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Tu Whiu; A Whip martial art.


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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, © 2007 Nic Sando?

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Re: Tu Whiu; A Whip martial art.

 

Indian Jones - Whip Action

http://en.wikipedia.org/wiki/Indiana_Jones

 

The Rundown - Whip Action

http://en.wikipedia.org/wiki/The_Rundown

 

Anthony De Longis - Whip Fighting in Films

http://www.delongis.com/ADLfightresume.html

 

Filipino Whip Fighting

http://www.paladin-press.com/detail.aspx?ID=1238

 

Aussie Whip Fighting/Boxing

http://www.aussiewhipmaker.com/WhipBoxing.htm

 

 

More later

 

QM

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Re: Tu Whiu; A Whip martial art.

 

My only comment is that the damge is perhaps a bit rough - it does as much killing damage as a broadsword - maybe make it reduced penetartion, so that it's still lethal to an unarmoured man, but not such a threat to a guy in full armour.

 

cheers, Mark

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Re: Tu Whiu; A Whip martial art.

 

Sweet then it shall be so.

 

I'm actually really interested in the Australian whip fighting. On one of their pages it went on about how its hard to get out of the way of a whip, so you learn to take the hit while preparing to counter attack. I think I'm going to have to add that in as one of the MA techniques.

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Re: Tu Whiu; A Whip martial art.

 

You might want to add a NND Manuever to represent Whip Burning and Strikes.

 

A whip's lash is incredibly painful, but does very little real damage. It would only likely be deadly in the hands of a Master or a Lucky Hit.

 

Now a barbed whip o Cat of Nine Tails would be a different matter.

 

 

IMOO (and painful experience)

 

 

QM

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Re: Tu Whiu; A Whip martial art.

 

Two quick notes:

 

1) Sorry to nitpick, but this one irks me---the part of the human body is the waist, not the waste.

 

2) Shouldn't this take limited range?

 

2u 4) Killing Attack - Ranged 1 d6 +1 (vs. PD), Required Hands (One-Handed; +0) (20 AP) END 2

 

As it is, it has a range of 100 hexes, which is all wrong.

 

BTW, very, very interesting idea. :thumbup:

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Re: Tu Whiu; A Whip martial art.

 

You might want to add a NND Manuever to represent Whip Burning and Strikes.

 

A whip's lash is incredibly painful, but does very little real damage. It would only likely be deadly in the hands of a Master or a Lucky Hit.

 

Now a barbed whi o Cat of Nine Tails would be a different matter.

 

 

IMOO (and painful experience)

 

 

QM

that's why I thought it'd be good to make it metal tipped, which as I discovered can split a car's bonnet.

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Re: Tu Whiu; A Whip martial art.

 

Two quick notes:

 

1) Sorry to nitpick, but this one irks me---the part of the human body is the waist, not the waste.

 

2) Shouldn't this take limited range?

 

 

 

As it is, it has a range of 100 hexes, which is all wrong.

 

BTW, very, very interesting idea. :thumbup:

Ah good points, and yes I misspelt, will definitly edit late.

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Re: Tu Whiu; A Whip martial art.

 

I like it. With a little refinement it'll fit into most fantasy campaigns.

 

Now, how do you use this and a whip to enhance an attack spell? Like, for example, a spell that causes flammable materials the whip strikes full-force to catch fire (it is optional whether or not this destroys the whip, and would be dependent on how expensive the whips are).

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Re: Tu Whiu; A Whip martial art.

 

I like this idea. You're using the Fantasy Hero writeup for whips on this, right? That would give you a 3" range for your attacks, and the Limited Range Limitation (-1/4). The 4" you show for your Grab attack sounds like a very long whip --- that's 24'! I'm not saying you're wrong --- it's just surprising, and I imagine such a whip would be more difficult to use than the standard FH whip.

 

Also, it seems like there might be a Presence Attack of some sort due to surprise, cracking the whip, etc., especially vs. animals or those with exceptional hearing (which is most animals....) I would use that over the Flash attack you have defined as the Crack of the Whip, since I expect it's not so much deafening as greatly disturbing...

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Re: Tu Whiu; A Whip martial art.

 

Thanks for your imput; I've taken alolt of the advice into consideration. Mainly through reducing the actual power of the whips, and also by looking at my mates UMA, which has a section on whip martial arts. So, let's try all o this again.

 

 

Firstly: Eastern Tu Whiu

As there are no cattle or horses needing herding, and as Eke were banned from using ‘weapons’ in the Duchies, the Eastern Whips are usually lacking the metal head found on Western Whips. The martial style itself is one that is focused on formalised duelling, specifically to either win by causing the other whip fighter to bleed, or in real fighting situations, to either damage the other fighter or take his weapons off of him (in the case of a non Tu Whiu user.) Eastern style Girded whips usually have reinforced and decorative girdles that act as armour plating.

