Kempo Karate
By FlashFighter

Kempo is a Japanese martial art that means "Way of the Fist". It owes much of it's development to the Jui-Jutsu schools of the days of the samurai. In the Kokumin Hyakta Jiten, a Japanese encycolpedia, it states that Kempo originated in some of the Jui-Jutsu ryus such as the Shibukawa, Kito, and Tenshin-Shinyo Ryus.

In 1659, a Chinese man, Cheng Tsu U, stayed in Edo. While staying at the Kokusey Temple, he impressed a watchful samurai with his martial arts abilities, which resembled boxing techniques. The samurai learned from Cheng and incorperated this with his Jui Jutsu. By the end of the 16th Century, Kempo aspect of Jui- Jutsu had become it's own art and between the 17th and 19th centuries additional ryus began teaching different styles. At the time, in Japan, all martial arts were known as Jui-Jutsu, today Kempo is recognized as it's own art and schools can be found all over Japan and the U.S.A.

Entrance Requirements: P.P. 11
Skill Cost: 5 yrs
Costume: Typical Karate Gi, usually black or white
Stance: Both knees bent; front foot turned slightly inward

CHARACTER BONUSES

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

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defensive Moves: Multiple Dodge. Disarm, Circular Parry
Hand Attacks: Strike (Punch), Knife Hand, Claw, Palm, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Leap Attack, Elbow, Knee, Forearm
Holds/Locks: Arm Hold, Arm Lock
Weapon Katas: W.P. Bo Staff
Modifiers to Attack: Pull Punch, Knock Out, Stun, Critical Strike, Critical Strike form Rear

SKILLS INCLUDED IN TRAINING
Martial Arts Powers: 2 from Body Hardening, or Martial Arts Techniques, or Special Katas (No Chi Katas, ever!)
Languages: Japanese
Physical: Athletics, Body Building
Philisophical: Zen

If this is your Primary Martial Art form, then the following forms could be learned in a shorter time: Choy Li Fut (4 yrs), Ishin Ryu (4 yrs), Jujutsu (3 yrs), Kyokushinkai Karate (5 yrs), Shao-Lin Kung Fu (6 yrs).

LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Parry, +1 to Dodge, Critical Strike from Behind
Level 2: +1 to Strike, +1 to Leap (Add 4 ft to distance), KO/Stun on 18-20
Level 3: +1 Attack per Melee, Critical Strike 18-20
Level 4: +2 to Roll with Punch/Fall/Impact, Select 1 Power from Body Hardening, Martial Arts Techniques, or Special Katas
Level 5: +2 to Parry and Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Disarm
Level 6: +1 to Strike, +1 to Leap (Add 4 ft to distance)
Level 7: +1 Attack per Melee, +1to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 8: +1 to Disarm, Select 1 Power from Body Hardening Techniques, Martial Arts Techniques or Special Katas
Level 9: +2 to Roll with Punch/Fall/ Impact, +1 to Parry and Dodge
Level 10: +1 to Strike, +2 to Maintain Balance
Level 11: +1 Attack per Melee, +1 to Disarm
Level 12: Select 1 Power from Body Hardening, Martial Arts Techniques, or Special Katas
Level 13: +1 to Parry and Dodge, +3 to Damage
Level 14: +1 to Strike, +1 to Leap (Add 4 ft to Distance)
Level 15: +1 Attack per Melee, +1 to Disarm, +2 to Damage

Why Study Kempo?

With well rounded hand and foot techniques, Kempo can be used in almost any self defense situation. On the other hand it completely ignores Chi Mastery Skills.

1 1

Hosted by www.Geocities.ws