This is a generic martial arts form taught
to many government agents around the world. It is simple, but offers great versatility.
Because of that simplicity it can be taught in about 3 years, making it viable for
government operatives who don't want to spend 8 or 10 years learning a martial art.
Against other martial arts it may not fare so well, but it is still quite useful. Because
no martial art powers are taught, more time can be spent on basic techniques. One thing on
its side is that it is is very aggressive. Another is that it is one of the only martial
arts to encourage the use of an automatic pistol. Game Mechanics Note: I would allow this martial art to be
learned by any government operative if it makes sense. It would probably cost them 1 more
skill than normal Martial Arts or Assassin.
Entrance Requirements: P.P. of 12, P.E. of
10
Skill Cost: 3 years
Costume: Anything, preferrably something that will not constrict
movement. All moves can be done in boots or shoes.
Stance: Varies, but can include a normal posture, a boxing stance, cat
stance, and a fighting stance with the front foot pointing forwards and the back foot
pointing perpendicular to the front. 65% of the weight is on the back foot and the hands
are raised in a guard.
Character Bonuses:
+1 to P.P.
+1 to P.S.
+1 to P.E.
+3 to Spd.
+10 to S.D.C.
Combat Skills:
Attacks Per Melee: 3
Escape Moves: Roll with Impact, Maintain Balance
Attack Moves: Handstand, Backflip, Leap, Cartwheel
Basic Defensive Moves: Dodge, Parry, Automatic Parry, Backflip
Advanced Defenses: Disarm, Entangle, Multiple Dodge
Hand Attacks: Strike, Knife Hand, Backhand, Palm Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping / Leg hook, Drop
kick (can be used with a leg hook), Crescent Kick, Wheel Kick, Roundhouse, Axe Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Elbow, Knee, Pistol Whip (1D8 damage), Body Flip, Choke
Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Leg Hold, Body Hold,
Neck Hold
Weapon Katas: WP Knife, WP Automatic Pistol
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from
Behind
Skills Included in Training
Martial Art Powers: None!
Languages: None
Skills: WP Knife, WP Automatic Pistol
Philosophical Training: None, except loyalty to your country is first and
foremost.
Note on WP Automatic Pistol: The training of
using a pistol in conjunction with a martial art brings up some limitations. The character
cannot punch with the hand holding the pistol, they can only pistol whip. They cannot
perform holds or locks when holding a pistol, and they cannot perform and body flips
(automatic or normal).
Because of the general nature of this martial art, any
secondary form can be learned in a shorter time: subtract one year from the skill cost.
Level Advancement Bonuses
1st |
+3 to roll with impact & pull
punch, +2 to cartwheel and handstand |
2nd |
+2 to strike, +3 to parry &
dodge |
3rd |
+1 attack per melee, +2 to damage |
4th |
+3 to backflip, +2 to maintain
balance |
5th |
+2 to disarm, +2 to entangle |
6th |
+1 attack per melee, +2 to parry
& dodge |
7th |
Gains Automatic Body Flip, +2 to
cartwheel |
8th |
Gains Automatic Wrist & Elbow
Locks, +2 to handstand |
9th |
+1 attack per melee, +2 to damage |
10th |
Critical Strike on Natural 18-20,
+2 to body flip |
11th |
Gains Automatic Dodge, +2 to
damage |
12th |
+2 to parry & dodge, +3 to
strike |
13th |
+1 attack per melee, +2 to roll
with impact & pull punch |
14th |
Death Blow on Natural 20, +2 to
disarm & entangle |
15th |
+1 attack per melee, +1 to
maintain balance |
Why Study Chi-Kung?
Chi-Kung is a purely physical martial art. It is relatively easy to learn and remains
effective. Because of the total lack of mind related training, against a chi master or
similar opponent, they have very little chance of winning. But against untrained
opponents, they are extremely deadly. Against trained opponents, they have a good chance
of winning. |