Dedicated Martial Art Techniques

Sherwood

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Roleplay Type(s)
Jeet Kune Do from Rifter #7
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, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike (d6), Backhand (d6), Elbow (d6), Fingertip Attack (1 point), Forearm (d6), Palm Strike (d6), Power Punch (double-damage, counts as two attacks), Uppercut (d10).
Foot Attacks: Kick (d8), Crescent Kick (d10), Knee (d6), Reverse Turning Kick (Combination Dodge/Kick, 2d6 damage, 1/round), Roundhouse Kick (3d6), Side Kick (d10), Snap Kick (d6), Trip/Hook (no damage, causes knockdown, cannot be parried).
Jumping Attacks: Jump Kick (d8 + Critical Strike), Flying Jump Kick (d10 + Critical Strike).
Special Attacks: Body Flip/Throw, Choke, plus...
- Bite (grappling range only. 1-2 damage + 1/2 strength bonus [maximum +3]. Opponent must Save vs. Pain [14] or release hold/lock).
- Eye-flick (No damage. Opponent is -2 to Strike, Parry, and Dodge for one melee round).
- Head-butt (in-fighting and grappling range only, d8 damage).
- Self-knowledge (Special! The Jeet Kune Do may learn a martial art technique from any other system [subject to GM approval). Signature techniques [like Aikido's Knife-hand Knockout and Thai Kick Boxing's Lightning Form] cannot be learned. Techniques with a "prerequisite" must be learned in order. For example, to learn Automatic Elbow Hold, one must first learn Elbow Hold. "Take what is useful and develop from there." - Lee).
Holds/Locks: Arm Lock, Leg Hold, Wrist Lock.

Level Advancement Bonuses
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 - Self-knowledge, +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 - Self-knowledge, 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 - Self-knowledge, +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 - Self-knowledge, +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 - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.


FU-CHIAO PAI —TIGER CLAW KUNG FU


Entrance Requirements: No Attributes restrictions. Requires a Minimum M.A.: 8, minimum P.S.: 10 and minimum P.E.: 8.
Inspired by the strength and power of the tiger, the Fu-Chiao Pai form is dedicated to building the strength and endurance of its followers. This is very much an external form, stressing offensive attacks, and a linear form, utilizing all kinds of solid, maximum-damage strikes. A Master of the Tiger Claw Form will enter combat aggressively, leaping or charging the opponent as soon as possible. Once in combat the master will try to keep in combat range, striking out with as many kicks as possible and using claw-types strikes only when the enemy comes too close.

CHARACTER BONUSES:
Add 2 to P.S.
Add 1 to P.P.
Add 3 to Spd.
Add 15 to S.D.C.

COMBAT SKILLS:
Attacks per Melee: 2
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance,
Leap, Backflip
Attack Moves: Leap, Roll, Backflip
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Power Block/Parry/Claw (Special! An attempt to simultaneously Parry and Claw attack. Roll once for the Parry, if successful then roll a second time to see if the strike is effective. Does 1D6 damage.)
Hand Attacks: Power Punch, Backhand, Claw Hand, Palm Strike, Duo-Claw Strike (Special! This is a special ripping attack that uses both hands. Using this attack means giving up the Automatic Parry for the entire melee round. Successful attack does 2D6 damage.)
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Crescent
Kick, Wheel Kick, Backward Sweep, Reverse Turning Kick (Combination
Dodge/Kick), DROP KICK (Combination Fall/Dodge/Kick)
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry
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, +1 to Strike, +1 to Leap (Add 6ft to Leap Distance), Critical Strike from Behind.
2nd + 1 to Damage, +1 to Parry/Dodge
3rd +1 Attack per Melee, Critical Strike on Natural 18 or better.
4th +1 to Leap (Add 6ft to Leap Distance), +1 to Strike, +1 to Parry/Dodge
5th +1 to Damage.
6th +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
7th + 1 Attack per Melee, +1 to Damage
8th +1 to Damage, +1 to Strike
9th +1 to Leap (Add 6ft to Leap Distance).
10th Death Blow on roll of Natural 19 or 20.
11th +1 Attack per Melee.
12th +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.
13th +1 to Leap (Add 6ft to Leap Distance).
14th +1 to Strike, +1 to Parry/Dodge
15th +1 Attack per Melee, +1 to Damage.


SHAO-LIN KUNG FU


Entrance Requirements: No Attribute or Alignment restrictions.


