Palladium Write-up for Krav Maga
Developed recently in Israel as a self defense form, this is one brutal martial art. Before its slow release to public use in America, Krav Maga can trace its roots to the commando training of the elite MOSSAD special forces units.
Krav Maga's philosophy is simple: If it hurts your opponent, it can't be all that bad. Biting, gouging, elbowing, kneeing to the groin - it's all there. If it works, chuck it in for good measure. Yet Krav Maga is not at all complicated or underdeveloped. Quite the opposite. It is coldly efficient and altogether brutal.
Character Bonuses:
Add 1 to M.A.
Add 2 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 2
Escape Moves: Roll, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Parry (does damage), Multiple Dodge.
Hand Attacks: Strike, Power Punch, Backhand, Double Knuckle Fist, Fingertip Attack, Claw Hand, Elbow, Forearm.
Foot Attacks: Kick, Roundhouse Kick, Trip/Hook, Snap Kicks, Knee, Drop Kick (Combination Dodge/Kick).
Special Attacks: Body Flip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Head Lock.
Weapon Skills: W.P. Knife.
Level Advancement Bonuses
1st - Critical STrike on a natural roll of 19 or 20 or from behind. +1 to Strike, +1 to Damage.
2nd - +2 to Parry, +2 to Dodge.
3rd - +1 Attack per round, K.O. on a natural roll of 19 or 20.
4th - Circular Parry, +1 to Initiative, +1 Body Flip/Throw
5th - +2 to Pull Punch, +2 to Roll with Impact/Breakfall.
6th - +1 to Initiative, +2 to Strike, and +1 to Damage
7th - Critical Body Flip/Throw. Death Blow on a Natural 19 or 20.
8th - +1 Attack per round, K.O. on a natural roll of 18 or higher.
9th - Critical Strike on a natural roll of 18 or higher.
10th - +1 to Parry, +1 to Dodge, +2 to Damage, +1 to Roll/Breakfall
11th - Critical Strike on a natural roll of 17 or higher.
12th - Death Blow on a natural roll of 18 or higher.
13th - Automatic Body Flip/Throw. +1 to Strike
14th - Critical Strike on a natural roll of 16 or higher.
15th - K.O. on a natural roll of 17 or higher. Critical Strike on a natural roll of 15 or higher.
Jeet Kune Do
O.K., fine, this may appear Chinese, but it deserves recognition, and it was founded in America. Jeet Kune Do was developed by Bruce Lee, founded on his original principles of Wing Chun. He began teaching in American, and started a bit of a ruckus in the Chinese community in doing so. Since then, J.K.D. has gone on to be inspirational to countless other styles around the world. Bruce Lee's Way "Way of the Intercepting Fisst" is a very basic appraoch to fast, effective martial arts power. From his movies and screen appearances, and since-produced video games, we may imagine J.K.D. to be flashy and acrobatic. Not so. The truth is, it was very easy to learn. Kicking above the knee was seen as pointless. The emphasis was (and is) placed on raw striking power - economy of movement and blinding speed. Once these things have been mastered, then the student can go on to learn other techniques within the range of his abilities.
Bruce Lee was quoted as saying martial arts "must evolve." Jeet Kune Do was his contribution to this evolution - a style that has no set forms or patterns, or structured ideals. Simple, effective, elegant.
Character Bonuses:
Add 2 to I.Q.
Add 3 to P.P.
Add 2 to P.S.
Add 2 to P.E.
Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance.
Basic Defenses: Parry, Dodge, Automatic parry.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike, Backhand, Power Punch, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage).
Foot Attacks: Kick, Snap Kick, Crescent Kick, Trip/Hook, Roundhouse Kick.
Special Attacks: None.
Holds/Locks: None.
Weapon Skills: May select one of the following; W.P. Nunchaku, W.P. Knife, W.P. Short Sword, or may ignore weapons training to add +1 to Parry and Dodge.
1st - +1 to Perception, +2 to Parry, +2 to Dodge.
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - +1 to Strke, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack), +1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - +1 to Strike, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - +1 to Strike, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - +1 to Parry, +1 to Dodge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - +1 to Initiative, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
FONG NGAN
Fong Ngan means "Phoenix Eye," a duo-reference both to the Phoenix Eye Strike (actually a variation on the Double-Knuckle Strike) and the eyeball-to-eyeball contact that one attempts to make with an opponent. This form depends on crowding the enemy, forcing wrong moves. Simultaneous attacks and intimidation are common, retreating is discouraged. At the first sign of a fight, the Fong Ngan Master will do a Leap Attack to get as close to the enemy as possible. Then, glaring directly into the enemy's eye, the Fong Ngan Master will strike with a variety of hand and foot attacks, simultaneously attempting to intimidate the opponent.
