Introduction to a new profession

In the far eastern lands of Khitai, those who practise martial arts ("kung-fu")are known as pugilists. As warriors well versed in unarmed combat or in weapons (usually swordplay), pugilists are capable of unleashing an uncanny energy from within themselves. This internal energy is akin to the Force of the Mystics, and is built up after long periods of intensive training and meditation. The incredible feats that they can perform parallel the great mages of western Legend, but in Khitai, these abilities are not considered magical at all. Their amazing abilities come from cultivating high internal strength combined with supreme classes of martial arts.

The Pugilist

In tradition-steeped Khitai, there are nine major schools (or sects) of orthodox pugilists, each renowned for their particular prowess in their own field of martial arts, each with a long history, and each fiercely protective of their reputation. Typically, these sects recruit people from a tender age to join their ranks. Families from common backgrounds are usually more than happy to let their kids go, as it is both an honor, as well as an economical decision (having one less mouth to feed). The sect becomes completely responsible for bringing up the child. As the individual grows up, he is given both an education, as well as training in martial arts. The Teacher or Master is accorded the same respect (if not more) than one’s natural parents.

The pugilist, at ranks 1 and 2, learns only the basic skills of his sect. At ranks 3, 4 and 5, he usually masters the lesser class of martial arts particular to his sect. At ranks 6 and above, he endeavors to master the supreme skills of his sect. In parallel, he builds up his Internal Strength. This is represented as a score, which he uses to augment his fighting abilities and other feats. Unlike the Magic Points of Sorcerers/Warlocks, the IS score does not simply replenish at a certain time each day. This aspect requires good GameMastering – the IS score normally recovers at a rate equivalent to his rank per day up to his full IS score, but it is also susceptible to injury (especially in combat with other pugilists). If he suffers 50% internal strength injuries, his maximum IS score (different from his current IS) is depressed to half of that his original IS score, so even as he regains some of his IS expended daily, it cannot rise beyond this halfway point. His internal injuries can only be recovered through proper and complete rest, or by another pugilist ‘transferring energy’ to him.

Rank

Internal Strength (IS)

1

4

2

8

3

13

4

18

5

24

6

30

7

36

8

42

9

49

10

56

11

63

12

70

13

78

14

86

15

92

16

100

 

Statistics for a pugilist

Basic stats are: ATTACK 12, DEFENCE 7, MAGICAL DEFENCE 3, EVASION 3, HP 1d6+5.

Maximum armor class is AF:2. The pugilist has to be of human race, as there are no elves or dwarves in Khitai. His stats increase in the following way:-

+1 ATTACK & DEFENCE on 3rd, 5th, 7th, 9th, 11th rank etc

+1 to HP on 2nd, 4th, 6th, 8th, 10th rank etc

+1 EVASION on 4th, 8th, 12th rank etc.



Rank

Skills

1

Increase stamina

2

Increase dexterity

3

Increase strength

4

Immobilisation technique

5

Energy transfer (person)

6

Energy transfer (object)

7

Invulnerability (minor)

8

Purge poison (self)

9

Anti-immobilisation skill

10

Purge poison (others)

11

Invulnerability (major)

   
   

Increase Stamina

The pugilist is capable of using his internal strength to produce energy for his body – equivalent to an increase in HP. He expends 1 IS for each HP that he wishes to restore. He needs 1 CR to perform this feat, independent of the amount he restores.

At 5th rank and above, he can even use this store of Internal Strength like a Warlock’s Force of Will spell. He needs to expend 2 IS for each HP he sustains below 1 (to remain conscious), and can go to a maximum of –10 HP. Once he stops fighting, he must attend to his injuries – staunch the bleeding, bandage etc (which may restore him by 3 HP if it is still negative). If his HP is still below zero, he needs to meditate and stimulate his natural recovery process by using his internal strength. He must remain undisturbed for one whole day, after which he starts healing naturally. His IS does not recover until he has healed himself to above 0 HP.

