In
the standard Call of Cthulhu rules, Martial Arts is intrinsically tied to the
Fist/Punch, Kick, Head-Butt and Grapple skills: if the roll for the attack is
also less than the Martial Arts skill, then the damage is doubled (but not the
damage bonus, if any). Further, the Martial Artist can state that they wish to
Parry an attack just before that attack happens, rather than at the beginning
of the round. The following optional rules modify this format slightly.
Depending
upon the form of Martial Art, some weapons can be covered by this rule also.
The weapon of choice must be a hand-to-hand one (i.e. not a firearm, or other
projectile weapon); at the Keeper’s discretion, up to three weapons may be
covered by a particular Martial Art format, but no more than this. As per the
standard rule, if the roll to hit is also less than the Martial Art skill, then
the damage (but not the damage bonus) is doubled. As an extra whammy on any
potential Jackie Chan or Jet Li players amidst your roleplaying group, this
extra damage only applies to opponents which are humanoid, are not plastic in
substance and which have an endoskeleton (that is, bones on the inside): forget
about getting into a ‘chop-socky’ bout with the Mi-Go, or an Unspeakable
Possessor!
As
a further possibility with Martial Artist characters, the Keeper may wish to
institute a rule whereby characters who are relatively unimportant to the
progression of the story can be eliminated in a fight by a character with this
skill despite causing relatively little damage. If the party is facing a group
of random cultists while the main bad guys escape, a Martial Artist may
eliminate these annoyances at a rate of 1 for every three points of damage
inflicted in a single attack, assuming they are human and also using Martial
Arts to attack the player characters. This gives the Martial Artist a reason to
specialise in his chosen craft and allows him to offset the ‘Librarians’ and
‘Gunslingers’ forming the bulk of most groups. Needless to say, these rules
should be initially unavailable to Occidental characters, especially outside of
the modern era.
As
with the rest of these optional rules, the Keeper must decide if they will
unbalance his or her campaign or not, before allowing them to be used:
consultation between players and their Keeper is strongly recommended before
embarking with these options.
Chinese
Martial Arts
Like
many other traditions in China the martial arts are overlain with a heavy
esoteric lore, derived from Chinese occult thought. Taoism, Buddhism,
astrology, elements of Chinese alchemy and medicine: all have infused and
charged the basic fighting principles of the Chinese martial arts. As well,
long association with tongs, triads and other secret organisations have made
their mark on the skills displayed in these activities.
The
Shaolin monks of Fukien and Henan, including the First Five Ancestors of tong
legend, codified eighteen separate styles of fighting, derived from five
original styles termed the ‘Five Forms’, or the ‘Five Animal’ styles. These
five styles were the Tiger, Leopard, Crane, Snake and Dragon styles and each of
these had their own ‘sub-styles’ or derivations, focussing on specific
techniques or fighting tactics. Later masters championed other styles such as
‘Red Fist’, ‘Mantis Style’, ‘Eagle Claw’ and ‘Drunken Monkey’, among others.
Most of these were built, at least in part, on the techniques of the Five
Animal styles.
History
is written by the winners but there is an interesting twist to the tale of the
Shaolin warriors. While most sources argue that the existence of a remote
temple whose purpose was to instruct peasants in the martial arts could not be
borne by the Ming leaders of the day, the Ming sources say that the Shaolin
temple had become a place of decadent debaucheries, whose agents scoured the
countryside for virgins and alcohol to bring to the corrupt Shaolin priests.
The Ming authorities claim that they were simply eradicating a perverse
religious sect from their domain; the truth is probably, as usual, somewhere
between the two extremes.
The
Chin Woo Athletic Association
Although
founded by a committee of like-minded specialists, the founder of the Chin Woo
Athletic Association is often given out as Huo Yuanjia (pictured), a national
hero who died unexpectedly shortly after the association was established in
Shanghai on the 7th of July 1910. Given his fame and renowned qualities, the
founding committee were united in making Huo the ‘face’ of the Association
(given the number of times that famous individuals with connexions to tong or
Triad activities - Sun Yat-sen; Bruce Lee - die mysteriously after achieving
social status, this could also have been a way to distance connexions and pass
blame). Regardless, with the ascension of the Chinese Republic, the Chin Woo
organisation was amongst the first groups to unify and share teachings of the
Chinese Martial Arts, a trend that would snowball over the next several
decades.
