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Basic Rules

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Concept. Players will take on the role of adventurers in the land of Mam’ra, Advantages and Disadvantages.

ntages. Some scenarios and position during actions


one of the players will take on the role of Gamemaster whom will be guiding and combat that players may have a disadvantage or advantage, add or
the players in the world, describing and process the rules that will organize the deduct by 1 to their rolls respectively.
whole session.
Weapons. Divided into 3 different types. Players and the gamemaster may
Basic Rules. Each Players will make their own Player Character (PC), each always add their tweak on these rules and concepts.
PC will have their own stats, background, and inventory. Each stat will have
corresponding use during the session. Players starts with 3 points which they
can invest into any of their stats. Then players will roll d3-d3 for each stat as Stabbing/Slashing. Is your typical Sword, Dagger, and Scythe like weapons
their final stats. Max of 4 for all stats. that are used to inflict open wounds at a minimal distance. Usually have a
Load Points of 2, occupies one hand and deals d3 damage.
Body: Strength, agility, speed, physique. Used for physical actions (Pushing,
running, lifting and etc.). Smashing. Is your typical Mace, Warhammer, and Flail like weapons that are
used to crush opponent’s skull. Usually have a Load Points of 4, occupies both
Mind: Intelligence, wisdom, charisma. Used for mental and social actions hands and use to deal d6 damage.
(solving problems, persuading others, planning, remembering and etc.).

Power: Magic, raw strength, or supernatural abilities. Used mainly in combat Range. Is your typical bow and arrow like weapons used to deal damage at
(Smack enemy and deal damage). farther distance for safety. Usually have a Load Points of 1, needs a kind of
ammunition, occupies both hands, deals d3 damage starting from short range
Life. Total lifeforce your body have, is not useful during actions. Below 0 Life then +1 for each consecutive ranges.
means your PC died.
Threats. Monsters alike that poses threat to the players and peaceful NPCs. If
Background. This will dictate the characters motivation, history, appearance,
players are unable to deal damage or do actions that will prevent an attack,
traits, behavior. (mostly Roleplay materials)
the gamemaster will take on the role of the enemy with their behavior in
Inventory. Players can carry up to the load of 5 + body as items and tools mind. They may attack or do certain actions as it is just about the imagination
have Load Points. This can be modified through the use of backpacks, of the gamemaster.
exceeding the carry load will result to burdening your body, -1 to your body
related action rolls. Players must start with a weapon and 3 Load Points of Minions. Are your typical goblins, thugs, snakes, undead and rat alike
items. enemies that may pose a threat in most times to the players. Usually have
low Intelligence and wild, have a power of 1-5, Life of d3 + d6, and damage of
Difficulty Scale and Action Roll. When players encountered situations that d3. May have certain behavior and actions unique to them.
have actions that will result to uncertainty, the Gamemaster will process on
which difficulty rate the player’s action belongs to. Players must roll higher or
equal to the Difficulty Scale. Tips: Difficulty Rate should be seen from an Bosses. Are your typical troll, orc, vampire, savaged and witch alike enemies
average person’s perspective. that may pose greater threat to the players. Usually have higher intelligence
and wise, have a power of 6-10, Life of 10-20, and damage of d6. May have
Easy: +3 Medium: +4 certain skills, behavior and minions to call upon.

Hard: +6 Extremely Hard: +7


Loots and items. May be dropped by monsters, encounters and NPCs; can be
Impossible: +9 also bought or take from the environment. May have certain niche to fill in
and values or just for decorations and ornaments. Still affected of action roll
On Death’s Door. When your player takes damage that will result to below rules as long as it follows common logic.
than 0, it will always stop at 0. It does not mean that your PC died already, it
still breaths though all of their stats are also 0 (will back to normal after Sample Loots and items.
healing more than 1 Life). Taking more damage lowering below 0 = death.

Lending a Hand. Some Situations requires Actions that are so difficult, Gold nuggets. Used for transactions. Usually have a Load Points of 1/5.
lending your help to another PC will result to -1 DS, but all players involve
should do the action roll. Max of -3 DR on which 3 players helping another 1 Match. Used to lit objects. Usually have a Load Points of 1/10.
player. Applicable to Combat if it makes sense.

