Xia: 108 Forms of The Small Threading Hand Play

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Xia: Main Page -> Xia: Wushu Secrets -> Xia: 108 Forms of The Small Threading Hand Play

"Tao is like a tree. The rootless tree is found in most martial arts forms - lots of movement, but weakness underneath. I will show you how a Taoist should fight - the rooted form, the mastery of momentum, of circular energy and of combat control."

Overview[edit]

This page is a Lore Sheet for the 108 Forms of The Small Threading Hand Play, a set of Wushu Secrets that build on Eight Trigram Wushu, and focus on capture and countercapture, mastery of momentum and use of circular movements to channel your opponent.

These techniques can only be used for physical conflict.

The attack techniques on this Lore Sheet can only be used for close combat physical attacks. Normally, a practitioner must make unarmed attacks to benefit from this grappling fighting style, though at the GM's discretion certain weapons may be suited to grappling as well (such as hook swords, three part staves, fighting chains, etc.)

The defence techniques can only be used to defend against close combat physical attacks, though they are equally efficacious against weapon and unarmed attacks alike. They give no benefit against ranged attacks, however.

In order to use this Lore Sheet, you will need to introduce additional rules into your game: Grappling and Grapple Escapes. Anyone can use these two new fighting moves, regardless of whether they have learnt kung fu secrets from this sheet or not.

Grappling[edit]

When making a close combat physical attack unarmed or with a grappling melee weapon, an attacker can declare that he is making the attack a grapple.

If the attack hits and would normally deal damage, then it deals no damage. Instead for each point of damage, the attacker gains 1 point of capture advantage against the target.

As long as you have at least one point of capture advantage against a target, then they cannot physically move away from you - you have pinned them into place! They can still use magical means of transport (e.g. teleportation) to move, but if they do so, you move with them and retain capture advantage. At the GM's discretion certain opponents may be entirely immune to grappling because of their sheer size, or supernatural nature.

If you are stronger than your opponent (i.e. your Physical + Fire is greater than theirs) then you can still move while grappling someone, and they are forced to move with you.

You can still make a grapple against someone you currently have capture advantage against. In this case, any further capture advantage you gain is added cumulatively to that already in place.

Grapple Escapes[edit]

If you are grappled (that is, someone has at least one point of capture advantage against you) then you can attempt a grapple escape.

To do so, make a physical attack and declare that you are making the attack a capture escape.

If the attack hits and would normally deal damage, then it deals no damage. Instead for each point of damage, remove 1 point of capture advantage against you.

If you reduce capture advantage to zero, then you throw off the grapple and may immediately move away as well, as a free action.

Note that you are not obliged to try to escape when grappled, and can make attacks as normal instead, though of course you can't use any attacks or techniques that require you to be able to move around the battlefield. You can even try and grapple your grappler, building up capture advantage against him as well!


Momentum of Offensive Grappling[edit]

Once you master the one hundred and eight forms, your movements flow more smoothly, turning the momentum of your grapple directly into joint locks, crushes and other damaging attacks.

Cost: 1 Yang Chi.

Keywords: Attack; Modifier; Physical; Aftertouch; Multi-attack;

Effect: Use when you have made a successful grapple attack. You can immediately make an additional physical attack against the same target.

Capture Hold Techniques[edit]

To strike at you is to be ensnared. You capture the outstretched limbs as they come towards you, locking your opponent and turning defence into attack.

Cost: 1 Yin Chi.

Keywords: Defence; Modifier; Physical;

Effect: If the attack misses, you immediately gain an amount of capture advantage against the attacker. The number of points of capture advantage you gain is equal to the total Yin Chi you spent defending against this attack.

Principle of Circular Energy[edit]

Sometimes, the best way to test someone is to let them go.

Cost: 1 Yang Chi.

Keywords: Attack; Action; Physical;

Effect: You can only use this kung fu secret if you have at least 1 point of capture advantage against the target and you are making a physical attack which is not a grapple. You lose all capture advantage against the target, and for each point lost add +1 to this physical attack's motion, power or accuracy. Note that you can spread these +1 bonuses across these three numbers as you choose.

Also, the target is thrown directly away from you a number of metres equal to three times total damage dealt on this attack.

Forms of Calculated Reversal[edit]

Only a fool tries to grapple a professional wrestler.

Cost: 1 Yang Chi.

Keywords: Attack; Modifier; Physical;

Effect: Use this technique only when attempting a grapple escape. For each point of capture advantage you successfully remove from someone grappling you, gain one point of capture advantage against that same target.

Rooted Tree Stance[edit]

It's hard to maintain a flawless dragon stance when a wrestler has your legs and arms pinned behind you.

Cost: 1 Yang Chi to adopt this stance.

Keywords: Stance; Physical;

Effect: While in this stance, whenever you have capture advantage against a target, they lose the benefits of any stance they are in. You do not end their stance though, and they regain any benefits as soon as you stop grappling them.

Maintain: This stance is for grappling. If at any time you do not have capture advantage against any opponents, then the stance immediately ends.

Credits[edit]


This page created by Asklepios.