Celestial Glory Kung Fu for GURPS In Nomine

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GURPS In Nomine Martial Arts write-ups of the Celestial Glory Kung Fu styles by Jason Tondro as they appear in Pyramid Magazine.  Conversion by Perry M. Lloyd.  This is intended for use with GURPS In Nomine and is not officially endorsed in any way by Steve Jackson Games.

Rather than purchasing each style as Choir Attunements as Jason does for In Nomine, for GURPS In Nomine I follow the model of the GURPS Martial Arts styles.  Although first created for use in the Celestial realm (using Relic Weapons where appropriate), they have been expanded for use on Earth, to better capitalize on the fragility of the human vessel.

All of these Styles are Cinematic, if the Game Master wishes to know the point cost of a "realistic" version of the Style, simply subtract the points point into the Cinematic Maneuvers and Cinematic Skills.   The point cost of the style includes one (1) character point spent in each of the primary skills, and one (1) point put into Hard Maneuvers, half a point (0.5) put into Easy Maneuvers.  When studying more than one style, the points allocated to skills or maneuvers which are common to both styles may be put into any skill or maneuver as per GURPS Martial Arts page 76

In order to protect the work of Jason Tondro and the rights of Steve Jackson Games, I have refrained from quoting the descriptions of the Martial Arts and the write-up of Yephiel, which can be found in the original article.

All the Maneuvers should be found in GURPS Martial Arts, and most of them can be found in Compendium I, starting on page page 163, though the Cinematic Maneuvers are not.  Compendium I does include most, if not all, of the Cinematic skills, however.

Because only the Plumed Serpent style is presented by Jason in any significant detail, it is the one which is most true to Jason's original work; I have had to impose my own subjective assumptions onto the other six (6) styles.

Plumed Serpent Style        [10pts]

Primary Skills: Karate, Judo, Wrestling, Savoir-Faire (Dojo)
Secondary Skills: Body Language
Optional Skills: none
Maneuvers: Plumed Serpent Stance [Cat Stance], Feathered Lash [Spin Kick], Sweeping the Earth [Sweeping Kick], Ground Fighting (for use with Wrapping the Coils), Tearing Fangs [Jab], Blinding Fangs [Eye Gouging]
Cinematic Skills: Serpent's Bite [Pressure Points]
Cinematic Maneuvers: Wrapping the Coils [Binding, using the body instead of a rope or handcuffs]
Suggested Songs:  Numinous Corpus: Claws, Numinous Corpus: Feet, Numinous Corpus: Fangs, Numinous Corpus: Tail
 

Furious Guardian Style        [9pts]

Primary Skills: Karate, Wrestling
Secondary Skills: Intimidation
Optional Skills: none
Maneuvers: Aggressive Parry, Aggressive Parrying Kick, Back Kick, Elbow Strike, Choke Hold, Head Butt, Kicking
Cinematic Skills: Kiai, Immovable Stance
Cinematic Maneuvers: None.
Suggested Songs: Numinous Corpus: Claws, Numinous Corpus: Feet, Numinous Corpus: Fangs
 

Blazing Wheel Style        [12.5pts]

Primary Skills: Karate, Boxing, Jumping
Secondary Skills: Savoir-Faire (Dojo), Acrobatics
Optional Skills: any weapons skills, Off-Hand Weapon training (optional maneuver), Dual-Weapon Attack (optional Cinematic maneuver)
Maneuvers: Kicking, Jump Kick, Drop Kick, Jab, Slip, Axe Kick, Shin Kick
Cinematic Skills: Blind Fighting (relating to the Ofanite's resonance for space)
Cinematic Maneuvers:  Acrobatic Kick, Whirlwind Attack (Kick), Enhanced Dodge, Flying Jump Kick
Suggested Songs: Numinous Corpus: Fists [same game effects as Claws, but Fists glowing with Energy instead], Numinous Corpus: Feet
 

The Way of Divine Equilibrium        [14pts]

Primary Skills: Karate, Judo, Savoir-Faire (Dojo)
Secondary Skills: Style Analysis, Meditation
Optional Skills: any weapon skills, Precognitive Parry*
Maneuvers: Wrist Lock, Ear Clap, Disarming (Judo), Feint, Finger Lock, Head Lock, Hit Location (Karate), Sweeping Kick
Cinematic Skills:  Pressure Points, Push
Cinematic Maneuvers: Enhanced Dodge, Roll with Blow
Suggested Songs: Ethereal Charm

* - requires either Danger Sense or the Elohite Resonance, also this skill is most often used with a Relic enhanced to withstand a lot of damage.
 

Relentless Perfection Style        [19pts]

Primary Skills: Karate, Judo, Brawling, Boxing, Savoir-Faire (Dojo)
Secondary Skills: Intimidation, Body Language
Optional Skills: any weapon skills
Maneuvers: Aggressive Parry, Arm Lock, Back Kick, Ear Clap, Elbow Strike, Head Butt, Head Lock, Knee Strike, Leg Grapple, Neck Snap, Rabbit Punch, Riposte (Karate), Roundhouse Punch, Shin Kick, Stamp Kick
Cinematic Skills:  Breaking Blow, Mental Strength, Power blow
Cinematic Maneuvers: Roll with Blow
Suggested Songs: Corporeal Form, Numinous Corpus: Acid, Numinous Corpus: Fists, Numinous Corpus: Feet
 

Hundred Eyes Style        [7.5pts]

