Advanced Martial Arts

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Some players want a little more depth and complexity in their combat. With Master approval players may create their own martial arts styles to simulate techniques from anywhere in the known universe. Masters may also create styles to enrich the setting and differentiate between cultures.

Advanced Martial Arts

The Future Imperfect concept of custom martial arts is based on the idea that each discipline has some number of foundation maneuvers, and these maneuvers act to provide certain benefits to the practitioner. Some maneuvers are shared across multiple disciplines, but while they share the same name, and begin the same, they may not perform identically as they progress to higher levels. Players have a great deal of ability to grow their fighting style in a unique direction.

There are a limited number of potential maneuvers that can be performed in melee combat, and these maneuvers are broadly defined (we don’t need to worry about the difference between a d’arce choke and an anaconda choke, it only matters they are both chokes). The specific nature of each maneuver can vary greatly from discipline to discipline. What advanced martial arts attempt to do is classify the effect. Making the combat action come alive with description and unique flavor is the job of the crew and Master.

Additionally, melee combat can take place in a variety of different postures, and these postures may have an enormous effect on the effectiveness of the maneuvers that are performed by practitioners and their targets. The most important part of winning a physical engagement is to develop an advantageous situation for yourself, and continue to exploit it until your opponent is defeated. In a standard melee combat implementation in an RPG, either there is a standard skill roll or a character has a maneuver that modifies the skill roll, but outside of Master fiat, any maneuver can be attempted in virtually any situation. In Future Imperfect, maneuvers can generally only be performed in the appropriate posture, or when they are attempted outside of this realm they suffer penalties, often significant ones.

Maneuvers

There are a total of 14 maneuvers that can be attempted in close combat. These maneuvers are:

Postures

When fighting hand to hand, there are multiple postures that can result. The Master can modify the standard effects as he sees fit, however the guidelines that follow should be sufficient for most situations. Ability card decks will include the modifiers for the maneuver dependent on the posture. Combat can occur either on the feet or on the ground (hand to hand combat between two airborne individuals will be handled separately).

There are three possible postures in standing combat: facing, behind and multiple opponents. On the ground there are also three possibilities: pin, guard and back mount. Multiple opponents are handled differently on the ground, explained later. It is also possible for one opponent to be standing and the other on the ground. This will also be handled later.

When an ability card is face up in front of you (see mechanics, to follow), the posture shown across the top of the card is the posture your Hero is performing. The posture across the bottom is the one your opponent is performing.

Postures, Defined

What follows are general descriptions of the postures themselves. The Master and Crew should have flexibility to determine which posture makes the most sense, when there are multiple possibilities. As with most situations in Future Imperfect, this should be somewhat of a negotiation. A player makes his case, though the Master has the last say.

Facing and Engaged: Both opponents can see each other and their limbs are actuated in such a way as to be effective in this direction. Facing can also be at a closer range, called engaged.
Behind: One combatant is behind the other opponent. Behind is defined as either (or both) one opponent cannot see the other (not because of darkness or other sensory deprivation, but because of position) or one opponent cannot effectively use his limbs in the direction facing the other opponent.
Multiple Opponents: In a multiple opponent scenario, some combatants may be in differing situations toward some opponents than others. In a case like this, it would be impossible to define with rules all of the situation which may present during all campaigns. Generally speaking, each set of two combatants who are in range of one another (and are both standing) will be in one of the two previous standing postures relative to the other. Use judgment to determine this. Descriptions are important!

Example here

Pin: In a pinning maneuver, one opponent fully controls the posture of the other. The controlled combatant cannot escape without outside help or mercy from the attacker. Pin maneuvers are rare in situations between two similarly experienced grapplers (who have the same anatomy, of course), though two combatants can effectively pin another pretty easily. Some examples of pins: crucifix (one opponent is splayed in such a way as to expose their head, but their arms are both controlled so they cannot defend the head), head and arm choke, cradle pin, and spladle.
Guard: In Future Imperfect, guard is when one opponent is on his back, and the other is facing him on the ground. This includes all actual guard positions (full guard, half guard, butterfly guard) as well as dominant positions such as side control and full mount.
Back Mount: Back mount is any position where one combatant has his belly on the back of his opponent. This includes hooks (one or multiple) and body triangle. This is one of the most dominant positions possible for an experienced grappler.

