Entrance Requirements: None
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
Offline Step(SPECIAL!)
Why Study KUNTAW?
Skill Cost: 10 years (7 years as a secondary form)
Costume: Black Karate Style Gi (Usually a heavier weight), the gi is short
sleeved with red stripes at the ends of the sleeves. Also in some cases, a black
vest is worn in place of the typical karate style gi top.
Stance: There is no set stance, it usually done from a normal walking stance, or
a stance similiar the "on gaurd" stance popular to the JKD style created by the
legendary Bruce Lee.
Stance Description: The on gaurd stance is one with the leading foot out in
front, both legs bent slightly at the knees, the leading hand covers the face
and upper body and the other arm is slightly bent so as the elbow can protect
the ribs, and kidney area.
Attacks Per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Power Block/Parry,
Disarm, Automatic Offline Step(SPECIAL!)
Hand Attacks: Strike (punch), Knife Hand, Back Hand, Fingertip Attacks, Palm
Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
Special Attacks: Death Blow, Knee, Elbow, Body Flip/Throw
Holds/Locks: Arm, Leg, wrist, and elbow locks, Arm Holds, Body Holds
Weapon Katas: None
Modifiers to Attack: Pull Punch, Knock out/stun, Critical Strike, Critical
Strike from rear.
Martial Arts Powers: Select a total of three powers from Atemi Abilities,
Chi Mastery, or Body Hardening Exercises. If desired, these powers may be
exchanged, one for one, for basic skill programs (excluding physical)
The character can choose three of the following: W.P. Escrima Stick(1d8
damage), W.P. Paired Weapons, W.P. Nunchuku, W.P. Staff, W.P. Kris (that
wavy bladed knife that looks really cool), W.P. Sa Tjat Koen(three sectioned
Staff that looks like nunchuku with an extra "chuck"), W.P. Sword.
Level 1: +2 to Maintain Balance, +2 to Roll with Punch/Fall/Impact, +1 to Offline
Step
Level 2: +2 to Parry/Dodge, +1 to Strike, +1 to Offline Step
Level 3: +1 Attack per Melee, +2 to Damage
Level 4: +2 to strike with body flip/throw
Level 5: Critical Strike on 18-20
Level 6: +1 Attack per Melee, +2 to Disarm
Level 7: +2 to Offline Step
Level 8: Select one additional martial arts power from Atemi Abilities, Chi
Mastery, or Body Hardening Exercises
Level 9: +1 Attack per Melee, +1 to Maintain Balance
Level 10: +1 to Strike and Parry/Dodge, +1 to body flip/throw
Level 11: Death Blow on natural 20
Level 12: +1 Attack per Melee, +2 to Breakfall
Level 13: Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 14: +2 to bodyflip/throw
Level 15: +1 Attack per Melee, +2 to Offline Step