Battle Zone Martial Arts

|
When
one chooses Martial Arts as a skill, it is necessary to select from
several various styles. Each style grants initial advantages for a
character. This page will name those styles and detail them,
describing the advantages for each one as much as possible. |

Martial Art Advantages
Each Martial Art has advantages. On our world, the various martial arts
focus on different things (ie; Kung Fu focuses on kicks and punches, Judo
involves flipping or throwing an opponent, and Aikido combines wrist, elbow,
and shoulder twists - and those are just a few of the Oriental schools).
In the Star Wars universe, we deal with many different races, with a variety of
cultures, which give way to a great many possible martial art styles (we will
discuss actual styles later).
Another term for "advantages" could be
techniques. That's what the advantages are. Two different
styles may share one or two of the same techniques, but one style may have
something another doesn't (and vice versa). This section will define the
basic martial art techniques:
- Axe Kick - The character can deliver punishing force to the
opponent. A powerful kick, the character performs it by bringing a knee up
to her head in an arc (leg and back are straight), then dropping it on top of
her target. The kick does Strength+20 damage.
- Blindfighting - The character is trained to use senses other than sight to
locate a target. If the character is within striking distance of the
target, she may ignore the effects of blindness. She may not be able to
see, but she can hear or smell, or otherwise know that the target is there so
that she may strike him.
- Disarm - The character is trained to force an opponent to drop a weapon or
object. If the character's Martial Art skill rank is 50% or more higher
than her opponent's Perception rank, her opponent is disarmed.
- Elbow Smash - The character is trained to deliver a powerful blow with her
elbow. This advantage increases damage done by +10 rank levels.
- Flip - The character can throw a target who has grappled her from
behind. Character's Martial Art rank must be greater than opponent's rank
by 50% or more. If character's rank is 50-75% higher than the opponent's
the flip does 20 damage. If character's rank is 76-100% higher than the
opponent's the flip does 30 damage. If character's rank is 101% or more
higher than the opponent's the flip does 40 damage. Flip is automatic
against an opponent who does not possess a martial art with a Strength rank
below 35 (in such a case, the damage is 40) - an opponent without a martial art
with Strength above 35 is automatic, but takes damage at 20.
- Flying Kick - The character is trained to deliver a leaping kick with
crushing force. The kick does Strength+20 damage.
- Foot Sweep - The character is trained to trip up opponents. When
Martial Art rank exceeds opponent's Perception or Martial Art rank (whichever is
higher) by 25%, the trip is automatic and the opponent must remain prone for 5
seconds. When Martial Art rank exceeds opponent's Perception or Martial
Art rank (whichever is higher) by 26% or more, the trip is automatic and the
opponent must remain prone for 5 seconds or the difference between the
attacker's Perception rank and the opponent's Perception rank (whichever is the
higher number).
- Headbutt - The character can use her head to strike a target, even if she is
held, pinnned, or bound. This is an automatic attack (character's skill
rank does not need to be matched against the opposing character's skill rank)
and does Strength+10 damage.
- Hold/Grapple - The character is trained to grapple and hold a target
immobile. To figure how this works, the character's skill rank must be no
less than 10 rank levels lower than the opposing character's rank (though the
higher the better). After that, match the two characters' Strength ranks
(starting from the second post in which the character is "held"); if
the "held" character's Strength rank is higher than the
"holding" character's rank, he breaks free. If at that point,
the character is still being held, match the Strength ranks again. This
time, if his Strength is within 10 ranks or less of the "holding"
character, he breaks free. If the character is still held by this point,
he will be held until the holder lets go.
- Instant Knockdown - The character knows how to maximize impact,
knocking the target to the floor. The attacking character's Martial Art
rank must be equal to or greater than the target character's Strength or Martial
Art rank (whichever is highest). A knocked down character must act
accordingly (falling down on their tush, for example).
- Instant Stand - The character is trained to negate the effects of a
fall or knockdown and return to a standing, combat-ready position. If a
character is tripped or knocked down, she may use this technique to return to a
standing position. A character with this talent may perform an action in
addition to falling down (such as attacking from a prone position or standing
up).
