could be all the reason a person could need, right?

Today's Bonus:

Defendu
Entrance Requirements: I.Q. 10, M.E. 14, P.P. 14 or higher. No Alignment restrictions.
Skill Cost: 6 years (6 months to gain a base proficiency if this is your Secondary martial art)
Also known as “Fairbairn’s Gutter Fighting,” Defendu was developed by William E. Fairbairn and Eric Anthony Sykes, the inventors of the famous Special Forces knife of WWII. It is a hand-to-hand combat system that is based on Jujutsu and Kodokan. It was designed to be simple to learn and provide effective results and was developed to train the Shanghai Municipal Police and later expanded to be taught to agents of the Office of Strategic Services (OSS) and Special Operations Executive (SOE) during World War II.
During WWII, the system was taught as the Allied troops as a Close Quarters Combat system. While the original Defendu had been oriented towards self-defense and restraint, the Close Quarters Combat system concentrated on the rapid disabling of an opponent, with potentially lethal force. Fairbairn was commissioned in the British Commandos and ordered to teach a lethal version of his system at the Commando school in Scotland.
Once the British Commando School in Scotland was able to produce its own Fairbairn/Sykes qualified instructors, both men were transferred, Fairbairn to North America, and Sykes to SOE, where he trained special agents for behind the lines duties. Fairbairn’s ‘special assignment’ in Oshawa, Canada, was to teach his system to Allied special forces at the most highly classified training operation of WWII, Camp X. Agents were trained in depth to dispose of their enemy quickly and quietly with brutal effectiveness.
Allied victory in WWII marked the end of wide spread instruction of Defendu within North America as soldiers returned to their civilian lives, and only professional military personnel remained to continue the training. During this time, Defendu was adopted by a large number of police agencies throughout Canada and the U.S. including the Royal Canadian Mounted Police.
“(These skills) are not designed to compete with the boxer or Judo expert; they are for pulling yourself out of a jam. When you’re caught, you’re down, and you’re a goner if you don’t attack… And keep in mind, it’s ‘Gutterfighting’: any means, fair or foul, to save your life.” – Lt Col William Fairbairn
Stance: Up right stance with feet parallel and about 12-inches apart, the leading hand is held at head-level while the rear hand is held at the chest below the chin – both hands held in knife hand.
Costume: Combat fatigues are the most common, but street clothes are acceptable.
Character Bonuses:
Add 4 to ME
Add 4 to PE
Add 10 to SDC
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll w/Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Auto-Parry
Advanced Defenses: Circular Parry, Disarm, Breakfall
Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Fingertip Attack, Backhand, Rotary Palm Strike (SPECIAL! Does normal damage, but also works as a knockdown.)
Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Backward Sweep, Sweep Kick (SPECIAL! This low movement is designed to catch the opponent somewhere below the hip, but without sacrificing balance. Does 1d4 damage.)
Special Attacks: Body Block/Tackle, Choke, Knee, Body Flip/Throw, Forearm, Elbow, Combination Parry/Attack
Holds/Locks: Arm Hold, Wrist Lock, Neck Hold, Body Hold, Leg Hold
Modifiers to Attack: Death Blow, Knock-Out/Stun, Critical Strike, Critical Strike from Rear, Critical Flip/Throw

Skills Included in Training
Martial Arts Powers: None
Weapon Skills: WP: Blunt, WP: Bayonet
Philosophical Training: All-In Fighting (SPECIAL!): This is the cumulative of the lessons learned from studying Defendu. Through this the student learns that all success is based on a willingness to succeed, that without the drive to live, the soldier is dead. “He who hesitates is lost;” therefore the student is taught to quickly recognize the available options and then to act on the most effective one quickly. This has made many practitioners extremely successful in the military, business, and even politics. (Note: This philosophy gives the character a +5% bonus to all Science and Technical skills.)
Languages: English

Level Advancement Bonuses
1st KO on a Natural 20, Critical Strike on a Natural 20, +2 to Strike, +3 to Roll w/Punch/Fall/Impact
2nd +2 to Parry/Dodge, +1 to Initiative
3rd +1 to Disarm, +1 to damage, +1 to Roll w/Punch/Fall/Impact
4th +1 Attack per Melee, KO/Stun on a Natural 18, 19, or 20
5th +2 to Roll w/Punch/Fall/Impact, +1 to Strike, +1 to Initiative
6th Death Blow on a Natural 20, +1 to Disarm, +1 to Parry/Dodge
7th +1 to Body Flip/Throw, +1 to Disarm
8th Critical Strike on a Natural 19 or 20 or from Behind, +1 to Parry/Dodge
9th +1 to Strike, KO on a Natural 18, 19, or 20
10th +1 to Damage, +2 to Roll w/Punch/Fall/Impact
11th +1 to Strike, +1 Attack per Melee
12th +1 to Parry/Dodge, KO on a Natural 17, 18, 19, or 20
13th +1 to Strike, +1 to Rear Attacks (Backward Sweep, Backhand)
14th +1 Attack per Melee, +1 on Initiative
15th Death Blow on a Natural 19 or 20

Why Study Defendu?
A complete method of armed and unarmed Close-Quarters Combat; the foundation of the Defendu method is rooted in the harsh and brutal realities of real world violence and proven in the heat of battle during WWII. The philosophy has led to many of the soldiers who survived the war to return to the states to go on to start their own businesses as entrepreneurs.

Tomorrow: Chuck Norris's Home Made Martial Art!
"The impossibility of the world lies in the fact that it has no equivalent anywhere;it cannot be exchanged for anything. The uncertainty of thought lies in the fact that it cannot be exchanged either for truth or for reality. Is it thought which tips the world over into uncertainty, or the other way around? This in itself is part of the uncertainty." - J. Baudrillard
Regularguy
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Re: Home Made Martial Arts

Unread post by Regularguy »

That's not the point. By the simple fact that each style has individual bonuses they have been ranked. And in those ranks military styles do not measure up. That's it.


I'm not following you. Do you mean military styles "do not measure up" because you figure non-military stylists should have better bonuses? Do you mean the "simple fact" of individual bonuses makes MAPs irrelevant to ranking the styles? Or do you mean something else altogether?

Imagine two styles granted identical bonuses right down the line -- damage, strike, parry, dodge, all of it -- and one granted no MAPs at all, while the other granted plenty (the better to boost damage and strike and parry and dodge bonuses). How would you rank them? Call it a tie by the simple fact of their individual bonuses, or declare that one doesn't measure up to the other?
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Beatmeclever
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Re: Home Made Martial Arts

Unread post by Beatmeclever »

I'ma keep going anyway:

Chun Kuk Do
Entrance Requirements: No Attribute restrictions. No Dishonorable Alignments.
Skill Cost: 10 years (8 years as a Secondary Martial Art Form)
Chun Kuk Do is a hybrid martial art that was founded and first taught by Chuck Norris in the 1970’s and, after using a number of names for his developing style, the current name was adopted in 1990. The phrase “Chun Kuk Do” is loosely translated as “The Universal Way” – more literal translations from the Korean are “The Way of 1000 Lands” or “The Way of Many Lands.”
This art evolved from Chuck Norris’ original training in T’ang-Su, a Korean hard style striking martial art. His development included the evolution and integration of T’ang-Su with elements of Tae Kwon Do, Brazilian Jiu-Jitsu, Wrestling, Muay Thai, Shotokan and several other martial arts. In some areas, the style was initially marketed as “Chuck Norris-style T’ang-Su.”
In Chun Kuk Do the belt ranks are as follows:
• White
• Gold
• Purple
• Purple w/ Black Stripe
• Orange
• Orange w/ Black Stripe
• Blue
• Blue w/ Black Stripe
• Green
• Green w/ Black Stripe
• Red
• Red w/ Black Stripe
• Black
There are ten degrees of black belt, with 10th presently belonging exclusively to system founder, Chuck Norris. Fifth degree and up are known as the master ranks.
Each summer Chun Kuk Do and its governing organization, the United Fighting Arts Federation (UFAF), hold a convention and Chun Kuk Do world championship tournament in Las Vegas, Nevada.
Stance: Similar to a low wrestling stance, with the body forward and hands open to receive or to attack with the weight shifted from leg to leg in preparation for kicking. The stance is often personalized or moved more upright in normal fighting situations.
Costume: White Karate Uniform

Character Bonuses:
Add 3 to PS
Add 2 to PE
Add 1 to Spd
Add 15 to SDC
Combat Skills:
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Auto-Parry
Advanced Defenses: Multiple Dodge, Power Block/Parry (Does Damage!), Disarm, Breakfall
Hand Attacks: Strike (Punch), Power Punch, Backhand, Palm Strike
Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Roundhouse Kick, Axe Kick, Reverse Turning Kick (Combination Dodge/Kick), Crescent Kick, Backward Sweep, Drop Kick (Combination Fall/Dodge/Kick), Shin Kick (SPECIAL! Works like a normal Kick Attack, but does 1d6 damage directly to Hit Points. Only available once per melee round.)
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Combination Grab/Kick, Forearm, Elbow, Double Grab/Kick (SPECIAL! One opponent is grabbed and another is kicked simultaneously. Only takes one melee action, but requires two successful Strike rolls. Only Stuns the opponent grabbed but does 2d6 damage to the opponent kicked.), Combination Grab/Head Bash (SPECIAL! First the attacker rolls for a successful strike, followed by a second strike roll that represents the bash of the attacker’s forehead directly into the victim’s face or head. Damage is 2d6. No Parry or Dodge possible during the attack. Normal Critical Strike rolls apply.), Shoot-Through (SPECIAL! A crashing tackle that uses the Throw bonus but Tackles the opponent to the ground; only does 1d4 damage, but the attacker can move straight into a lock of any description.)
Holds/Locks: Head Lock, Elbow Lock, Knee Lock (same as an Elbow Lock, but affects the knee), Wrist Lock, Body Lock (same as a Leg Lock, but catches the opponent around the torso)
Weapon Skills: None
Special Katas: None
Modifiers to Attack: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: Select a total of two (2) powers from among Body Hardening Exercises, Martial Art Techniques, or Special Katas (Note: Weapon Katas not allowed). If desired, any number of powers can be traded one-for-one for any Basic Skill Programs (excluding Physical).
Skills: Body Building, Climbing, Prowl, Wilderness Survival
Philosophical Training: Christianity and Bushido
Cultural Skills: Fasting
Languages: English

