Rage
Apr 22nd, '07, 07:09 AM
Tu Whiu; girded whip martial arts.
The practitioner wears a plated leather girdle that extends to just under the rib cage. The whip itself is a cord of leather (and, in the more beautiful articles, silk), of thick yet supple braided rope of the same materials that make up the girdle. Size differs from between two and six meters long; the whip is woven into the girdle, usually at the side, but occasionally at the small of the back. The whip is usually left bare, though it is not unusual for whips to be reinforced or merely tipped with metal. There are several regional variations of the whips used, a significant minority, in fact, have whips that more resemble tapered ropes or chains than a western whip. When not unfurled the whip is often curled in one of four positions: “titaha” at the side of the waste; “takapu” around the torso; “amo” over a shoulder; or “tahei” over both shoulders and the neck. The different positions depend on regions and specific lifestyles. For example, traditional tribal horsemen who usually have a long whip use the side waste position while riding for easy access, and the two shoulder coil while upon the ground so as not to drag their coil along the ground. Female practitioners often adopt the waste position so as to allow for the traditional baby slings, while breast feeding.
Historicity:
The girded whip or “tu whiu”, is one of the traditional weapons and tools of the Eke people, the famous horse gypsies of the western plains. It is used in place of a lariat, and sometimes as a makeshift rope; it is especially prevalent in the very far west as it can easily be made without the use of wood or metal which are scarce commodities in the plains scrub land. As immigration into the duchies increased in the last two centuries, whip dancing and duelling became prevalent among the Eastern communities, whose other traditional weapons were banned from the cities where they had settled.
Modern use:
Duchies Eke
Because of magnitude of cultural significance placed upon the whips, it is now rare to find a settled Eke community in the Duchies that does not have a school for teaching tu whiu. Though most Duchies Eke are not permitted to wear their whips except for specific festive occasions like the whip dances; practitioners who have earnt the right to “make their own belt,” will often wear them much like a bravo would wear a sword and buckler. Duchies girdles are usually beautifully and intricately worked and the inside is soft and padded. While girdle and whip creation is neccisary to “graduate” the tu whiu schools, the whips worn are more often than not bought from professional leather workers from from the school masters.
Western Eke:
Take part in whip dances like the Duchies Eke do, but, as their practices of tu whiu is much more utilitarian than in the Duchies, anyone who wants to can wear a whip; though as the leather is inclined to chafe and bind in the heat, it is only worn whenout and about and actually necessary, not around the camp fire as it were. Western Eke girdles are often beaded for decoration, though the braided weaves of the leather are generally simple and made of wider strips.
Tu Whiu
2 1) Weapon Element: Chain & Rope Weapons, Whips
4 2) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
4 3) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
4 4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3 5) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike; Target Falls; Must Follow Grab
3 6) Whip Grab: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Grab two limbs, +10 STR for holding on
Martial Arts Cost: 20
Cost Skill
Tu Whiu skill
1 1) Sleight Of Hand 8-
1 2) Acrobatics 8-
1 3) PS: Leather working 8-
1 4) PS: Whip Dancing 8-
Skills Cost: 4
The Girded Whip:
20 Girded whip: Multipower, 26-point reserve
1u 1) Girdle: Armour (2 PD / 1 ED), Hardened (+1/4) (6 AP); Limited Power (Power loses about half of its effectiveness; -1), Real Armour (-1/4) Note: Hit location 12 only
1u 2) Swinging 4" (4 AP) END 1
1u 3) crack: Flash 4d6 (Hearing Group) (12 AP) END 1
2u 4) Killing Attack - Ranged 1 d6 +1 (vs. PD), Required Hands (One-Handed; +0) (20 AP) END 2
1u 5) Hand-To-Hand Attack +4d6 (20 AP); Hand-To-Hand Attack (-1/2), Beam (-1/4) END 2
2u 6) Stretching 4" (20 AP) END 2
1u 7) Entangle 2d6, 2 DEF (20 AP); STR Minimum (6-14; -1/2), Required Hands (Two-Handed; -1/2) END 2
1u 2) Armour (2 PD / 2 ED), Hardened (+1/4) (7 AP) Limited Power (loses half of its effectiveness; -1), Conditional Power (doesn’t work in Common Circumstances; -1/2) Note: Hit location 4 & 9; or 9, 10 &11; or 10 & 11: or 12 & 13: or 14 only. May only be active while the whip rope is not being used.
