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Artes Marciais

Estas manobras de artes marciais incluem os estilos convencionais de artes marciais (qualquer existente, salvo Do,
Mo Chi Kung Fu, Kailindo e Kibatsumejutsu, que so exclusividade de um tipo de seres). As manobras de combate aqui
citadas podem ser compradas por qualquer um estilos acima (com exceo do kibatsumejutsu que um caso aparte). Ao
comprar Artes Marciais um personagem deve escolher um estilo, o suaves ou pesado. Estas manobras so vlidas para Shih
tambm. Todos os Shen podem adquirir esta habilidade, mas Hengeyokai podem utiliza-las somente na forma homindia. Os
estilos suaves incluem o jiu-jitsu, shuaichiao, tai chi chuan, e aikido; os estilos pesados incluem karate, kung fu shaolin, tae
kwon do, e wushu.
Artistas marciais com estilos suaves ou pesados possuem nveis de dificuldade diferentes para
as manobras bsicas de briga.

Suave Pesado
Soco 6 5
Chute 7 6
Agarrar 5 6
arremesso 6 7

Em termos de jogo, funciona da seguinte forma: o custo em bolinhas na distribuio dos


pontos duas bolinhas por uma bolinha de artes marciais; o custo em freebie points 3 por bolinha; e
em Experincia nvel atual x3. O artista marcial deve escolher uma manobra para cada ponto alm do
primeiro, de acordo com o seu estilo. A manobra adquirida com o primeiro ponto de artes marciais,
independente do estilo, ser Arremesso (isso vale.para Shih tambm).
O Arremesso: agarrando com sucesso um oponente, o artista marcial pode tentar joga-lo no
cho. Essa manobra exige um teste de Destreza + Artes Marciais, com uma parada de dados mxima
igual fora do atacante. Um arremesso bem-sucedido tambm pode atordoar um oponente se causar
trs ou mais Nveis de dano. Os personagens atordoados sofrem uma penalidade de menos dois dados
em todas as suas aes por um nmero de turnos igual aos nveis de dano sofrido

Estilos Suaves
*Arremesso de contragolpe: O artista marcial usa o prprio momento do atacante contra ele.
O defensor no precisa mais agarrar um oponente antes de arremessa-lo, e em vez disso faz um teste
resistido de Destreza + Artes Marciais contra a Destreza + Briga, Armas Brancas ou Artes Marciais (o
que for adequado naquele momento). Se o artista marcial obtiver mais sucessos, ele se defende do
ataque e pode imediatamente tentar arremessar o agressor.
*Bloqueio Defletor: O artista marcial, concentrando-se completamente na defesa, tenta evitar
que seu oponente cause algum dano e procura desequilibra-lo durante o processo. Quando estiver
bloqueando, o artista marcial redireciona o momento (lembrem-se das aulas de fsica!) do atacante e
testa Destreza + Artes Marciais (dificuldade 6) contra o teste de ataque do oponente. Cada um dos
sucesso do defensor subtrai um sucesso do atacante. Se o artista marcial conseguir mais sucesso que o
atacante, este precisar ser bem-sucedido num teste de Destreza (dificuldade 8) ou cair no cho e
sofrer uma quantidade de dano igual ao seu prprio nvel de Fora.
*Chave de Articulao: Tendo agarrado seu oponente com sucesso, um artista marcial pode
causar dano ou controla-lo usando uma presso nas articulaes e pontos de presso. Essa toro
muitas vezes resulta em braos, pernas ou at pescoos quebrados. O artista marcial testa Destreza +
Artes Marciais para agarrar, e pode imediatamente testar Destreza + Artes Marciais para avaliar o dano
causado. Para cada sucesso obtido, o artista marcial inflige um nvel de dano.
*Golpe Louva-a-Deus: ESTE NO O GOLPE DE BLACK KAMEN RIDER! Esse golpe
procura acertar os orgos vitais do oponente ou (contra adversrios mortos-vivos) os pontos de Chi e
centros de vitae. Dificuldade 7, dano igual a Fora + perda de um ponto de Chi ou ponto de Sangue.
Contra mortais, o Golpe faz Fora + 1.
*Aperto debilitante: Sendo bem-sucedido num teste de Destreza + Artes Marciais, o artista
marcial no apenas inflige dano ao seu adversrio, como tambm o desarma. O artista marcial precisa
obter ao menos trs sucessos para desarmar o inimigo; com cinco sucessos, o artista marcial pode pegar
a arma para uso prprio.