Level Advancement Bonuses
1st +2 to Roll w/Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind
2nd +2 to Parry, +1 to Dodge, +2 to Maintain Balance
3rd Death Blow on a Natural 20
4th Critical Strike on a Natural 20, +2 to Roll/Breakfall, +1 to Tackle/Throw
5th Select one (1) additional Power from Body Hardening Exercises, Martial Art Techniques, or Special Katas
6th +2 to Roll w/Punch/Fall/Impact, +2 to Damage
7th +1 Attack per Melee
8th +2 to Damage, +1 to Tackle/Throw, +2 to Parry
9th +1 Attack per Melee
10th +2 to Maintain Balance, +1 to Strike
11th +1 Attack per Melee, +2 to Roll w/Punch/Fall/Impact
12th KO/Stun on a Natural 20, +1 to Hold/Lock
13th +1 to Parry/Dodge, Critical Strike on Natural 18 or Better , +1 to Roll w/Punch/Fall/Impact, +2 to Damage
14th Select one (1) additional Power from Body Hardening Exercises, Martial Art Techniques, or Special Katas
15th Death Blow on a Natural 19 or 20, +1 to Hold/Lock, +1 to Tackle/Throw

Why Study Chun Kuk Do?
A modern, effective combat form created by one of the most famous martial artists of all time, which combines a toughening program of survival skills and strength development. All this, while being an extremely deadly art that maintains the ability to perform brutally well in competition. After all: “What’s known as the UFC, or Ultimate Fighting Championship, doesn't use its full name, which happens to be "Ultimate Fighting Championship, Non-Chuck-Norris-Division.” Right?

Today's Bonus!

Fierce Israeli Guerrilla Hand-to-Hand Tactics (F.I.G.H.T.)
Entrance Requirements: PP 13, PE 12, IQ 12
Skill Cost: 1 year
Fierce Israeli Guerrilla Hand-to-Hand Tactics (F.I.G.H.T.) is considered by those who use it to be the most aggressive, most effective and yet easiest to learn combative in the world. The Haganah uses this method in its wars in the Middle East. F.I.G.H.T. is a program that shows a trainee how to defeat stronger more skilled opponents, including attackers armed with knives, guns or blunt objects.
The system uses common strategies and tactics against most attacks allowing the student to pick it up easily. The F.I.G.H.T. program teaches the 18 most common street attacks, 10 Gun disarms, 10 knife attacks, and knife threats in a short period of time by using muscle memory training to become more effective quickly.
Stance: None
Costume: Combat fatigues

Character Bonuses:
Add 3 to PE
Add 10 to SDC
Combat Skills:
Attacks per Melee: 4
Escape Moves: Roll w/Punch/Fall/Impact, Maintain Balance
Basic Defenses: Parry, Auto-Parry
Advanced Defenses: Combination Parry/Attack, Circular Parry, 360° Defense (SPECIAL! This defense allows the character to parry an attack from any direction and from a number of attackers equal to the character’s character level. This defense works against thrown weapons – like hand grenades – as well allowing the character to knock an airborne grenade up to 45 feet away.)
Hand Attacks: Strike (Punch), Backhand, Claw Hand, Elbow, forearm
Foot Attacks: Kick, Tripping/Hook Leg, Snap Kick, Knee
Special Attacks: Body Block/Tackle, Body Flip/Throw
Holds/Locks: Wrist Lock, Elbow Lock, Head Lock, Choke
Weapon Skills: WP: Knife, WP: Handgun, WP: Grenade
Modifiers to Attack: Death Blow, KO/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: None
Philosophical Training: The major principles in the F.I.G.H.T. program include:
• Avoid getting hit. Techniques will always have an element that minimizes the danger of you being hit, especially in your vulnerable areas.
• Don't be fancy. Techniques are simple and do not conflict with natural or instinctive body movements.
• Defend yourself in the quickest, safest and most effective way. Most techniques include both defensive and offensive elements designed to protect you while inflicting maximum possible damage to your opponent to end the conflict quickly.
• Use the opponent's vulnerable and weak points. Techniques are designed to exploit the many other not so obvious weak points on the human body.
• Don't rely on strength. Techniques are designed to minimize your effort, enabling you to work effectively even when at a size, strength or position disadvantage.
• Use available objects as weapons. The system is designed to teach you to effectively use improvised and ordinary weapons.
• If forced to fight, no rules, no limits. If diplomacy fails, no hesitation, no holding back - anything goes.
Languages: Hebrew

Level Advancement Bonuses
1st +1 to Parry/Dodge, +1 to Strike
2nd Knock Out/Stun on a Natural 20, +1 to Disarm
3rd Critical Strike on a Natural 20 or from Behind, +1 Attack per Melee
4th Death Blow on a Natural 20, +1 to Parry/Dodge
5th +1 Attack per Melee
6th +1 to Disarm, +1 to Parry/Dodge
7th +1 Attack per Melee, Knock Out/Stun on a Natural 19 or 20
8th Critical Strike on a Natural 19 or 20, +1 to Parry/Dodge
9th +1 to Strike, +1 to Disarm
10th +1 Attack per Melee, +1 to Parry/Dodge
11th Critical Strike on a Natural 18, 19, or 20
12th Knock Out/Stun on a Natural 18, 19, or 20, +1 to Disarm
13th +1 Attack per Melee, +1 to Parry/Dodge
14th Death Blow on a Natural 19 or 20
15th +1 to Disarm, +1 to Parry/Dodge

Why Study F.I.G.H.T.?
In current usage by all Israeli Special Forces, it is part of their basic combat training. F.I.G.H.T. is the fastest growing martial art in the world today although it is only passively aggressive since it offers only a limited bonus to strike. The system’s astounding ability for defense coupled with the high likelihood of making killing blows more than makes up for the deficiency.

One for which you've probably been waiting:

Modern Army Combatives (MAC)
Entrance Requirements: None per se, except for a willingness to serve. A decent PS and PE, 8 or Better, are recommended.
Skill Cost: 6 years
In 2001, Matt Larsen, then a Sergeant First Class, established the United States Army Combatives School at Fort Benning. Students are taught techniques from the 2002 version of Field Manual 3-25.150 (Combatives), also written by Larsen. The regimen focused on small, easily repeatable drills, in which practitioners could learn multiple related techniques rapidly. For example, Drill One teaches several techniques: escaping blows, maintaining the mount, escaping the mount, maintaining the guard, passing the guard, assuming side control, maintaining side control, preventing and assuming the mount. The drill can be completed in less than a minute and can be done repeatedly with varying levels of resistance to maximize training benefits.
The Combatives School teaches four instructor certification courses. Students of the first course are not expected to have any knowledge of combatives upon arrival. They are taught fundamental techniques in a series of grappling drills. The basic techniques form a framework upon which the rest of the program can build and are taught as a series of drills, which can be performed as a part of daily physical training. While the course is heavy on grappling, it does not lose sight of the fact that it is a course designed for soldiers going into combat. It is made clear that while combatives can be used to kill or disable, the man that typically wins a hand-to-hand fight in combat is the one whose allies arrive with guns first.
Subsequent courses build upon the framework by adding throws and takedowns from wrestling and Judo, striking skills from boxing and Muay Thai, weapons fighting from eskrima and the western martial arts, all of that combined with how to conduct scenario training and referee the various levels of Combatives competitions.
There are several reasons that the combatives course is taught:
• To educate soldiers on how to protect themselves against threats without using their firearms
• To provide a non-lethal response to situations on the battlefield
• To instill the 'warrior instinct' to provide the necessary aggression to meet the enemy unflinchingly.

Combatives courses have been taught by the United States Military Academy for its entire history. In 2005 the Modern Army Combatives Program began to spread to academia with its adoption at Kansas State University, where there are courses specifically tailored to military personnel (active duty and ROTC) and university athletes, in addition to those available to the general student body
Stance: Up right stance with feet parallel and about 12-inches apart, the leading hand is held at head-level while the rear hand is held at the chest below the chin – both hands held loosely.
Costume: Combat fatigues are the most common, but street clothes are acceptable.

Character Bonuses:
Add 2 to PS
Add 2 to PE
Add 10 to SDC
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Circular Parry, Combination Parry/Attack, Multiple Dodge
Hand Attacks: Strike (Punch), Backhand, Elbow, Forearm
Foot Attacks: Kick Attack, Snap Kick, Tripping/Hook Leg, Knee
Special Attacks: Combination Grab/Knee, Body Flip/Throw, Groundfighting
Holds/Locks: Wrist Lock, Elbow Lock, Neck Lock/Choke, Leg Lock, Head Lock
Weapon Skills: WP Bayonet, WP knife, WP Stick, WP Staff, WP Axe (Tomahawk)
Modifiers to Attack: Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Rear, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: None
Skills: Body Building & Weightlifting, Boxing
Philosophical Training: None
Languages: English

Level Advancement Bonuses
1st +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Critical Strike on a Natural 20
2nd +2 to Grappling Attacks, +2 to Dodge/Parry
3rd +2 to Roll w/Punch/Fall/Impact, +1 to Hold/Lock
4th +1 to Strike, Critical Strike from Behind
5th Groundfighting, +3 to Grappling Attacks
6th +2 to Roll w/Punch/Fall/Impact, Knock-Out/Stun on a Natural 20 (from Behind)
7th +2 to Dodge/Parry, Critical Strike on a Natural 18 or Better
8th +1 to Strike, +3 to Grappling Attacks
9th +2 to Roll w/Punch/Fall/Impact, +2 to Tripping/Hook Leg
10th +2 to Dodge/Parry, Knock-Out/Stun on a Natural 18 or Better
11th +1 to Grappling Attacks
12th +1 to Strike, +2 to Roll w/Punch/Fall/Impact
13th +2 to Dodge/Parry, +2 to Body Flip/Throw
14th +1 to Grappling Attacks, Critical Strike on a Natural 17 or Better
15th +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Knock-Out/Stun on a Natural 17 or Better

