Entrance Requirements: None
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
* 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
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.
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
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 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