Deadly Wasp Style Kung Fu
Entrance Requirements: P.P. 10 or higher. Limited to Dishonorable and Non-Honorable Alignments only.
Skill Cost: 10 Years (7 Years as a Secondary Martial Art Style).
A style created by and for assassins, Deadly Wasp teaches one to throw all manner of small weapons with deadly accuracy. A master of the style can even turn ordinary household objects into an assassin's tool. Practitioners of this style are also experts in the use of poison, traps, and gimmicked weapons.
Much of the style's focus is on throwing weapons, but some rudimentary unarmed techniques are taught as well. Practitioners generally prefer to stay at a distance from their opponents in combat, using escape and evasion techniques if forced into close range.
Teachers of this style are seldom sought out; Instead, itinerant masters seek out and train students at their own discretion. Such training is most commonly found in China, Hong Kong, and Taiwan, but some masters are rumored to teach in the United States, Canada, and Australia.
Costume: No specific costume is worn, but loose, long-sleeved clothing is preferred.
Stance: Upright, legs shoulder width apart, hands held loosely depending on the location and availability of throwing objects.
CHARACTER BONUSES
Add 3 to P.P.
Add 2 to Spd.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Leap.
Attack Moves: None
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defense Moves: Multiple Dodge, Automatic Dodge.
Hand Attacks: Strike (Punch).
Foot Attacks: Kick Attack.
Jumping Foot Attacks: None
Special Attacks: Combination Strike/Throw (SPECIAL! This is a dual attack where the character can strike one target using one of the hand attacks while simultaneously throwing a held weapon at another target. The character has no bonuses or penalties for this dual strike), Dual Throw (SPECIAL! The martial artist can draw and throw two weapons -- or shoot two darts -- simultaneously at the same target, inflicting full damage from both weapons, but counting as one melee attack! Alternatively, the two-weapon attack can be divided between two different targets visible to the martial artist and within his range of peripheral vision. The divided attack counts as one simultaneous melee action aginst two different foes. The martial artist must make strike rolls against each target, and the bonus to strike for each divided attack is reduced by half.), Paralysis Attack (Vital Points).
Holds/Locks: None
Weapon Kata: W.P. Knife, W.P. Paired Knives, W.P. Small Thrown Weapons, W.P. Paired Small Thrown Weapons, W.P. Mouth Weapons, W.P. Dart Gun, W.P. Paired Dart Guns.
Modifiers to Attacks: Critical Strike, Critical Strike From Rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receives the Hidden Blade Technique*. Also select One (1) Art of Invisibility. These Powers cannot be traded for skill programs.
Languages: Chinese
Physical: Acrobatics, Prowl, W.P. Knife, W.P. Paired Knives, W.P. Small Thrown Weapons, W.P. Paired Small Thrown Weapons, W.P. Mouth Weapons, W.P. Dart Gun, W.P. Paired Dart Guns.
Other Skills: Use & Recognize Poison*, Trap Construction*
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Moo Gi Gong (4 Years), Shih Ba Ban Wu Yi (3 Years).
1st: +1 to Roll with Punch/Fall/Impact, +2 to Strike with any thrown weapon, Critical Strike From Rear.
2nd: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge.
3rd: Any small found objects not usually considered a weapon (anything from pencils, to bottles, to credit cards) becomes a 1D6 damage weapon when used in hand-to-hand. Throwing one of these found objects does 1D4 damage.
4th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Arts of Invisibility.
5th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
6th: +1 to Strike with any thrown weapon, +1 to Parry/Dodge.
7th: +1 to Leap (+4 feet to Leap distance), Critical Strike on Natural 19 or 20.
8th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Arts of Invisibility.
9th: +1 Attack per Melee, +3 to Damage.
10th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
11th: +1 Attack per Melee, +1 to Parry/Dodge.
12th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Arts of Invisibility.
13th: +1 to Strike with any thrown weapon.
14th: +1 to Roll with Punch/Fall/Impact, +1 to Leap (+4 feet to Leap distance).
15th: +1 Attack per Melee.
WHY STUDY Deadly Wasp Kung Fu?
To kill your enemies from afar, quickly and quietly. Surprise attacks and long distance strikes are the hallmarks of this style. Weak in melee combat, and very limited without a weapon, but then again a weapon is never very far away for a master of this style.