Why Study Modern Army Combatives?
Combatives is a United States Army synonym for hand-to-hand combat technique. It encompasses various hybrid martial arts that incorporate fighting techniques from conventional martial arts and combat sports. Unlike combat sports, combatives fighting systems usually have limited sport application, because they often focus on simple self-defense and combat techniques.
"The impossibility of the world lies in the fact that it has no equivalent anywhere;it cannot be exchanged for anything. The uncertainty of thought lies in the fact that it cannot be exchanged either for truth or for reality. Is it thought which tips the world over into uncertainty, or the other way around? This in itself is part of the uncertainty." - J. Baudrillard
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Beatmeclever
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Re: Home Made Martial Arts

Unread post by Beatmeclever »

Gwon-Gyokdo
Entrance Requirements: PS 8, PE 8, PP 12 and Spd 8
Skill Cost: 6 years
Gwon-gyokdo is a combination of the traditional Korean martial arts styles and Muay Thai; it is sometimes referred to as the Korean version of kickboxing. The national Gwon-Gyokdo headquarters are located in Pusan, Korea.
It was founded by Jung Do-Mo after seeing a Taekwondo martial artist defeated by a Muay Thai practitioner. Jung Do-Mo decided that the combination of Taekwondo and Muay Thai could create a martial art stronger than Muay Thai or Taekwondo alone.
Gwon-gyokdo uses no open-hand movements. It is thought by its practitioners that when a person blocks or strikes with full power, an open hand can result in broken or dislocated fingers. Its foot techniques are a combination of Taekwondo and kickboxing movements.
Stance: Like a boxing stance, except the weight is shifted from leg to leg in preparation for kicking.
Costume: Standard Karate Outfit

Character Bonuses:
Add 2 to PS
Add 2 to PE
Add 1 to PP
Add 1 to Spd
Add 5 to SDC
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Auto-Parry
Advanced Defenses: Multiple Dodge, Power Block/Parry (does damage!), Combination Parry/Attack, Breakfall, Automatic Roll
Hand Attacks: Strike (Punch), Knife Hand, Power Punch, Backhand, Palm Strike
Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Crescent Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Axe Kick
Special Attacks: Death Blow, Body Flip/Throw, Combination Strike/Parry, Combination Grab/Kick, Combination Grab/Head Bash (SPECIAL! First the attacker rolls for a successful strike, followed by a second strike roll that represents the bash of the attacker’s forehead directly into the victim’s face or head. Damage is 2d6. No Parry or Dodge possible during the attack. Normal Critical Strike rolls apply.)
Holds/Locks: Neck Hold/Choke
Weapon Skills (Pick One): WP Short Stick, WP Spear, WP Sword, WP Knives – Paired
Modifiers to Attack: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: Select a total of two (2) powers from among Body Hardening Exercises, Martial Art Techniques, and Special Katas. If desired, any number of powers can be traded one-for-one for any Basic Skill Programs (excluding Physical).
Skills: Gymnastics, Fasting, Wilderness Survival, Climbing, Prowl
Philosophical Training: Buddhism, Zen Buddhism, or Bushido
Languages: Korean

Level Advancement Bonuses
1st +2 to Parry, +2 to Roll w/Punch/Fall/Impact, +2 to Maintain Balance
2nd Critical Strike from Behind, Death Blow on a Roll of Natural 20
3rd +2 to Damage, KO/Stun on a Natural 19 or 20
4th Select one power from among Body Hardening Exercises, Martial Art Techniques, and Special Katas.
5th +1 to Rear Attacks, +1 Attack per Melee, +2 to Maintain Balance
6th +2 to Parry/Dodge, +1 to Strike
7th +2 to Roll w/Punch/Fall/Impact, +1 to Body Flip/Throw
8th Select one power from among Body Hardening Exercises, Martial Art Techniques, and Special Katas.
9th +1 Attack per Melee
10th +2 to Roll w/Punch/Fall/Impact
11th +2 to Parry/Dodge, +1 to Strike
12th Select one power from among Body Hardening Exercises, Martial Art Techniques, and Special Katas.
13th +1 Attack per Melee, +1 to Strike
14th Death Blow on a Natural 18, 19, or 20
15th +2 to Parry/Dodge

Why Study Gwon-gyokdo?
A well-rounded Korean system that is practiced all over Asia, this art is deadly in both one-on-one combat and in situations where the fighter is outnumbered.

Jing Quan Do
Entrance Requirements: None
Skill Cost: 9 years
Jing Quan Do literary translates as “Way of the Alert Fist.” The art is filled with violent speed and forceful footwork, which is applied for shock when attacking and to win over an opponent’s attack when countering. When practicing Jing Quan Do, there are three progressive stages that must be kept in mind. They are: Striking, Throwing, and Locking.
To study Jing Quan Do a student must travel to the Shandong Province, birthplace of the Boxer Rebellion, once there he must seek out the hidden instructors of the “Guardians of the Yellow Sea” Triad. There, on the Eastern edge of the North China Plain or in the shadow of the Jade Emperor Peak of the Taishan Mountains, the student will learn the ways of this new brotherhood of boxers.
Stance: Standing with knees bent about halfway, back and shoulders straight and upright, with feet facing toward the opponent, hands loosely extended at waist level with palms vertical.
Costume: None, preferring to remain inconspicuous.

Character Bonuses:
Add 7 to CHI
Add 2 to PS
Add 2d4 to SDC
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Leap, Back Flip, Somersault, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Power Block/Parry (does damage!), Multiple Dodge, Combination Parry/Attack, Breakfall
Hand Attacks: Strike (Punch), Fingertip Attack, Backhand, Palm Strike, Eagle Claw Hand (SPECIAL! This secret attack does 2d6 damage, but can only be performed once per melee round.)
Foot Attacks: Kick Attack, Snap Kick
Special Attacks: Death Blow, Forearm, Elbow, Knee, Crush/Squeeze, Pin/Incapacitate, Choke, Paralysis/Vital Points, Combination Grab/Head Bash (SPECIAL! First the attacker rolls for a successful strike, followed by a second strike roll that represents the bash of the attacker’s forehead directly into the victim’s face or head. Damage is 2d6. No Parry or Dodge possible during the attack. Normal Critical Strike rolls apply.), Combination Hand Hold/Strike (SPECIAL! A two-hand strike where one hand grabs the victim’s hand and the other hand strikes with a hand attack. Requires two successful rolls. No Parries or Dodges for the Melee Round. Bonus is +3 to Damage with the Hand Strike.)
Holds/Locks: Arm Hold, Leg Hold, Neck Hold, Automatic Hold
Weapon Skills: WP Baton, WP Three-Section Staff, WP Knives – Paired
Modifiers to Attack: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: Select two (2) powers from Atemi, or Invisibility, or Body Hardening Exercises, or Special Katas. These MAY NOT be traded for Skill Programs!
Skills: Acrobatics
Philosophical Training: Taoism
Languages: Chinese

Level Advancement Bonuses
1st +2 to Roll w/Punch/Fall/Impact, +1 to Back Flip/Somersault, +1 to Strike, Knock Out/Stun on a Natural 20
2nd +1 to Parry/Dodge, +3 to Damage, +1 to Back Flip/Cartwheel, Critical Strike or Knock Out from Behind
3rd +1 Attack per Melee, +1 to Maintain Balance, +2 to Leap (add 6ft to distance)
4th +2 to Back Flip/Somersault, Select one (1) additional power from Atemi, Chi Mastery, Invisibility, or Body Hardening Exercises
5th +2 to Damage, Critical Strike on a Natural 18 or Better
6th +1 to Parry/Dodge, Double Existing CHI, Death Blow on a roll of Natural 20
7th +1 to Maintain Balance, +1 to Strike, +2 to Leap (add 6ft to distance)
8th +1 Attack per Melee, Select one (1) additional power from Atemi, or Invisibility, or Body Hardening Exercises
9th +2 to Roll w/Punch/Fall/Impact
10th +2 to Damage, Double Existing CHI
11th +1 to Maintain Balance, +1 to Strike
12th +2 to Leap (add 6ft to distance), Select one (1) additional power from Atemi, or Invisibility, or Body Hardening Exercises
13th Add one (1) Zenjoriki Power, Double Existing CHI
14th +1 Attack per Melee, +1 to Parry/Dodge
15th +1 to Maintain Balance, +2 to Damage

Why Study Jing Quan Do?
A powerful hybrid martial art that includes Martial Art Powers and Chi development is rare in the world. When you get the chance to study a system like that, it is one that shouldn’t be passed up. After all, if you have traveled so far, faced so many challenges, and survived, you’d be an idiot to turn the “Mountain Master” down – he’d probably have you killed.