This is the original version of Kung Fu (also called Gung Fu), and the martial art that spawned hundreds of derivative forms. It has shaped and influenced all the martial arts. It all started in the Shao-lin Temple in the Chiu Lien Mountains. For over a thousand years, students of the martial arts traveled there for training. This continued until the reign of the 17th Century Emperor K'ang Hsi, when the Shao-lin monks responded to a call to put down an insurrection. 128 of the monks responded and they managed to rout the enemy entirely. This was such an alarming display of power that the government eventually sent an army against the Shao-lin. Only five monks managed to survive the battle and burning of the temple.


CHARACTER BONUSES:


Add 2 to M.E.


Add 2 to P.S.


Add 1 to P.E.


Add 1 to P.P.


Add 10 to S.D.C.


COMBAT SKILLS:


Attacks per Melee: 3


Escape Moves: Roll With Punch/Fall/Impact, Back Flip.


Attack Moves: Leap, Back Flip.


Basic Defensive Moves: Dodge, Parry, Automatic Parry.


Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Disarm.


Hand Attacks: Strike (Punch), Knife Hand, Double-Knuckle Fist, Backhand, Palm Strike.


Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Crescent Kick, Wheel Kick.


Jumping Foot Attacks: Jump Kick.


Special Attacks: Death Blow, Leap Attack, Forearm.


Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.


Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.


LEVEL ADVANCEMENT BONUSES


1st + 3 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on Natural 19 or 20, Critical Strike from Behind.


2nd +1 to Back Flip/Leap, +1 to Parry/Dodge.


3rd +1 Attack per Melee.


4th +1 to Strike, +1 to Parry/Dodge


5th +1 to Roll with Punch/Fall/Impact, +1 to Damage.


6th +1 to Strike, Knock-Out/Stun on Natural 18 or better.


7th +1 Attack per Melee, Death Blow on roll of Natural 19 or 20.


8th +1 to Back Flip/Leap, +1 to Roll with Punch/Fall/Impact, +1 to Damage


9th -I-1 to Roll with Punch/Fall/Impact.


10th +1 Attack per Melee.


llth +1 to Strike, +1 to Parry/Dodge


12th Critical Strike on Natural 18 or better.


13th +1 to Back Flip/Leap, +1 to Damage.


14th +1 to Roll with Punch/Fall/Impact, +1 to Strike.


15th +1 Attack per Melee,


TAE KWON DO KARATE


Entrance Requirements: No Attribute or Alignment restrictions.


Tae Kwan Do, loosely translated as the "way of hands and feet," is studied in many of the world's military organizations. The idea is to efficiently combine kicks and punches for the best possible attack form. Probably the most kick-oriented of all the martial arts. A master will attack quickly, preferably with some kind of flying jump kick. If the opponent is able to avoid or counter the kicks, then the second approach will be to move in with a volley of punches and short-range kicks.


CHARACTER BONUSES:


Add 1 to P.S.


Add 2 to P.E.


Add 1 to P.P.


Add 4 to Spd.


Add 15 to S.D.C.


COMBAT SKILLS:


Attacks per Melee: 4


Escape Moves: Roll With Punch/Fail/Impact, Maintain Balance.


Basic Defensive Moves: Dodge, Parry, Automatic Parry.


Advanced Defenses: Multiple Dodge, Power Block/Parry (does damage!), Automatic Roll, Breakfall.


Hand Attacks: Strike (Punch), Knife Hand, Backhand, Palm Strike, Duo-Fist Strike.


Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).


Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick.


Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo Chagi (Special! One opponent is grabbed and another is kicked simultaneously. Only takes one melee action, but requires two successful Strike Rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked).


Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.


LEVEL ADVANCEMENT BONUSES


1st +2 to Maintain Balance, Critical Strike from Behind, Death Blow on roll of Natural Twenty.


2nd + 2 to Roll with Punch/Fall/Impact, + 2 to Damage.


3rd +1 Attack per Melee.


4th +2 to Parry/Dodge, Critical Strike on Natural 18, 19 or 20.


5th + 2 to Maintain Balance, +1 to strike.


6th +2 to Roll with Punch/Fall/Impact, +1 to Damage.


7th +1 Attack per Melee.


8th +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better.


9th +1 Attack per Melee, + 2 to Maintain Balance.


10th +2 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Parry/Dodge


11th +1 to Strike, -I-1 to Damage.


12th +1 to Parry/Dodge, Death Blow on roll of Natural 19 or 20.


13th +1 Attack per Melee, +1 to Maintain Balance.


14th +1 to Roll with Punch/Fail/Impact, + 1 to Damage.


15th +1 to Strike, +1 to Parry/Dodge


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.
 
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