The
Chin Woo Athletic Association formulated a coherent curriculum based on several
styles of kung-fu brought to the endeavour by the training of its founding
masters. It included the ‘Eagle Claw’ style, ‘Seven Star Praying Mantis’ style,
Wu Chien-ch’uan, Wu style T’ai chi ch’uan, Hsing I Ch’uan and the Northern Shaolin
Bizong Style. The standard curriculum included a focus on fist attacks and
blocks with emphasis on the use of the broadsword, the spear and the staff. Sun
Yat-sen was an early patron of the group – even writing for the Association’s
journal – and such high-level support led to branches of the organization
spreading across China. The presence of such a co-operative agency helped focus
efforts towards the creation of the National Martial Arts Institute.
The
Chin Woo Athletic Association was suppressed in 1966 during the Cultural
Revolution, but was allowed to re-open after the ‘Revolution was abandoned;
there are currently over 150 branches worldwide.
Kung
Fu Styles
Herein
are listed six different schools of kung fu, along with their histories and
mechanics for use in the game. Individual Keepers may feel free to design other
styles if they so desire, using these examples as a guideline. It’s important
to note that the Special Techniques listed here do not automatically appear
when a certain level of ability is attained; some training and a period of
adjournment with an appropriate instructor should be factored into the game
narrative.
*****
Black Tiger style kung fu
“If you don't enter the tiger's den, how
can you catch the tiger's cub?”
Ban Chao (32 AD–102 AD)
Element: Fire
Origin:
This style of Tiger kung fu is a Shantung derivation of the traditional Tiger
form established in the Shaolin canon. It is practised extensively in the
northern provinces of China and its curriculum was codified in the late Nineteenth
Century by the master Wang Zhen-yuan.
Techniques:
The style is recognised by its wide, low stances and high acrobatic kicks;
further it employs a specialised punching form where the hand is held loosely
opened with the thumb in line with the other fingers, rather than across them.
All Tiger styles are yang, or ‘external’, styles, relying on raw physical
strength and power, rather than the inner resources of qi and of the mind; of
all the variants, the explosive Black Tiger style is the most external form.
Statistics Requirements: Both STR and DEX
should be more than 12
Weapons: Chinese Straight Sword; Spear;
Tiger Claws
Special Techniques
Martial Arts Skill rank: 01-50%
Way
of the Tiger - Fist, Grapple, Head Butt or Kick damage is doubled if the roll is
also less that the character’s Martial Arts skill (does not apply to the Damage
Bonus).
Martial Arts Skill rank: 51-75%
Tiger’s
Leap - The Black Tiger kung fu master has learnt to perform prodigious kicks
from a standing start, leaping high in the air and returning to his starting
position. If the Kick is successful, the Martial Artist is then also able to
strike again that round.
Martial Arts Skill rank: 76-87%
Tiger’s
Fury - The Martial Artist has developed his strength and speed to such a level
that he can make two attacks per round, once at the beginning and once at the
end of a round.
Martial Arts Skill rank: 88-94%
Tiger’s
Strength - At this level, the Martial Artist also doubles his Damage Bonus in a
successful attack. Also, a successful Parry has a 50%+Martial Artist’s POW
chance of breaking the weapon used to attack him.
Martial Arts Skill rank: 95-98%
Speed
of the Tiger - The Martial Artist’s physical prowess is such that he can strike
three times each round, twice at the beginning of the round and once more at
the end.
Martial Arts Skill rank: 99-00%
Tiger’s
Rage - At this level the Martial Artist can ignite his qi such that his fists
become surrounded by flames, causing an extra 1d6 points of damage per strike.
The flames also set fire to any flammable substance with which they come into
contact. The Martial Artist must expend 5 Magic Points to activate this power;
it lasts 1d6 rounds.
