Post by Vice Admiral Brian Donaldson on Jun 27, 2010 7:27:06 GMT -5
The mok'bara is a Klingon form of martial arts. The technique is similar to meditation, as the forms are said to clear the mind. The mok'bara is the basis of Klingon hand-to-hand combat techniques, and may be practiced alone, or in groups.
The mok'bara involves weapons such as the bat'leth, mek'leth, d'k tahg, and lahj. Some of the techniques and forms involved in the mok'bara are similar to the Human martial art of Tai chi chuan.
RANKS: chu'wI'ghoj - Novice - White
chu'wI'jen - High Novice - Yellow
chu'wI'Hey - Advanced Novice - Blue
Dung'chu'pIn - Low Master - Green
May'pIn - Master - Red
Da'Har'pIn - Supreme Master (Da'Har Master) - Black
Basic Mok'Bara Movements:
the opening stance..
spread the legs shoulder width..bend the knees slightly...bring your arms together like your hugging a ball...this move is called... moQonce you make the moQ move, lower your left hand to your left hip and bring your right hand up and across your chest, out tothe right side shoulder hight... bring your left hand back up to meet your right hand.. this move is called... cha' now... bend your knees and bring your hands to your stomach and bend over slightlylean toy your right and bring your arms out in front of your right side... rolling them over each other three times.. this move is called tay'then spread your arms out to each side of your torso while still leaning and facing your right side. this move is called... jaD
the final move... swing your arms back in front of you as you straighten up, same as the opening stance. This is called... Doh.
From here you begin, the Ball movement also known as the moQ and begin the whole kata again in one fluid motion.
Post by Vice Admiral Brian Donaldson on Jul 20, 2010 0:22:32 GMT -5
((Rules designed and setup by Ethan Winegard))
Martial Arts Tournament
These rules specifically govern tournament style martial arts combat between two individuals. This tournament can be either non-contact where victory is determined by accumulation of points. In such a case a match would consist of n number of combat rounds (typically 10.) At the end of the designated number of rounds the character with the most points wins the match. Or the match can be full contact, where attacks do actual damage and combat continues until one side surrenders or one side runs out of HP.
The basis of these rules is the action. Actions can be attack, defense, move or special. A special is basically a combination of two of the other three types. During a combat round a character gets two actions
Attack: This is any action taken by the character that will take up half his turn. A character may take only one attack action per turn.
Defense: This action takes up half a turn. Only one block is allowed per turn.
Move: A character may move twice in a turn. Doing so precludes any attack or block but effectively moves the character out of combat range.
Free: These actions are talking, and other forms of communications. Basically role playing that takes no significant time.
Special: These actions take the entire turn.
In a given combat round a character may take up to two actions in any of the following combinations:
1 Attack + 1 Move (no Defense) 1 Move + 1 Move (no Attack or Defense) 1 Attack + 1 Defense (no Move) 1 Move + 1 Defense (no Attack) 1 Move + 1 Attack (no Defense) Unlimited Free Action. 1 Special
Maneuvers Maneuvers are specific martial arts actions, either attack or defense. Each maneuver has a difficulty which determines how hard it is to perform. Additionally the difficulty of the maneuver determines how hard it is to defend against. Most maneuvers will be of moderate or advanced difficulty. A successful execution of the maneuver requires a test against the DC of the maneuver. The player rolls 1d100 and compares the result to the DC, if the result is greater than the DC the test was a success. The player may add any bonuses from skills or traits that the GM feels appropriate.
Simple = DC 40 Minor = DC 50 Moderate = DC 60 Advanced = DC 70 Complicated = DC 80 Near Impossible = DC 90
Combat Combat is essentially a contest between one players attack and one player’s defense roll. Unless they defending player chooses a combination of action in which she is not allowed a defense action, she will effectively get two defenses during a turn, one passive and one active. At the GMs discretion any appropriate bonuses and penalties can be applied to either the attack or the defense (either the passive or active.)
Initiative: Once the fight begins, initiative must be rolled for both parties. Players do this by rolling 1d100. Highest roll is allowed to attack first. At the GMs discretion various bonuses or penalties can be applied to this roll. The player with initiative may allow his opponent to attack first
Order of Battle
1) The attacking character selects their initial attack maneuver and the roll is attempted. If the roll is failed the opponent is assumed to have evaded the blow.
2) If the attack roll is made the opponent may then attempt to block it by making a roll against the same difficulty as the attack. If both the attack and block roll succeed, the roll that succeeded by the most wins the contest.
3) If an attack succeeds with a critical success a block is still possible but the difficulty is always 90. Lucky Trait gives +3% for critical success. Dumb Luck give +2%. On a critical success the attack always does extra damage. If using the point system the attack does 2 points.
