CREATING YOUR FIGHTERFIGHTER ARCHETYPESCORE STATSEFFORT TYPESSPECIAL ABILITIES <WIP>CHI ABILITIES (WIS)LOOT — KEEPSAKESd20 - Sample KeepsakesPASSIONS — LIKES & DISLIKESCALLING UPON YOUR PASSIONSCHALLENGING YOUR PASSIONSCOMBATPRE-FIGHT DECLARATIONS (CHA)MOVEMENT & DISTANCE HIGH GROUND & JUMPSHIT POINTSSPEED AND INITIATIVEDEFENSESCOMBOSEXPLOSIVE EFFORTRAISING THE STAKESPOWER GAUGEGAINING POWER POINTSSPENDING POWER POINTSCOUNTER HITSSTUDYING (INT)HERE COMES A NEW CHALLENGER!d4 - Body type ideasd6 - Personality complications ideasd8 - Personality strengths ideasd10 - Background ideas d12 - Personal Story Arc ideasd20 - Martial Arts ideas
CREATING YOUR FIGHTER

FIGHTER ARCHETYPES
Each fighter is unique, however here are some general ideas for some common archetypes, that said it is common for a fighter to mix and match archetypes, so consider these as guidelines and suggestions. You might also want to roll a d8 to help you with inspiration.
BRAWLER: These fighters prefer to get up close and personal, dealing damage with powerful punches, kicks, and throws. They might lack range or versatility, but they make up for it with raw power and durability.
They character might have high Strength and Constitution, and abilities that let them deal extra damage or shrug off attacks.
Ability 1: cool stuff
Ability 2: cool stuff
Ability 3: cool stuff
COMBO ARTIST: These fighters excel at chaining together a series of strikes, flowing seamlessly from one attack to the next to keep their opponents off balance and under pressure. Their style is fluid and relentless.
They might have high Dexterity and Intelligence, and abilities that let them chain together attacks for escalating damage or effects.
Ability 1: cool stuff
Ability 2: cool stuff
Ability 3: cool stuff
COUNTER FIGHTER: These fighters are masters of defensive combat, waiting for their opponents to expose themselves before striking back with precision and force, exploiting their opponent's weaknesses and mistakes.
They might have high Wisdom and Dexterity, and abilities that let them reflect projectiles, interrupt attacks, or mitigate damage and respond with powerful counterattacks.
Ability 1: cool stuff
Ability 2: cool stuff
Ability 3: cool stuff
GRAPPLER: These fighters are a formidable close-quarters combatant, specializing in throws, holds, and other techniques designed to control or incapacitate their opponents directly. They may use their strength, skill, or even their opponent's own force against them.
They might have high Constitution to allow them to get in close. They're often lack long-range attacks, but they're devastating if they can close the distance to their opponent.
Ability 1: cool stuff
Ability 2: cool stuff
Ability 3: cool stuff
PUPPETEER: The Puppeteer is a unique fighter, focusing on control and manipulation, often using a secondary entity to fight alongside them. This entity could take the form of a puppet, a summoned creature, a drone, or even a controlled opponent under certain circumstances.
They might have high Dexterity and Intelligence, with abilities that let them evade attacks, confuse enemies, or strike from unexpected angles.
Ability 1: cool stuff
Ability 2: cool stuff
Ability 3: cool stuff
RUSHDOWN: These fighters are all about aggressive, offensive play. They use fast, relentless attacks to pressure their opponents, aiming to overwhelm them before they can mount a counterattack.
With superior speed, relentless attacks, and the ability to close the distance quickly, they excel at wearing down opponents and leaving them with no room to breathe.
Ability 1: cool stuff
Ability 2: cool stuff
Ability 3: cool stuff
TRICKSTER: These fighters rely on unpredictable, unconventional moves. They might use feints, teleportation, illusions, or other deceptive tactics to confuse and misdirect their opponents.
They might have high Charisma and Dexterity, and abilities that allow them to misdirect, deceive, or manipulate their opponents, and exploit opportunities that arise from their confusion.
Ability 1: cool stuff
Ability 2: cool stuff
Ability 3: cool stuff
ZONER: These fighters prefer to keep their distance, using long-range attacks to control the space and keep their opponents at bay. They often struggle in close combat, but they excel at keeping their opponents just where they want them.
