Author Topic: Custom System: Mixed Martial Arts (MMA)  (Read 511 times)

Offline Shmoits

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Custom System: Mixed Martial Arts (MMA)
« on: February 28, 2020, 17:17:56 PM »
Mixed Martial Arts Guidelines, Mechanics, Systems and Rulings

Mixed Martial Arts will be a secondary ability that players can learn. A player does not need Mixed Martial Arts to learn any of the martial arts styles below, however there is something that the Mixed Martial Arts ability offers that none of the individual skills will offer. A player with Mixed Martial Arts dots higher than any of the common martial arts styles may roll Mixed Martial Arts in place of one of the common styles. I will provide an example.
You have Boxing: ••••, BJJ: •••, Muay Thai: ••, Wrestling: • MMA: •••

You may perform any of the maneuvers from any of these martial arts by rolling MMA instead of BJJ, Muay Thai or Wrestling. You could even substitute your Boxing 4 for MMA 3 (But that would be a disadvantage.)

The MMA ability has requirements however.
MMA: • requires you to have one dot in at least two styles.
MMA: •• requires you to have a total of three dots in any combination of styles. One style must be at two dots.
MMA: ••• requires you to have a total of six dots in any combination of styles. You must have one style at three dots and another style at two dots.
MMA: •••• requires you to have a total of nine dots in any combination of styles. You must have one style at four dots or at least two at three dots.
MMA: ••••• requires you to have a total of twelve dots in any combination of styles. You must have one style at five dots or at least two at four dots.

The MMA skill does not give you any maneuvers. You only get maneuvers from styles, two maneuvers per dot.


Click here for a full list of maneuvers based on each school of martial arts.




Mage the Awakening's Martial Arts
You may keep your general martial arts from the mage book and it will be a 'style' of its own and can fit perfectly into this system or you can choose to switch to dots in various styles that equals the same amount of experience you spent on M20 Martial Arts. Dots from the Martial Arts secondary skill will be removed along with the maneuvers. This requires an application but not an explanation.

Spoiler for Old maneuvers list:
Karate
Jab: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength + Net successes halved and rounded down.(Opponent gets +2 difficulty to defend next strike if jab lands.)

Cross: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength+Net successes (+3 damage dice if performed after slipping a strike this turn.)

Mawashi Geri: Dexterity + Karate/MMA Difficulty; 8 Damage; Strength+Net successes (Your opponent must roll dex + ath difficulty 6 + successes as if they have been tackled to avoid being knocked down)

Kuzushi waza: Dexterity + Karate/MMA Difficulty; 7 Damage; None (A dodge with special effects. If you get MORE successes than your opponent they must roll dex + ath difficulty 6 + successes as if they have been tackled to avoid being knocked down)

Crane Kick: Dexterity + Karate/MMA Difficulty; 7 Damage; Strength+Net successes (Your opponent makes a perception or wits roll at difficulty 8. If they fail they get +2 difficulty to defend the Crane Kick)

Reverse Punch: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength+Opponent's net successes (If your opponent has attacked you this turn you add their net successes INSTEAD of yours to your damage roll.)

Stomp Kick: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength+Net successes halved and rounded down. (If your opponent is attacking this turn they receive a +2 difficulty to their next attack.)

Back Kick: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength+2+Net successes (This is a regular kick that gives you extra damage)

Flying Side Kick: Dexterity + Karate/MMA Difficulty; 7 Damage; Strength+3+Net successes (If you miss this attack you are knocked down. If your opponent is hit by this kick they must roll dexterity + athletics + successes as if they were tackled)

Sweep Kick: Dexterity + Karate/MMA Difficulty; 7 Damage; Strength+Net Successes (If you score at least three successes your opponent is knocked down no matter what.)

Taekwondo
Side Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage; Strength+2+Net Successes (A regular kick with extra damage.)

Body Side Kick: Dexterity + Taekwondo/MMA Difficulty; 5 Damage; Strength+1+Net Successes (A regular kick with some extra damage.)

Spinning Heel Kick: Dexterity + Taekwondo/MMA Difficulty; 8 Damage; Strength+3+Net successes (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 3 dice penalty on their next turn. If they botch they are stunned for a turn.)

Spinning Body Side Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage; Strength+2+Net successes (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 2 dice penalty on their next turn.)