White Crane Boxing style kung fu
Element: Metal
Origin:
White Crane kung fu was created in Fukien province by the daughter of a farmer
who, according to legend, developed the style by observing the actions of
cranes whilst driving them off her father’s grain crop with a bamboo pole.
Picturesque as this notion is, it is unlikely to be accurate. The style is
officially dated to around 1700 and it is known to have been practised by the
Red Turban society during their uprising against the Qing in 1854-55.
Techniques:
White Crane techniques are yin forms - ‘internal’, or ‘soft’ - deriving their
power from the practitioner’s qi and emphasising the energies of the mind and
of correct breathing. The trademarks of the form are the parry and the strike,
which targets sensitive areas such as the eyes and face and the groin. The
style emphasises a high, sometimes single-legged stance, intricate hand
gestures to block and parry and is best used in close fighting situations. Not
needing to rely on raw strength, it is a style often taught to women.
Statistics Requirements: None, although a
high POW is suggested
Weapons: Chinese Straight Swords; Fans;
Staves
Special Techniques
Martial Arts Skill rank: 01-50%
Way
of the Crane - Fist, Grapple, Head Butt or Kick damage is doubled if the roll
is also less that the character’s Martial Arts skill (does not apply to the
Damage Bonus).
Martial Arts Skill rank: 51-75%
Wings
& Beak - The Martial Artist can opt to parry an attack in any round, as
well as striking; the strike comes last in the round.
Martial Arts Skill rank: 76-87%
Iron
Shirt Training - the Martial Artist has developed her resistance to strikes and
blows to the extent that she has 1d6 points of Armour against any physical
strike against her. Deduct this rolled amount from each such successful hit
that gets through.
Martial Arts Skill rank: 88-94%
Two
Claws - The Martial Artist’s training has reached a peak whereby she can
utilise paired weapons and gain two strikes, a parry and a strike, or two
parries in a single round. These moves come at the beginning and the end of the
round.
Martial Arts Skill rank: 95-98%
Wings
of the Crane - At this level of training, the Martial Artist can sense surprise
attacks almost before they happen. With a successful Luck roll, the Martial
Artist can parry twice in the same round that the surprise attack happens,
deflecting the assault. Also at this level, the Martial Artist doubles her
Damage Bonus in any attack.
Martial Arts Skill rank: 99-00%
One
Beak, Two Claws - The Martial Artist is so adept at this level that her
opponents have difficulty anticipating her movements. All opponents suffer a
-20% penalty on their attempts to strike her with melee weapons.
Shadow Snake style kung fu
Element: Water
Origin:
The Snake style of kung fu is the one most integrated with Taoist mysticism; it
is often thought that the style was created by the Bodhidharma (the Buddha)
himself, but this is not well-substantiated. Significantly, the techniques of
the various Snake styles are infused with the teachings of shiatsu and other
acupressure and acupuncture techniques.
Techniques:
One of the ‘First Five Animal’ styles, this form is the most ‘internal’, or
‘soft’, style available. The style relies on the complete domination of the
target in a mental and spiritual sense. The Snake strikes decisively and
quickly and avoids retaliation by the target: a fast resolution to the battle
is most often the Snake’s way. A feature is the ‘Snake’s Head Fist’, where the
tips of the fingers held together strike crushingly into nerve centres in the
enemy’s body, paralysing movement or breathing. The ‘White Snake’ form focuses
on these kinds of attacks, while the ‘Coiling Snake’ form utilises Grapples for
similar effects; the ‘Ghost Spear’ style relies on pressure-point strikes
without even physically touching the victim!
Statistics Requirements: DEX of 13 or
better; High POW
Weapons: Chinese Straight Sword; Spear;
Dagger
Special Techniques
Martial Arts Skill rank: 01-50%
Way
of the Snake - Fist, Grapple, Head Butt or Kick damage is doubled if the roll
is also less that the character’s Martial Arts skill (does not apply to the
Damage Bonus).
