Flying Righteous Lamb Kung Fu!!!!!
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...
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.
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.
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!!!!! (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.