Fighting Styles

  • February 6, 2006 at 8:10 pm #1635
    VEST Paradox
    Participant

    [div align=”center”]Fighting Styles[/div]
    Over the years man has developed many ways of protecting himself. Whether for competition or blood, mankind has always found reasons to be violent. Before there was armed combat, there was unarmed (hand-to-hand) combat.

    Below, you will find brief descriptions of many hand-to-hand combat styles. They are all very different and come from many societies and cultures. In order to purchase a fighting style, you must first purchase a fighting skill. Each fighting skill offers specific styles that you may choose from, as you will see below.

    The Bonuses

    Fighting Styles no longer give you any bonuses to modifiers, instead each one gives you special abilities based upong that style. While there is a noticeable difference in the special abilities between the Trained Fighting Styles and the Fighting Masteries, the study of Fighting Masteries is limited and comes with pretty stern requirements.

    The Limitations

    There is no longer a limitation placed upon Fighting Styles, so long as you meet the requirements to learn them and have a teacher/trainer you can leanr any mix of them you wish.

    Changing Styles

    At times, it may become necessary to learn a new martial art. If you choose to drop a fighting style so you may pick up another one, you may do so. Keep in mind, you will not receive any rebate in the form of XP or levels of another fighting skill for dropping these levels. Likewise should you wish to go back to a fighting style that you once had dropped you will need to pay the XP all over again.

    [div align=”center”]Trained Fighting Styles [/div]
    Trained Fighting Styles are more commonly known and often lesser styles. They are often used for sport as well as self defense.

    Boxing – Boxing is an ancient sport tracing it's origins to 900 BC when two men would sit facing each other in chairs and pummel each other to death for the amusement for King Thesus. It's come a long way since then, and is now an actual sport with rules. Though it is still brutal and mainly for prizefighters, and was resurrected in London as a bareknuckle sport in 1719. It was formulated with rules in 1743 by then Heavyweight Champion Jack Broughton, who devised rules to protect the boxers from death. He also created Mufflers, the padded gloves used in training and in exhibitions.

    Level 4 – Block : You can use your Fighting Skill in place of Evasion when defending against unarmed attacks. This would be 2d6+Quickness+Boxing.
    Level 8 – Uppercut : After a successful Block you can deliver a powerful uppercut. This attack counts like a targetted head shot, however it's made at a -4 to the attack roll instead of the normal -6. This attack costs 1 Endurance to perform.
    Level 12 – Ironman : Boxers are trained to just take abuse like nobody else. You take shots that would put another man unconscious and just keep slugging. You are immune to the stun effects of unarmed attacks, though you still take the extra damage.

    Ju Jitsu – Ju Jitsu is a Japanese martial art that is principally based on grappling and joint lock techniques, though it also includes basic strikes and sweeps as well as varying degrees of ground fighting. Jujutsu can trace its roots back to the early unarmed styles that where popular among the Samurai. Early martial arts were often categorized narrowly; kenjutsu for sword-fencing, naginata-jutsu for the glaive, and JuJitsu for unarmed. There where many styles of jujitsu with diffrent areas of emphasis such as purely empty-hand fighting in others it was a system of unarmed methods of dealing with an enemy who was armed.

    Level 4 – Grappler : You can get someone in a grapple easier than most others can, anytime you are trying to get a grapple on someone or trying to escape from one you gain a +2 to the roll.
    Level 8 – Arm Bar : After successfully getting someone in a grapple you can put them into an Arm Bar (or other joint lock move) and instead of the 1 Mind per round you do 1 Body Damage per round the grapple is held plus an additional point of Body for each attempt the target tries to break the grapple. This attack costs 1 Endurance to perform.
    Level 12 – Strike Vitals : You can make a strike against someones vital areas, hitting them in bundled nerve clusters. This attack costs 1 Endurance and does an additional +2 Body Damage.

    Karate – Karate or karate-dō is a martial art of Okinawan origin. Karate is a synthesis of indigenous Okinawan fighting methods and southern Chinese martial arts, possibly a version of Shaolinquan. It is primarily a striking art, featuring punching, kicking, knee/elbow strikes and open hand techniques; however, grappling, joint manipulations, locks, restraints, throws, and vital point striking are inherent in the finer points of the art.