Increase dexterity

Internal energy can be burnt quickly such that it gives the pugilist a sudden burst of speed. By expending 1 IS, he gains 1 point of Reflexes for two CR, up to a maximum Reflexes score of 18. The usual ATTACK, DEFENCE and EVASION modifiers apply. He needs 1 CR to direct the energy through his body, and decides the duration (and thus the IS needed) he wants to sustain this at the beginning. If he wishes to invoke this skill again, he needs another 1 CR to prepare.

Increase strength

The pugilist gains 1 point of Strength for each point of IS expended, up to a maximum of 18. Duration is two CR, but like the Increase Dexterity skill, he can accumulate the duration by expending more IS, but needing only 1 CR to prepare.

At 6th rank and above, he can increase his Strength to a maximum of 19.

Immobilisation technique

By striking the body’s acupoints (a technique similar to the Ninja’s Yubi Jutsu), the pugilist can immobilise another human. The no. of IS required is at least that of the target’s rank. (The pugilist can gauge to plus/minus 3 of actual rank). If the IS expended is equal to the target’s rank, the immobilisation lasts d6 CR. For each point expended above the target’s rank, another d6 CR is added. If IS expended is below, the pugilist have only succeeded in tickling the target and wasted his IS. The pugilist can choose to immobilise the whole body, lower body, and/or the target’s speaking ability. Whilst attempting this in combat, a successful hit roll is required (not using any weapon, but by using his fingers to strike the opponent’s chest/back. Obviously, the opponent must not be wearing armor thicker than AF2). An unsuccessful attempt still results in IS expended. An immobilised person stays stiffly rooted in the same posture at the moment he was immobilised.

Orthodox pugilists are not allowed to strike an immobilised opponent or kill them due to their code of honor.

The pugilist can also un-immobilise a person immobilised by another pugilist, by expending more IS than that used originally to immobilise the individual. To release someone he immobilised, he need not expend any IS.

Energy transfer (person)

The pugilist is able to channel his IS into another person by placing his hands on the target’s back. Every 2 pts of IS can be used to Increase Dexterity or Increase Strength by 1 point for the target, but do not last longer than 3 CR after the pugilist removes his hands. If he chooses to continue channeling, each CR requires another 2 pts of IS to sustain the increased strength/reflexes.

By expending 10 IS, the pugilist can restore a person’s HP or IS by 2d4 points.

Energy transfer (object)

Similar to Telekinesis in effect, but much more momentous in force. The amount of IS expended depends on the speed, weight and range.

Object weight/size

Speed

IS per point of Speed

Distance moved

Very small (dart, slingshot)

10-14

1

5m + 5m/additional 1 IS

Small (dagger – shortsword)

9-14

2

5m + 3m/add. 1 IS

Medium (shortsword – sword)

8-13

3

3m + 2m/add. 2 IS

Large (sword – two handed sword)

7-13

4

3m + 2m/add. 2 IS

Heavy (small human, 20-60kg)

6-12

5

2m + 2m/add. 3 IS

Very heavy (big human, 60-120kg)

5-12

6

2m + 2m/add. 3 IS

Extremely heavy (rock)

4-11

8

1m + 1m/add. 4 IS

Super heavy (boulder)

3-10

10

1m + 1m/add. 5 IS

       

To act on an object, one must touch it. To produce an equivalent effect at a range of 1m, double the IS required. At a range of 2m, triple the IS; at 4m, quadruple the IS required.

Invulnerability (minor)

By expending 2 IS, the pugilist is immune to unarmed combat blows from 1st rank and unranked characters for 1 CR. By expending 5 IS, all blunt blows to him are halved in damage for that CR ie. clubs, staves, fists do half damage while swords and spears still do full damage.

Purge poison (self)

The pugilist can use his internal strength to force out any toxins in his body as soon as he realizes he’s been poisoned. For every 10 pts of IS used, the effective strength of the poison left in his body is weakened by 1d6.

