Kalaripayit

Elements

Kalaripayit Throw

Maneuver

Phs Pts

OCV

DCV

Damage/Effect

Block

% 5

+1

+3

Block, Abort

Dodge

% 4

+0

+5

Dodge All Attacks, Abort

Flying Kick

% 5

+1

-2

STR +4d6

Joint Lock (Kattaram)

% 3

+0

-1

Grab One Limb, + 10 STR for holding on

Knifehand Strike

%4

-2

+0

/d6 HKA (2 DC)

Marman Strike

%4

-1

+1

2d6 NND(1)

Punch/Elbow Strike

% 4

+0

+2

STR +2d6 Strike

Straight Kick/ Roundhouse Kick

% 5

-2

+1

STR +4d6 Strike

Throw

% 3

+0

+1

Skills

Falls

Skills

Breakfall Contortionist KS: Indian Healing KS: Kalaripayit

WF: Common Melee Weapons WF: Urumi

Kalaripayit

Weapons +1 Use Art with Blades

+ 1 Use Art with Clubs

+ 1 Use Art with Urumi

Style Disadvantage

Optional Rules: The Punch/Elbow Strike, Flying Kick, Knifehand Strike and Marman Strike all take location rolls of 2d6+1. The Straight Kick/Roundhouse Kick takes a 3d6 roll. The other maneuvers do not require hit location rolls.

Special Abilities: Gurus' healing powers could be represented as a form of Aid.

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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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