They might have high Dexterity, and abilities often dictate the pace of a fight by forcing opponents to navigate a gauntlet of ranged attacks, barriers, or area-of-effect abilities.
Ability 1: cool stuff
Ability 2: cool stuff
Ability 3: cool stuff
CORE STATS
Distribute 7 points among your Core Stats.
STRENGTH: This reflects the raw physical power of your character. Their ability to break through an opponent's defenses, and ability to overpower opponents in grapples.
DEXTERITY: This represents agility, quickness, and finesse. The quickness of their attacks, their ability to evade danger, and the execution of acrobatic maneuvers.
CONSTITUTION: This reflects the durability, stamina, and overall health of your character. Their ability to recover from hits or stuns, and endurance over the course of a fight.
INTELLIGENCE: This represents your character's knowledge, reason, and mental acuity. This influences the ability to understand opponents' tactics (predicting moves), adapting strategies.
WISDOM: This is a measure of your character's intuition and Mastery of Chi. Their ability to stay focused and not fall for baits or traps, and avoid surprise attacks using your instincts.
CHARISMA: This reflects the character's charm, force of personality, and leadership. It affects their ability to intimidate or distract opponents, as well as their popularity with an audience.
EFFORT TYPES
Distribute 5 points among your Effort types.
LIGHT HIT(d4): These are the jabs, quick kicks, and other rapid attacks that fighters use to test their opponents' defenses and keep them on their toes. Light hits might also have other effects, like disrupting an opponent's attack or temporarily causing an opening.
MID HIT (d6): These are standard attacks that balance speed and power. They do more damage and can potentially stagger or knock back an opponent.
HEAVY HIT (d8): These are the big, powerful attacks that can turn the tide of a fight if they land. They're slow and often telegraphed, making them easier to dodge or block, but they deal significant damage and can often break through an opponent's defenses.
GRAPPLE (d10): These are special attacks that involve grabbing and throwing or holding an opponent. They can bypass an opponent's defenses and deal substantial damage. Grappling moves can also have other effects, like repositioning an opponent or incapacitating them.
ULTIMATE (d12): These are the most powerful attacks a character can perform, representing the full extent of their fighting skill and power. Ultimates can be difficult to land, but if they hit, they deal massive damage and often have other dramatic effects.

SPECIAL ABILITIES <WIP>
All fighters start with 3 Special Abilities of their choice.
Most abilities are tied to a STAT, and can be used with any EFFORT type, since that relates to the SPEED an action is performed in a turn.
CHI ABILITIES (WIS)
Many fighters have special abilities in which they harness their Chi (life force) to produce Fireballs, Sonic waves, manipulate Electricity, or any number of other effects mastered through Martial Arts or special training. Any Chi attempts typically relies on WIS, with occasional exceptions. The EFFORT used with Chi is typically up to player choice, and like physical attacks LIGHT effort will go first and ULTIMATE last.
LOOT — KEEPSAKES
Fighters are not reliant on weapons, tools, or magical artifacts. Instead, they rely on their skills honed through years of training, and minds sharpened by countless battles. They embody the spirit of true warriors, able to face any challenge with nothing but their fists and their will.
This isn't to say that they shun all possessions - far from it. A keepsake from a mentor, a gift from a loved one, or an artifact imbued with personal significance can carry enormous weight. Such items serve not as crutches or tools of power, but as symbols of their journey, their struggles, and their personal growth. These cherished items remind them of who they are, where they've come from, and what they're fighting for.
All fighters start with one Keepsake.
Keepsakes can have various effects as needed at different times, such as:
- Instantly lower the target of an attempt into an EASY target.
- Add a d12 - ULTIMATE to EFFORT
d20 - Sample Keepsakes
- A weathered training manual from your first mentor, filled with handwritten notes and diagrams.
- An old, worn-out punching bag that has been patched up many times, a symbol of your early training days.
- A photograph of your family or loved ones, a reminder of who you're fighting for.
- A small medallion or amulet given by a childhood friend, worn smooth by years of fiddling.
- A faded ticket stub from your first professional fight.
- A piece of fabric from the bandana or gi of your most respected opponent.
- A broken chain or necklace, representing a significant personal loss.
- A lucky charm or talisman, believed to bring you good fortune in battle.
- A signature move or sequence, drawn on a piece of paper and signed by a legendary fighter.
- A pressed flower or leaf from your hometown, a symbol of where you came from.
