18 Sep 2022, 17:28
Self-Defense Club
Name: Bailey Glade
Year: second third
House: Ravenclaw
What Draws You to the Club? I do Taekwondo OOC and IC, Bailey is a third degree black belt and leads the Martial Artists Club and has been since her first year.
Are You Willing to Comply to all of the Club Rules and Conditions? Yes of course.
Are You Okay With Being Mentioned/Notified When a New Game Starts? Yep!
we are all born beautiful. it is a tragedy we are convinced that we are not”
iNPC: Lloyd Matthews Thomas
Main account: Bailey Glade
18 Sep 2022, 17:51
Self-Defense Club
Name: Kim Aoki
Year: Second
House: Gryffindor
What Draws You to the Club?: Kim is the VP of the Martial Artist Club w/Bailey and she recommended joining this club together!
Are You Willing to Comply to all of the Club Rules and Conditions? Yes!
Are You Okay With Being Mentioned/Notified When a New Game Starts? Yes!
Last edited by Kim Sato on 28 Sep 2022, 19:59, edited 1 time in total.
| kim sato tone bakugo | sta • 10 | eva • 16 | str • 2 | wis • 10 | arc • 7 | acc • 17 sta • 10 | eva • 15 | str • 12 | wis • 7 | arc • 4 | acc • 17 |
PC ENCY iNPC ENCY |
18 Sep 2022, 18:46
Self-Defense Club
Name: Alec Mason
Year: Fourth Year
House: Gryffindor
What Draws You to the Club? Uh... self defense is important, it's important to know how to protect myself. Totally not joining because my ego was ruined by a hag kiss
Are You Willing to Comply to all of the Club Rules and Conditions? Of course
Are You Okay With Being Mentioned/Notified When a New Game Starts?
I would absolutely love the convenience of notifs!
18 Sep 2022, 19:17
Self-Defense Club
Name: Lucinia Thawin
Year: Third
House: Slytherin
What Draws You to the Club?: Honestly? I know how to fight already. I just want to learn how to fence. It'll help my coordination. OOC: Lucky is a quidditch player and it's not exactly the biggest contact sport -- especially for a chaser. She wants to keep those fighting skills fresh.
Are You Willing to Comply to all of the Club Rules and Conditions?: Yep!
Are You Okay With Being Mentioned/Notified When a New Game Starts?: Absolutely!
| sta • 9 | eva • 8 | str • 6 S T A T I S T I C S wis • 7 | arc • 7 | acc • 8 |
19 Sep 2022, 03:03
Self-Defense Club
Name: Howard White
Year: 6th
What Draws You to the Club?: Howard is already a decent fighter, but could always hone his skills a bit more. He had never jousted, fenced or rode a dang bull though! The physical challenges would be very tempting. Plus...secret organizations are cool.
Are You Willing to Comply to all of the Club Rules and Conditions: Yes!
Are You Okay With Being Mentioned/Notified When a New Game Starts: Yes!
28 Sep 2022, 18:55
Self-Defense Club
Thank you all so much for your interest! Due to sports, Hexwizard, and the ball going on in October, we expect to have our first competition in November. IC, the club will have had several bi-weekly meetings before this that are optional to attend where students are instructed on the basics of hand-to-hand combat. (You may assume the club's first meeting was September 17th, meaning there have been 4-5 training sessions.)
We are using the fighting system created and written up by Lear in order to further playtest it and hopefully create a standard reference for a fleshed out fighting system on the site for those interested in using it. Below you can look through the system completely, and we will gladly accept any advice on edits or improvements before the fight begins. (Note that some moves are exclusive to players with the Martial Artist ability.)
ReducioPunchesCross Punch: A direct straight punch similar to the jab, except delivered with the rear hand. Power is generated through the rotation of the hips.
Effect: Attacks a single target at +0 accuracy for 25 damage * strength modifier.Jab: The jab is a straight blow delivered (generally from a distance) with the arm above the lead foot ... The punch is quick and explosive. This punch must land from the very tips of the knuckles and not from a flat fist. " It is generally used for distraction, keeping distance, setting up, and defense.
Effect: Attacks a single target at +4 accuracy for 23 * strength modifier.Backfist: A backfist is performed by forming a fist and striking with the backside of the fist.