Combat. Conflict is inevitable here in Mam’ra, if still not resolved through a Lantern. Used to bestow light much longer. Usually have a Load Points of 2.
talked then try to resolve it through force. The stat Power will be used when
it comes to attacking, roll higher than the enemy’s Power and you have hit
Arrow. Used as an Ammunition. Usually have a Load Points of 1/6.
them (What left of your power during that roll will add as an extra damage.)

Resting. Players may rest when they are inside of an Inn as the night time in Scrolls. May vary of types, uses mind to evoke. Have a Load Points of 1.
Mam’ra is too dangerous for any outside sleep. Healing to Full Life. Players
may use items to heal and restore their Life.
Elixir. May vary of types and uses like scrolls. Usually have a Load Points of 1.
Range. During any situation, the players may ask and the gamemaster may
remind each other that certain actions are not available due to range limit Gamemaster. Will introduce their players into their imaginative stories in
such of attacks or reaching for something. Range is divided into 4 categories. Mar’ma. Planning and making campaigns with their own set of challenges,
threats, loots, NPCs and twists that are weaved into the plot of the
Short. In front of you. story/session.
Medium. Reachable by your hand at its maximum length limit.
Players. Should always interact and widen their imagination for the plot.
Far. Cannot be reached by hand. Ensuring that both players and the Gamemaster are having fun.

Extremely distant. Much farther than the Far range a couple of times.
Feel Free to adjust and add new concepts in your own session to make it fun.
Campaign Title: The Shattered Tome of Mam’ra the heart of the temple. It is said to be guarded by an intelligent creature, the
Aetherian Warden, a being formed of both magic and stone.
Setting:
Threats:
The land of Mam’ra is a place of ancient magic and forgotten history, where
powerful artifacts are scattered throughout the wilderness. Among these  Minion Threat: Elementals of stone and fire (Power: 4, Life: d3+4,
relics is a legendary tome known as the Tome of Eldritch Secrets, an artifact Damage: d3)
so powerful it could reshape reality itself. Its shattered pieces have been  Boss: The Aetherian Warden (Power: 8, Life: 15, Damage: d6,
scattered across Mam'ra, and only those brave enough to search for them Special Ability: Can control stone to form barriers or throw rocks).
can hope to piece it back together. But beware, for the tome's fragments are
guarded by dark forces, ancient monsters, and wicked cults who seek to
unlock its full potential. NPCs:

Act 1: The Whispering Market  Kaela the Seeker: A wandering adventurer who arrived before the
players but has become trapped within the ruins. She warns them
of the temple’s shifting nature.
Introduction:  The Aetherian Warden: The temple’s guardian, bound to the ruins.
The adventure begins in a bustling trade town known as The Whispering It seeks to prevent the players from taking the tome fragment,
Market, named for its constant low hum of strange, magical energy. The claiming they are unworthy.
townspeople are on edge, rumors of a dangerous cult known as The Order of
the Obsidian Flame have spread. The Order is said to be seeking fragments of
the Tome of Eldritch Secrets to unleash a calamity upon the land. Twist:
When the players find the second fragment, they are confronted by Kaela,
who reveals herself as a former member of the Order of the Obsidian Flame.
Objective: She offers a choice: take the fragment, or join her in resurrecting an ancient
The players are hired by a mysterious figure, Balthar, a scholar with god whose power would make them rulers of Mam’ra. She attempts to use
knowledge of the ancient tome, to retrieve the first fragment rumored to be the temple’s magic to control the party with an enchantment.
located in a nearby ruin. Balthar believes that one of the town's prominent
citizens, Lady Morwen, is secretly involved with the cult and has been
stockpiling dangerous magical artifacts.

Threats: Act 3: The Cult’s Ascent

 Minion Threat: Cultists of the Order of the Obsidian Flame Introduction:


(Power: 4, Life: d3+3, Damage: d3) With two fragments in hand, the players must return to The Whispering
 Boss: A Cult Enforcer (Power: 6, Life: 12, Damage: d6) guards the Market, only to find it under siege. The Order of the Obsidian Flame has
town’s ancient library, where a lead on the first fragment of the launched a full-scale assault, led by Lady Morwen, who now wields the
tome can be found. power of the ancient spirit possessing her. The players must race to stop her
before she completes the ritual that will unlock the full power of the Tome of
NPCs: Eldritch Secrets.