- A hand-me-down pair of gloves or wraps, which were once used by a person you admire.
- An old, reliable training tool - perhaps a skipping rope, or handgrips - that you've kept from your early days.
- A memento from your first victory, such as a small piece of the ring or arena.
- A letter of challenge from a rival, kept to remind you of the rivalry that fueled your determination to improve.
- A shard from a shattered trophy, a bitter reminder of a significant defeat and a symbol of your resolve to never let it happen again.
- A scarf or piece of clothing gifted to you by a significant person in your life.
- An autograph or signature from a fighter you idolize.
- A piece of a banner or poster from a significant fight, maybe your biggest underdog victory.
- A commemorative coin or medal, given to you after a memorable event or achievement.
- An old map or brochure of a far-off place, symbolizing your dream of fighting there one day.
PASSIONS — LIKES & DISLIKES
Every character has things they Like and Dislike. These could be as broad as "loves justice, hates tyranny," or as specific as "loves spicy food, hates loud noises." These likes and dislikes can be used to add depth to the characters and to fuel role-playing interactions.
All fighters start with one Like & Dislike.
As they grow and progress they may acquire new ones, and replace old ones, having up to two Likes & Dislikes each.

d12 - Sample Likes
- Training: Nothing feels as right as the burn of a good workout.
- Spicy Food: The hotter, the better, it fuels your inner fire.
- Fast-paced Music: Something to get your blood pumping and mind focused.
- Pets: Their loyalty and spirit inspire you.
- Nature: Peace and tranquility of the outdoors help you focus.
- Cooking: There's a certain rhythm and discipline to it that appeals to you.
- Reading: Stories of heroes and villains, of challenges overcome, provide inspiration and relaxation.
Motorcycles: The sense of freedom and the thrill of speed is exhilarating.
- Fashion: Clothing isn't just functional, it's a statement.
- The Underdog: There's something special about supporting the little guy and proving others wrong.
- Travel: Seeing new places and experiencing new cultures broadens your perspective.
- Art: Whether it's painting, sculpture, or graffiti, creative expression inspires you.
d12 - Sample Dislikes
- Cheaters: There's no honor in victory without fair play.
- Injustice: You can't stand seeing the strong oppress the weak.
- Unnecessary Violence: Fighting has a purpose, senseless brutality does not.
- Laziness: There's always something you can be doing to improve.
- Being Interrupted: Whether it's during a training session, or a meal, interruptions are annoying.
- Waiting: Patience might be a virtue, but you prefer being in the thick of things.
- Sour Foods: They just don't sit right with you.
- Messiness: Order and discipline should extend to all aspects of life.
- Cold Weather: It's tough to stay limber when you're shivering.
- Dishonesty: In the ring or out of it, honesty is the best policy.
- Overconfidence: Underestimating an opponent is a surefire way to end up on the mat.
- Being Idle: Life is for living, not sitting around doing nothing.
CALLING UPON YOUR PASSIONS
A character might also lean on their passions to improve their rolls when they're fighting for something that really drives them.
Once per session players can invoke one of the Likes or Dislikes each to gain the following effects:
- Convert a successful ATTEMPT into a CRITICAL
- Re-roll attempts or effort dice
CHALLENGING YOUR PASSIONS
The Game Master can also invoke you passions, challenging your character, not more than once per scene. This typically will involve something like making a DEFENSE attempt against the TARGET to keep your composure. On a failure you must waste a turn refocusing on your efforts, or doing something brash; if you succeed the GM will reward you! Some potential rewards could be:
- A bonus or re-roll on your next roll
- A free RECOVERY of HP
- Provide a boost of POWER GAUGE points
- A permanent STAT increase
- A permanent EFFORT increase
- Unlock a new ABILITY
COMBAT

For fighters, almost everything can be solved through sparring. Need to get something, make a new friend, cook a meal, play at the beach… all these things can and most likely will be resolved with high stakes combat!
PRE-FIGHT DECLARATIONS (CHA)
Before every fight, each character must declare why they're fighting. This could be a brief monologue or a fiery exchange with their opponent, and it should tie into their personal story arc. This is an excellent way to keep the story and characters front and center, even in the midst of combat. As an added twist, the GM might make the target EASY if your declaration was particularly compelling or dramatic.
