WU TAO KUNG FU(SPLASHING HANDS) [EXCLUSIVE]
By Kuseru
Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: P.P.: 8, and Spd.: 10.
Skill Cost: 8 years.
Splashing Hands, developed at a Shaolin Temple in the late 1700's is a grappling range fighting system of kung fu taught to those monks who were in charge of guarding the temple gates. Splashing Hands, named for the way the hands move as if one is shaking water from them, is prized for its hand and footwork and its simultaneous offensive and defensive techniques. Because Splashing Hands is an infighting system, the attacker must maintain grappling range. Blocks and strikes along with the rolling hands technique entice the opponent into an attack and pull him off balance. When an opponent attempts to withdraw from combat, a master stay in range striking with jabs, punches, elbows and uppercuts. Once the opponent goes down a master continues attacking until the opponent has been subdued.
Costume: Standard Kung Fu outfit.
Stance: None.
CHARACTER BONUSES
+1 to P.S.
+2 to P.P.
+4 to Spd.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: Leap
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Block/Parry.
Hand Attacks: Punch, Hook, Palm Strike, Backhand, Uppercut, Knife Hand, Splashing Hand Strike(Special! This strike is a quick snapping like strike using the blade of the hand, does 2D4 damage), Fingertip Attack, Gou Strike.
Basic Foot Attacks: Kick, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Death Blow, Elbow, Knee, Combination Grab/Kick, Combination Grab/Punch.
Weapon Katas: None.
Modifiers to Attack: Pull Punch, Critical Strike, Critical Strike from Behind, Knockout/Stun.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening and Martial Art Techniques.
Language: Chinese.
Training Skills: Streetwise.
LEVEL ADVANCEMENT BONUSES
1st: +1 to Parry/Dodge, +1 to Initiative, +2 to Strike, Critical Strike from Behind.
2nd: +2 to Hand Strikes, Critical Strike on a Natural 19 or 20.
3rd: +1 Attack per Melee, +1 to Maintain Balance.
4th: +2 to Damage, Death Blow on a Natural 20.
5th: +1 to Strike, Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
6th: +1 Attack per Melee, +1 to Hand Strikes.
7th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20.
8th: Critical Strike on a Natural 18, 19, or 20.
9th: +1 Attack per Melee, +1 Damage.
10th: +1 to Initiative, +2 to Parry/Dodge.
11th: +1 to Strike, Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
12th: +1 Attack per Melee, +1 to Hand Strikes.
13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Atemi.
14th: +1 to Parry, +1 to Initiative.
15th: Select one power from Atemi.
WHY STUDY WU TAO KUNG FU?
The close in strikes coupled with speed and strength along with Atemi, gives this art a lot of good offensive moves. Not great against multiple attackers
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