Kempo
By Cutter Kinseeker

Kempo (often called Kenpo) is an astounding martial art which relies upon speed and an understanding of gymnastics to make its moves that much more dangerous. A speed-based rather than strength- or stamina-based martial art, Kempo uses sweeping kicks, roundabout punches, flips and throws, and lots of long-distance striking attacks. Primarily a defensive martial art, Kempo practitioners symbolize Pollonius' advice to Laertes: "Beware of entrance to a quarrel; but, being in, bear it that the opposed may beware of thee."

Those who practice Kempo realize that parries and blocks are fine and well, but the best way to avoid getting hit is to simply get out of the way. A true student of Kempo will backpedal and dodge from his enemy, talking the whole while, and only launch his own attacks when he runs out of room to run. This is not to say that Kempo's pracitioners are cowards--hardly, for they can be just as dangerous as any other martial artist if the situation warrants it; they would just rather defend themselves rather than beat the stuffings out of an opponent.

Kempo is also a martial art that is easily integrated into a personal fighting style; its teachings (such as they are) emphasize the importance of flexibility, both mentally and physically. A Kempo student must be ready at all times to alter his strategy at a moment's notice; overspecialization leads to defeat. Surprisingly easy to learn for such a complex martial art, Kempo is similar to Tai-Chi Ch'uan in that anyone may select Kempo as their combat form (so long as they can select Hand to Hand: Martial Arts).

The appearance of Kempo is almost comic: the martial artist will backpedal and weave from side to side while trying to reason with his opponent, ducking below punches and jumping over kicks, sliding out of hand to hand range and jumping back in. It stops being funny when the fight starts for real. If the opponent is obviously unable to be reasoned with or the quarters are about to become too close to make dodging practical, the Kempo student will fly into action, becoming a frenzied tornado of snap kicks, throws, roundhouses, backflips, and leg hooks. This will continue until the martial artist's opponent concedes the fight or is unconscious; even the most combative Kempo students (somewhat of a contradiction in terms) will draw the line at killing a foe. It's not that they can't kill an enemy; they just won't, except to save another's life.

Entrance Requirements: PP 10; practitioners of Kempo must have an Honorable alignment (Principled, Scrupulous, Unprincipled, Taoist, or Aberrant).
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.

CHARACTER BONUSES

Add 2 to P.P.
Add 1 to M.E.
Add 10 to S.D.C.
Add 5 to Chi

COMBAT SKILLS
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

SKILLS INCLUDED IN TRAINING
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.

If Kempo is your primary martial art form, then the following other forms can be learned in a shorter time: Ch'in-Na (4 years), Drunken Style Kung Fu (6 years), Jujutsu (3 years), Lee Kwan Choo (5 years), Sankukai Karate (5 years), Tae Kwon Do (3 years), Tai-Chi Ch'uan (3 years), or Taido (6 years).

LEVEL ADVANCEMENT BONUSES
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

Why Study Kempo?

If you're interested in a practical way to defend yourself in hand to hand combat, few martial arts are better than Kempo. Combining a simple method of teaching that leads to fast advancement with a complex style that can beat most similarly ranked styles in combat, Kempo can hold its own against anything from street thugs to fellow martial artists. Kempo's greatest weakness is its non-combative mentality and inability to deal with more aggressive martial arts like Fu-Chiao Pai and Kyokushinkai Karate. It also gives no automatic parry, which is a big minus.

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