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Pentjak Silat

Role-Playing Games > Street Fighter > New Fighting Styles

Pentjak Silat
Pentjak Silat has hundreds of variations, like Kung Fu. What is presented here is a Street Fighter version that incorporates the best of the Pentjak Silat Maneuvers and the high amount of legendary powers that surround the Style.

This is the martial art of the Malaysian Archipelago area. It is not widely known about in the United States, but it is a very flashy and powerful style. It has been used in actual military combat.

Silat's primary weapon is the Kris, a knife with a wavy, serpent-like blade. Other weapons include the parang, a short chopping blade, and the tjabang, a weapon that looks like a miniature hand-held trident, similar to the jitte. If the practitioner wishes to learn even more weapons, Pentjak offers training in many of them - staff, chain and whip. Strikes, locks and throws are the main part to Pentjak Silat's hand-to-hand teachings.

Characteristic in the Style is the constant movement of hands and body to distract an opponent while the real maneuver is being made.

Master practitioners of this art are called Gurus. They are very picky about who they will teach. The training involves speed and agility over muscle and how to read an opponent's moves.

Pentjak Silat is one of the most powerful modern arts.

Initial Chi: 4
Initial Willpower: 3
Preferred Weapons: Knife (kris), Sword (parang) or Paired Swords (parang and tjabang). Other techniques include the Staff and Chain/Whip

SPECIAL ABILITIES OF PENTJAK SILAT
The fighters of Pentjak Silat constantly move and sway to distract their opponent. This makes it hard to predict what the fighter will do next, even by trained experts. Therefore, this Style has a unique power - the player can abort once per battle (10 turns) the player may decide to abort to another action without spending a Willpower point.

SPECIAL MANEUVERS

PUNCH

Dim Mak (sf 107) The practitioner can disrupt the flow of Chi, causing damage, disease and other misery
Punch Maneuver
To Learn: Chi Kung Healing focus 4, then Dim Mak punch 4
Power Points: 5

Ducking Fierce *(sos 27) The fighter crouches low and delivers a powerful punch to the midsection
Punch Maneuver
To Learn: Punch 2
Power Points: 1

Elbow Smash *(sos 27) The fighter delivers a powerful elbow smash to a nearby opponent
Punch Maneuver
To Learn: Punch 1
Power Points: 1

Head Butt *(sf 109) The fighter bashes his head into his opponent, usually hitting the opponent's head or face
Punch Maneuver
To Learn: Punch 1
Power Points: 1

Heart Punch (screen 8) This dishonorable shot delivers a fast punch to the chest in order to stun the victim
Punch Maneuver
To Learn: Punch 3, focus 1
Power Points: 3

Hundred Hand Slap (sf 109) The fighter attacks over and over in rapid succession
Punch Maneuver
To Learn: Punch 5. Although this maneuver requires no other maneuvers to learn, it is quite difficult to learn.
Power Points: 5

Knife Hand Strike *(screen 8) The fighter has trained so that his hand is rigid like metal, causing painful stabs
Punch Maneuver
To Learn: Punch 3
Power Points: 4

Monkey Grab Punch *(sf 109) The fighter pulls the opponents guard arm away and delivers a quick punch
Punch Maneuver
To Learn: Punch 1, grab 1
Power Points: 2

Power Uppercut *(sf 109) A powerful punch using the momentum of the entire body forced upward
Punch Maneuver
To Learn: Punch 1
Power Points: Any 1

Rekka Ken (sf 109) A quick 1-2-3 combo of punches that can devastate an opponent
Punch Maneuver
To learn: Punch 4, athletics 2
Power Points: 5

KICK

Double Dread Kick (sf 111) A quick attack followed by a spinning, powerful attack
Kick Maneuver
To learn: Double Hit Kick kick 2, then Double Dread Kick kick 3
Power Points: 4

Double Hit Kick *(sf 112) The fighter attacks twice, once high and once low
Kick Maneuver
To learn: Kick 2. Some fighters continue on to learn Double Dread Kick kick 3, or Lightning Leg kick 4, or Stepping front Kick kick 4
Power Points: 1

Foot Sweep *(sf 113) An attack intended to bring an opponent crashing to the ground
Kick Maneuver
To Learn: Kick 2. Most continue on to learn spinning foot sweep kick 2, athletics 1
Power Points: 1

Spinning Foot Sweep*(sf 115) The fighter spins a full 360 degrees,kicking the feet out from under nearby victims
Kick Maneuver
To Learn: Foot Sweep kick 2, then Spinning Foot Sweep kick 2, athletics 1
Power Points: 1

BLOCK

Missile Reflection *(sf 116) The fighter can catch knives and arrows, and similar weapons, used against him
Block Maneuver
To Learn: Block 4. Rare fighters continue on to Energy Reflection block 4, focus 4
Power Points: 1

