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What would the character sheet for typical MMA competitor look like?


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Re: What would the character sheet for typical MMA competitor look like?

 

That sheet is a little high end for what I was looking for. 15s and 8 PDs are where PCs start maxing out in my "realistic" games.

 

By typical MMA fighter, do you mean strictly the professionals or would you include the amateur fight circuits as well? If you're thinking strictly professionals these guys have to be very well conditioned and highly trained to be competitive at that level. It basically turns into a full time job.

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Re: What would the character sheet for typical MMA competitor look like?

 

One of the issues with Hero is that things get really compressed at the "low end" . There's not allot of wiggle room between "realistic" and cinematic at that level. But yes, I'm talking about "realistic" MMA fighters, pro but not prodigies. The Ninja Hero temple it what I'd consider a virtual superstar on the circuit in a "realistic" game. In a cinematic martial arts game, it's probably a challenging high end "mook"/ally to a lieutenant villain/partner that will probably be killed/maimed by the BBEG so the Hero(es) are sufficiently pissed in final fight.

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Re: What would the character sheet for typical MMA competitor look like?

 

One of the issues with Hero is that things get really compressed at the "low end" . There's not allot of wiggle room between "realistic" and cinematic at that level. But yes' date=' I'm talking about "realistic" MMA fighters, pro but not prodigies. The Ninja Hero temple it what I'd consider a virtual superstar on the circuit in a "realistic" game. In a cinematic martial arts game, it's probably a challenging high end "mook"/ally to a lieutenant villain/partner that will probably be killed/maimed by the BBEG so the Hero(es) are sufficiently pissed in final fight.[/quote']

 

I really hear you on the low end compression issue. There is a lot of good feed back here on the skill side. I guess you'd have to determine weight class to get a good idea about Str and Bod, but I think it's going to be hard to have less than a 14 to 15 Dex for even a reasonably athletic fighter, and a 15 to 18 con to reflect the intensive training and conditioning of any pro fighter. I have a hard time picturing a pro fighter having less than a 5 or 6 PD either. Like you say the stat side is pretty compressed in the normal human range, and pro MMA fighters are going to tend to have similar skill sets, so it can be a challenge to have a lot of distinctiveness. Are you running a 150 point game?

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  • 4 weeks later...

Re: What would the character sheet for typical MMA competitor look like?

 

Basic MMA fighter

 

Str 13

Dex 13

Con !3

Body10

Int 10

Ego 13

Pre 13

PD 4

ED 3

Spd 3

rec 8

end 40

stun 35

 

 

Breakfall -12

Feint-12

Ps -MMA fighter -11

PS- bodybuilder -8

PS- groundfighter -11

KS- martial arts styles known -13

 

Martial arts:

Punch/kick (fast strike)

bob and weave (martial dodge)

Takedown (sacrifice throw)

Choke (choke hold)

pin (martial grab)

Escape (martial escape)

 

+1 with hand to hand combat

+2 with martial arts

 

 

fringe benifit: black belt

fringe benifit: licence martial arts licence

 

This is a tough pro fighter who competes at the local level. Suitable for a semi realistic campaign.

200 point DC characters can wade through a gym full of these guys.

150 point ninja heroes can face him in the first rounds of a tounament, as the first serious opposition.

this would work for amovie style hero experienced in MMA but what of a realitvely inexperienced one like in the movie never back down?

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Re: What would the character sheet for typical MMA competitor look like?

 

this would work for amovie style hero experienced in MMA but what of a realitvely inexperienced one like in the movie never back down?

 

Reduce stats and skills as needed.

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Re: What would the character sheet for typical MMA competitor look like?

 

You could use the generic fighter template for the tournament scenario from 4th Edition Ninja Hero. It has a lot of 15s, an 8 PD, a 3 SPD, and about 25 points of martial arts maneuvers and the like.

 

Based on the Youtube videos I've see, MMA fighters seem to combine boxing with some simple kicks, takedowns, and grappling moves. You could probably build it like Commando Training, with Boxing punches, Karate kicks (side and snap), Judo takedown and/or throw, and then flavor with Grabs, Joint Locks, and possibly a Crush. Nothing really fancy, to be honest. And a lot of these guys look, well, slow. I watched some Youtube of Muay Thai guys fight and it was a totally different experience.

 

Yeah, but a lot of world ranked Muay Thai guys got demolished in the early days of MMA...

 

You want to see an interesting guy, check out Cung Le.

 

http://en.wikipedia.org/wiki/Cung_Le

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Re: What would the character sheet for typical MMA competitor look like?

 

Yeah, but a lot of world ranked Muay Thai guys got demolished in the early days of MMA...

 

You want to see an interesting guy, check out Cung Le.

 

http://en.wikipedia.org/wiki/Cung_Le

Cung is pretty good. I saw him compete in San Shou once. My sister used to do some PR for him, so she was able to get us VIP tickets to the competition.

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  • 4 weeks later...

Re: What would the character sheet for typical MMA competitor look like?

 

How did I miss this thread for so long?

 

Personally, I don't feel HERO handles ground fighting all that well, so that's one hurdle to overcome for any character with MMA experience. Bare minimum, this will require an investment in PSL's, Environmental Movement, PS: Groundfighting and/or a special "Use Art While Prone" Weapon Element.

 

At the default level we also lack granularity between various styles and and attributes. Many MMA guys will gravitate to certain strengths (Strikes, ground 'n pound, submissions) and it requires a lot of specialized skill levels to help simulate this. I blame this in part on the inability to buy limited MA DCs

 

The various submission type maneuvers could use a major overhaul for an MMA style game too...

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