Estilos Pesados
*Golpear pontos de presso: O artista marcial aprende a acertar os pontos de presso ou
meridianos de Chi no corpo, causando um dano significativo. Dificuldade 8, dano igual a Fora + 3.
*Bloqueio Contundente: Os bloqueios do artista marcial na verdade so golpes que visam os
membros do atacante. Faa um teste normal de bloqueio, mas se o artista marcial obtiver trs ou mais
sucessos, ele tambm inflige dano (Fora)
*Rasteira Cauda de Drago: Esta rasteira giratria pode derrubar o oponente do artista
marcial no cho. Trate essa manobra como um Arremesso, mas o artista marcial no precisa agarrar o
oponente. Dificuldade 8, dano igual a Fora do oponente.
*Golpe de Cotovelo: Um golpe rpido e terrvel, normalmente dirigido cabea num combate
corpo a corpo. Dificuldade 5, dano igual a Fora + 1.
*Chute Giratrio: Esse chute rpido e poderoso causa um dano significativo aos oponentes,
alm de ter um aspecto impressionante. Dificuldade 7, dano igual a Fora + 2.
*Chute do Trovo: Esta voadora ao mesmo tempo graciosa e debilitante. Dificuldade 8, Dano
igual a Fora + 3.

Estas no so as nicas manobras possveis. Kindred of the East Companion apresenta vrias outras manobras e a
diviso por arte marcial... isso ser traduzido em breve... fiquem atentos a seo NOVIDADES.
MARTIAL ARTS
The Martial Arts Ability (see p. 83 of Kindred of the East) can be problematic due to its complexity.
Instead of charging extra points for the Martial Arts Skill, the Storyteller may choose to use the alternate
rules presented here.
When using Martial Arts as a normal Skill, the character gains only one special maneuver at first.
Gaming additional special maneuvers (Kindred of the East, pp. 140-142) requires mastery of the arts - the
character must have four dots to gain a second special maneuver, and an additional maneuver is added for
each dot gained beyond that.
Martial Arts cannot be used by a character in the throes of frenzy, fire soul or wave soul; such characters
must rely on their Brawl Talents.
For players with a taste for customization, the Martial Arts Skill can represent specific styles of combat.
The categories of "hard" and "soft" styles listed in Kindred of the East refer to styles primarily with
aggressive, striking techniques versus defensive, blocking maneuvers. Particular styles ma y boast special
maneuvers unknown to other styles, but co nversely require training from an appropriate master. Also, giv
en their varying nationalistic heritages, particularly tradition-bound Kuei-jin may spurn certain martial arts
styles. The most dangerous stylist, though, is the one who studies several styles; a Storyteller may opt to
allow a Kuei-jin to learn maneuvers of other styles as long as they remain within the character's primary
form (hard or soft).
Hundreds of different schools and styles of martial arts exist in the Middle Kingdom, and for space
considerations, the list here is little more than a cursory overview that broadly categorizes many arts (and
often lumps several distinctive styles together). Interested players and Storytellers should do their
homework - researching specific styles and deciding upon their own rules.