 Balthar the Scholar: Mysterious and cryptic, his motives are Objective:
unclear, but he offers useful information on the tome. Defeat Lady Morwen and her cultists before they can complete the ritual. The
 Lady Morwen: Wealthy noblewoman, secretly the leader of the town’s defenses are collapsing, and only the players can save it.
cult, and a collector of dangerous artifacts.
 Harmon: A town guard who provides a tip that Lady Morwen has Threats:
been seen meeting with cultists in secret.
 Minion Threat: Cultists and summoned Shadow Demons (Power:
Twist: 5, Life: d3+5, Damage: d3)
As the players investigate, they discover that Lady Morwen is not merely a  Boss: Lady Morwen, now fully possessed by the spirit (Power: 10,
cultist but has been possessed by an ancient spirit bound within one of the Life: 20, Damage: d6, Special Ability: Can summon fire and
tome fragments. She offers the players a deal—join her, and together they shadows to deal damage and warp reality).
will unlock the tome's secrets. Refuse, and she will summon a terrible
Guardian Beast to hunt them down.
NPCs:

 Balthar: Reveals he has been working with the Order all along,
intending to use the players to find the pieces of the tome so he
Act 2: The Shattered Ruins can seize control for himself. He tries to manipulate the players
into helping him in the final stages.
 Mayor Alistair: A sympathetic figure trying to defend the town but
Introduction: overwhelmed by the Order’s forces. He gives the players a map to
After learning the location of the fragment from Lady Morwen’s hidden the heart of the ritual site.
library, the adventurers journey into the wilderness to find the Shattered
Ruins, an ancient temple long abandoned by the gods. Its halls are said to be
filled with forgotten traps and magical creatures that will test the players’ skill Twist:
and resolve. As the players engage in the battle against Lady Morwen, they learn that the
ritual she is performing is not just to gain power—it is an attempt to resurrect
her long-lost child, who died long ago. Her true motivation is desperation,
Objective: and there is a chance to reason with her or destroy the ritual at the cost of
Find the second fragment of the Tome of Eldritch Secrets, rumored to be in the child’s soul.
 The Ancient Guardians: Spirits bound to the tome fragments who
reveal themselves to the players in their final moments, offering
assistance or warnings about the consequences of using the tome.
Act 4: The Caverns Beneath the World  Lady Morwen’s Spirit: She may attempt to redeem herself in her
final moments, providing an ally or seeking vengeance against
Introduction: Balthar.
With Lady Morwen defeated or the ritual halted, the players learn that the
final fragment of the Tome of Eldritch Secrets lies deep within an ancient Twist:
underground cavern, hidden beneath the land of Mam’ra. These caverns The players must choose between using the tome’s power to reshape the
were once the site of a great battle between gods and demons, and they are world in their vision or destroying it once and for all, which could have
now home to unspeakable horrors. unforeseen consequences on the land of Mam’ra and its people.

Objective:
Find and secure the final fragment, but beware—the caverns are filled with
dangerous creatures, both natural and unnatural.
Possible Loots:
Threats:
 Cloak of Shadows: Allows the wearer to blend into the shadows,
 Minion Threat: Cavern Horrors (Power: 6, Life: d3+6, Damage: d6, giving a +1 to stealth rolls. (Load: 2)
Special Ability: Can cause blindness or confusion with their  Amulet of Binding: A magical artifact that allows the wearer to
shrieks) bind a creature’s soul to an object, useful for controlling demons
 Boss: The Forgotten Titan (Power: 12, Life: 25, Damage: d6, or dangerous entities. (Load: 3)
Special Ability: Can cause massive tremors that affect the players’  Potion of Transmutation: Turns one object into another, though
movements and attacks). the results are unpredictable. (Load: 1)
 Aetherian Shard: A powerful magical crystal that can be used to
increase one’s Power stat temporarily. (Load: 1)
NPCs:

Simple Oracle and Prompts List for the Gamemaster


 Gorrin the Warden: A half-mad survivor who has been living in the
caverns for years. He provides cryptic advice but is not fully
trusted. This list of oracles and prompts can help the Gamemaster add
 The Forgotten Titan: The last of an ancient race of giants. It was unpredictability and depth to the story, NPCs, encounters, and world-
bound in the caverns by the gods and now seeks freedom, seeing building. When you need to add a random element or idea to the game, roll a
the players as potential saviors or enemies. d6 and use the corresponding prompt. You can adjust the tone, intensity, or
complexity based on the current situation in your campaign.