 

Eastern Tu Whiu

0 Weapon Element Whips (free)

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

3 Blood in the eyes: 1/2 Phase, -1 OCV, +0 DCV, Range +0, +3d6 flash to sight group

4 Quick snaps: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC

5 Snap: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike

5 Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon + 4 DC Strike

4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, Weapon Strike; Target Falls

 

Skills

Eastern Tu Whiu skill

1 PS: Whip Dancing 8-

1 Acrobatics 8-

1 PS: Tu Whiu 8-

2 KS: Eastern Tu Whiu practices and conventions 11-

 

Perk

1 Whip Maker: Socially accepted whip wearer

 

15 Eastern Girded whip: Multipower, (22 AP); OIF (-1/2)

1u 1) Flash 0 1/2d6 (Hearing Group) (2 AP) END 1

1u 2) Girdle: Armour (2 PD / 2 ED), Hardened (+1/4) (7 AP); Custom Modifier (-2), Real Armour (-1/4) (added to Primary Value) [Notes: Hit location 12 only]

1u 3) Armour (1 PD / 1 ED) (3 AP); Custom Modifier (-1 1/2), Real Armour (-1/4) (added to Primary Value) [Notes: Note: Hit location 4 & 9; or 9, 10 &11; or 10 & 11: or 12 & 13: or 14 only.]

1u 4) Stretching 3" (15 AP); Cannot Do Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4) END1

1u 5) Killing Attack - Ranged 0 1/2d6 (vs. PD), Required Hands (One-Handed; +0) (10 AP); Real Weapon (-1/4), Reduced Penetration (-1/4), Limited Range (-1/4) END 1

1u 6) Bundled thong: Hand-To-Hand Attack +1d6 (5 AP); Hand-To-Hand Attack (-1/2) END 1

 

 

10 Style Disadvantage

5 Social Limitation: Duchies Eke, Frequently (11-), Minor, Not Limiting In Some Cultures

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Re: Tu Whiu; A Whip martial art.

 

And now Western Tu Whiu

As Tu Whiu as it is practiced in the west, is more of a ‘tool art’, (as the whip was designed mostly as a stock control and protection tool,), than a martial art, it is more practical. The Western girded whips are longer to aid in use from horse back and the western girded whips have a small metal plate with a hole in the middle, as the head of the whip. It is sometimes sharpened, which allows them to cause more damage as a weapon, be more noticeable on the backs of cattle, and be easily converted into a lariat/lasso.

 

Western Tu Whiu

3 Whip Grab: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Grab two limbs, +10 STR for holding on

5 slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon + 4 DC Strike

5 Snap: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike

4 snare: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, Weapon Strike; Target Falls

3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike; Target Falls; Must Follow Grab

4 Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND

4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls

1 Weapon Element Whips, chains, & rope weapons

 

Skill

WesternTu Whiu skill

1 PS: Whip Dancing 8-

1 PS: Tu Whiu 8-

4 +2 to use with riding

1 PS: Leather working 8-

 

Western Girded whip: Multipower, (26 AP)

1u 1) Flash 0 1/2d6 (Hearing Group) (2 AP) END 1

1u 2) Girdle: Armor (2 PD / 2 ED) (6 AP); Custom Modifier (-2), Real Armor (-1/4) (added to Primary Value) [Notes: Hit location 12 only]

1u 3) Armor (1 PD / 1 ED) (3 AP); Custom Modifier (-1 1/2), Real Armor (-1/4) (added to Primary Value) [Notes: Note: Hit location 4 & 9; or 9, 10 &11; or 10 & 11: or 12 & 13: or 14 only.]

1u 4) Killing Attack - Ranged 0 1/2d6 (vs. PD), (One-Handed) (10 AP); Limited Range (-1/4) END 1

1u Scaring animals: +5 PRE (5AP); Only offensive (-1/2), Only to shock/scare or force into obedience; (- 1/2)

2u 5) Stretching 4" (20 AP) END 2

1u 6) Entangle 1d6, 1 DEF (10 AP); STR Minimum (6-14; -1/2), Required Hands (Two-Handed; -1/2) END 1

 

Disadvantages

10 Style Disadvantage: Western Tu Whiu

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Re: Tu Whiu; A Whip martial art.

 

Notes on both:

 

Western Tu Whiu just seems more powerful, but the way I see it, chances are if you run into someone who is going to fight you, it'd probably be an Eastern Eke fighter, as practitioners are just way more prolific.

 

However, if I do need to bring a bit of balance, should I make Western Tu Whiu whips slower than eastern ones, to represent their extra length, which seems substantial?

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Re: Tu Whiu; A Whip martial art.

 

Two quick notes:

 

1) Sorry to nitpick, but this one irks me---the part of the human body is the waist, not the waste.

 

2) Shouldn't this take limited range?

 

 

 

As it is, it has a range of 100 hexes, which is all wrong.

 

BTW, very, very interesting idea. :thumbup:

good point, thanks.

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