MARTIAL ARTS (TECHNIQUE/ COUNTRY): TYPICAL MANEUVERS STYLES


Aikido (Soft/ Japanese): Counter Throw, Deflecting Block, Joint Lock, Spinning Throw, Withering Grasp;
Chin Na (Soft/ Chinese): Deflecting Block, Joint Lock, Mantis Strike, Reactive Strike, Withering Grasp;
Hsing-I Chuan (Hard/ Chinese): Blow to Pressure Point, Damaging Block, Elbow Strike, Killing Blows;
Judo (Sfot/ Japanese): Cataleptic Grapple, Counter Throw, Joint Lock, Mantis Strike, Withering Grasp;
Karate (Hard/ Japanese): Breaking Blow, Damaging Block, Elbow Strike, Killing Blows, Spinning Kick;
Pa Kua (Soft/ Chinese): Counter Throw, Joint Lock, Mantis Strike, Reactive Strike, Withering Grasp;
Pencak Silat (Hard/ Malaysia): Blow to Pressure Point, Damaging Block, Elbow Strike, Ground Fighting, Killing Blows;
Savate (Hard/ French): Dragon Tail Sweep, Elbow Strike, Jump Kick, Killing Blows, Spinning Kick;
Shaolin Kung Fu (Soft/ Chinese): Acrobatic Dodge, Counter Throw, Deflecting Block, Joint Lock, Withering Grasp;
Tae Kwon Do (Hard/ Korean): Breaking Blow, Dragon Tail Sweep, Jump Kick, Killing Blows, Spinning Kick
Tai Chi (Soft/ Chinese): Counter Throw, Deflecting Block, Mantis Strike, Push Hands, Withering Grasp;
Tiger Claw (Hard/ Chinese): Breaking Blow, Damaging Block, Ripping Strike, Killing Blows, Spinning Kick;
White Crane (Soft/ Chinese): Acrobatic Dodge, Counter Throw, Deflecting Block, Mantis Strike, Spinning Throw.

ADDITIONAL HARD TECHNIQUES


Breaking Blow: Fists and feet hardened with rigorous practice, toughened by beating hot sand or water, and
charged with concentration and Chi the powerful strikes of a dedicated martial artist can break wood, brick and
bone.
Performing a breaking blow requires a full turn of concentration, as the martial artist aims the blow and focuses
his energies. The final strike (if it hits) adds one additional level of damage for every two full successes scored on the
attack roil. (For example, the player of a character who achieved two successes on an attack roll would roll Strength +2
dice of damage instead of Strength +1.) The player should roll to strike even against inanimate objects, simply to
determine the level of additional success. This is still bashing damage unless the martial artist also knows the Killing
Blow technique (see below). Due to the force of the blow, though, the martial artist suffers bashing damage equal to
half of the attack's damage (before soak rolls, rounded down). Thus, if the martial artist inflicts five levels of damage
upon the opponent, he suffers two levels of bashing damage himself, though this damage may be soaked normally by
both parties (and further reduced by half if the attacker is Kuei-jin).
Botching a breaking blow generally results in the martial artist crippling or breaking his own striking limb; the
martial artist suffers a level of lethal damage. (So a mortal may break his hand, but a Kuei-jin's dead arm may not be
discomfited overmuch.)
Ground Fighting: Exotic styles like Pencak Silat stress the need to fight effectively in any terrain, under any
conditions. Instead of flailing about aimlessly, a skilled fighter can use prone combat to her advantage.
Skill in ground fighting allows a martial artist to attack and defend normally while crouching or prone; she suffers
no penalties. Of course, the character must still be able to reach her targets.
Jump Kick: Leaping into the air, usually with a great cry or even a running leap, the martial artist plants a
devastating kick upon the opponent. Such blows have enough force to crack skulls, crush ribs and destroy organs, all
while carrying the martial artist across the room.
A jump kick inflicts bashing kicking damage plus two dice. However, the difficulty to block, dodge or otherwise
counter such a maneuver is reduced by two.
Killing Blows: A study of anatomy and a careful use of chambering and force allows the skilled martial artist to
inflict devastating injury on his opponents, possibly killing them with single blows.
Killing blows inflict lethal damage. No special roll or expenditure is required; the martial artist may simply decide
to score lethal damage instead of bashing damage with his attacks-Killing blows may not be effective against non-
human opponents, at the Storyteller's discretion. (After all, where are the vital spots on a bakemono?)
Ripping Strike: Used primarily with the Tiger Claw and Eagle Claw techniques, a ripping strike rakes across the
victim with stiffened fingers bent into a claw-like grasp. Th e martial artist may strike with the palm of his hand, or
even tear into the opponent's flesh.
A ripping strike inflicts normal damage. However, such attacks are quite painful if executed successfully, and thus,
cause the opponent to lose one extra die from her dice p ools for the rema inder of the turn and in the following turn,
due to the pain- At the Storyteller's di scretion, a properly e xempted ripping strike of signific ant damage (five or more
health levels) may actually tear out ears, eyes or chunks of skin.