Kyushojutsu
Entrance Requirements: Minimum attributes include IQ 13 and PE 10. Restricted to characters of Honorable alignments.
Skill Cost: 15 years
To study Kyushojutsu, the Kempo method of Pressure Point Fighting, it is necessary to know where the pressure points are, the proper combination, angle and direction to attack. There are 361 “regular” points and 391 “extraordinary” points in the human body all of which are useful in both combat and healing. By using the language and principles of acupuncture as the theoretical basis for study the “Council of Masters” was able to better understand what was intended in the katas of traditional Kempo Karate. To that end, they developed Kyushojutsu as an extension of Kempo.
The teaching of Kyushojutsu is restricted only to those that the “Council of Masters” has deemed worthy. This make be something that happens shortly after joining the Kempo school or something that takes 15 or more years to achieve; but once invited in, the student quickly advances to a position of power within the organization that is looked on with awe by all others.
It has been theorized that the masters of Kyushojutsu have long been at war against the feared Touch Masters of Tien-Hsueh; however, the Council has only existed since the end of WWII, so this must be incorrect. That is, if we are to believe what has been made public to be the truth. The concealment of information has always been part of the martial arts.
In China, most styles originated as family systems, taught only to family members. When the scope of students was expanded to include a whole village, some teachings were held back, reserved solely for the immediate family. Kempo appeared in its current form for the first time in 1906, but it appears to have been much older than that. So what are we to believe about the origins of Kyushojutsu?
Stance: Legs braced, hands held loosely with the forefinger pointing and held in front of the face like a boxer.
Costume: Karate Outfit

Character Bonuses:
Add 2 to PS
Add 2 to PE
Add 15 to SDC
Combat Skills:
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Basic Defenses: Parry, Automatic Parry
Advanced Defenses: Circular Parry
Hand Attacks: Strike (Punch), Claw Hand, Fore-Knuckle Fist, Fingertip Attack
Foot Attacks: Snap Kick
Special Attacks: Leap Attack, Death Blow, Snap-Lock (SPECIAL! Once the martial artist has his opponent in a lock, he can choose to treat it as if the opponent had chosen to break out of the lock, thus releasing the opponent, albeit with a broken limb or having received a vital point attack.), Dim Mak (SPECIAL! This is the feared delayed Death Blow. See Atemi Abilities for more information.), Paralysis Attack (Vital Points).
Holds/Locks: Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock
Modifiers to Attack: Knock Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: Select a total of three (3) powers from among Arts of Invisibility, Atemi Abilities, Body Hardening Exercises, or Chi Mastery. Also select one (1) Zenjoriki power. If desired, any number of powers can be traded one-for-one for any Basic Skill Programs (excluding Physical).
Philosophical Training: None
Languages: Hawaiian and English

Level Advancement Bonuses
1st +2 to Damage, +1 to Strike, Critical Strike from Behind
2nd +1 to Roll w/Punch/Fall/Impact, +1 to Damage, Dim Mak (Death Blow)
3rd Critical Strike on a Natural 20, Select one (1) additional power from Atemi, Chi Mastery, Invisibility, or Body Hardening Exercises
4th +1 to Parry/Dodge, +1 to Leap (add 4ft to distance)
5th Critical Strike on a Natural 18 or Better, +1 Attack per melee
6th Double Existing Chi, +2 to Damage
7th +2 to Roll w/Punch/Fall/Impact, Critical Strike from Behind (Triple Damage)
8th +2 to Strike
9th Select one (1) additional power from Atemi, Chi Mastery, Invisibility, or Body Hardening Exercises
10th Double Existing Chi, +1 Attack per Melee
11th +4 to Damage, +1 to Strike
12th +2 to Leap (add 4ft to distance), Add one (1) Zenjoriki power
13th +1 to Roll w/Punch/Fall/Impact
14th Select one (1) additional power from Atemi, Chi Mastery, Invisibility, or Body Hardening Exercises
15th Double Existing Chi

Why Study Kyushojutsu?
The most powerful martial art in the world – not for its shear force or its number of possible attacks, but for the combination of brute force with the development of secret teachings regarding Chi energy coupled with the power in the physical moves. The martial artist who possesses this knowledge can break the body of an opponent while simultaneously breaking that opponent’s channels of life-giving energy.
"The impossibility of the world lies in the fact that it has no equivalent anywhere;it cannot be exchanged for anything. The uncertainty of thought lies in the fact that it cannot be exchanged either for truth or for reality. Is it thought which tips the world over into uncertainty, or the other way around? This in itself is part of the uncertainty." - J. Baudrillard
blade76
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Posts: 179
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Re: Home Made Martial Arts

Unread post by blade76 »

Yeah, beatmeclever they are great especially the last one. I want to ask that while the combatives are impressive in my game elite mooks would have them as well o something similar, also elite organization would use elite martial arts.Could you make a martial designed for elite military or intelligence strike team.Could the martial art utilize the basis of modern combatives but include martial art powers to make them better able to survive the superhuman martial artists and give them an extra edge against normal grunts they may fight in my gameplay.

An idea I have is like in mcmap, where there are levels to training, once deemed proficient in the basic you advance to the intermediary then advanced.Each level would be about 5 levels deep with completion resulting in learning a new aspect of the martial art.

Basic (Attacks/defenses, skills, maybe 1 or 2 MA) such as F.I.G.H.T reduce bonuses but keep attacks/defences and add 1 or 2 Martial Powers,while increasing training time to 2 years) quick and easy to learn.Contain any technical skills and weapons, other levels will improve on these skills.
Intermediary (add unique skills and some additions to attacks/defense, gve bonuses to skills), Martial art powers.6th to 10th level
Advanced(More advanced bonuses than intermediary)

What do you think.I tend to power game, so I was hoping you could help me create an exclusive art my organization could use to train their operatives.Could you help me out, I don't want a style like kyushojutsu just a pragmatic form able to hold it's own with intelligent use in a hu/nss universe?
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Beatmeclever
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Joined: Tue Apr 01, 2008 3:09 am
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Re: Home Made Martial Arts

Unread post by Beatmeclever »

Spoiler:
blade76 wrote:Yeah, beatmeclever they are great especially the last one. I want to ask that while the combatives are impressive in my game elite mooks would have them as well o something similar, also elite organization would use elite martial arts.Could you make a martial designed for elite military or intelligence strike team.Could the martial art utilize the basis of modern combatives but include martial art powers to make them better able to survive the superhuman martial artists and give them an extra edge against normal grunts they may fight in my gameplay.

An idea I have is like in mcmap, where there are levels to training, once deemed proficient in the basic you advance to the intermediary then advanced.Each level would be about 5 levels deep with completion resulting in learning a new aspect of the martial art.

Basic (Attacks/defenses, skills, maybe 1 or 2 MA) such as F.I.G.H.T reduce bonuses but keep attacks/defences and add 1 or 2 Martial Powers,while increasing training time to 2 years) quick and easy to learn.Contain any technical skills and weapons, other levels will improve on these skills.
Intermediary (add unique skills and some additions to attacks/defense, gve bonuses to skills), Martial art powers.6th to 10th level
Advanced(More advanced bonuses than intermediary)

What do you think.I tend to power game, so I was hoping you could help me create an exclusive art my organization could use to train their operatives.Could you help me out, I don't want a style like kyushojutsu just a pragmatic form able to hold it's own with intelligent use in a hu/nss universe?


Blade, I'll see what I can do. I'm gaming tomorrow, but I'll slap something together for a start and you ca tell me what you think.

In the meantime, here's today's selection:

Rough and Tumble (RAT)
Entrance Requirements:
I.Q. 12, P.E. 10, P.P. 10
Skill Cost: 8 years
Rough and tumble, or RAT for short, is a modern martial art of South Africa. The guiding characteristic in the development of RAT was the meaning of the term “rough and tumble.” RAT was originally conceived in the late 1980s in the South African Defense Force and officially founded in the early 1990s. RAT was originally developed for a need to train Special Forces soldiers in armed/unarmed combat.
The development of RAT was influenced by several factors and several martial arts. Its technical structure was influenced by conventional martial arts and fighting systems and sports, but its fundamental concept has always been that a complete martial art needs to incorporate learning in all areas of combat.
The martial arts and fighting systems that influenced RAT in its early stages were: western boxing, Chinese Kung Fu, Japanese jujutsu, Zulu and Southern Sotho stick fighting, Nguni stick fighting, and taekwondo. Later influences include amateur wrestling, Hsing-i, and Escrima.
The founder of RAT originally named it, ‘Rough and Tumble: The Sport of Integration’, as the most basic principle of RAT is that it should incorporate, use and offer self-defense learning in all possible areas of combat (in other words integrate any concept that could be of use to learners). Whatever the need of application, RAT practitioners and teachers should have the insight and capacity to develop learning around such needs. So unlike most other martial arts, RAT does not have a specific technical structure and physical appearance which would enable someone to easily identify and classify RAT as RAT. The technical repertoire of one practitioner may be quite different for another practitioner. Learning becomes an individual experience and that is the real challenge for teachers of RAT.
Stance: Slightly lowered through bent knees and leaning forward, ready to strike. Hands are kept close to the body.
Costume: South African battle dress uniform or comfortable, but not so loose-fitting as to be entangling, street clothes.

Character Bonuses:
Add 2 to PE
Add 20 to SDC
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Circular Parry, Combination Parry/Attack, Power Parry, Multiple Dodge, Auto Flip/Throw
Hand Attacks: Strike (Punch), Claw Hand, Knife Hand, Backhand, Elbow, Forearm
Foot Attacks: Kick Attack, Snap Kick, Tripping/Hook Leg, Knee
Special Attacks: Combination Grab/Knee, Body Flip/Throw, Body Block/Tackle, Groundfighting
Holds/Locks: Wrist Lock, Elbow Lock, Neck Lock/Choke, Leg Lock, Head Lock
Modifiers to Attack: Pull Punch, Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Rear, Critical Strike from Rear, Death Blow

Skills Included in Training
Martial Arts Powers: None
Skills: Body Building & Weightlifting, Running, Boxing
Philosophical Training: None
Languages: Afrikaans

Level Advancement Bonuses
1st +2 to Roll w/Punch/Fall/Impact, +2 to Tripping/Hook Leg
2nd +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Critical Strike on a Natural 20
3rd +2 to Dodge/Parry, Knock-Out/Stun on a Natural 18 or Better
4th +2 to Grappling Attacks, +2 to Dodge/Parry
5th +2 to Roll w/Punch/Fall/Impact, +1 to Hold/Lock
6th +1 to Grappling Attacks
7th +1 to Strike, +2 to Roll w/Punch/Fall/Impact
8th Groundfighting, +3 to Grappling Attacks
9th +2 to Dodge/Parry, +2 to Body Flip/Throw
10th +2 to Roll w/Punch/Fall/Impact, Knock-Out/Stun on a Natural 17 or Better (from Behind)
11th +1 to Grappling Attacks, Critical Strike on a Natural 17 or Better
12th +2 to Dodge/Parry, Critical Strike on a Natural 18 or Better
13th +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Knock-Out/Stun on a Natural 16 or Better
14th +1 to Strike, +3 to Grappling Attacks
15th Death Blow on a Natural 20

Why Study Rough and Tumble?
A basic and instinctive combat system that incorporates many powerful and deadly techniques, RAT is a combat-tested method of combat.