Twist:
Upon finding the final fragment, the players are confronted by the true 1. Encounter Prompts
mastermind behind the cult—Balthar, who seeks to reassemble the tome
and use its power to become an immortal god. He will stop at nothing to d6
achieve this goal, even if it means destroying the players. Prompt
Roll
Strange Traveler: A mysterious stranger approaches. They seem to
1 know something about the Tome of Eldritch Secrets. Do they offer
help, or do they have their own agenda?
Ruined Artifact: The party finds an ancient, broken relic that hums
Act 5: The Final Confrontation 2 with magic. Does it hold a clue to the next fragment’s location, or is it a
trap?
Introduction: Sudden Quake: The ground shakes violently. Something beneath the
With the Tome of Eldritch Secrets fully assembled, the players must decide 3 earth stirs. Is it a sleeping giant, or the first signs of an underground
what to do with its power. The final confrontation will decide the fate of cult ritual?
Mam’ra and perhaps the world itself. Unwelcome Guests: A group of hostile creatures (goblins, bandits,
4 etc.) arrives at the scene. Do they want to steal, attack, or form an
alliance?
Objective:
Defeat Balthar and prevent him from using the tome’s power. Alternatively, Hidden Passage: A hidden door or tunnel is discovered. Is it a safe
5
the players could choose to harness the tome’s power themselves, but doing shortcut, or does it lead to dangerous unknowns?
so may come with dangerous consequences. Dark Omen: A supernatural event happens nearby (a black raven caws
6 thrice, a strange storm forms in the distance). Does it forewarn
disaster, or guide the party to a hidden truth?
Threats:

 Boss: Balthar the Immortal (Power: 15, Life: 30, Damage: d6+1,
Special Ability: Can manipulate reality itself, warping the
environment and the players’ abilities).

2. NPC Prompts

NPCs:
d6 d6
Prompt Prompt
Roll Roll
The Outcast: An NPC who has been ostracized from society appears. Sudden Ambush: The players are ambushed by enemies (cultists,
1 They know vital information, but at what cost? Will they betray or aid 1 beasts, or bandits) from an unexpected direction. What traps or
the party? obstacles make the encounter more dangerous?
Cursed Merchant: A seemingly kind merchant offers items for sale, but Magical Disturbance: A magical anomaly distorts the battlefield,
2 something about them feels off. Are they under a curse, or are they 2 making spells unpredictable or altering the environment (increasing or
just a trap for the unwary? decreasing power, shifting terrain).
Old Friend or Enemy? A familiar face from the past reappears. Are Escalating Threats: As the battle goes on, reinforcements arrive for the
3 3
they a long-lost ally, or have they turned into a dangerous foe? enemy. Does the player’s side gain any backup or reinforcements?
Mysterious Helper: A stranger offers to guide the players to a nearby Environmental Danger: The environment becomes a hazard (collapsing
4 destination. Are they trustworthy, or are they leading the players into a 4 ceiling, sudden fire, flooding, etc.), forcing the players to split their
trap? focus between combat and survival.
The Wise Elder: An elderly sage who has information about the Tome Morale Shift: The players’ enemies lose or gain morale mid-battle. One
5 of Eldritch Secrets but refuses to share unless the players complete a 5 side may retreat or become enraged and more dangerous. How will
difficult task. this affect the flow of combat?
The Betrayer: A trusted NPC secretly works against the party. Will they A Dire Choice: The players face an enemy who presents a difficult
6
be revealed, or will their actions go unnoticed until it’s too late? 6 moral choice. Do they kill a helpless foe to gain an advantage, or show
mercy at great risk to themselves?
3. Location Prompts

