- A fast brutal weapon and open hand style.
The history of Filipino martial arts (FMA) dates back centuries, and is as deeply intertwined with the occupation of the region as so many other parts of the culture. The terms Arnis and Eskrima are both derived from Spanish words for armor and fencing, while Kali dates back to the pre-occupational Tagalog for fencing. In modern parlance, Armis, Eskrima, and Kali are often used interchangeably, while individual schools may be more deeply tied to one of these three terms.
Balintawak Arnis was founded in the 1950s to preserve the combat focus of Filipino martial arts. The style’s name comes from the location of the watch store where the founders would gather. The Balintawak Street name might be best cemented when one of the founders Venancio “Anciong” Bacon was ambushed by a rival school and, in the process of defending themselves, he killed one of the assailants. This resulted in Bacon’s arrest and imprisonment, but the school carried forward under the leadership of other founding members.
Since the founding of Balintawak Eskrima there have been a number of branches to emerge from the style, characterized by the single stick and open hand focus. Importantly, like many other FMA styles, Balintawak Eskrima teaches a weapons first approach where the striking tool represents an extension of the body. Hand to hand techniques then apply these same lessons closing the distance and removing the weapons at more advanced levels. It is also important to note that Balintawak Eskrima trains in multiple weapons, including multiple knives and short swords. While many martial arts teach weapons in parallel, blades are so ingrained in Filipino society that in neighboring Palau, the local term for Filipino is translates to “people of the knife”
Balintawak Eskrima focuses on disabling a foe with quick efficiency. Striking drills often focus on making openings and delivering lethal blows to the temples, or impacting vulnerable targets such as kidneys or genitals. One of the core elements of Balintawak Eskrima that can be found through its offshoot styles is its method of grouping strikes for training and how they can be applied in a logical and practical order.
Associated Weapons: Baston / Olisi / Yantok (Long baton), Bolo (Machete), Daggers / Knives (notably the Balisong / butterfly knife and Karambit), Kalis (A larger, re: short sword, kris), Pinuti Sword
Striking weapons will often be positioned for defense and quick reactions often with the back of the opposing arm facing out forming a “T” like shape. This results in a boxy or loosely bladed stance, where the martial artist can quickly pivot and reposition while delivering powerful strikes. Importantly, while Balintawak Eskrima leverages a braced guard, once in position the stance and grouping allows the martial artist to maintain an ever increasing powerful offense.
Bonus Video
Author’s Note: All builds presented in this series should not be taken as the only way to interpret a given style. Players and GMs are encouraged to treat these as a framework to build their own character’s style.
Style Progression – Very Slow
Fighting Style: Balintawak (Street) Eskrima
- Parent Attribute: Dexterity or Senses
- Primary Role: Offense
- First Secondary Role: Defense
Common Specialties:
- Crippling Strike
- Interrupting Actions
- Momentum (Taking three or more successive Attack Actions or Actions which involve an Attack such as a Combo or Rapid Action)
- Weapon of Choice (Pick One)
Common Combos:
- Counter Strike: Active Defense – Attack
- Cripple and Move On: Crippling Strike – Move
- Intercept: Interrupting Attack – Attack
- Vital Strike: Bypass Armor – Heavy Blow
Key Talents:
- Discipline
- Fitness
- Forensics
- Law
- Legal Defenses
- Movement: Running
- Perception
- Street Smarts
Additional Boons
- Gear: <Pick One: Quick Blade or Blunt Striking Weapon> MA4
- Languages: English, Filipino, Tagalog TY
Doble Baston: For fans of Arnis or Eskrima, you may be wondering, one stick? This was a stylistic choice to stay true to Balintawak (Street) Eskrima. However, for twin batons or swords, swap out the Combos as follows:
- Counter Strike – Counter Quick Strikes: Active Defense – Attack – Attack
- Intercept – Keep Away: Interrupting Attack – Attack – Attack
This does increase the difficulty to execute these maneuvers, but adds an additional hit for more damage. Cripple and Move On and Vital Strike remain unchanged as these Combos focus more on the results (i.e. inflicting an Injury, and getting past the Target’s Armor for a more powerful blow) than the number of times the target is struck. Additionally, the execution of these Combos may be performed with one or two weapons, so players have additional narrative freedom with these actions.
Note: There is no additional Gear Cost.
Super Style – Balintawak (Street) Eskrima
The power and speed of Balintawak are only enhanced within the super style, their chosen weapon truly becoming an extension of their art. The martial artist strikes with blinding speed, enhanced by their weapon of choice.
Example (Classic Power Level)
Balintawak (Street) Eskrima 12
- Parent Attribute: Dexterity
- Primary Role: Offense
Devastating (Boost Devastation, Total Devastation) MA3
Secondary Role: Defense MA
Secondary Role: Support: Dexterity MA
Added Support: Senses TY
Alter: Summon <Weapon of Choice> MA
Locked: Total Devastation only with <Weapon of Choice>
(S) Combo: Intercept 4
(S) Combo: Vital Strike 10
(S) Interrupting Actions 4
(S) Momentum 7
Never without a weapon, it may be preparedness, or a more mystical connection, but the Balintawak practitioner will always be able to call their chosen weapon to them. They have trained with it from the beginning, and it is an extension of their body allowing them to deliver bone breaking attacks with relative ease. More so, with each successive strike, the practitioner becomes only more effective, as they build momentum allowing them to easily deliver Heavier Blows.
Cost 1 Power + 12 Selections + 11 AP
Boons
Combo: Intercept TY
Combo: Vital Strike TY
Gear: <Pick One: Quick Blade or Blunt Striking Weapon> MA4
Languages: English, Filipino, Tagalog TY
Cost 1 + 1 + 8 + 1 = 11 AP
Use In Conflict
The game plan is simple: attack. Intercept incoming attacks, go on the offense, and build until the martial artist unlocked their Momentum. At that point, they can begin inflicting much more serious wounds with Vital Strike, supported by their Combo Specialty, and the Forensics Talent if applicable. If the opponent is still standing, even normal Attacks can now inflict more Damage thanks to Bypass Armor and Momentum.