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'''Mortal Martial Arts (MMA)'''
 
'''Mortal Martial Arts (MMA)'''
  
by Jim Crimson
+
by [[Jimcrimson]]
  
this page is not finished
+
== Why Mortal Martial Arts (MMAs)? ==
  
When I read about MMAs on this wiki I was very excited by the idea.
 
  
I have made several of my own,  
+
“''Ew, man. Wasn't TMA degrading enough?'' - [[willows]]”
  
  
 +
While Willow’s question is humorous, it also has a point. Why have even ''less'' powerful Mortal Martial Arts (MMAs) in a game about being a super high powered hero? Isn't Terrestrial Martial Arts (TMA) already "bottom of the barrel"?
  
== Five Stones Style ==
 
  
Five Stones Style is based on Goju Ryu Karate, who's motto is "take 10 punches to deliver 1". In Real Life Goju train by being hit with sticks while they practice katas. 
+
Here are my reasons why MMAs should exist:
 
 
This style allows the use of "martial arts" weapons if you have a minimum melee equal to the charms martial arts minimum. I have allowed the use of 1 non-martial arts weapon for the cost of a charm. Any armor is allowed, but shields are not. To use this MMA, you may choose to also use a houserule, which follows -
 
  
'''forceful blow''' : may not flurry or use multiple action charms with this attack modifier. Make a single attack, look at the rate of the attack used, each attack from the rate that was not used adds 1 damage (not normally combinable with fierce blow). This still effects your Dodge DV as if you had made each attack, but does not effect your parry DV. A punch normally has a rate of 3, if you choose to only make a single punch attack then the base damage becomes 2B but you loose 3 dodge DV and 1 parry DV
 
  
Note 1: This is meant to simulate planting your body, lining up and placing one solid shot... so that's why the Dodge DV is effected.
+
1 '''From the perspective of already existing martial arts''': there are abilities that the Immaculate Monks have with their signature weapons that are not charms yet which modify the way these weapons are used, in my view, these are rules modifications are the "stuff" of MMAs.
Note 2:I instituted this rule in part to encourage less flurries - I wanted to give players who took up less of our game time rolling dice a reward so they could keep us with the guys who would roll 5 attacks :)
 
  
'''Charms'''
 
  
all attacks in this style are considered forceful, no charm in this tree will work on an attack that is not forceful.
+
2 '''MMA mechanics already exist to a limited extent in the combat section, adding more just makes sense''': The "forceful blow" (Core p 158) is like an adverb - it modifies other attack actions so you lose some ability (in this case attack dice) to gain another (in this case damage). They do not need to be included in combos because they are natural skills, not essence fueled powers  Most MMA charms can be looked at as these kinds of special actions modifiers, ones that either improve an already existing modifier, create a new modifier, or modify an already existing action - like the aim action for example. Looking at it, the Immaculate styles have an example of this too - Fire Immaculate flurries are modified in a way similar to this.
  
<b><i>Take 10 Punches to deliver 1</i></b>
 
<b>Cost:</b> special
 
<b>Minimums:</b> Martial Arts 2
 
<b>Type:</b> supplemental
 
<b>Keywords:</b> permanent
 
<b>Duration:</b> 1 attack
 
<b>Prerequisite Charms:</b> none
 
  
You have learned that throwing the ''correct'' punch or  kick at the precise moment of opening allows you to do more damage than throwing lots of punches and kicks that don't find an opening.
+
3 '''MMA give Exalted characters an advantage''': An Earth Immaculate Monk's +2 to overwhelming with his favored weapon is hard to laugh off. It stacks with charms, does not require a combo and doesn't cost anything except the opportunity to chose a different kind of weapon.
  
forceful blow - +1 damage
 
  
<b><i>Slow Defense</i></b>
+
4 '''Not every situation requires the use of essence''': Essence is not an unlimited resource, even for the Gods. Even if you have a lot of it, it is not always wise to use your peripheral essence. The solution is MMA.
<b>Cost:</b> supplemental
 
<b>Minimums:</b> Martial Arts 2, Resistance 2
 
<b>Type:</b> reflexive
 
<b>Keywords:</b>
 
<b>Duration:</b> 1 aiming action
 
<b>Prerequisite Charms:</b> Take 10 punches to deliver 1
 
 
The Martial Artist stands in a narrow stance with knees together and in doing to he gains the physical endurance to withstand punishment, this gives him the time he needs to strike when the moment is right.
 
