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Mixed Martial Arts


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  • 4 weeks later...

Here is what the 6e Martial Arts book has to say on the subject...


“Mixed Martial Arts,” or MMA, is a term used in the Martial World for a type of full-contact fighting, and the training associated with it. This form of martial arts contest became particularly popular thanks to the Ultimate Fighting Championship (UFC) competition, which begun in 1993.


MMA training emphasizes three areas. The first is groundwork — fighting on the ground. Royce Gracia’s victories in the first, second, and fourth UFCs (which were single-elimination tournaments) showed how important this aspect of combat is. The second is clinchwork — throws, takedowns, and striking an opponent while grabbing him. Last is stand-up work — punching, kicking, and other strikes and maneuvers performed while standing up.


MMA isn’t alone in the world of full-contact fighting. For example, Vale Tudo (“anything goes”) is a similar form of fighting competition in Brazil. It began as “taking on all challengers” fights in Brazilian circuses in the 1920s and remains a popular sport today.


In HERO System terms, if you want to build an MMA-style fighter, you should buy a variety of Martial Maneuvers and Skills from the following styles: Boxing; Jujutsu (especially the Brazilian Jujutsu substyle); Karate; Muay Thai; and Wrestling.

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Here's an MMA writeup I did using custom martial arts maneuvers:


    Mixed Martial Arts
4    1)  Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
5    2)  Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3    3)  Double Leg Takedown:  1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls
5    4)  Escaping Throw:  1/2 Phase, +0 OCV, +0 DCV,  25 STR , to Escape, Target Falls
3    5)  Grappling:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on
5    6)  Ground N' Pound:  1/2 Phase, +0 OCV, -2 DCV,  6d6, Strike, Must Follow Takedown
5    7)  Low Kick/Knee Strike:  1/2 Phase, +1 OCV, -2 DCV, 6d6 Strike
4   ? Punch/Elbow Strike:  1/2 Phase, +2 OCV, +0 DCV, 4d6 Strike
4    9)  Reversal:  var Phase, -1 OCV, -2 DCV, 25 STR to Escape; Grab Two Limbs
5    10) Roundhouse/Spin Kick:  1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike
3    11) Sacrifice Throw:  1/2 Phase, +2 OCV, +1 DCV, 2d6 Strike; You Fall, Target Falls
4    12) The Sprawl:  1/2 Phase, +0 OCV, +0 DCV,  25 STR , to resist Throws, Block, Abort



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1 hour ago, Ninja-Bear said:

Deadman what was is the suggested way to buy off ground fighting penalties?

Rules for groundfighting are found on Pg127 6E2. PS: Groundfighting can eliminate the penalties. You could also take and Environmental Movement for it.

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