Whipping Palm
For use in OD&D and similar games.
Whipping Palm
A set of techniques developed by a tax collector in Solonn who found he could make his arms into ropes and twist his body like a rolling dragon. When he retired he pretended to be a sage and founded a school with 1000 students.
These techniques require light or no armour.
Layer 1
The arms turn to ropes that can snap up to 10’ away. Straighten a whipping arm into a stick on impact and “spin-the-palm” to deal damage as a club. While unarmored, treat AC as if wearing Leather when attacked.
Layer 2
Expend 1HP to do parkour, but just the following moves:
- Swing (move laterally, gain momentum, can gain altitude by spending momentum)
- Brachiate (move laterally, gain momentum, requires branches or similar holds)
- Spin (change direction on the spot, even mid-air, gain momentum)
- Slide (move laterally, gain momentum)
- Roll (move laterally, preserve momentum)
- Slither (move laterally, lose momentum, balance even on a rope)
“Spin-the-palm” at the end of parkour to transfer momentum into damage. Struck foes are sent spinning away.
Layer 3
Take the momentum of enemy attacks and spin or roll away in response. In combat, this movement may be used once per round to reduce damage taken by 1 and make a small movement when hit by a forceful blunt attack.