  
This charm modifies an aim action. While aiming, Gain +1B/+1L soak. While in this stance you may not use your dodge DV and may not move more than essence yards per tick. Like any Aim action, this may be ended at any time, or renewed for the bonuses gained for additional Aim actions.
 
  
<b><i>Immovable Object Stance</i></b>
+
5 '''MMAs make non-charm fight actions have a "style":''' Yes, stunts give an attack or a scene "style" but they do not encourage one, specific set of combat maneuvers that make stunts consistent in theme for one character over time, MMAs can reward players for doing that.
<b>Cost:</b> none
 
<b>Minimums:</b> Martial Arts 2, Resistance 3
 
<b>Type:</b> supplemental
 
<b>Keywords:</b>
 
<b>Duration:</b> 1 Aim action
 
<b>Prerequisite Charms:</b> Slow Defense
 
  
The Slow Defense stance has one major flaw, it is relatively easy to knock a practitioner down. Through further refinement of the physical and spiritual techniques the Martial Artist begins to root in place, removing the earlier weakness
 
  
While using slow defense also gain +2 vs knockdown and knockback.
+
6 '''MMA can account for the subtle style differences that essence wielding martial artists have that allow them to tell who trained you.''' They don't even have to be subtle differences! 2 stylists with the first 5 charms of the TMA "5 dragon style" (book of exalted power: the Dragon Blooded) but different MMAs - 1 based on taking aim actions and 1 based on flurries using both punches and kicks - are going to look like VERY different arts, even thought the TMA charms are identical. Among other things, this is good for a ST because 1 TMA or CMA style can become several "behind the scenes"  with no extra work
  
<b><i>Irresistible Force</i></b>
 
<b>Cost:</b> none
 
<b>Minimums:</b> Martial Arts 3
 
<b>Type:</b> supplemental
 
<b>Keywords:</b> special
 
<b>Duration:</b> 1 stunt for an attack
 
<b>Prerequisite Charms:</b> Immovable Object Stance
 
  
If the character uses a stunt that is "powerful" or "rooted" then +2 damage and +1 to the target number of knockdowns he might make.
+
7 '''MMA give mortals an advantage''': many MMA charms add permanent effects or attack options that are not really "charm use" thus they can be stacked, which lets clever mortals with a complete style (8 charms) and a little luck get effects roughly in line with the power of a 2 charm combo, this can be as powerful as a 3 charm combo if this Mortal also knows a few TMA charms. This means mortal's no longer have to be able to soak or hurt their opponent, now they can do 1 and a little of the other... while still not taking spotlight away from the exalted
  
<b><i>Smother the Fire</i></b>
 
<b>Cost:</b> 1 willpower
 
<b>Minimums:</b> Martial Arts 3, Awareness 2
 
<b>Type:</b> reflexive
 
<b>Keywords:</b>
 
<b>Duration:</b> Awareness turns
 
<b>Prerequisite Charms:</b> Irresistible force
 
  
A fire is smothers on the ground, not in the flames. In the same way, it is easier to block the shoulder than the arm, or the hip than the leg. With proper awareness it is possible to block weapons by blocking the body BEFORE the swing is really started.  
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8 '''Not every character in Exalted (the game) is himself Exalted''': PCs who are Heroic mortals, godblooded and others who cannot make combos deserve more than they get, and if they are willing to deal with the tradeoffs of having a limited and memorable style, then they should be able to get advantages for that.
  
may block lethal attacks without need of a weapon or stunt.
 
