|
Post by greatholdings on Aug 8, 2010 23:14:57 GMT -5
StarFleet Martial Arts Program This is the self defense program taught to all Starfleet Officers and enlisted. It should be noted that SFMAP is primarily a defensive martial arts style. Starfleet MACO personnel and other ground combat forces are instructed in a different program designed primarily to kill or disable an opponent quickly, that program is not covered here.
Note: SFMAP does not adhere to any specific style or philosophy. Any technique or maneuver that is consistent with its stated purpose (namely keeping the officer alive) will often be adopted by practitioners of this style.
Skill levels:
Beginner – 1-2 Advance Beginner – 3-4 Intermediate – 5-6 Advance Intermediate – 7 Skilled – 8 Expert - 9
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 to block. 10% chance to expose. Difficulty: 60 Point Value: 1
Basic Attack A basic punch or short kick Effect: basic punch damage plus 10% chance expose. Difficulty: 60 Point Value: 1
Palm Strike Palm Strike hits the enemy with the palm of your hand, causing knockback. Difficulty: 60 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.) 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
Escape Combatants use this maneuver to escape from Grabs, Joint Locks, and similar attacks. Difficulty: varies Effect: The character rolls a Test against the same DC as the hold they are attempting to escape. Point Value: 0
Advanced Close Combat Training When Starfleet personnel take advanced tactical training they learn additional close combat maneuvers but these maneuvers are still considered part of the SFMAP
Leg Sweep You have learned how to deprive your opponent of his footing. Difficulty: 70 Effect: Does Leg Sweep damage and has 90% chance of knocking the opponent to the ground. Point Value: 1
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 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. Point Value: 1
|
|
|
Post by greatholdings on Aug 10, 2010 14:24:42 GMT -5
Extended Starfleet Martial Arts Because SFMAP does not adhere to any style or philosophy this means that the program tought to students often varies with the intructor. Additionally tactical students and security personnel are often taught a more extensive and rigorous program than students in other career fields. The following are additional maneuvers taught as part of the program.
Backhand You give your opponent a hard slap across the face with the back side of your hand. Difficulty: 60 Effect: Does basic jab damage. Root for 1 sec. 10% chance of expose. Point Value: 1 (unless strikes to the head and neck are illegal)
Knife Hand Chop Your basic karate chop Difficulty: 70 Effect: Does basic punch damage. Point Value: 1
Combined Fist (AoE) You lock your fists together and swing them in an arcing pattern in from of you. This attack is good for crowd control. Difficulty: 70 Effect: Does punch damage to any target in a 90’ arc in front of you. This attack knocks back targets in forward cone 3 feet. 10% chance of expose. Point Value: 1
Joint Lock The attacker attempt to grab one of his opponent's limbs (usually an arm) and immobilize it. Difficulty: 70 Effect: If successful the attacker prevents the opponent from using that limb until freed. The effected character is at -20 for attacks while held. Point Value: 1
Takedown The attacker grabs his opponent and attempts to throw she to the ground. Difficulty: 70 Effect: If successful the victim suffers penalties for being prone until she gets to her feet(which takes an action). Does leg sweep damage. Point Value: 1
Haymaker You can put everything you have into one powerful, reckless punch. Difficulty: 70 Effect: Does punch damage. This attack is a full-round action. Exploit attack Point Value: 1
|
|
|
Post by greatholdings on Aug 10, 2010 15:13:35 GMT -5
Starfleet Combat Martial Arts Program All Starfleet ground combat troop are trained in the standard Starfleet self-defense martial arts program. However, due to the nature of their jobs they are instructed in hand to hand techniques designed to kill or incapacitate their target as quickly, efficiently, and silently as possible.
Choke Hold You have advanced training in choking your target, either as a means of subduing him, or quietly eliminating him. Difficulty: 70 Effect: If you successfully place a person in a choke hold they may try to escape. However, if they fail the escape test they can try again the next turn but the DC goes up one level. After the DC reaches 90 they get one more escape roll, if it fails they are unconscious. Point Value: Illegal
Joint Twist/Break Difficulty: 80 Effect: 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, although she can attempt to escape. If the attacker wishes, he can try to break the grabbed joint, causing the character to become incapacitated and making the limb useless until healed. Needless to say this maneuver is illegal in tournament. Point Value: Illegal
Heart Punch You strike your target right over the heart, an attack that inflicts a great deal of pain and shock. Difficulty: 70 Effect: Does punch damage and the opponent must test against DC 70 or be stunned (hold for 5 sec.) Certain traits add a bonus to resist: Resilient +5, Sturdy +10, Physical Strength +10, Stubborn +20. Exploit attack
Kidney Punch This is an extremely painful and dangerous attack, illegal even in most full-combat fighting sports. Difficulty: 70 Effect: Does punch damage and the opponent must test against DC 70 or be stunned (hold for 5 sec.) Certain traits add a bonus to resist: Resilient +5, Sturdy +10, Physical Strength +10, Stubborn +20. Exploit Attack. Point Value: Illegal
Silencing Strike The target of this attack will have a hard time summoning aid. Difficulty: 80 Effect: If you make a successful hit with this maneuver, your target takes punching damage and must make a test against DC 80 or be unable to speak above a whisper for 1–4 turns. Point Value: Illegal
Notes: many of the ground troops learned to fight in the school of hard knocks and as such often incorporate the "dirty tricks" they learned into their style. While not officially part of the program in actual combat its pretty much anything goes, including eye-gouging, biting, makeshift weapons...well you get the idea.
