Kung Fu Wu

Forbidden Kill Strikes

How to Teach Yourself Martial Arts

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Maneuver

WF: Common Martial Arts Melee Weapons

WF: Common Melee Weapons

WF: Hook Sword

WF: Off Hand

WF: Three-Section Staff

WF: Wind And Fire Wheels

Elements

Weapons

Style Disadvantage

Maneuver

Phs Pts OCV

DCV

Damage/Effect

Block

/

4

+2

+2

Block, Abort

Disarm

/

4

-1

+1

Disarm, +10 STR to Disarm roll

Dodge

/

4

-

+5

Dodge All Attacks, Abort

Escape

var.

4

+0

+0

+ 15 STR vs. Grabs

Flying Kick

/

5

+1

-2

STR +4d6 Strike

Joint Lock/ Grab

/

3

-1

-1

Grab Two Limbs, + 10 to STR for holding on

Kick

/

5

-2

+1

STR +4d6 Strike

Knife Hand

/

4

-2

+0

/d6 HKA (2 DC)

Legsweep

/

3

+2

-1

STR +1d6 Strike; Target Falls

Punch

/

4

+0

+2

STR +2d6 Strike

Throw

/

3

+0

+1

STR +v/5; Target Falls

Tien-hsueh Strike

/

4

-1

+1

2d6 NND(1)

Tiger/Dragon Claw

/

4

+0

+0

STR +4d6 Crush, Must Follow Grab

Uproot/Sand Palm

/

4

+0

+0

+ 15 STR to Shove

Skills

Acrobatics Contortionist KS: Chinese Healing KS: Kung Fu

Breakfall Sleight of Hand KS: Chinese Philosophy PS: Lion Dancing

Skills

Acrobatics Contortionist KS: Chinese Healing KS: Kung Fu

Breakfall Sleight of Hand KS: Chinese Philosophy PS: Lion Dancing

WF: Common Martial Arts Melee Weapons

WF: Common Melee Weapons

WF: Hook Sword

WF: Off Hand

WF: Three-Section Staff

WF: Wind And Fire Wheels

Elements

Weapons

+1

Use Art with Axes/

Maces/Picks

+1

Use Art with Blades

+1

Use Art with Chain

Weapons

+1

Use Art with Clubs

+1

Use Art with Hook Sword

+1

Use Art with Polearms

+1

Use Art with Staff

+1

Use Art with Three

Section Staff

+1

Use Art with Whip

+1

Use Art with Wind And

Fire Wheels

Style Disadvantage

martial arts; the main internal styles, such as Pakua and Tai Ch'i Ch'uan, are discussed separately even though technically they fall under the rubric of "Kung Fu." Kung Fu substyles can generally be divided into "northern" styles, which are kick/leg-oriented (because of the prevalence of horse-riding in northern China), and "southern" styles, which are punch/hand-oriented (because of the prevalence ofboat-rowing in southern China).

A Kung Fu teacher is known as a sifu. The hall where he teaches his students is usually called a kwoon. The traditional Kung Fu outfit is a silk costume consisting of a long-sleeved tunic with white cuffs, dang lung fu (loose-fitting trousers gathered in at the ankles) and colorful sashes worn at the waist (these do not denote rank). Alternatively, a vest or shirt resembling a T-shirt is worn instead of the tunic.

Optional Rules: The Knife Hand, Punch and Tien-hsueh Strike take location rolls of 2d6+1. The Tiger Claw takes a location roll of 2d6+1, constituting the location where the Grab landed; other Grabs do not need a location rolled for them. The Kick and Flying Kick usually take a location roll of 3d6, but in some styles (see below) the Kick takes a 2d6+7 location roll. The other maneuvers take no location rolls.

Special Abilities: The powers and special abilities attributed to Kung Fu masters are almost innumerable; some are related to Taoist magic. Some of the powers more commonly mentioned include:

1) Dancing swords: The ability to wield a blade without holding it, allowing it to attack "on its own" (RKA, Continuous, Uncontrolled).

2) Fire control: The ability to manipulate flame.

3) Food creation: The ability to produce food.

4) Hing Kung: The ability to walk without trace; refer to the discussion of Gliding in the section on "Powers" for more details.

5) Iron Palm: The ability to break objects with but a casual slap of the hand. This is bought as a Penetrating Hand-To-Hand Killing Attack with the

-/ Limitation "Bonuses Are Calculated From EGO, Not STR"—STR bonuses to the HKA are based on the fighter's EGO, not his STR. Iron Palm could also be used for an attack with the "Indirect" Power Advantage, as described in Chapter Two under "Power Advantages." This power is sometimes known as the "crushing hand." Tales speak of masters knocking charging bulls dead in their tracks with a single Iron Palm blow.

6) Iron Skin: The ability to resist attacks, even Killing Attacks, without harm. This is bought as Damage Resistance for the character's PD. This ability is sometimes known as Iron Ox or Iron Shirt.

7) Kongjin: "Empty force," i.e., the ability to strike someone without making contact. This can be simulated as an Energy Blast of equal DC to the character's most powerful Strike maneuver, with the Advantage "Fully Invisible" (+1); it could also be bought as a limited form of Telekinesis with that same Advantage. Kongjin is sometimes known as "one finger" or "well fist" from the practice methods by which one supposedly learned it.

8) Poison Palm/Red Sand Palm: These are other names for dim mak, the ability to kill someone with but a touch. Dim mak is detailed in Chapter Two, "Character Creation," under "Drain." Many styles, including Eagle Claw and White Eyebrow, supposedly teach this technique, which can cause pain, numbness, unconsciousness, illness and/or death.

9) Summon ancestral spirits: The ability to summon and control undead spirits.

10) Teleportation: According to some tales, Kung Fu masters can transport themselves instantly over hundreds of miles.

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