Fong Ngan -- Phoenix Eye Kung Fu (Revision)
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 10 Years (5 years as a Secondary Martial Art Style)
This style originating from China's Hopu province bases its technique around the Phoenix Eye Fist, a variation of the Fore-Knuckle Fist. The Phoenix Eye Fist is combined with strong palm strikes, finger strikes and chopping hand techniques as well as tripping and leg-hook throws which are followed by a 'killing' blow or strike. The style's only kicking technique is the front snap kick, commonly directed low at the opponent's groin.
There are no formal stances in Fong Ngan. Instead, practitioners learn to crowd an opponent, enticing him to make a wrong move. A Fong Ngan practitioner never retreats from an attack, but moves into it, or, if necessary, jumps to the side while counter-attacking.
Masters of Fong Ngan Kung Fu are fairly plentiful, and training is available in martial art schools around the world.
Costume: Silk or cotton sam (Kung Fu uniform).
Stance: None.
CHARACTER BONUSES
Add 3 to M.A.
Add 1 to P.S.
Add 1 to P.E.
Add 15 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Backflip, Leap.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Combination Parry/Attack, Power Block/Parry, Disarm.
Hand Attacks: Strike (Punch), Knife Hand, Fore-Knuckle Fist, Double-Knuckle Fist, Backhand, Fingertip Attack, Palm Strike.
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks.
Jumping Foot Attacks: None
Special Attacks: Death Blow, Combination Strike/Parry, Knee, Elbow, One-Hand Choke (SPECIAL! After latching on to the enemy's throat with one hand, attacking is continued with the other hand or with kicks. Choking damage is 1D6 per melee until escaped or released.), Combination Grab/Groin Kick (SPECIAL! Grabbing the opponent with both hands, preferably at the shoulders, head or arms, and following up with a solid Snap Kick to the groin. Roll once for Grab, and if successful roll again for the Kick. Damage is 2D6 and the victim must save vs. pain or be stunned for 1D4 melees. This move counts as two melee attacks, and is wholly ineffective against female opponents.)
Holds/Locks: Arm Hold, Neck Hold.
Weapon Kata: None
Modifiers to Attacks: Pull Punch, Knockout/Stun From Rear, Critical Strike, Critical Strike From Rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of two (2) Powers from Body Hardening Exercises, Martial Art Techniques, and/or Special Katas. If desired, any number of Powers may be traded one-for-one for Basic Skill Programs (excluding physical).
Languages: Chinese
Physical: Climbing, Gymnastics.
Temple: Fasting.
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Ch'in-Na (5 Years), Li-Chia (3 Years), Monkey Style (4 Years), Shaolin (6 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, +2 to Strike.
2nd: +2 to Damage, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Katas.
3rd: +1 to Leap (add 4 ft. to Leap Distance), +1 to Disarm, Critical Strike or Knockout From Rear.
4th: +1 to Strike, Critical Strike on Natural 18, 19, or 20.
5th: +1 to Backflip, +1 to Parry/Dodge, +1 Attack per Melee.
6th: Select One (1) Additional Martial Art Power from Body Hardening (including Demon Hunter), Martial Art Techniques, or Special Katas.
7th: +2 to Damage, +1 to Disarm
8th: +1 to Roll with Punch/Fall/Impact, +1 Attack per Melee.
9th: +2 to Parry/Dodge, +1 to Strike.
10th: Add One (1) Chi Mastery or Zenjorike Power.
11th: Death Blow on Natural 19 or 20.
12th: +1 Attack per Melee, +2 to Damage.
13th: +1 to Backflip, +1 to Leap (4 ft. to Leap Distance).
14th: Select One (1) Additional Martial Art Power from Body Hardening (including Demon Hunter), Martial Art Techniques, or Special Katas.
15th: Add One (1) Chi Mastery or Zenjorike Power.
Why Study FONG NGAN?
Possibly one of the most aggressive of all martial arts, but at the same time one of the most dangerous. The practitioner must be fearless, pushing right into grappling range, willing to be subjected to enemy blows and ignoring threats from other opponents. Simultaneous Attacks are particularly favored.