Example here

Game Designers Note: What the hell is a spladle? Yes, many of you may have been asking yourself that very question. While this book could spend paragraphs and pages detailing all the possibilities and definitions of each position, we have determined that this will be out of scope. In the information age, a single search can find you more than this book could ever teach you about grappling. Since this is an optional system, many of you will already know about this stuff. For those of you that do not, this knowledge is not necessary to get value from the advanced martial arts system as presented. The general definitions given, combined with your imagination, should suffice just fine. We, the authors, have every confidence in your ability to describe situations we never could have anticipated.

Postures and Advancing Position

So far, all that differentiates this treatment of martial arts from just about any other is the name of the maneuvers, along with a few new postures. The addition of the advancing position mechanic takes martial arts to a new level. As with everything in this section, it is an optional system, and the rest of the system can be used even without this. However, this extra level of detail and strategy can take your game to the next level, especially when combined with alien physiologies (you try and wrestle this slithering snake-alien, I dare you!).

Transitions

Some transitions are easy to use and imagine. For instance, when going from throwing jabs to throwing uppercuts, it is clear one must close the distance (a bent arm doesn't reach as far as a straight one).

Cost

A standard discipline costs: X

Standard Effects

Each discipline will also have a standard effect. Two disciplines may have standard effects that share a name, but they are not necessarily the same maneuver in practice. In fact, within the same discipline they may vary. The standard effect simulates that which the discipline does exceptionally well. The effects are defined broadly so as to allow player creativity to color each situation.

Boxing has a standard effect of strike. This may be a cross, uppercut, overhand right etc., at the choice of the player in the situation. Kung Fu also has a standard effect of strike, but while it does include fist strikes, they are not the same. It also would include kicks, which would not be present in boxing.

Standard effects may use a maneuver that sounds the same as another, but they do not behave the same way. Each practitioner has a single art that is their dominant art (even if they know multiple). The standard effect of that art is notated in the appropriate space on the character record.

Customizing Martial Arts

Even when using a discipline "out of the box", the Hero will customize the training as he advances. Two practitioners from the same art, even from the same dojo, will be unique fighting individuals. Future Imperfect not only allows the creation of new arts from the ground up, but also individualizing the training within existing martial arts.

Game designers note: I have never seen an RPG that handles grappling well. This is my attempt to be the ‘least worst’. Most games also either substantially overpower martial arts, or make them indistinguishable from one another. As a former wrestler and avid viewer of MMA, I have a pretty good knowledge of what kind of things work and what things do not. I would not call myself an expert, but an educated lay person.

This is not, however, an attempt at a ‘realistic’ treatment of martial arts. The goal is for the system to be playable, fast and diverse. The extra work that must be done to differentiate one discipline from another will all be done once, during character generation. Players should not need to consult the rules over and over during play to know what they can do. Everything important should be right on the character sheet and easily digestible. The important piece is that when a wrestler enters the fight, it plays differently than when a practitioner of BJJ does, even though both are primarily grapplers. The same goes for Muay Thai versus boxing. They aren’t the same.

This is an optional system, so if your crew is not interested in exploring this kind of nuance, it is easy to ignore it and just roll Fighting: Martial Arts. If this is your choice, it does not significantly change the power level of martial arts practitioners. It is even possible to mix and match within a campaign, since a basic martial art has exactly the same dice pool/effects cost as any standard custom discipline.