- Instant Stun - The character is trained to strike at critical pressure
points that affect breathing or the nervous system, stunning the target.
The character's skill rank must no less than 15 ranks below the opposing
character's rank (once again, the higher the better). If the character's
rank is lower than the opposing character's rank, the stun lasts 10
seconds. If the ranks are equal it lasts 20 seconds. If it is higher
than that, find the difference between the two ranks and add it to 20.
- Instant Wound - The character knows how to strike to maximum effect,
inflicting severe damage on the target. If the attacking character's
Martial Art rank is higher than the opponent's Martial Art rank (if
the opposing character has a Martial Art rank), then the opponent is
automatically wounded. When wounded, a character is completely unconscious
for several minutes. When they "come to" (or wake up), they are
dazed and their abilities are inhibited - by 50%!
- Multiple Strikes - The character can deliver multiple blows.
Martial Art skill up to a rank of 50 allows the character to attack three times
in a 5 second period. A rank between 51 and 75 allows the character to
attack 4 times, and from 76 to 150 gives the character 4 attacks. After a
rank of 150... Nobody is there yet. Get there and I'll make a
decision.
- Nerve Punch - The character knows the location of nerve clusters,
striking in such a way as to render a target's limb numb. The character
with the numb limb will have a numb limb for 3 minutes and will not be able to
hold anything (if it is an arm), or use it to walk (if it is a leg).
Furthermore, if the character's Martial Art skill rank is greater than the
opposing character's skill rank by 15 or more, the target character will fall
unconscious for several minutes.
- Power Block - The character is trained to parry attacks in a manner
which inflicts damage. Inflicting damage in this way surprises the blocked
attacker and inflicts Strength+10 damage.
- Reversal - The character is trained to turn the tables on an opponent
who is attempting to grapple. When the character is being held, she may
attempt to break the "holder's" grip with this. First, the
character must be held by the opponent, but if her Martial Art OR
Strength rank is equal to or greater than the opponent's rank, she reverses the
hold and may then employ a tactic of her own.
- Silent Strike - Provided the character is skilled enough to
successfully sneak up on a target (match Sneak rank against Perception, Search,
or Danger Sense ranks, whichever is highest), she can instantly kill him or
render him unconscious. The character must be within arm's reach of the
target. Remember, Participant Characters may only be killed by that
participant's permission.
- Spinning Kick - The character is trained to perform a powerful
kick. This "roundhouse" style kick delivers Strength+20 damage
to the target IF the Martial Art skill rank is equal to or greater
than the target's rank.
- Shoulder Throw - The character can throw a target. Match the
character's Martial Art rank with the opponent's Strength, Brawling, or Martial
Art rank (whichever is highest). If the character's rank beats the
target's rank by 20 or more, the target is hurled to the ground and suffers an
instant stun and Strength+20 damage (as if that wouldn't stun someone
already). If the character's rank beats the target's rank by 10, the
target is hurled to the ground and suffers Strength+10 damage (with stun taking
affect if appropriate). If the character's rank is equal to the target's
rank, the target is again hurled to the ground, but with only Strength rank
damage administered.
- Weapon-block - The character is trained to parry melee attacks, even
if she does not possess a melee weapon. Essentially, use Martial Art skill
as if it were Melee skill, BUT only for the purpose of fending off an attack.

Two Types of Styles
There are two types of Martial Arts styles:
- The Form Style
- The Racial Style
I will discuss each item in turn. Each style, whether Racial or Form
in nature will grant certain advantages to the combatant who studies that art.

The Form Style
Form styles are so called because they are dedicated to a particular
"form" of attack or defense, or both. Each form style is merely
a combination of several Advantages.
- Form A - Primarily kicks and punches. Due to stereotyping, this
is what we think of first when we hear the term "martial arts."