  
<b><i>Felling Blow</i></b>
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9 '''PC or not, it does not make sense that mortals would work so long and hard for nothing:''' who would go from "having no special abilities" to "essence 3 and martial arts 5" with nothing to show for it. The gulf also seems large from maximum human essence to "charms": MMA bridge the gap - especially if you use an optional rule that the last 2 charms in the form awaken your essence and allow you to begin learning a TMA. (I allow them to take 1 charm in a TMA style similar in concept to the completed MMA - starting at essence 2, then the rest of the style requires essence 3. this makes a much smoother and more reasonable rise in abilities)
<b>Cost:</b> 1 willpower
 
<b>Minimums:</b> Martial Arts 4, Athletics 2
 
<b>Type:</b> simple
 
<b>Keywords:</b>
 
<b>Duration:</b> 1 attack
 
<b>Prerequisite Charms:</b> Smother the Fire
 
  
As part of a forceful attack, a non lethal blow becomes lethal or a lethal attack gains +2L damage
 
  
<b><i>Enlightened Strike</i></b>
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10 '''MMAs can make running "little" martial arts badguys easier while still making them interesting:''' A Heroic Mortal opponent requires a lot of "essence bookkeeping" for not much gain and you have to decide which abilities they use - kind of a pain, yet you don't want yet another "he swings his sword" guy. Most MMA charms should add a bonus to a particular kind of action - perhaps +1 attack die and +1 damage to attacks made while leaping - making those actions common in the style without making it harder to run him.
<b>Cost:</b> none
 
<b>Minimums:</b> Martial Arts 4, Athletics 3
 
<b>Type:</b> simple
 
<b>Keywords:</b>
 
<b>Duration:</b> 1 attack
 
<b>Prerequisite Charms:</b> Felling Blow
 
  
This allows you to add fierce blow to any forceful blow.
 
  
<b><i>BoneBreaking Understanding</i></b>
 
<b>Cost:</b> 1 willpower
 
<b>Minimums:</b> Martial Arts 5, Endurance 4
 
<b>Type:</b> supplemental
 
<b>Keywords:</b> counterattack
 
<b>Duration:</b> Athletics turns
 
<b>Prerequisite Charms:</b> enlightened strike
 
  
Early in their careers many martial artists realize that a block made with the elbow or knee can damage the attackers arm or leg. Practicing breaking boards, cinderblocks and iron allows the same blocks to potentially damage weapons as well.
+
== MMAs do require a lot of work on a mortal's part: ==
  
If you successfully block an attack, you may make an immediate counterattack against the limb or weapon which attacked. This does not effect your rate, does not effect an aim action and is not considered a forceful blow. While any standard losses to your parry DV apply, there is no additional loss to DV from the counter attack.  
+
I have seen arguments before on this board about Martial Arts skill being too broad. I agree, but rather than worry about it for nameless thugs whose stats don't matter much, or for exults who have the essence to make the skill do what they want it to do, MMAs are an easy way to reward skill diversification with more martial power than a similar exalt with only charms and the Martial arts skill.
 
<b><i> Essence of 5 stones </i></b>
 
<b>Cost:</b> none
 
<b>Minimums:</b> Martial Arts 5, Endurance 5, Integrety 2
 
<b>Type:</b> permanent
 
<b>Keywords:</b> enlightening, limited access to the root of the lotus
 
<b>Duration:</b> 1 attack
 
<b>Prerequisite Charms:</b> BoneBreaking Understanding
 
  
Your long years of training have changed the way essence flows in your body, your body has begun to become harder to hurt as essence has hardened it in most situation. This also has allowed you to reach for the root of the Lotus.
 
  
+1 to all  soaks if you do not use your dodge DV, this stacks with power stance. This charm is considered essence enlightening and it allows access to one ST approved terrestrial martial art that matches the philosophy of this MMA from your game world.
+
In my MMAs the "charms" have a martial arts score minimum and a minimum in another skill. If the charm has a duration it is based on this other skill. This other skill is also the "Favored Skill" of that charm, which determines if the charm was easier to learn for the character.  
  