CHARACTER BONUSES:
Add 3 to M.A.
Add 1 to P.S.
Add 1 to P.E.
Add 15 to S.D.C.
COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fall/Impact, Backflip
Attack Moves: Leap
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Block/Parry (does damage!), Disarm
Hand Attacks: Strike (Punch), Knife Hand, Fore-Knuckle Fist, Double-Knuckle Fist, Backhand, Finger-Tip Attack, Palm Strike.
Basic Foot Attacks: Snap Kick
Special Attacks: Death Blow, Body Block/Tackle, Crush/Squeeze, Combination Strike/Parry, Knee, Elbow, One-Hand Choke (SPECIAL! After latching on to the enemy's throat with one hand, attacking is continued with the other hand and also with kicks, choking damage is 1D6 per turn until escaped or released.), Combination Grab/Kick (SPECIAL! Grabbing the opponent with both hands, preferably at the shoulders, head or arms, and following up with a solid kick to the groin. Roll once for Grab, if successful then roll a second time for the Kick. Damage is 2D6 and the victim is stunned for 1D4 melees. This move counts as two melee attacks/actions.)
Holds/Locks: Arm Hold, Neck Hold.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
LEVEL ADVANCEMENT BONUSES
1st + 2 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on Natural 20.
2nd +2 to Damage, +1 to Strike, +1 to Dodge
3rd +1 to Leap (Add 4ft to Leap Distance). Critical Strike or Knockout from Behind.
4th +1 to Strike, Critical Strike on Natural 18 or better.
5th + 1 to Backflip, +1 to Parry/Dodge. +1 Attack per Melee.
6th +1 to Strike, +1 to Parry/Dodge
7th + 2 to Damage.
8th +1 to Roll with Punch/Fall/Impact.
9th +2 to Parry/Dodge, + 1 to Strike.
10th Critical Strike on Natural 17 or better
11th Death Blow on roll of Natural 19 or 20.
12th + 1 Attack per Melee, +2 to Damage.
13th +1 to Back-flip, +1 to Leap (Add 4ft to Leap Distance).
14th +1 to Strike, +1 to Damage
15th +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
Developed recently in Israel as a self defense form, this is one brutal martial art. Before its slow release to public use in America, Krav Maga can trace its roots to the commando training of the elite MOSSAD special forces units.
Krav Maga's philosophy is simple: If it hurts your opponent, it can't be all that bad. Biting, gouging, elbowing, kneeing to the groin - it's all there. If it works, chuck it in for good measure. Yet Krav Maga is not at all complicated or underdeveloped. Quite the opposite. It is coldly efficient and altogether brutal.
Character Bonuses:
Add 1 to M.A.
Add 2 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 2
Escape Moves: Roll, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Parry (does damage), Multiple Dodge.
Hand Attacks: Strike, Power Punch, Backhand, Double Knuckle Fist, Fingertip Attack, Claw Hand, Elbow, Forearm.
Foot Attacks: Kick, Roundhouse Kick, Trip/Hook, Snap Kicks, Knee, Drop Kick (Combination Dodge/Kick).
Special Attacks: Body Flip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Head Lock.
Weapon Skills: W.P. Knife.
Level Advancement Bonuses
1st - Critical STrike on a natural roll of 19 or 20 or from behind. +1 to Strike, +1 to Damage.
2nd - +2 to Parry, +2 to Dodge.
3rd - +1 Attack per round, K.O. on a natural roll of 19 or 20.
4th - Circular Parry, +1 to Initiative, +1 Body Flip/Throw
5th - +2 to Pull Punch, +2 to Roll with Impact/Breakfall.
6th - +1 to Initiative, +2 to Strike, and +1 to Damage
7th - Critical Body Flip/Throw. Death Blow on a Natural 19 or 20.
8th - +1 Attack per round, K.O. on a natural roll of 18 or higher.
9th - Critical Strike on a natural roll of 18 or higher.
10th - +1 to Parry, +1 to Dodge, +2 to Damage, +1 to Roll/Breakfall
11th - Critical Strike on a natural roll of 17 or higher.
12th - Death Blow on a natural roll of 18 or higher.
13th - Automatic Body Flip/Throw. +1 to Strike
14th - Critical Strike on a natural roll of 16 or higher.
15th - K.O. on a natural roll of 17 or higher. Critical Strike on a natural roll of 15 or higher.
