Bando (EXCLUSIVE)
By Kuseru
Entrance Requirements: None.
Skill Cost: 14 Years
Bando is an unarmed fighting art from Burma. Bando has long been valued by military men for its combat effectiveness. Among its better known practitioners are Britain's famed Gurkha soldiers. Because of its emphasis on practicality, it is sometimes referred to as "the jeep of the martial arts." This style has a well-deserved reputation for grappling, and has a casual, but important, focus on swift movement.
Training in this style is fairly brutal. Bando stresses a withdrawal at first, followed by attacks to the body from outside the opponent's reach; a grab may follow these strikes. The primary targets for the Bando fighter are the legs, followed by the torso and finally the head. The head, shoulder and hips are used in addition to the hands/fists, feet, elbows and knees. The combat philosophy of this style calls for continuous attacks, deception and speed: an enemy should be defeated quickly and decisively.
There are twelve animal forms or offensive strategies in Bando. In the Boar form, explosive power hard locks, head butts, knee and elbow strikes, rushes, and other close-in techniques designed to steamroll an opponent. Charges, power strikes, powerful takedown, strong stances and tackles are used in the Bull form. The Cobra form emphasizes attacks on the upper-body vital points. The Deer form concentrates on alertness. Eagle form uses double-handed blocks and parries combined with swift striking. Agility and Confidence are the main focus of the Monkey form. The Paddy Bird form uses rapid flight and movement. Panther form concentrates on circling, leaping, and tearing the opponent. The Python Form emphasizes crushing, gripping, and strangling. Scorpion form concentrates on pinching, seizing, and striking nerve centers. Clawing and ripping attacks are used in the Tiger form. Attacking lower vital points is the main focus of the Viper form.
Dr. Maung Gyi, son of the man responsible for systemizing the style in Burma, introduced Bando to America in 1959. Bando may not be the flashiest of the martial arts, but it is certainly one of the most explosive.
Costume: None.
Stance: None.
CHARACTER BONUSES
Add +2 to M.A.
Add +1 to P.S.
Add +15 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Breakfall, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Automatic Parry, Disarm, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Multiple Dodge, Power Block/Parry.
Hand Attacks: Cobra Strike (Fingertip Attack), Duo-Claw Strike, Eagle Strike (Crane Fist), Midget Punch (Phoenix Eye Fist), Panther Claw (Claw Hand), Power Punch, Punch/Human Fist, Scorpion Strike (Gou Strike), Tiger Claw (Black Tiger Claw Strike).
Basic Foot Attacks: Kick Attack, Shin Kick, Stamp Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Boar Strike (Head Butt), Body Block/Tackle, Body Flip/Throw, Bull Strike (Shoulder Ram), Elbow, Knee, Leap Attack, Python Crush (Crush/Squeeze).
Holds/Locks: Arm Lock, Body Hold, Finger Lock, Head Lock, Python Choke (Choke Attack), Scorpion Grip (Gou Grip), Python Grip (Tsai Grip).
Weapon Kata: None!
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receives Zanshin. Select a total of two (2) Martial Art Powers from among Atemi Abilities. *Dim Mak available at 8th level.
Languages: Burmese.
Physical: Acrobatics, Running
Weapon Proficiencies: None.
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arnis (7 Years), Eskrima (7 Years).
LEVEL ADVANCEMENT BONUSES
1st
: +1 to Roll with Punch/Fall/Impact, +1 to Breakfall, +1 to Maintain Balance, +1 to Strike.
2nd
: +1 to Body Flip/Throw, +1 to Leap (add 2 feet to Leap Distance), +1 to Damage.
3rd
: Add one additional Attack per Melee. +2 to Maintain Balance.
4th
: Select One (1) additional Martial Art Power from Atemi.
5th
: +1 to Leap (add 2 feet to Leap Distance), +1 to Strike.
6th
: +1 to Strike, +1 to Damage, +1 to Parry/Dodge.
7th
: Add one additional Attack per Melee.
8th
: Select One (1) additional Martial Art Power from Atemi.
9th
: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
10th
: +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Damage.
11th
: Add one additional Attack per Melee. +1 to Body Flip/Throw (does 3D6 damage now).
12th
: Select One (1) additional Martial Art Power from Atemi or Advanced Atemi.
13th
: 1 to Breakfall, +1 to Leap (add 2 feet to Leap Distance), +1 to Damage.
14th
: +2 to Parry/Dodge.
15th
: +1 to Strike, +1 to Damage.
Why Study Bando?
A well balanced martial art that is aggressive enough to handle multiple attackers but defensive as well. To train in this style is also to develop a body carved out of granite, as well as a powerful fighting ability that can tackle most situations. While odd in its combat style, it can be used to effectively spread fear in the hearts of others. It's good and can operate in Close Combat or Long-Range.

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