JUN FAN JEET KUNE DO:

by Lee Casebolt


Published on website for use with N.P.C.s who use this martial art.


ENTRANCE REQUIREMENTS: None


The background of Jun Fan Jeet Kune Do (also referred to as Jun Fan Kung Fu, Jun Fan Kickboxing, Original Jeet Kune Do, or simply JKD) is somewhat unclear for such a modern martial art. It is certainly no more than thirty years old, but its exact age is difficult to pinpoint because of it's unique nature, and of that of its founder, the (in?) famous Bruce Lee.

More than a mere movie star or simply a skilled martial artist, Lee is widely considered a modern genius. His own initial martial arts training was in the Wing Chun of Yip Man, during his youth in Hoing Kong. He moved to the U.S. before completing his Wing Chun training, and was dissatisfied with what he had learned to that point. He saw many limitations in Wing Chun as he knew it, and drove himself in search of refinements to his skills. In doing so, he met many of the premier martial artists of the time, and learned many of their skills.

But Jun Fan Jeet Kune Do was not created as a mish-mash of styles, or as a constantly growing range of technique. Lee's vision was one of constant paring down, as well as constant growth. Techniques from judo,

fencing, boxing, and other arts were not simply added to the base, they replaced what Lee felt were inferior methods. Everything in Jun Fan Jeet Kune Do was built around an aggressive, direct infighting method, designed

to end a fight as quickly as possible.

After Lee's death, the art of Jun Fan Jeet Kune Do was thrown into a bit of an upheaval - no one had anticipated his early demise, and the Jeet Kune Do community was not organized to carry on his legacy. Currently, Jeet Kune Do is largely divided into two camps - the "Original" Jeet Kune Do which stresses the specific techniques actually taught by Lee, and Jeet Kune Do "Concepts", which emphasizes the borrowing and evolutionary process involved in Jeet Kune Do. Training in JKD is available on the West Coast and in Chicago and New York in the United States.


COSTUME: No official costume.

STANCE: A small, fencer-like stance, with the body at nearly a 90 degree angle from the opponent, the forward hand either up guarding the face, or down protecting the groin, while the rear hand protects the body. Unlike many styles, Jeet Kune Do leads with the "strong side", right forward for right-handed practitioners, left forward for left handed.


CHARACTER BONUSES:

Add 1 to PS

Add 2 to PP

Add 2 to PE

Add 3 to Spd

Add 15 to S.D.C.


COMBAT SKILLS:

Attacks per Melee: 3

Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance

Basic Defensive Moves: Dodge, Parry, Automatic Parry

Advanced Defenses: Automatic Roll, Automatic Dodge, Multiple Dodge, Combination Parry/Attack

Hand Attacks: Strike (punch), Palm Strike, Bil Gee (SPECIAL! An eye gouging attack derived from Wing Chun. Requires a Called Shot with a -4 to Strike. Does 1d4 damage, and the opponent suffers a -5 to Strike, Parry, and Dodge for 1d6 melee rounds), Hook (SPECIAL! 1d6 damage), Uppercut (SPECIAL! 1d6 damage)

Basic Foot Attacks: Snap Kick, Kick Attack, Roundhouse Kick, Tripping/Leg Hooks

Special Attacks: Death Blow, Elbow, Knee, Body Flip/Throw, Combination Grab/Kick, Combination Hand Hold/Strike (SPECIAL! See Wui Wing Chun(N&SS) for details)

Holds/Locks: Arm Hold, Body Hold

Weapon Katas: None

Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from behind


SKILLS INCLUDED IN TRAINING:

Martial Arts Abilities and Powers: Recieves the Jeet Kune Do Martial Arts Technique automatically (Replaced with a Second Body Hardening). In addition, select one from Body Hardening Exercises or Special Katas.

Language: None

Philosophical Training: None


LEVEL ADVANCEMENT BONUSES:

1st: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike from Behind

2nd: +1 to Strike, Critical Strike on Natural 19 or 20

3rd: +1 to Parry/Dodge, +1 to Combinations*

4th: Select one additional ability from Body Hardening Exercises or Special Katas

5th: +1 to Initiative, +2 to Damage

6th: +1 to Strike, +1 to Combinations*

7th: Add one attack per melee round, +1 to Maintain Balance

8th: Knock-Out/Stun on Natural 18, 19, or 20, +1 To Damage

9th: Critical Strike on Natural 18, 19, or 20, +1 to Strike

10th: Select one additional ability from Body Hardening Exercises or Special Katas

11th: Add one attack per melee, +1 to Combinations*

12th: +1 to Strike, +1 to Parry/Dodge

13th: +2 to Roll with Punch/Fall/Impact, +1 to Combinations*

14th: Select on additional martial power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas 15th: Death Blow on Natural 19 or 20


* Jun Fan Jeet Kune Do practitioners may add their Combinations bonus to Strike, Parry, Dodge, and Damage rolls associated with Combination moves. No other bonuses (including P.P. bonus, if any) apply.


WHY STUDY JUN FAN JEET KUNE DO

An intense program of physical development paired with a flexible body of technique, Jun Fan Jeet Kune Do allows the martial artist great control over their own development. Deals well with multiple attackers. Relatively weak in terms of internal development.



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Writeup by Lee Casebolt.


Copyright © 2014, Lee Casebolt. All rights reserved.



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