- If half or more of the Party succeed you reduce target for the next battle by 1
- If anyone rolls a natural 20 you reduce the target by an additional point
- If no one succeeds the target is increased by 1
MOVEMENT & DISTANCE
CLOSE: This is toe-to-toe, typical sparring distance, no move is needed to use or interact with CLOSE things.
NEAR: A few hurried steps get you to NEAR things. Imagine NEAR as being a few seconds away, things within reach of JUMP or DASH
FAR: Well beyond NEAR, FAR takes you several seconds to run. A distance, as far as throwing a baseball. If you want to move FAR on your TURN, it will take the entire TURN to do so.
HIGH GROUND & JUMPS
Gaining the high ground either by using terrain or jumping is an important tactic. A JUMP put’s you the end of the ROUND however it does make a target EASY. The drawback is if you are hit before you land the attack you lose your turn.
JUMP ABILITIES: some abilities have special effects on JUMPs, or allow JUMPs to be done faster offsetting acting at the end of the ROUND.

HIT POINTS
All player characters start with 10 hp + CON STAT.
WHEN YOU REACH 0 HP
When characters hit 0 HP you’re not dead, merely “knocked out”, temporarily incapacitated. All effects you were creating vanish. However a true fighter never gives up…
CONTINUE?
Getting "knocked out" doesn't mean you're out of the fight. On your next turn roll a d4 to determine how many rounds you’ll be out of the fight. During this time, you can't attack or take any actions besides talk. Afterwards your character will get back on their feet with 1 HP ready to rumble!
RECOVERY, SECOND WIND
At any time during play, sacrifice your TURN to pause, regain your breath, and recover your gusto. To do so, roll a D20 + your CON STAT, and meet or beat the current TARGET. If you can do so, regain your CON STAT + 1d4 in HP instantly. Now get back in the fight!
No death? This game is not about survival it’s about the the high stakes of being a fighter. If the party is all down at any time, the scene will wrap up, and the GM will up the ante and put the party in a tough situation.
Some suggestions can be found in the section

SPEED AND INITIATIVE
At the start of each ROUND the GM will ask for actions. Characters using Light effort go first, and in order of EFFORT used Characters doing Grapples and Ultimate attacks will typically go last.
- All characters performing attacks or actions of equal EFFORT go simultaneously.
DEFENSES

Players roll DEFENSE for their fighters using STATs. The default DEFENSE is DEX, used to avoid getting hit. However depending on the situation, and the attack, you will frequently use other core stats for defense as well, ranging from STR to block an attack, or CHA to avoid having your will broken, or INT to outsmart your attacker.
COMBOS
EXPLOSIVE EFFORT
Whenever a player rolls the highest number on their EFFORT die (for example, a 4 on a d4 for a light hit, or an 8 on a d8 for a heavy hit), they "explode" the die, rolling it again and adding the new result to their damage total. If they roll the highest number again, they keep going, potentially racking up a lot of damage.
RAISING THE STAKES
Each time a player explodes a die, they can choose to chain their attack into a more powerful attack, rolling a larger attack die. However, to successfully chain the attacks, they need to roll equal to or above the MAX value of the previous EFFORT die on the next roll.
For example moving up from a LIGHT HIT successfully requires rolling a 4 or better on a d6 for the next roll. This can be an important strategy to create an opening to with a fast Light Hit to build up to your more powerful attacks. Burning your POWER points to pull off a Combo can be a great strategy.
POWER GAUGE
Every true fighter has POWER GAUGE, that fills up as they fight, this POWER can be used to unleash powerful super moves or special abilities.
- The POWER GAUGE starts at zero at the beginning of each session.
- You have two(2) levels of POWER GAUGE you can earn.
- Each level has a maximum value of 6 POWER points.
- You can’t have more than 12 POWER points.
GAINING POWER POINTS
Characters gain power points in a few different ways:
- Dealing Damage: Every time a character successfully hits an opponent, they gain a POWER point. CRITICAL hits earn 1d4 points.
- Successful Combos: Successfully executing combos also adds POWER points. One per hit.
- Taking Damage: Characters also gain POWER points when they are hit, representing their determination and fighting spirit.
- Performing a Recovery: When you attempt a RECOVERY action you gain a point, even if the recovery fails.
SPENDING POWER POINTS
Once a character's POWER GAUGE is full, they can unleash a SUPER MOVE a powerful, dramatic move that has a significant impact on the battle. For instance, a brawler might unleash a barrage of punches, a grappler could perform a devastating throw, and a trickster might create a potent illusion or distraction.