4) Fighters may add a bonus for their martial arts skill to their rolls. Plus any additional bonuses or penalties that the GM deems appropriate.
5) Additionally characters suffer a penalty when attempting maneuvers above their martial arts skill level. A penalty of [(DC – (Skill X 10))/2] is added to all skill rolls, except block attempts which occur at their normal difficulty.
* If the match is limited to a specific style of martial arts the Martial Arts skill is replaced by the characters specific skill in that particular martial art as determined by the GM.
Exploit Damage: Some attacks list a chance of expose. After any successful attack a test versus DC 10 is rolled if it fails the defender is in an exposed state. The attacker’s next attack does 4 times the listed damage.
Jab The Jab is a fast punch that is extremely hard to block. It is used as a bread-and-butter punch by many boxers or to set up a more dangerous attack or combination. Effect: Jab damage. 10% chance for expose Difficulty: 60 Point Value: 1
Basic Attack A basic punch or short kick Effect: basic punch damage plus 10% chance for expose Difficulty: 60 Point Value: 1
Block You have mastered the basic art of intercepting incoming melee attacks. Difficulty: varies Effect: The character rolls a Test against the same DC as the attack they are attempting to block Point Value: 0
Basic Strike (cho'Qa) Difficulty: 60 Point Value: 1 Effect/Notes: The Basic Strike represents a wide variety of punches, short kicks, and other attacks. Does jab damage. 10% chance for expose
Advanced Strike (Dos'Qa) Difficulty: 70 Point Value: 1 Effect/Notes: Similar to the Basic Strike, more difficult to execute and block, the Advanced Strike represents various types of kicks and strong punches. Does punch damage and has 10% chance of expose.
Palm Strike Palm Strike hits the enemy with the palm of your hand, causing knockback. Difficulty: 60 Point Value: 1 Effect: Does Palm Strike damage and has a 35% chance of knocking the opponent back three meters. Has a 50% chance to Hold (opponent stunned for 5 sec.)
Lunge The character moves up to 3 meters (minimum of 1 meter) toward his target, using the momentum of his movement to increase the attack's power Difficulty: 70 Point Value: 1 Effect: does lunge damage and knocks the opponent back three meters and has a 35% chance of knocking them to the ground. This is a special move, consisting of 1 move and 1 attack. Exploit attack.
Escape (yo'jun) Difficulty: varies Point Value: 0 Effect/Notes: Combatants use this maneuver to escape from Grabs, Joint Locks, and similar attacks. The character rolls a Test against the same DC as the hold they are attempting to escape.
Joint Lock (taS'HIv ) Difficulty: 70 Point Value: 1 Effect/Notes: If successful, the character grabs one of his opponent's limbs (usually an arm) and effectively immobilizes it, preventing the attacker from using that limb until freed. The effected character is at -20 for attacks while held.
Joint Twist/Break (taS'ghor) Difficulty: 80 Point Value: Illegal Effect/Notes: This maneuver immobilizes one of the target's limbs just like Joint Lock; however, the aggressor also twists the joint to cause his victim agonizing but non damaging pain, the victim can perform no actions while held unless they make a test versus DC 80. Certain traits add a bonus to resist: Resilient +5, Sturdy +10, Physical Strength +10, Stubborn +20. If the attacker wishes, he can try to break the grabbed joint, causing the character basic damage and they must make a test versus DC80 and the limb becomes incapacitated (limb useless until healed.) Needless to say this maneuver is illegal in tournament.
Takedown (woDu'Qa) Difficulty: 70 Point Value: 1 Effect/Notes: The attacker throws his opponent to the ground. The victim suffers penalties for being prone until he gets to his feet(which takes an action). Does leg sweep damage.
Block (man'ara) Difficulty: varies Point Value: 0 Effect/Notes: This maneuver parries an attack. The character rolls a Test against the same DC as the attack they are attempting to block.
Basic Attacks (Slash, Thrust, Jab) Difficulty: 60 Point Value: 1 Effects: Does Bat’leth Slash damage. 10% chance of expose.
Cross Strike Knocks back and may stun up to three opponents. Difficulty: 70 Point Value: 1 Effect: Does Cross Strike damage and knocks back (up three meters) any three opponents in a 120' arc in from of attacker. Has a 50% of hold (defender stunned for 5 sec.) and a 10% chance of expose.
Blunt Attack (qutlh'QaSl) Difficulty: 60 Point Value: 0 Effect/Notes: The character strikes his opponent with the blunt part of the Bat’leth, A successful attack leaves the opponent stunned or off balance the next round so that their next attack or block is always at DC80. Against opponents with the Sturdy and Sure Footed traits the DC becomes 70.
