Shen
Chang Do
Way of the Spiritual Staff
Created by Silver Fox
Author's sidenote: First off, the information on Staff & Kick Pairing is adapted from William Muench's O-Ken Wa Sword & Kick Pairing technique. It's honestly something I would have written on my own had he not submitted to the Rifter. Merely rewriting it for use with a staff. Many of the Special Maneuvers come from Anbo Jyutstu created by "Cutter" from his webpage. Those marked with an * are from Cutter's Martial Art Form.
The history of Shen Cheng Do is that originated when the creator, better known as Silver Fox was inspired in her martial arts class one night back in the year 2,000 while working with the staffs. This inspiration prompted her to go out and perfect this form that would later become Shen Chang Do. Being a student already of two other forms, she took and combined the two from experience working with the staff. The harder, more agressive side of Shen Cheng Do comes from more harder form of Karate. The spiritual emphasis of Shen Chang Do comes from years of study with Tai Chi Ch'uan and mysticism, so it was second nature to add that in. Then to give the newly developed form an air of authenticity, she choose an oriental name to give it some flair. To any willing to learn, she gladly teaches the art. Though at this time, there aren't very many students or practitioners of Shen Chang Do.
Entrance Requirements: P.P. and P.E. of 12
Skill Cost: 10 years, Exclusive!
Costume: Standard Karate Gi when training.
Though anything can be worn outside of the dojo.
Stance: There are two stances used in Shen Chang
Do. The first is a front stance holding the staff in both hands
pointed forward as if ready to make a thrust or stab. The second
stance used is a back stance, holding the staff in the rear hand
as a club with the front arm held up in an inner forearm block
position.
Character Bonuses:
+3 to P.P.
+1 to P.S.
+2 to P.E.
+10 to S.D.C.
+15 Chi
Combat Skills:
Attacks Per Melee: 4
Escape Moves: Roll with impact, cartwheel,
maintain balance, handstand
Attack Moves: Cartwheel, handstand, leap,
somersault
Basic Defensive Moves: Dodge, parry, automatic
parry
Advanced Defenses: Circular Parry, entangle,
multiple dodge, disarm
Hand Attacks: Strike, palm strike, back hand,
knife hand
Basic Foot Attacks: Kick attack, snap kick,
tripping / leg hook, roundhouse, side kick (2D4)
Jumping Foot Attacks: Jump kick, Staff Jump Kick
Special Attacks: Death Blow, Combination
Strike/Parry, Reverse turning kick/strike, Forearm, leap attack,
Whirl Wind Strike.
Holds/Locks: None
Weapon Katas: W.P. Staff, at 2 levels higher
than character's current level (1st level martial artist would
start with W.P. Staff at level 3). W.P. Spear, at 1 level higher
than character's current level (1st level martial artist would
start with W.P. Spear at level 2). W.P. Polearms
Modifiers to Attacks: Pull punch, critical
strike, critical strike from behind, knock-out/stun, staff choke
(special)!
Special Staff Attacks: Staff Thrust adds +1D6 to
base damage for staff, Temple Strike, Tripping Strike, Windmill
Strike, Staff & Kick Pairing, Power Staff Block/Parry
Skills Included in Training
Martial Art Powers: Select three powers from
either Body Hardening (except Chagi), Special Katas (except
Weapon Katas) and Chi Abilities. The character also gets the
ability of Zanshin. If desired, any number of powers other than
Zanshin can be traded, one-for-one, for any basic skill program
(excluding physical).
Languages: Japanese (odd as that may be
considering the name of the art is Chinese in origin)
Skills: Athletics, W.P. Staff, W.P. Spear, and
Tumbling (See either Palladium's Adventure's on the High Seas or
visit Mad Dog's Palladium Skill List for information on
Tumbling).
Philosophical Training: One tends to get a mix
of Sun Tzu's the Art of War, Morihei Ueshiba's Art of Peace and
Miyamoto Musashi's Book of Five Rings along with the Old Code
from Dragonheart and Lao Tzu's Tao Teh Ching.