d6 Usage:
Prompt
Roll
Ancient Library: The party finds an old, dusty library. The air smells of
1  Roll a d6 and select the appropriate prompt to inspire a random
forgotten knowledge. What secret does it hold, and who guards it?
event, encounter, or situation.
Flooded Cavern: The party must cross a cavern filled with water.  Adjust the tone or complexity based on your narrative needs.
2 Strange creatures lurk beneath the surface. Is the water hiding
 Prompts can be altered or combined for more varied situations.
treasures or threats?
 Use the oracle as a tool to guide improvisation or to expand on
Haunted Ruins: The ruins of an old temple or settlement. Ghostly the established storyline.
3 apparitions and eerie sounds fill the air. Are they benign spirits, or
dangerous entities?
Deserted Village: An abandoned village, with empty houses and signs
4 of a sudden departure. What caused the villagers to flee, and is there
anything left worth salvaging? Oracles & Story Prompts
Magical Oasis: A serene oasis, though something feels wrong. Are the
5 waters enchanted or cursed, and is the oasis truly a place of peace or a  GM’s Role:
trap? The GM determines which Domain is used for actions and sets
Forgotten Tomb: An ancient burial site, perhaps holding the body of a difficulty levels.
6 long-dead hero—or a dark entity waiting to be awakened. What lies Use the oracles for story ideas or when players are unsure of what
inside, and what dangers await? to do.
 Story Prompts:
4. Plot Twist Prompts o Environment: Where is the action taking place?
(Forest, Dungeon, Town, etc.)
o What stands in your way? (Locked door, monster,
d6 puzzle)
Prompt
Roll o What can players do? (Fight, talk, sneak, search)
Shifting Allegiances: An ally unexpectedly betrays the party, or an o What’s at stake? (Treasure, lives, information)
1 enemy unexpectedly offers assistance. What drives this sudden change
of heart?
 GM Tips:
o Ask players to describe their actions.
Unexpected Discovery: The players uncover an unexpected truth: a
2 seemingly minor NPC is tied to the Tome of Eldritch Secrets in a way o Assign a Domain and difficulty based on the action.
that changes the course of the quest. o Use story prompts to keep the game flowing and create
A Lost Fragment: A fragment of the tome has been hidden in plain interesting scenarios.
3 sight all along—possibly in a place already visited. What overlooked
detail holds the key?
A Friend Returns: A character thought lost or dead reappears, but
4 their appearance raises more questions than answers. Are they the
same person, or have they changed?
The God Awakens: The players learn that the Tome of Eldritch Secrets
5 is not just a book but a key to unlocking the return of an ancient god. GM SCREEN
How will the players handle this knowledge?
The True Enemy: The cult or the powerful figure hunting the party
6 turns out to be a puppet of something far more dangerous. The real
enemy has yet to reveal itself.
1. Difficulty Scale
5. Combat Scenario Prompts
(For determining success in actions based on difficulty)
Difficulty Level Required Roll (≥) Item Load Special Notes
Easy 3 Elixir 1 Healing or magical properties, various types
Medium 4
Hard 6
Extremely Hard 7
Impossible 9 7. Threats

Threat
Power Life Damage Special Notes
Type
2. Action Types d3 +
Minions 1-5 d3 Basic enemies, often weak, numerous
d6
Body: Strength, Agility, Speed, Physique. Powerful, may have special abilities or
Bosses 6-10 10-20 d6
Mind: Intelligence, Wisdom, Charisma. minions
Power: Magic or Supernatural Abilities.
Life: Health and vitality (non-action related, only for healing and survival).

8. NPC Prompts

(Quick prompts for NPC interactions)


3. Combat Resolution
d6
Prompt
Weapon Type Load Damage Special Notes Roll
Stabbing/Slashing 2 d3 One-handed, minimal distance A mysterious stranger approaches, offering cryptic advice about the
1
Smashing 4 d6 Two-handed, high damage, crushing Tome. Do they want to help, or deceive the party?
Needs ammo, additional damage per An old enemy reappears. Are they friend or foe, or something in
2
Range 1 d3 range increment (Short, Medium, Far, between?
Extremely Distant) A townsperson seems to know something vital about the Tome. Will
3
they share their knowledge, or hold back a crucial detail?
A local figure offers a dangerous quest for a valuable piece of
4
information. Can the party trust them?
4. Range Categories A merchant offers unusual, magical items with unknown properties.
5
Are they too good to be true?
An NPC reveals that they were once involved with the cult of the
Range Description 6
Obsidian Flame, and now regrets their actions.
Short Within arm's reach
Medium Reachable with a full stretch or jump
Far Beyond reach, requires ranged weapon/abilities
Extremely Distant Much farther, may need special powers/items 9. Environmental Hazards

