Maharlika Kuntaw
By Morgan Davis

Entrance Requirements: None
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.

CHARACTER BONUSES

Add 5 to CHI
Add 2 to P.P.
Add 1 to M.E.
Add 1 to M.A.
Add 10 to SDC

COMBAT SKILLS
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.

SKILLS INCLUDED IN TRAINING
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 ADVANCEMENT BONUSES
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

Offline Step(SPECIAL!)

The offline step, is one of the most practiced techniques of Kuntaw. It is studied that everybody has a center line that travels down their person. Getting to the outside of the person, and disrupting this line makes it easier to throw, and/or strike vital parts of the body. To use this ability, the character makes a roll against the attackers as normal. If the roll exceeds, then the attack has missed, and the defender is now on the "outside" of the attackers center line, any throw that is attempted is +4 to strike, and any strike made is +2 to damage. Other things may be possible from this position, but that is up to the GM.

If an offline step roll fails, then the attack hits, full damage is done, and there is no chance to roll w/ punch/fall/impact.

Why Study KUNTAW?

Maharlika Kuntaw is a very balanced art, it deals with weapons combat, and relies on techniques that deal with incapacitating the opponent as quickly as possible, a good art against multiple attackers.

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