Drunken Clown Kung Fu

Maneuver Phs Pts



Grab One Limb; 2d6 NND(2)

Defensive Fast Strike

^ 5 Defensive Disarm % 5

Defensive Grab


+1 STR +2d6 Strike

Flying Choke /4

Disarm, +10 STR to Disarm roll

Grab Two Limbs, + 10 STR for holding on

Dodge All Attacks, Abort

Grab One Limb; 1d6 NND(2); FMove


Phs Pts OCV DCV Notes

Flying Dodge

Flying Grab

Grappling Throw

Dodge All Attacks, Abort; FMove

Grab Two Limbs, + 10 STR for holding on; FMove

STR +2d6 Strike; Target Falls, Must Follow Grab

Passing Strike %5 Reversal var. 4

STR +15 to Escape; Grab Two Limbs


Acrobatics * Breakfall * Contortionist

PS: Clown (or Magician, Juggler, and so forth, as appropriate)

Sleight Of Hand


Weapons +1 Use Art with Clubs

(The "Clubs" used with this style include a large variety of acting and juggling props.)

Style Disadvantage

Optional Rules: The Choke and Flying Choke both target the head/neck region automatically and receive neither bonuses nor penalties for so doing. The Passing Strike and Defensive Fast Strike take a 3d6 hit location roll. None of the other maneuvers require hit location rolls.

Special Abilities: None.

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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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