Cante
By Sinestus

A derivative of Kendo and Judo, Cante is primarily a defensive martial art. Cante is one of the few styles developed in the late 20th century and whose creator is still alive. Cante was developed by a master vampire (ala the Smigs types) who found that deception was an incredible tool. Renard Tempes, the style's creator, had taken up the habit of carrying a cane with him where ever he went (even simulating a limp to be convincing). To him, the cane was one of the most useful weapons ever created. It was almost always at hand, and provides a hooked end useful for grappling.
For a master of the style, grappling range is anywhere within the reach of their cane. Also, anyone unfamiliar with the style suffers a -2 to initiative the first melee of combat.

Requirements: P.P.: 10, I.Q.; 10, P.S.: 12
Training: 12 years
Character Bonuses
+2 to P.P.
+2 to P.S.
+5 S.D.C.
Stance: sidelong with opponent, feet shoulder width apart, hands resting on the top of the cane.
Outfit: casual clothing
Combat Skills
Attacks per Melee: 2
Hand Attacks: strike/punch, palm strike, knife hand, fore-knuckle strike.
Foot Attacks: snap kick, turning kick (dodge/kick), roundhouse, tripping leg hook, kick attack, crescent kick
Basic Defense Moves: dodge, roll, parry, automatic parry
Advances Defense Moves: none
Holds/Locks: arm hold, leg hold, neck hold (can use cane in holds, thus requiring only one hand for the hold.),
Escape Techniques: roll
Modifiers to Attack: critical,
Special Moves: neck hold/choke, one handed choke, death blow.

Cane Trip - hooking move aimed at the back of the knee. Requires natural 12+ to strike. Buckles the knee (lose one action) and deals 1D6 + to leg. Cannot be parried. Critical strike beaks the knee.

Dual Limb Hold - an incapacitating move. Requires a successful arm or leg hold first. Second action allows including the other like limb. With both limbs trapped, victim suffers -5 to escape, and can only free one limb at a time. At level six this places a shoulder or knee lock on the first limb caught, and breaks the lock when the first limb is freed (thus breaking/dislocating the knee/shoulder.) If defending against a dual hand/weapon attack, the Cante master can attempt to go straight into the dual arm hold, but is -3 to hold.

Head Pull - cane hook to the neck, -1 to strike, but success throws victim to ground for 2D4 damage (plus throw penalties), and can be continued into a Neck Hold at +2 to hold for a second action. Choke damage is doubled for the first melee.
Weapon Katas: Hooked, Blunt (apply as appropriate for end of cane)
Additional Skills: Fencing (may apply bonus to Blunt when using cane).
Martial Arts Powers: Select Two powers from Arts of Invisibility or Atemi Abilities.
Level Advancement Bonuses
1st: +2 to roll, +1 to initiative, critical from behind
2nd: +2 to strike and parry
3rd: +1 to dodge, Critical 19+
4th: +1 attack, select one power from Atemi or Invisibility
5th: Can Deathblow Attack when opponent is in Hold gain parry/throw combination (one action, no throw bonus) with Cane
6th: +2 to holds, +1 to strike
7th: +1 to parry/dodge, select one power from Atemi or Invisibility
8th: +1 to roll, gain Parry/(arm/leg) hold maneuver (one action) Critical 18+
9th: +1 attack, automatic neck hold with Head Pull attack.
10th: Can Deathblow Attack From Behind with Cane
11th: +1 parry/dodge
12th: Select one power from Martial Arts Techniques, Atemi, or Invisibility
13th: +2 to strike, +1 to holds
14th: +1 attack, can Deathblow Attack with Cane
15th: +1 to initiative, +1 to roll



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