Red Sash Kung Fu (Exclusive)
By Sinestus
Inspired by old Bruce Lee movies, and my on going obsession with Tekken 3, I have decided to compose Forrest Law's martial art.
As far as most can tell, this is a Wing Chun/Tai Chi derivative style, which boasts having no set forms, but
incredible fighting potential. Although the master will always radiate confidence in his abilities, combat is
generally avoided when possible. The primary philosophy of Red Sash is to move like water, with flexibility and
speed, but also the ability to crush anything in its way. Thus the parries of the technique have an apparently soft
affect, causing the attacker to continue movement with their strike, while the attacks are quick and deadly.
As for training, there are only a select few teachers throughout the world, and they will only teach the complete
style to students who show incredible promise.
Entrance Requirements: none.
Training: 20 years, Costs two Martial Arts slots
Character Bonuses
+5 Chi
+2 P.S.
+2 P.P.
+3 P.E.
+10 S.D.C.
Stance: Rent a Bruce Lee movie, or play Law on Tekken 3
Combat Skills
Attacks per Melee: Three to start.
Hand Attacks: palm strike, strike (Punch), backhand, double-knuckle fist, power punch,
One-Inch Punch (an incredible quick strike which a palm strike is stopped before striking the opponent, and a
moment later resumed as a power punch. Can only be performed once per melee, and requires a successful
strike of natural 12 or better. Damage is 1D10 + P.S. bonus).
Foot Attacks: snap kick, axe kick, crescent kick,
Triple Kick (three successive snap kicks, opponent can attempt to parry or dodge, but can only use automatic
moves against the first kick. Costs two actions, and can only be performed once per melee. Damage is
1D6+1+P.S. bonus per successful kick. Roll strike for each kick)
Jumping Foot Attacks: Flying jump kick, back flip, Drop Kick
Basic Defense Moves: dodge, automatic parry, parry
Advanced Defense Moves: combination parry/strike, back flip, multiple dodge, combination Parry/Attack
Escape Techniques: roll with impact, break fall, maintain balance.
Modifiers to Attack: pull punch. Knockout, and Critical Strike.
Weapon Katas: WP: Nunchaku, WP. Blunt.
Special Moves: Triple Kick, One-Inch Punch. (See Above).
Grab Strike (one hand parry/grabs the opponent's attacking limb, while the other strikes the ribs or head. Can
only be performed once per melee, requires two successful rolls, parry and strike, and sacrifices the options of
automatic parry and other special moves for the rest of the melee. Adds +2 to damage with hand strike)
Skills: Gymnastics, swimming, meditation
Martial Arts Techniques: Select three from Body Hardening, Martial Arts Techniques, or Chi Mastery.
Level Advancement Bonuses
1st: +2 to parry, dodge, and strike, Critical on Natural 20
2nd: +2 to Roll, +1 attack and damage
3rd: +1 to Maintain Balance and Break fall, +2 to back flip
4th: Critical Strike on natural 18+, select one power from Body Hardening, Specialty Katas, or Martial Arts Techniques
5th: +1 attack, parry, and dodge, Knockout on 19+,
6th: +2 to roll, parry, and dodge. +1 to strike with special moves
7th: +2 to break fall and back flip, select one Chi Mastery or Martial Arts Technique
8th: +1 attack. +3 to damage
9th: Double Chi, +2 to Maintain balance, +1 to strike
10th: +2 parry and dodge, +1 to roll, Select one Zenjorike Power
11th: +1 attack, back flip, and break fall
12th: +2 to damage and roll, Death Blow on natural 20
13th: Select one power from any category
14th: Double Chi, Critical on 17+, Knockout on 18+
15th: +1 attack, strike, parry, dodge, and back flip.