How about the Chinese military?

Sanshou
Entrance Requirements:
None
Skill Cost: 6 years
Sanshou (literally “free hand”) or Sanda (literally “free fighting”) is a Chinese hand to hand combat system. It may simply be seen as the practice of martial applications in a realistic environment or simply free fighting. The Chinese government created and formalized a standard curriculum for sanshou by experimenting with the Chinese military experiences in close range and hand to hand combat with reference to traditional Chinese martial arts. The watered-down civilian-use for is called Sanda. The term Sanda has a longer history and is more commonly used.
It was originally used by the Kuomintang, under Sun Yat Sen, at the first modern military academy in Whampoa in the 1920s. Later it was also adopted as a method by the People’s Liberation Army of China and the People’s Armed Police.
One can see Sanshou as a synthesis of traditional Chinese kung fu fighting techniques into a more amorphous system and is commonly taught alongside traditional Chinese styles which Sanshou techniques, theory and training methods are derived from. The emphasis of Sanshou is on realistic fighting ability.
As an unarmed close combat system, Sanshou includes da (punches), ti (kicks), shuai (grappling), and na (throws, locks, chokes). One of its most distinguished techniques is the “kick catch.”
Stance: Legs are relaxed, a shoulder-width apart, with one straight and the other with the knee bent. Shoulders are relaxed with arms apart, both hands are relaxed.
Costume: Chinese battle uniform or street clothes

Character Bonuses:
Add +2 to M.A.
Add +1 to P.E.
Add +4 to Spd.
Add 15 to S.D.C.
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Disarm, Automatic Roll, Breakfall
Hand Attacks: Strike (Punch), Knife Hand, Fore-knuckle Fist, Double-knuckle Fist, Power Punch, Backhand, Palm Strike
Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick
Special Attacks: Death Blow, Leap Attack, Elbow, Kick Catch: When the attacker kicks, the defender can perform a throw by catching the kick and tripping the attacker when he’s on one leg. Requires a normal roll to throw.
Holds/Locks: Automatic Wristlock, Arm Hold, Body Hold, Elbow Lock
Weapon Skills (Pick Three): W.P. Cudgels, W.P. Daggers, W.P. Swords (Paired), W.P. Hooks (Paired), W.P. Whip, W.P. Whips (Paired), W.P. Three-Section Staff, W.P. Rope Dart
Special Katas: None
Modifiers to Attack: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: Select a total of two (2) Powers from among Arts of Invisibility and Body Hardening Exercises. If desired, any number of Powers can be traded, one for one, for any “basic” skill programs.
Philosophical Training: Maoism: (SPECIAL!) A variant of Marxism derived from the teachings of the late Chinese leader Mao Zedong, widely applied as the political and military guiding ideology in the Communist Party of China (CPC) from Mao’s ascendancy to its leadership until the inception of Deng Xiaoping Theory and Chinese economic reforms in 1978. It is also applied internationally in contemporary times. Maoist parties and groups exist throughout the world, with notable groups in Peru, India, and Nepal, where they won the country's first free elections in 2008.
The basic tenets of Maoism include revolutionary struggle of the vast majority of people against what they term the exploiting classes and their state structures, termed a People’s War. Usually involving peasants, its military strategies have involved guerrilla war tactics focused on surrounding the cities from the countryside, with a heavy emphasis on political transformation through the mass involvement of the basic people of the society. Maoism departs from conventional European-inspired Marxism in that its focus is on the agrarian countryside, rather than the industrial urban forces. Notably, successful Maoist parties in Peru, Nepal and Philippines have adopted equal stresses on urban and rural areas, depending on the country's level of development.
Physical Skills: Climbing, Prowl
Languages: Chinese

Level Advancement Bonuses
1st +2 to Roll with Punch/Fall/Impact, +3 to Parry/Dodge, +2 to Strike, Critical Strike or Knock Out from Behind.
2nd Critical Strike on a Natural 20
3rd +2 to Parry/Dodge
4th Select one (1) Additional martial art power from Body Hardening Exercises or Arts of Invisibility.
5th +2 Attacks per melee round, +2 to Roll with Punch/Fall/Impact
6th Death Blow on 19 or better
7th +2 to Damage
8th +1 to Parry/Dodge
9th +2 Attacks per melee round, +2 to Roll with Punch/Fall/Impact
10th Select one (1) Additional martial art power from Body Hardening Exercises or Arts of Invisibility.
11th Knock Out/Stun on Natural 18, 19, or 20
12th +2 to Parry/Dodge
13th +1 Attack per melee round, +1 to Roll with Punch/Fall/Impact
14th +2 to Strike, +2 to Damage
15th Select one (1) Additional martial art power from Body Hardening Exercises or Arts of Invisibility.

Why Study Sanshou?
You are a member of the People’s Armed Police or the People’s Liberation Army or simply because you want the Chinese martial arts without all the flash and acrobatics.

One for the Irish in the audience:

Sli Beatha
Entrance Requirements: PS 13, PE 12, ME10, IQ 12
Skill Cost: 10 years
Sli Beatha (‘Way of Life’ in Irish Gaelic, also literally translated as “occupation”) is a hybrid martial art and life development system based on Celtic principles and philosophy developed by former Special Operations police officer, Craig Smith. The system is designed to integrate the physical, mental, and spiritual aspects of an individual through training and study of personal defense, fitness, and survival.
The first Sli Beatha classes were taught in Warrensburg, Missouri in October 1996. The classes would spread to nearby Central Missouri State University where a student organization, the Central Martial Arts Club, was formed to provide classes in Sli Beatha.
Stance: Like a boxing stance, except the weight is shifted from leg to leg in preparation for kicking.
Costume: Standard Karate Outfit

Character Bonuses:
Add +4 to M.E.
Add +1 to P.P.
Add +2 to P.S.
Add +2 to Spd.
Add +8 to S.D.C.
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Circle Parry, Disarm, Breakfall, Combination Parry/Attack
Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Power Punch, Knife Hand Knock Out (Special! Does no damage but knocks out opponent for 2d6 melee rounds. Can only be performed on someone already controlled with a Joint Lock. Requires a normal Strike roll.)
Foot Attacks: Kick Attack, Snap Kick, Jump Kick, Reverse Turn Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick), Tripping Leg Hook, Roundhouse Kick, Crescent Kick, Backward Sweep, Shin Kick (SPECIAL! Works like normal kick attack, but does 1d6 damage directly to Hit Points. Only available once per melee round.)
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Body Block/Tackle, Body Flip/Throw, Automatic Flip/Throw, Critical Flip/Throw, Choke, Knee, Elbow, Paralysis Attack (Vital Points), Combination Strike/Parry, Combination Grab/Kick, Forearm
Holds/Locks: Automatic Finger Lock, Automatic Wristlock, Automatic Elbow Lock
Weapon Skills: None
Special Katas: Lightning Form: This is the style most often used in competition. It allows all the normal attacks per melee to be delivered in the first attack. In other words, if the character has five attacks per melee, then all five strikes can be made at one time. It must be done as the first attack in a melee round and the character must have the initiative. The problem is that after the attack the character cannot Dodge and has no bonuses to Parry for the rest of that melee round.
Modifiers to Attack: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: Select a total of three (3) powers from among Atemi, Body Hardening, Chi Mastery, or Special Katas (NOTE: Weapon Katas not allowed). You may also select one (1) Zenjoriki power. If desired, any number of powers can be traded, one for one, for any “Basic” skill program (excluding the Physical program).
Philosophical Training: Celtic Individuality (SPECIAL!): The Celtic wrestlers of centuries past were expected to be paragons of society, good and true men with stalwart hearts. They followed a code and that code is taught to students of Sli Beatha. Breaking the this code is an open invitation to a beating, and other students, in order to save their reputations, will surely come to call. The code is as follows:
“Do not deride the aged when you have youth, the poor when you have wealth, the lame when you are swift, the blind though you have sight, the ill when you have strength, the dull when you are clever, or the foolish though you are with wisdom.
Be not too wise, too foolish, too conceited, too diffident, too haughty, too humble, too talkative, too silent, too harsh, nor too feeble. For if you are too wise, they expect much. If you are foolish, you will be deceived. If you are too conceited, you will be vexing. Be too humble, and you will be without honor. Be too talkative, you will not be heard. If you are too silent, you will not be regarded at all. If you are too harsh, you will be broken. If you are too feeble, you will be crushed”
Cultural Skills: History (Celtic and Irish)
Languages: Gaelic, full literacy

Level Advancement Bonuses
1st +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw, +2 to Damage, +1 to Parry
2nd +1 Attack per melee round, +1 to Dodge
3rd Double Existing Chi, +2 to Damage, +2 to Strike, +2 to Breakfall
4th +1 to Parry, +2 to Disarm, +2 to Maintain Balance
5th +1 Attack per melee round, +2 to Damage, Select one (1) Additional Martial Art Power from Atemi, Body Hardening, Chi Mastery, Martial Art techniques, or Zenjoriki.
6th +2 to Roll with Punch/Fall/Impact, +2 to Damage
7th +1 Attack per melee round, +1 to Dodge
8th +2 to Damage, +2 to Strike, +2 to Body Flip/Throw (Does 2d6 damage)
9th Double Existing Chi, +1 to Dodge, +1 to Parry, +2 to Breakfall
10th +1 to Roll with Punch/Fall/Impact, +1 to Damage
11th +1 Attack per melee round, +1 to Parry
12th +1 to Dodge, +3 to Disarm, +1 Body Flip/Throw
13th +1 to Roll with Punch/Fall/Impact, Select one (1) Additional Martial Art Power from Atemi, Body Hardening, Chi Mastery, Martial Art techniques, or Zenjoriki.
14th +1 Attack per melee round, +1 to Parry
15th +2 to Strike, +2 to Disarm, +3 to Maintain Balance