Primary Skills: Karate, Boxing
Secondary Skills: Savoir-Faire (Dojo)
Optional Skills: any weapons, usually sword skills
Maneuvers: Elbow Strike, Jab, Roundhouse Punch, Shuto, Spinning Punch
Cinematic Skills: Hundred Eyes Coordination*, See All Directions (Blind Fighting)
Cinematic Maneuvers:  none.
Suggested Songs: Ethereal Tongues

* New Skill: Hundred Eyes Coordination (Mental/Hard)
Because Hundred Eyes style practitioners are trained to fight in such a way that each member's action complement each other's actions, when more than one Hundred Eyes fighter is fighting against a single opponent, the opponent can suffer a penalty to all his Active Defenses.  Every Hundred Eyes practitioner in the fight must rolls against the Hundred Eyes Cooperation skill.  For every practitioner who succeeds his roll after the first, the opponent suffers a -1 to his Active Defenses.
 

The Art of Eternal Friendship        [12.5pts]

Primary Skills: Judo [4pts]
Secondary Skills: Body Language, Style Analysis
Optional Skills: Fast-talk
Maneuvers: Arm Lock, Wrist Lock, Breakfall, Choke Hold, Close Combat (Judo), Disarming (Judo), Ear Clap
Cinematic Skills:  Sensitivity
Cinematic Maneuvers:  Enhanced Parry, Enhanced Dodge, Roll with Blow
Suggested Songs: Corporeal and Ethereal Harmony
 
 

Yephiel

Angel of Kung Fu

Seraph Friend of War

Attributes
    ST: 22, DX: 24, IQ:18, HT: 22
    Basic Spd: 11.5  Move 11

Damage
    Basic damage is 2d thrust, 4d swing.
    Thus, basic unarmed combat damage is 2d-2 with a punch, or 2d with a kick.  Karate skill of 26 grants a +5 to punching and kicking attacks, Brawling skill of 24 grants a +2, and Boxing skill of 25 grants a +5, so she strikes at 2d+10 (or 4d+2) and kicks at 2d+12 (or 5d).

Advantages
    Basic Celestial Template, Seraph, Corporeal Power Investiture +1, Ethereal Power Investiture +2,  Celestial Power Investiture +1, Essence Control +5,  Alertness +4, Strong Will +4, Extra Body Hits +13, Vessel (Human female, extra body hits +20), Extra Mind Hits +3, Extra Soul Hits +12, Charisma +2, Combat Reflexes, Enhanced Parry (Axe), Enhanced Parry (Karate), Enhanced Dodge, Trained by Master is included in her Seraph of War Attunement.

Disadvantages
    Servitor of Michael, Obession (Support the Word of Kung Fu)

Skills
    Acrobatics-26, Axe/Mace-25, Axe Throwing-26, Body Language-18, Boxing-25, Brawling-24, Chinese-18, Climbing-23, Intimidation-19, Judo-25, Karate-26, Meditation-15, Philosophy-17, Physician-16, Running-22, Savoir-Faire (Dojo)-19, Stealth-25, Style Analysis-18, Tactics-17, Teaching-19, Wrestling-24.

Styles
    Plumed Serpent, Furious Guardian, Blazing Wheel, Way of Divine Equilibrium, Relentless Perfection, Hundred Eyes, and Art of Eternal Friendship.

Cinematic Skills
    Breaking Blow-16, Hundred Eyes Coordination-17, Immovable Stance-22, Kiai-22, Mental Strength-16, Power Blow-16, Push-22, See in All Directions (Blind Fighting)-17, Sensitivity-15, Serpent's Bite (Pressure Points)-17

Maneuvers
    Aggressive Parry-15, Aggressive Parrying Kick-13, Arm Lock-25, Axe Kick-25, Back Kick-25, Blinding Fangs [Eye Gouging]-17, Breakfall-26, Choke Hold-25, Close Combat (Judo)-25, Disarming (Judo)-25, Drop Kick-24, Ear Clap-23, Elbow Strike-25, Feathered Lash [Spin Kick]-26, Feint (Karate)-28, Ground Fighting (Karate)-24, Head Butt-23, Head Lock-23, Hit Location (Karate)-25, Jump Kick-25, Kicking-26, Knee Strike-26, Leg Grapple-26, Neck Snap-21, Plumed Serpent Stance [Cat Stance]-28, Rabbit Punch-23, Riposte (Karate)-23, Roundhouse Punch-24, Shin Kick-26, Shuto-25, Slip-11, Stamp Kick-26, Sweeping the Earth [Sweeping Kick]-26, Tearing Fangs [Jab]-24, Wrist Lock-25

Cinematic Maneuvers
    Acrobatic Kick-24, Flying Jump Kick-24, Roll with Blow-26, Whirlwind Attack (Kick)-23, Wrapping the Coils [Binding]-25

Songs (when used on celestial plane/when used on corporeal or ethereal plane)
    Dreams (Corporeal-22/17), Healing (Corporeal-21/16, Celestial-21/16), Numinous Corpus (Fangs-21/16, Wings-22/17), Projection (Celestial-22/17)

Attunements and Distinctions
    Seraph of War, Ofanite of War, Howl, One to One (see The Final Trumpet), Proficiency (with Kung Fu), Friend of the Fighters.

Rites
    Spend three hours in armed practice; Duel with a Diabolical; Spend an hour teaching a martial arts class; Win a round in a martial arts tournament (+1 per round, cumulative).