    Level 4 – Block : You can use your Fighting Skill in place of Evasion when defending against unarmed attacks. This would be 2d6+Quickness+Karate.
    Level 8 – Roundhouse : After a successful Block you can deliver a powerful roundhouse kick. This attack counts like a targetted head shot however it's made at a -4 to the attack roll instead of the normal -6. This attack costs 1 Endurance to perform.
    Level 12 – Break Object : You can break inanimate objects easier than most with a powerful strike of your hands. This attack does an additional point of damage against the object and you only take one point of Body damage for every five damage you do to the object instead of the normal one for every three. This attack costs 1 Endurance to perform.

    Savate – Savate (pronounced /s?'v?t/), also known as boxe fran?aise (French boxing) or French kickboxing, is a French martial art which uses both the hands and feet as weapons and contains elements of western boxing, grappling and graceful kicking techniques (only foot kicks are allowed, with no use of the knees, shins or tibia). Practitioners of savate are called savateurs (men), and savateuses (women).

    Level 4 – Block : You can use your Fighting Skill in place of Evasion when defending against unarmed attacks. This would be 2d6+Quickness+Capoeira.
    Level 8 – Body Shot : Savateurs are capable of delivering powerful short jabs that can cause devastating damage. After a successful block, the Savateur can make an attack tot he vitals (body) that counts as a targetted shot Vitals with a -4 to the attack roll instead of the normal -6. Thisattack costs 1 Endurance to perform.
    Level 12 – Headbutt : The surprising headbutt, an attack that is generally the last resort for most fighers, but for a Savateur, it's an integral part of the style. This powerful attack is made at a +2 Bonus to the attack roll due to the surprise of it and does an additional point of damage. Should the attack roll result in extra damage (aside from the given bonus) the target will be stunned for one round. This attack costs 1 Endurance to perform.

    Wrestling – Wrestling is an ancient sport that, over time, has evolved into many different styles and forms. They range from world-wide, commercialised stadium events to less publicized, local competitions to gain higher moral and social status. This form of wrestling was believed to have adapted from the Ancient Greek style of wrestling and to have been practiced mostly by Roman soldiers throughout the empire. In fact, it is derived from a 19th Century French form of show-wrestling popular for its high throws.

    Level 4 – Grappler : You can get someone in a grapple easier than most others can, anytime you are trying to get a grapple on someone or trying to escape from one you gain a +2 to the roll.
    Level 8 – Body Slam : If you successfully have someone in a grapple you can slam them intot he ground with tremendous force. You make the attack as normal with a -4 to the attack and if you are successful the target will take an additional point of damage and be on the ground (see ground fighting) This attack costs 1 Endurance to perform.
    Level 12 – Breaker : Often accidents happen in this sport and limbs get broken. If the wrestler has a target in a successful grapple they can make an attack with a -2 to the roll, if it succeeds the target will have a limb broken in addition to the normal damage.

    [div align=”center”]Fighting Mastery[/div]
    All Fighting Masteries are part of a lifestyle, religion, or pholisophy that must be a part of the characters life. As such they cannot be studied without having a reason listed in the characters background detailing who is teaching them, why they are being taught, etc. They also all have the following requirements: Faith 3, Steel Will 3, Athletics 3.

    Aikijutsu – Some Daito-ryu aikijutsu practitioners claim that this ryū was originally developed during feudal times by the Aizu clan, and is a Japanese Martial art tracing it's origins to the Samurai. That is primarily used unarmed and with the philosophy of using your oppents strangth and anger against them, letting them injure themselves through their own use of force.

