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Martial Arts
Martial Arts
Player's Guide
1
Introduction Kung-Fu and a strike skill for Karate, independent of
This booklet is designed to help you, the player, each other). This is because of the differences of
choose martial arts abilities for your Kult character, techniques and training. It is possible to mix two styles
should you choose to do so, without having to flip in combat, however, using skills or Budo maneuvers
through the basic rule book. This allows other people to from different styles consecutively, or together with
look up information more detailed than in here when combine.
necessary, and to allow the gamemaster extra preparation Listed after the specific styles are the Budo
time. This is only a brief summary of the rules presented maneuvers, and following those are the Ki-Forces.
in the rule book, so if you have any questions, be sure to
ask your game master.
Arnis
Picking A Martial Art Arnis is a Phillipino martial art, which has
Choosing a martial art is done during the skill strong instruction in weapon use. More westerners are
selection phase of character generation. The student becoming interested in the art, particularly in its weapon
level of a martial art costs 20 skill points, teacher level applications. Arnis is particularly effective against
costs 30, master level 50 and grand master 75. When a armed attackers; disarms are meant to break weapon
player chooses a martial arts package for his player and hands. A variety of weapons are taught in Arnis.
invests the skill points, he is also purchasing a set of Primary among them is a wooden stick (called an
skills at a set beginning value, but expending skill and Escrima stick) used one-handed and sometimes in pairs.
experience points can raise these values. Plus, there are Other weapons include the balisong knife, the machete,
ten "freebie" points included with each package to and the long kris dagger.
increase these skills. However, characters with the
advantage of Body Awareness pay only half cost for Skill Student Teacher Master Grand
martial arts packages. Master
Block 9 12 15 18
Dodge 6 9 12 15
Kick 6 9 12 15
Simplified Characters Strike 6 9 12 18
Simplified characters expend a number of their Weapon 6 9 15 21
skill selections to choose a martial arts package. Student Weapon:
level costs one 18-point skill selection, Teacher one 18 Stick 9 15 18 24
and 15, and Master one 18 and both 15-point skills.
Simplified characters still get the ten freebie points. One
of the 10-point skills may be used to select a Budo Commando Training
maneuver. Commando training is less an art form than a
While Student and Teacher level martial arts military-style combat style. Use of daggers and knives is
have no ability limitations, the Master and Grand Master also taught. Generally, the only techniques taught are
levels both require that the character have a level of 20 ones meant to incapacitate or kill the opponent.
in both STR and AGL.
Martial Arts grant the character bonuses to Skill Student Teacher Master Grand
damage in hand-to-hand combat. Students add +1, Master
Teachers +3, Master +5, and Grand Master +10 to the Strike 6 9 15 21
damage effect roll. Martial artists may also control the Kick 6 9 15 18
damage of their blows. Before the roll to hit, the player Throw 6 9 9 12
selects whether his character will inflict full damage, Grip 6 9 9 12
half damage, or no damage at all. Grand Masters, Block 6 9 15 21
however, can determine this after the roll to hit. Fall 6 9 12 15
Weapon --- 6 15 21
Whirlwind Attack
Leg Sweep You are able to attack all opponents within a certain
This is a low kick to your opponent’s legs, sweeping his radius around you, in a single combat round. You can
legs from under him and knocking him to the ground. make one attack against each opponent within the radius,
using only one action per opponent. Your number of
Lightning Attack actions still limits how many attacks you can do; but in a
You can perform two or more attacks in one action, even whirlwind attack you move so fast that you don’t have to
if you only have three or less actions per combat round, use any actions to transport yourself between targets who
despite that it’s normally impossible for humans to are standing apart. A student can attack all within 3
perform more than two actions in one action phase. meters, an instructor within 5 meters, a master within 7
With this skill, you can perform two or more consecutive meters, and a grand master can attack all within 10
actions, and your opponent can’t do anything in between. meters.
Students can perform 2 actions, instructors 3, masters
and grand masters 4.
Ki-Forces
Root Legends speak of martial artists performing
You are rooted to the ground and cannot be knocked off superhuman feats. These are accomplished through what
your feet by an opponent’s Throw or Leg Sweep attack, is, in game terms, called ki-forces or chi-forces. They
even if it was a perfect success. The number of people cost skill points, but are like advantages in that the
you can successfully defend against goes up as your skill character only pays one lump total, rather than spending
increases: students can defend against one attacker, purchasing a certain level in the ki-force. They cannot
instructors against two, masters against three, and grand- be improved. Only masters and grand masters may start
masters against four. the game with ki-forces, although a student or teacher
may learn ki-forces by finding a master who will teach
Soften Attack them and expending experience points.
You move with your opponent’s attack and reduce the The table below lists each of the ki-forces and
effect by –5. This does not count as an action. their skill point cost.
Tornado Kick
5
Air Attack Cost: 15 while levitating; this will break your concentration and
You can strike or kick in a way that sends a push of air you will fall down.
against an opponent up to ten meters away and does
normal damage. The opponent receives wounds as if he Regeneration Cost: 20
had been hit by a normal strike or kick. Your Strength You heal unnaturally fast. Your body heals three times
onus and Damage bonus apply as usual. faster than normal. Use the rules about healing, but
divide the time by three. You never suffer from
Coma Cost: 10 infections.
You can put yourself in a deep trance. In that state, your
heart beats only a couple of times per minute and you Resist Cold & Heat Cost: 15
hardly breathe at all. Your metabolism slows to a You are unusually good at coping with extreme
minimum; body temperature drops. In a coma, you can temperatures. You can walk on burning coals or be shut
survive without food and water for up to a month. You in a freezer without being injured. You can make it
only need one tenth of the amount of oxygen you would through temperatures from –30º C to +100º C almost
normally consume. A thorough medical examination is indefinitely without injury. Even at higher or lower
required to notice that you are in a coma; otherwise you temperatures than these, you only take half the normal
appear to be dead. It takes one minute to enter the coma. losses from cold or heat.
You decide in advance what will wake you up. You can
choose to wake up after a certain time, or e.g. when you Resist Hunger & Thirst Cost: 15
are touched, moved, or when the temperature drops. You can survive for a long time almost without
nourishment. You can live for a month without food and
Combat Mind Cost: 20 for two weeks without water without any effect. After
You can read your opponent’s moves, knowing that, you only take half the normal losses from starvation
instinctively what action will follow; you can anticipate and thirst.
such moves easily. Any defensive maneuver you
attempt has a +5 bonus to succeed. Resist Pain Cost: 15
You can endure terrible pain without raising an eyebrow.
Endurance Cost: 15 You never need to make a constitution throw to avoid
You never lose Endurance. You can run forever, swim fainting. But you are just as easily hurt or killed as
any distance or fight for twelve days without resting. anyone else. This is identical to the advantage “Endure
You only need to sleep 4 hours per night. Pain”.