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= Kungfu Ideas = Yeah yeah, I have non-mechanics stuff in the works. This is the last spillover from my first big Fu! push. <BR><BR> == Style Definitions == <I>Note:</I> I am changing Primary to Principal due to the overlay with Pigeon's Dozen Style Manual terms :P Not sure yet if this is differentiated enough. I'm recalling something imperfectly but I will attempt to do so. Pigeon I believe once worked on a classification of kung-fu that separated them into groups by their purpose. This is a rough and will eventually be expounded on the Fu! wiki, wherever that may be. Also people writing styles may find this useful. The first major divide is whether the style is Principle or Support. I think this is the main divide. Principle styles are mostly simple no nonsense bonuses to your main combat abilities, Strike, Damage, Armor, etc. You can subdivide Principles into their specific uses either, Offensive, Defensive or Utility. The third category is generally a combination of offensive and defensive bonuses. A very specific case of a Principle style is a Primary style, defined by Pigeon as a Strike Adder. Most good fighting people will tend to have such a beast. Support styles offer effects, things that don't mechanically enhance your capabilities but instead allow you to do things that you normally can't do, stuff like second attacks, disorienting, etc. These also come in Offensive, Defensive and Utility flavors exactly as Principle styles are deliniated. And the ultimate hodgepodge style is the general Utility style, something that offers a grab bag of effects, some Principle, some Support. These I find lack focus and either could be useful or not so great depending on the effects packaged together. β’ You'll note the term Utility is used a lot. Right now I seem to be terrible with words but I figure if you get a classification for a style that is purely Utility, that should mean that it is a grab bag, which may or may not be good depending. Its sort of how Neutral is used in D&D Alignment I guess. <B>Golden Temple Bells (Common, Utility Style): </B><BR> Alright this is ever tanker's favorite style, you lift better and you are armoured better. Its effects are generally defensive in nature, at least the more popular ones. It does have some offensive techs, those of which are odd. The general dispersion (despite the defensive bent of the style) makes me think it is a showcase for the general Utility style. Some people will like certain bits, some will like others. <B>Three Kings (Uncommon, Support Utility Style): </B><BR> Well we know for certain it is an Uncommon and that its an Artful style. What this definition allows us to say is that it is a Support style, which is part of the reason why it kicks ass, since it gives you access to some pretty awesome abilities, like a channeled roundlong disorient and 2nd attack, wicked stuff. Its probably also a Utility style as it provides for offensive and defensive support abilities. <BR><BR> == Resplendent Pheonix == [15:05] Jon: Not having a 6th tech can also be seen as a balance point for having all those SFX in one handy package. [15:05] Jon: Channelable strike adding, extra attacks, initiative, replies, area attack, leech. [15:05] Jon: That is a *lot* of stuff. [15:14] Jon: No. You don't need to. The fact that it doesn't combo that well is another point. [15:14] Jon: If you have this style and nothing but this style, notice that you actually don't *need* anything else other than lightfoot? [15:15] Jon: Except maybe an armour style. [15:15] Jon: But I get along fine without that. [15:15] Jon: For damage, if you can afford the stupidly high cost, get Heart Sword. [15:16] Jon: That one does *lots* of damage. :) [15:18] Jon: Now that the style doesn't channel silver anymore, HMtB makes a good combo. [15:18] Jon: Ambition and Clear are straight damage-adders, and Heartless is an excellent debuff. The common conception is that virtue stems from righteous action. Those who follow the Resplendent Falcon way feel that martial virtue stems from quick and decisive maneuvers. The focus on this style is on fast weapons of all sorts, for a good strike delivered quickly may be the best solution to a conflict. Practitioners of this style often also practice some other skill requiring grace, from pickpocketing to dance. This reinforces their mindset in combat that says speed and grace can easily defeat raw power. <I>Signature:</I> your weapon leaves trails of white feathers when you activate a technique. Some people have modified the colour of their signature to reflect their own personal tastes. <I>Note:</I> This style may be somewhat more high powered than most of my uncommons but I think this should be fine due to the particulars of the weapon restrictions. Yes it goes to the pot when God Weapons come into play, however the weapon restriction applies to the base weapon (though quality can count towards it). GM descretion is advised as always. And also yeah, there are init dependant condition in techs, so being fast is good here. Uncommon Crimson Chi Style<BR> Type: Artful/Brutal (+10 init or greater weapons only)<BR> (Offensive, Primary/Support) <B>1. Falcon Takes Flight (1 Crimson):</B> The first step towards flight is to stretch your wings towards the