Jun Fan Jeet Kune Do ( Exclusive )
By danzig138

Jun Fan Jeet Kune Do is a martial art ( ? ) created by the late Bruce Lee. During his youth in Hong Kong, he learned Wing Chun Kung Fu ( of/from Yip Man ). He also had exposure to other forms of kung Fu, but Wing Chun remained his primary form.

In 1959, Bruce moved to Seattle, and began to teach martial arts. His skills rapidly began to draw attention. At this time, he also began to rethink the martial philosophy. This was when he started to streamline his martial arts skills, discarding the techniques that simply bogged things down. Before long, he began to teach a modifed version of Wing Chun, which he called Jun Fan Wing Chun ( Jun Fan being his given name ), in tha basement of a grocery store owned by a friend. The main focus of Jun Fan Wing Chun was simplicity and the reality of martial combat.

As Bruce's acting career started to pick up, and more schools opened, Bruce modified Wing Chun so much that it stopped resembling the Wing Chun Kung Fu he had learned in his youth. This was essentially when it became Jeet Kune Do.

After Bruce Lee's tragic death, the JKD world kind of came apart. Many people could not seem to agree on what was to be the future of JKD. Some believed that it should be maintained exactly as Bruce had taught it, while others felt that it should continue to change as Bruce had practiced it. Basically, two schools of thought formed, Original Jeet Kune Do, and Jeet Kune Do Concepts.

JKD is a very non-traditional, non-classical form. It draws techniques from many arts, primarily Wing Chun, Boxing, and Fencing. The basic idea behind JKD is simplicity. Many martial arts practice forms out of tradition, not because of any practical use. JKD dispenses with this, as it is not simple. There is no need to overcomplicate things, and doing so can be dangerous in a real fight. Which covers another basic concept in JKD: Reality. The martial arts as practiced did not necessarily prepare someone for true combat, and Bruce felt that this was a disservice to the student, and dangerous as well. JKD was designed to provide skills and techniques that would work in a street fight, where there are no rules.

Jeet Kune Do is not a bunch of techniques thrown together. It is more a philosophy, a way of thinking. If it works, keep it, if it doesn't, ditch it. Training in JKD is available in many different places in the US.

Entrance Requirements: None
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.

CHARACTER BONUSES

Add 1 to P.S.
Add 1 to P.P.
Add 2 to P.E.
Add 4 to Spd.
Add 10 to S.D.C.

COMBAT SKILLS
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

SKILLS INCLUDED IN TRAINING
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 ADVANCEMENT BONUSES
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

One-Inch Punch
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 ).

Why Study JUN FAN JEET KUNE DO?
JKD is a very effective physical srtyle, providing a wide range of useful techniques, but it is very weak in mystical Chi training.

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.

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