Silambam
By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style)
Since the 1st and 2nd centuries AD, the Indian state of Tamil Nadu has employed a martial art of staff fencing known as Silambam. This style was promoted by the Pandya, Chola, and Chera kings and was centered in Madurai city. Two legendary sources are credited with creating this style; according to some sources it is the sage Agasthya, other sources credit Lord Muruga.
Silambam techniques incorporate a range of concentrating on and anticipating the moves of an opponent to perfect various kinds of feints in a reflexive defensive action, developing force, momentum and precision, swift foot movements to establish large spheres of control, and using the staff with both hands to chop, cut, sweep and thrust. The staff itself was often given a distinctive name and treated with reverence. Silambam uses four basic types of staves: a staff making a swishing sound, a "torch staff" involving lit balls of cloth at one end, a short-length staff, and a non-elastic staff which produces a clattering sound. Training with the staff involves deflecting thrown stones, precision strikes, dispersing an unruly mob with a variety of strikes such as "hawk hits," "monkey hits," "snake hits," and "spring hits," amazing footwork with the staff in jumping, swinging, and pivoting and protecting a pouch of money kept at the practitioner's feet.
Costume: The contestants wear langots of various colors, sleeveless vests, turbans, canvas shoes, and a chest guard which is a part of the traditional attire of Palmyrah tree-climbers. Wickerwork shields also form an essential part of the gear.
Stance: Feet shoulder-width apart, forward foot pointing slightly away from the body, rear foot pointing towards the rear. One hand gripping the staff at the half-way point, the other placed a third from one end of the staff.
CHARACTER BONUSES
Add +2 to P.S.
Add +3 to P.P.
Add +2 to Spd.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Leap, Roll with Punch/Fall/Impact.
Attack Moves: Staff Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Combination Parry/Attack.
Hand Attacks: None.
Basic Foot Attacks: Backward Sweep, Sweep Kick (1), Tripping/Leg Hook.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Leap Attack.
Holds/Locks: None.
Weapon Kata: W.P. Staff, W.P. Reverse Stroke.
Modifiers to Attacks: Critical Strike, Weapon Tap.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receives Yadomejutsu Kata. Select One (1) Martial Art Power from among Body Hardening Exercises and Martial Art Techniques.
Languages: Tamil.
Physical: Acrobatics
Weapon Proficiencies: W.P. Staff, W.P. Reverse Stroke.
Philosophical Training: Hinduism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bandesh (2 Years), Gatka (9 Years), Kalari Payit (7 Years), Muki (12 Years), Thang-Ta (2 Years), Thoda (1 Year), Vajra-Musti (8 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Parry with Staff, +1 to Dodge.
2nd: +2 to Damage with Staff, +1 to Roll with Punch/Fall/Impact.
3rd: +1 to Leap (Add 4 feet to Leap Distance), +1 to Strike, +1 to Parry with Staff.
4th: Critical Strike on a Natural 19 or 20
5th: Add +1 Attack per Melee.
6th: +2 to Parry with Staff, +1 to Dodge.
7th: +2 to Damage with Staff, +1 to Roll with Punch/Fall/Impact.
8th: +2 to Leap (Add 4 feet to Leap Distance), +1 to Strike.
9th: Add +1 Attack per Melee.
10th: Select one (1) additional Martial Art Power from among Body Hardening Exercises and Martial Art Techniques.
11th: +2 to Parry with Staff, +1 to Dodge.
12th: +2 to Damage with Staff, +1 to Roll with Punch/Fall/Impact.
13th: +1 to Leap (Add 4 feet to Leap Distance), +2 to Strike.
14th
: Critical Strike on a Natural 18, 19, or 20
15th: Add +1 Attack per Melee.
Why Study Silambam?
It's relatively inflexible, offering few of the mind-oriented abilities. A terrific, action-oriented martial art. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. A student of this style will become faster and more powerful, and he will be able to fully defend himself in many situations (though for lower level students multiple attackers could be a problem).

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