d6
Hazard Prompt
Roll
5. Combat and Damage Rules
Sudden Collapse: The ground shakes, and part of the environment
1
crumbles (a cliff, building, or bridge). How will the players react?
 Attacking: To hit, roll Power vs enemy's Power. If you roll Magical Anomaly: A strange magical event occurs (distorted gravity,
2
higher, the attack hits and the remaining difference is extra time distortion, etc.). It could help or hinder the players.
damage. Hostile Creatures: A pack of wild creatures (rats, wolves, or other
 Damage Roll: The weapon’s damage die is rolled (d3 or d6 3
beasts) appears and charges at the players.
depending on the weapon). Unstable Terrain: Slippery, shifting, or fragile ground. Could cause
 On Death’s Door: If a character drops to 0 Life, they are 4
falls or make combat tricky.
incapacitated but still alive. They can be healed back to 1 Life, Elemental Disturbance: A sudden storm, fire, or other environmental
after which they resume normal functionality. 5
hazard that complicates the situation.
 Lending a Hand: When players help each other, it reduces the Illusory Trap: The environment is distorted, and some features might
Difficulty Scale by 1 per player helping, up to a maximum of -3. 6
not be as they seem (false doors, hidden pitfalls).

10. Random Encounter (d6 Roll)

d6
Encounter
Roll
1 Goblin Raiders: A small group of goblins attacks for supplies.
6. Loot and Items Enigmatic Healer: A mysterious healer offers a powerful elixir but
2
asks for something in return.
Traveling Caravan: A group of traders or performers, with both
Item Load Special Notes 3
helpful and suspicious individuals.
Gold Nuggets 1/5 Transactional currency, valuable Wild Magic Surge: A nearby area radiates unstable magic. Spells cast
Match 1/10 Used to light fires, small and easily carried 4
here may have unexpected effects.
Lantern 2 Provides light, can be used to illuminate areas Hostile Cultists: A group of cultists from the Order of the Obsidian
5
Arrow 1/6 Ammunition for bows, one per arrow Flame is on a mission. Do they notice the players?
Scroll 1 Contains magic, evoked by using Mind 6 Ancient Guardian: A magical construct or beast appears, protecting a
d6
Encounter
Roll
hidden treasure or important site.

11. Miscellaneous Quick Rules

 Healing: Items or resting (in safe locations) restore Life to full.


Healing potions restore 1d3 Life.
 Action Speed: Characters can take one action per round, with
movement and combat actions counted as a single action.
 Difficulty Modifier: Use the Difficulty Scale for actions in
uncertain scenarios. Adjust by adding +1 to -3 for situational
modifiers.

Usage Tips for the GM Screen:

 Keep the sheet compact and organized for quick access.


 Use the Threats table to modify combat on the fly, adjusting
enemies’ strengths based on context.
 NPC Prompts can be used to create quick interactions when
players are in town or meet new characters.
 Environmental and Hazard prompts add a sense of danger and
randomness to exploration.

Conducting a tryout for Arnis Anyo (the forms or movements in Filipino


Martial Arts) can be a great way to assess potential team members' skills,
willingness to learn, and overall commitment to the practice. Since some of
your participants may not be familiar with Arnis and are just starting out, the
tryout should be structured to accommodate both beginners and those with
more experience, while also providing a fun and engaging learning
opportunity. Here's a step-by-step guide to help you structure the tryout:

1. Welcome and Introduction (10-15 minutes)


 Purpose of the Tryout: Start by explaining the purpose of the  Learning Ability: How quickly did they pick up the basics? Are
tryout and what Arnis Anyo is. Briefly introduce Arnis as a they able to retain the movements or form after brief instruction?
Filipino martial art focusing on using sticks (and sometimes other  Attitude and Team Spirit: Are they attentive, engaged, and
weapons) for self-defense, and emphasize its importance in both willing to help others? Arnis also has a strong emphasis on respect,
individual and team settings. discipline, and cooperation.
 Overview of the Day’s Plan: Give a clear outline of how the  Adaptability: How well do they adjust to learning new techniques
tryout will proceed, explaining that there will be learning, or forms, especially when the movements become more complex?
demonstration, and assessment.
 Expectations: Set expectations in terms of effort, focus, and
You might want to rank participants on a scale from 1-5 or use specific
attitude. Let them know that you understand some may be
feedback to guide your selection. You can also consider a personal interview
beginners, and that you're looking for potential, dedication, and an
or reflection after the session to gauge their interest and commitment to the
open mind to learning.
sport.

