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.