Blood & Fists: Cool!


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Psion said:


Can we expect a writeup as a web enhancement? ;)

Not likely- however, there are futuristic and alien martial arts making an appearance in my upcoming official setting for Blood and Space, Prometheus Rising to watch out for :)

I might throw those into a web0hancement so the BNF guys dont have to buy PR to see my take on a psionic pacifistic futuristic fighting style.

And who says this isnt the era of the shameless plug? :)

Chuck
 

I don't know what style Xena was supposed to be using either, but the choreographer was Douglas Wong founder of the Modern White Lotus system and author of several books on Chinese Kung Fu.
 

Psion mentioned the style Hwa Rang Do. Anyone using either Palladium's Ninjas and Superspies or Hero System's Ultimate Martial Artist as reference for converting to Blood and Fist, here are some recommended additons and changes to the Hwa Rang Do style write ups for N&S and the Ultimate Martial Artist

-Ninjas and Superspies----
Ninja's and Superspies for the Palladium system left out the holds, locks and disarms and refers to the system as Korean Karate whereas its blocks and strikes are more like Kung Fu. Also, practitioners should have access to the Atemi Abilities excluding Open Hand. For those using Ninja's and Superspies as a basis, here are recommended additions and changes that should be made to the style.


Character Bonuses: Replace the Speed bonus with +10 Chi

Advanced Defenses: add Disarm, Breakfall

Hand moves: add Fingertip Attack, Palm Strike

Special Attacks: add Paralysis Attack (Vital Points), Elbow, Forearm, Knee, Combination: parry/attack

Hold/locks: add Arm Hold, Body Hold, Leg Hold, Automatic Arm Lock, Wrist Lock,

Martial Art Powers: The character automatically starts with Atemi healing. Atemi Abilities 2-4,6,7 (Dim Mak may not be learned until 11th level) are additional choices that are available

5th: replace +1 rear strike with +1 Disarm
6th,: Add Atemi to the List of Choices
10th: replace +1 rear strike with +1 Disarm
11th: Add Atemi to the List of Choices (May choose Dim Mak)
13th Level: Replace existing ability with Double existing Chi

Note: supposedly some advanced practitioners learn the sulsa arts of Amja (Way of Shadows) and Un Shin Bop (Way of Invisiblity)-- the sulsa were the Korean equivalent of the ninja and according to Hwarang do, they sulsa were chosen from the elite of the hwarang warriors. If you choose to include this training, the N&S equivalent to Amja and Un Shin Bop would be Art of invisiblity and the following skills:
physical: climb, land navigation, prowl
Survival: Wilderness Survival

---Ultimate Martial Artist-----
The Ultimate Martial Artist leaves out several maneuvers and abilities-- this is partially my fault and partially Steve Long's. I lacked acces to the style write-ups and did not have anything styles to use for comparison when I made suggestions for the style. Steve, on the otherhand, seemed to ignore much of the reference (i.e, magazine articles, excerpts from books, and class syllabi) that I sent him. The following additions and changes should be made for those converting Hwa Rang Do from the Ultimate Martial Artist:

Disarm 1/2 4pt -1 +1

Dodge ½ 4pt - +5 Dodge all attacks, abort

Eagle Claw ½ 4pt +0 +0 2d6 flash sight group

Knifehand/ Spearhand ½ 4pt -2 +0 1/2d6 HKA (2d6)

Root ½ 4pt +0 +0 Str +15 resist shove; block, abort

Sweep ½ 3pt -2 -1 Str+1d6 strike, target falls

Escaping Throw ½ 5pt +0 +0 +15 Str vs. grab; target falls


Skills
WF: common martial arts weapons
WF: off hand

Weapon elements
+1 use art w/ chain and rope weapons
+1 use art w/ war fan

.
Note: Change the Throw maneuver to read Joint Break Throw/Killing Throw and add the disable element. This cost for the throw maneuver listed for Hwa Rang Do in the UMA does not add up to its elements, but adding the disable element will balance the cost and reflect that the maneuver is similar to throws found in Hapkido, Lua and Jujitsu.