Why Study Sli Beatha?
Sli Beatha is a style that is aimed at improving the individual as a person. For some, it can be a connection with their Irish Heritage, as even though the combat form isn’t traditional Irish, the other skills taught are. Sli Beatha students are relatively unknown in the martial arts world, but they are becoming a force to be reckoned with.
"The impossibility of the world lies in the fact that it has no equivalent anywhere;it cannot be exchanged for anything. The uncertainty of thought lies in the fact that it cannot be exchanged either for truth or for reality. Is it thought which tips the world over into uncertainty, or the other way around? This in itself is part of the uncertainty." - J. Baudrillard
blade76
Explorer
Posts: 179
Joined: Thu Jul 21, 2005 8:15 pm

Re: Home Made Martial Arts

Unread post by blade76 »

Rough and Tumble's guiding principles is what I had in mind but lack of MA powers would leave them no match for martial arts like sil beatha with MA powers which give advantages beyond level advancements. Could create a CQB martial art that incorporates physical skills, tactics, some weapons and MA designed to be hghly adaptive and focused on both being able against ancient martial arts but being proficient in modern warfare
blade76
Explorer
Posts: 179
Joined: Thu Jul 21, 2005 8:15 pm

Re: Home Made Martial Arts

Unread post by blade76 »

Beatmeclever wrote:
Spoiler:
blade76 wrote:Yeah, beatmeclever they are great especially the last one. I want to ask that while the combatives are impressive in my game elite mooks would have them as well o something similar, also elite organization would use elite martial arts.Could you make a martial designed for elite military or intelligence strike team.Could the martial art utilize the basis of modern combatives but include martial art powers to make them better able to survive the superhuman martial artists and give them an extra edge against normal grunts they may fight in my gameplay.

An idea I have is like in mcmap, where there are levels to training, once deemed proficient in the basic you advance to the intermediary then advanced.Each level would be about 5 levels deep with completion resulting in learning a new aspect of the martial art.

Basic (Attacks/defenses, skills, maybe 1 or 2 MA) such as F.I.G.H.T reduce bonuses but keep attacks/defences and add 1 or 2 Martial Powers,while increasing training time to 2 years) quick and easy to learn.Contain any technical skills and weapons, other levels will improve on these skills.
Intermediary (add unique skills and some additions to attacks/defense, gve bonuses to skills), Martial art powers.6th to 10th level
Advanced(More advanced bonuses than intermediary)

What do you think.I tend to power game, so I was hoping you could help me create an exclusive art my organization could use to train their operatives.Could you help me out, I don't want a style like kyushojutsu just a pragmatic form able to hold it's own with intelligent use in a hu/nss universe?


Blade, I'll see what I can do. I'm gaming tomorrow, but I'll slap something together for a start and you ca tell me what you think.

In the meantime, here's today's selection:

Rough and Tumble (RAT)
Entrance Requirements:
I.Q. 12, P.E. 10, P.P. 10
Skill Cost: 8 years
Rough and tumble, or RAT for short, is a modern martial art of South Africa. The guiding characteristic in the development of RAT was the meaning of the term “rough and tumble.” RAT was originally conceived in the late 1980s in the South African Defense Force and officially founded in the early 1990s. RAT was originally developed for a need to train Special Forces soldiers in armed/unarmed combat.
The development of RAT was influenced by several factors and several martial arts. Its technical structure was influenced by conventional martial arts and fighting systems and sports, but its fundamental concept has always been that a complete martial art needs to incorporate learning in all areas of combat.
The martial arts and fighting systems that influenced RAT in its early stages were: western boxing, Chinese Kung Fu, Japanese jujutsu, Zulu and Southern Sotho stick fighting, Nguni stick fighting, and taekwondo. Later influences include amateur wrestling, Hsing-i, and Escrima.
The founder of RAT originally named it, ‘Rough and Tumble: The Sport of Integration’, as the most basic principle of RAT is that it should incorporate, use and offer self-defense learning in all possible areas of combat (in other words integrate any concept that could be of use to learners). Whatever the need of application, RAT practitioners and teachers should have the insight and capacity to develop learning around such needs. So unlike most other martial arts, RAT does not have a specific technical structure and physical appearance which would enable someone to easily identify and classify RAT as RAT. The technical repertoire of one practitioner may be quite different for another practitioner. Learning becomes an individual experience and that is the real challenge for teachers of RAT.
Stance: Slightly lowered through bent knees and leaning forward, ready to strike. Hands are kept close to the body.
Costume: South African battle dress uniform or comfortable, but not so loose-fitting as to be entangling, street clothes.

Character Bonuses:
Add 2 to PE
Add 20 to SDC
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Circular Parry, Combination Parry/Attack, Power Parry, Multiple Dodge, Auto Flip/Throw
Hand Attacks: Strike (Punch), Claw Hand, Knife Hand, Backhand, Elbow, Forearm
Foot Attacks: Kick Attack, Snap Kick, Tripping/Hook Leg, Knee
Special Attacks: Combination Grab/Knee, Body Flip/Throw, Body Block/Tackle, Groundfighting
Holds/Locks: Wrist Lock, Elbow Lock, Neck Lock/Choke, Leg Lock, Head Lock
Modifiers to Attack: Pull Punch, Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Rear, Critical Strike from Rear, Death Blow

Skills Included in Training
Martial Arts Powers: None
Skills: Body Building & Weightlifting, Running, Boxing
Philosophical Training: None
Languages: Afrikaans

Level Advancement Bonuses
1st +2 to Roll w/Punch/Fall/Impact, +2 to Tripping/Hook Leg
2nd +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Critical Strike on a Natural 20
3rd +2 to Dodge/Parry, Knock-Out/Stun on a Natural 18 or Better
4th +2 to Grappling Attacks, +2 to Dodge/Parry
5th +2 to Roll w/Punch/Fall/Impact, +1 to Hold/Lock
6th +1 to Grappling Attacks
7th +1 to Strike, +2 to Roll w/Punch/Fall/Impact
8th Groundfighting, +3 to Grappling Attacks
9th +2 to Dodge/Parry, +2 to Body Flip/Throw
10th +2 to Roll w/Punch/Fall/Impact, Knock-Out/Stun on a Natural 17 or Better (from Behind)
11th +1 to Grappling Attacks, Critical Strike on a Natural 17 or Better
12th +2 to Dodge/Parry, Critical Strike on a Natural 18 or Better
13th +1 to Strike, +2 to Roll w/Punch/Fall/Impact, Knock-Out/Stun on a Natural 16 or Better
14th +1 to Strike, +3 to Grappling Attacks
15th Death Blow on a Natural 20

Why Study Rough and Tumble?
A basic and instinctive combat system that incorporates many powerful and deadly techniques, RAT is a combat-tested method of combat.

How about the Chinese military?

Sanshou
Entrance Requirements:
None
Skill Cost: 6 years
Sanshou (literally “free hand”) or Sanda (literally “free fighting”) is a Chinese hand to hand combat system. It may simply be seen as the practice of martial applications in a realistic environment or simply free fighting. The Chinese government created and formalized a standard curriculum for sanshou by experimenting with the Chinese military experiences in close range and hand to hand combat with reference to traditional Chinese martial arts. The watered-down civilian-use for is called Sanda. The term Sanda has a longer history and is more commonly used.
It was originally used by the Kuomintang, under Sun Yat Sen, at the first modern military academy in Whampoa in the 1920s. Later it was also adopted as a method by the People’s Liberation Army of China and the People’s Armed Police.
One can see Sanshou as a synthesis of traditional Chinese kung fu fighting techniques into a more amorphous system and is commonly taught alongside traditional Chinese styles which Sanshou techniques, theory and training methods are derived from. The emphasis of Sanshou is on realistic fighting ability.
As an unarmed close combat system, Sanshou includes da (punches), ti (kicks), shuai (grappling), and na (throws, locks, chokes). One of its most distinguished techniques is the “kick catch.”
Stance: Legs are relaxed, a shoulder-width apart, with one straight and the other with the knee bent. Shoulders are relaxed with arms apart, both hands are relaxed.
Costume: Chinese battle uniform or street clothes

Character Bonuses:
Add +2 to M.A.
Add +1 to P.E.
Add +4 to Spd.
Add 15 to S.D.C.
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Disarm, Automatic Roll, Breakfall
Hand Attacks: Strike (Punch), Knife Hand, Fore-knuckle Fist, Double-knuckle Fist, Power Punch, Backhand, Palm Strike
Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick
Special Attacks: Death Blow, Leap Attack, Elbow, Kick Catch: When the attacker kicks, the defender can perform a throw by catching the kick and tripping the attacker when he’s on one leg. Requires a normal roll to throw.
Holds/Locks: Automatic Wristlock, Arm Hold, Body Hold, Elbow Lock
Weapon Skills (Pick Three): W.P. Cudgels, W.P. Daggers, W.P. Swords (Paired), W.P. Hooks (Paired), W.P. Whip, W.P. Whips (Paired), W.P. Three-Section Staff, W.P. Rope Dart
Special Katas: None
Modifiers to Attack: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: Select a total of two (2) Powers from among Arts of Invisibility and Body Hardening Exercises. If desired, any number of Powers can be traded, one for one, for any “basic” skill programs.
Philosophical Training: Maoism: (SPECIAL!) A variant of Marxism derived from the teachings of the late Chinese leader Mao Zedong, widely applied as the political and military guiding ideology in the Communist Party of China (CPC) from Mao’s ascendancy to its leadership until the inception of Deng Xiaoping Theory and Chinese economic reforms in 1978. It is also applied internationally in contemporary times. Maoist parties and groups exist throughout the world, with notable groups in Peru, India, and Nepal, where they won the country's first free elections in 2008.
The basic tenets of Maoism include revolutionary struggle of the vast majority of people against what they term the exploiting classes and their state structures, termed a People’s War. Usually involving peasants, its military strategies have involved guerrilla war tactics focused on surrounding the cities from the countryside, with a heavy emphasis on political transformation through the mass involvement of the basic people of the society. Maoism departs from conventional European-inspired Marxism in that its focus is on the agrarian countryside, rather than the industrial urban forces. Notably, successful Maoist parties in Peru, Nepal and Philippines have adopted equal stresses on urban and rural areas, depending on the country's level of development.
Physical Skills: Climbing, Prowl
Languages: Chinese

Level Advancement Bonuses
1st +2 to Roll with Punch/Fall/Impact, +3 to Parry/Dodge, +2 to Strike, Critical Strike or Knock Out from Behind.
2nd Critical Strike on a Natural 20
3rd +2 to Parry/Dodge
4th Select one (1) Additional martial art power from Body Hardening Exercises or Arts of Invisibility.
5th +2 Attacks per melee round, +2 to Roll with Punch/Fall/Impact
6th Death Blow on 19 or better
7th +2 to Damage
8th +1 to Parry/Dodge
9th +2 Attacks per melee round, +2 to Roll with Punch/Fall/Impact
10th Select one (1) Additional martial art power from Body Hardening Exercises or Arts of Invisibility.
11th Knock Out/Stun on Natural 18, 19, or 20
12th +2 to Parry/Dodge
13th +1 Attack per melee round, +1 to Roll with Punch/Fall/Impact
14th +2 to Strike, +2 to Damage
15th Select one (1) Additional martial art power from Body Hardening Exercises or Arts of Invisibility.