-5 Style disadvantage
Suggested power ups for cinematic/munchkin play.
Naked Modifiers, OIF (-1/2)
3 1) Autofire (3 shots; +1/4) (5 AP) 1
3 2) Indirect (Same origin, always fired away from attacker; +1/4) (5 AP) 1
7 3) Penetrating (+1/2) (10 AP) 1
7 4) Armor Piercing (+1/2) (10 AP) 1
17 5) Area Of Effect (1" Any Area; +1), Selective Target (+1/4) (25 AP) 2
Kewl Powers
7 1) Fly killer Missile Deflection (Arrows, Slings, Etc.), Ranged (Adjacent Hex; +1/2) (15 AP); OIF (-1/2), Concentration (1/2 DCV; -1/4), Character is totally unaware of nearby events (-1/4)
26 2) Lightning Cracks: Killing Attack - Ranged 1 d6 +1 (vs. PD), Area Of Effect (5" Cone; +1), Selective Target (+1/4) (45 AP); No Range (-1/2), Real Weapon (-1/4) 4
25 3) Even plate mail has eye holes: Find Weakness 12- (Whip Attacks)
24 4) flick the eyes: Flash 3d6 (Sight Group), Does BODY (+1) (30 AP); Real Weapon (-1/4) 3
8 5) Mighty crack: Darkness to Hearing Group 2" radius (10 AP); Real Weapon (-1/4) 1
7 6) master control : Telekinesis (10 STR) (15 AP); Beam (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Limited Range (-1/4)
Real note:
Any thoughts?
Do you guys recon that the whip is too powerful?
Any problems or thoughts for the back story of the martial art that you can see?
Seriously, any criticism would be appreciated.
Thanks.
Umm, (c) 2007 Nic Sando?
The practitioner wears a plated leather girdle that extends to just under the rib cage. The whip itself is a cord of leather (and, in the more beautiful articles, silk), of thick yet supple braided rope of the same materials that make up the girdle. Size differs from between two and six meters long; the whip is woven into the girdle, usually at the side, but occasionally at the small of the back. The whip is usually left bare, though it is not unusual for whips to be reinforced or merely tipped with metal. There are several regional variations of the whips used, a significant minority, in fact, have whips that more resemble tapered ropes or chains than a western whip. When not unfurled the whip is often curled in one of four positions: “titaha” at the side of the waste; “takapu” around the torso; “amo” over a shoulder; or “tahei” over both shoulders and the neck. The different positions depend on regions and specific lifestyles. For example, traditional tribal horsemen who usually have a long whip use the side waste position while riding for easy access, and the two shoulder coil while upon the ground so as not to drag their coil along the ground. Female practitioners often adopt the waste position so as to allow for the traditional baby slings, while breast feeding.
Historicity:
The girded whip or “tu whiu”, is one of the traditional weapons and tools of the Eke people, the famous horse gypsies of the western plains. It is used in place of a lariat, and sometimes as a makeshift rope; it is especially prevalent in the very far west as it can easily be made without the use of wood or metal which are scarce commodities in the plains scrub land. As immigration into the duchies increased in the last two centuries, whip dancing and duelling became prevalent among the Eastern communities, whose other traditional weapons were banned from the cities where they had settled.
Modern use:
Duchies Eke
Because of magnitude of cultural significance placed upon the whips, it is now rare to find a settled Eke community in the Duchies that does not have a school for teaching tu whiu. Though most Duchies Eke are not permitted to wear their whips except for specific festive occasions like the whip dances; practitioners who have earnt the right to “make their own belt,” will often wear them much like a bravo would wear a sword and buckler. Duchies girdles are usually beautifully and intricately worked and the inside is soft and padded. While girdle and whip creation is neccisary to “graduate” the tu whiu schools, the whips worn are more often than not bought from professional leather workers from from the school masters.