sky. The first form of this style increases the speed of your hands and your feet so that it seems as if for a short moment that you are flying. * Add your Crimson Chi modifier to Speed and Strike * Double your distance traveled from Athletics rolls * You may draw a weapon as a free action <B>2. Wings Rebuke the Earthbound (2 Crimson):</B> The act of flight is a conscious rejection of the earthbound. Your weapon make this sentiment abundantly clear to those who stray too near. * Add your Crimson Chi modifier as a round long defensive Strike adder * You may make Replies on a Critical Success on Defence. * Channel 2 White to continue this tech for another round. <B>3. Diving Strike, Swooping Talons (3 Crimson):</B> Like a bird stooping out of the sky you rush at your opponent giving them no chance to defend themselves. * You may lower your opponent's defensive pool by 1 die per 1 point of Gold Chi channeled <B>4. Sudden Aggression (4 Crimson):</B> You move from stillness into violent action before your opponent can react. * You may attack as if you have Ambushed your target if your initiative is higher than theirs, once per combat. This effect cannot be used while the tech is being channeled, only during initial activation * Otherwise the tech lets you: * Add your Crimson Chi modifier to Speed and as a round long Offensive Strike Adder * You may make a second attack * Channel 2 Jade to continue this tech for another round. <B>5. Hundred Handed Presence (5 Crimson):</B> Your speed is so great that you can attack multiple places at once. * Make an Area Attack against [skill level] opponents within 3x Favoured Chi in yards * Move anywhere within this range upon the completion of the attack. This counts as your movement for the round * Add 2 result dice to each successful attack. <B>6. Flight of Falcons (6 Crimson + 4 Any):</B> The final refinement of ultimate speed is to attack before an opponent desires to attack you. With this ability armies do not stand a chance against your wrath. * Add your Crimson Chi modifier as a round long Strike Adder, Speed and to Athletics * You may make a Secondary Attack * You may Reply on any successful Defence * Channel 2 White to continue this tech for another round. <BR><BR> == Iron Pole Devil == <I>Concept:</I> Similar in idea to Hurricane Sword or Heart Moves the Blade, awesome offensive style for blunt weapons Uncommon Silver Style<BR> Brutal (Staff, Wolf-tooth Mace) 1. Devil's Roar (1 Silver): * Attack counts as an attempt to Terrify * You may call your weapon to your hand if its within your Favored Chi in yards. 2. (2 Silver): * Damage roll of attack counts as a style roll vs weapon to break it. Base number is 25, for every 5 points above 25, target weapon loses 5 strike. For quality Weapons the base number is 35. For god Weapons, it only works if your weapon is of greater quality than the other. Armor or Chi aura doesn't count for this particular damage roll. 3. (3 Silver): * You may make an Area Attack with a radius of your Favored Chi * You can channel Jade chi to increase damage, 1 damage die per point of chi * + Strike 4. (4 Silver): * You may redirect attacks * Defensive Strike adder, + 5 armor? * 2 crimson channel <B>5. Water of Trancendance (5 Silver): </B> This technique invokes the water of forgetfullness which one bathes in before one is reborn into the world. Being affected by this technique washes away your current memories of the world and brings you closer to the next. * Perma-damage. Lost skills are converted into destiny and returned into pool. each result die of damage becomes a skill lost of 1 pt, only 1 point lost per skill per attack. 6. (6 Silver + 4 Any): * Efficient Die Leach * + Strike, + Damage, - armor == Ba Gua Zhang == This is a style designed for bodyguards according to one account and also designed to fight multiple attackers. From the three main students of the first teacher there are 3 major variants which are:<BR> 1) Explosive/Percussion (Offensive)<BR> 2) Evasive/Smooth (Defensive/Mobility)<BR> 3) Combo of the 2<BR> I could take this into account with design which would be neat, or I could not. Nevertheless the placeholder description I think I'll use for Ba Gua is as an <B>Support Utility style</B>, much like 3 Kings but featuring the two notes I mentioned earlier. Okaydokay. Gold Uncommon Style (Artful/Brutal) 1. + athletics, escape multiple attackers, + init? 2. increased test penalties. and Offensive Strike adder? 3. Area attack + down. 4. 5. <BR><BR> == Hsien-I Quan == <B>Xing Yi Quan (Hsien-I Quan)</B> *By: Jonathan *Uncommon Crimson Chi Style *Brutal (Unarmed Only and/or Thrusting Weapons see below) *Default Criticals: Maim, Stun *Signature: <B>1. Three Bodies Power (1 Crimson):</B> Disorient on a standard success, for 1 hit Standard Damage still applies. <B>2. Classics of Fighting (2 Crimson):</B> + Crimson to Strike and Damage roundlong. <B>3. Axe Crushes the Mountain (3 Crimson):</B> Standard Maim, + Damage, + Strike. <B>4. Classics of Stepping (4 Crimson):</B> auto-win init, Stun on a standard success. + Damage <B>5. Classics of Six Harmonies (5 Crimson):</B> deny River, *Destiny Costs: *3: Weapons form training. You get to learn how to use the Jian, the staff and the spear with this form. <BR><BR> <B>Concepts</B><BR> One of the three major internal styles in