Twin Spheres Kung-Fu
By Sinestus
A derivative of Tai Chi, this style uses the constant flow of chi through an area and the perfect balance of the sphere to subdue, but rarely kill, it's opponents. The primary weapon of the style is a basket-ball sized sphere (usually of similar construction) which is thrown at the beginning of combat and kept moving until the end of the battle. The normal ball deals 1D6+1 damage, but a smaller, fist-sized one can be used instead for only 1D4 damage.
The style itself was developed by the Mad Monk, Junn Li. Once known as the Rabid Duck of the South, Junn worked on mastery of his own form of Kung Fu called "Strike of the Red Wing" until the gods visited him in a dream and revealed to him that further pursuit of the style's perfection would leave him a feral, mindless beast... thus he sought out the great masters of Tai Chi within his province to study under them.
Still inspired to construct his own style Junn battled with bouts of insanity and perfect calm, until finally, he managed to combine his duck style with Tai Chi, resulting in this.
Requirements: Honorable Alignment, I.Q.: 12, P.E.: 10, M.A.: 12
Training: 15 years
Bonuses
Double Chi
+2 M.E.
+2 M.A.
Stance: Same as Tai Chi, only holding a small ball (at least the size of a fist.)
Outfit: simple robes.
Attacks per Melee: 2
Hand Attacks: palm strike, fore-arm, backhand, Open Hand Push (as per Tai Chi)
Foot Attacks: Snap Kick, Kick Attack, Crescent Kick
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: Multiple Dodge, Automatic Dodge, Circular Parry
Holds/Locks: wrist lock, arm hold
Escape Techniques: roll, Maintain balance, Automatic Roll
Modifiers to Attack: Pull Punch, Knockout/Stun, Knockout from Behind, Critical Strike
Special Moves:
Chi Sphere - the Chi master, once he has charged his sphere weapon with chi may now direct the weapon using his own energies. This takes the form of thrown attacks, during which the chi master causes the ball to bounce off multiple targets before returning. The master can strike one target (+1 every three levels, starting at level one) before the ball returns, but each target after the first counts as a -1 to strike (unless it's a special attack).
As the ball is charged with positive chi, it can make all sorts of wacky bounces on account of spin.
Reflect Attack - takes three actions to conclude, during which time the master is unarmed, but may still act. The attack requires two targets, either a wall, and the target individual, or two people. The first target is struck normally with a thrown ball attack, then the master's chi prompts it to reflect (as a back attack most likely, but not always) into the second target. Then off the second back to the first, to finally return to the master. All strikes art done with fill strike bonus.
Unexpected ball attacks - those not used to fighting a Sphere master will find many of the attacks imbalancing. Unless they have Zanshin Awareness, they must make a successful perception check to defend against and attack involving the ball bouncing before hitting them from behind (the Sphere master must declare an 'attack from behind' from a bounce.) Otherwise defending is done at a -4 (in addition to the -6 for projectiles) and the Sphere master may call knockout (instead of dealing normal damage).
Weapon Katas: WP: Thrown, Improvise Weapon (balls only)
Additional Skills: Juggling, Meditation, Philosophy: Taoism.
Martial Arts Powers: Soft Chi, Windmill Kata and: Improved Soft Chi - With this the master may add their soft chi bonus to their thrown strike modifier, and for every melee action the ball is kept in motion by the master (meaning the master catches/retargets the ball) a +1 to damage is added. The Ball Must keep moving for the damage bonus to apply.
Level Advancement Bonuses
1st +2 roll, +2 dodge, Knockout from Behind
2nd +2 to balance, +1 to parry & thrown attacks
3rd Select one Zenjorike power.
4th +1 parry and dodge, Critical on 19+
5th +1 roll, +1 to all strikes (including thrown)
6th Knockout 19+, Select 1 Chi Mastery or Specialty Kata
7th Double Chi, gains 'Disarm' attack/defense
8th +1 attack per melee, +1 to maintain balance, +1 to dodge
9th Select one Chi Mastery or Specialty Kata
10th Select one Zenjorike power, + 1 attack Per melee
11th +1 to roll, +1 to parry/dodge
12th Double Chi
13th +2 to balance, Knockout on 18+
14th Select one chi mastery or specialty kata, +1 attack/melee
15th Double Chi
Why Study Twin Spheres?
Because you've seen the same movie I have, and want to give it a try...

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