Western Eke:
Take part in whip dances like the Duchies Eke do, but, as their practices of tu whiu is much more utilitarian than in the Duchies, anyone who wants to can wear a whip; though as the leather is inclined to chafe and bind in the heat, it is only worn whenout and about and actually necessary, not around the camp fire as it were. Western Eke girdles are often beaded for decoration, though the braided weaves of the leather are generally simple and made of wider strips.
Tu Whiu
2 1) Weapon Element: Chain & Rope Weapons, Whips
4 2) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
4 3) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
4 4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3 5) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike; Target Falls; Must Follow Grab
3 6) Whip Grab: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Grab two limbs, +10 STR for holding on
Martial Arts Cost: 20
Cost Skill
Tu Whiu skill
1 1) Sleight Of Hand 8-
1 2) Acrobatics 8-
1 3) PS: Leather working 8-
1 4) PS: Whip Dancing 8-
Skills Cost: 4
The Girded Whip:
20 Girded whip: Multipower, 26-point reserve
1u 1) Girdle: Armour (2 PD / 1 ED), Hardened (+1/4) (6 AP); Limited Power (Power loses about half of its effectiveness; -1), Real Armour (-1/4) Note: Hit location 12 only
1u 2) Swinging 4" (4 AP) END 1
1u 3) crack: Flash 4d6 (Hearing Group) (12 AP) END 1
2u 4) Killing Attack - Ranged 1 d6 +1 (vs. PD), Required Hands (One-Handed; +0) (20 AP) END 2
1u 5) Hand-To-Hand Attack +4d6 (20 AP); Hand-To-Hand Attack (-1/2), Beam (-1/4) END 2
2u 6) Stretching 4" (20 AP) END 2
1u 7) Entangle 2d6, 2 DEF (20 AP); STR Minimum (6-14; -1/2), Required Hands (Two-Handed; -1/2) END 2
1u 2) Armour (2 PD / 2 ED), Hardened (+1/4) (7 AP) Limited Power (loses half of its effectiveness; -1), Conditional Power (doesn’t work in Common Circumstances; -1/2) Note: Hit location 4 & 9; or 9, 10 &11; or 10 & 11: or 12 & 13: or 14 only. May only be active while the whip rope is not being used.
-5 Style disadvantage
Suggested power ups for cinematic/munchkin play.
Naked Modifiers, OIF (-1/2)
3 1) Autofire (3 shots; +1/4) (5 AP) 1
3 2) Indirect (Same origin, always fired away from attacker; +1/4) (5 AP) 1
7 3) Penetrating (+1/2) (10 AP) 1
7 4) Armor Piercing (+1/2) (10 AP) 1
17 5) Area Of Effect (1" Any Area; +1), Selective Target (+1/4) (25 AP) 2
Kewl Powers
7 1) Fly killer Missile Deflection (Arrows, Slings, Etc.), Ranged (Adjacent Hex; +1/2) (15 AP); OIF (-1/2), Concentration (1/2 DCV; -1/4), Character is totally unaware of nearby events (-1/4)
26 2) Lightning Cracks: Killing Attack - Ranged 1 d6 +1 (vs. PD), Area Of Effect (5" Cone; +1), Selective Target (+1/4) (45 AP); No Range (-1/2), Real Weapon (-1/4) 4
25 3) Even plate mail has eye holes: Find Weakness 12- (Whip Attacks)
24 4) flick the eyes: Flash 3d6 (Sight Group), Does BODY (+1) (30 AP); Real Weapon (-1/4) 3
8 5) Mighty crack: Darkness to Hearing Group 2" radius (10 AP); Real Weapon (-1/4) 1
7 6) master control : Telekinesis (10 STR) (15 AP); Beam (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Limited Range (-1/4)
Real note:
Any thoughts?
Do you guys recon that the whip is too powerful?
Any problems or thoughts for the back story of the martial art that you can see?
Seriously, any criticism would be appreciated.
Thanks.
Umm, (c) 2007 Nic Sando?