Sercruun
By Mephisto
Entrance Requirements: I.Q. 8, M.E. 9
Skill Cost: 10 Years (7 Years as a Secondary)

Sercruun is the biggest secret in Kobold hands. Kobolds realized that they needed an edge in combat over the humans, elves, and all the other races, including their own allies. They needed a martial art capable of disabling even the most skilled and powerful opponent. So it was that some 200 years ago, a group of kobolds in the Old Kingdom Mountains came together with a consensus on what to do. After carefully studying various races in gruesome detail (with a variety of tortures and experiments) that they finally reached their consensus. Finding weakness in others is a kobold specialty, and thus they learned what we on Earth call Atemi! The use of the touch-mastery gives the kobold master a deadly edge when dealing with their opponent, as a few simple blows can paralyze and defeat an opponent. They haven't shared this knowledge with any other race, including trolls. No it's their secret and they're going to keep it that way.

In combat, the Sercruun master will cautiously feint and parry the first melee, sizing up the opponent and waiting for the perfect opportunity to use attacks that either paralyze the opponent or knock out their senses or S.D.C. and/or hit points. To the kobold wielder it doesn't matter as long as the opponent realizes that he's no match for the person he's facing.

Training is still limited to kobolds although it's spread to the Land of the South Winds. A few kobold tribes in the Great Northern Wilderness and Eastern Territory also have the knowledge of Sercruun.

O.C.C. Notes: A kobold can learn Sercruun by upgrading to Hand to Hand: Martial Arts then exchanging all secondary skills. As long as the O.C.C. can achieve Hand to Hand: Martial Arts, then the kobold can learn Sercreen regardless of the O.C.C. selected.
Character Bonuses
+8 to P.P.E.
+2 to M.A.
+2 to M.E.
+5 to S.D.C.
Combat Skills
Attacks Per Melee: 1
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Combination Parry/Attack, Circular Parry, Multiple Dodge, Automatic Dodge, Disarm
Hand Attacks: Strike (Punch), Fore-Knuckle Fist, Fingertip Attack
Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook, Backward Sweep
Special Attacks: Paralysis Attack (Vital Points), Choke
Holds/Locks: Neck Hold, Arm Hold, Leg Hold, Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock
Weapon Skills: None
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow
Skills Included in Training
Martial Art Powers: Select Three Atemi abilities
Physical Skills: None.
Training Skills: None.
Languages: None
Level Advancement Bonuses
1st Critical Strike Natural 20 or from behind, +2 to parry and dodge
2nd +2 Holds/Locks
3rd +1 attack, +1 strike
4th Select One Additional Martial Art Power, +1 disarm
5th +2 Roll, +1 Holds/Locks
6th Add 2D6 P.P.E., +1 Maintain Balance
7th Critical Strike Natural 19 or 20, +1 Holds/Locks
8th +1 Attack, +1 parry and dodge
9th +2 Strike, +1 disarm, +1 initiative
10th +2 Holds/Locks
11th +2 to Roll, +1 to Damage
12th Select One Additional Martial Art Power
13th +1 Attack, Critical Strike Natural 18-20, +2 Holds/Locks
14th +2 Maintain Balance, +1 Strike, +1 initiative
15th Death Blow Natural 20, +1 disarm
Why study Sercruun?
To learn a martial art that has the single knowledge of Touching Vital Points, giving the master the power of bodily functions of his opponent. Plus the art is very adept defensively and is capable of handling several attackers at once, along with the atemi training; the only Palladium martial art to offer it.

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