Jeet Kune Do
O.K., fine, this may appear Chinese, but it deserves recognition, and it was founded in America. Jeet Kune Do was developed by Bruce Lee, founded on his original principles of Wing Chun. He began teaching in American, and started a bit of a ruckus in the Chinese community in doing so. Since then, J.K.D. has gone on to be inspirational to countless other styles around the world. Bruce Lee's Way "Way of the Intercepting Fisst" is a very basic appraoch to fast, effective martial arts power. From his movies and screen appearances, and since-produced video games, we may imagine J.K.D. to be flashy and acrobatic. Not so. The truth is, it was very easy to learn. Kicking above the knee was seen as pointless. The emphasis was (and is) placed on raw striking power - economy of movement and blinding speed. Once these things have been mastered, then the student can go on to learn other techniques within the range of his abilities.
Bruce Lee was quoted as saying martial arts "must evolve." Jeet Kune Do was his contribution to this evolution - a style that has no set forms or patterns, or structured ideals. Simple, effective, elegant.
Character Bonuses:
Add 2 to I.Q.
Add 3 to P.P.
Add 2 to P.S.
Add 2 to P.E.
Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance.
Basic Defenses: Parry, Dodge, Automatic parry.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike, Backhand, Power Punch, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage).
Foot Attacks: Kick, Snap Kick, Crescent Kick, Trip/Hook, Roundhouse Kick.
Special Attacks: None.
Holds/Locks: None.
Weapon Skills: May select one of the following; W.P. Nunchaku, W.P. Knife, W.P. Short Sword, or may ignore weapons training to add +1 to Parry and Dodge.
1st - +1 to Perception, +2 to Parry, +2 to Dodge.
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - +1 to Strke, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack), +1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - +1 to Strike, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - +1 to Strike, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - +1 to Parry, +1 to Dodge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - +1 to Initiative, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
FONG NGAN
Fong Ngan means "Phoenix Eye," a duo-reference both to the Phoenix Eye Strike (actually a variation on the Double-Knuckle Strike) and the eyeball-to-eyeball contact that one attempts to make with an opponent. This form depends on crowding the enemy, forcing wrong moves. Simultaneous attacks and intimidation are common, retreating is discouraged. At the first sign of a fight, the Fong Ngan Master will do a Leap Attack to get as close to the enemy as possible. Then, glaring directly into the enemy's eye, the Fong Ngan Master will strike with a variety of hand and foot attacks, simultaneously attempting to intimidate the opponent.
CHARACTER BONUSES:
Add 3 to M.A.
Add 1 to P.S.
Add 1 to P.E.
Add 15 to S.D.C.
COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fall/Impact, Backflip
Attack Moves: Leap
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Block/Parry (does damage!), Disarm
Hand Attacks: Strike (Punch), Knife Hand, Fore-Knuckle Fist, Double-Knuckle Fist, Backhand, Finger-Tip Attack, Palm Strike.
Basic Foot Attacks: Snap Kick
Special Attacks: Death Blow, Body Block/Tackle, Crush/Squeeze, Combination Strike/Parry, Knee, Elbow, One-Hand Choke (SPECIAL! After latching on to the enemy's throat with one hand, attacking is continued with the other hand and also with kicks, choking damage is 1D6 per turn until escaped or released.), Combination Grab/Kick (SPECIAL! Grabbing the opponent with both hands, preferably at the shoulders, head or arms, and following up with a solid kick to the groin. Roll once for Grab, if successful then roll a second time for the Kick. Damage is 2D6 and the victim is stunned for 1D4 melees. This move counts as two melee attacks/actions.)
Holds/Locks: Arm Hold, Neck Hold.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
LEVEL ADVANCEMENT BONUSES
1st + 2 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on Natural 20.
2nd +2 to Damage, +1 to Strike, +1 to Dodge
3rd +1 to Leap (Add 4ft to Leap Distance). Critical Strike or Knockout from Behind.
4th +1 to Strike, Critical Strike on Natural 18 or better.
5th + 1 to Backflip, +1 to Parry/Dodge. +1 Attack per Melee.
6th +1 to Strike, +1 to Parry/Dodge
7th + 2 to Damage.
8th +1 to Roll with Punch/Fall/Impact.
9th +2 to Parry/Dodge, + 1 to Strike.
10th Critical Strike on Natural 17 or better
11th Death Blow on roll of Natural 19 or 20.
12th + 1 Attack per Melee, +2 to Damage.
13th +1 to Back-flip, +1 to Leap (Add 4ft to Leap Distance).
14th +1 to Strike, +1 to Damage
15th +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
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