Way of the Wendigo
By Kinthalis Silverbow
Entrance Requirements: No Alignment Restrictions. Requires a minimum P.S. of 13 and P.E. of 14.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style).
This style from the wilderness of Canada was created by a wandering mutant bear. The bear created this style based on events after the Crash. Finally, after much combative testing, the bear managed to perfect this style. This style has an accurate reputation for sudden violence, and has a casual, but important, focus on hunting skills.
Training in this style improves the devotees' health, running speed, and strength. At the first sign of a fight, advocates of this style enter combat aggressively, leaping or charging the opponent as soon as possible. At the first opportunity, masters prefer to close to grappling range to subdue opponents with a bear hug. Weapons training in this style includes spears and clubs.
This Way is practically unknown and is taught informally all over The North. The current head of this style is the wandering mutant bear who created the style.
Costume: None.
Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside, rear foot pointed out and to the front, knees bent. Forward fist rigidly extended on a straight line from the shoulder, rear fist tight against the waist.
CHARACTER BONUSES

Add +1 to P.S.
Add +3 to P.E.
Add +4 to Spd.
Add +1D6 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Leap.
Attack Moves: Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Power Block/Parry.
Hand Attacks: Punch, Power Punch, Double Fist Punch.
Basic Foot Attacks: Kick Attack, Axe Kick.
Jumping Foot Attacks: Double Kick Technique (SPECIAL! Wendigo practitioners are so well trained they can kick twice in the air before landing again, similar to many flashier Kung Fu styles and Tae Kwon Do; once per melee round the character may, if he has won Initiative, perform any two kicks in a row, rolling to strike with one immediately after the other; the first kick gets full strike bonuses, while the second gets only half bonuses, rounding down), Flying Reverse Spinning Kick, Jump Kick, Flying Jump Kick, Flying Reverse Turn Kick, Flying Hook Kick Takedown (SPECIAL! Jump onto the opponent's shoulders then fall backward, taking him over by the head with your legs. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Cannot be parried, but can be dodged.)
Special Attacks: Leap Attack, Crush/Squeeze (Special! This combat move uses the rules from After the Bomb 2nd Edition, page 144).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening Exercises and Demon Hunter Body Hardening Exercises. Automatically receives Kangeiko/Shochu Geiko Body Hardening Exercise. These can not be traded for Basic Skill Programs.
Languages: English and French.
Cultural: Brewing, Fishing, and Sports
Physical: None.
Survival: Forestwise, Hunting, and Wilderness Survival.
Temple: None.
Weapon Proficiencies: W.P. Blunt, W.P. Spear.
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Drunken Style (6 Years), Kyokushinkai (4 Years), Liang Hsiung (1 Year), Shan Tung (2 Years), Shih Ba Ban Wu Yi (3 Years), Tae Kwon Do (3 Years), or Tong Lun (3 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +2 to Leap (add 6 feet to Leap Distance).
2nd: +1 to Save vs Pain, +1 to Initiative.
3rd: +1 to Strike, +2 to Leap (add 6 feet to Leap Distance).
4th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
5th: +1 Attack per Melee.
6th: +2 to Parry, +2 to Leap (add 6 feet to Leap Distance).
7th: Critical Strike on a Natural 19 or 20.
8th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
9th: +1 to Strike, +1 to Damage.
10th: +1 to Initiative.
11th: +1 to Save vs Pain.
12th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
13th: Critical Strike on a Natural 18, 19, or 20.
14th: +1 Attack per Melee.
15th: +1 to Leap (add 6 feet to Leap Distance).
Why Study Way of the Wendigo?
Highly mobile and damaging, but the art is short on defensive maneuvers. A good, strongly offensive form of martial arts that also includes weapon skills. The perfect outdoor martial art. A solid, combat effective form that stresses quickness and power.
NOTE: this form was designed for ATB2.

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