Effect: Attacks a single target at -4 accuracy for 27 * strength modifier.Spinning Backfist: A spinning backfist is performed when the attacker swivels 360 degrees before landing the punch, adding extra momentum to the attack. The fighter will lunge and begin spinning toward the side of the opponent of which fist he or she will attack with. Simpler terms, go to the left, spin to the left and connect with the left fist and vice versa.
Effect: Attacks a single target at -4 accuracy for 22 damage * strength modifier. On a full hit there is a 10% chance that the opponent suffers the sprained secondary effect where they suffer a -1 to their dodge for the next 3 rounds as well as the slowed secondary effect where they suffer a -1 to their accuracy for the next 3 rounds. [Can stack] [Each secondary effect is rolled separately]Chambered Punch: A strike commonly performed in karate, kung fu, and tae kwon do, originating from a "chambered" position.
Prerequisite: Martial Artist
Effect: Attacks a single target at +4 accuracy for 23 * strength modifier. Regardless of success, the martial artist has a +1 dodge to the next attack aimed at them.Leopard Blow (Long Fist): By tucking the fingertips against the bottom knuckle of each finger, a long fist is formed. They offer decreased strength but increased reach. The striking surface is also narrower, which allows the fist to dig between ribs and other soft target areas.
Effect: Attacks a single target at +0 accuracy for 20 damage * strength modifier. On a full hit there is a 10% chance that the opponent suffers the weakened secondary effect where they do 10% less damage for the next 3 rounds. [Can stack]Hammer Fist: A compacted fist is brought down upon the target, usually using the outside area of the fist.
Effect: Attacks 1 target at +0 accuracy for 15 * strength modifier initial damage and 10 * strength modifier damage per round for the next 3 rounds.Haymaker: A punch in which the arm is whipped sideways from the shoulder joint with minimal elbow bend. The name is derived from the motion, which mimics the action of manually cutting hay by swinging a scythe. The haymaker is considered an imperfect/impure punch, as the angle of approach is unsupported by the remainder of the forearm. Since a haymaker's power is derived completely from weight transfer and momentum instead of muscle contraction, a long windup is required to generate sufficient force. Haymakers, in the form of shoulder punches, are frequently used from a mounted position in mixed martial arts as part of the "ground and pound" method, as the legs cannot be used to generate power. When thrown from standing, these punches leave the person vulnerable to a counter punch during the wind up, if blocked, or if the haymaker misses. Haymaker is generally considered a street or bar fighters punch, as it is the punch a person is most likely to use if they have not practiced martial arts and has little to no advantages over other punches such as the somewhat similar hook, making its use by martial artists rare.
Effect: Attacks 1 target at -4 accuracy for 32 * strength modifier. If this attack misses, the next attack on the user is an auto-hit.Hook: A punch involving the use of turning to aim toward the side of the head or body. This punch must land from the very tips of the knuckles and not from a flat fist.
Effect: Attacks a single target at +0 accuracy for 20 damage * strength modifier. On a full hit there is a the opponent suffers the disoriented secondary effect where there is a 5% chance that they will auto-miss their attacks for the next 3 rounds. [Can stack]Drop: A semi-circular and vertical punch thrown with the rear hand. It is usually when the opponent is bobbing or slipping. The strategic utility of the drop relying on body weight can deliver a great deal of power. This punch must land from the very tips of the knuckles and not from a flat fist.
Prerequisite: Martial Artist
Effect: Attacks a single target at +0 accuracy for 20 damage * strength modifier. If a player has elected to taker the dodgeoption for this round, this attack negates that effect (meaning the player derives no benefit from the buff to their dodge). This serves as a counter to dodge.Shovel Hook: A close range punch that is halfway between a hook and an uppercut. Shovel hooks are most commonly used to strike the body at a 45 degree angle. For example, a liver shot can be done using a shovel hook. This punch must land from the very tips of the knuckles and not from a flat fist.
