Kuntao

Maneuver

Phs

Pts

OCV

DCV

Damage/Effect

Block

%

5

+1

+3

Block, Abort

Dodge

%

4

+5

Dodge All Attacks, Abort

Kick

%

5

-2

+1

STR +4d6 Strike

Nerve Strike

%

4

-1

+1

2d6 NND(1)

Punch

%

4

+0

+2

STR +2d6 Strike

Throw

%

3

+0

+1

STR +v/5; Target Falls

Skills

Acrobatics Breakfall KS: Kuntao

WF: Chain & Rope Weapons WF: Common Martial Arts Weapons WF: Common Melee Weapons WF: Hook Swords WF: Off Hand

Skills

Acrobatics Breakfall KS: Kuntao

WF: Chain & Rope Weapons WF: Common Martial Arts Weapons WF: Common Melee Weapons WF: Hook Swords WF: Off Hand

Elements

Weapons

+1

Use Art with Blades

+1

Use Art with Chain &

Rope Weapons

+1

Use Art with Clubs

+1

Use Art with Hook

Swords

+1

Use Art with Karate

Weapons

+1

Use Art with Polearms

+1

Use Art with Staff

Style Disadvantage

Optional Rules: The Punch and Nerve Strike take 2d6+1 locations; the Kick takes a 3d6 location. None of the other maneuvers require location rolls.

Special Abilities: Kuntao masters' special abilities are similar to those of Kung Fu masters, but are generally less powerful.

Kuntao Block

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