Switch Kick: Dexterity + Taekwondo/MMA Difficulty; 6 (Your opponent makes a perception or wits roll at difficulty 8. If they fail they get +2 difficulty to defend the Switch Kick)

Leg Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage: NONE (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 3 dice penalty on their next turn. If this kick is checked successfully you must make the stamina check instead.)

Check Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage: NONE (Used to check a leg kick, see mechanics of leg kick.) Cannot be declared as an action change, must declare in initiative.

Hook Kick: Dexterity + Taekwondo/MMA Difficulty; 8 Damage: Strength + Net Successes (Opponent gets +2 difficulty to defend next strike if hook kick lands.)

Push Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage; Strength+Net successes halved and rounded down. (If your opponent is attacking this turn they receive a +2 difficulty to their next attack.)

Jumping Switch Kick: Dexterity + Taekwondo/MMA Difficulty; 7 Damage; Strength+3+Net successes (Your opponent makes a perception or wits roll at difficulty 8. If they fail they get +2 difficulty to defend the Switch Kick)

Muay Thai
Thai Clinch: Strength + Muay Thai/MMA Difficulty; 6 Damage; NONE (This is like a grapple except it allows you to elbow and knee your opponent while they are grappled. You must still split or use extra actions to knee and elbow while keeping the clinch.)

Elbow: Dexterity + Muay Thai/MMA Difficulty; 5 Damage; Strength+1+Net successes (An elbow performed in the Thai Clinch is at a -1 difficulty.)

Knee: Dexterity + Muay Thai/MMA Difficulty; 5 Damage; Strength+2+Net successes (A knee performed in the clinch does 2 extra damage dice)

Clinch Whip: Strength + Muay Thai/MMA Difficulty; 6 Damage; NONE (Each net success adds an extra die to your next knee or elbow from the Thai Clinch)

Question Mark Kick: Dexterity + Muay Thai/MMA Difficulty; 7 Damage; Strength+Net successes (Your opponent makes a perception or wits roll at difficulty 8. If they fail they get +2 difficulty to defend the Question mark kick)

Flying Knee: Dexterity + Muay Thai/MMA Difficulty; 8 Damage; Strength+3+Net successes (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 3 dice penalty on their next turn. If they botch they are stunned for a turn.)

Jumping Roundhouse: Dexterity + Muay Thai/MMA Difficulty; 7 Damage; Strength+3+Net successes (If you miss this attack you are knocked down. If your opponent is hit by this kick they must roll dexterity + athletics + successes as if they were tackled)

Roundhouse Kick: Dexterity + Muay Thai/MMA Difficulty; 6 Damage; Strength+2+Net Successes (A regular kick with extra damage.)

Body Roundhouse Kick: Dexterity + Muay Thai/MMA Difficulty; 5 Damage; Strength+1+Net Successes (A regular kick with some extra damage.)

Running Knee: Dexterity + Muay Thai/MMA Difficulty; 8 Damage: Str+Net Successes (If this attack is dodged or misses you are at a -2 difficulty to attack on the rest of the current and next turn. If this attack lands your opponent is stunned.)

Boxing

Jab: Dexterity + Boxing/MMA Difficulty; 6 Damage; Strength + Net successes halved and rounded down.(Opponent gets +2 difficulty to defend next strike if jab lands.)

Cross: Dexterity + Boxing/MMA Difficulty; 6 Damage; Strength+Net successes (+3 damage dice if performed after slipping a strike this turn.)

Hook: Dexterity + Boxing/MMA Difficulty; 6 Damage; Strength+Net successes (+3 damage dice if performed on the same turn as another successful strike.)

Uppercut: Dexterity + Boxing/MMA Difficulty; 6 Damage; Strength+Net successes (+3 damage dice if opponent slipped a strike this turn.)

Overhand: Dexterity + Boxing/MMA difficulty; 7 Damage; Strength+3+Net successes (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 3 dice penalty on their next turn.)

Parry: Dexterity + Boxing/MMA difficulty; 6 (A successfully parried strike offers the defender an extra two dice on their next roll.)

Cover Up: Dexterity + Boxing/MMA difficulty; 5 (This maneuver offers nothing special except you can block at difficulty five.)

Slip: Dexterity + Boxing/MMA difficulty; 5 (A dodge at a lower difficulty that activates other types of strikes. It can be an advantage and disadvantage.)

Turning In/Out: Dexterity + Boxing/MMA difficulty; 6 (halves the damage of a strike if you can achieve at least half of the successes your opponent got on his strike)

Bob and Weave: Dexterity + Boxing/MMA difficulty; 6 (This move works exactly like a desperate defense except you do not lose any dice for each extra dodged attack.)

