Kerb Abak , exclusive martial art (also known as "Zentreadi Mecha Wrestling")
By LordZaboem
Entrance Requirements: The character must be a full sized Zentreadi to properly study this style. The secrets might be shared with half-Zentran offspring and Marduke warriors from Macross II RPG.
Skill Cost : Most of the training takes place when skills are imprinted during the cloning process. Thus, the skill cost is actually less than 1 year. This style may be taught traditionally, but the cost increases to 8 years of hands-on training experience and requires access to a Micronization Chamber for use with full size.
Author's Note: This martial art form is designed for use with standard N&SS/MC rules. Practice in a Robotech campaign setting is encouraged but should be handled slightly differently. Pay attention to the different bonuses offered by different physical skills. I would recommend allowing this form to new Zentreadi characters or half-Zentreadi, but the cost should be all mecha piloting skills. In the language of the gigantic alien Zentreadi, "Kaba Brek" means "Honorable Death." Every loyal Zentreadi warrior strives for this honor. Destruction of mecha is not truly death because the mecha was never alive in the first place and it certainly has no concept of honor. Such a death is "Breaking of the Dishonorable" or "Kerb Abak."
In the Robotech Universe, martial artists are rare among the Zentreadi race. A few have learned basic martial art moves. (See the book Ghost Ship for details on Zentreadi who know Hand to Hand: Martial Arts as a skill.) Short of equipment after the Rain of Death, a handful of Earth-bound Zentreadi developed their skill with simple weapons. (Please see the Zentreadi Melee Specialist OCC in Strikeforce.) Both of these examples, however, lacked a guiding philosophy common to most advanced martial art forms.
A different type of Zentreadi martial artist developed in a galaxy far from Earth and Tirol. In a nebula of Galaxy #4242, the 13th Zentreadi fleet was dispatched to route out a colony of the Regent's Invid. The Invid discovered a small Robotech Factory and captured it. Although most of the production facilities aboard the factory were functional, the factory's navigational computer was damaged during the capture. Thus, no guidance was possible with the space fold engines and the factory could not escape. The Invid worked hard to build a hive inside the factory and convert the assembly lines to construction of their own mecha and inorganics. Since Invid mecha is typically grown with alchemy instead of build, conversion was slow and tedious.
The 13th fleet attacked the hive only to have the hive space fold away to another area inside the nebula. The cat and mouse game continued for a long time in the nebula. Due to the Invid siege on Tirol, reinforcements and supplies had become impossible for the 13th fleet. After running completely out of missiles and low on functional mecha, the Zentreadi commander Vector changed tactics. Vector ordered his science officers to develop a new form of combat for unarmed Zentreadi special forces to use against Invid Mecha.
The scientists consulted a captive Praxian Warrior who taught them how her people wrestled. Realizing that they could apply variations of the same techniques against mechanical opponents, the scientists and Praxian together developed an entirely new collection of tactics. The scientists programmed their techniques into a battalion of fresh clones as imprinted skills and began testing the new system.
The Invid scientists aboard the factory, however, had also been busy. It wasn't long before they released their new creation on the 13th fleet. Inspired by the brutal effectiveness of Zentreadi might, a breed of Z-Stage Invid were developed. The new Invid warriors were Zentreadi sized and capable of piloting Zentreadi mecha from the factory.
The Z-Staged Invid launched a surprise attack on the Zentreadi capital ships. Commander Vector took advantage of the situation and sent his Zentreadi Martial Artists to the factory in dummy missiles. Due to the Invid reliance on Protoculture detectors in their sensors, the Zentreadi commandos were able to penetrate deep within the factory-hive before they were detected. The battle went well for the Zentreadi fleet after commandos assassinated an Invid brain. The factory was captured relatively intact, but the victory came too late for the 13th fleet to aid in the defense of Tirol.
The martial art style itself is very unusual by Earth standards. After that time, Zentreadi who study Commander Vector's unarmed martial art are a rare sight, but they are found from time to time. The entire concept is based on using the extreme mass of a full sized Zentreadi warrior and applying it in the most efficient ways possible. When practiced, the art looks fairly similar to sumo wrestling. Most of the techniques are geared towards disabling enemy mecha, but even micronized Zentreadi fighting flesh covered opponents will find some benefits. These moves are most effective when two Zentreadi martial artists work together with the first warrior disabling an opponent mecha in a hold and the second warrior tearing it apart one system at a time.
Costume : Any regular Zentreadi standard armor will do. They do not use Power Armor except perhaps as transportation. The armor is a large part of this style, and even unarmored masters will wear greaves on their arms for aid with parrying.
Stance : Typically, the Zentreadi will crouch particularly low to suppress his center of gravity. His legs are spread wide to distribute his weight over as much ground as possible. Even in a low gravity environment, this is the standard stance. His head is raised to face forward. Arms are held underneath the torso with hands rolled into fists.
CHARACTER BONUSES
Attributes - PS, PE, and PP are automatically raised to a minimum of 15. Weaker clones are simply not selected for this training.
Immunity to Modern Weapon Penalties - Due to the unique emphasis placed on fighting against mecha, the Zentreadi who uses Kerb Abak faces no penalties to dodge or parry energy weapons and gun pods which mecha use against him. Even a Zentreadi martial marts master can not dodge a laser after it is fired, but he will be able to listen for the humming of laser artillery to know exactly when it will fire. He will be able to spot the flash of plasma being released inside a plasma cannon one split second before the super-heated matter is funneled out. He knows how a rail gun moves when it has locked onto a target, and he knows how to recognize a guidance fire stream from a particle beam weapon just before the main stream is fired.