  
#REDIRECT [[Jimcrimson]]
+
If a style allows weapons, even martial arts weapons, then the character can only use weapons with the style if they also have the same minimum in melee as is required for Martial Arts. if a style is primarily ARMED than it can only work unarmed with an equal amount of Martial Arts.
 +
 
 +
 
 +
If you allow these arts to awaken the practitioners, you may also choose to add minimums for non-combat skills like integrity, lore or crafts to the 7th and 8th charm.
 +
 
 +
 
 +
 
 +
== MMA require less from more powerful characters ==
 +
 
 +
 
 +
Yes, MMAs are no substitute for any charms and so they cost less for the exalted to learn, they should not require the non-combat ability minimums needed for enlightenment charms and it may be possible for them to buy charms for 1 more xp (still less than a mortal could buy it for)if they do not meet all if the ability requirements.
 +
 
 +
[[Experience table for MMAs]]
 +
 
 +
 
 +
a few styles I made up
 +
 
 +
 
 +
Adamant Leg style -  uses the advantages of a leg's strength and reach to maximum potential
 +
 
 +
Harmonious Foot and Fist - using all limbs makes this style more powerful.
 +
 
 +
[[Five Stones Style]] - take 10 punches to deliver 1.
 +
 
 +
[[Wisdom in Fury Style]] - nature lends fury a reckless strength, this marital artist learns control in fury
 +
 
 +
[[The Style of Six and Twelve]] - if you do the hitting then you don't get hit.
 +
 
 +
Lessons of the coy dynast style - to gain the greatest prizes you must woo many at once, yet promise to none
 +
 
 +
python spirit style
 +
 
 +
the art of polite conflict - it is never polite to be in the way of someone who wants to fight
 +
 
 +
art of tears, science of widows - an art of surprise and stealth

Latest revision as of 02:36, 23 June 2013

Mortal Martial Arts (MMA)

by Jimcrimson

Why Mortal Martial Arts (MMAs)?

Ew, man. Wasn't TMA degrading enough? - willows


While Willow’s question is humorous, it also has a point. Why have even less powerful Mortal Martial Arts (MMAs) in a game about being a super high powered hero? Isn't Terrestrial Martial Arts (TMA) already "bottom of the barrel"?


Here are my reasons why MMAs should exist:


1 From the perspective of already existing martial arts: there are abilities that the Immaculate Monks have with their signature weapons that are not charms yet which modify the way these weapons are used, in my view, these are rules modifications are the "stuff" of MMAs.


2 MMA mechanics already exist to a limited extent in the combat section, adding more just makes sense: The "forceful blow" (Core p 158) is like an adverb - it modifies other attack actions so you lose some ability (in this case attack dice) to gain another (in this case damage). They do not need to be included in combos because they are natural skills, not essence fueled powers Most MMA charms can be looked at as these kinds of special actions modifiers, ones that either improve an already existing modifier, create a new modifier, or modify an already existing action - like the aim action for example. Looking at it, the Immaculate styles have an example of this too - Fire Immaculate flurries are modified in a way similar to this.


3 MMA give Exalted characters an advantage: An Earth Immaculate Monk's +2 to overwhelming with his favored weapon is hard to laugh off. It stacks with charms, does not require a combo and doesn't cost anything except the opportunity to chose a different kind of weapon.


4 Not every situation requires the use of essence: Essence is not an unlimited resource, even for the Gods. Even if you have a lot of it, it is not always wise to use your peripheral essence. The solution is MMA.


5 MMAs make non-charm fight actions have a "style": Yes, stunts give an attack or a scene "style" but they do not encourage one, specific set of combat maneuvers that make stunts consistent in theme for one character over time, MMAs can reward players for doing that.