    Level 4 – Block : You can use your Fighting Skill in place of Evasion when defending against unarmed attacks. This would be 2d6+Quickness+Aikijutsu.
    Level 6 – Small Melee : You can learn to use a series of Small Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Small Melee, though they will only do 2 Body Damage since your training is focused on unarmed attacks. Weapons useable: Tanfa, Tanto, Wakizashi
    Level 8 – Redirection : Redirection is the practice of being one like water, you can turn your opponents hostility and strength against them. If you successfully block an attack, the following round you can throw your opponent which will place them out of striking range. For every point of damage you do to them they will be thrown three feet from you, should they collide with anything as a result of this throw (other than the ground or floor) the target will take an additional Body Damage. This attack costs 1 Endurance to perform.
    Level 10 – Medium Melee : You have now been trained to use a series of Medium Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Medium Melee, though they only do 3 Body Damage since your training is focused on unarmed attacks.Weapons useable: Bo Staff, Katana, Short Spear
    Level 12 – Way of the Warrior : Due to the more weapons intensive training of the Samuraii (where this style originated), you can use now use Large Arms with this style. You can use your Fighting Mastery Skill to attack with them instead of Large Melee, though they only do 4 Body Damage since your training is focused on unarmed attacks. Weapons useable: No Dachi, Polearm, Long Spear (Lance)

    Shaolin Kung Fu – Shaolin kung fu?more precisely Sh?ol?nqu?n or Sh?ol?n wǔsh??are those Chinese martial arts that trace their origins to Shaolin, be it the Chan Buddhist Shaolin temple and monastery in Henan Province, China; another temple associated with Shaolin, or even wandering Shaolin monks. More restrictive definitions include only those styles that were conceived on temple grounds or even just the original Henan temple proper.

    Level 4 – Block : You can use your Fighting Skill in place of Evasion when defending against unarmed attacks. This would be 2d6+Quickness+Aikijutsu.
    Level 6 – Small Melee : You can learn to use a series of Small Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Small Melee, though they will only do 2 Body Damage since your training is focused on unarmed attacks. Weapons useable: Tanfa, Fan, Dagger
    Level 8 – Leap : The Shaolin study a lot of athletics during their training. At this level of mastery you can leap amazing distances while performing your art. There is no maximum that a person can jump with this ability and the character will also receive a +4 to Jumping checks (including falling). Each jump requires the expenditure of 1 Endurance.
    Level 10 – Medium Melee : You have now been trained to use a series of Medium Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Medium Melee, though they only do 3 Body Damage since your training is focused on unarmed attacks. Weapons useable: Jo Staff, Butterfly Sword
    Level 12 – Dim Mak : Dim Mak is a legendary ability that allows the Mon to strike someone in a vital location and the effects will not be felt until a later time. The Character can make an attack with a -2 penalty to the attack roll, should the attack be successful it will gain an additional +2 Body Damage. For every point the attack scores over the defense, the effects can be prolonged by one hour, and carry over damage accrues like normal. So for instance, if the Monk scored 15 points over the targets defense the attack would do 2+2+3 (15/5) = 7 Body damage at some point in the next 15 hours. If the time is not specified it will take effect at the maximum time.

    Choy Lee Fut – Chan Heung (陳享) was born in Guangdong Province, China in 1805 or 1806. At the age of six or seven, he began to study Kung Fu from his uncle, Chan Yuen-Wu (陳遠護),a master of Southern Shaolin. So proficient as an adolescent that he could defeat any challenger from nearby villages, Chan Heung was ready to learn more. So he began training under another Southern Shaolin master, Lee Yau-San (李友山), founder of Lee Gar, the Lee Family style. After only four or five years of training, it became apparent that Chan Heung was ready to move on once again. So Chan Heung set out to find Choy Fook (蔡褔), who is said to have been a monk on Luofu Mountain. After several years of training under Choy Fook, Chan Heung returned to his home village of Ging Mui (京梅) in the county of Xinhui.

    Level 4 – Block : You can use your Fighting Skill in place of Evasion when defending against unarmed attacks. This would be 2d6+Quickness+Choy Lee Fut.
    Level 6 – Small Melee : You can learn to use a series of Small Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Small Melee, though they will only do 2 Body Damage since your training is focused on unarmed attacks. Weapons useable: Tanfa, Fan, Dagger
    Level 8 – Spiders Feet : The practitioners of Choy Lee Fut are known for walking up walls. If the character is running, they can use that momentum to run up or across a wall for one round (which cannot be done consecutively) This ability requires the expenditure of 1 Endurance.
    Level 10 – Medium Melee : You have now been trained to use a series of Medium Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Medium Melee, though they only do 3 Body Damage since your training is focused on unarmed attacks. Jo Staff, Butterfly Sword
    Level 12 – Falling Blossom : Like the petals of a Cherry Blossom, the practitioners of Choy Lee Fut can fall incredible distances without taking damage or just taking very little. The Falling Blossom reduces the target number for jumping down from any height by -6.

