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We want the meat, not the flavor text.
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Nekira Sudacne
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Unread post by Nekira Sudacne »

You seriously need to swap some out for a regular dodge bonus at least. not to mention a strike and or parry bonus.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Nekira Sudacne
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Comment: The Munchkin Fairy
Location: 2nd Degree Black Belt of Post Fu
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Unread post by Nekira Sudacne »

goodlun wrote:
Nekira Sudacne wrote:You seriously need to swap some out for a regular dodge bonus at least. not to mention a strike and or parry bonus.


Conceptually one would try and just always use your opponents leverage against them. Parring and dodging are forsaken for the desire to spend more time working on throwing. Now I may need to bring down some of the bonuses for balance purposes and I am find with that.


you can't use levareage aginst a thrown weapon, which is what dodge is for. not everyone is gonna get in your face and you should take that into account.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Unread post by Guest »

goodlun wrote:
Kuseru Satsujin wrote:We want the meat, not the flavor text.


The flavor text is helping me externalize but heres what I have thus far I think the level progression can use some major reworking. But I think the selection of skills is a fairly accurate representation of what I been going for(I think I am still working on the meat as you have put it)
*Cracks knuckles*

Keno-Waza

Entrance Requirements: none
Skill Cost: not yet determined

You really need a description of the style, including such things as types of movements (often including names of these techniques), philosophy of the style, training methods of the style, important focuses of the style, and preferred combat method of the style. This will be the meat and bones of your style creation, as anything that shows up later (including combat moves, character bonuses, skills, martial art powers, and level advancement bonuses) should be justified by this description.
Costume:
Stance: Natural Posture, about at 45 degree angle from opponent, with knees slightly bent. Hands are held out some with fingers open palms towards opponent.

Character Bonuses:
+3 PP
+1 PE
+10 SDC

The typical format for these is "Add +# to [area receiving bonus]"

Combat Skills
Attacks per Melee: 2
Escape Moves: Maintain Balance
What Attack Moves does this style know?
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Automatic Body Flip/Throw
Hand Strikes: None
Basic Foot Attacks: Front Sweep Kick; Roundhouse(special no knock-out/stun chance); Heel Stomp

Does this style know any Jump Kicks?
Special Attacks: Body Flip/Throw, Critical Flip/Throw, Elbow, Knee, Combination Kick Feint/Lunge
Holds/Locks: Neck Hold/Choke, Elbow Lock, Knee Lock

Where's the Weapon Kata? Why in the heck are Modifiers to Attack missing?!? Every style gets at least one of them.
Missing "SKILLS INCLUDED IN TRAINING" are we?
Martial Arts Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi automatically. In addition, select one Body Hardening Exercise.
Languages: None
Well that's nice to know, since we don't even know what country this style supposedly comes from. Where's the other skills? Philosophical Training (or lack thereof)? Styles which can be learned in a shorter time?
Level Advancement Bonuses
1st +2 to Maintain Balance
2nd +2 Hold/Lock, +1 Body Flip/Throw
3rd +1 to Body Flip/Throw (does 2d6 damage, instead of the normal 1d6), +2 maintain Balance
4th +1 Attack per Melee, Critical Strike on Natural 18, 19, or 20
Kinda hard to have that last with no Modifiers to Attack.
5th +2 hold/lock, +1 Body Flip/Throw
6th Art of Escape or Inton Jusu
Can we phrase that in the form of a sentence?
7th +1 Body Flip/Throw, +1 hold/lock
8th +1 Attack Per Melee Knock-out/Stun on Natural 20(for Body Flip/Throw)
Like Critical Strikes, Knockout/Stun (notice there's no hyphen) is hard to have when you've got no Modifiers to Attack.
9th +2 maintain balance, +1 to damage
10th +1 Body Flip/Throw, +1 hod/lock
11th Select one additional Martial Art Power from Body Hardening Exercise
12th +1 Attack Per Melee, +1 to damage
13th +2 to maintain balance, +1 Body Flip/Throw(does 4d6 instead of 2d6)
14th +2 to hold/lock , +1 damage
15th +2 body flip/throw, +2 damage
Where's the Critical Body Flip/Throw LAB? This style evidently doesn't get it.
Where's the section on Why you should study the style?

The LABs need to be spell checked ("hod/lock"), capitalized (especially the die indicator for damage, and name of combat moves receiving bonuses) and bold codes need to be used throughout the style presentation. Not bad for a first try though, I've seen much, much, worse (some of which appears in the books, official and Rifter alike).

All new combat moves need to have descriptions.
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Nekira Sudacne
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Unread post by Nekira Sudacne »

it has too many bonuses to damage as it goes. swap some out for Dodge bonuses. seriously, your a crappy grappler if you can't survive long enough to actually close into grappling range...
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Nekira Sudacne
Monk
Posts: 15607
Joined: Sun Oct 19, 2003 7:22 pm
Comment: The Munchkin Fairy
Location: 2nd Degree Black Belt of Post Fu
Contact:

Unread post by Nekira Sudacne »

goodlun wrote:
Nekira Sudacne wrote:it has too many bonuses to damage as it goes. swap some out for Dodge bonuses. seriously, your a crappy grappler if you can't survive long enough to actually close into grappling range...