Why Study Sanshou?
You are a member of the People’s Armed Police or the People’s Liberation Army or simply because you want the Chinese martial arts without all the flash and acrobatics.

One for the Irish in the audience:

Sli Beatha
Entrance Requirements: PS 13, PE 12, ME10, IQ 12
Skill Cost: 10 years
Sli Beatha (‘Way of Life’ in Irish Gaelic, also literally translated as “occupation”) is a hybrid martial art and life development system based on Celtic principles and philosophy developed by former Special Operations police officer, Craig Smith. The system is designed to integrate the physical, mental, and spiritual aspects of an individual through training and study of personal defense, fitness, and survival.
The first Sli Beatha classes were taught in Warrensburg, Missouri in October 1996. The classes would spread to nearby Central Missouri State University where a student organization, the Central Martial Arts Club, was formed to provide classes in Sli Beatha.
Stance: Like a boxing stance, except the weight is shifted from leg to leg in preparation for kicking.
Costume: Standard Karate Outfit

Character Bonuses:
Add +4 to M.E.
Add +1 to P.P.
Add +2 to P.S.
Add +2 to Spd.
Add +8 to S.D.C.
Combat Skills:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Circle Parry, Disarm, Breakfall, Combination Parry/Attack
Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Power Punch, Knife Hand Knock Out (Special! Does no damage but knocks out opponent for 2d6 melee rounds. Can only be performed on someone already controlled with a Joint Lock. Requires a normal Strike roll.)
Foot Attacks: Kick Attack, Snap Kick, Jump Kick, Reverse Turn Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick), Tripping Leg Hook, Roundhouse Kick, Crescent Kick, Backward Sweep, Shin Kick (SPECIAL! Works like normal kick attack, but does 1d6 damage directly to Hit Points. Only available once per melee round.)
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Body Block/Tackle, Body Flip/Throw, Automatic Flip/Throw, Critical Flip/Throw, Choke, Knee, Elbow, Paralysis Attack (Vital Points), Combination Strike/Parry, Combination Grab/Kick, Forearm
Holds/Locks: Automatic Finger Lock, Automatic Wristlock, Automatic Elbow Lock
Weapon Skills: None
Special Katas: Lightning Form: This is the style most often used in competition. It allows all the normal attacks per melee to be delivered in the first attack. In other words, if the character has five attacks per melee, then all five strikes can be made at one time. It must be done as the first attack in a melee round and the character must have the initiative. The problem is that after the attack the character cannot Dodge and has no bonuses to Parry for the rest of that melee round.
Modifiers to Attack: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Rear

Skills Included in Training
Martial Arts Powers: Select a total of three (3) powers from among Atemi, Body Hardening, Chi Mastery, or Special Katas (NOTE: Weapon Katas not allowed). You may also select one (1) Zenjoriki power. If desired, any number of powers can be traded, one for one, for any “Basic” skill program (excluding the Physical program).
Philosophical Training: Celtic Individuality (SPECIAL!): The Celtic wrestlers of centuries past were expected to be paragons of society, good and true men with stalwart hearts. They followed a code and that code is taught to students of Sli Beatha. Breaking the this code is an open invitation to a beating, and other students, in order to save their reputations, will surely come to call. The code is as follows:
“Do not deride the aged when you have youth, the poor when you have wealth, the lame when you are swift, the blind though you have sight, the ill when you have strength, the dull when you are clever, or the foolish though you are with wisdom.
Be not too wise, too foolish, too conceited, too diffident, too haughty, too humble, too talkative, too silent, too harsh, nor too feeble. For if you are too wise, they expect much. If you are foolish, you will be deceived. If you are too conceited, you will be vexing. Be too humble, and you will be without honor. Be too talkative, you will not be heard. If you are too silent, you will not be regarded at all. If you are too harsh, you will be broken. If you are too feeble, you will be crushed”
Cultural Skills: History (Celtic and Irish)
Languages: Gaelic, full literacy

Level Advancement Bonuses
1st +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw, +2 to Damage, +1 to Parry
2nd +1 Attack per melee round, +1 to Dodge
3rd Double Existing Chi, +2 to Damage, +2 to Strike, +2 to Breakfall
4th +1 to Parry, +2 to Disarm, +2 to Maintain Balance
5th +1 Attack per melee round, +2 to Damage, Select one (1) Additional Martial Art Power from Atemi, Body Hardening, Chi Mastery, Martial Art techniques, or Zenjoriki.
6th +2 to Roll with Punch/Fall/Impact, +2 to Damage
7th +1 Attack per melee round, +1 to Dodge
8th +2 to Damage, +2 to Strike, +2 to Body Flip/Throw (Does 2d6 damage)
9th Double Existing Chi, +1 to Dodge, +1 to Parry, +2 to Breakfall
10th +1 to Roll with Punch/Fall/Impact, +1 to Damage
11th +1 Attack per melee round, +1 to Parry
12th +1 to Dodge, +3 to Disarm, +1 Body Flip/Throw
13th +1 to Roll with Punch/Fall/Impact, Select one (1) Additional Martial Art Power from Atemi, Body Hardening, Chi Mastery, Martial Art techniques, or Zenjoriki.
14th +1 Attack per melee round, +1 to Parry
15th +2 to Strike, +2 to Disarm, +3 to Maintain Balance

Why Study Sli Beatha?
Sli Beatha is a style that is aimed at improving the individual as a person. For some, it can be a connection with their Irish Heritage, as even though the combat form isn’t traditional Irish, the other skills taught are. Sli Beatha students are relatively unknown in the martial arts world, but they are becoming a force to be reckoned with.



Hi, I am still waiting for the martial art form is it nearly ready ?:-D
gaby
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Location: Québec

Re: Home Made Martial Arts

Unread post by gaby »

Have any One come up with Cape Fighting?
Regularguy
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Joined: Fri Sep 22, 2006 10:54 am

Re: Home Made Martial Arts

Unread post by Regularguy »

gaby wrote:Have any One come up with Cape Fighting?


Moo Gi Gong would do the trick, so long as you're using a cape to entangle your opponent's weapon or choke him out while relying on your bonuses to parry and strike and damage with any object -- which means it'd work just as well if you wield anything flexible, be it a t-shirt or whatever -- but, hey, if you want to use a cape, you can use a cape.
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slade the sniper
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Posts: 1537
Joined: Thu Aug 16, 2007 9:46 am
Location: SDF-1, Macross Island

Re: Home Made Martial Arts

Unread post by slade the sniper »

Has anyone done La Canne AKA Canne de combat

http://en.wikipedia.org/wiki/Canne_de_combat

Also, does anyone think that the WP's such as sword, staff, etc can/should be expanded to become full MAFs on their own similar to the various schools of swordfighting/duelling popular in earlier periods?

http://en.wikipedia.org/wiki/Historical_European_martial_arts

I was thinking that a WP is the basics of using a weapon, but they could be built up to become an entire MAF. I don't know if having a knight with WP sword, chain, lance, dagger and HtH Basic or Expert would have the same flavor as a knight with the MAF of The Liechtenauer School.

Just a thought.

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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The Oh So Amazing Nate
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Re: Home Made Martial Arts

Unread post by The Oh So Amazing Nate »

commenting to find later. Thanks for posting
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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slade the sniper
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Re: Home Made Martial Arts

Unread post by slade the sniper »

Hey, if you can help out with some of these MAF's that would be great. N&SS needs all the love it can get...and I think Recon is definitely on life support :(

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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taalismn
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Re: Home Made Martial Arts

Unread post by taalismn »

Good god, Beatmeclever, I have trouble fleshing out ONE martial arts form(and that an utterly nonsensical form with my own made-up moves).
You tackle several REAL WORLD ones.
You, sir, are either insane or divinely inspired, or both. :ok:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Home Made Martial Arts

Unread post by Looonatic »

taalismn wrote:Good god, Beatmeclever, I have trouble fleshing out ONE martial arts form(and that an utterly nonsensical form with my own made-up moves).
You tackle several REAL WORLD ones.
You, sir, are either insane or divinely inspired, or both. :ok:


I'm guessing both since I am now wondering what Shaq-Fu would look like.
--The more powerful you are, the less tacos you get.--
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Re: Home Made Martial Arts

Unread post by The Dark Elf »

someone write up "Quack-Fu"
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Re: Home Made Martial Arts

Unread post by Alrik Vas »

The Dark Elf wrote:someone write up "Quack-Fu"


Quack-Fu
Bonuses
+20% to Gain Trust (MA roll)
+1d4 SPD

Maneuvers
Attacks: Finger Attack (prodding people in the chest to distract them from their thoughts), Talking Loudly (to make your point whether it's true or not).
Defense: Lawyer Speedial, Roll with Punch/Impact
Weapon Katas: Pen, Cell Phone, Getaway Car, Prison Shank
Starting Skills: Medical Doctor (-15%)

Advancement
Lvls 1-15: Make Six Figures a Year, spend millions in legal fees. +2 to save vs pain.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Home Made Martial Arts

Unread post by The Dark Elf »

Alrik Vas wrote:
The Dark Elf wrote:someone write up "Quack-Fu"


Quack-Fu
Bonuses
+20% to Gain Trust (MA roll)
+1d4 SPD

Maneuvers
Attacks: Finger Attack (prodding people in the chest to distract them from their thoughts), Talking Loudly (to make your point whether it's true or not).
Defense: Lawyer Speedial, Roll with Punch/Impact
Weapon Katas: Pen, Cell Phone, Getaway Car, Prison Shank
Starting Skills: Medical Doctor (-15%)

Advancement
Lvls 1-15: Make Six Figures a Year, spend millions in legal fees. +2 to save vs pain.