ADDITIONAL SOFT TECHNIQUES


Acrobatic Dodge: Leaps, gyrations and flips allow a fast martial artist to evade many blows. Back flips and elegant j
umps are the hallmark of such stylists, and they deftly avoi d the strikes of many opponents.
By jumping, flipping, bending and spinning, an acrobatic martial artis t may evade many blows at once. The
martial artist uses Dexterity + Dodge as normal, but may dodge a number of hand-to-hand or melee attacks equal to his
Acrobatics rating while using his full Dodge pool for each.
Executing an acrobatic dodge requires the entire turn a martial artist cannot split his dice pool or perform an
acrobatic dodge in conjunction with powers such as Black Wind or Celerity.
Cataleptic Grapple: With a proper locking hold, a grappling martial artist can apply pressure to blood vessels, the
diaphragm, lungs, or simply against specific pressure points. In any case, the results are similar - the victim lapsed into
o ness.unconsci us
A cataleptic grapple requires a successful grapple first; the martial artist must have a secure hold on the opponent.
Th en the martial artist must roll Perception + Martial Arts (difficulty 7); this is an extended roll, wit h each success
inflicti ng one level of unsoakable bashing damage. As long as the martial artist keeps t he hold, he can continue to
apply pressure, stunning the opponent and even eventually killing her. As always, once the opponent is taken to the
Incapaci tated health level, she lapses into unconsciousness.
A cataleptic grapple can be used against Kuei-jin (by blocking Chi flow with pressure points), but as always, the
vampire takes only half bashing damage, so such an attack generally takes quite a while to incapacitate the unliving.
Cataleptic grapples have no effect on Western Kindred.
Push Hands: Practice in Tai Chi includes "push hands," a game wherein the stylists press against one another in
special poses while trying to force the opponent off-balance. A skilled practitioner learns to read body language,
anticipate motion and shift balance with subtle pressure.
When a stylist with push hands is attacked, the martial artist may defend with this technique. The player rolls a
normal block, but with difficulty 7. If successful, the attacker is knocked to the ground, suffering a number of dice of
bashing damage equal to his or her strength (automatic strength successes from Black Wind and Potence do count for
this) while the Tai Chi master sidesteps and simply gives the foe a little nudge.
Reactive Strikes: Parrying, pushing and riposting in rapid succession, the martial artist seizes a brief opening to
come in under the opponent's guard.
When using a reactive strike, the martial artist must split his dice pool or otherwise perform at least two actions in
the turn. The first action must block the opponent's attack; failure on the block negates the reactive strike. However, if
the block succeeds, the martial artist immediately counterstrike s; the reactive blow cannot be blocked or dodged.
Spinning Throw: By using momentum against several striking or grappling opponents at once, a master can turn a
series of attackers into a mass of flying bodies. This defensive m aneuver pits the weight and motion of each attacker
against the others, so that they all assist in the task of flinging the aggressors away from the defending stylist.
A spinning throw is a reactive throw; the martial artist must be attacked or grappled to use this ability. Effectively,
the spinning throw permits the stylist to throw multiple opponents without suffering a penalty for multiple actions.
The opponents must attack first, but resolution of damage is delayed until the martial artist attempts the spinning
throw. The martial artist then makes one roll to throw at the usual difficulty, with a +1 to the difficulty for each
attacker beyond die first-difficulties exceeding 10 remain at 10, but each additional point removes a success from the
final roll. The throwing player compares his successes with the attacks of the aggressors; if an attacker scores more
successes, his attack inflicts regular results, while if the defender scores more successes, the aggressor is thrown
normally. In the case of a tie, die attacker fails in his strike, but is not thrown.
For example, if five foolish Kin-jin attacks Hideo, he can declare that he is attempting a spinning throw, and then
wait for the Cainites to attack. He rolls to throw once, at a difficulty of 6 (soft style) +4 (for the first four Cainites) and
losing one success from the roll (for the last Kin-j in). Hideo's player rolls and scores four successes; one is removed for
the extra attacker, leaving him with three successes. Any attacker with only two successes to strike is thrown; those
with three successes fail to hit; those with four or more strike Hideo normally.

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