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MKUNGA LALEM (Zombie Fighting) NWoD

MKUNGA LALEM (Zombie Fighting) is a striking style that emphasizes speed, agility and defense. Practitioners block, dodge, and only attack when their opponent's defense is open. It teaches practitioners to escape threats quickly, take opponents to the ground rapidly, fight defensively while moving little, and unleash storms of blows. Its ultimate maneuver allows focusing power into a lethal strike that ignores more penalties. The style advises surviving zombie threats requires adapting to their own rules.

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0% found this document useful (0 votes)
746 views1 page

MKUNGA LALEM (Zombie Fighting) NWoD

MKUNGA LALEM (Zombie Fighting) is a striking style that emphasizes speed, agility and defense. Practitioners block, dodge, and only attack when their opponent's defense is open. It teaches practitioners to escape threats quickly, take opponents to the ground rapidly, fight defensively while moving little, and unleash storms of blows. Its ultimate maneuver allows focusing power into a lethal strike that ignores more penalties. The style advises surviving zombie threats requires adapting to their own rules.

Uploaded by

moltav
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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MKUNGA LALEM (Zombie Fighting)

This general striking style emphasizes speed, agility and defense. Practitioners block, bob, weave and pick their shots whenever they see their opponents defense falter. Prerequisites: Strength , De terity , Stamina , !its , and "rawl it #ses the following mane#ver progression$ No shame in running (!): The character has learned to act %#ickly to ne#tralize a threat and make a fast escape. They gain a bon#s added to their &nitiative e%#al to their "rawl Skill when fighting zombies 'or beings of same s#b(type). "# the$ %an t mo&e' the$ %an t atta%( (): *o#r character knows how to rapidly close with yo#r enemy and take him to the gro#nd. &n lie# of sec#ring a grappling hold, he can immediately render the opponent prone (see )he *or+, o# -ar(ness, p. 157 and 164). +#rthermore, if he takes an opponent down this way, he can choose whether or not to go prone with the target. ,i ed martial arts fighters take a cro#ching 'b#t still standing) position from here and deliver vicio#s beatings with their hands - a techni%#e called .gro#nd and po#nd./ .e +i(e the /in,' e&er$/here an, no/here at the same time ( ): *o#r character has mastered the ability to fight defensively. !hen #sing this mane#ver, yo#r character gains 01 to his Defense for the t#rn, b#t any attack he makes s#ffers a (1 penalty. 2e can move no more than his Speed while performing a Defense 3ttack mane#ver in a t#rn. Atta%(' atta%(' atta%(' o&er(i++ is a goo, thing (): *o#r character can #nleash a storm of blows against an opponent. 2e can make a n#mber of e tra "rawl attacks for each point of De terity that he has above 1 in a single action. 4ach e tra attack is made at a c#m#lative (5 modifier. Th#s, he can perform a total of two attacks at De terity 6 'the second of which is at (5), three attacks at De terity 7 'the third of which is at (1), and fo#r at De terity 8 'the fo#rth of which is at (6). 3ll attacks m#st be on the same target. 99:o splitting of die pool, this is f#ll val#e min#s penalty 'see above) per attack99 0rush the %o%onut (!!!!!): "y foc#sing their might and concentration, yo#r character can kill or maim an opponent with a well(placed strike. 3 strike inflicts lethal instead of bashing damage and s#btract targeting penalties by three. (See Specified Targets, p. 165). 4ven when a specific part of an opponent is not targeted, armor penalties to yo#r characters "rawl attacks are red#ced by three. -ra/ba%(: Spend one Willpower point per attac . !ote t"at t"is Willpower e#pendit$re does not add t"ree dice to t"e attac . 1%hoo+s: S#rviving the ;ombie(3pocalypse has its own r#les, s#rvive and adapt, or be EATEN!!

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