Effect: Attacks a single target at +0 accuracy for 20 damage * strength modifier. On a full hit there is a 10% chance that the opponent suffers the slowed secondary effect where they suffer a -1 to their attack accuracy for the next 3 rounds. [Can stack]Uppercut: The fist is raised vertically towards the target, usually the head or upper body. Since most guards are held with the arms in a vertical position, the uppercut can be used to avoid the opponent's attempts at blocking. This punch must land from the very tips of the knuckles and not from a flat fist.
Effect: Attacks a single target at +0 accuracy for 20 damage * strength modifier. On a full hit there is a the opponent suffers the disoriented secondary effect where there is a 5% chance that they will auto-miss their attacks for the next 3 rounds. [Can stack] If a player has elected to taker the block option for this round, this attack negates that effect (meaning the player derives no benefit from the buff to their dodge). This serves as a counter to block.Upset Punch: Starts with the fist in the chambered position, with the palm facing downwards, delivered to the abdomen or solar plexus.
Prerequisite: Martial Artist
Effect: Attacks a single target at +0 accuracy for 20 damage * strength modifier. On a full hit there is a 10% chance that the opponent suffers the disabled secondary effect where they take +10% damage for the next 3 rounds. [Can stack]Casting Punch: This is a punch used in Sambo and MMA that starts with a forward motion of the shoulders, which causes the bent arm to whip forward to the opponent. This punch can often cause the opponent to be put in a clinch if it misses at close range.
Effect: Attacks a single target at -4 accuracy for 27 damage * strength modifier. On a full hit there is a 10% chance that the opponent suffers the sprained secondary effect where they suffer a -1 to their dodge for the next 3 rounds. [Can stack] However if this attack misses, any grapple attempts for the round have a +3 chance to hit.Superman Punch: A superman punch or diving punch is a technique used in Muay Thai, ITF-style Taekwon-Do, full contact karate and mixed martial arts fighting. The striker will lunge toward the opponent pushing off with the back foot punching with the opposite arm of the leg used to push off with although there may be variations in the name and technique, depending on the fighting style. The pose should resemble that of Superman flying through the air, hence the name.
Effect: Attacks a single target at -4 accuracy for 27 damage * strength modifier. On a full hit there is a 25% chance that the opponent is knocked onto their back. They must spend their next action getting back onto their feet, therefore their next intended action is lost. This can also be used in a combo, where if it is followed up with a grapple attempt on a target that has been successfully knocked as the user's next action, the attempt has a +2 to the accuracy and strength check. However, this move suffers from a +1 critical fail chance (negated by Perfectionist).KicksSucker Punch: A punch that takes the enemy by surprise, possibly knocking them out or otherwise incapacitating them. Could be an unexpected blow to the stomach or a strike from behind that the victim did not see coming.
Effect: A Contested Wisdom Roll is performed to see if the opponent is taken by surprise. If the wisdom roll fails, the attack is an auto-miss. However, if the wisdom roll is successful then the attack is an auto-hit for 25 damage * strength modifier. This attack has a +1 critical range and can only be used by a user once every other round.Font Kick: Delivering a front kick involves raising the knee and foot of the striking leg to the desired height and extending the leg to contact the target with the ball of their foot. Front kicks are typically aimed at targets below the chest: stomach, thighs, groin, knees or lower.
Effect: Attacks a single target at +0 accuracy for 20 damage * strength modifier. +1 critical range.Upward Kick: Delivering a front kick involves raising the knee and foot of the striking leg to the desired height and extending the leg to contact the target with the tops of their toes. These are normally aimed at targets below the chest: stomach, thighs, groin, knees or lower.
Effect: Attacks a single target at -4 accuracy for 22 damage * strength modifier. On a full hit there is a 10% chance that the opponent suffers the winded secondary effect where they have a 5% chance to auto-fail their actions for the next 3 rounds. [Can stack]Roundhouse Kick: The attacker swings their leg sideways in a circular motion, kicking the opponent's side with the front of the leg, usually with the instep, ball of the foot, toe, or shin. It can also be performed is a 360-degree kick where the attacker performs a full circle with their leg, in which the striking surface is generally either the instep, shin or ball of the foot.