Wrestling
Wrestling Clinch: Strength + Wrestling/MMA difficulty; 6 (This is just like a grapple. It does no damage but it is required for further wrestling maneuvers. You do not need to buy this maneuver as it is identical to a grapple.)

Transition: Strength + Wrestling/MMA difficulty; 6 (A grapple that changes your position on your opponents body. You can move from front to back or back to front when on your feet. When on the ground you can move in various ways depending on if you are on the bottom or top. You may get up at anytime if you are in top position, this still requires an action and can be reversed. Transitioning is done at a +2 difficulty for somebody without a ground based martial art.)

Transition Reversal: Strength + Wrestling/MMA difficulty; 6 (This may only be declared if you beat your opponent in initiative. If you beat your opponent in the contested roll you transition to the top position depending on what guard you are in.)

Deny Transition/Takedown: Strength + Wrestling/MMA difficulty; 6 (A simple defense against any transition or takedown. Works like a block. If you win, your opponent simply fails.)

Single Leg Takedown: Strength + Wrestling/MMA difficulty; 6 (If you succeed you and your opponent are considered knocked down and you are in top half-guard.)

Double Leg Takedown: Strength + Wrestling/MMA difficulty; 5 (If you succeed you and your opponent are considered knocked down and you are in top full guard.)

Crucifix: Strength + Wrestling/MMA Difficulty; 6 (You may only get to the Crucifix position from side control. When successfully in Crucifix your elbows are at a -2 difficulty.)

Suplex: Strength + Wrestling/MMA Difficulty; 6 Damage: Strength+Net successes (May only be performed from dominant standing back position. If you succeed you and your opponent are knocked down and you are in top side control.)

Body Lock: Strength + Wrestling/MMA Difficulty; 7 Damage: Strength+Net Successes (May only be performed from a standing front position. If you succeed you and your opponent are knocked down and you are in top side control.)

Stuff Takedown: Strength + Wrestling/MMA Difficulty; 5 Damage: NONE (You may only declare this if you've beaten your opponent in initiative. If you succeed in stuffing their takedown you and your opponent are knocked down and you are in top sprawl.)

Power Double Leg Takedown: Strength + Wrestling/MMA Difficulty: 8 Damage; Strength+Nets (If you succeed you and your opponent are knocked down. You are in top full mount position.)



Judo
Judo Clinch: Strength + Judo/MMA difficulty; 6 (This is just like a grapple. It does no damage but it is required for further Judo maneuvers. You do not need to buy this maneuver as it is identical to a grapple.)

Transition: Strength + Judo/MMA difficulty; 6 (A grapple that changes your position on your opponents body. You can move from front to back or back to front when on your feet. When on the ground you can move in various ways depending on if you are on the bottom or top. You may get up at anytime if you are in top position, this still requires an action and can be reversed. Transitioning is done at a +2 difficulty for somebody without a ground based martial art.)

Deny Transition/Takedown: Strength +Judo/MMA difficulty; 6 (A simple defense against any transition or takedown. Works like a block. If you win, your opponent simply fails.)

Outside Trip: Strength + Judo/MMA difficulty; 5 (Can only be done if you are in control of the clinch. If you succeed you and your opponent are considered knocked down and you are in top side control)

Inside Trip: Strength + Judo/MMA difficulty; 4 (If you succeed you and your opponent are considered knocked down and you are in top full guard.)

Hip Toss: Strength + Judo/MMA difficulty; 6 (May only be done from front position. If you succeed you and your opponent are knocked down and you are in top side control.)

Over the Shoulder Toss: Strength + Judo/MMA difficulty; 6 (May only be done when your opponent has the standing back position. If you succeed you and your opponent are knocked down and you are in top side control.)

Powerful Judo Toss: Strength + Judo/MMA difficulty; 7 damage; Strength+Net successes (If you succeed your opponent is knocked down and you may choose to take side control or stay on your feet.)

Americana: Strength + Judo/MMA difficulty; 6 damage; none or lethal (Only performed from Top Crucifix or Top Side Control. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)

Kimura: Strength + Judo/MMA difficulty; 6 damage; none or lethal (Only performed from Bottom Full Guard or Top Side Control. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)

Triangle Submission's: Strength + Judo/MMA difficulty; 6 damage; none or lethal (Only performed from Bottom Full Guard, Side Control or Full Mount. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)



Brazilian Jiu-Jitsu
Pull Guard: Strength + BJJ/MMA difficulty; 5 (If you succeed you and your opponent are considered knocked down and you are in bottom full guard.)