China, Xing Yi Quan differs from current concepts of "self-defence" martial arts in that it was formerly used on the battlefield, eliciting a more "warrior" mentality which looks at the feasibility of combat techniques on the battlefield. Consequently the style focuses on the quick subdual and takedowns of the opponent as prolonged exchanges on a battlefield is somewhat dangerous. Mythologically it originates from Yue Fei (1103 - 1141) of the Song Dynasty who was a great patriot and hero of the time. More likely the origin is from near the end of the Ming Dynasty with Ji Long Feng of Shan Xi Province who was a master spear fighter. <BR> Xing Yi is a linear style with major focus on the upper body. One of the main ideas is to generate power with the whole body and focus it into a single burst, probably something like Karate. <B>Hsien-I (Mind Boxing) (Uncommon Crimson Unarmed Only): </B><BR> So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects. One of the three major internal martial arts in China is Hsien-I. Reading its history its focused on quick takedowns and otherwise efficiently removing the opponent's ability to fight. So we could do this a couple of ways. Firstly the speed component suggests that it should be Crimson. Power level wise we can slot it as a common or uncommon, its stature within the martial arts society may merit an uncommon. Now we can figure how you want to do the effects. Ok, so its a very offensively minded style, not a self defence style so we can peg this as a something Offensive. Simplicity's sake suggests that we go with a Principle, but I may find some neat mechanics to dump in, so we'll slot it as a Offensive/Utility for now. So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects. <BR> <B>Style Type:</B> Principle Offensive (Uncommon Crimson, Unarmed only) <BR> Fast / quick - + init, Auto-win init, no second attacks, no duration techs, high strike and damage Maim and Stun as criticals, powerful techs to account for lack of duration techs <B>Ideas</B><BR> Style is divided into 2 main systems, the 10 animals and the 5 elements. 10 Animals: Dragon, Tiger, Monkey, Horse, Chicken, Hawk, Snake, Bear, Eagle, Swallow. Five Element forms: Splitting, Drilling, Crushing, Pounding and Crossing. (Use as tech names?) "The powerful 'shocking' strikes of Xing Yi Quan will damage and disorient the opponent no matter where they connect. These blows are generally not aimed at specific 'vital points,' but rather through the enemy's center of mass; this insures maximum shock and transfer of energy into the opponent. Xing Yi Quan grappling techniques involve rapid, bone jarring takedowns." "The overall flow of the typical Xing Yi Quan technique generally follows the pattern of first making a physical connection with the opponent, then immediately (or simultaneously) setting up a shocking strike and ending the fight with finishing strikes and/or a fast and hard takedown. " <B>Sources:</B><BR> http://www.shenwu.com/hsingi.htm<BR> http://chineseculture.about.com/library/weekly/aa041301a.htm (Yue Fei)<BR> http://en.wikipedia.org/wiki/Hsing_Yi<BR> <BR><BR> == Shaolin School == So, I never really kept a lot of stock in Buddist theology, which meant I have somewhat of a blind eye towards it. I have 1 article I am working out of which suggests this pathway. 1) Dragon Style - much like what was portrayed in the Comic version of Heaven Sword and Dragon Sabre. First style that is learned, and is all about grappling. It seems to be the fundamental dealie for Shaolin, hmm. Grappling Style, Common Crimson? - The Comic used predominantly Red to colour this style, however this should mean that this is a strike adder as long as a grappling style if its the base for all Shaolin Kungfu Action. <BR><BR> 2) Tiger - using some Dragon principles and the Dragon claw, now the Tiger claw, you rip at people. Unarmed/Armed Style Jade Style - Strength Based style, maybe a support? Maybe a Principle style? <BR><BR> 3) Leopard - instead of ripping at people with pure strength, you learn how to fight with skill. Unarmed/Armed Style - Should be crimson but might work if it is Silver, most probably a support style. <BR><BR> After mastering these 3 styles, the really well trusted students go to some other place in the monastary to learn the secret forms namely: 4) Snake - like waves like water. Snake around and hit people in their vital points. The Basis for some of the internal martial arts This will probably be the Principle/Primary Style for the Combo - For this, all you need to do is modify up Waves like Water into a mid-high level uncommon as opposed its current status as a high level common. <BR><BR> 5) Crane - Like Karate kid oddly enough. Stand there and hit people a lot. No unnecessary movements. Support Style probably like 3 Kings. Lots of reply and auto-win init techs I suspect. <BR><BR> Ok, so notes. Invariably the first 3 should be commons and the last 2 should be uncommons, though I shudder to think the point cost of having to buy your way into 3+ commons, then hit an uncommon so probably their training tree won't work nicely unless you have them "forget" their earlier styles and relearn Snake and Crane. And incidentally, having 2 uncommons if they meshed nicely would be pretty sweet.
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