    Tai Chi Chuan –
    The Mandarin term “T'ai Chi Ch'uan” translates as “Supreme Ultimate Boxing” or “Boundless Fist”. T'ai Chi training involves learning solo routines, known as forms, and two person routines, known as pushing hands, as well as acupressure-related manipulations taught by traditional schools. T'ai Chi Ch'uan is seen by many of its schools as a variety of Taoism, and it does seemingly incorporate many Taoist principles into its practice (see below). It is an art form said to date back many centuries (although not reliably documented under that name before 1850), with precursor disciplines dating back thousands of years

    Level 4 – Grappler : You can get someone in a grapple easier than most others can, anytime you are trying to get a grapple on someone or trying to escape from one you gain a +2 to the roll.
    Level 6 – Small Melee : You can learn to use a series of Small Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Small Melee, though they will only do 2 Body Damage since your training is focused on unarmed attacks. Weapons useable: Fan, Dao
    Level 8 – Pushing Hands : Once a practitioner of Tai Chi Chuan gets their hands on you it is nearly impossible to break them from you. If the martial artist makes a grappling roll to grab ahold you they can generally keep a hold of you. This doesn't allow for them to gain the consectuive damage, sicne this isn't a submission hold, what it does is allow the artist to gain a +3 to Attack and Dodge rolls against that opponent and the opponent cannot escape unless they break the grapple. This attack costs 1 Endurance to perform.
    Level 10 – Medium Melee : You have now been trained to use a series of Medium Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Medium Melee, though they only do 3 Body Damage since your training is focused on unarmed attacks. Weapons useable: Jian, Short Spear, Jo Staff
    Level 12 – Balance of Self : The practitioner of Tai Chi Chuan at this level has fully balanced Mind and Body, and can spend Fatigue and Endurance interchangeably (Can spend Fatigue in place of Endurance, and Edurance in place of Fatigue.)

    Kalarippayattu – Kalarippayattu, Kalarippa for short, is a martial art from Kerala in South India. It has a strong association with Ayurveda and healing systems. It is considered one of the oldest and most scientific/comprehensive systems of martial training existing in the world today. All present day martial arts are said to be derived from Kalarippayattu – hence the nickname “Mother of All Martial Arts”.

    Level 4 – Block : You can use your Fighting Skill in place of Evasion when defending against unarmed attacks. This would be 2d6+Quickness+Kalarippa.
    Level 6 – Small Melee : You can learn to use a series of Small Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Small Melee, though they will only do 2 Body Damage since your training is focused on unarmed attacks. Weapons useable: Cheruvadi (Short Staff) Khadara (Dagger)
    Level 8 – Meythari : This Martial Art uses a great deal of acrobatic maneuvers, jumps, and twisting strikes. If one of these attacks are made it is done at a +4 to the attack due to the surprise of where the attack is coming from. The martial artist gains a +2 dodge for the remainder of the round as well due to the acrobatic maneuver not only shrinking the available area to target them, but because of the erratic movement. This attack costs 1 Endurance to perform.
    Level 10 – Kolthari : You have now been trained to use a series of Medium Melee weapons with this style. You can use your Fighting Mastery Skill to attack with them instead of Medium Melee, though they only do 3 Body Damage since your training is focused on unarmed attacks. Weapons useable: Long Staff, Spear, Val (Sword)
    Level 12 – Ankathari : Because the intense weapon training that is part of this style, you can use now use Large Arms with this style. You can use your Fighting Mastery Skill to attack with them instead of Large Melee, though they only do 4 Body Damage since your training is focused on unarmed attacks. Weapons useable: Lance, Polearm

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