Entrance Requirements: PP 10; practitioners of Kempo must have an
Honorable alignment (Principled, Scrupulous, Unprincipled, Taoist, or Aberrant).
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
Why Study Kempo?
Skill Cost: 5 years (3 years as a Secondary Martial Art)
Costume: Standard martial arts gi for practice; no "official" garb.
Stance: Loose, wide-legged stance, one leg slightly behind the other;
both hands held near chest level, palms turned slightly outwards.
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Backflip
Basic Defensive Moves: Parry, Dodge,
Advanced Defensive Moves: Multiple Dodge, Breakfall, Automatic Dodge
Hand Attacks: Punch (Strike), Backhand, Palm Strike
Basic Foot Attacks: Kick, Snap Kick, Roundhouse Kick, Wheel Kick,
Crescent Kick, Axe Kick, Backward Sweep, Tripping/Leg Hook
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Knee, Leap Attack, Body Flip/Throw
Holds/Locks: Arm Hold, Leg Hold, Finger Lock, Wrist Lock, Elbow Lock
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike
Martial Arts Powers: Practitioners of Kempo start with the Body
Hardening Exercise of Chagi (Kick Practice) and may select one other
power from either Martial Arts Techniques or Special Katas (except for
Five Principles or the Windmill Kata).
Languages: Practitioners of Kempo are strongly encouraged to learn
Japanese but do not gain it for free and are not required to have it;
should a character with Kempo choose to learn Japanese, he will gain a
+10% bonus to that language skill.
Physical: Gymnastics; Prowl
Philosophical Training: None, except that fighting is always to be the
last resort.
Level 1: +3 to roll with punch, +2 to pull punch, +2 to dodge, Critical Strike
on Natural 20
Level 2: Knock-Out/Stun on natural 19-20, +2 to Maintain Balance, +2 to
Backflip, +1 to dodge, +1 to strike with kicks
Level 3: Critical Strike on Natural 19-20, +2 to pull punch, +1 to dodge
Level 4: +1 to Backflip, +2 to Breakfall, +1 to strike with kicks, +2 to roll
with punch
Level 5: +1 attack per melee, +1 to Maintain Balance
Level 6: Knock-Out/Stun on natural 18-20, +2 to strike with kicks, +1 to dodge,
+2 to pull punch, +1 to roll with punch
Level 7: Select one additional Martial Art Power from Body Hardening Exercises
and one from either Martial Arts Techniques or Special Katas (except
Five Principles or Windmill Kata)
Level 8: +1 attack per melee, +1 to dodge, +1 to Holds/Locks
Level 9: Critical Strike on Natural 18-20, +1 to pull punch, +1 to roll with
punch, +1 to strike with kicks
Level 10: +2 to strike with kicks, +2 to dodge, +2 to Maintain Balance, +1 to
Holds/Locks
Level 11: Select one Martial Art Power from among Body Hardening Exercises,
Martial Arts Techniques, and Special Katas (except Five Principles and
Windmill Kata)
Level 12: +1 to dodge, +2 to Breakfall, +1 to strike with kicks
Level 13: Select one Martial Art Power from Body Hardening Exercises
Level 14: +1 attack per melee
Level 15: Critical Strike on Natural 17-20, Knock-Out/Stun on Natural 17-20