Transition: Strength + BJJ/MMA difficulty; 6 (A grapple that changes your position on your opponents body. You can move from front to back or back to front when on your feet. When on the ground you can move in various ways depending on if you are on the bottom or top. You may get up at anytime if you are in top position, this still requires an action and can be reversed. Transitioning is done at a +2 difficulty for somebody without a ground based martial art.)

Transition Reversal: Strength + BJJ/MMA difficulty; 6 (This may only be declared if you beat your opponent in initiative. If you beat your opponent in the contested roll you transition to the top position depending on what guard you are in.)

Deny Transition/Takedown: Strength + BJJ/MMA difficulty; 6 (A simple defense against any transition or takedown. Works like a block. If you win, your opponent simply fails.)

Anaconda: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Top Sprawl. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)

D'Arce Choke: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Bottom Side Control. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)

Guillotine: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Performed from Bottom Full Guard and Top Sprawl. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)

Heel Hook: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Top Full Guard. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)

North/South Choke: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Top North/South. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)

Twister: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Bottom Half Guard. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)

Brazilian Jiu-Jitsu practitioners may learn any submission from the submission list. (Not yet created)



Lethal and Illegal Martial Arts

Vale Tudo

Groin Strike: Dexterity + Vale Tudo/MMA + Dexterity at difficulty 7 damage; Strength+2+Net successes/B (2 unsoaked damage means your opponent is immobilized for a turn and cannot do anything other than moan in pain and try to recover.)

Knuckleslam: Dexterity + Vale Tudo/MMA difficulty; 7 Damage; Strength+1+Net successes/L. (Getting 5 successes result's in an opponent's windpipe being injured. They temporarily (or permanently) get the Mute flaw and without any treatment can suffer from Hypoxemia as the oxygen flow is interrupted and without proper treatment, can result in their organs shutting down due to insufficient oxygen.)

Nasty Knee: Dexterity + Vale Tudo/MMA difficulty; 8. Damage; Strength+2+Net successes/L  (If you get higher than 6 successes in the initial roll, your opponent's skull is damaged and they suffer from external bleeding and their brain starts swelling which isn't good and may result in death. They may get the brain damage flaw.)

Choking: Strength + Vale Tudo/MMA difficulty; 8 Damage (You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the choke and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they pass out. If the person performing the choke does not release after their opponent passes out this maneuver starts to inflict Str+Net successes lethal damage.)

Nose Strike: Dexterity + Vale Tudo/MMA difficulty; 8, Damage; Strength+Net successes/L (If your opponent applies 2 or more lethal damage from this move their nose starts bleeding. If they apply more than 3 lethal damage their nose is broken.)

Eye gouge: Dexterity + Vale Tudo/MMA at difficulty 9. Damage; Strength+3+Net successes/L (Getting 5 successes on the initial roll and more than 4 lethal damage being applied means your opponent is blinded. They may get a temporary or even permanent version of the blind flaw.)

Takedown: Strength + Vale Tudo/MMA difficulty; 6 (If you succeed you are your opponent are knocked down and you end up in top full guard.)

Horseshoe: Dexterity + Vale Tudo/MMA difficulty; 6. Strength+3+Net successes/L  (If your opponent escapes your grasp your knee will hit the ground and you will suffer the consequences by taking 3 bashing.)

Face Slam: Dexterity + Vale Tudo/MMA difficulty; 6. Damage; Strength+3+Net successes/B (This maneuver can be classified as a form of blunt force trauma.)

Finger Break: Dexterity + Vale Tudo/MMA difficulty; 7 Damage; Strength+2+Net successes/L  (Getting above 4 successes on the initial roll denotes a boxer's fracture. That imposes +2 difficulty on your opponent for any action involving the fractured hand and can worsen with no medical treatment.)
Transition positions and posture effects.
Posture Up: This does not require an action or a roll. It changes some things about your rolls and your opponents rolls. Your strikes do increased damage depending on what position you have but your opponent may contest your grapple or reverse easier while you are postured up. You do not need to buy posture up. Everyone has it. While postured up you are also more vulnerable to a transition.

