Kyokutan Chagi
By Sinestus

Unlike many styles which train fighters in a variety of complex maneuvers which allow them to throw a multitude of attacks all ending in the same basic result, Kyokutan Chagi emphasizes knowing functional techniques that require little imbalance to the fighter. This style focuses on the control of the fighters movements to compliment the opponent in such a way that although it seems an even umber of blows are exchanged, only the opponent suffers excessive damage.
Students are taught to respect violence and never treat it as a game. Physical conflicts are to be avoided whenever possible; however, if avoidance is proven impossible or unlikely, then one is to deal with the source quickly. Opponents are to be incapacitated, then discouraged from seeking further combat. Maiming is encouraged. Often, once an opponent is rendered unconscious, a few fingers are removed from a hand as a reminder of what violence brings about.

Like Drunken Style Kung-fu, the big power in this style in the use of the Roll Attacks. Roll attack are only optional following a successful roll maneuver. The move takes two actions, but it occurs in a single exchange. (Thus opponent strikes, defender rolls with impact and immediately performs a roll-kick after.) Roll attacks cannot be automatically defended against (except for automatic rolls), and get both the Roll and Strike bonus to the attack (but only half the damage bonus). Roll Attacks can only use basic hand strikes, snap kicks, kick attacks, tripping leg hooks, and crescent kicks.
Requirements: P.P.: 12, P.E.: 10, M.A.: 13
Training: 8 years
Character Bonuses
+1 to P.E.
+2 to P.P.
+5 to Spd
+10 to Chi
Stance: Relaxed, sidelong with opponent, weight shifting from foot to foot, usually with one hand in a pocket (holding a concealed weapon).
Outfit: Normal clothing
Combat Skills
Attacks per Melee: 3
Hand Attacks: slap/palm strike (only deals 1D4), backhand.
Foot Attacks: tripping leg hook, backward sweep, axe kick, crescent kick, kick attack, snap kick, roundhouse, turning Kick (dodge/kick)
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: automatic roll, automatic dodge, multiple dodge
Holds/Locks: leg hold
Escape Techniques: roll
Modifiers to Attack: critical, critical from behind, knockout from behind, knockout from roll attack
Special Moves: Roll Attack (described above), leg hook/drop (a hooking kick targeting the head, requires 15+ for success, pulls both combatants to ground as per a throw, but cannot maintain balance, deals 2D4 to victim, KO on natural 19+.)
Weapon Katas: Knife (specializing in single edged folding blades)
Additional Skills: plyometrics, anticipation (snap kicks only)
Martial Arts Powers: Select either Chagi (Kick Practice) or the Art of Escape, and select two powers from Arts of Invisibility, Body Hardening, or Martial Arts Techniques.
Level Advancement Bonuses
(use dodge bonus with P.P. for auto dodge)
1st: +2 to Roll Attack, +2 to Automatic Roll/roll with impact.
2nd: +2 to strike, +1 to initiative and dodge, critical from behind
3rd: +1 attack, +1 to anticipation with kicks, knockout from behind
4th: +1 to roll attack, +2 to parry, +1 dodge
5th: Select one power from Arts of Invisibility or body Hardening
6th: +2 to automatic roll/roll with impact, Successful roll with impact reduces damage to one-third.
7th: Critical on 18+, +1 dodge, Automatic Knockout on Natural 20 with Roll attacks
8th: Gains Backflip defend/attack (use Roll attack bonus only)
9th: +1 attack, +1 to anticipation with kicks, +2 to damage Can Use Roundhouse with Roll Attacks
10th: Select one power from Specialty Katas or Chi Mastery, successful roll with impact reduces damage to one-quarter.
11th: Critical 17+, Automatic Knockout on natural 18+ with Roll Attack
12th: +1 to strike, +1 attack, +1 to dodge
13th: Can parry sweeps/leg hooks with snap kicks
14th: Gains Leap Attack, successful roll with impact negates damage.
15th: +1 to automatic roll/roll w/impact, +1 to roll attacks.

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