Level Advancement Bonuses
1st +2 roll with punch, fall or impact, +1 maintain balance, +2 cartwheels and handstands
2nd +1 parry and dodge, +2 damage with staffs/spears
3rd +1 damage, +1 strike, +2 disarm, +3 pull punch, +1 maintain balance
4th Add one attack per melee, +1 strike and parry with staffs/spears, +1 parry and dodge
5th Select one additional martial art power from Body Hardening (except Chagi), Special Katas (except Weapon Katas) and Chi Abilities, Staff Jump Kick, +1 cartwheel and handstands
6th knock-out/stun 17-20, +1 parry and dodge, +2 damage with staffs/spears
7th Add one attack per melee, +1 strike, +1 damage, Critical Strike 16-20
8th Select one additional martial art power from Body Hardening (except Chagi), Special Katas (except Weapon Katas) and Chi Abilities, +2 maintain balance
9th +1 strike and parry with staffs/spears, +1 cartwheel and handstands, +1 disarm
10th Add one attack per melee, Critical Strike behind
11th Double existing Chi, Death Blow!
12th Select one additional martial art power from Body Hardening (except Chagi), Special Katas (except Weapon Katas) and Chi Abilities, +1 strike and parry with staffs/spears
13th +2 strike, +2 roll with punch/fall or impact and pull punch
14th Add one attack per melee, +1 disarm, +1 maintain balance
15th +2 damage, +1 cartwheel and handstands
Why Study Shen Chang Do?
Shen Chang Do is designed for down and out nitty gritty staff fighting. If you love staffs, this martial art form is for you then. Forget fancy moves and posturing, knock 'em out and be done with it. With or without a staff in hand. What's more, one can even use a spear or any type of polearm with this style.
Special Maneuvers
Power Staff Block/Parry
While using the staff, the character is able to make a powerful, damaging block against an opponent's strike. First roll for a successful parry. If successful, then roll for a Strike with the staff that inflicts 1D6 Damage. No bonuses to Strike can be used and Damage bonuses are halved. The victim cannot Parry, but can attempt to roll with punch/fall/impact. An iron or other metal type staff, even rune/holy staffs will add an additional 1D6 to damage.
*Staff Choke
This is a Choke ability from N*SS using the staff done from behind.
Staff Jump Kick
This is performed by planting the butt of the staff or spear into the ground and doing a double foot jump kick at the opponent. Adds two feet to any leaps. Damage from this attack is considered critical.
Staff and Kick Pairing
The character can parry using the staff and attack with a kick simultaneously. When attacked, the character can choose to strike with the staff and kick or parry with the staff and throw a kick. Any kick may be done except Jump Kicks.
*Temple Strike
On a called shot of -4 to strike, the character may while using a staff or spear, hit their opponent's head to the temple. The resulting strike deals double damage, negating the opponent's combat bonuses for 1D4 melees. There is also a 20% (+ damage %) chance of knocking out them out for 1D4 minutes.
*Tripping Strike
On a called shot, the character may strike at their opponent's knees or legs for a knock down tactic. Damage from this attack is only 1D4. Like the Tripping/Leg Hook from Ninja's and Super Spies, this attack cannot be parried, only dodged. The exception to this is if the opponent is also weilding a staff or spear as well, then they can roll to parry as normal.
Whirlwind Strike
This devastating attack is perform holding the staff/spear by one or both hands near the end. This attacks can only be done once per melee round and costs two attacks and at the loss of the automatic parry when done. The attack adds +1D6 damage and counts as a critical strike.
*Windmill Attack
This is the closest attack that Shen Chang Do has to anything flashy, though used for intimidation. While using the Windmill Attack, the character cannot use any defensive abilities. As the attack builds up, the character begins whirling their staff around in a circular pattern moving closer to the opponent. This attack, when used must be the first attack of the melee round and is resolved last. During this time, the character may use only circular parries, no dodges or normal parries as they build up for ensueing attack.
When the Windmill Attack is made, it comes in at lighting speed, the character spins around in a comple circle (much like a Windmill), hits the opponent twice, then spins around in reverse to hit them again for two strikes. In all, four attacks are made with the Windmill Attack. Each strike is rolled separately and unless the opponent has paired weapons, the first parry causes a -4 parry for the second attack of the set.
After the end of the attack, the character may not do another Windmill Attack till the second round of combat and initiative has been rolled. Attacks made after this are at -2 to strike or parry.