Do I get +5 to dodge Dark Overlords?
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited
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Re: Home Made Martial Arts

Unread post by Alrik Vas »

No! As a matter of fact, you are -5 to dodge angry slaps from dissatisfied patients. Fortunately you can Roll with Impact.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Home Made Martial Arts

Unread post by taalismn »

Forgot Special Moves: Bilk Health Insurance
Weapons Katas: Add: Golf Clubs.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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The Oh So Amazing Nate
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Re: Home Made Martial Arts

Unread post by The Oh So Amazing Nate »

Honestly (an I'm not biatching) the write up for quack fu so far has me flummoxed. When I saw quack fu I pictured that violent, screaming, rage tornado that is Donald Duck when he looses his temper. I guess you guy's are going along the line of a fraudulent medical doctor.
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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Re: Home Made Martial Arts

Unread post by The Dark Elf »

It's from HOWARD: A New Breed Of Hero.
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited
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Re: Home Made Martial Arts

Unread post by Alrik Vas »

taalismn wrote:Forgot Special Moves: Bilk Health Insurance
Weapons Katas: Add: Golf Clubs.



True...
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Home Made Martial Arts

Unread post by Alrik Vas »

We could do either
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Home Made Martial Arts

Unread post by Alpha 11 »

Liking the HtH write ups!
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Re: Home Made Martial Arts

Unread post by taalismn »

Room for some exercises?

Body Hardening Exercises:

*Iron Thighs
---This technique builds up the upper legs through strength and endurance training; squeezing large hard rubber balls or planks held length-wise between the thighs, and sitting the painful way on sawhorses for hours. Practitioners wind up with muscular thighs that can crack a coconut, neck, or ribs between them. +1 Speed, +1 P.S., +1d4 P.E., takes HALF damage/stun from hits to the groin area, and can perform a scissors choke with the legs that does 2d4 damage(plus any bonuses from exceptional strength) SDC if used to break objects, or direct to Hit Points if used as a Squeeze/Choke attack.
Last edited by taalismn on Sun Sep 29, 2013 1:18 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Home Made Martial Arts

Unread post by The Oh So Amazing Nate »

taalismn wrote:Room for some exercises?

Body Hardening Exercises:

*Iron Thighs
---This technique builds up the upper legs through strength and endurance training; squeezing large hard rubber balls or planks held length-wise between the thighs, and sitting the painful way on sawhorses for hours. Practitioners wind up with muscular thighs that can crack a coconut, neck, or ribs between them. +1 Speed, +1 P.S., +1d4 P.E., takes HALF damage/stun from hits to the groin area, and can perform a scissors choke with the legs that does 2d4 damage(plus any bonuses from exceptional strength).


A little clarification on that last bolded bit. I'm not sure about other systems, but AtB2 says that Crush/Squeeze attacks (which I think this would count as) do damage straight to hit points. Does the same apply here?

Thanks
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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Re: Home Made Martial Arts

Unread post by taalismn »

The Oh So Amazing Nate wrote:
taalismn wrote:Room for some exercises?

Body Hardening Exercises:

*Iron Thighs
---This technique builds up the upper legs through strength and endurance training; squeezing large hard rubber balls or planks held length-wise between the thighs, and sitting the painful way on sawhorses for hours. Practitioners wind up with muscular thighs that can crack a coconut, neck, or ribs between them. +1 Speed, +1 P.S., +1d4 P.E., takes HALF damage/stun from hits to the groin area, and can perform a scissors choke with the legs that does 2d4 damage(plus any bonuses from exceptional strength).


A little clarification on that last bolded bit. I'm not sure about other systems, but AtB2 says that Crush/Squeeze attacks (which I think this would count as) do damage straight to hit points. Does the same apply here?

Thanks


I was unaware of the AtB2 rules, but I figure if this is used as a nutcracker(boards, coconuts, etc) it's SDC, but if used as a Squeeze/Choke, yes, I'd say it's to Hit Points.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
tsh77769
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Re: Home Made Martial Arts

Unread post by tsh77769 »

What Rifter was MCMAP in?

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Re: Home Made Martial Arts

Unread post by His Dudeness »

Any thoughts for Hapkido?

I was thinking choosing Tae Kwon Do as the primary, and either Aikido or Jiujutsu as the secondary, though it would be nice to have a style of it own ready to go.
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Re: Home Made Martial Arts

Unread post by His Dudeness »

Has anyone tried to do a viable Hapkido MA?

I'm thinking Taekwondo as the primary style, and either Aikido or Jiujutsu, as the secondary style.
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slade the sniper
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Re: Home Made Martial Arts

Unread post by slade the sniper »

This is C/P from Kuseru's website (his netbook of Martial arts should be the first stop for most of us):
HAP KI DO
By TDRAGON
(a.k.a. Daniel Matthis)
(assisted and modified by Lee Casebolt)
Entrance Requirements: None
Skill Cost: 12 years (9 years as a secondary form)
Costume: Normal Karate (Usually a heavier weight), Colors are usually Black and Red, but may change from style to style
Stance: There is no set stance, usually done from a walking stance, or (simply) fighting stance.
Fighting Stance Description: Front foot is pointed forward at roughly at a 60 degree angle. The back foot is at 90 degrees from the opponent. Most of the weight is distributed on the back leg (typically about 60% of the weight is on the back leg). Defensive Hand placement varies. Usually the front hand is just below chin level and about 45 degrees from the body. The hand is either in a closed fist or open hand position. The back hand is guarding the solar plexsus and is in a fist.
CHARACTER BONUSES
Add 10 to CHI
Add 2 to M.E.
Add 1 to P.P.
Add 1 to P.E.
Add 10 S.D.C.
COMBAT SKILLS
Attacks Per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Power Block/Parry, Disarm
Hand Attacks: Strike (punch), Knife Hand, Back Hand, Fingertip Attacks, Palm Strike,
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Hook Kick (SPECIAL! Looks like a side kick that misses. Instead the initial part of the kick misses but you bring the heel around (bending at the knee), hooking to go past the defense and hitting the target. It doesn't do extensive damage but it does get past blocks. Is aimed at the head, spine, or groin. Damage is 1d6, defender is -2 to Parry.)
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Death Blow, Knee, Elbow, Body Flip/Throw
Holds/Locks: Arm, Leg, wrist, and elbow locks, Arm Holds, Body Holds (Note: Many of the Locks will do a break on that body part. After all if their leg is broken, they can't chase you ;)
Weapon Katas: None
Modifiers to Attack: Pull Punch, Knock out/stun, Critical Strike, Critical Strike from rear.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select a total of three powers from Atemi Abilities, Chi Mastery, or Body Hardening Exercises. If desired, these powers may be exchanged, one for one, for basic skill programs (excluding physical).
Language: Korean
If this is your primary martial arts form, the following arts can be learned in a shorter period of time: Tae Kwon Do (5 years), Jujitsu (5 years), Yu-Sool (6 years), and Isshin-Ryu (5 years)
LEVEL ADVANCEMENT BONUSES
Level 1::+2 to Maintain Balance, +2 to Roll with Punch/Fall/Impact
Level 2::+2 to Parry/Dodge, +1 to Strike
Level 3::+1 Attack per Melee, +2 to Damage
Level 4::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 5::Critical Strike on 18-20
Level 6::+1 Attack per Melee, +1 to Disarm
Level 7::Double existing CHI
Level 8::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 9::+1 Attack per Melee, +1 to Maintain Balance
Level 10::+1 to Strike and Parry/Dodge, +1 to Body Flip/Throw
Level 11::Death Blow on natural 20
Level 12::+1 Attack per Melee, +1 to Breakfall
Level 13::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 14::Double existing CHI
Level 15::+1 Attack per Melee, +2 to Damage
WHY STUDY HAPKIDO?
An all around martial art that can handle a variety of situations. It also develops good spiritual harmony and is usually intended for Defense, but if the going gets tough then the tough can get really nasty. [Snap] "Oh, so sorry, was that your arm?
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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Re: Home Made Martial Arts

Unread post by The Oh So Amazing Nate »

The Oh So Amazing Nate wrote:Honestly (an I'm not biatching) the write up for quack fu so far has me flummoxed. When I saw quack fu I pictured that violent, screaming, rage tornado that is Donald Duck when he looses his temper. I guess you guy's are going along the line of a fraudulent medical doctor.




Anyone feel like giving this a go? The closest I ever got to anything remotely resembling a hth style was the skill progression for Competitive Belching (with help from the fine folks of the PB community). No idea how I'd determine an actual combat style. I still think this would be hilarious to see though.
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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Re: Home Made Martial Arts

Unread post by slade the sniper »

I was of the opinion that it would be derived from Howard the Duck or something from Usagi Yojimbo (if there was a duck samurai).

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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Re: Home Made Martial Arts

Unread post by His Dudeness »

How about the Russian styles as used by Spetnaz?

Kulachniy boy - Russian Bare-Knuckle Boxing.

Sambo - Russian Judo/Wrestling

Systema - An interesting style with an equally interesting philosophy.

The above are martial art 'styles' that are used by Spetnaz and other similar Russian units.
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