Quick Foot Karate
By Bungtweed
Entrance Requirements: No Alignment restrictions, P.P.; 12
Skill Cost: 12 Years ( 7 Years as a Secondary Martial Art Form)
Quick Foot Karate was created around 1700. Though many dismiss this form because they believe that focusing on using mostly kicks slows down your combat speed and impedes on your chances of victory or defense. However, this is wrong. A Quick Foot master can move his feet like no body's business. He can parry and attack with only his feet as well as most other quick martial art forms. Though since its creation around 1700, it has come to incorporate one or two hand strikes. In its most traditional form Quick Foot Karate still excludes hand strikes though. Once a fighter gets into the Quick Foot position he will not use his hands at all, no matter what. Fighters who like to show off will often, before fighting have someone tie their hands behind their back, and still kick the other guys butt. It's really an amazing martial art form, but still a difficult one for most to master. Quick Foot originated in Japan. The only schools for it are found in South Korea (1) and Japan (4).
Costume: Standard Karate Gi. Sometimes the top is red instead of white, instructors always wear white pants with a dark purple top, a black belt with two gold stripes on each belt end, and have a patch of the Japanese flag sewn into the right arm, some instructors sew their own country's flag onto their left arm. (though the schools are in Asian, a couple teachers are not Asian)
Stance: Normal fighting stance (Not quick foot position) is exactly like Tae Kwon Do.
Character Bonuses
Add 1 to P.S.
Add 3 to P.P.
Add 4 to Spd
Add 10 to S.D.C.
Combat Skills
Attacks per Melee: 4
Escape Moves: Roll w/ Punch, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Auto parry
Advanced Defensive Moves: Multiple Dodge, Breakfall
Hand Attacks: Strike (Punch), Knife Hand
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Reverse Turning Kick (Combo Dodge/kick), Drop Kick (Combo fall/dodge/kick), Wheel Kick, Crescent Kick, Axe Kick, Tripping/Leg Hooks
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick
Special Attacks: Death Blow, Leap Attack
Weapon Katas: None
Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, Critical Strike from Rear
Special Katas:
Quick Foot Stance: Character stands almost at attention, legs are slightly apart and one is slightly behind the other, the hands and clasped together behind the fighters back. When in this stance ONLY the following kick attacks may be used; Kick Attack, Snap Kick, Crescent Kick, Axe Kick. Fighter gets Automatic Dodge once using this, but loses automatic parry, as they can only parry with their feet. +2 Parry, +3 Dodge, +3 Strike with Kick Attack, & +3 Damage on Kick Attacks, also, they receive no bonus to Roll w/ Punch. Once in Quick Foot stance, a fighter will not usually advance unless they have to, stillness is a key part of the stance.
Skills Included in Training
Martial Art Powers: Select a total of two powers from Body Hardening Exercises, Martial Art Techniques and Special Katas (No Weapon Katas). Automatically receives Chagi (Kick Practice) If desired any number of powers can be traded one for one for any basic skill program (excluding Physical) (Chagi can NOT be traded)
Languages: Korean or Japanese
Philosophical Training: Zen
If this is your primary martial art form then the following other forms can be learned in a shorter time. Jujutsu (4 Years), Zanji Shinjinken (5 Years), Taido (6 years), or Lee Kwan Choo (5 Years)
Level Advancement Bonuses
1st +2 Maintain Balance, +1 Strike Kick, +1 Damage Kick, Critical Strike from Rear, Death Blow on 20
2nd +2 Roll w/ Punch, +2 Parry/Dodge
3rd +1 Attack per Melee, +1 Strike
4th +1 Damage, Critical Strike on Natural 18, 19, 20
5th +2 Maintain Balance, +2 Strike Kick
6th +2 Roll w/ Punch, +2 Damage Kick
7th +1 Attack per Melee
8th +1 Parry/Dodge, KO/Stun on Natural 18, 19, or 20
9th +1 Attack per Melee, +2 Maintain Balance
10th +2 Roll w/ Punch, Select one Additional Martial Art Power from Techniques, Body Hardening, or Special Katas
11th +2 Strike, +2 Damage
12th +1 Parry/Dodge, Death Blow on 18, 19, or 20
13th +1 Attack Per Melee, +1 Maintain Balance
14th +1 Roll w/ Punch, +2 Damage, +1 Strike Kick
15th Select one Additional Martial Art Power from Techniques, Body Hardening, or Special Katas
Why study Quick Foot Karate?
Quick Foot is partly about impressing with lightning quick feet and leg movements, but it is also about the belief that one does not need the easy use of his hands to fight and be quick. Though over the years it has adopted hands strikes to be used in combat Quick Foot still teaches that the feet are the soul of a battle, the movement, the power, and the beauty.





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