----------------------------------------------------------------------- C H I - K U N G ----------------------------------------------------------------------- © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental. Ninjas & Superspies™, Mystic China™, and S.D.C.™ are trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc. ----------------------------------------------------------------------- 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 2 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: PP of 12, PE of 10 Skill Cost: 2 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 PP +1 to PS +1 to PE +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 Critical Strike on Natural 18-20, +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 Death Blow on Natural 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 +3 to backflip, +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. ----------------------------------------------------------------------- Created by Gabriel http://thegarden.neonexus.com/