Martial Arts Skill rank: 51-75%
Hidden
Snake - Any of the character’s attempts to Sneak, Hide or Conceal whose rolls
are also less than her Martial Arts skill allows her to match her Martial Arts
against a target’s Spot Hidden on the Resistance Table to blind them to her
presence. Also, her base Dodge score is calculated as DEXx6.
Martial Arts Skill rank: 76-87%
Snake
Fist - The Martial Artist can opt to forego a parry and gain an automatic
strike instead. Damage is doubled if she rolls under her Martial Arts skill.
Martial Arts Skill rank: 88-94%
Serpent
Strike - The Martial Artist’s physical prowess is such that she gains two
strikes a round, one at the start of the round and another at the end. Also at
this level, her Damage Bonus is doubled on a successful strike.
Martial Arts Skill rank: 95-98%
Enemy’s
Shadow - By matching her breathing to that of her opponent, the Martial Artist
is able to anticipate her enemy’s moves: all their attempts to strike her are
at -20%.
Martial Arts Skill rank: 99-00%
Shadow
Boxing - By spending 5 Magic Points, the Martial Artist can create a double
from the shadows that fights identically to her; she remains motionless to one
side while her opponent exhausts himself upon this duplicate. A Spot Hidden
roll will reveal the deception.
Seven Star Praying Mantis style kung fu
Element: Fire
Origin:
This style has its origins in the province of Kiangsu and was popular in
Shanghai, particularly after the establishment of the Chin Woo Athletic
Association. It is said that the originator of the first Mantis style observed
one of the insects fearlessly attempt to attack an oncoming wagon-wheel and was
so impressed by its bravery that he based the new style upon the creature.
Techniques:
Like the Tiger styles of kung fu, this is a highly ‘external’, or ‘hard’,
style, focussing on the innate strength and speed of the martial artist. A
notable feature of the style is the ‘Mantis Fist’, where the hands are held
across the body with two fingers extended emulating the mantis’ claws and are
used to strike sharply at the opponent’s pressure points. The style has also
borrowed the highly mobile low stance and circular footwork of the Monkey
styles of fighting.
Statistics Requirements: STR 13 or
better; DEX 13 or better.
Weapons: Paired Sticks; Paired Sickles;
Chinese Straight Sword
Special Techniques
Martial Arts Skill rank: 01-50%
Way
of the Mantis - Fist, Grapple, Head Butt or Kick damage is doubled if the roll
is also less that the character’s Martial Arts skill (does not apply to the
Damage Bonus)
Martial Arts Skill rank: 51-75%
Mantis
Fist - With a Critical Strike, the Martial Artist does maximum damage and Stuns
his opponent (does not apply if the Martial Artist is using a Sword).
Martial Arts Skill rank: 76-87%
Two
Claws - The Martial Artist has developed his strength and speed to such a level
that he can make two attacks per round, once at the beginning and once at the
end of a round.
Martial Arts Skill rank: 88-94%
Fearless
Mantis - At this level, by spending 2 Magic Points, the Martial Artist can
choose to ignore any effects of being hit - Stunning, loss of Hit Points, etc.
- until the following round. The Martial Artist also doubles his Damage Bonus
in a successful attack.
Martial Arts Skill rank: 95-98%
Mantis
Fury - The Martial Artist’s physical prowess is such that he can strike three
times each round, once at the beginning of the round, once in the middle and
once more at the end.
Martial Arts Skill rank: 99-00%
Mantis
Strike - With a Critical Strike, the Martial Artist does maximum damage and
paralyses his opponent (paralysis does not apply if the Martial Artist is using
a Sword). Paralysis lasts 1d10 rounds and a Luck roll must be made: if failed,
the target’s breathing has been affected and they begin to suffocate.
Leopard style kung fu
“Don't try to be like Jackie. There is
only one Jackie. Study computers instead.”
Jackie Chan
Element: Wood
Origin:
This form is derived from the hunting style of the Snow Leopard. The Leopard is
known to be cunning, finding ways for its prey to expose itself for attack and
leading it into entrapping terrain. The Snow Leopard is also known to
deliberately throw itself into harm’s way in order to gain a tactical
advantage.
