Native American MA Styles

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Grandil
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Native American MA Styles

Unread post by Grandil »

I Need some help; looking in Spirit west they forgot to add new Martial
Arts-It would make sense if you guys could do the same. I sent a MA to
you, Kuseru, but got no reply. I know you're busy.
G
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Grandil
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Native American MA Styles

Unread post by Grandil »

Dude, the greatest martial art movie-IMHO, is Last of the Mohicans with Daniel Day Lewis. Kick-***
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Rockwolf66
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Unread post by Rockwolf66 »

I'm definatly not an expert on Native American Combat styles. But wern't Native American Combat styles similar to Wrestling?the only information I have on "Traditional" style Native American Martial Arts is The Red Warrior system.
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Unread post by Guest »

Grandil wrote:HTH Native American (EXCLUSIVE)
Entrance Requirements
: Native American Descent, or at least a Pure one, or Traditionalist
Skill Cost: 12 years
This martial art is a Exclusive Style, Native American Boys are taught this from the age of about 5. Strong on W.P., simular to Zanji Shinjiken Ryu, but made for Native Americans.
Costume: Depends on Tribe
Stance: Left arm holding a Bow, or outstretched, with right arm holding a Bowstring or a Tomahawk, Left foot forward, right foot at a 90 degree angle.
CHARACTER BONUSES
Add +1 to M.E.
Add +2 to P.S.
Add +2 to P.P.
Add +20 to S.D.C.
Add +5 to Chi
COMBAT SKILLS
Attacks per Melee
: 4
Escape Moves: Back Flip, Leap, Roll with Punch/Fall/Impact, Somersault
Attack Moves: Back Flip, Cartwheel, Leap, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry
Advanced Defense Moves: Back Flip, Circular Parry, Combination Parry/Attack, Multiple Dodge
Hand Attacks: Fingertip Attack, Knife Hand, Punch (Human Fist)
Basic Foot Attacks: Axe Kick, Drop Kick, Snap Kick, Tripping/Leg Hook
Jumping Foot Attacks: Flying Jump Kick, Jump Kick
Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Clothesline, Critical Body Flip/Throw, Death Blow, Elbow, Headbutt, Leap Attack, Scalp (NEW! Takes head back, & takes the scalp off with a knife, or Tomahawk. Scalping results in bloodloss, & sometimes Death; -4 to PB permanent).
Holds/Locks: Arm Lock, Neck Hold, Full Nelson
Weapon Kata: W.P. Long Bow, W.P. Short Bow, W.P. Small Axe, W.P. Knife, W.P. Blunt, W.P. Archery & Targeting
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING
Martial Art Powers
: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility and Body Hardening Exercises. Also, select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises, Martial Art Techniques, and Zenjorike. Automatically receives Iaijutsu.
Languages: Native American: Own Tribe, & 1 other (Pick), Traditionalists receive Literacy: Own Tribe
Cultural: Skin & Prepare Animal Hides & Bones, Cooking, ID Plants & Fruits, Sing, Play Musical Instrument (Drums, & Flute)
Physical: Acrobatics, Gymnastics, Prowl, Running/Jogging, Sprinting, Track & Field, & Cross Country Running.
Survival: Hunting, Fasting, Wilderness Survival-Pick environment familiar with, & Land Navigaiton,
Temple: Lore: Native American, or as KS calls it Indian.
Weapon Proficiencies: W.P. Long Bow, W.P. Short Bow, W.P. Small Axe, W.P. Knife, W.P. Blunt, W.P. Archery & Targeting
Philosophical Training: Mythology: Native American
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Depends on Native American O.C.C.
LEVEL ADVANCEMENT BONUSES
1st
: +2 to Parry/Dodge, +1 to Body Flip/Throw, & +3 to Backflip/Cartwheel
2nd: +2 to strike, & +3 to roll with P/F/I.
3rd: +1 attack, & +1 to Backflip/Cartwheel (All).
4th: Double Existing Chi, Pick Martial Art Power from Above, Mystic Invisibility, & Zenjorike Excluded
5th: +1 to Dodge, Autododge, Critical Strike on an Natural 18-20, Scalp on a 18-20, & Triple Damage Critical Strike from Rear.
6th: +1 attack, +2 Body Flip/Throw, & Critical Body Flip/Throw on a Natural 18-20.
7th: +2 to all Kick Attacks, Pick a Martial Art Power from Above (No Zenjorike), & You can get Mystic Invisibility.
8th: Double Existing I.S.P., & Chi, Mind Walk/Astral Transference.
9th: +1 Attack per Melee, & +1 to Strike
10th: +2 to Parry/Dodge, & +1 to Roll with Punch/Fall/Impact
11th: +1 Attack per Melee
12th: Double Existing P.P.E, & gets Doublemind.
13th: Deathblow on a Natural 18-20, & +2 to Grapple,
14th: Double Existing Chi, & +2 on all Combat Moves.
15th: Gets Discorporate
Why Study HTH Native American?
None, unless you're a Native American, & then it becomes automatic.
Note: Again, if you feel this is way too Clunky, then drop it. I hope it will start a dialog with real Native Americans that are interested in Palladium.
...

