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Fictional Martial Arts


Ninja-Bear

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  • 2 weeks later...

A few of the Champions characters use unique martial arts. One of them is called "Silken Blade", I think from UMA. One uses a style where he's always DCV 12 regardless of the maneuver (lvls needed for that one) indicating a central stance for the character.

 

For a long time as GM, when I got to the DCV 12 character and a villain was going to attack, I used to ask, "What's your DCV?", even though I knew... it was habit! :)

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I created my own Brawling which is just a subset of dirty infighting just so that it was easy to add to characters in hero designer.

 

Brawling

3 Punch: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike

4 Put The Boot In: 1/2 Phase, +0 OCV, -1 DCV, 7d6 Strike, Prone

3 Block:  1/2 Phase, +2 OCV, +0 DCV, Block, Abort

 

I also has a 10 point "martial art" for self defense

 

Self Defense Course

3 Defensive Throw:  1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

4 Escape:  1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs

4 Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6

 

A police training martial art.  In California at least, all officers are taught techniques but the rumors I hear are that most don't keep up to date with all the maneuvers.  Might need to add a pin in there too.

 

Police Academy Training

3 Punch: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls

4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm

4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND

4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls

3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on

1 Weapon Element: Clubs

 

I also had RAT (Rent an Agent Team) agent martial arts and Inquisitor (Holy Roman Church) martial arts.  But the above three might be more interesting to people.

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