Oh I understand what your saying and you make a very valid point. But there is just something satisfying in knowing that these arrogant A holes have such a large weakness and its a very fitting weakness one that wouldn't come up in a "ring" but a lot on the street its very fitting for what I was aiming for.


ah, then I can see it.

but the "too many bonuses to damage" comment stands. knock off 1 and it should be good.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
User avatar
Nekira Sudacne
Monk
Posts: 15607
Joined: Sun Oct 19, 2003 7:22 pm
Comment: The Munchkin Fairy
Location: 2nd Degree Black Belt of Post Fu
Contact:

Unread post by Nekira Sudacne »

goodlun wrote:
Nekira Sudacne wrote:
goodlun wrote:
Nekira Sudacne wrote:it has too many bonuses to damage as it goes. swap some out for Dodge bonuses. seriously, your a crappy grappler if you can't survive long enough to actually close into grappling range...


Oh I understand what your saying and you make a very valid point. But there is just something satisfying in knowing that these arrogant A holes have such a large weakness and its a very fitting weakness one that wouldn't come up in a "ring" but a lot on the street its very fitting for what I was aiming for.


ah, then I can see it.

but the "too many bonuses to damage" comment stands. knock off 1 and it should be good.


Sounds reasonable to me. Was thinking maybe changing a couple to "shoot" bonuses and maybe adding Automatic Lock while ground fighting. Seems appropriate as there standard means of defense while on the ground. What do you think?


sounds good. just put it about level 4 or 5, it should be for fairly advanced students.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Unread post by Guest »

goodlun wrote:1st revision plenty more to come I am sure(sorry no bold codes this time)

Keno-Waza

Entrance Requirements: none
Skill Cost: 8 years
If the style isn't exclusive, you need a secondary cost listing here.

This is a martial art started by the great Franklin Keno who was an undefeated underground pit fighter. Frank uses the fact that he was undefeated as “evidence” that his fighting techniques are far better then any other schools. The expensive Los Angeles dojo of Franklin Keno is never empty as a result of the publicity the school received from a movie done in the mid 80s.
A practitioner of Keno-Waza training focus on a few techniques done well. Students will spend time practicing and learning techniques
What techniques?
then spend a large amount of time free sparing using the throwing and ground fighting techniques that they have learned. Keno-Waza doesn't believe in any form of Kata and prefers all training to be done at full speed with an opponent at least giving the minimal amount of opposition.
In a fight a student of Keno-Waza will shoot into grappling range and throw their opponent to the ground then go for either a Neck Hold/Choke or and Elbow Lock. Keno-Waza students prefer to ground fight. It is very rare that you will see a Keno-Waza “waste energy” using a parry or a dodge but rather use there opponents energy against them.

Costume: Standard Judo outfit
Stance: Natural Posture, about at 45 degree angle from opponent, with knees slightly bent. Hands are held out some with fingers open palms towards opponent.

Character Bonuses:
add +3 PP
add +1 PE
add +10 SDC

Combat Skills
Attacks per Melee: 2
Escape Moves: Maintain Balance
Attack Moves: Shoot(Wrestling move used to get into combat, a successful roll means entering grappling distance and gaining initiative)
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Automatic Body Flip/Throw
N&S considers Auto BF/T to be a Special Attack
Hand Strikes: None
Basic Foot Attacks: Front Sweep Kick(does 1D4 plus knockdown); Roundhouse(special no knock-out/stun chance); Heel Stomp(does 1D8 to opponents on the ground)
Jumping Foot Attacks: none
Special Attacks: Body Flip/Throw, Critical Flip/Throw, Elbow, Knee, Combination Kick Feint/Lunge
Holds/Locks: Neck Hold/Choke, Elbow Lock, Knee Lock
Weapons Katas: none
Modifiers to Attacks: Knockout/Stun
Still missing Critical Strike.
Martial Arts Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi automatically. In addition, select one Body Hardening Exercise.

If this i your Primary Martial Art Form then the following other forms can be learned in a shorter time. JUJUTSU (4 years), CH'IN-NA(4 years)
Level Advancement Bonuses
1st +2 to Maintain Balance
2nd +2 Hold/Lock, +1 Body Flip/Throw
3rd +1 to Body Flip/Throw (does 2D6 damage, instead of the normal 1D6), +2 maintain Balance
4th +1 Attack per Melee, Critical Body Flip/Throw on Natural 18, 19, or 20
5th +2 hold/lock, +1 Body Flip/Throw
6th student learns the martial art power of “Art of Escape or Inton Jusu”
7th +1 Body Flip/Throw, +1 hold/lock
8th +1 Attack Per Melee Knock-out/Stun on Natural 20(for Body Flip/Throw)
9th +2 maintain balance, +1 to damage
10th +1 Body Flip/Throw, +1 hold/lock
11th Select one additional Martial Art Power from Body Hardening Exercise
12th +1 Attack Per Melee, +1 to damage
13th +2 to maintain balance, +1 Body Flip/Throw(does 4D6 instead of 2D6)
14th +2 to hold/lock , +1 damage
15th +2 body flip/throw, +2 damage

Why study Keno-Waza?
Because Keno-Waza has pr oven in competitive combat so it obviously has to be the best “street fighting system”. If you want a martial art that will allow you to dominate opponents in a no holds barred fight this is the system to use. Franklin Keno was champion and you can be to. Keno-Waza shines at one on one hand to hand combat. It has no internal arts and is weak against multiple attackers. It also does not offer any weapons training.
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