Feint (tojQaSl) Difficulty: Special Point Value: 0 Effect/Notes: This blow attempts to fool the opponent, creating an opening it exploits. The opponent makes a successful test at DC 60 to detect the feint. If he succeeds the very next attack is at DC 80 with a 10% chance of expose. If it fails the next attack (no matter what type) is at DC 50.
Guarded Strike (HubQaSl) Difficulty: 70 Point Value: 1 point Effect/Notes: A quick, carefully guarded blow that does Bat’leth slash damage. If successful the characters next block attempt is at +10.
Shove Difficulty: 60 Point Value: 0 Effect/Notes: This attack maneuver must follow a Block. The character catches his attacker's weapon on his own, then exerts his strength to push the attacker away from him (to gain room to maneuver, to knock him down, to throw him through a window or off a roof). If the Shove succeeds, the character pushes the victim back 1-2 meters. The opponent also falls down unless he makes a roll against DC40. Of course, the victim can Block the attack and remain locked in a fighting clinch with his opponent.
Weapon Flourish (nuH'ang) Difficulty: 70 Point Value: 0 Effect/Notes: The character perform s a fancy, elaborate pattern woven in the air with his weapon to intimidate or confuse his opponent. The opponent must make a roll against DC 50. If the character fails they become intimidated by his seemingly high level of combat skill. He suffers a -10 penalty to any attacks or blocks , in that round or the next round. Mental Discipline and logical traits give +20 to resist.
Disarm (nuHbe') Difficulty: 80 Point Value: 0 Effect/Notes: This maneuver allows a character to disarm an opponent by striking the weapon from his hand. The two characters engage in Opposed Tests at DC 80. If the attacker wins the Opposed Roll, his opponent's weapon falls 1 to 3 meters away; if he fails, his opponent retains the weapon. Characters with the physical strength trait get a +10 bonus on their roll to disarm or resist being disarmed.
Taunt (tIch) Difficulty: 70 Point Value: 0 Effect/Notes: The character insults, belittles, mocks and taunts his opponent, causing him to lose his temper and attack withou t regard for his own safety. The two characters engage in opposed tests at DC 70. If the opponent succeeds, he laughs at the character's taunts. If the character succeeds, his opponent becomes enraged or flustered. For the next round, the opponent attacks only the character, and does not block. The character gets a +10 bonus on his next attack. Mental Disipline and Logical traits give +20 to resist.
Difficulty: varies Point Value: 0 Effect/Notes: This maneuver parries an attack The character rolls a Test against the same DC as the attack they are Attempting to block
Difficulty: 70 Point Value: 1 Effect/Notes: The character moves up to 3 meters (minimum of 1 meter) toward his target, using the momentum of his movement to increase the attack's power. This attack Does lunge damage. Exploit Attack.
Skilled Attack (po'QaSl)
Difficulty: 80 Point Value: 1 Effect/Notes: The character makes a special attack with his weapon. Although difficult to execute properly, this maneuver is equally difficult for the target to block. Basically any named attack. This attack does Bat’leth Slash damage. Exploit Attack.
Power Slash (Qaw'QaSl)
Difficulty: 70 Point Value: 1 points Effect: This attack does basic slash damage. Exploit attack.
Difficulty: varies Point Value: 0 Effect: This is actually a combo. A Block plus a Disarm attempt. The character must roll a test as for the block attempt and them roll a test for the disarm attempt.
Post by Lt Cmdr. Vorath on Feb 9, 2012 5:27:20 GMT -5
These rules are still under revision, but the basic premise will stay the same.
Lieutenant Commander Vorath, Son of Braxus
Executive Officer - U.S.S. Endeavour NCC-97004
"If a commander is not willing to face the same horrors of war that he asks of his men, then he is no longer fit to lead."
Erys Murai: Harry also made Captain and got the Rhode Island very quickly after they got home.
Mar 8, 2017 10:24:23 GMT -5
Lieutenant jg Sovek: I mean the only reason poor Harry was still an Ensign is supposedly that 'someone had to be the ensign', or, so he said in an interview.
Mar 8, 2017 11:03:50 GMT -5
Lieutenant jg Sovek: He definitely performed above and beyond the call of duty with his crew and without a doubt got some sick-as-heck medals and stuff; surely a well decorated officer, despite rank.
Mar 8, 2017 11:05:02 GMT -5
Ensign Lindsey Wellington: I have to give a quick note about my activity cause of work. I already told you guys that i wont be there if i dont give a note first. This has not changed yet. Work is realy stressfull at the moment. I hope that things get better at April/May.
Mar 11, 2017 10:26:37 GMT -5
Ensign Lindsey Wellington: Till then it will be rare to see me on the events. If i can make it i will, of course. Miss you guys <3
Mar 11, 2017 10:27:00 GMT -5