Techniques:
This style is all about set-up and resolution; leading the opponent into a
trap. Thus the strategies involved require stamina to see the trap sprung and
strength to accommodate the nemesis while other factors come into play. The
leopard specialist is the last line of defense; the final opponent; the kid
with his finger in the dyke. These guys might lose the battle, but they win the
war – the Big Picture is where it’s at.
Statistics Requirements: High CON; high
STR
Weapons: Grapple; Two- or three-Sectional
Staff; Sickles
Special Techniques
Martial Arts Skill rank: 01-50%
Way
of the Leopard - Fist, Grapple, Head Butt or Kick damage is doubled if the roll
is also less that the character’s Martial Arts skill (does not apply to the
Damage Bonus)
Martial Arts Skill rank: 51-75%
Hunter’s
Snare - At this level, the Martial Artist automatically causes damage to her
opponent – should she wish it – on the completion of a successful Grapple.
Martial Arts Skill rank: 76-87%
Iron
Shirt Training – the practitioner subtracts 1d6 points of Armour of each
successful strike that hits them. Plus: At this rank, the Martial Artist can
strike twice in each round, once at the beginning and again at the end of the
round.
Martial Arts Skill rank: 88-94%
Cede
the Battle; Win the War - The Martial Artist can now choose to allow all
potential attacks in the round to strike her, giving her all of her free,
unopposed attacks in response - should she survive - at the end of the round.
She also doubles her Damage Bonus at this level.
Martial Arts Skill rank: 95-98%
Chain
Staff - By spending 5 Magic Points, the Martial Artist is now able to stretch
out any non-rigid item – chain, rope, cloth or sectional staff – so that it
acts as a rigid staff.
Martial Arts Skill rank: 99-00%
Holding
the Gate - By spending 10 Magic Points while still conscious, the Leopard
Martial Artist can ignore any and all damage which she receives in a single
round, even if this amount of damage would kill her. She can continue fighting
for another CON rounds before the cumulative effects of all damage she receives
come into play with full effect.
Dragon style kung fu
“I fear not the man who has practiced
10,000 kicks once, but I fear the man who has practiced one kick 10,000 times.”
Bruce Lee
Element: Earth
Origin:
In Chinese thought, the Tiger is symbolic of power unleashed and uncontrolled;
in opposition is the Dragon which represents power contained and directed. Like
the Snake Forms of martial art, the Dragon style is very qi-focussed, which
leads some commentators to call it a ‘soft’ style of fighting; in reality, the
Dragon form balances both soft and hard styles to great effect.
Techniques:
the Dragon is a balance of forces. In this sense, they wait to see what is
being delivered before they throw down a response. Like the Leopard they
establish forward defense; like the Tiger they wipe out negligible threats
without thinking. The dragon balances attack and defense in equal measure
taking either a long or short view as circumstances permit
Statistics Requirements: A high POW is
recommended
Weapons: Staves, Chinese Straight Sword, Spear
Special Techniques
Martial Arts Skill rank: 01-50%
Way
of the Dragon - Fist, Grapple, Head Butt or Kick damage is doubled if the roll
is also less that the character’s Martial Arts skill (does not apply to the
Damage Bonus).
Martial Arts Skill rank: 51-75%
Dragon’s
Coils - At this level, the Martial Artist automatically causes damage to his
opponent – should he wish it – on the completion of a successful Grapple.
Martial Arts Skill rank: 76-87%
Dragon’s
Might - At this rank, the Martial Artist can strike twice in each round, once
at the beginning and again at the end of the round. As well, the Damage Bonus
of the practitioner is doubled.
Martial Arts Skill rank: 88-94%
Leap
From The Clouds – By spending 2 Magic Points and choosing not to strike that
round, the Martial Artist can leap upwards 20 feet and forwards, sidewards or
backwards 30 feet to land in a position ready to continue the conflict. This
manoeuvre equates to a special Dodge roll that avoids all attempts to strike
the practitioner in that round, if successful.