System

Each martial discipline has a standard template that is used by a level 1 practitioner of the art. This template will be annotated on the Hero record sheet and customized as the game progresses. As with Action Decks, the entire system can be used both with custom Future Imperfect ability decks or standard playing card decks, with jokers included.

In a martial art template, each step has an entry. When drawing an ability card, check the step on the card and the appropriate maneuver will be on your Hero record. When using a custom Future Imperfect deck, everything will be on the card. No referencing required!

Defense

Advanced martial arts uses two types of defense in hand to hand combat: defense and takedown defense. They both default to 3+martial arts level, plus modifiers as applicable for reach or weapons. Posture and discipline bonuses will affect them independently. When defense is referenced, this does not include takedown defense and vice versa. If both are affected, both will be listed.

Turn Sequence

In any engagement where your Hero wishes to use a hand to hand action, you have two choices: do something standard, that anyone can do or utilize your martial training. To do something standard, tell the Master what you want and roll your dice. Cross reference the card and detail the effects. Hey, that sounds like any other test.

Yes, because it is.

When a Hero wishes to attempt to use advanced martial arts, things change slightly. Check your Fighting: Martial Arts (Easy 3) and draw one card plus one per success and raise. Consult the cards you have drawn, and choose one of them to use for this maneuver. Hold the remaining cards as your ability card hand. If you already have cards in your hand, you may discard any number of cards before you draw. Always discard down to your hand limit before attempting any maneuvers.

Ability Card Hand

A Hero with a martial art may maintain a hand of ability cards equal to his level in the martial art plus one. The entire hand flushes when the deck needs to be shuffled. Any action where the Hero draws cards into his ability card hand must culminate with a hand to hand maneuver from his list.

Using Maneuvers

Each ability card will have a maneuver or other special situation (such as no opening). When a Hero has an action, if he drew cards he must use one of the maneuver cards in his hand. Descriptions of the maneuvers are provided following.

Martial arts.JPG

Any martial arts practitioner has the option of, instead of taking an action, performing a feint maneuver. To do a feint, place any card from your hand face down in front of you, either horizontally or vertically. A horizontal card will add 1 to defense and takedown defense, a vertical card will confer +1 on his next attack. Performing a feint counts as using a maneuver card.

Reach: An attempt to use jabs and attack length to keep the opponent at bay. May be attempted in facing, engaged and guard postures. A successful reach attack can allow a fighter to transition from engaged to facing.
Speed: An attempt to use superior speed to strike the target and avoid damage. Speed may be attempted in facing, engaged and guard postures.
Power: Maximum damage attack. May be attempted in engaged position without penalty. May also be attempted from facing and guard (not from bottom), -1 defense when attempted from facing, -2 from guard.
Disable: Check maneuver for applicable postures. Disable pits the strength of the attacker versus the strength of the defender, albeit at a significant advantage for the attacker. The attacker must succeed with a maneuver with the Disable element before the defender is subject to these rules. Each participant makes a strength roll, but the defender is considered untrained (they divide their result in half). If the attacker wins, but does not get a raise, his action ends. During his next action if the hold persists test again, but at +1 (cumulative) for the attacker. As soon as a raise is achieved the limb is disabled, and is immediately dealt a serious wound (including the associated wind). If the defender wins any exchange, without getting a raise, all attacker bonuses are removed. The defender may choose to test again on their next action (provided the attacker has not gone in the interim and achieved a success), if they do, instead of untrained they are at -2. If the defender wins, they have escaped the lock. If the attacker wins, it is as if they had won on their action. If at any time the defender achieves a raise the lock is broken. Both participants are considered prone during a lock. Arm bars and Kimura holds are examples of disable maneuvers.
Choke: Check maneuver for applicable postures. This move subjects the target to suffocation rules, as found under the environment (page XX). During a Choke maneuver both participants are considered prone.
Takedown: Take opponent to the ground and control, attacker is considered top. Opponent is taken to guard, or pin with 2 bumps. Your defense against all other opponents is halved. Opponent halves strength for all tasks (unless they initiate a hold or disable against you). Opponent may not attempt power, lift, throw, knockdown or reach. May use any card with the strike element as a standard effect strike or normal strike from the top position in guard.
Lift: Grab opponent and lift off the ground. Must either be able to lift opponents weight (it is less than their lift value) OR make an opposed STR vs opponents TD Defense check. In this case, the opponent may add 1 to his TD for each level of size above the lift value. On next action may throw opponent with no roll. If opponent escapes, they fall prone.
Hold: May be used in clinch or down posture. If you show the clinch or takedown card, +1 on your attempt. If attempted without clinch or takedown, -1. Control two limbs (head counts as a limb).
Escape: Make a contested STR or Martial Arts check versus opponents Hold value (competition, opponent wins ties).
Throw: May be used from clinch at +1. Opponent falls prone and takes falling damage +1 per success and raise on STR check.
Knockdown: Opponent falls prone and takes falling damage +1 per success and raise on STR check.
Clinch: Standing hold controlling opponents head. Opponent may not use Reach, Power or Takedown without escaping first. May keep clinch card showing after you use an attack as long as you remain standing and succeeded in your attack. Clinch flushes otherwise.

