LAAMB
By Kuseru
Entrance Requirements: Limited to Good Alignments. No Attribute restrictions.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style)
Laamb is Wolof for the traditional wrestling of Senegal. This centuries-old style is usually compared to Greco-Roman wrestling, however, it is very typical of traditional African wrestling. There are two primary variations of Laamb. Hand strikes are permitted in the most common style while the other style eschews striking for more acrobatic moves.
Spirituality is as important in Laamb as the physical, and various rites and rituals are used to prepare for fighting. Each wrestler has a personal Marabout (JuJu Man) who creates
the various amulets worn on the arms, legs, and waist to protect against evil spirts and witchcraft. Matches are started by dancing around the arena accompanied by singers and drummers.
Costume: A loin cloth and various amulets and juju worn on the arms, legs, and waist.
Stance: Feet a shoulder's width apart, both facing forward, knees slightly bent. Left hand forward at chin level, right hand pulled back to the waist, both tightly clenched in a fist.
CHARACTER BONUSES
Add +5 to Chi
Add +2 to P.S.
Add +2 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Maintain Balance, Somersault, Roll with Punch/Fall/Impact.
Attack Moves: Somersault, Leap.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Combination Parry/Hold.
Hand Attacks: Punch (Human Fist), Palm Strike, Power Punch, Uppercut.
Basic Foot Attacks: Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Body Block/Tackle, Leap Attack, Roll/Knockdown.
Holds/Locks: Automatic Hold, Arm Hold, Leg Hold, Body Hold, Neck Hold.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Zenjorike. Automatically receives Chi Defense Kata.
Languages: Wolof
Cultural: Dance, Lore: African: Characters with this skill can recognize the different tribes, warriors, shamans, totems, fetishes and warnings of the African peoples. They can identify the people by their housing, clothing, wall paintings, skin painting/decorations, and weapons. This skill also gives the character a fundamental understanding about the African society, beliefs, customs and laws; at least the most notable ones. This skill is unlikely to be practiced by anybody outside of Africa. Base Skill: 25%+5% per level.
Weapon Proficiencies: None.
Philosophical Training: Traditional African Religion
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gladiator (8 Years), Pankration (8 Years), Kiunga Cha Mkono (8 Years), Nuba (2 Years), Re-Efi Areh-Ehsse (1 Year), Sebekka (6 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Dodge, +2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance.
2nd: +1 to Damage OR Leap (add 4 feet to Leap Distance).
3rd: +1 Attack per Melee.
4th: +1 to Damage OR Leap (add 4 feet to Leap Distance), Knockout/Stun on a Natural 20.
5th: Select One (1) Additional Martial Art Power from Zenjorike.
6th: +1 Attack per Melee, +1 to Damage OR Leap (add 4 feet to Leap Distance).
7th: +2 to Dodge, +2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance.
8th: +1 to Damage OR Leap (add 4 feet to Leap Distance), Knockout/Stun on a Natural 19 or 20.
9th: +1 Attack per Melee.
10th: +1 Attack per Melee, +1 to Damage OR Leap (add 4 feet to Leap Distance).
11th: Knockout/Stun on a Natural 18, 19, or 20.
12th: +1 Attack per Melee.
13th: Knockout/Stun on a Natural 17, 18, 19, or 20.
14th: Select One (1) Additional Martial Art Power from Zenjorike.
15th: +1 Attack per Melee.
Why Study Laamb?
Grappling with a variety of other skills, what else needs be said? Strengths include a wide variety of techniques and it also teaches the rare internal arts. Aside from the rich tradition in this art, there is its common sense approach to battle. The art is effective but not very glamorous.

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