Effect: Attacks a single target at -4 accuracy for 22 damage * strength modifier. This attack cannot critically fail.Side kick: The side kick is delivered sideways in relation to the body of the person kicking. A standard side kick is performed by first 'chambering' by raising the kicking leg diagonally across the body, then extending the leg in a linear fashion toward the target, while flexing the abdominals. The two common impact points in sidekicks are the heel or the outer edge of the foot, with the heel is more suited to hard targets such as the ribs, stomach, jaw, temple and chest. When executing a side kick with the heel, the toes should be pulled back so that they only make contact the heel and not with the whole foot as striking with the arch or the ball of the foot can injure the foot or break an ankle.
Effect: A kick that targets a single opponent at +0 accuracy and does 12 damage * strength modifier. On a successful hit, the target is launched back and can hit a second target of the user's choice (must be declared, otherwise it is randomly rolled from ALL targets besides self) at -4 accuracy and for 13 damage. If both targets are hit, both targets are considered to be prone and would lose 1 action as they use the action to stand back up. if only the first target is struck, neither suffer from the secondary effect.Back Kick: Also referred to as a donkey kick, mule kick, horse kick or turning back kick. This kick is directed backwards, keeping the kicking leg close to the standing leg and using the heel as a striking surface. In wushu, this kick is called the "half-moon" kick but involves the slight arching of the back and a higher lift of the leg to give a larger curvature. It is often used to strike opponents by surprise when facing away from them.
Effect: Attacks a single target at -4 accuracy for 27 damage * strength modifier. +1 critical range.Axe Kick: In Japanese, kakato-geri or kakato-otoshi; in Korean, doki bal chagi or naeryeo chagi or "chikka chagi". In Chinese, "pigua tui" or "xiapi tui". An axe kick, also known as a hammer kick or stretch kick, is characterized by a straightened leg with the heel descending onto an opponent like the blade of an axe. It begins with one foot rising upward as in a crescent kick then the upward arc motion is stopped and then the attacking foot is lowered to strike the target from above. The arc can be performed in either an inward (counter-clockwise) or outward (clockwise) fashion.
Effect: Effect: Attacks a single target at +4 accuracy for 23 * strength modifier. The user suffers -4 dodge to the next attack and taking critical damage if they are hit.Butterfly Kick: The butterfly kick is done by doing a large circular motion with both feet in succession, making the combatant airborne. There are many variations of this kick. The kick may look like a slanted aerial cartwheel and at the same time, the body spins horizontally in a circle. It begins as a jump with one leg while kicking with the other, then move the kicking leg down and the jumping leg up into a kick, landing with the first kicking leg, all while spinning. This kick involves also the arching the back backwards when airborne to give a horizontal body with high angled legs to the horizontal. First practiced in Chinese martial arts, the butterfly kick, or "xuan zi", is widely viewed as ineffective for actual combat. However, its original purpose was to evade an opponent's floor sweep and flip to the antagonist's exposed side or it may be used as a double aerial kick to an opponent standing off to the side. It is now widely used in demonstrative wushu forms (taolu) as a symbol of difficulty. Also note the similarity in execution when compared to an ice skating maneuver known as a flying camel spin.
Effect: This is an attack that protects the user from having their legs swept. Auto-success attempting to evade a leg sweep attack. In addition this attack strikes a single target twice at 0 accuracy for 10 damage * strength modifier.Calf Kick: This strike is a low roundhouse kick that hits the backside of the calf with the shin. While a Calf Kick sacrifices range in comparison to a standard low roundhouse kick to the thigh, the Calf Kick can't be checked with a knee or grabbed with an arm making it a safer kick for a striker in MMA matches vs opponents capable of checking low kicks or grapplers looking for takedown opportunities.
Effect: This attack cannot be blocked. Performed at +0 accuracy, this attack targets a single opponent for 15 damage * strength modifier. On a full hit, there is a 10% chance that the opponent suffers from the sprained secondary effect where they suffer a -1 to their dodge for the next 3 rounds.Crescent Kick: In Japanese, mikazuki Geri; in Korean, bandal chagi (반달 차기). The crescent kick, also referred to as a "swing" kick, has some similarities to a hook kick and is sometimes practiced as an off-target front snap kick. The leg is bent like the front kick, but the knee is pointed at a target to the left or right of the true target. The energy from the snap is then redirected, whipping the leg into an arc and hitting the target from the side. This is useful for getting inside defenses and striking the side of the head or for knocking down hands to follow up with a close attack. In many styles of T'ai chi ch'uan and Kalaripayattu, crescent kicks are taught as tripping techniques. When training for crescent kicks, it is common to keep the knee extended to increase the difficulty. This also increases the momentum of the foot and can generate more force, though it takes longer to build up the speed. In this case, it serves as a tripping technique.