- For 6 points unleash a SUPER MOVE adds ULTIMATE x2 to EFFORT.
- For 3 points perform a COUNTER INTERRUPT
- Enhance an ATTEMPTS or EFFORT roll by spending points on a one to one ratio as a bonus to improve their rolls.
COUNTER HITS
If an attack against you misses, and you have not yet attacked this round you can use your action to perform a COUNTER attack.
Additionally you can spend 3 POWER points to perform a COUNTER INTERRUPT allowing you to hit someone right before they were going to hit you.
In either case, a COUNTER is considered your action for the ROUND so you cannot double and do a COUNTER and an ATTACK in the same ROUND.
COUNTERS on their own do not grant extra attacks, or have inherent benefits. However many fighters have ABILITIES that can be used in COUNTERS, such as dealing extra EFFORT, or making COUNTER hits EASY, while advanced ABILITIES might cause the target to become STUNNED, grant an additional free ATTACK, or other powerful effects.
STUDYING (INT)
You can use your turn to analyze an opponent or problem to discover patterns you can leverage. Once you have learned a pattern your next attempt at it is an EASY.
STUDYING is similar to repeating the same action. However there are times when taking the action in of itself is dangerous, so STUDYING it allows you to do so from safety.
HERE COMES A NEW CHALLENGER!

Here are some tables to help inspire you create a unique fighter.
d4 - Body type ideas
- Thin or Petite
- Athletic
- Buff
- Burly
d6 - Personality complications ideas
- Arrogant: You are overconfident and tend to look down on others. You often underestimate your opponents, which can sometimes lead to your downfall.
- Ruthless: You are aggressive, relentless, and don't know the meaning of the word "mercy." You're there to win, by any means necessary.
- Sarcastic: You have a sharp wit and are often making jokes or delivering dry, cutting remarks. You may use humor as a defense mechanism or as a way to throw off your opponents.
- Stubborn: You're set in your ways and rarely, if ever, change your mind once it's made up. This can lead to conflict with others who see different paths or solutions.
- Impulsive: You often act before thinking and it can lead you into trouble. You might rush into situations without considering the consequences.
- Obsessive: Once you latch onto something—an idea, a goal, a vendetta—you can't let it go. This single-minded focus can be an asset, but also a detriment if it blinds you to other considerations.
d8 - Personality strengths ideas
- Fiery: You are passionate, intense, and easily riled up. You wear your heart on your sleeve and never back down from a fight.
- Boastful: You are confident, maybe to a fault, and aren't afraid to let everyone know just how good you are. You tend to make grand statements and promises.
- Cool: You are calm, collected, and never seem to break a sweat. Even in the heat of battle, you maintain your composure.
- Stoic: You are serious, reserved, and give little away about what you're thinking or feeling. You value discipline and hard work over flashy moves or taunts.
- Cheerful: You are optimistic, friendly, and always have a smile on your face, even in the toughest fights. You enjoy the thrill of the fight and try to keep things light-hearted.
- Noble: You are honorable, respectful, and fight with a sense of dignity and fairness. You believe in the spirit of competition and value martial arts traditions.
- Humble: You are modest and down-to-earth. You don't boast about your abilities, preferring to let your actions speak for themselves.
- Eccentric: You are quirky, unpredictable, and march to the beat of your own drum. You might have unusual fighting styles, attire, or customs, which can make you both bewildering and entertaining to others.
d10 - Background ideas
- Street Urchin: You grew up on the rough streets of a big city, learning to fight to protect yourself and your friends. You may not have formal training, but you have plenty of real-world experience.
- Dojo Disciple: You've spent your life training in a prestigious martial arts dojo. You've mastered the techniques of your style, but you're eager to test yourself in the real world.
- Military Veteran: You served in the military and learned to fight out of necessity. Now that you're out, you've turned to competitive fighting to make a living.
- Noble Scion: You're the heir of a wealthy family. Bored by the life of luxury, you've turned to martial arts to seek excitement and challenge.
- Mystic Ascetic: You've spent years in solitude, honing your body and mind in pursuit of spiritual enlightenment. Now you've emerged from seclusion to test your skills against the world's best.
- Traveling Performer: You're part of a travelling circus or performance troupe, using your martial arts skills to entertain. The competitive fighting scene offers a new stage for you to perform.