Anti immobilisation skill

The pugilist is able to free himself if he was immobilised by someone else. Each minute, he can attempt to roll under his rank on a d20, which will indicate success. Requires 15 IS each attempt.

Purge poison (others)

20 IS reduces the toxicity of a poison in another person’s body by 1d6. Both must be seated, with the pugilist placing his hands behind the poisoned individual to channel his strength for purging.

Invulnerability (major)

By expending 10 IS, the pugilist halves all damage caused by weapons for 1 CR. By expending 20 IS, all damage caused by weapons is quartered. In addition, characters of 1st rank or unranked do no damage by weapons at all.


 

Qingong (The "Floating Skill", floating footwork, or lightness skill)

Because of the pugilist’s training in martial arts and the use of internal strength, over time, he develops a fleetness of foot, and dexterity in movement. This explains their earlier increase in EVASION compared to other professions as he advances in rank. At rank 4, his movement rate is twice that of a normal (unranked) human’s.

6th rank – He climbs with a +2 modifier. If he falls while climbing a wall or tree, he can make another roll such that if he succeeds, he receives no damage from the fall, by striking his hands and feet on the surface to slow down his descent. This does not apply if he falls from a height with no surface nearby for him to grip on.

8th rank – He is able to leap an incredible distance (twice that of a Knight/Barbarian). High ranking pugilists have been seen sparring with each other in forests, leaping from tree to tree. (+4 modifier for Climbing, automatic success under 4m.) Receives no damage if he falls, with no saving throw required.

10th rank – He is practically able to fly, since by a mere push of the leg or arm, he can propel himself from the ground or other surfaces to distances exceeding 10m. (+6 modifier for climbing, automatic success under 8m.)

12th rank – He is able to ‘run’ on water (called the Dragonfly Skill, as he hops across the water like a dragonfly, just lightly touching the surface). He can leap/fly to distances of 20m. He can also burrow through soft ground up to 10m.

 


A DISCUSSION OF MAJOR SECTS & THEIR SUPREME MARTIAL ARTS

The major sects of Khitai can be divided into the orthodox and unorthodox. The orthodox sects are recognized by the Imperial Court of Khitai, and are considered honorable, law-abiding citizens. (Consider as lawful good alignment). Members of orthodox sects are not allowed to practise skills from another sect (expulsion is the penalty), they are also expected to be patriotic and chivalrous (no using of poisons, no backstabbing etc). The unorthodox sects are frequently treated as rebels by the Imperial Court of Khitai (like the Ming sect), practise unorthodox martial arts and/or are involved in evil schemes.

Supreme martial arts are learnt and mastered through either direct instruction (someone already well versed in it) or by indirect instruction (from a ‘secret manual’). Direct instruction is the most common, as the master imparts the necessary bodily movements (called the Stances), the regulation of internal energy (called the ‘Ki’ or Flow), as well as a spoken system to help the student combine the two (called the Verbal Code).

As the top form of martial arts in each pugilistic sect have been developed through centuries of accumulated knowledge, there usually exists a ‘secret manual’ which documents all that is necessary for self-instruction. Such manuals are truly artifacts, some originals being hundreds of years old. As such they are guarded heavily by the sects, and possession of one does not come by easily. Of course, when a pugilist does lay his hands on one, the manual may not be complete (he may or may not realize it), or the form of martial arts may be incompatible with one he is trained in (frequently resulting in insanity), or perhaps with his current level of internal energy, he would need 10 years to master it ? Attaining such power is frequently the goal of many pugilists who wander the lands of Khitai hoping to obtain a lost manual or hoping to meet an exalted martial arts exponent who is willing to impart a rare skill to him.

The next section contains a non-exhaustive list of some of the major sects to give the reader the necessary background in which to base a Pugilist character on.

