Entrance Requirements: None
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
One-Inch Punch
Why Study JUN FAN JEET KUNE DO?
NOTE: The name "Jun Fan Jeet Kune Do" was not the formal name of this art
until January 10-11, 1996. Jun Fan Jeet Kune Do is copyright � 1996-1999 Jun
Fan Jeet Kune Do, all rights reserved.
Costume: Loose-fitting clothing is preferred
Stance: Feet are a little more than shoulder's width apart, and angled slightly
forward ( to help protect the groin ), and the knees bent. The back heel is
raised. Shoulders are in-line with the waist, on a 45-degree pivot. The lead
hand is held out at chest height, with the elbow in position to protect the
ribs. The lead shoulder is raised slightly, and the chin is barely tucked
behind it. The rear hand is held back at chin height ( slightly ), with the
elbow also protecting the ribs. Unlike most martial arts, this stance is based
on the fighter's strong side. So a right-handed person will lead with the
right hand and vice-versa.
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: Burst ( Special! A sudden move forward that covers x1.5 the
character's normal movement. This must be the character's first action,
and it can be combined with a Kick Attack, Roundhouse Kick, or Snap Kick
for a Critical Strike ).
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Circular Parry, Breakfall, Combination Parry/Attack
Hand Attacks: Strike ( Punch ), Knife Hand, Palm Strike, Hook Punch ( Special!
This is a wide punch. It inflicts only 1D4 damage, but it cannot be
auto-parried ), Power Punch, Uppercut ( Special! 1D6+1 damage )
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook, Roundhouse Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Combination Strike/Parry, Combination Grab/Kick,
Knee, Elbow, Choke
Holds/Locks: Arm Hold, Body Hold, Neck Hold
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical
Strike from Rear
Martial Art Powers: Select two from Body Hardening Exercises and/or Martial
Art Techniques. Also gains the Jeet Kune Do Concepts ( See Below )
Physical: Athletics
Philosophical Training: None
Level 1: +1 to Strike, Parry
Level 2: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 3: +1 Attack per Melee, Knock-Out/Stun on a Natural 19-20
Level 4: +1 to Dodge, +2 to Damage,
Level 5: +1 to Strike, Select one Martial Art Power from Body Hardening Exercises
or Martial Art Techniques
Level 6: +1 Attack per Melee, Critical Strike on a Natural 18-20
Level 7: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance
Level 8: +2 Parry/Dodge
Level 9: Knock-Out/Stun on Natural 17-20
Level 10: Death Blow on a Natural 20, One-Inch Punch ( Special! See below )
Level 11: +1 to Strike, Knock-out/Stun on Natural 16-20
Level 12: +1 Attack per Melee, Critical Strike on Natural 17-20
Level 13: Burst attack inflicts triple damage
Level 14: +2 to Strike, +1 to Parry/Dodge
Level 15: Death Blow on Natural 19-20
This is a very special, very close range attack. It must be the
character's first attack of the melee round, and it uses all of his attacks. If
successful, the attack inflicts 1D4x10 damage ( Normal Critical Strike, Knock-Out,
and Death Blow rules apply ). It also acts as a nkock-down attack ( the victim
loses one action/attack and initiative ).
JKD is a very effective physical srtyle, providing a wide range of useful
techniques, but it is very weak in mystical Chi training.