That's right, the much debated -10 penalty to dodge simply does not apply. The penalty does apply to sneak attacks, attacks from behind, and unfamiliar weapons.
COMBAT SKILLS
Attacks per Melee : 2 (and don't forget +1 from boxing)
Escape Moves : Maintain Balance, Roll with Punch/Fall/Impact
Basic Defense Moves : Dodge, Parry, & Automatic Parry
Hand Attacks : Strike (always as a punch)
Basic Foot Attacks : Kick, Drop Kick
Special Attacks : Stomp (new! -- This is a special attack which a full sized Zentreadi can use on any target less than ten feet or three meters tall. This attack does 1D6 Mega-Damage at first experience level or 1D6 SDC damage if the Zentreadi is micronized. It is a particularly effective attack against small vehicles and buildings. A micronized Zentreadi can perform a Stomp Attack against targets which are less than two feet tall or on their backs. Any opponent caught by a Stomp Attack might also be pinned, but that is the gamemaster's call.)
Holds/Locks : All holds apply to both fleshy opponents and mecha. Full sized Zentreadi may attempt holds on any mecha less than 100 feet (30 meters) tall. Micronized Zentreadi may only perform holds on mecha which are less than 10 feet (3 meters) tall. Arm Hold (which can also be used to perform a hold on a pivoting turrent or gun barrel), Leg Hold, and Elbow Lock.
A Zentreadi's main holding attack is the Pin ability from the Wrestling Skill. To pin an opponent, the player must declare her intension to pin, then roll a successful strike, and her natural roll on the twenty sider must be 18 or higher. Pinning becomes easier as the Zentreadi gains experience. The Pin attack will completely immobilize a mecha but it is only effective against models which are familiar to the Zentreadi.
Weapons Katas : none
Modifiers to Attacks : Critical Strike on a natural 20; In Kerb Abak, there is no such thing as pulling a punch.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers : Choose one power from this list selected at first level.
Eight Horse Stomp (range doubled when full sized)
Iron Hand (adds +5 MDC instead of SDC when full sized)
Kick Practice
Wrist Hardening (adds MDC instead of SDC when full sized)
Zero Gravity Combat (new! - This allows the Zentreadi to fight in conditions of zero gravity with enough familiarity to suffer no combat penalties.)
Gift of the Shapings (new! - This special technique allows Zentreadi warriors to regenerate bodily damage by utilizing the medicinal benefits of protoculture. The downside of this technique is that it is horribly inefficient. By lapsing into a trance much like meditation, a Zentreadi can actually regenerate all damaged hit points, SDC, or MDC lost recently in a few minutes. An entire protoculture cell like those used to power cyclone mecha is required for one healing session, and the extra energy is released harmlessly into space).
Mecha Atemi - Blindness (new! -- When used against mecha with a successful attack roll, this attack will damage and deactivate the mecha's sensor array. Otherwise, this martial arts power works exactly like the Atemi ability of the same name.)
Mecha Atemi - Hydrolics Paralysis (new! - When used against opponent mecha, the Zentreadi may target particular limbs or weapons and immobilize them with a carefully placed strike against hydrolics. Otherwise, this martial arts power works exactly like the Neural Atemi ability.)
Tamashiwara (works against MDC targets because it is the chi inside the target which is being attacked)
Languages : Zentreadi (also called T'Sentreadi in some settings)
Physical : Boxing, Wrestling, and choice of either Swimming, Running, or Climbing
Philosophical Training : The Shapings (new! - The psuedo-regligion of the Zentreadi teaches the glory of battle, respect for protoculture, following commands without question, and blind loyalty to the Robotech Masters)
LEVEL ADVANCEMENT BONUSES
1st : +3 to Roll with Punch/Fall/Impact, +2 Parry, +2 Dodge, Wrestling Pin may be performed on a roll of a natural 18 through 20.
2nd : Select one other martial arts power from the list above.
3rd : +1 to Strike, Stomp does x2 damage
4th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
5th : Wrestling Pin may be performed on a roll of a natural 18 through 20.
6th : Stomp does x3 damage
7th : +1 Attack per Melee, +3 to Strike
8th : Select one other martial arts power from the list above
9th : Wrestling Pin may be performed on a roll of a natural 14 through 20.
10th : +3 to Parry, Stomp does x4 damage, +10 SDC or MDC if full sized
11th : +1 Attack per Melee, +3 to Dodge
12th : Select one other martial arts power from the list above.
13th : Wrestling Pin may be performed on a roll of a natural 12 through 20.
14th : +3 to Initiative, Stomp does x5 damage
15th : Select one other Martial Arts Power from the list above, Wrestling Pin may be performed on a roll of a natural 10 through 20, the Zentreadi martial artist master who achieves this level of proficiency sometimes gains insights or prophetic visions when using protoculture.
Why Study Kerb Abak?
The power of Kerb Abak can not be denied. No other known martial arts form focuses on mega-damage combat. The lack of the dreaded -10 penalty to dodge modern weapons is reason alone to study this style. Lastly, it is fun to stomp buildings.
Downsides include somewhat fewer than normal martial arts powers and attacks learned. Also, the form is slightly dependant on teamwork, uses no weapons, and is particularly weak against missiles.

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