Gen Kuei Do,
the Way of the Sai Ghost, is an ancient martial art taught in the mountains of China. Bao
Chan, an ancient master of martial arts, retreated to the mountains in order to develop
his skills in peace. One such skill involved the use of gen, or sai as they are more
commonly known. After a dozen years he developed the precursor to Gen Kuei Do, at that
time a purely physical martial art. During this time many students had sought him out
after hearing of his prowess. One student was An Yu, an already accomplished martial
artist who knew Tien-Hsueh Touch Mastery. He concealed these abilities from Bao Chan, and
after mastering Gen Kuei Do, killed Bao Chan in combat. He took over the dojo and turned
it into a school for assassins.
With his control over the dojo, An Yu combined his
knowledge of subterfuge, the Arts of Invisibility, and Chi Mastery with the physical
martial art which Bao Chan had already created. The result is the current incarnation of
Gen Kuei Do. He began training assassins and made quite a good living by killing. His
descendents have continued in the tradition of assassination and the Gen Kuei are still
alive today. Due to their small numbers, however, they are neither as powerful nor
infamous as the ninja of Japan, but they should be no less feared.
Note: This martial art was created in China
for use with the Gen, more commonly known as the Sai (its Japanese equivalent). Due to the
fact that people are more familiar with the term Sai, I will use that throughout this
martial art.
Entrance Requirements: None
Skill Cost: 8 years (5 as a secondary martial art form)
Costume: Anything outside the dojo, but training is conducted in a traditional silk
kung fu outfit.
Stance: Low stance with the back foot perpendicular, the front foot resting lightly
on the ball of the foot pointing forwards. The hands hold sai in various positions
outlined the section on W.P. Sai, below.
Character Bonuses:
+1 to P.P.
+1 to P.S.
+1 to P.E.
+1 to M.E.
+5 to Spd
+10 to S.D.C.
+10 to Chi
Combat Skills:
Attacks Per Melee: 3
Escape Moves: Roll with impact, maintain balance, backflip
Attack Moves: Leap
Basic Defensive Moves: Dodge, parry, automatic parry
Advanced Defenses: Multiple dodge, backflip, entangle, disarm
Hand Attacks: Strike, knife hand, fingertip attack
Basic Foot Attacks: Kick attack, tripping / leg hook, roundhouse kick, wheel kick
Jumping Foot Attacks: Jump kick
Special Attacks: Elbow, body flip/throw, leap attack
Holds/Locks: None
Weapon Katas: W.P. Sai (Paired), at 2 levels higher than the character's current
level (1st level martial artist would start at level 3).
Modifiers to Attacks: Pull punch, critical strike, critical strike from behind
- Note on W.P. Sai: What follows is an expanded version of W.P.
Forked. Sai are very versatile weapons which were originally farming implements, like many
Oriental weapons. There are three general ways to hold a sai: open, closed,
and extended. Holding them open is simply grasping them by the hilt with
either your index finger and thumb bracing the prongs or with your index finger and thumb
on the center of the crossguard. Holding them closed is when the center prong is
held against the forearm and the pommel is pointing forwards. Note that the tip of the sai
should extend roughly 1 or 2 inches past the elbow. Extended is grasping the sai
roughly near the tip, hilt outstretched. This position is used to hook targets with the
prongs. A note on sai: Sai used in combat have a sharpened tip, unlike most sai used today
in practice. This makes them extremely deadly because of the relatively large holes they
make in people rather than narrow gashes associated with most knives.
- Bonuses: +1 to strike at levels 1, 3, 5, 7, 9, 12,
and 15. +1 to parry at levels 1, 4, 7, 10, and 13. +1 to throw at levels 3, 8, 13, and 15.
+1 to entangle at levels 1, 4, 6, 8, 12, and 14
- Special Strikes: A variety of special strikes are listed below
that can be used to flesh out combat. Anyone who knows W.P. Sai can use all of the
following moves with the GM's permission.
- Thrust: A simple stabbing motion with the sai, generally
angling up under the breastbone. Does 1D8 S.D.C. plus P.S. bonuses.
- Pommel Strike: Striking using the pommel in a closed position.
Does 1D4 S.D.C. plus P.S. bonuses.
- Hook: Hooking a part of the opponent's body, generally the
back of the neck, and pulling them towards you. This can be used in the following ways -
a) Pulling an opponent from combat to grappling range. b) Body Flip/Throw: Does 2D6 S.D.C.
damage total (1D6 from the hook, 1D6 from the throw). c) If two sai are used, you can pull
an opponent into a thrust, doing 2D6+4 S.D.C. damage. Roll to strike to see if you've
hooked your opponent and then roll to strike to see if you've stabbed them. The second
roll is +4 to strike. This takes two attacks per melee and can only be used once per
melee. d) Disarming an opponent as a defensive move. Gives +3 to disarm with sai only.
- Side Strike: Striking your opponent with the side of the
center prong. Does 1D4+1 S.D.C. damage plus P.S. bonuses.
- Elbow Strike: Due to the prong projecting past the elbow, sai
add +4 S.D.C. damage to elbow strikes.
Skills Included in Training
Martial Art Powers: Select one powers from Arts of Invisibility, and one power from
Chi Master abilities. If desired, any number of powers can be traded, one-for-one, for any
basic skill program (excluding physical).
Languages: Chinese
Skills: W.P. Sai (Paired)
Philosophical Training: Buddhist
If this is your primary martial art form than the
following other forms can be learned in a shorter time: Zanji Shinjinken-Ryu (4 years),
Gui Long (5 years), T'ang Su Karate (4 years), Shao-Lin Kung Fu (6 years).
Level Advancement Bonuses
1st |
+2 to roll with impact and pull
punch, +1 to maintain balance, +1 to back flip |
2nd |
+2 to strike and parry, and +1 to
dodge |
3rd |
Add one attack per melee, +1 to
leap |
4th |
+1 to entangle, +1 to body
flip/throw, +1 to damage with sai |
5th |
Select one (1) additional power
from Arts of Invisibility or Chi Mastery abilities, +1 to disarm |
6th |
Knockout/stun on natural 19 or 20,
+1 to strike and parry |
7th |
Add one attack per melee, +2 to
back flip |
8th |
+2 to leap, +1 to entangle,
critical strike on natural 18, 19, or 20 |
9th |
Select one (1) additional power
from Arts of Invisibility or Chi Mastery abilities, +2 to damage with sai |
10th |
Double Chi, +1 to strike |
11th |
Add one attack per melee, +2 to
roll with impact and pull punch |
12th |
Death blow on natural 20, +2 to
body flip |
13th |
+1 to entangle, +1 to strike, +1
to backflip, +1 to disarm |
14th |
Add one attack per melee, +2 to
parry and dodge |
15th |
Select one (1) additional power
from chi master abilities, +2 to maintain balance |
Why Study Gen Kuei Do?
Sai are very good defensive and offensive weapons. Regardless, who
doesn't like poking people with sharp pointy objects? Like most weapon forms, Gen Kuei Do
can be used without sai but it loses a great deal of its effectiveness. Strengths include
a wide variety of techniques and it also teaches the rare arts of Invisibility and Chi
Mastery. It is not as effective against multiple attackers as some arts, but it can still
hold its own. |