Mountain Spirit Fighting Style
By No Beard Pete

As in most Kankoran tribes, in the Mountain Spirit tribe of the Great Northern Wilderness in the Palladium world, one's ability to handle oneself in the wilderness and in combat are two of the main measures of a person's worth. While most all Kankoran can handle themselves in a fight, and most of them are even capable warriors, there are a few who go farther, who make a study out of combat. Their fighting style is freely taught to all members of the Mountain Spirit tribe who would learn. Other Kankoran, and even members of other races will be taught too, if they prove themselves worthy.

The Kankoran of the Mountain Spirit tribe don't really recognize their fighting style as being a "martial art" in the same way that humans recognize the fighting styles of Earth's east as martial arts. To them it's just the way many of their better fighters fight. As such it is considerably less formal. However, the practicioners do tend to be the more tradition minded members of the tribe, so in the process of learning it, practitioners tend to pick up a fair bit of the history of the tribe, moral training, and other random cultural tidbits. If you aren't a Kankoran and you go live with them to learn this fighting style (as more than a few warriors have done over the years), expect to leave thinking and acting a lot more like a Kankoran than you did when you started.

In combat, the martial art tends to be fast paced and deadly. Good use is made of claws and teeth, and weapon training includes use of the spear and knife. The Kankoran do not normally enter a fight without intent to kill or at least seriously injure. For some of the more squeamish humans who learn Mountain Spirit tribe style, this is less of a problem, as they likely practice with fists instead of claws. Some of the more savage or combat oriented humans who learn it, however, like this aspect and use some sort of claw like weapon.

The Mountain Spirit style of fighting is very acrobatic and involves a lot of movement and evasion. Blocks are not typically made unless movement is impeded or weapons are being used. When unarmed, lots of sweeping clawing attacks and kicks are favored, with bites coming into play at grappling range or in ground fighting. Training typically involves quite a bit of practice with knives and spears, both as weapons, tools, and movement aids.

Entrance Requirements: PP 13 and must be accepted by the Kankoran
Costume: Most Kankoran either wear or loin cloth or go nude, weather permitting. Note that a Kankoran's idea of permissive weather is likely quite a bit different that yours.

Stances:

Unarmed: Crouching, feet a shoulder's width apart laterally, one half a shoulder's width behind the other, with the hand corresponding to the rear leg touching the ground, torso inclined forwards
Knife: As above, with knife in the hand that's not on the ground
Spear: Crouching, feet a shoulder's width apart laterally, one half a shoulder's width behind the other. The spear is held either in the hand corresponding to the rear leg, with the butt on the ground, or diagonally across the body, with the hand corresponding to the rear leg towards the rear of the spear.

CHARACTER BONUSES

Add 2 to P.E.
Add 1 to P.P.
Add 6 to Spd.
Add 10 to S.D.C.

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance, Backflip, Leap
Attack Moves: Leap, Cartwheel
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Multiple Dodge, Auto Dodge
Hand Attacks: Claw (1d8), Backhand (, and, if learnt by a non-claw having species, Punch, and Claw Hand [1d6])
Basic Foot Attacks: Kick attack, snap kick, roundhouse kick, crescent kick, backward sweep, tripping leg/hook, Reverse turning kick, drop kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turn Jump Kick, Vaulting Jump Kick (Special! The character runs and uses their spear to perform a pole vault-esque maneuver to propel themselves into the air, and then their opponent. Does 3d6 damage and a critical strike, if successful, but only use 1/2 bonuses when rolling to strike.)
NOTE: The roundhouse and crescent kick are performed by Kankoran quite differently than by humans, but still behave the same in terms of game mechanics.
Special Attacks: Leap Attack, Bite (1d8 for Kankoran or Coyles, 1d12 for Wolfen, and 1d4 for humans, elves, dwarves, or similar)
Holds: Arm Hold, Neck Hold
Weapons Katas: Spear, Knife
Modifiers to Attacks: Pull Punch/Claw, Critical Strike, Critical Strike from Rear

SKILLS INCLUDED IN TRAINING
Martial Art Powers: Recieves Kangeiko and Shochu Geiko (Special: for Kankoran practicioners, double all exposure times only as they apply to cold and winter weather), and select either two additional powers from body hardening, MA techniques, or Special Katas _or_ one addition power from arts of invisibility, chi mastery, or atemi.
Languages: Wolfen
Physical: Gymnastics, Prowl, Climb
Survival: Fasting, Wilderness Survival
Cultural: Lore: Kankoran History and Legends

LEVEL ADVANCEMENT BONUSES
Level 1: +2 maintain balance, roll, and dodge
Level 2: +2 strike, +1 parry and holds
Level 3: +1 APM, +2 initiative
Level 4: Select one additional MA Power from Body Hardening, MA Techniques, or Special Katas _or_ two weapons katas
Level 5: +2 dodge, +1 strike
Level 6: Death Blow on a natural 20, Critical Strike natural 18-20
Level 7: +1 parry, hold, initiative
Level 8: +1 APM, +2 initiative
Level 9: +2 maintain balance and roll
Level 10: +2 dodge, strike
Level 11: Select one addition MA Power from Body Hardening, MA Techniques, or Special Katas _or_ two weapons katas
Level 12: Death Blow on a natural 19-20
Level 13: +1 APM, +2 initiative
Level 14: +1 parry, hold, balance
Level 15: +2 dodge, strike

Why Study Mountain Spirit Fighting Style?

Well, if you are a Kankoran from the Mountain Spirit tribe, this is all about your heritage and being a part of your heritage. Even if you aren't it's a fun, acrobatic style that lets you jump and flip all over the place. It provides good weapons training, and a lot of wilderness and survival training to boot.

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