JEET KUNE DO
By
Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost:12 Years (10 Years as a Secondary Martial Art Style)
What is Jeet Kune Do? Literally, "Jeet" means to intercept or to stop; "Kune" is the fist; and "do" is the way, which can be interpreted as the way of the intercepting fist. The basis of Jeet Kune Do is Wing Chun punches and kicks. There are three related stages in Jeet Kune Do, "sticking to the nucleus," "liberation from the nucleus," "returning to the original freedom." Sticking to the nucleus is based on the idea that the shortest distance between two points is a straight line. Liberation from the nucleus means straight punching becomes a means to an end, but not the end itself. Returning to the original freedom means punches should be reinforced and supported by other punches and kicks, making the style more flexible without rigidity or confinement. Jeet Kune Do is fluidity of movement like western boxing.
Costume: Standard Kung Fu.
Stance: Feet shoulder width apart with one foot about a foot and a half to two feet in front of the other, with the rear heal slightly raised. Hands are held up with the elbows down, dominant hand half a foot in front of the face and the other hand near the ear. The whole body is slightly crouched with the knees bent and the chin slightly tucked into the shoulder facing the opponent.
CHARACTER BONUSES
Add +1 to P.S.
Add +2 to P.P.
Add +1 to P.E.
Add +4 to Spd.
Add +15 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: Leap.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Breakfall.
Hand Attacks: Punch, Knife Hand, Double Knuckle Fist, Palm Strike, Back Hand.
Foot Attacks: Kick, Trip/Leg Hook, Snap Kick, Backward Sweep, Reverse Turning Kick.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Combination Grab/Kick.
Holds/Locks: None.
Weapon Kata: None
Modifiers to Attack: Pull Punch, Knockout/Stun, Critical.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Martial Art Techniques, and Weapon Katas.
Language: Chinese.
Weapon Proficiencies: W.P. Knife, W.P. Staff, W.P. Nunchaku.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bak Lien Kuen Pai Kung Fu (4 Years), Chao Ta (1 Year), Lee Kwan Choo (5 Years), Tai Chi Chuan (4 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, +1 to Damage, +1 to Strike, Death Blow on a Natural 20.
2nd: +1 Attack per Melee, +1 to Parry/Dodge.
3rd: +2 to Maintain Balance, Critical Strikeon an Natural 18, 19, or 20.
4th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
5th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
6th: +2 to Roll with Punch/Fall/Impact, +2 to Damage.
7th: +1 to Parry/Dodge, +1 to Strike.
8th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
9th: +1 Attack per Melee, +1 to Maintain Balance.
10th: +1 to Parry/Dodge, +1 to Damage.
11th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
12th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
13th: +2 to Damage, +1 to Maintain Balance.
14th: +1 Attack per Melee, +1 to Strike.
15th: Death Blow on a Natural 19 or 20.
WHY STUDY JEET KUNE DO?
Bruce Lee's Adaptation of Wing Chun and Shao Lin Kung Fu, Jeet Kune Do has good offense and defense, but is poor in mental training
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