I'm sorry, but I just can't accept this, a martial art style is not a hand to hand skill, nor is it an O.C.C.
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Rockwolf66
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Unread post by Rockwolf66 »

Not to mention that Not all Native American Tribes used Tomahawks. Take the Apache for instance, they favoried a variety of clubs. The problem with Martial styles of various tribes is that there are currently no origional forms and there are no origional records of Native Hand to Hand techniques. I mean I can find out just how a Mississippi river gambler would duel with a 12" bladed Bowie knife but for Native American Weapons other than the Bow we can only guess at.

My Personal take on Native American Martial Arts is that at least in Rifts use the Generic styles, with maybe wrestling thrown in.
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Rockwolf66
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Unread post by Rockwolf66 »

Tyciol wrote:I think generic styles with physical/WP skills would suit them, because native americans were never really organized en masse to have large schools or systems, which are generally reflected by martial arts N&SS style.


Exactly the point I was trying to make.
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Omega6
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Unread post by Omega6 »

If you were to use this form, I would suggest that the character selects 3 W.P. skills that match his tribes' traditional weapon choices. I am part Tlingit (Native Alaskan), and the weapon of choice for this tribe is a double bladed dagger. War clubs would be another weapon to go with this tribe.
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RockJock
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Unread post by RockJock »

I agree that the biggest problem is the lack of modern masters, or good data on techniques etc.

I'm not a designer, and don't even have N&SS with me at the moment, but what about something simple? Take a similar MA, maybe something like Jujitsu as a basis? Even the quickie version might work as a base. Limit Martial Arts abilities to some combination of the Arts of Invisibility Prowl, Body Hardening Severe Weather Training, and maybe the body hardening that keeps blades from piercings, and Weapons Katas in spear, knife, ax, club/blunt perhaps with paired combinations. I'm sorry that I'm not remember the actual names, but hopefully you get the general idea.

Round the form out with a choice of a couple wilderness skills, and say general athletics and running.

I see martial arts powers starting with perhaps a single weapon kata, and one or two more as you progress in levels. Since most Native American Warriors were not full time soldiers, or monastic in their practices they would have a more general form.

I really think that you could make a version just using the generic martial arts, and taking physical and WP skill programs that match, but having a MA form could be fun as well. I still think something in the middle based on the Rifts: Japan HtH model might work well. More involved then generic MA, but not to the level of a true form.

When I find my books I'll sit down with the guides for an aggressive external style as a baseline and see what I can hack together.
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Grandil
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Native American MA Styles

Unread post by Grandil »

Thank you all for giving a First-Timer at this a chance. Im going to modify
it with K's suggestions. I think I'm going to separate it into 2 separate
HTH's/MA's. I'd really appreciate your help, :? Rockjock- you're the
reason I made it in the first place. To set up a Dialog w/a Native
American.
G :D
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RockJock
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Unread post by RockJock »

How about something like this?
Costume: Varies by geographical area and season. Range from deerskin, to combat fatigues. Any outdoor clothing, and usually with soft shoes.
Stance: Facing opponent, arms held in a boxing stance, or wide with weapons, one foot forward.
Character Bonuses:
Add 2 to ME
Add 2 to PP
Add 2 to PE

Combat Skills:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fall/Impack, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Auto Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Power Block/Parry, Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack, Tripping Leg Hook, Backward Sweep
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Body Flip/Throw.
Holds/Locks: Arm Hold, Body Hold, Neck Hold.
Weapon Kata: WP Spear, WP Blunt, WP Tomahawk (ax), WP Knife, WP Staff, WP Paired 2 combinations of Knife, Tomahawk, Blunt.
Modifiers to Attack: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike From Rear
Skills Included in Training:
Martial Arts Powers: Select 1 from the following to start, and use this list for level advancement choices as well: Art of Stealth, Art of Hiding, Art of Vanishing, Stone Ox, Dam Sum Sing, Chi Gung (Ghost Shirts), Martial Arts Awareness.
Language: Native of choice.
Cultural Skill: Pick 3 Wilderness Skills
Physical: Wrestling, Prowl, Archery

The level advancement bonuses I still need to work on, but is the above something doable? I'm not looking for accuracy, but something that is playable.
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Unread post by kevinslkt »

I will provide some insight on this. Technically they're weren't any schools but a person's fighting prowess was actually determined by actual experience and roughhousing. Prayers would be made along with ceremonies before going to war or to avenge a love one's death. But to be granted to stand among the other warriors one had to prove his worth in actual battle, assuming the teenager or young adult survived. After the battle or war was over, closure ceremonies(usually with a pipe and songs which were to honoured with the utmost respect or risk losing ones place within the tribe) would be preformed, this was to help ensure that no more blood would be shed out of future hatred.

So out of personal experience one develops his own method of fighting, some warriors choose axes, some knives or spears. Some warriors charged right into the enemy because if your 1 inch from him they can't swing that nasty warclub.
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Unread post by RockJock »

That is why I was trying to go for something that is fairly flexible, while trying to stay somewhat balanced. You have a decent set up grappling moves especially when you add in wrestling, and a good mix of weapon skills. I know I didn't use the normal way of picking Martial Arts Powers, but I wanted variety without being over the top. Is what I threw together worth messing with further and doing level advancements and all.
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