Effect: Attacks a single target at +4 accuracy for 10 damage. On a full hit, there is a 30% chance that the opponent is tripped, knocked prone. They lose their next action as a result.
We will be accepting club members up until a week before the game, and pinging all who have given permission once the thread has been posted.
For we dreamed a lot//And we schemed a lot//And we tried to sing of love before the stage fell apart
Sta: 9 ★Eva: 5 ★Str: 7 ★Wis: 15 ★AP: 3 ★Acc: 15
10 Oct 2022, 22:56
Self-Defense Club
Name: Daphne Sapphirus
Year: First
House: Hufflepuff
What Draws You to the Club?: To learn self-defense, make friends and participate more
Are You Willing to Comply to all of the Club Rules and Conditions?: Yes
Are You Okay With Being Mentioned/Notified When a New Game Starts?: Yes
Year: First
House: Hufflepuff
What Draws You to the Club?: To learn self-defense, make friends and participate more
Are You Willing to Comply to all of the Club Rules and Conditions?: Yes
Are You Okay With Being Mentioned/Notified When a New Game Starts?: Yes
1 Nov 2022, 11:05
Self-Defense Club
Name: Percival Gray
Year: Year 4
House: Slytherin
What Draws You to the Club?: Gray is a decent fighter as it is, but it never hurts to join a club that allows him to develop those skills further. And… it will help him understand a few of his fellow students better.
Are You Willing to Comply to all of the Club Rules and Conditions?: Of course
Are You Okay With Being Mentioned/Notified When a New Game Starts?: Aye, go ahead
“This is only a foretaste of what is to come, and only the shadow of what is going to be.”
Stamina: 9 / Evasion: 10 / Strength: 9/ Wisdom: 7 / Arcane Power: 7 / Accuracy: 11
10 Dec 2022, 00:01
Self-Defense Club
Name: Thorn Cullen
Year: 1st
House: Slytherin
What Draws You to the Club? I know how to fight, I'm not very good at defending myself though
Are You Willing to Comply to all of the Club Rules and Conditions? Yep
Are You Okay With Being Mentioned/Notified When a New Game Starts? COUNTING ON IT!
If you can't play the good guy, sometimes you've got to play the villain.
Year: 1st
House: Slytherin
What Draws You to the Club? I know how to fight, I'm not very good at defending myself though
Are You Willing to Comply to all of the Club Rules and Conditions? Yep
Are You Okay With Being Mentioned/Notified When a New Game Starts? COUNTING ON IT!
If you can't play the good guy, sometimes you've got to play the villain.
11 Dec 2022, 18:57
Self-Defense Club
@Nicholas McCowan, @Aurora Ranvier, @Colin McCoir, @Della Barfield, @Monica Evans, @Hugh Lowe, @Ethan Smith, @Bailey Glade, @Kim Sato, @Alec Mason, @Lucinia Thawin, @Howard White, @Percival Gray, @Daphne Sapphirus
Alright fighters! Our first club thread is up! You can find it here. Since this is our first thread, this is intended to be a meeting and a more elaborate introduction to self-defense. There will also be an activity later on! Be there, or be square!
On a side note, before you join, please make sure you have met all the OOC club requirements! That means your account should be: registered and active for a month or longer, and you are registered in the index with stats and a trunk. This primarily applies to new players, so if you have been around here for awhile, you should be good to go.
If you have any questions or concerns, please forward them to the club leaders. Thank you, and happy fighting!
Before me, you rightly tremble. But, fear is not what you owe me. You owe me awe....
Stamina: 12 ~ Evasion: 17 ~ Strength: 2 ~ Wisdom: 16 ~ Arcane Power: 4 ~ Accuracy: 17
Student Account: Martyr Daeva-Lazarus