Dungeon Karate

A student who spends 200 days training full time with a Master can earn a blackbelt in Karate. This training makes their hands and feet strike as daggers in combat. Additionally, if you are fighting barehanded enemies or those with small arms, such as clubs and knives, you defend as if you were wearing light armor even if you are unarmored.

An alternative means of learning Karate is for a starting Fighting-type character to give up all their starting resources. This represents someone who used their family's wealth to pay their way into a dojo. They will begin play with the clothes on their back, a blackbelt, and a sleeping roll. 

Once a blackbelt is earned, the Karateka must go out into the world and hone their skills. Once the 5th experience level is reached, they may choose to spend 1 year isolated in the wilderness, dedicating themselves to rigorous training. If they complete this task, their hands and feet will strike as swords, they will gain an advantage in any grappling exchange against a humanoid, and they will be able to strike and damage solid rock and wood.

Depending on your system of play these benefits may manifest differently. For example, you may increase the odds of success on a Master's open door skill in OSE or similar systems.

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Karate is a martial art that teaches barehanded fighting techniques for the purpouse of self defence. Training is divided into Kihon, Kata, and Kumite. Kihon is the practice of basic techniques and concepts, such as blocking, kicking, throwing, etc. Kata are a series of techniques strung together in a particular order, like a dance, to aid in the memorization of basic techniques. Encoded within Kata are a series of applications for use against an opponent. The Kata are a means by which Karate can be passed down, and also a tool to aid in solo practice. Finally, Kumite is a type of sparring. The intensity of sparring will vary, but it is generally relatively light. The goals of Kumite are to make the student used to the sensation of fighting and, more importantly, to drill particular elements of combat. The most effective Kumite practice is goal oriented and task based, rather than simple free sparring for the sake of it.

One of the basic kata, the Pinan 平安 series, roughly means "safety." In Chinese, it is sometimes used to mean "safe travels." The story goes that those who master the five Pinan kata can travel safely anywhere, regardless of bandits or brigands. This is the spirit of Karate.

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TECHNIQUES OF KARATE:

The fundamental purpouse of Karate is self defence. Adventurers and dungeon delvers ought to rely primarily on arms and armor. Those daredevils who seek to prove their Karate by diving into dungeons with only their fists find themselves beating a swift retreat or else meeting an untimely demise. The basic techniques of Karate are based on the premise of self defence against a larger number of foes.

Karate is "all in fighting." This means that once contact is made with an enemy, one does not leave contact until the foe is defeated, or making distance would provide a distinct tactical advantage. The Karateka must fight like a wild beast, throwing, tearing, striking, ripping, and overwhelming opponents. 

Punches are targeted at vital points. The throat, side of the neck, nose, solar plexus, and kidneys and livers are the main targets. Hands are vulnerable and break easily. Even though the Karateka may condition their hands on the makiwara endlessly, they will still risk hurting their hand when punching the skull. For this reason, the most powerful punches are reserved for soft targets like the throat and stomach.

While punches are usually made with the major knuckles of the index and ring fingers, it can be more effective when hitting soft targets to angle the fist upward somewhat and instead use the minor knuckles of those same fingers. Experienced practitioners can concentrate the force further by extending a knuckle, though simply using the minor knuckles rather than the major knuckles will have a similar effect.



The spear hand, or Nukite, can be applied to the throat or eyes. Rather than applying the spear hand like a punch, it is better to place one's fingertip on the throat or eye and then attempt to press through the target. This technique is best done while the foe is against a wall, against the floor, or while have a hold of them with your other hand. 


The knife hand is typically applied to the side of the neck, hitting the brachial plexus origin, or the jugular. You may also strike with the forearm using the same motion as is used for the knife hand strike. This technique can be applied with lots of power, and may is capable of knocking foes unconscious. 


Kicks are the premier long range attacks of Karate, and ought to be able to knock down a man with ease. The primary kick of Karate is the front kick. One must strike with their whole body; a half-effort kick is a sure way to lose balance. A kick to the torso must knock the foe down, while a kick to the face must knock the foe out.


These are the techniques used when entering combat. However, Karate is "all in fighting" and this range does not typically last. In close combat, the main goal is to cause a foe to lose balance and then to throw the foe to the ground - or into another opponent - as quickly as possible. Grounded opponents are kicked or punched with full force to eliminate them as soon as possible. A Karate fighter always stays standing, though when grounded will fiercely kick at standing opponents like a cat.




In order to make a foe lose balance, elbows and knees are applied at close range. A Karate fighter will use their toughened fingers to claw the foe's eyes like a cat, rip their hair and ears, and inspire pain and fear in the enemy.


GROUP FIGHTING:

Villains are bullies, and bullies rarely act alone.

When beset by villains on the road, while doing business in a city, or resting in some faraway village, Karate can be employed to great effect. The first consideration is the number of foes: a single trained Karateka ought to be able to employ group fighting tactics to defeat three men. Any more than that, and retreat is advisable. The Karateka must also study his foes: should any foe look particularly strong, adopt the posture of a skilled warrior, or wear heavy armor then the Karateka ought to consider retreat. 