Optional Rules: The Eagle Claw maneuver automatically strikes the eyes. The Sweep automatically targets the legs and feet.

Special Abilities: In addition to the Shin Gong Powers, Hwa Rang masters have other abilities.
I. Nae Gong (internal power): Using Ch’I, a master of Hwa Rang Do can do the following
1) The ability to make one’s body as hard as steel: Damage Resistance
2) The ability to make one’s body heavy: Knockback Resistance or Root Maneuver
3) The ability to make one’s body light: Super Leap, gliding (limited to landing softly)
4) The ability to make one’s body move fast: Lightning Reflexes
5) The ability to make one’s self stronger or numb to pain: Ch’I aid
6) Kiai Aid

II. Hyel Sul: By striking certain vital points, a Hwa Rang Do practitioner can cause certain effects.
a) make an opponent blind, mute or paralyzed. Transform
b) delayed death: Dim Mak
c) instant death: improved DC for HKA

Note: supposedly some advanced practitioners learn the sulsa arts of Amja (Way of Shadows) and Un Shin Bop (Way of Invisiblity). The sulsa were the Korean equivalent of the Ninja.
If including the Amja and Un Shin Bop training, Amja and Un Shin Bop would include Ninja Special Abilities and most of the Ninja Magic abilities replacing Kuji Kari w/ Nae Gong above and possibly dropping the Folded Blade.
Also, the practitioner would have access to the Advanced Ninja package. Replace "Ninjutsu or Karate Maneuvers" w/ Hwa Rang do Maneuvers ,"K.S. Ninjutsu or Karate" w/ K.S. Hwa Rang Do and drop the Language: Ninja Clan Codes and Symbols
-------
Small note on the History: Joo Bang Lee, Hwa Rang Do's Grandmaster, has stated that the art he studied from the monk was called Um Yang Kwon (Yin Yang Fist). Because the monk was the descendant of a well known Hwarang warrior and the combat skills were passed down from the warrior, Joo Bang Lee changed the name to Hwa Rang Do. In addition, Joo Bang Lee is well known in Korea as a Hapkido master having studied Dae Dong Ryu Yu Sul (later renamed Hapkido) under Choi Yong-sul
 
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I found one website that said the flying guillotine is purely fictional, but two others state it is not. Of the two that said it was not, one is a martial arts school that says it was a secret weapon, but not one of the classic 18 weapons of Shaolin Kung Fu. The second site stated that the flying guillotine appears in chinese records.

I also found the following list of flying guillotine movies:
These are: Flying Guillotine, Fatal Flying Guillotine, Master Of The Flying Guillotine, Shaolin Silver Spear & Heroic Trio I. The Silver Spear is the hardest to find.
 

Two more campaigns I'd still like to try:

An urban Fight Club / Def Jam Vendetta game. Sort of a hip-hop Rocky, where the respect is even more important than the money.

A Victorian-era hanmei. Fun to explore the culture clash as some of the heroes --- an Irish boxer, a Prussian military officer, a British gentleman-pugilist, a French savatuer, and a Mississippi riverboat brawler become the first Westerners to fight in the ancient tournament.
 


Greg K said:
Just out of curiousity, what style would the Prussian military officer have?

He'd specialize Fencing [he's a saber champion], but he'd also have Combat Martial Arts. He'd have feats that would be useful for either armed or unarmed combat --- Dodge, Agile Riposte, Power Attack, etc. And he'd use his ranks in soldier to specialize in unarmed strike.
 

Man- this is all good stuff.

I especially like the Victorian-Hanmei idea, sounds like a cross between Blood and Fists and LXG :)

Thanks for the info on Hwarang Do and the Flying Guillotine Greg :)

Chuck
 

As long as you are here Chuck, can you clear something up for me?

How is block supposed to work. Normally people don't attack you on your turn, so how do you give up attacks to block? Do you "reserve" attacks to use against any attacks coming in at you during the round, or do you use them as needed and then lose them on your next turn?
 

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