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New "martial art"

Posted: Fri Jan 14, 2005 11:23 am
by Sentinel
Well, I don't know if in all fairness you can call it that.
Anyway, I wrote up a style, and thought I'd submit it for comment.

Style Name: Luche Libre professional wrestling
Entrance Requirements: none
Costume: Pro Wrestling garb, usually brightly coloured pants or tights, wrestling boots, and a highly stylised mask which covers the entire head.
Country of Origin: Mexico, although a style of wrestling very similar can be found in Japan.
Stance: Variations on the wrestling crouch, otherwise nothing formal.
Language: Spanish
Skill Cost: 2-4 Years.

Character Attribute Bonuses:
+2 to PP
+1 to PE
+1 to PS
+10 to S.D.C.
+1d6 to SPD.

Combat Skills:
Attacks Per Melee: 4 ( total is four if using HUII or Rifts: do not add two)
Escape Moves: Breakfall, Roll w/ P/F/I, Somersault, Maintain Balance
Attack Moves: Leap, Cartwheel
Basic Defensive Moves: Parry, Automatic Parry, Dodge
Advanced Defensive Moves: none
Hand Attacks: Palm strike, Knife hand
Foot Attacks: Snap Kick, Crescent Kick, Drop Kick (combination fall/dodge/kick), Tripping/ Leg Hook, Backward Sweep
Jumping Foot Attacks: Jump Kick, Flying Leg Scissor Takedown (SPECIAL! Attacker rolls to strike, securing a leglock around the opponents' head and neck. The attacker then throws the opponent to the ground inflicting 2d6 damage. Uses three actions. Normal throw/knockdown applies to the victim. This move is spectacular to observe. Also known as the 'Hurricanrana').
Special Attacks: Elbow (can be used to escape holds), Knee, Body Flip/Throw, Head Butt, Jumping Head Butt (SPECIAL! By lunging foward, the attacker drives the top of his head into the midsection of the opponent. Because of the difficulty, the attacker receives no bonus to strike until Level Advancement Bonus. Damage is 2d6, and victim will be stunned 1 round due to difficulty breathing).
Hold/Locks: Arm Hold, Leg Hold, Neck Hold, Wrist Lock, Elbow Lock.
Note: For those who have developed more holds and locks than are presented in N&SS, add two holds and two joint locks.
Weapons Katas: none
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Rear, Knockout/Stun.

Skills Included In Training:
Martial Arts Powers: At Level One, select one (1) Body Hardening of choice.
Physical Skills: Gymnastics, and General Athletics. (Note: If Aerobic Fitness is available, add that skill as well).
Philosophical Skills: none
Cultural Skills: Mexican Cooking, Sports (soccer is common).
Other Skills: If training in Japan, add Japanese at 35%.

Level Advancement Bonses:
1: +1 to dodge; +2 to Roll w/ P/F/I
2: +2 to Breakfall, +2 to Maintain Balance
3: +2 to initiative, +1 to Strike, +2 to Strike with any hold or Lock, +2 to Flying Leg Scissor Takedown
4: +1 Attack per melee, add Automatic Body Flip/Throw
5: Add 2 holds/locks of choice, +2 to Jumping Head Butt
6: Pin/Incapacitate on 17 or better. +2 to Parry and Dodge
7: +2 to strike on all jumping/Leap attacks
8: Critical Strike on Natural 18, 19, 20. Add one attack per melee.
9: Select One (1) additional Body Hardening power.
10: +2 to Roll w/ P/F/I, add Reverse Turning Kick (combination dodge/kick), +2 to Jumping Head Butt
11: +2 to Maintain Balance, +2 to Breakfall
12: +1 to Strike, +1 to all holds/locks, add one (1) attack per melee
13: Add Automatic Dodge with a bonus of +2
14: +2 to Parry/Dodge
15: +2 to Flying Leg Scissor Takedown, +2 to Jumping Head Butt.

Why Study Luche Libre? : Because Mexican 'wrestling' is very cool. The moves are spectacular to watch, and fit in very well to a playing style that is highly cinematic. The main disadvantages of this style are the lack of Martial Arts powers, and the inability to cope well with multiple attackers.
Training can be found in Mexico, and the American Southwest, and in Japan. A skilled Luchadore can find employment on the pro-wrestling circuit, for fairly decent wages.

Posted: Fri Jan 14, 2005 3:57 pm
by lather
Or in back alley bloodsports, perhaps.

Unfortunately, I cannot get Starman out of my head. You know, the pink-tights wrestler from Pro Wrestling on the Nintendo. He did the flying crossed-hand chop thing.

Add that flying crossed-hand flying chop flying thing and sing me up amigo!

Posted: Fri Jan 14, 2005 4:27 pm
by Sentinel
lather wrote:Or in back alley bloodsports, perhaps.

Unfortunately, I cannot get Starman out of my head. You know, the pink-tights wrestler from Pro Wrestling on the Nintendo. He did the flying crossed-hand chop thing.

Add that flying crossed-hand flying chop flying thing and sing me up amigo!


For back alley bloodsports, I use a home made style I call "Dirty-Infighting". It's a lot less cinematic, but it's supposed to be.


So, If I add that flying chop manuever, what-ever-it's called, you're good?

Posted: Fri Jan 14, 2005 4:58 pm
by lather
I like it without, too, but adding it would be better :ok:

Posted: Fri Jan 14, 2005 5:55 pm
by Sentinel
I guess then, add 'Leap Attack' to Special Attacks. This would be a leaping knife hand, I guess. Takes two actions, critical strike.
Actually, I think I'll base it on the flying spinning palm strike from Taido. Comes with a built in Automatic dodge, IIRC.

Posted: Wed Feb 06, 2008 5:54 pm
by Sentinel
Thread Necromancy.

Posted: Fri Feb 08, 2008 10:55 am
by Sentinel
Mephisto wrote:
Sentinel wrote:Thread Necromancy.


Where are the corkscrew plancha and the henzeguri?


I couldn't get every move covered. :lol:

Some moves are easily extrapolated from existing ones. I find that small modifications to things, such as allowing Jump Kicks at close range, facilitates the feeling of cinematic combats.

Re: New "martial art"

Posted: Tue Jun 17, 2008 2:36 pm
by Beatmeclever
I like necromancy. :P Maybe the form could just have "Signature Manuever."

It could look like this:
Special Attacks: Signature Maneuver (SPECIAL! This allows the player to select up to three Combat Skills and combine them into a single attack maneuver. For example, Leap Attack, Knife Hand, and Autododge combine to form the Cross-Hand Flying Chop. The number of actions required to perform the maneuver is equal to the number of Combat Skills involved. The manuever should grant the character at least one Attack Modifier, such as Critical Strike or Knock Out/Stun. This maneuver becomes one of the character's signature moves and endears him with the fans. The big question is "Has the character done this move before?" To perform the maneuver the character must roll a "Development Roll" succeeding on a roll over an 18 for the first attempt, over a 15 for the next three, and over a 10 for the next three. After the maneuver has been successfully completed seven times it becomes one of the "Signature Maneuvers"for the character and can be done without a development roll. The GM can always say "No" if it is felt that the desired maneuver would unbalance the game too much, thereby disallowing this move to be attempted.)

I'd make it so that te character gained more with advancement:
1st: Signature Manuever
6th: Add one Signature Manuever
11th: Add one Signature Manuever
14th: Add one Signature Manuever

Just an idea.