Bando

Maneuver

Phs Pts

OCV

DCV

Damage/Effect

Block

/ 4

+2

+2

Block, Abort

Escape

var. 4

+0

+0

+ 15 STR vs. Grabs

Kick/Knee Strike

/5

+ 1

-2

STR +4d6 Strike

Panther Claw/Tiger Claw

% 4

-2

+0

/d6 HKA (2 DC)

Punch/Elbow Strike/Eagle Strike/Boar Headbutt

/4

+0

+2

STR +2d6 Strike

Python Choke

/4

-2

+0

Grab One Limb; 2d6 NND(2)

Python Crush

/4

+0

+0

STR +4d6 Crush, Must Follow Grab

Python Grab

/3

-1

-1

Grab Two Limbs, + 10 STR for holding on

Scorpion Strike/Cobra Strike/Vip

er Strike

% 4

-1

+1

2d6 NND(1)

Tackle

% 3

+0

-1

STR +v/5 Strike; You Fall, Target Falls; FMove

Throw

%3

+0

+1

STR +v/5; Trgt Falls

Skills

Breakfall KS: Bando

WF: Common Melee Weapons

Breakfall KS: Bando

WF: Common Melee Weapons

WF: Staff

Elements

Weapons

+ 1

Use Art with Blades

+ 1

Use Art with Clubs

+ 1

Use Art with Spear

+ 1

Use Art with Staff

Style Disadvantage -10

Style Disadvantage -10

Optional Rules: The Punch (and its various subforms), Panther Claw/Tiger Claw and Cobra Strike take a location roll of 2d6+1; the Kick/Knee Strike and the Viper Strike take a 2d6+7 roll. The Scorpion Strike takes a roll of 3d6. The Boar Headbutt and Python Choke automatically target the head/neck, and therefore get neither bonuses nor penalties for the location. The other offensive maneuvers do not take location rolls since they do generalized damage.

Special Abilities: Bando practitioners are often fast runners and strong leapers; extra inches of Running or Superleap would be appropriate for them.

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Martial Arts An Introduction

Martial Arts An Introduction

Anytime an individual decides to learn how to protect themselves, learn self defense, or become a better person, one thing comes to mind - Martial Arts. Martial Arts are now being practiced all over the world.

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