Form A has the following advantages: Axe Kick, Disarm, Flying Kick, Foot Sweep,
Spinning Kick, Weapon-block
- Form B - What is commonly thought of as "dirty fighting" or
"street brawling." Where the Brawling skill is more about
throwing a punch or blocking it, this involves everything but a person's
fists. Form B has the following advantages: Blindfighting, Elbow Smash,
Headbutt, Power Block, Shoulder Throw
- Form C - Wrestling and grappling. Imagine if professional
wrestlers were asked (and allowed) to enter the ring and really go at it and
hurt each other, it would be a good example of this form. Form C has the
following advantages: Elbow Smash, Flip, Headbutt, Hold/Grapple, Power Block,
Reversal, Shoulder Throw
- Form D - This form is more meditative and requires great mental
concentration to master. Form D has the following advantages: Blindfighting,
Instant Stun, Instant Wound, Nerve Punch, Power Block, Silent Strike
- Form E - This involves quick strikes to catch an opponent
off-guard. Form E has the following advantages: Instant Knockdown, Instant Stand,
Instant Stun, Instant Wound, Multiple Strikes, Nerve Punch
- Form F - Master this style and you'll need no weapon to fight with
other than your own body. Form F has the following advantages: Disarm,
Elbow Smash, Headbutt, Multiple Strikes, Power Block, Reversal, Weapon-block
In truth, the number of forms is the limited only by the number of combinations
of advantages. This was merely six possibilities.
It is possible to learn advantages outside of your particular style.
This costs the same as buying a skill, and may not be done at the time of
character creation.
The Racial Style
Various races throughout the galaxy have their own Maritial Art skill that
combines physical prowess with mental cunning to create a deadly fighting
art. These will be known on the BZ as Racial Styles.
Here are two racial styles available for use on the BZ with a brief
description of the art.
Mandalore Hand-to-Hand - (This skill costs twice as much as a normal
skill, but has normal costs to improve in rank) This style Involves fluid, quick, and subtle movements which
allow the combatant to block and throw opponents, grapple and hold, reverse
hold maneuvers, and recover quickly from being knocked down or thrown. It
includes a Strength rank bonus of 20 for the purposes of determining hand-to-hand damage
dealt, or when matched against someone in a grappling situation.
Advantages are Disarm, Flip, Foot Sweep, Hold/Grapple, Instant Stand, Power
Block, Reversal, and Shoulder Throw.
Noghri Martial Art - (This skill costs twice as much as a normal skill,
and 1.5 times as much to improve in rank) This specialized form of hand-to-hand
combat employs techniques that the Noghri are taught at an early age.
Because of the deceptively fast nature of this style, practitioners of Noghri
Martial Art receive a temporary +20 rank bonus to their skill when engaged in a
fight with a character who does not have some form of Martial Art skill.
The Noghri Martial Art skill is not only a more effective version of Form E
(with all the advantages of that style) as well as the Silent Strike advantage, but also when fighting someone without
this same skill they receive a +15 rank bonus to any damage they do in
combat. Permission from Domino must accompany a good reason for knowing or
learning this style (a GREAT reason would be if your character is a Noghri).
Contact me at the e-mail link below for more information.
Trianni Martial Art - (This skill costs twice as much as a normal
skill, but has normal costs to improve in rank) This style combines acrobatic
feats with Form A to deadly advantage. For this reason, the character must
first have Acrobatics skill at 30 rank or higher to learn this style. Due
to the agile nature of the art, practitioners of Trianii Martial Art receive a
temporary +20 rank bonus to their skill when engaged in a fight with a character
who does not have some form of Martial Art skill. Permission from Domino
must accompany a good reason for knowing or learning this style. Contact
me at the e-mail link below for more information.