Energy Reflection* (sf 117) The fighter uses mystical power to catch and return energy attacks
Block Maneuver
To Learn: Missile Reflection block 4, then Energy Reflection block 4, focus 4
Power Points: 4

GRAB

Air Throw* (sf 117) The fighter leaps into the air and catches an aerial opponent, smashing him downward
Grab Maneuver
To learn: First, the fighter must learn Throw grab 1 and Jump athletics 1, in any order. Then the fighter may learn Air Throw grab 2, athletics 1
Power Points: 2

Back Roll Throw* (sf 118) The fighter grabs the victim and rolls over, throwing the victim behind him
Grab Maneuver
To Learn: First the fighter must learn Throw grab 1, then he may learn Back Roll Throw grab 2, kick 1, athletics 1, throw
Power Points: 1

Disengage (pg. 86) Enables the fighter to extract himself from an opponent's grip
Grab Maneuver
To Learn: Grab 2, athletics 2
Power Points: 3

Dislocate Limb (pg. 87) The fighter pulls an arm out of it's socket
Grab Maneuver
To Learn: Grab 3, kick 2, athletics 1
Power Points: 2

Grappling Defense *(sf 119) Simulates the knowledge of hold escapes and counters
Grab Maneuver
To Learn: Grab 4
Power Points: 4

Iron Claw (sf 119) The fighter grabs the face of the opponent while holding him, and begins to squeeze...
Grab Maneuver
To Learn: Grab 5 note that while this maneuver requires no other maneuvers, it is quite difficult to learn.
Power Points: 4
System: Sustained hold
Modifiers: Cost: 1 willpower (first turn only), speed +1, damage +4, move: One

Throw* (sf 122) The fighter picks up the opponent or uses his momentum against him to throw him through the air
Grab Maneuver
To learn: Grab 1
Power Points: 1

ATHLETICS

Backflip* (sos 28) A series of back-handsprings that makes up an incredibly defensive maneuver
Athletics Maneuver
To learn: Athletics 3
Power Points: 3

Breakfall* (con 114) Simulates training on how to fall or be thrown and suffer the least amount of damage
Athletics Maneuver
To learn: Athletics 1
Power Points: 1
System: Whenever the character takes damage from a fall (the source of the damage is the fall), the character rolls dexterity + athletics and reduces the damage by that amount. This action is automatic and does not have to be played as an action.
Modifiers: See above, no cost

Kippup (sf 124) When knocked down, the fighter arches his back and kicks himself instantly back to a standing position
Athletics Maneuver
To learn: Athletics 2
Power Points: 1

FOCUS

Balance (pg. 91) The character maintains perfect balance by using Chi energies
Focus Maneuver
To learn: Focus 4
Power Points: 4
System: The character does not need to play this maneuver, it simply adds +1 move to all aerial maneuvers played.
Modifiers: See above, no cost

Chi Kung Healing (sf 126) The practitioner uses mystical energy to heal
Focus Maneuver
To learn: Focus 4
Power Points: 2

Chi Push (con 115) The practitioner uses Chi energy to move or damage an object
Focus Maneuver
To learn: First, the practitioner must learn Chi Kung Healing focus 4. Then he may learn Chi Push focus 4, Chi Kung Healing
Power Points: 4

Cobra Charm *(sf 127) The fighter exerts a hypnotic trance on a victim
Focus Maneuver
To Learn: Focus 2
Power Points: 3

Fireball (sf 127) The character can launch a ball of flame at a target
Focus Maneuver
To Learn: Focus 3
Power Points: 3

Ghost Form (sf 127) The practitioner can turn his body insubstantial !
Focus Maneuver
To Learn: Focus 5 Note that while this maneuver does not require others, it is difficult to learn
Power Points: 5

Improved Fireball (sf 128) A faster, more destructive version of the Fireball attack
Focus Maneuver
To Learn: First the fighter must learn Fireball focus 3, then Improved Fireball focus 5, fireball. Some fighters continue on to learn Inferno Strike focus 5, improved fireball
Power Points: 4

Regeneration (sf 129) The character can instantly heal himself with a moment of concentration
Focus Maneuver
To learn: Focus 3
Power Points: 2

Sonic Boom *(sf 130) The fighter can release a bolt of concussive sonic energy
Focus Maneuver
To Learn: Focus 3
Power Points: 3

Toughskin* (sf 130) The character can focus his Chi energy to become temporarily tougher
Focus Maneuver
To learn: Focus 2
Power Points: 3

Zen No Mind *(Pentjak Silat meditation)(sf 131) The character waits, and then chooses between three pre-chosen maneuvers
Focus Maneuver
To Learn: Focus 3
Power Points: 2

 
 
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