ANYBODY CAN PERFORM A TRANSITION, DENY TRANSITION or REVERSE TRANSITION. HOWEVER, if you do not have the maneuver you perform it at a difficulty of 8. You may use Strength + Brawl or another martial art.

Transitioning. Each time you perform a maneuver that causes you and your opponent to wind up on the ground you will be given a position. This position is a combination of whether you are on the top or the bottom and what ground position you are in. Different positions allow for different maneuvers and transitioning to a new position is as easy as an attack roll. To transition to a new position you simply roll the transition roll (see above in wrestling/judo/bjj) and if you succeed you can move to a new position. Moving positions is like climbing a ladder, you want to get to the top (the position your character has the most moves) where you can do the most damage or engage in a submission your character has.

When you successfully perform a transition you choose a new position to end up in according to the position chart. For example if you look at the chart you can see if you are in the top half-guard position you can go to Full Mount, Side Control or you can Get Up. Get Up means you stand to your feet where combat returns to stand-up maneuvers.

Transitions can also be denied. They are denied as easily as blocking works. If the transition maneuver is a punch then Deny Transition is a block. If you choose to deny a transition you roll your appropriate dice versus your opponents appropriate dice and if you match or get more successes their transition fails.
Spoiler for Postured Up Modifiers:
Full Guard Posture: +1 to Strike Damage -1 difficulty for your opponent to transition.
Half Guard Posture: +2 to Strike Damage -1 difficulty for your opponent to transition.
Full Mount: +3 to Strike Damage -1 difficulty for your opponent to transition.
Back Mount -1 Difficulty and +3 to Strike Damage -1 difficulty for your opponent to transition.
Spoiler for Transitions from Clinch Chart:
Front <> Back
Spoiler for Transitions From Top Chart:
Crucifix -> Side Control or Get Up
Full Guard -> Half Guard or Get Up
Halfguard -> Full Mount or Side Control or Get Up
Side Control -> Full Mount or North/South or Get Up
North/South -> Side Control or Get Up
Full Mount -> Side Control or Get Up
Sprawl -> Back side control or Get Up
Back side control -> Back Mount or Sprawl or Get Up
Back Mount -> Back side control or Get Up

Spoiler for Transitions From Bottom Chart:
Crucifix -> Side Control
Full Guard -> Getting Up
Halfguard -> Full Guard
Side Control -> Sprawl or Half Guard
North/South -> Side Control
Full Mount -> Half Guard
Sprawl -> Getting Up
Back side control -> Full Guard or Side Control
Back Mount -> Half Guard or Full Mount
Spoiler for Reversal Positions from Bottom Chart:
Full Guard -> Full Mount
Full Guard -> Full Mount
Halfguard -> Halfguard
Side Control -> Side Control
North/South -> North/South
Full Mount -> Full Guard
Sprawl -> Side Control
Back side control -> Back side control
You cannot reverse from the crucifix. You may only transition out of it.
You cannot reverse from the back mount. You may only transition out of it.

How all submissions work.
You roll your strength + net successes versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage. This lethal damage represents itself by either continuing to choke your opponent after he's passed out or breaking his joint after they've already given up.

If the submission is a choke it will not effect a creature who does not breathe. A joint lock submission will effect all people the same.

Momentum and You
Strikes performed from the ground DO NOT use net successes for extra damage. To clarify this means that while you are knocked down (which all characters engaged in ground combat are considered to be) any nets from your successful roll are not used in damage. This represents your characters lack of momentum from the ground. Your character is throwing a strike without turning his legs and his hips. It is not nearly as powerful. This only counts for physical attacks.

A character in the bottom position has their damage pool halved for the purposes of throwing strikes, as it is almost impossible to throw a powerful strike when you have your back on the ground and a person on top of you.

Knocked down: Attackers reduce difficulty to hit by -2 if target can move. (You only get this -2 if you are standing. If you are attacking somebody who is knocked down while you are also knocked down neither of you get a -2)
« Last Edit: May 28, 2020, 19:16:43 PM by Shmoits »

Offline Raven

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Re: Custom System: Mixed Martial Arts (MMA)
« Reply #1 on: March 05, 2020, 22:13:08 PM »
This system has been approved and you can use it from now on.

Enjoy the 50+ new maneuvers that you can add to your martial arts repertoire.



Players with characters before this system may be let to reapply with the same amount of dots to switch up their Martial arts to anything from this MMA list.
« Last Edit: April 21, 2020, 16:30:16 PM by Iron »