Way of I-Shin - (This skill costs twice as much as a normal skill,
and 1.5 times as much to improve in rank) This human style originated on
Esseles several millennia ago, pulling the finest techniques from the various
human martial arts taught on Brentaal, Corellia, Ralltiir, and Rhinnal. The strategy of I-Shin is the sudden application of direct force. The philosophy is to be respectful of all forms of life and avoid use of violence
whenever reasonably possible, but if defense is necessary, to immediately employ devastating lethal force, typically in combinations of three techniques to overwhelm the opponent. It consists of body movement, basic exercises (blocks, kicks, punches, closed- and open-handed strikes),
style-forms (these are similar to complex dance routines passed down through the generations except the moves
train the student to utilize their knowledge without thought: These are
known as kata on Earth), self-defense techniques, conditioning and sparring exercises. The Way of I-Shin relies primarily upon punching and kicking techniques that use snap rather than thrust power and are targeted at vital points. Techniques tend to strike upon the shortest axis between the practitioner’s weapon and target (i.e., straight line) and therefore impact before an opponent’s circular technique (e.g., hook punch or axe kick) can connect. I-Shin practitioners seldom employ locks or throws since they tend to be slow and tie up your own limbs. The lightening fast snap-techniques of I-Shin enable a practitioner to rapidly terminate an opponent who is trying for a throw or a grab and the ultra-fast snap back of punches and kicks provides little opportunity for an opponent to implement a grab or lock. I-Shin is efficient; all blocks are serious strikes. Thus, if an I-Shin student blocks a face punch, he will do so with his knuckles and break the opponent’s wrist. In addition to empty-hand techniques, the
Way of I-Shin teaches the staff and Meis (a sort of hand-held trident that can be used to punch, stick, cut, block, throw, fight against, trap and break a
blade: known as Sai on Earth) to advanced students. A practitioner of I-Shin will be in constant motion and position his body such that his attacking options are maximized, the profile he presents to his opponent is minimal, and his opponent has limited or few good lines of attack.
Wise students of the Way seek unity of mind and body, perfection of self and have overcome the fear of death.
That is the spiritual element of this form. Not all students strive to incorporate the spiritual element which can be achieved only through years of practice and/or meditation. At
an intermediary-advanced level, these spiritually inclined folk can achieve a state of
no-mindedness, which is near perfect harmony with the universe, and further enhanced awareness and combat abilities.
A Master has such enhanced awareness that she would get a timely premonition of imminent danger, if, say for example, a Death Star had set course for the planet with the purpose of obliterating it, and conclude it was a good time to leave. These are not Forced-based abilities, just enhanced normal senses and spiritual harmony with the Universe. In a fight where the action is so fast and furious the conscious mind has little chance of keeping up, the Force would guide a Jedi and enable him to block blaster bolts even though, at a human level, the Jedi’s mind might not be keeping up. With an advanced student of I-Shin, ninety percent of the combat is mental to begin with. The I-Shin practitioner’s mind can not only keep up with the action so that she can plot and implement strategy and tactics, and operate on automatic at the subconscious level, but it normally works at such an accelerated level in combat situations that the opponents and weaponry seem to be in slow motion. The reputation of Grandmaster Bill Addams and the Way of I-Shin is such that beings cognizant of the martial arts are exceedingly respectful towards students of the Way of I-Shin. Favorite I-Shin techniques are: avoiding foot sweeps and countering with a snap-kick the break’s the opponent’s leg or ribs, the foot stomp, side snap-kick to the knee, forward angle kick to the knee, front snap-kick, side-kick and spinning reverse kick to the pelvic bone (and/or the groin, especially if the opponent is attempting to throw a slower circular kick or kick to a higher target as this will hit first), solar plexus, rib-cage, sternum, and heart, snap punch to the solar plexus sternum and heart, knife-hand and reverse knife-hand to the throat, side of the neck and spinal column, hammerfist to the temple, and backfist to the nose to get somebody’s attention.
BZ “advantages” are blindfighting, disarm, elbow smash, flying kick, foot sweep, instant knockdown, instant stun, instant wound, multiple strikes, power block, spinning kick and
weapon-block.
I would be happy to add any Form or Racial styles that are presented to
me. Presentation of a style should include the combinations of advantages
in the style, the name of the style (if it is Racial), and any other advantages
the style may have beyond the form techniques. E-mail
the information to me and I will add it to the page upon approval (and you will
earn points).

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