- Professional Athlete: Previously, you were involved in another sport (e.g., football, boxing) and have since transitioned into martial arts, bringing your athletic talents to a new arena.
- Criminal Enforcer: You were an enforcer for a crime syndicate and learned to fight in this dark underworld. Now, you're seeking a different path and hope to leave your past behind.
- Police Officer/Detective: You serve the law and have learned to fight to protect and serve. Entering the tournament could be part of an investigation, or a means to test your skills.
- Scientific Experiment: You've been subject to scientific experiments that have enhanced your abilities. You're seeking answers, revenge, or perhaps a way to reverse the process.
d12 - Personal Story Arc ideas
- Redemption: You've made mistakes in the past and seek redemption through the discipline of martial arts.
- Revenge: Someone has wronged you or a loved one, and you're seeking revenge. The tournament might lead you to that person, or help you train for the inevitable showdown.
- Recognition: You're looking to make a name for yourself and prove your worth. Winning the tournament would bring you fame and respect.
- Discovery: You're searching for answers about a personal mystery – perhaps the truth about a parent, a secret about your martial style, or the reason behind a personal tragedy.
- Protection: Someone you care about is in danger. You're fighting to protect them, either directly or by using the prize money or influence from winning the tournament.
- Adventure: You're motivated primarily by the thrill of travel and competition. You want to see the world, meet interesting people, and test your skills against them.
- Rivalry: There's another fighter who you're desperate to surpass. This could be a friendly rivalry, or a bitter feud.
- Legacy: You're upholding the honor of your dojo, your master, or your family. You're fighting to prove that your martial art is the best.
- Debt: You owe a significant debt, and the prize money from the tournament is your best hope of repaying it.
- Salvation: You or a loved one is suffering from a serious ailment. You're seeking a legendary healer or a rare medicine, and you believe the tournament could lead you to the cure.
- Exposure: You're using the tournament as a platform to shed light on an issue you deeply care about. It could be social, political, environmental, or personal.
- Mentorship: You're aiming to establish yourself in the fighting world so that you can pass on your knowledge to a new generation of fighters. Your journey might involve finding a worthy student or opening your own training dojo.

d20 - Martial Arts ideas
- Kung fu: A versatile and straightforward style, emphasizing strikes with the hands and feet.
- Judo: A grappling style that focuses on throws and joint locks.
- Kung Fu: An umbrella term for a variety of Chinese martial arts, some of which focus on fluid, continuous movements.
- Muay Thai: A brutal striking art that makes extensive use of elbows and knees.
- Boxing: A focused style that exclusively uses punches and emphasizes footwork and evasion.
- Taekwondo: A Korean martial art known for its high, fast kicks and jumping and spinning kicks.
- Brazilian Jiu-Jitsu: A martial art emphasizing ground fighting and submission holds.
- Krav Maga: A military self-defense and fighting system developed for the Israel Defense Forces, known for its focus on real-world situations and practicality.
- Capoeira: An Afro-Brazilian martial art that combines elements of dance, acrobatics, and music.
- Sambo: A Russian martial art and combat sport that combines elements of judo and wrestling.
- Kickboxing: A hybrid martial art combining elements of boxing and karate, with an emphasis on both punches and kicks.
- Wrestling: An ancient martial art that involves throws, locks, and grappling techniques.
- Aikido: A Japanese martial art focusing on using an opponent's energy against them, often through throws and joint locks.
- Kali - Escrima: Filipino martial arts that emphasize weapon-based fighting with sticks, knives and other bladed weapons, and various improvised weapons.
- Savate: A French martial art that focuses on fighting with the feet, similar to kickboxing.
- Kyokushin Karate: A style of stand-up, full contact karate known for its tough conditioning and full-contact sparring.
- Ninjutsu: The strategy and tactics of unconventional warfare, guerrilla warfare, and espionage purportedly practiced by the shinobi (commonly known outside Japan as ninja).
- Sumo: A competitive full-contact wrestling style where a wrestler attempts to force another wrestler out of a circular ring or to touch the ground with anything other than the soles of the feet.
- Tai Chi: A Chinese martial art known for its slow, flowing movements. It can be adapted for self-defense or combat, but it's often practiced for health benefits.
- Mixed Martial Arts: Is a full-contact combat sport based on striking, grappling and ground fighting, incorporating techniques from various combat sports from around the world.