Entrance Requirements: No Attribute or Alignment requirements
CHARACTER BONUSES:
COMBAT SKILLS:
SKILLS INCLUDED IN TRAINING:
LEVEL ADVANCEMENT BONUSES
Why Study WING CHUN?
Skill Cost: 10 years (4 years as a Secondary Martial Art Form)
Uniform: Either kung fu uniform with sash or T-shirt with either
kung fu pants or baggy jogging pants. Either wear kung fu or
wrestling style slippers.
Stance: Frontal stance with toes and knees turned inward. Feet are
shoulders width apart and the body and head are straight over the
feet. Both arms, one leading, are outstretched along the centre line
with open hands.
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Combination Parry/Attack, Multiple Dodge
Hand Attacks: Strike (Punch), Back Hand, Knife Hand, Palm Strike,
Uppercut (SPECIAL! 1D8), Hook (SPECIAL! 1D6), Double-fist Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick,
Roundhouse Kick, Stomp Kick (SPECIAL! An attack on the opponent's
foot. 1D4 plus opponent cannot kick for the rest of the round.
-3 to strike.)
Special Attacks: Death Blow, Combination Strike/Parry, Combination
Grab/Kick, Knee, Elbow, Forearm, Eye Gouge (SPECIAL! 1D4 plus
opponent is half-blinded for 1D4 melees, -6 strike/parry/dodge.
-4 to strike.), Throat Strike>< (SPECIAL! 1D4 * 2 directly to hit points
plus opponent suffers -3 to strike/parry/dodge for 1D4 melees. -3 to
strike.),
Chi Sau/Gerk (Arm and leg clinging or Sticky Hands and feet) (Special):
If the Chi Sau/Gerk attack is successful, the Wing Chun practitioner
gains a bonus of +1 to initiative and +1 to strike/parry/dodge.
Special: While under Chi Sau/Gerk, Combination Strike/Parry and
Combination Grab/Kick will give the Wing Chun practitioner the damage
bonus of his/her opponent. Note that the combat range is effectively
limited to the grappling range which means kick attacks are limited to
the Snap Kick, Tripping/Leg Hook, Drop Kick and Stomp Kick. Escape
from Chi Sau/Gerk can only be accomplished by a successful escape move
or a successful strike by the martial artist defending against Chi
Sau/Gerk.,
Chain Punch (Special): Rapid hand-over-hand strikes designed to both
limit counter strikes and defenses. The first punch may be defended
against with an automatic defense but for the following strikes the
defender must use Parry, Dodge or other non-automatic defenses. The
number of strikes is the same as the number of attacks and therefore
uses up all attacks including defending; the entire idea is that the
defender will be too busy to strike back. However, if the defender
escapes the chain punch flurry with a successful escape move defense
or automatic throw the melee continues as usual with the failed chain
puncher penalized with -3 to parry.
Weapon Katas: Bat Cham Do (8 cutting pattern knives, similar to Da Kan
Dau) - WP Short Sword paired, Luk Dim Boon Gwun (6 point and a half
pole) - WP Staff
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike,
Critical Strike from Rear
Martial Art Powers: Select a total of two (2) Powers from among
Martial Art Techniques or Special Katas. If desired, any number of
Powers can be traded, one-for-one, for any Basic Skill Program
(exluding physical).
Languages: Chinese (Cantonese)
Philosophical Training: Ch'an Buddhism
Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to
Strike, Critical Strike from Behind
Level 2: +1 Attack per Melee, +1 to Damage
Level 3: +2 to Maintain Balance, Select One (1) Additional Martial Art
Power from Martial Art Techniques, or Special Katas (including Chi
Katas), or Tien Hseuh
Level 4: Critical Strike on Natural 18 or better, Add one level each to
Bat Cham Do and Luk Dim Boon Gwun
Level 5: +1 Attack Per Melee, Knock-Out/Stun on Natural 19 or 20
Level 6: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge
Level 7: Select One (1) Additional Martial Art Power from Martial Art
Techniques, or Special Katas (including Chi Katas)
Level 8: +1 Attack per melee, +1 to strike
Level 9: +2 to Chi Sau/Gerk, +10 Chi, +1 to Maintain Balance
Level 10: +1 to Parry/Dodge, Select One (1) Additional Martial Art Power
from Martial Art Techniques, or Special Katas (including Chi Katas)
Level 11: +1 Attack per Melee
Level 12: +1 to Roll with Punch/Fall/Impact, +1 to Damage
Level 13: Select One (1) Additional Martial Art Power from Tien Hseuh
(including Dim Mak!)
Level 14: +1 to Maintain Balance, Death Blow on roll of Natural 20
Level 15: +2 Chi Sau/Gerk, +10 Chi