Masaki-Ryu Kusarijutsu
Entrance Requirements: Alignment must be Principled, Scrupulous, Unprincipled, or Aberrant. P.P. 12 or higher.
Skill Cost: 9 Years (6 years as a secondary Martial Art).
This style was created several centuries ago by Masaki Toshimitsu Dannoshin, a guard at Japan's Edo Palace. Though a proficient swordsman himself, Masaki considered it sacrilege to shed blood on the palace grounds, so he began searching for a less violent way of subduing intruders. Ultimately, he hit upon the idea of adding two weights to the end of a long chain, which he dubbed the "manriki-gusari" or "10,000-power chain."
A Masaki-Ryu practitioner will typically enter combat twirling his chain while dodging and weaving between his opponents, and is quite proficient at striking and parrying against opponents on all sides.
Costume: Typically a gray or white karate uniform with black hakama.
Stance: Feet shoulder width apart, left hand at side holding one end of chain, right hand held out either twirling other end of chain in
figure eight pattern, or holding chain wrapped in hand with handle pointing down (disguising length of chain, and providing extra
power to a fore-knuckle fist)
CHARACTER BONUSES
Add 5 to CHI
Add 2 to M.E.
Add 2 to P.P.
Add 1 to P.E.
Add 4 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall.
Attack Moves: None
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defense Moves: Multiple Dodge, Circular Parry, Disarm, Automatic Entangle (New!).
Hand Attacks: Strike (Punch), Fore-Knuckle Fist (usually done with chain-grip in hand).
Foot Attacks: Kick Attack, Snap Kick.
Jumping Foot Attacks: None
Special Attacks: Body Flip/Throw, Critical Flip/Throw, Choke, Death Blow, Knee, Ensnaring Chain (Special! Counts as an entangle,
but can be used to attack as well as defend. Costs 1 attack. Opponent may attempt to dodge, but not parry. If attack is successful,
opponent is knocked down as per standard rules and cannot get back up without making a successful dodge roll at -4 against the
entangle, unless the wielder chooses to release the chain himself), Spinning Chain Strike (Special! This attack involves spinning the
chain either to one side or overhead, and can even hit opponents behind the wielder. Counts as a Critical Strike and cannot be parried
without a shield, but can be dodged. Costs two attacks, and can only be used once per melee).
Holds/Locks: Arm Hold, Leg Hold, Neck Hold, Automatic Hold.
Weapon Kata: W.P. Manriki-Gusari (Chain), at 3 levels above one's level of Masaki-Ryu.
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically starts with the Zanshin Technique. Also choose two (2) powers from among Body Hardening,
Martial Arts Techniques, and Special Katas.
Languages: Japanese
Cultural (choose 2): Ikebana, Bonsai, Calligraphy, Haiku, Ukio-E, or Go
Other: Hojo-Jutsu (can be done with chain as well as rope)
Weapon Proficiencies: W.P. Manriki-Gusari
Philosophical Training: Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Jujutsu (4 Years), Lee Kwan Choo (4 Years), Moo Gi Gong (4 Years), Taido (5 Years), and Zanji Shinjinken-Ryu (3 Years)
LEVEL ADVANCEMENT BONUSES
1st: +3 to Roll with Punch/Fall/Impact, +1 to Parry and Dodge, +1 to Breakfall
2nd: +1 to Disarm, +1 to Body Flip/Throw, +2 to Entangle/Ensnare
3rd: +1 attack per melee, +2 to Parry and Dodge
4th: +2 to Damage with Chain, Knockout/Stun on Natural 18, 19, or 20
5th: Choose an additional Martial Arts Power from Body Hardening, Techniques, or Katas
6th: +1 to Parry/Dodge, +2 to Body Flip/Throw (does 2D6 damage instead of 1D6)
7th: +2 to Strike, +1 to Breakfall, Critical Strike on Natural 18, 19, or 20
8th: +1 attack per melee, +2 to Disarm, +2 to Entangle/Snare
9th: Choose an additional Martial Art Power from Techniques, Katas, or Chi Mastery
10th: Double Existing Chi, +1 to Body Flip/Throw, +2 to Damage with Chain
11th: +1 attack per melee, +1 to Strike, Critical Strike/Flip from behind
12th: +2 to Roll with Punch/Fall/Impact, +1 to Breakfall
13th: Choose one additional Martial Art Power from Techniques, or Chi Mastery
14th: +1 to Damage with Chain, +2 to Body Flip/Throw (does 4D6 damage, instead of 2D6)
15th: Death Blow on Natural 19 or 20, Choose one Zenjorike power
WHY STUDY Masaki Ryu Kusarijutsu?