THE ORTHODOX SECTS

Sha-Lin

Disciples of this sect are monks, most of whom are vegetarian and celibate. Clad usually in saffron orange or grey robes, they prefer to use unarmed combat or blunt weapons, for they disdain the shedding of blood. Their lesser class of martial arts is the Shalin Fist, giving them a bonus to unarmed combat (d4+1, 3) at 3rd rank, (d4+2,4) at 4th rank, and (d4+3,5) at 5th rank and above. They are also adept at using the quarterstaff. (d6+1,5) at 4th rank, (d6+2,6) at 5th rank and above.

Vajra Diamond Skill

At 6th rank, the Shalin monk learns this supreme skill from the Elders. By expending 10 IS, the monk can absorb destructive force on his body and diffuse it, for a duration of 1 minute. Each strike on him, he makes a roll on d10. If he scores his rank or below, he can deduct 1d6 damage away. If he rolls a 10, this means he can no longer use this skill until one full day has elapsed. At 8th rank, he can use the Vajra Finger Strike

("Da Li Jin Gang Zhi") which imbues his index and middle fingers with energy such that he can hit for (d10+3,8).

Celestial Swords of the Six Pulses ("Liu Mai Shen Jian")

By invoking this supreme skill, the Shalin monk shoots a beam of highly focused internal energy from his ‘pulse’ in his fingers. SPEED 20, damage d12 + rank – AF. Range: 20m. Only the top monks of Shalin are allowed to practise this skill.

Note that a Shalin monk needs an intense period of meditation, instruction from the Elders, and sometimes years of internal strength training before he is able to master the abovementioned supreme skills.

 

The Beggar Clan

With members numbering thousands across Khitai, this very hierarchichal organization has in recent years divided into two factions – members of one are virtually indistinguishable from a real street vagabond, while members of the other are allowed to don clean clothes ! Despite the two factions, they remain loyal to the Clan Chief who rules over them with an iron hand. Their lesser form of martial arts are unremarkable; they are fond of using quarterstaffs (+1 ATTACK).

WolvenStaff Skill ("Dagou Bang Fa")

He who holds the WolvenStaff rules the sect. Traditionally, the Clan Chief inherits this treasured quarterstaff from the previous Clan Chief and has to master this skill. He who learns this skill gains +3 ATTACK & DEFENCE while using any quarterstaff (d6+3,7).

Dragon Bane Fists (or Eighteen Stances to Subdue a Dragon "Siang Long Shi Ba Zhang")

This renowned unarmed combat skill contains 18 movements, each one named as a Khitan proverb containing the word "dragon". The opponent must make a roll under his Intelligence on d20 to avoid being mesmerised (does not attack, half DEFENCE) for the first CR, as the pugilist unleashes an array of punches. To give the reader a flavor of the skill, the ninth stance allows the pugilist to strike his opponent thrice in 1 CR, each punch is (d8+3,8). (Expending 8 IS). The fifteenth stance allows him to blast his opponents with a fist of energy at SPEED 16, 4d8-AF damage. (Expending 12 IS).

Hua-shan

The priests of the Hua-shan mountain are renowned for their consummate swordplay. Their lesser martial arts is the Hua-shan Swordplay (+1 ATTACK & DEFENCE with sword).

The Seven Swords of Hua-shan

Their supreme skill is a set of sword strokes, each requires 10 IS to execute. This includes The Wavering Sword – the pugilist’s sword becomes as flexible as a whip; as he strikes his opponent’s weapon, he may be disarmed (save vs Reflexes) or suffer an arm injury. (d8+3, 7).

The Splitting Sword – A very powerful sword stroke, the pugilist launches his whole body behind the sword much like an arrow. SPEED 17. (d20 ABR, 4d6+4 damage).

