Jun Fan Jeet Kune Do
By Lee Casebolt

The background of Jun Fan Jeet Kune Do (also referred to as Jun Fan Kung Fu, Jun Fan Kickboxing, Original Jeet Kune Do, or simply JKD) is somewhat unclear for such a modern martial art. It is certainly no more than thirty years old, but its exact age is difficult to pinpoint because of it's unique nature, and of that of its founder, the (in?) famous Bruce Lee.

More than a mere movie star or simply a skilled martial artist, Lee is widely considered a modern genius. His own initial martial arts training was in the Wing Chun of Yip Man, during his youth in Hong Kong. He moved to the U.S. before completing his Wing Chun training, and was dissatisfied with what he had learned to that point. He saw many limitations in Wing Chun as he knew it, and drove himself in search of refinements to his skills. In doing so, he met many of the premier martial artists of the time, and learned many of their skills.

But Jun Fan Jeet Kune Do was not created as a mish-mash of styles, or as a constantly growing range of technique. Lee's vision was one of constant paring down, as well as constant growth. Techniques from judo, fencing, boxing, and other arts were not simply added to the base, they replaced what Lee felt were inferior methods. Everything in Jun Fan Jeet Kune Do was built around an aggressive, direct infighting method, designed to end a fight as quickly as possible.

After Lee's death, the art of Jun Fan Jeet Kune Do was thrown into a bit of an upheaval - no one had anticipated his early demise, and the Jeet Kune Do community was not organized to carry on his legacy. Currently, Jeet Kune Do is largely divided into two camps - the "Original" Jeet Kune Do which stresses the specific techniques actually taught by Lee, and Jeet Kune Do "Concepts", which emphasizes the borrowing and evolutionary process involved in Jeet Kune Do. Training in JKD is available on the West Coast and in Chicago and New York in the United States.

Entrance Requirements: None
costume: No official costume.
stance: A small, fencer-like stance, with the body at nearly a 90 degree angle from the opponent, the forward hand either up guarding the face, or down protecting the groin, while the rear hand protects the body. Unlike many styles, Jeet Kune Do leads with the "strong side", right forward for right-handed practitioners, left forward for left handed.

CHARACTER BONUSES

Add 1 to P.S.
Add 2 to P.P.
Add 2 to P.E.
Add 3 to Spd.
Add 15 to S.D.C.

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Automatic Roll, Automatic Dodge, Multiple Dodge, Combination Parry/Attack
Hand Attacks: Strike (punch), Palm Strike, Bil Gee (SPECIAL! An eye gouging attack derived from Wing Chun. Requires a Called Shot with a -4 to Strike. Does 1d4 damage, and the opponent suffers a -5 to Strike, Parry, and Dodge for 1d6 melee rounds), Hook (SPECIAL! 1d6 damage), Uppercut (SPECIAL! 1d6 damage)
Basic Foot Attacks: Snap Kick, Kick Attack, Roundhouse Kick, Tripping/Leg Hooks
Special Attacks: Death Blow, Elbow, Knee, Body Flip/Throw, Combination Grab/Kick, Combination Hand Hold/Strike (SPECIAL! See Wui Wing Chun(N&SS) for details)
Holds/Locks: Arm Hold, Body Hold
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from behind

SKILLS INCLUDED IN TRAINING
Martial Arts Abilities and Powers: Recieves the Jeet Kune Do Martial Arts Technique automatically. In adddition, select one from Body Hardening Exercises or Special Katas.
Language: None
Philosophical Training: None

LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike from Behind
Level 2: +1 to Strike, Critical Strike on Natural 19 or 20
Level 3: +1 to Parry/Dodge, +1 to Combinations*
Level 4: Select one additional ability from Body Hardening Exercises or Special Katas
Level 5: +1 to Initiative, +2 to Damage
Level 6: +1 to Strike, +1 to Combinations*
Level 7: Add one attack per melee round, +1 to Maintain Balance
Level 8: Knock-Out/Stun on Natural 18, 19, or 20, +1 To Damage
Level 9: Critical Strike on Natural 18, 19, or 20, +1 to Strike
Level 10: Select one additional ability from Body Hardening Exercises or Special Katas
Level 11: Add one attack per melee, +1 to Combinations*
Level 12: +1 to Strike, +1 to Parry/Dodge
Level 13: +2 to Roll with Punch/Fall/Impact, +1 to Combinations*
Level 14: Select on additional martial power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas
Level 15: Death Blow on Natural 19 or 20

* Jun Fan Jeet Kune Do practitioners may add their Combinations bonus to Strike, Parry, Dodge, and Damage rolls associated with Combination moves. No other bonuses (including P.P. bonus, if any) apply.

Why Study JUN FAN JEET KUNE DO

An intense program of physical development paired with a flexible body of technique, Jun Fan Jeet Kune Do allows the martial artist great control over their own development. Deals well with multiple attackers. Relatively weak in terms of internal development.

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