Even if the Karate man has a weapon on him it may not be to his advantage to draw a weapon. First, he may lose the initiative in doing so. Secondly, drawing a weapon will immediately raise the stakes of the conflict. Even bullies are not wont to kill their foes if they can avoid it. If the Karate man is to draw a weapon, he must ensure he has the appropriate space to do so, and will not be interrupted by a foe who can can grab him. Finally, drawing a weapon is a promise to kill - the Karate man must be very sure he is willing to fight to the death if he is to draw a weapon.

Before the fight begins one must not be surrounded under any condition. In fact, as the Karateka talks and susses out the motives of his attackers, he will position himself such that his foes are arranged in a line - they are "stacked" one in front op of the other. This means that should his foes attack, then they will be in a chaotic jumble or have to first move to again surround their target.

As the Karate man jockeys for position, his foes will surely continue to try to surround him like a pack of wolves. In the split instant when his positioning is right the Karate man must either choose to attack or retreat. If he chooses to attack, he will seize his attacker, and drive them back with attacks to vulnerable points. An effective tactic is to grab the opponent's arm and then to drive a spear hand - nukite - into their throat. If the group is "stacked" in a line, then a confusing melee will occur in which the single fighter has the advantage. The brigands will fall one on top of each other in their attempts to attack and, in the chaos of the melee, will be unable to form a coherent battle plan.

If the Karateka eliminates the leader, he will force his foes to reconsider their decision to fight. In this moment, the Karate man unleashes a loud kiai, yelling like a thunder bolt, and launches another fierce attack. His foes will be shaken and, at this point, they will likely retreat. If not, the Karate man must again seize one foe and make use of his body to block the other. On an open field he will seek to throw one into another and strike his foes during the confusion. When there are buildings, trees, or other objects nearby the Karate man will drive his foes into whatever obstacles he can. This is why the Karateka must always drive forward: foes stumbling away from Karate blows will trip, fall, and stumble into whatever is behind them.

In this way, a Karateka can fend off three men at once. 

RETREAT:

When outmatched, a Karate fighter will retreat. There are three goals in this retreat: to lose the attackers, take up a superior position, or exhaust the attackers. However, unless you are farther than 6 or so feet from your opponents, it is unlikely you will be able to successfully turn around and run before your opponents can grab you. Thus, you must only run when you have the proper distance or have already knocked your opponents down or back. A sudden and fierce attack can often open up the opportunity for retreat.

FIGHTING AN ARMOURED OPPONENT:

If a Karate woman encounters an armoured foe in a self defence situation, she must seriously consider retreat. The heavy armor of her foe will likely hinder their pursuit. If retreat is not an option, then the only means available Karate woman is to subdue her foe with grappling. Any armoured opponent will also be armed, likely with a sword and a dagger. This increases the risk factor enormously. Grappling and subduing a singular armoured foe may be doable, but a villain wealthy enough to afford armour is likely to have friends. 

The typical group fighting advice of attacking the strongest foe first is inverted. Rather, the Karate woman must seize and attack the small fry and use them to limit the movement of the armoured foe. If the armoured opponent is knocked to the ground, she must disarm them as quickly as possible. However, she will not be hasty in doing so. Instead, she will continue to eliminate small fry until she can take her time wrestling the armoured foe down where it is easiest to disarm them. If she rushes to disarm the armoured foe, she risks exposing herself to the other assailants.

If there are multiple armoured foes, then the she is best off retreating.

Aside from grappling, powerful kicking techniques are effective if timed properly. 

FIGHTING AGAINST WEAPONS:

Karate is effective for fending off simple weapons such as knives and clubs. Spears, staves, swords, and other weapons of war are far too dangerous. If caught unawares by heavily armed villains, the Karate fighter will surrender or retreat. 

The Karate fighter must remember "all in fighting" to defeat a foe with a military weapon. It is possible to get past a blade or spear, but only if the Karate fighter absolutely commits in a moment of absolute certainty.

FIGHTING MONSTERS:

Humanoid monsters can be fought using the tactics above. However, the differing dynamics of these foes may change the stakes. It is much more likely that the confrontation will escalate to lethal violence.

Humanoid monsters with poisonous bites or claws are not to be fought using Karate. Additionally, Karate techniques are designed to deal maximum damage to living creatures and are ineffective against most undead. The Ghoul is the nightmare of the Karate fighter.

Other monsters, or large humanoid monsters like Ogres, are outside the scope of Karate techniques. If the Karateka does not have a weapon, they will retreat and use their wits to survive. 

TRAINING PRIORITIES:

Fancy techniques are less important than speed and strength. The Karateka must rigorously train the basic techniques (Kihon), strength training, leaping, running, climbing, and other skills. While many martial artists hone techniques that can attract a crowd or look flashy, the Karate fighter must remember to focus on "all in fighting." By way of their physical training, the Karate fighter must be all around superior to most of the foes they face. In this way, they can come to defeat three foes at once.

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With Karate a weak person can become strong and come to protect others. While it was never meant to be used in dungeons, adventurers may still find this art useful. There will be fights where there is no time to draw weapons, and times when you are ambushed and outmatched. Karate is a failsafe and a gurantor of autonomy. A Karate fighter is able to determine their own fate with their fists.  

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