6 MMA can account for the subtle style differences that essence wielding martial artists have that allow them to tell who trained you. They don't even have to be subtle differences! 2 stylists with the first 5 charms of the TMA "5 dragon style" (book of exalted power: the Dragon Blooded) but different MMAs - 1 based on taking aim actions and 1 based on flurries using both punches and kicks - are going to look like VERY different arts, even thought the TMA charms are identical. Among other things, this is good for a ST because 1 TMA or CMA style can become several "behind the scenes" with no extra work


7 MMA give mortals an advantage: many MMA charms add permanent effects or attack options that are not really "charm use" thus they can be stacked, which lets clever mortals with a complete style (8 charms) and a little luck get effects roughly in line with the power of a 2 charm combo, this can be as powerful as a 3 charm combo if this Mortal also knows a few TMA charms. This means mortal's no longer have to be able to soak or hurt their opponent, now they can do 1 and a little of the other... while still not taking spotlight away from the exalted


8 Not every character in Exalted (the game) is himself Exalted: PCs who are Heroic mortals, godblooded and others who cannot make combos deserve more than they get, and if they are willing to deal with the tradeoffs of having a limited and memorable style, then they should be able to get advantages for that.


9 PC or not, it does not make sense that mortals would work so long and hard for nothing: who would go from "having no special abilities" to "essence 3 and martial arts 5" with nothing to show for it. The gulf also seems large from maximum human essence to "charms": MMA bridge the gap - especially if you use an optional rule that the last 2 charms in the form awaken your essence and allow you to begin learning a TMA. (I allow them to take 1 charm in a TMA style similar in concept to the completed MMA - starting at essence 2, then the rest of the style requires essence 3. this makes a much smoother and more reasonable rise in abilities)


10 MMAs can make running "little" martial arts badguys easier while still making them interesting: A Heroic Mortal opponent requires a lot of "essence bookkeeping" for not much gain and you have to decide which abilities they use - kind of a pain, yet you don't want yet another "he swings his sword" guy. Most MMA charms should add a bonus to a particular kind of action - perhaps +1 attack die and +1 damage to attacks made while leaping - making those actions common in the style without making it harder to run him.


MMAs do require a lot of work on a mortal's part:

I have seen arguments before on this board about Martial Arts skill being too broad. I agree, but rather than worry about it for nameless thugs whose stats don't matter much, or for exults who have the essence to make the skill do what they want it to do, MMAs are an easy way to reward skill diversification with more martial power than a similar exalt with only charms and the Martial arts skill.


In my MMAs the "charms" have a martial arts score minimum and a minimum in another skill. If the charm has a duration it is based on this other skill. This other skill is also the "Favored Skill" of that charm, which determines if the charm was easier to learn for the character.


If a style allows weapons, even martial arts weapons, then the character can only use weapons with the style if they also have the same minimum in melee as is required for Martial Arts. if a style is primarily ARMED than it can only work unarmed with an equal amount of Martial Arts.


If you allow these arts to awaken the practitioners, you may also choose to add minimums for non-combat skills like integrity, lore or crafts to the 7th and 8th charm.


MMA require less from more powerful characters

Yes, MMAs are no substitute for any charms and so they cost less for the exalted to learn, they should not require the non-combat ability minimums needed for enlightenment charms and it may be possible for them to buy charms for 1 more xp (still less than a mortal could buy it for)if they do not meet all if the ability requirements.

Experience table for MMAs


a few styles I made up


Adamant Leg style - uses the advantages of a leg's strength and reach to maximum potential

Harmonious Foot and Fist - using all limbs makes this style more powerful.

Five Stones Style - take 10 punches to deliver 1.

Wisdom in Fury Style - nature lends fury a reckless strength, this marital artist learns control in fury

The Style of Six and Twelve - if you do the hitting then you don't get hit.

Lessons of the coy dynast style - to gain the greatest prizes you must woo many at once, yet promise to none

python spirit style

the art of polite conflict - it is never polite to be in the way of someone who wants to fight

art of tears, science of widows - an art of surprise and stealth