HUNG GAR KUNG FU
by Lee Casebolt

Entrance Requirements: Any alignment, but tends towards Principled, Scrupulous, Aberrant, and others with a strong sense of honor. Minimum P.S. and P.E. of 12 required.
Skill Cost:

Hung Gar is the most widespread and popular of the five dominant Southern Chinese kung fu styles (the others being Lau, Choy, Lay, and Mok). "Gar" translates as family or clan, while "Hung" refers to the style's creator, Hung Hei Goon. Hung Gar, then, is the kung fu of the family of Hung. Legends say that Hung originally learned the Shao-lin Tiger system from Master Gee See. From this basis, Hung added elements from the White Crane, which he learned from his wife, as well as movements and techniques from the Dragon, Snake, Leopard, and Five Elements Fist systems.

Techniques were added and modified to reflect both Hung's own personality and the enviornment in which he lived. Southern China is a land of river cities, where wet ground and crowded spaces are the rule. For this reason, Hung Gar employs strong stances, low kicks, and a variety of ambidextrous, simultaneous blocks and strikes which are best employed in tight quarters.

Hung Gar physical training is grueling, building both strength and endurance, while its philosophical aspect stresses honesty, directness, willpower, and righteousness in all matters.

Hung Gar is one of the most popular of kung fu styles, with training available in most densely populated areas.

Costume: Standard kung fu uniform.
Stance: Many stances are used, but tend towards very deep, strong stance. See Horse Stance under Special Katas.
CHARACTER BONUSES
Add 2 to P.S.
Add 1 to P.P.
Add 1 to P.E.
Add 2 to Spd.
Add 15 to S.D.C.
COMBAT SKILLS
Attacks per Melee: Three (3)
Escape Moves: Roll with punch/fall/impact, maintain balance
Attack Moves:
Basic Defense Moves: Dodge, parry, automatic parry
Advanced Defense Moves: Multiple Dodge, Power Block/Parry, Combination Parry/Attack
Hand Attacks: Strike (punch), Power Punch, Claw Hand, Palm Strike
Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks
Jumping Foot Attacks:
Special Attacks: Death Blow, Elbow, Knee, Forearm, Combination Grab/Kick
Holds/Locks: Arm Hold, Elbow Lock
Weapon Kata: Select one from W.P. Straight Sword, W.P. Sabre, W.P. Staff, W.P. Butterfly Swords (PAIRED), W.P. Trident, or W.P. Chain Whip
Modifiers to Attacks: Pull punch, Knock-Out/Stun, Critical Strike, and Critical Strike from Behind

Special Katas:
Horse Stance
: One of he most basic of martial arts stances, the Horse Stance can provide a devastating fighting foundation when mastered. A master of the Horse Stance cannot be moved if he does not wish to be moved, and this same strong root adds power to his strikes. Bonuses: +8 to Maintain Balance, +2 to Damage. On the downside, the character cannot move, kick, dodge, or perform any other action which would cause his feet to leave the ground.


SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select two (2) abilities from Body Hardening Exercises (including Demon Hunter) and Special Katas (*not* including Chi Katas). These powers may be exchanged, on a one-for-one basis, for basic skill programs (excluding physical).
Languages: Chinese (Cantonese dialect)
Physical: Swimming
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +1 to Damage, +1 to Maintain Balance, Critical Strike from behind
2nd: +2 to Roll with punch/fall/impact, +1 to Parry/Dodge
3rd: +1 attack per melee, Critical Strike on Natural 18 or better
4th: +1 to Roll with punch/fall/impact, +1 to Parry/Dodge
5th: +1 Attack per melee, +1 to Damage
6th: Add one Martial Arts Power from Body Hardening Exercises (including Demon Hunter) and Special Katas
7th: +1 Attack per melee, Death Blow on Natural 19 or 20
8th: +2 to Maintain Balance
9th: Knock-out/Stun on Natural 18, 19, or 20
10th: +1 to Damage, +1 to Strike
11th: Add one Martial Arts Power from Body Hardening Exercises (including Demon Hunter) and Special Katas (including Chi Katas)
12th: +2 to Parry/Dodge, +1 to Strike
13th: +1 Attack per Melee
14th: Add one Zenjorike Power
15th: +1 Attack per Melee, +1 to Damage
Why Study HUNG GAR KUNG FU?
A well-rounded system, with powerful offensive and defensive techniques, as well as basic weapons training, that excels at short-range combat. Its primary weakness is a lack of internal skills.

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