Stav
By Hengest

Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 12 Years (6 Years as a Secondary Martial Art).

Stav is sometimes jokingly referred to as "Viking kung fu". It is a Norwegian system developed by the Hafskjolds, a noble family, approximately 1500 years ago, according to Ivar Hafskjold, the art's current head. It remained a secret within the family until Ivar decided to teach it to the public.

Stav means knowledge of the rune staves. It is also a pun, as the word can be translated as both staff or stave and also rune. The system is based on sixteen simple stances or postures derived from the younger (or Danish) futhork, a runic alphabet. It uses these stances to train both the body and mind, utilizing them in a tai chi-type fashion to promote deep, natural breathing. At a more advanced level the stances also allow access to the healing aspects of Stav, which can be used for therapy and the relief of pain..

Of course, these stances also form the basis of Stav's martial side and provide the foundations for learning how to handle a wide range of traditional weapons. It also incorporates unarmed techniques following the same guidelines. It should be noted, however, the Stav is not really a system of fixed techniques. It is a style that follows concepts, somewhat akin to Jeet Kune Do. As well as the 16 stances, there are also five fundamental principles to Stav's offensive and defensive philosophy, each being named after a class of early Nordic society: trel (slave), karl (farmer), herse (warrior), jarl (lord), and konge (king). These classes also form the basis of the style's grading system. Text relating to each of the levels and the runes can be found in the Hávamál (Sayings of the High One), part of the Poetic Edda.

Stav's popularity has certainly grown over the last few years and training can be found in Norway, Sweden, the UK, Australia and the US.

Costume: Modern training pants and shoes with a heavy cotton hooded top. The color of the top denotes the fighter's rank.
Stance: One of the above-mentioned 16, depending on which of the five principles is being used.

CHARACTER BONUSES
Add +15 to Chi
Add +2 to M.E.
Add +2 to P.P.
Add +1 to P.E.
Add +5 to S.D.C.

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Combination Parry/Attack, Disarm.
Hand Attacks: Backhand, Knife Hand, Palm Strike, Punch (Human Fist).
Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook/Leg Spur.
Jumping Foot Attacks: None.
Special Attacks: Body Flip/Throw, Choke, Combination Grab/Kick(1), Death Blow, Elbow, Forearm, Knee.
Holds/Locks: Elbow Lock, Wrist Lock.
Weapon Kata: W.P. Blunt, W.P. Axe. Pick one from W.P. Large Sword, W.P. Staff, W.P. Knife, W.P. Rope Weapon, or W.P. Spear.
Modifiers to Attacks: Critical Strike, Critical Strike from the Rear or from Behind, Knockout/Stun.

Special Katas (Choose one of the following, others can be added in place of the usual Special Katas):

Trel: Using the trel principle, all attacks are avoided, until a gap is seen in the assailants defenses. Then the Stav practitioner strikes. No attacks may be made, except one, which must be the last attack of the round. This may be any kind of attack, but it is automatically a Critical strike.

Karl: The karl fighter seeks to stop attacks in their tracks, counter-attacking is incidental. The only defence available is a Circular Parry (+2), and there is a -2 to Strike.

Herse: The herse seeks to meet the attacker blow for blow, going in close, crowding him, utilizing aggression against aggression. No Dodges, no Parries, but one extra attack, +3 to Strike, and +3 to Damage.

Jarl: Using jarl, the defender basically wishes to make a point: that the only reason his assailant is not hurt is because the jarl wills it so! The only defence is an Automatic Dodge. Any attacks may be made, but they will do no damage! If successful, the defender must roll against the jarl's M.A. (increased to 20, or at +6 if already at 20 or above). If they do not roll over they must make the decision to back down ,run off, or fight at -4 to Strike.

Konge: The konge fighter takes the attack to the attacker, pre-empting his strike and hitting hard to destroy him even before he's launched it. Works in exactly the same way as Thai Kick Boxing's Lightening Form.

SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of Two (2) from among Martial Art Techniques and Special Katas (including Weapon Kata).
Languages: Old Norse
Cultural: Carpentry, Massage
Physical: Archery
Medical: Holistic Medicine
Temple: Meditation
Weapon Proficiencies: Asatru
Philosophical Training:
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Tai Chi Ch'uan (5 years), Hsing-I (6 years), Ba Gua (5 years), An Yin (7 years), Zanji Shinjinken Ryu (4 years), or Gatka (4 years).

LEVEL ADVANCEMENT BONUSES
1st: +2 Roll with Punch/Fall/Impact, +2 Parry, +1 to Strike, Critical Strike from Behind.
2nd: Knock-Out/Stun on Natural 20, +1 Dodge.
3rd: +1 Attack per Melee, +2 Maintain Balance.
4th: +2 Parry, +1 Dodge.
5th: Select One Additional Martial Art Power from Martial Art Techniques or Stav or Special Katas, +1 Damage.
6th: Critical Strike on Natural 19-20, +2 Maintain Balance.
7th: Knock-Out/Stun on Natural 19-20, +2 to Parry.
8th: +1 Attack per Melee, Select One Additional Martial Art Power from Martial Art Techniques or Stav or Special Katas.
9th: +2 Damage, +2 Breakfall.
10th: Critical Strike on Natural 18-20, +1 Dodge.
11th: +1 Attack per Melee, Select One Additional Martial Art Power from Martial Art Techniques or Stav or Special Katas.
12th: Knock-Out/Stun on Natural 18-20, +1 Strike.
13th: +2 Parry/Dodge, Death Blow on Natural 20.
14th: +1 Attack per Melee, +1 Maintain Balance.
15th: +2 Strike, +3 Damage, Select One Additional Martial Art Power from Martial Art Techniques or Stav or Special Katas.
Why Study ?
Cos Vikings are cool!

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