2. Warm-Up and Basic Movement Introduction (10-15 minutes)


6. Cool Down and Reflection (10-15 minutes)

 Warm-Up: Lead the group through a basic warm-up to get them


 Cool Down: Lead the group through a brief cool-down with
physically ready. Focus on mobility exercises that are relevant to
stretching to avoid any injuries and to give them a moment to
Arnis, like wrist rotations, shoulder stretches, footwork drills, and
relax.
general flexibility movements.
 Introduce Basic Arnis Stance & Footwork: For those unfamiliar
 Feedback Session: Gather everyone in a circle to discuss how the
session went. Ask for their thoughts and impressions, and give
with Arnis, give them a brief introduction to the basic stance (like
them constructive feedback on what they did well and what could
the “ready position” or “on guard stance”) and footwork. Walk
be improved.
them through the most common movements, such as stepping
forward, backward, and sideways while maintaining balance.  Q&A: Encourage participants to ask questions, especially those
o Example: Show the basic "forward thrust" step, who are new to Arnis. This shows that you’re open to supporting
them as they learn.
"retreating" step, and side steps. Make sure to
emphasize proper posture, balance, and control.
7. Selection of Team Members
3. Introduction to Basic Anyo (Forms) Movements (15-20 minutes)
After the tryout, take some time to reflect on the performance of each
participant. Select the 5 members based on their technical skills, potential for
 Demonstrate Key Movements: Start by demonstrating the basic improvement, attitude, and teamwork during the session. If someone is new
components of a simple Arnis Anyo, like basic strikes (horizontal but shows great potential and enthusiasm, you could consider offering them a
and vertical) and defenses (blocks and parries). spot on the team with additional training and mentorship.
o Example: Demonstrate the first few moves of a basic
Arnis form (such as the Sinawali or other common
patterns) slowly, explaining the motion, intent, and how Additional Tips:
it relates to self-defense or offense.
 Break Down Techniques: Divide the form into manageable steps,  Keep it Fun and Low-Pressure: Since some people are new to
and walk them through each one while encouraging them to Arnis, make sure to keep the atmosphere light-hearted and
practice slowly at first. Offer feedback on their form and posture. welcoming. Praise effort and progress, not just perfection.
 Partner Drills (Optional): If they are comfortable with it, you  Use Positive Reinforcement: Encourage growth and learning by
could partner up participants and have them practice basic strikes providing positive feedback at every step.
or defensive movements together, so they start learning the rhythm  Allow for Progression: For beginners, emphasize the importance
and flow of Arnis. of consistent practice. You can reassure them that it’s okay to be a
beginner, and the tryout is just the first step in their learning
4. Assessing Learning and Movement (20-30 minutes) journey.

