Saturday 1 December 2012

Martial Arts



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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