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LordSmerf
01-16-2005, 07:46 PM
UPDATE: 3/9/2005

Hey, I updated The Dance, figured I'd keep going. Here we are updated for the new Fight! mechanics. There are a lot of changes, and this MA has gotten way way better under the new system. As always, original post maintained for archival purposes.

Basic Moves/Abilities

Footwork
Use MA Skill for Positioning tests (Including Charge)

It's all about technique
Use MA skill for Locks. Also use MA as the Natural Defense Locks.

Weight distribution
You may maintain a stance while on the ground.

Rolling Recovery
You have learned to roll onto your feet. Standing up from a prone position requires one action instead of two.

Special Moves/Abilities

Ob 1 It's not as hard as it looks
You have learned to use your entire body to your advantage when fighting on the ground. The Ob for fighting on the ground is reduced by 1. This results in no penalty if you are on top, and a +1 Ob penalty if you are on bottom.


Ob 2 Basic Groundfighting
You have learned the ways to utilize your weight when fighting on the ground. If you and your opponent are on the ground you get +1D to all actions using Take it to the Ground.


Ob 3 Advanced Groundfighting
You have mastered the ways to utilize your weight when fighting on the ground. If you and your opponent are on the ground you get +1D to all actions using Take it to the Ground.

Ob 3 Balanced Rush
You may maintain a Stance when you Charge.

Ob 4 Closing Rush
When Charging or Closing you may move up to three fighting distances (instead of two), this requires you to have three more successes than your opponent on a Positioning test.

Ob 5 Bull Rush
Charge becomes an Aggressive action. You may benefit from Aggressive Stance dice when you charge.

Ob 6 Counter-Throw
You may script a Counter-Throw(def). You may choose not to release your opponent which results with you on the inside. If you get two or more successes on your Throw, knocking your opponent to the ground, you may choose to go to the ground with them.

Ob 7 Work to the Inside
Any time you successfully strike unarmed you move closer by one fighting distance.

Ob 8 Duck and Weave
You have learned to side step your opponent's weapon as you move toward them. When using Fight! rules your opponent does not get bonus dice for Positioning based on their weapon length.

Ob 9 Death Lock
You have mastered joint locks and pressure points. When you Lock the level of your Lock increases by -2D per success over your opponent instead of -1D per success.


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Original Post:

Ever since my old wrestling days I've been a firm believer in the power of ground fighting (especially if you know how and your opponent does not). I have seen reference to (but no experience with) a couple of Russian martial arts that focus on ground figting and take downs. With that in mind, I threw this little piece together. It's currently missing an "Ultimate Move" (an Ob9) which I really want in there, but which I can't figure out what it might be. Additionally, some of the moves may require tweaking once the new movement system hits... Anyway, comments?

Also, so far I don't have a name... suggestions there would be nice too.

Free:
Use MA Skill for Charges, Locks, Get Inside, and for the Natural Defences against Charges, Locks, and Get Inside.

You may maintain a stance while on the ground.


Ob 1 Basic Groundfighting
When fighting on the ground, if you are on top you suffer no penalty (instead of +1 Ob).

Ob 2 Advanced Groundfighting
When fighting on the ground, if you are on bottom you suffer no penalty (instead of +2 Ob).

Ob 3 Aggressive Rush
You may script a Change Stance: Aggressive in tandem with a Charge.

Ob 4 Instant Momentum
You get bonus dice for sprinting while Charging starting the Volley of the Charge (instead of the Volley after the Charge)

Ob 4 Position of Strength 1
When prone your penalty to fight standing opponents is reduced by 2.

Ob 5 Take it to the Ground
You may script a Takedown(Neu) or Counter-Takedown(Def) even if you are not Inside. If it is successful at all then you are on top of your opponent on the ground and on the Inside.

Ob 6 Up Close and Personal
Any unarmed strike that successfully hits puts you on the Inside.

Ob 7 Reversal of Fortune
Any successful action that you take (Defensive or Aggressive) while fighting an opponent on the ground, puts you on top and them on bottom.

Ob 8 Position of Strength 2
When prone your penalty to fight standing opponents is reduced by 2.

Ob 9
...

Thomas

RickoniX
01-19-2005, 03:11 PM
As an Ob 9 "super move", how about one of Zangief's old stand-by's, like the Spinning Piledriver, or the Double German Suplex, I know your martial art isn't exactly Sambo, but they're impressive moves nonetheless

migo
02-21-2005, 07:11 PM
I don't have BW but I do have experience submission wrestling. A good choice for ultimate move would be some form of Vascular Choke. Rear Naked/Guillotine/Triangle/Arm Triangle/Anaconda type thing. The way it works in real life is you're out 3-5 seconds after it's sunk in. I don't know if that's overpowered for the game or not, but just a suggestion.

quixoteles
03-08-2005, 02:15 PM
Your making me cry; this is the most beautiful thing I ever heard.

"Taking it to the Ground" and the "Delta of the Styx" Scythe style or the vampiric "Nesscarry Ends" Boxing style that relies on biting as its primary weapon. Good gawd, jezzus, and half the saints. I am shuddering; wating to get that revised 2nd edition in my mittens. "Ku, Ku, Ku" (the sound of the fiend Ochimaru's Laughter)

LordSmerf
03-09-2005, 04:15 PM
Updated. It's so different now it's not really the same art anymore. I just want to specifically highlight a the Basic and Advanced Groundfighting abilities.

Yes, +2D total is powerful (really powerful), but I had a very hard time providing an incentive for actually fighting on the ground. If I just knock you down and stay standing you have +4 Ob against me. I wanted there to be a reason to follow someone to the ground, and +2D seemed like a good one. Opinions on this one?

Thomas