No Opening: Each beginning martial art has a number of "No Opening" cards. These can be used as a feint (see above). They also may be discarded in response to any attack to perform any defensive maneuver conferred to the Hero by his art. When discarding a No Opening in this manner, subtract 3 (minimum 0) from the step on your next action. Lastly, they can be used for any attack/maneuver the Hero wishes to perform, albeit at a -1 to the skill and damage tests.

Sample Martial Arts

What follows is a table of some Terran martial arts and their level 1 template. Galactic martial arts may be similar enough to use one of these templates, or entirely new arts may be created.

Sample martial arts.JPG

Any maneuver listed in italics is the standard effect of that discipline. *Attack is any type of attack the practitioner wishes to initiate, but with no special bonus for martial arts. It is an improved no opening.

Boxing

Standard Effect: Punch. Boxing punches are powerful and accurate. Punch attacks automatically bump up one on the hit location chart (this is required bump). They also gain +1 damage on each even numbered level (2,4 etc).

Kung Fu

Standard Effect: Strike. Kung Fu strikes are diverse and effective. After any maneuver where the practitioner is not held or clinched, and is standing, he may add 1 to his defense versus all strike attacks except reach. This counts as a defense 1 weapon.

Muay Thai

Standard Effect: Elbow/Knee. When in clinch position, all strikes are +2 damage. At level 4, damage goes to +3 (Thai plum). Thai plum bumps up 1 (2 when the hand to hand bump is counted).

Krav Maga

Standard Effect: Disabling strike. Krav Maga practitioners may add their level to the damage of disabling strike, but only if this would result in a KO (reducing opponent to 0 CT or below).

Brawling

Standard Effect: Opportunity attack. Brawlers are adept at using what is at hand to great effect. NEED SOMETHING HERE

Judo

Standard Effect: Clinch/Throw. If the Judoka is facing he may clinch opponent at +(level). If opponent is clinched, may throw opponent at +(level).

Wrestling

Standard Effect: Takedown. May attempt a takedown at +(level). Wrestlers add +1 to their takedown defense at each even level, to a maximum of +2.

Karate

Standard Effect: Strike. NEED SOMETHING HERE

Jiu Jitsu

Standard Effect: Vulnerable. Jiu Jitsu is a grappling art aimed at attacking joints and the neck. Vulnerable is +(level) for any attack in an appropriate posture. At level 4, Vulnerable may be used at any posture for no bonus (such as flying arm bars).

Advancement

How do martial arts change as the practitioner progresses in training? Each level after the first allows the player to choose to either replace a maneuver with another maneuver from the discipline list or upgrade one of the existing maneuvers on the list.