Capoiera
By Sinestus

I know there's already a version of this Brazilian style out there, but I've been working on my own for a while... in a game one might consider this the Non-exclusive version of the other one out there...

Entrance Requirements: P.P.: 12 P.E.: 12
Skill Cost: One year
Outfit: Loose fitting pants, with or without a shirt.
Attribute Bonuses
+3 to P.P.
+2 to Spd
+2 to P.E.
Stance: The jinga is a rhythmic stance which is in constant motion, starting with the feet even, one foot is drawn back to an angled stance and then brought back up, and the process is repeated back and forth... while the legs are in motion so are the arms, whichever leg is moving back, the like arm is 'sweeping water' (moving in a downward parry motion), the other draws up or to the chest.
NOTE: Should the dancer loose the rhythm (e.g. gets knocked down or thrown) no kicks are possible for the rest of the melee.
Combat Skills

Attacks per Melee: 2
Escape Moves: Roll with impact, Cartwheel, Flip, Back flip.
Basic Defensive Moves: Dodge, Parry, leg parry (can use leg instead of arm to parry an attack, can parry sweeps)
Advanced Defenses: Multiple Dodge, Breakfall, Breakfall/roll (use roll bonuses, and tumbling style action, takes only one-quarter damage and may opt to move to a farther combat range, e.g. Grappling Range to Normal or Normal to Long)
Hand Attacks: Punch, Backhand, turning strike (dodge/punch)
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Crescent Kick, Backward Sweep. (NOTE: In Capoiera, the primary attack is kicking, thus kicks which usually use up all kick attacks for the melee do not, however, such kicks cannot be used twice per melee.... no repeated roundhouse kicks, roundhouse kick to crescent kick, or similar patterns)
Jumping Foot Attacks: Jump Kick, Flying Reverse Turning Kick (a.k.a. Reverse Butterfly Kick), and Scissors Kick (jumping brings both legs together on opponent, or can strike two opponents, 1D6+P.S. [x2] damage per leg).
Special Moves: Knee, Handstand, backflip, drop kick,

Continual Dodge (the constant movement of the style allows the dancer to dodge every attack without sacrificing actions, also, failed dodges can still opt for a roll with impact, but cause the loss of this ability until the next melee. If performed in combination with attacks only gains half dodge bonus)

Continual Kick (with any successful kick the dancer may continue with their momentum to perform other kicks until one is parried successfully or they run out of attacks, in this fashion they may also use any combination of kicks even if they usually take all attacks or are the only ones used in the melee) Similar to Lightning Kata, but takes entire melee, after the first successful kick the opponent is forced to be defensive unless they dodge (thus losing one attack), if the next attacks happen simultaneous (because the dancer does not stop to dodge), then if the dancer's natural roll is higher then opponents by 5 or more, the opponents attack is unsuccessful and only the opponent takes damage, the Continual Kick proceeds, and the opponent must again dodge before attacking. If the opponent's natural roll is higher by 5+, then the dancer's rhythm is disrupted and the attack fails, only the dancer takes damage. If neither of these happen, both take damage and the Continual Kick continues, the opponent must once again dodge before attacking again. Generally combined with Handstands and Cartwheels.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Critical Strike, Knock-out/Stun.
Additional Skills: Gymnastics, Running, Dance, play percussion instrument.
Martial Arts Abilities: At first level automatically gain Chagi (Kick Practice) and may select two abilities from specialty katas or body hardening
Special Bonus: should a Capoiera dancer fight to any rhythm based music, then they gain an additional +1 to all moves.
Level Advancement Bonuses
NOTE
: Where there are Roll bonuses, also consider those 'pull punch' bonuses
1st: +1 to strike, +2 to roll, knockout on natural 20 with a kick
2nd: +2 to dodge, +1 to breakfall
3rd: +1 attack, parry, and backflip
4th: gains automatic leg parry, select one power from martial arts techniques or specialty katas
5th: critical on 17+, +1 to strike
6th: +1 to cartwheel, and handstand, +1 to dodge
7th: +1 to parry, and roll
8th: +1 to strike, cartwheel and handstand
9th: +1 attack, select one body hardening, martial art, or Chi technique
10th: +1 to parry, roll and backflip
11th: +1 to handstand and backflip, +2 dodge
12th: gains Calm Minds Zenjorike
13th: critical on 15+ with kicks, knockout on 18+
14th: +1 attack, +1 parry, +1 breakfall
15th: choose one chi power, and select one chi, martial art, or body hardening technique
Why Study Capoiera?
Even though the strength of this style is in it's continuation techniques, it still remains fairly powerful against multiple attackers and solo combat alike.

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