Wu-tan

Also priests, their lesser martial arts form is a specialization in swordplay (+1 ATTACK & DEFENCE). Their supreme skills are the Tai-Chi Fist and the Tai-Chi Swordplay. The Tai-Chi Skill is a mysterious form of martial arts, as it is capable of using the opponent’s strength against himself. A usually successful strike against an exponent using Tai-Chi Swordplay (d8+2,6) has a 1 in 6 chance of being reversed to hit the striker (using the same ABR and damage). If the exponent is unarmed, the chances are 1 in 4, using the Tai-Chi Fist (d4+2,5). The Tai-Chi Skill bestows +4 DEFENCE to the exponent while using it, which exhausts 10 IS and lasts for 1 minute.

 

THE UNORTHODOX SECTS

Ming

This enormous sect has five factions, led by five faction chiefs, with considerable autonomy amongst the factions. Some can be considered lawful neutral in alignment while others tend more toward neutral good. Members of one faction oppose their local government and have been known to rob the rich to give to the poor, while another faction is said to be involved in smuggling, assassination, counterfeiting, and operating gambling dens and brothels ! The various faction chiefs take turns to be the Overlord, so the sect’s reputation does fluctuate depending on who is Overlord. Lesser forms of martial arts are unremarkable, but some of its members are known to be well versed in pyrotechnics (flash powder) and/or the use of poisons.

The Solar Stance ("Jiuyang Zhen Jin")

This famous supreme skill is said to have been stolen from Shalin. (The manual has been missing for 20 years). As the pugilist invokes the Stances by expending 20 IS, he is swathed with orange energy, protecting his body as he fights. Damage from all weapons are at –2. The attacker gets burnt for 1d6-AF. The pugilist hits are at +3 ATTACK, DEFENCE, ABR & damage. He can also use this to neutralize energy attacks made at him or his allies (reduce damage by 3d6). The Solar Stance can only be used once a day, and lasts for 15 minutes.

Cosmic Gravity Skill ("Qiankun Daluoyi")

The pugilist absorbs cosmic energy from his surroundings, and is able to perform an Energy Transfer (Object) with +2 SPEED bonus, using only half the IS stated. Typically, he throws boulders at SPEED 12 for 6d6-AF at 1-4 opponents by expending 10 IS. Each invocation of the skill also costs 2 HP. It is said that an average person needs 14 years to master this skill from the manual, whereas a talented person can do it in 7 years. The Overlord of Ming is said to have learnt this skill in only 7 hours because he had already mastered the Solar Stance.

Iron Palm

The Iron Palm Sect is a notorious gang of felons. A truly evil sect, they master the lesser Iron Palm at 3rd rank, a powerful chop with the edge of the hand (d8,6), and the greater Iron Palm (d12,7) at 6th rank. Each chop requires 4 IS. They are also adept at using poisons.

Heaven & Earth

A secretive clan that operates in Northern Khitai, their Clan Chief is an ambitious man who has killed many in his thirst for power. His right hand men have mastered the following skills from him.

The Wind Kick

An exponent using this skill is able kick d6 opponents in 1 CR, exhausting 8 IS. (Treat first kick at SPEED 16, each subsequent kick at 1 point less. Damage is 2d10-AF). If he attacks only one opponent, he may create a powerful cyclone which may force a careless opponent five feet underground. (Roll under Strength on 2d20 to free himself).

The Frost Kick

A successful kick (normal melee roll) renders the opponent frozen in ice (2d6 damage), which takes 10 minutes to melt. Each kick exhausts 6 IS.

 

 

APPENDIX

Credit

Ideas from this section are largely based on the semi-historical novels of popular Hong Kong writer Jin Yong. The sects (except the Heaven & Earth clan) and various supreme skills are adapted from his tales of pugilistic heroes set in medieval China, and credit is hereby given to him.

Recommended films

The following Hong Kong movies have pugilists and ‘kung-fu’ as their theme, and are recommended to give the reader a more graphic illustration of the descriptions given in this section.

Other films high on breathtaking kung-fu action include :-

 

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