Because it is hard-hitting yet can dispatch foes with out killing them (and if you have to kill them, at least it's not as messy as using a sword). Decent defense against multiple attackers as well.
Se Ch'uan -- Snake Fist Kung Fu
Entrance Requirements: No Alignment restrictions. Minimum Attributes are M.E.: 8, P.P.: 12, Spd.: 10
Skill Cost: 12 Years (9 Years as a Secondary Martial Art Form).
Yet another classic Chinese Style that imitates an animal, in this case the writhing motions and rapid debilitating strikes of the snake. Defenses in Se Ch'uan are typically soft and circular in nature, while attacks are hard and linear. The Snake Fist master prefers to evade the opponent's blows rather than block them, touching the opponent only to attack.
In combat the snake fist master will carefully size up the opponent, writhing and swaying from side to side, just out of the opponent's reach, using feints and sudden movements to provoke the opponent into attacking and leaving its vulnerable points undefended, at which time he will strike out with a single rapid Snake Fist or Atemi strike, often ending the fight in one attack. Against stronger and smarter opponents, powerful Negative Chi attacks and paralyzing blows will be employed to render the opponent helpless.
Se Ch'uan Kung Fu can be learned from martial art schools and lone hermits in China, Australia, and in Chinatowns across the USA and Canada.
Costume: Silk or cotton Kung Fu outfit, but sometimes are-chested.
Stance: Upright, writhing and constantly shifting the angle of the body to the opponent, feet held at right angles and slightly apart with the right side of the body towards the opponent, arms are both bent with the right hand (the "snake fist") held at eye level, and the left hand held near the chest (reverse for the left-handed).
CHARACTER BONUSES
Add 4 to M.E.
Add 2 to P.P.
Double Normal Chi
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select three (3) Powers from among Atemi (including advanced), or Chi Mastery (including advanced). If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical).
Languages: Chinese
Cultural: Acupressure*
Temple: Geomancy
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bok Pai (5 Years), Ch'in-Na (4 years), Fong Ngan (4 Years), Pao Pat Mei (3 Years), Tai-Chi Ch'uan (4 Years).
1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind, Knockout/Stun from Behind.
2nd: +1 to Dodge, +1 to Damage.
3rd: Select One (1) Additional Martial Art Power from among Atemi (including advanced) and Chi Mastery (including advanced).
4th: +1 to Breakfall, Critical Strike on Natural 19 or 20.
5th: +1 to Roll with Punch/Fall/Impact, Death Blow on Natural 20.
6th: +1 Attack per Melee, +1 to Strike.
7th: Select One (1) Additional Martial Art Power from among Atemi (including Dim Mak and advanced) and Chi Mastery (including advanced).
8th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.
9th: Double Existing Chi, Critical Strike on Natural 18, 19, or 20.
10th: +1 to Breakfall, +2 to Damage, +1 to Dodge.
11th: Select One (1) Zenjorike Power.
12th: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge.
13th: Select One (1) Additional Martial Art Power from among Atemi (including Dim Mak and advanced) and Chi Mastery (including advanced).
14th: Death Blow (Can be used whenever desired, i.e. No Natural Number required, however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
15th: Select One (1) Zenjorike Power.
WHY STUDY Se Ch'uan Kung Fu?
Not the most damaging style, but powerful Atemi and Chi powers allow the Snake Fist stylist to disable and even kill his opponents without bloodshed. Moderate defense against multiple attackers.
* References for new skills and powers:
Acupressure: Ninjas & Superspies GM's Netbook (by Kuseru Satsujin).
Okugi Yaiba (Hidden Blade Technique): Palladium Martial Arts Netbook (also by Kuseru).
Use & Recognize Poison: Palladium Fantasy RPG main book, second edition, page 57.
Trap Construction: Rifts Game Master Guide, pages 63-64; Chaos Earth, pages 123-124.