Three Winds Kempo
By Sinestus

Developed by the ancient immortal, Shen Meng, Three Winds is almost three separate styles. Unlike most techniques, Three Winds teaches each of the primary aspects of combat individually. Upon entering the school, the student must select which style they will begin with. As the name suggests, the style has three combat sets (or techniques): Offensive, Defensive, and Flowing. Once a student feels they have mastered the first techniques, they switch to another focus, combining the new knowledge with the old (but never advancing in the old techniques again).
In gaming terms, this breaks down with the style having three different sets of advancement bonuses, moves, and powers. When the character starts, they must select which set they are beginning with. Later in the game (no sooner than 3 levels later), the character can switch techniques, beginning as level one of the next style. During the transition, the martial artist spends a period of adjustment, where they begin modifying their philosophies. The transition from one technique to another takes 1 level of experience, during which they only gain the 'special moves' and bonuses of the new set and new powers appropriate for the switch. Once a student moves on, they cannot gain bonuses from the previous technique again.

Requirements: I.Q.: 12, P.E.: 12, P.P.: 12, Cannot be combined with physical skills, save for those included in the style.
Training: 10 years
Character Bonuses
Offensive Set: +2 to P.S. and P.E.
Defensive Set: +2 to P.P. and Spd
Flowing Set: +2 to Spd, +10 Chi.
Stance: None specific. Students are taught to develop a stance based on their own personality and capabilities.
Outfit: Normal Aikido or Kempo style outfit.
Combat Skills
Attacks per Melee: 2
Note: Attacks and moves vary with focus. Students can only use moves from the focuses they have mastered/studied.
Hand Attacks:
Offensive : power punch, strike/punch, backhand, palm strike, forearm, elbow
Defensive : slap (only one damage), backhand
Flowing : palm strike, forearm
Foot Attacks:
Offensive : snap kick, axe kick, crescent kick, roundhouse, kick attack
Defensive : trip/leg hook, backward sweep
Flowing : turning kick (dodge/kick), roundhouse
Basic Defense Moves:
Offensive : none
Defensive : dodge, parry, automatic parry
Flowing : dodge, parry
Advances Defense Moves:
Offensive : power parry, leg parry (kick/block for sweeps, 1D6)
Defensive : circular parry, disarm,
Flowing : automatic throw, multiple dodge,
Holds/Locks: none
Escape Techniques:
Offensive : none
Defensive : roll, breakfall
Flowing : roll, backflip
Modifiers to Attack:
Offensive : critical, critical from behind, deathblow
Defensive : none
Flowing : knockout, knockout from behind
Special Moves:
Offensive : Dual Fist Punch (2D6 + damage, uses both hands), Head Butt (1D6+ damage, can be used in some holds), body block/tackle (success by 5+ over defender's roll allows attacker to remain standing, 1D4 + damage), leap attack.
Defensive : none
Flowing : disarming throw (as automatic, success of 5+ over attacker causes disarm).
Weapon Katas: none
Additional Skills:
Offensive : Boxing, Pylometrics, Body Building
Defensive : Running, Juggling
Flowing : Gymnastics, Tumbling
Martial Arts Powers: (each set is restricted in where they may select powers from. All powers selected MUST reflect the focus they are learned in, thus, a student of Offense will not learn a power which grants no bonus to strike or penalizes strike bonuses in any way, a student of defense will not learn anything which increases strike bonuses or decreases parry bonuses, etc.. Categories are listed in order of recommendation for selection, greatest to least.) Upon gaining the technique, select two powers from the proper category.
Offensive : Specialty Katas, Martial Arts Techniques, or Body Hardening
Defensive : Body Hardening, Specialty Katas, or Martial Arts Techniques
Flowing : Chi Powers, Martial Arts Techniques, or Arts of Invisibility
Level Advancement Bonuses
(only listed to level seven, at which point the character must switch focus.)

Offensive :
1st: +1 attack, +2 to strike/advanced parry, critical from behind
2nd: +1 to damage, critical on natural 19+
3rd: +2 to strike/advanced parry
4th: +1 attack, Critical on 18+
5th: +1 to strike, +3 to damage.
6th: select one martial arts power. Critical 17+
7th: Deathblow on called shot, +1 attack

Defensive :
1st: +2 to parry and roll, have all listed moves,
2nd: +2 to breakfall and disarm
3rd: select one martial arts power, +1 to perception
4th: +1 attack, gain Automatic Roll (full bonuses)
5th: +2 to roll/breakfall
6th: +2 parry/disarm
7th: Gain Anticipation (Slap only)

Flowing :
1st: +2 to dodge, +1 to backflip, have all listed moves
2nd: Knockout from behind and/or 19+, +1 to automatic throw with flip
3rd: +2 to backflip and dodge, can call knockout with throws
4th: +1 attack, Knockout on 18+, select one martial arts power
5th: +1 to roll and automatic throw with flip
6th: +1 to dodge and backflip, select one martial arts power
7th: Automatic knockout on natural 19+





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