|
|
|
Post by greatholdings on Aug 12, 2010 5:43:55 GMT -5
Kendo
History: Kendo literally means “way of the sword” and is the traditional sword-fighting technique of the legendary Samurai warriors of Japan. Training also concentrates on “Reigi,” the Samurai code of etiquette and conduct, roughly equivalent to the code of chivalry practiced by the medieval knights of Europe. In modern Japan, Kendo is as much a part of Japanese culture as it ever has been, and it is one of the nation’s most popular sports (though the sport version uses wooden swords). Kendo techniques are taught in police academies, schools, and universities across Japan.
Skill Levels
ro-kyu - 1 go-Kyu - 2 yon-kyu or san-kyu - 3 ni-kyi or i-kyu - 4 Sho-dan or Ni-dan - 5 San-dan or Yon-dan - 6 Go-dan or Roku-dan - 7 Nana-dan or Hachi-dan - 8 Kyu-dan or Ju-dan - 9
Iaijutsu Strike You have mastered the art of Iaijutsu, becoming one with your weapon. often translated roughly as the "art of mental presence and immediate reaction", is the Japanese martial art of drawing the sword. Difficulty: N/A Effect: Gives +10 to your initiative and 10% chance of expose. This bonus only applies to the first round of combat. Point Value: 0
Go-No-Waza This is the classic parry or kendo; using your blade to block the blade of an opponent and move it out of the way. Difficulty: varies Effect: The character rolls a test against the same DC as the attack they are attempting to block With a critical success she gains +10 on your attack the next round. Point Value: 0
Datotsu This is a sharp slashing cut with the weapon. Difficulty: 60 Effect: does basic slash damage. 10% chance of expose. Point Value: 1 Point
Tsuki The throat strike; it is illegal in tournament. In actual combat it is likely a killing blow if successful. Difficulty: 80 Effect: Does slash damage and on a successful strike the opponent must test against DC 80 or be incapacitated. Certain traits add a bonus to resist: Resilient +5, Sturdy +10, Physical Strength +10. Exploit Attack. Point Value: illegal
Zan-Shin This is the continued state of spirit, mental alertness and physical readiness to meet the situation (such as an opposing attack) that must be maintained when one returns to kamae after attacking. It is one of the essential elements that define a good attack Difficulty: 70 Effect: If a successful test versus DC70 is made you may add +10 to your defense (+20 in the event of a critical success, or -10 if a critical failure.) The Kendo user can make this roll after any successful attack. Point Value: 0
Figure-8 Parry The kendo user spins his sword in a figure-eight pattern, deflecting most incoming attacks easily. Difficulty: varies Effect: The character rolls a test against the same DC as the attack they are attempting to block, the Test is at a +10. Point Value: 0
Feint You attempt to fool your opponent using a false attack, if successful you create an opening you can exploit. Difficulty: Special Effect: The opponent makes a successful test at DC 60 to detect the feint. If he succeeds the very next attack is at DC 80. If it fails the next attack (no matter what type) is at DC 50. 10% chance of expose. Point Value: 0
Guarded Strike A quick, carefully guarded blow Difficulty: 70 Effect: Does slash damage. If successful your next block attempt is at +10. Point Value: 1
Weapon Flourish The character performs a fancy, elaborate pattern woven in the air with his weapon to intimidate or confuse his opponent Difficulty: 70 Effect: The opponent must make a test against DC 50. If this test 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. Point Value: 0
Disarm This maneuver allows a character to disarm an opponent by striking the weapon from his hand. Difficulty: 80 Effect: 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 gets a +10 bonus on their roll to disarm or resist being disarmed. Point Value: 0
Taunt The character insults, belittles, mocks and taunts his opponent, in an attempt to cause him to lose his temper and attack without regard for his own safety. Difficulty: 70 Effect: 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. Mental Disipline and Logical traits give +20 to resist. Point Value: 0
Skilled Attack The character makes a special attack with his weapon. Although difficult to execute properly, this maneuver is equally difficult for the target to block. Difficulty: 80 Point Value: 1 Effect: This attack does Slash damage. Exploit Attack.
|
|