Kilico
By Sinestus

Like many styles, this is named after the master who developed it, Viz Kilico. Viz was a mythical warrior who trained in throughout the world. During the span of thirty years he partook in hundreds of battles, leaving thousands dead. He was feared to be the deadliest fighter of the age. Having defeated all challengers he saw as equals, Viz sought to give his opponents a fair chance in battle, and thus vowed to never draw his sword until he was sure of a clean kill.
Modern masters of the style are expected to make a similar vow, promising to not draw the sword until a clean kill is in sight in any fair fight. Fair fights are usually defines as duels [one on one conflicts] or in some cases as many opponents are the student is capable of defending against. Kilico is only taught in a few 'roaming monasteries' around the world. Before one can train, they must find the 'monastery' caravan and prove their worthiness.
Kilico focuses on two aspects of combat, positioning and disablement. Students learn that constant aggression is not always the best plan of action, nor is relying on an opponent's strike to cause an opening. Thus, during the combat a student may choose to sacrifice an action to shift position. Doing so does not change combat range (as the style has moves for any combat range), but provides the opponent with +2 to damage with their next move (and the student with +1 to parry, and +2 to strike or disarm on their next action). With a combination of: parry, position, parry, position [with the parry's successful] the student can position themselves behind an opponent and attempt a simultaneous attack/knockout from behind during their opponent's next attack.

For aggression, the Kilico trains with a special weapon. Similar to the staff/swords found in history, the Shagae appears to be a thick, decorative cane on normal inspection. Those with Recognize Weapon Quality may notice (perception) that the cane actually conceals a high quality, one-handed sword. As a blunt weapon, the Shagae is balanced to provide a +1 to strike and parry, and +1 towards all knockout blows (deal 2D4 S.D.C.). To draw the sword requires two melee actions, one to disengage the lock, one to draw. Kilico masters will often unlatch the weapon at the beginning of combat if a kill is expected withing the first exchange of blows. When unlatched and used as a blunt weapon, the Shagae imposes -1 to strike (and insuring the blade remains covered takes skill). Generally, a master will never leave the weapon drawn for more than a few seconds, preferring to put it away following a strike (weather or not successful) to insure their vow is not broken. Once drawn, the Shaegae is useable like paired weapons for defense, but the scabbard will rarely be used to strike when not holding the blade (only deals D6 damage), the blade deals 3D4 damage, and is razor sharp.
Requirements: I.Q.: 10, P.P.: 12, Spd: 12. Generally honorable characters, but will have no problem delivering a killing blow to a Knocked Out opponent.
Training: 10 to 15 years
Character Bonuses
+2 to P.P.
+2 to P.E.
+10 Chi
Stance: Sidelong, feet slightly askew, Shagae held with both hands either parallel to the ground at arms length, or at side in standard drawing hold.
Outfit: Similar to the Aikido uniform, with padded, sleeveless jacket.
Combat Skills
Attacks per Melee: 3
Hand Attacks: backhand, palm strike/slap, strike/punch, hammer strike (uses bottom of fist, 1D6 damage, +1 for opponent to parry, but grants +1 toward knockout), forearm.
Foot Attacks: trip (following a positioning, may be used in grapples and in grappling range), backward sweep, snap kick, kick (2D4), crescent kick, axe kick, turning kick.
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: roll, disarm
Holds/Locks: arm hold, leg hold, arm lock
Escape Techniques: roll
Modifiers to Attack: Critical, Knockout, knockout from behind
Special Moves: disarm, paralysis attack (vital points)

Drawing Strike - only useable as a fist attack of the melee, weapon must be unlatched before using the weapon (thus before combat, or as the last action of previous melee). +2 to initiative and strike when using this, Draws and Slashes with Shagae Blade, Critical on 15+. Can target body, arm, or head. The Master will usually sacrifice their next action putting the Shagae back together.

Knuckle Snap - effectively a Disarm, useable when opponent attempts to draw a weapon. +2 to Disarm, deals no damage, but opponent must roll strike to grab weapon (half strike bonus), and Kilico master rolls disarm/strike. Success allows the opponent to draw the weapon, but they are instantly disarmed. Can only be done with Blunt Shagae

Break Away - a stick/kick move used to break grapples. Opponent is struck in the arms with Shagae (dealing 1D6+ damage to each arm), and tripped/kicked. Successful strike breaks grapple, and opponent stumbles to long melee range. Costs two actions.
Weapon Katas: Blunt, Sword
Additional Skills: Recognize Weapon Quality, Philosophy (general), Wilderness Survival.
Martial Arts Powers: Select two from Martial Arts Techniques, or Chi Mastery, Select one from Arts of Invisibility.
Level Advancement Bonuses
1st: +2 to parry, Knockout from Behind, Knockout on Natural 19+
2nd: +1 to strike, disarm, and dodge
3rd: +2 to initiative and roll
4th: Select one power from Body Hardening or Martial Arts Techniques
5th: +1 attack, Knockout on 18+, gains Paralysis Attack
6th: +1 to Disarm, Critical on 19+
7th: +2 levels to Katas Blunt and Katas Sword may use Automatic Disarm with automatic parries.
8th: +2 to initiative, +1 to initiative using Draw with Strike
9th: +1 Attack, Knockout on 17+, +1 to disarm
10th: Can Unlatch-draw-strike as single action Select one power from Chi Mastery or Arts of Invisibility
11th: +2 to strike, +1 to parry
12th: +1 to dodge, disarm and roll
13th: +1 attack, Knockout 16+
14th: Critical From Behind, Critical 18+
15th: +2 to initiative, +1 to disarm Select one power from Martial Arts techniques, Chi Mastery, or Arts of Invisibility



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