 Individual Practice: Allow participants to practice the basic By providing clear instructions, offering support, and keeping the
strikes, blocks, and footwork by themselves. As they practice, environment positive, you’ll help ensure that everyone enjoys the experience
move around the group and offer individual corrections and while being evaluated in a fair and constructive way.
guidance.
 Evaluate Form Understanding: Once everyone seems When selecting team members for Arnis Anyo (the forms or patterns in
comfortable with the basics, ask them to demonstrate the Filipino Martial Arts), it's important to establish clear and objective criteria to
movements or short sequence in front of the group. Assess their assess participants' skills, attitude, and potential. This ensures that the
body control, ability to execute the movements correctly, and selection process is fair, and also that the chosen members can grow and
attention to detail. You can also include their ability to remember represent the team effectively. Below are some key criteria you can use to
the sequence. rate participants:
o For example: Ask participants to demonstrate a simple
"8-count" movement or another beginner-friendly form. 1. Technical Skill and Execution (40%)
 Focus on the Basics: For beginners, the goal is not perfection but
understanding the fundamentals and showing a willingness to
learn. Make sure to praise effort, and encourage improvement.  Accuracy of Movements: Are the participant’s strikes, blocks,
and transitions executed with correct form, precision, and timing?
 Flow and Fluidity: Does the participant maintain smooth
5. Assessment Criteria (15-20 minutes) transitions between movements, demonstrating proper coordination
and rhythm?
After participants have had a chance to practice and demonstrate the basic  Footwork: Is the participant’s footwork stable and precise? Are
movements, assess them based on several criteria: they able to move efficiently and effectively within the sequence?
 Speed and Control: Do they execute movements with the
appropriate speed, ensuring control and not rushing through the
 Physical Ability: Are they able to perform basic movements
techniques?
(strikes, blocks, footwork) with proper form?
 Posture and Alignment: Is the body positioned correctly (e.g., Example of How to Apply the Criteria:
head up, back straight, feet aligned) throughout the forms?
Participant 1:
2. Learning Ability and Retention (20%)
 Technical Skill and Execution (40%): 4 (Good form, smooth
 Adaptability to Instruction: How well does the participant transitions, but could work on footwork precision)
respond to feedback and make adjustments to their technique?  Learning Ability and Retention (20%): 5 (Learns quickly,
 Memory of Sequences: Can the participant remember and retains the sequence well, adjusts based on feedback)
perform the sequence or form correctly after brief instruction?  Attitude and Effort (20%): 5 (Positive, focused, and
Even beginners should be able to retain the basics, while more hardworking)
experienced students should demonstrate an understanding of more  Team Spirit and Cooperation (10%): 4 (Works well with others,
complex forms. but not overly proactive in helping teammates)
 Progression: Does the participant show improvement over the  Physical Fitness and Stamina (10%): 4 (Has good energy and
course of the tryout? Are they able to build upon the basics and conditioning, could improve stamina for longer sessions)
perform with greater accuracy over time?
Total Score: 22/25 = 88% – Above Average / Good Fit for the Team
3. Attitude and Effort (20%)

 Willingness to Learn: Does the participant approach the tryout


with a positive, open-minded attitude? Are they eager to improve
and ask questions? Additional Tips for Scoring:
 Work Ethic and Focus: Does the participant stay engaged and
focused throughout the session, even when the movements are
challenging? Are they willing to push themselves and not give up  Be Objective: Try to focus on observable actions rather than
easily? subjective opinions. For example, assess how well a participant
 Respect and Discipline: Arnis, like all martial arts, emphasizes executes a specific strike or how well they respond to corrections.
respect for the instructor, training partners, and the art itself. Does  Balance Strengths and Weaknesses: While some participants
the participant show good discipline and respect for the process? may struggle with certain techniques, they may excel in others
(e.g., team spirit or physical conditioning). Try to balance scores
accordingly.
4. Team Spirit and Cooperation (10%)  Encourage Growth: Recognize effort and potential. Even if
someone isn't perfect, if they show a positive attitude and a
 Collaboration: How well does the participant work with others willingness to improve, it should count toward their selection.
during partner drills or group activities? Do they encourage their
teammates, show patience, and contribute to a positive learning This approach should allow you to assess each participant fairly, focusing on
environment? both their current abilities and their potential for growth in Arnis Anyo.
 Supportiveness: Are they willing to help others, whether it’s
offering advice or being encouraging when someone struggles?

5. Physical Fitness and Stamina (10%)

 Endurance and Energy: Does the participant maintain stamina


and energy throughout the session? Arnis can be physically
demanding, so it’s important to assess their endurance during drills
and form repetitions.
 Conditioning: Are they physically fit enough to execute the
movements effectively? This includes flexibility, strength, and
overall coordination.

Rating Scale (1-5)

For each of the above criteria, you can use a 1-5 rating scale to score
participants:

 1 - Needs Improvement: The participant struggles with this aspect


and requires significant practice or guidance.
 2 - Below Average: The participant demonstrates some
understanding or skill but has many areas for improvement.
 3 - Average: The participant performs at a basic level with room
for improvement. They have a decent grasp of the fundamentals.
 4 - Above Average: The participant performs well, with only
minor areas for improvement. They show good potential and skill.
 5 - Excellent: The participant excels in this area, showing mastery,
consistency, and a high level of execution.

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