Martial Arts Skill rank: 95-98%
Dragon’s
Fist – The Martial Artist can choose to combine all of their attacks in the round
into one attack at the end of the round: both rolls are made and, if
successful, two lots of damage are combined into one strike. This costs 5 Magic
Points.
Martial Arts Skill rank: 99-00%
Dragon’s
Roar - At this level the Dragon practitioner’s qi is so focussed that when he
Parries he covers an area of effect; if the roll for this is a Critical
Success, the Parry also stops bullets and other thrown objects in the vicinity
of the Martial Artist. This costs 8 Magic Points.
*****
Triad
tradition speaks of the destruction of the Shaolin Temple and the scattering
and martyrdom of its monks; fifty years of Kung Fu movies have informed us that
there are hidden books of untapped Shaolin lore waiting to be discovered, which
divulge ancient secrets of martial skill techniques bordering on magic for
those diligent enough to search for them. The quest for such knowledge could
form the basis of an entire Call of Cthulhu adventure set in China.
Such
techniques could allow the adherent to make prodigious leaps, deflect arrows or
other projectile weapons, resist the damage of certain forms of attack or
continue to fight on after negative hit points have been attained: the
possibilities are limitless and Keepers are referred to a wealth of cinematic
reference material from “Crouching Tiger, Hidden Dragon” to “The 36th Chamber
of Shaolin” for inspiration. Most of these mystical books will outline only one
such fabulous technique and the quest for its attainment and subsequent study
should be a full-time concern for a Martial Artist character seeking its
discovery. The following is an actual martial arts volume to get things
started:
Mishou
(‘Secret Hands’)
A
martial arts tract compiled by Fu Ju (1203-1275), an abbot of the Shaolin
Temple. He issued an invitation to eighteen kung fu masters to come to the
temple and refine their respective martial arts forms. All these techniques
were written down in this text which was then handed over to a Taoist priest
named Shen Xiao for editing and safekeeping. The material was processed through
an occult synthesis and many roots of the mystical, inner natures of the
various martial forms sprang from this transformation.
The
text was subsequently lost and disappeared from view. Later, in the Ch’ien Lung
reign, a much condensed version was published, dispensing with the esoteric
material and focussing on the basic movements and stances of the various
styles. This version was in turn broken up into many smaller pamphlets and
books concentrating and building on particular styles. The original Mishou is
probably lost forever, but its basic truths are still in the world.
Chinese; Fu Ju & Shen Xiao, exact
date unknown; Sanity loss: 0/1d3; Occult +5 percentiles; Martial Arts +5
percentiles
Spells: Binding Steel; Distillation of
the Elements; Form of Air; Ward of Steel; any or all of the T’ai p’ing t’ao
Mishou
skill bonuses
Because
the Mishou was broken up into so many different formats focussing on separate
styles, other assorted bits and pieces of wisdom were added to the mix. If the
Keeper allows, they can seed their Martial Arts adventure with a
‘style-specific’ version of the text which can augment other skills for the
student. Below are listed the versions of the book that focus on the First Five
Animal kung fu styles; using these as a template, a Keeper can generate other
‘lost wisdom’ for any other kung fu style.
Each
version of the Mishou lists several skills: characters can add +3 to one of the
listed skills; +6 to another of the listed skills; +9 to another listed skill
and +12 to another skill, either adding to their existing skill level, or
picking up the skill if their original rank for that ability is “0” (or its
minimum level). A skill may be modified only once by this method and may not be
pushed over 90%.
“Secret
Hands of the Tiger”
Skills: Conceal; Climb; Dodge; First Aid;
Fist/Punch; Jump; Throw
“Secret
Hands of the Leopard”
Skills: Climb; Conceal; First Aid;
Listen; Psychology; Sneak; Track
“Secret
Hands of the Crane”
Skills: Dodge; Kick; Medicine; Navigate;
Spot Hidden; Swim; Throw
“Secret
Hands of the Snake”
Skills: Conceal; Disguise; First Aid; Hide;
Occult; Psychology; Sneak
“Secret
Hands of the Dragon”
Skills: Climb; Dodge; Fist/Punch; Medicine;
Occult; Psychology; Spot Hidden
*****
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