It's very simple. People who know Kung Fu are cool.
Jesus Christ was cool. Therefore, Jesus Christ knew
Kung Fu. See how that Seraph over there isn't
wincing? That proves that I'm not lying. Well, he
may be wincing a little, but that's not because I'm
lying. It probably has to do with the bad logic, or
maybe the cognitive dissonance, or even the names for
the moves. Seraphim have no sense of humor about
things, sometimes.
Look, do you want to learn the moves, or not?
Thought so.
Flying Righteous Lamb Kung Fu
Agility or Precision or
Perception (Default: none)
This is the basic 'fighting' skill: the scare quotes
are used because, frankly, it is actually impossible
to directly do damage while using it. The
practitioner is instead able to disable an opponent
through a combination of pressure points, careful
redirection of force and general niceness.
Flying Righteous Lamb Kung Fu can be used in all three
planes; use the appropriate characteristic. Treat as
a regular Fighting roll, except that all damage 'done'
is strictly temporary (and does not cause pain,
interestingly enough). When sufficient pseudo-Body,
Mind or Soul Hits are inflicted to cause the
equivalent of Trauma, unconsciousness and/or the loss
of a Force, respectively, the target is instead
knocked out for one hour. There are no further
adverse consequences. The pseudo-damage done is
completely separate from regular damage, does not
'stack' with regular damage and goes away after an
hour.
There are no restrictions on who may learn the basic
Flying Righteous Lamb Kung Fu skill, but it is
dissonant for demons to actually use it. This is
another one of those ineffable things, apparently.
Also, use of FRLKF and the maneuvers below does not
cost Essence or cause Disturbance: again, it's
ineffable. Needless to say, Servitors of Flowers love
this martial arts style, as using it is not normally
dissonant for them. Servitors of the Sword and
Judgement have their own inner reasons for walking
along this path...
Other Skills
Acrobatics is often used in conjunction with Flying
Righteous Lamb Kung Fu: a successful Acrobatics roll
each turn will add 1 to the final CD of any 'attacks'.
The primary weapons for this style are staff and
whip: staves have a "Power" of +3, no Accuracy bonus
and no range, while Whips follow the stats given in
the Corporeal Players Guide, page 118. Anyone who
knows this martial art may use these two weapons in a
manner that does not cause damage: substitute
Agility for Strength when determining Power and (for
the whip) grappling attempts.
Advanced Techniques
As the student advances, certain abilities become
available. They are taught as separate maneuvers;
unless otherwise noted, they can never be learned at a
level above the base skill. All rolls are at (Default
Skill/level) + (Appropriate Characteristic) - (Default
skill level) + (Maneuver skill level).
Spinning Lightning Halo Attack (FRLKF/1; defaults to
FRLKF -4)
This is traditionally the first skill taught to the
adept; those deemed worthy are given Haloes
(effectively Relic/0s that can exist on all three
planes. Many Haloes have extra enchantments) and
taught their use. This maneuver allows the adept to
use his FRLKF skill at range (up to 10 yards); substitute the SLHA target number for the regular roll.
Also, multiple opponents can be targeted. Roll for
each target, with a -2 for every target past the
first. If all rolls are successful, the Halo will
return to the user's hand.
Servitors of Stone are taught this maneuver: they may
not use it to disable their opponents, but they have
found that it is not dissonant for them to use their
Haloes to - for example - hit the cutoff switch before
the nuclear power plant melts down, or set off the
motion sensors in the museum, or anything else where a
bouncing circular plate could come in handy...
Ferocious Bleat of Triumph (FRLKF/2; defaults to FRLKF -4)
This is essentially a Kiai, or channeling of the
martial artist's Chi into a mighty shout... well,
bleat. It takes a round to prepare: a successful roll
will reduce all opponents effective skill rolls by
(CD/2) for that combat round.
Original Sin's Banishment (FRLKF/3; defaults to FRLKF
-5)
This is not exactly a combat skill, per se: by
meditating for one minute, the adept may achieve an
inner speed that will triple the distance that she can
run or jump. She may also walk on water at her
regular move rate, provided of course that she does
not stop.
Clever Cleansing Scourge (Small Weapon: Whip/3 and
FRLKF/3; defaults to Whip -6)
An adept who learns this maneuver has amazing control
over whips; he ignores armor and obstructions in
attacks, can strike behind himself without penalty and
has a plus to his Agility rolls equal to (CCS/2,
rounded up) in all attempts to disarm or topple an
opponent.
Golden Rule Staff Defense (Large Weapon: Staff/3 and
FRLKF/3; defaults to Staff -6)
This represents advanced staff technique; a successful
roll will add the CD to any Dodge roll (more
accurately, a 'Dodge by Parrying' roll). Someone with
GRSD/6 may bounce an attack back onto the attacker,
causing the assailant to take pseudo-damage equal to
the attack. As In Nomine is a cinematic game anyway,
this skill should be useable in all sorts of
situations, explicitly including gunfire...
Blood of the Lamb Rainbow Intercession (FRLKF/4;
defaults to FRLKF -6)
An adept trained in this maneuver can (on a successful
skill roll) volunteer to take the damage done to any
other person within (maneuver/level) yards: this is
accomplished, bluntly, by the adept running over to
put himself in the path of the attack (while ignoring
utterly any obstacles and/or restraints).
Logos Kiai (FRLKF/5 and FBT/5; defaults to FBT -8)
This is a much more powerful version of FBT. The
adept has a fragment syllable of the original Word
used to create the universe; any who hear it
successfully uttered must roll versus Will -6 or fall
unconscious for 1d6 hours. This includes the speaker,
incidentally.
Miraculous Multiple Fists of Faith (FRLKF/6 and
SLHA/6; defaults to FRLKF -12)
The adept must prepare for (total Forces) rounds; a
successful skill roll will allow (total Forces)
attacks against one or many opponents (each opponent
must be within 10 yards of the adept). The adept must
then immediately successfully roll against Will -6 or
else fall unconscious for 1 hour. Unfortunately, the
effectiveness of this maneuver may not be increased by
judicious use of Essence, Songs or the Ofanite
Resonance.
Secret Transubstantiated Righteous Attack... OF
DOOM!!!!! [sic. -Ed.] (Secret; All Maneuvers at level/6 and a
legitimate vocation; defaults to FRLFK -12)
Well, it wouldn't be a proper martial art style if it
didn't have a Legendary Death Attack, right?
The adept - heck, by now we're in master-level
territory - has learned how to use the miracle of
God's transubstantiation into corporeal form to
properly chastise the wicked. Essentially, the
attacker takes some communion wafers, turns them into
the Body of Christ (Perception Roll -4) and then
flings them like shuriken. If they strike a demon,
the wafers do 4d6 pseudo-hits; humans will not be
affected at all, unless they happen to be possessed by
a demon. In that case, calculate the human's Body
Hits as if it were not being possessed; if the damage
done is enough to knock out the human, the demon is
immediately cast out and will be stunned for 1d6
combat rounds.
Back to the INC Mainpage.
Back to the Skills page.
Send mail to the Curator