Jeet Kune Do
By Kuseru

What is Jeet Kune Do? Literally, "Jeet" means to intercept or to stop; "Kune" is the fist; and "do" is the way, which can be interpreted as the way of the intercepting fist. The basis of Jeet Kune Do is Wing Chun punches and kicks.
There are three related stages in Jeet Kune Do, "sticking to the nucleus", "liberation from the nucleus", "returning to the original freedom." 'Sticking to the nucleus' is based on the idea that the shortest distance between two points is a straight line. 'Liberation from the nucleus' means straight punching becomes a means to an end, but not the end itself. Returning to the original freedom,' means punches should be reinforced and supported by other punches and kicks, making the style more flexible without rigidity or confinement . Jeet Kune Do is fluidity of movement like western boxing.

Costume: Standard Kung Fu.
Stance: Feet shoulder width apart with one foot about a foot and a half to two feet in front of the other, with the rear heal slightly raised. Hands are held up with the elbows down, dominant hand half a foot in front of the face and the other hand near the ear. The whole body is slightly crouched with the knees bent and the chin slightly tucked into the shoulder facing the opponent.

CHARACTER BONUSES

Add 1 to P.S.
Add 2 to P.P.
Add 1 to P.E.
Add 4 to Spd.
Add 15 to S.D.C.

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance.
Attack Moves: Leap.
Basic Defensive Moves: Dodge, Parry, Auto Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Auto Roll, Break fall.
Hand Attacks: Punch, Knife Hand, Double Knuckle Fist, Power Punch, Palm Strike, Back Hand.
Basic Foot Attacks: Kick, Trip/Leg Hook, Snap Kick, Backward Sweep, Reverse Turning Kick.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Death Blow, Leap, Combination Strike/Parry, Combination Grab/Kick, Knee, Elbow, Forearm, Body Flip/Throw, Body Block/Tackle.
Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold.
Weapon Katas: W.P. Knife, W.P. Staff, W.P. Nunchaku.
Modifiers to Attack: Pull Punch, KO/Stun, Critical, Death Blow, Critical Strike from Rear

SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select two Powers from Body Hardening, Martial Art Techniques, or Weapon Katas.
Language: Chinese.

LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Roll, +1 to Damage, +1 to Strike Death Blow on a Natural 20.
Level 2: +1 Attack, +1 to Parry/Dodge.
Level 3: +2 to Maintain Balance, Critical on an 18, 19, or 20.
Level 4: Select one Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
Level 5: +1 Attack, KO/Stun on a 19 or 20.
Level 6: +2 to Roll, +2 to Damage.
Level 7: +1 to Parry/Dodge, +1 to Strike.
Level 8: Select one Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
Level 9: +1 Attack, +1 to Maintain Balance.
Level 10: +1 to Parry/Dodge, +1 to Damage.
Level 11: Select one Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
Level 12: +1 Attack, +1 to Roll.
Level 13: +2 to Damage, +1 to Maintain Balance.
Level 14: +1 Attack, +1 to Strike.
Level 15: Death Blow on a Natural 19 or 20.

Why Study JEET KUNE DO?

Bruce Lee's Adaptation of Wing Chun and Shao Lin Kung Fu, Jeet Kune Do has good offense and defense, but is poor in mental training.