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Martial Arts Styles – A:



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3,000 Bo [3000 Steps, art of speed][EXCLUSIVE] By Poiuy Wired Entrance Requirements: PP 16 Speed 18 Skill Cost: 13 years Little is known about the originator of this style, known as Fone(wind), after all the originator of the style thinks the less people knows about it, the better it is. A few famous practitioners of the style are less subtle about their abilities, the fabled thief "Plum-Picker" is said to be able to hop in and out of the Forbidden City unseen, all the effort to take a fresh Plum flower for a lady! This is an ancient art for used my thieves and burglars. The art form provides ample training for stealth, speed and agility, perfect for "acquiring" desirables without being seen, or to outrun any angry owners. The flashy type with this style will wear flowing white outfit, hopping from building to building, as if taunting those who give chase. Although there are more subtle practitioners who sneak in and out of a building undiscovered, leaving nothing more than a gust of wind. Costume: Something light and Dark, akin to the Ninjas. Style Concentrated on stealth and speed. Stance: Whatever one feels comfortable. Prefers to stay as far away as possible. Afterall, why fight when you can just run away! CHARACTER BONUSES +4 PP +10 Speed +10 S.D.C Double Normal Chi COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Leap, Back Flip. Attack Moves: Leap. Basic Defense Moves: Dodge, Parry, Automatic Parry. Advanced Defensive Moves: Multiple Dodge, Automatic Dodge. Hand Attacks: Strike(punch), Palm Strike. Basic Foot Attacks: Kick Attack, Roundhouse Kick. Jumping Foot Attacks: *none* Special Attacks: Leap Attack. Holds/Locks: *none* Weapon Kata: W.P. All Paired Weapons, W.P. Knife, W.P. Sword, W.P. Throwing Darts. Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of 2 Powers from the Arts of Invisibility. Select one Power from Any Category. Languages: Chinese (usually Cantonese) Cultural: *none* Physical: Prowl, Athletic, Acrobatics, Gymnastics, Running, Climbing, Swimming. Survival: *none* Temple: *none* (Trained by a master) Weapon Proficiencies: W.P. All Paired Weapons, W.P. Knife, W.P. Sword, W.P. Throwing Darts. Philosophical Training: *none* (unless you count "everything-goes" as a kind of Philosophy) LEVEL ADVANCEMENT BONUSES 1st: +4 to Roll with Punch/Fall/Impact, Critical Strike on Natural 20, Critical Strike from Rear, +1 to Leap (Add 6 Feet to leap Distance) 2nd: +2 Initiative, +1 Parry/Dodge. 3rd: +1 to Strike, +1 to Leap (Add 6 Feet to leap Distance) 4th: +1 Automatic Dodge, Knock-Out/Stun on Natural 20 5th: +1 Parry/Dodge, +2 to Roll with Punch/Fall/Impact. 6th: +1 Attack Per Melee, +1 to Leap (Add 6 Feet to leap Distance) 7th: Select 1 Martial Art Power. 8th: +1 to Strike, Knock-Out/Stun on Natural 19-20 9th: +1 Initiative, +1 to Leap (Add 6 Feet to leap Distance) 10th: +1 Parry/Dodge, +2 to Roll with Punch/Fall/Impact. 11th: Select 1 Martial Art Power. 12th: +2 to Roll with Punch/Fall/Impact, +1 to Leap (Add 6 Feet to leap Distance) 13th: +1 Parry/Dodge, Knock-Out/Stun on Natural 18-20 14th: +1 Initiative, +1 Attack Per Melee. 15th: +1 to Leap (Add 6 Feet to leap Distance), Select 1 Zenjorike Power. Why Study 3,000 Bo? You want to be Fast, really Fast. You want to be Sneaky, really Sneaky. You prefer Flight than Fight. You don't mind being called a Coward. [Designer Notes: This style is quite similar to what the Japanese Ninja use. The main difference is mobility over lethality. The style is used mainly to spy and steal. That having said, underestimating a 3,000 Bo master is a lethal mistake, for he can run around you in circles all day raining steel over your head, and there is little chance you can catch him, if any.] [The style have extreme mobility as one may see, but lacks powerful and damaging attack. Wise player would know to leap and dodge away from attackers, and use the various throwing skills to attack from afar. Trying to go melee with this style for any extended period of time is a bad idea. The style simply lacks powerful modifier or tough martial Art Power to stand up to the abuse. However, it should be easy for any 3.000 Bo master to just jump away from combat, up a to a roof, allows for quick getaway, or raining death from vairous weapons he carries. Modern Masters "MAY" think of gettin WP: pistols as a kata. A silenced pistol is quite effective for a sneaky personality, although the silence and ease of conseal makes darts and knives an all time favorate. It is also extremely common for some masters to coat poisons on his weapons.]






A:



Acrobatics By Mephisto



(NOTE: Does not provide any extra attacks per melee!)



Ariel feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above ground. Other physical abilities include rolls, somersaults, leaps, and falls. Note that these abilities can be combined with martial art styles that allow them into their systems.



Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills can not be used to acquire Acrobatics. Character Bonuses: +1 to P.S., +2 to P.P., +1 to P.E., +1D6 to S.D.C. Also provides a special bonus of +2% per level when the character is using the Climb skill to climb a rope. This bonus is cumulative with Gymnastics. Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Sense of Balance (*******), Kick Attack (2D4), Somersault, Back Flip, Back Flip - Escape, Leap, Leap - Escape.



Level Advancement Bonuses: 1st: +1 Maintain Balance, +1 Sense of Balance. 2nd: +1 Roll with Punch/Fall/Impact, Add Leap - Defense. 3rd: Add Somersault - Defense, Add four feet to Leap distance. 4th: +1 Sense of Balance, Add Roll - Defense. 5th: Add Back Flip - Defense. 6th: Add Somersault - Escape, +1 Leap (All Leap moves). 7th: Add four feet to Leap distance. 8th: +1 Sense of Balance, Add Leap - Attack. 9th: +1 to P.P., +1 Leap (All Leap moves). 10th: Add Somersault - Attack. 11th: +1 Sense of Balance. 12th: Add Back Flip - Attack, +1 Leap (All Leap moves). 13th: Add Leap Attack. 14th: +1 Roll with Punch/Fall/Impact, add four feet to Leap distance. 15th: +1 Maintain Balance, +1 Sense of Balance.



(*******) Sense of Balance: This ability is much more inclusive than what is provided in either Heroes Unlimited Second Edition or Revised Ninjas and Superspies. Basically the character must roll a Sense of Balance for any situation that he or she will find him or her self in where balance is important. This includes being on top of a building in a windy area, walking a tightrope between buildings, walking on an edge of a building, and many other environments. P.P. Strike bonuses apply to this roll along with Sense of Balance bonuses. The roll is based on the degree of difficulty set by the GM. The Sense of Balance roll must beat the degree of difficulty roll assigned by the GM: Easy (Beat a roll of 4), Moderate (Beat a roll of 8), Challenging (Beat a roll of 14), and Difficult (Beat a roll of 17). Note that a roll should be made every melee round and making a roll does not use up any melee actions.



(********) Sense of Strength: This ability is more useful, at least in my opinion, than "Work Parallel Bars and Rings." What these exercises or skills provide is the strength to endure uncomfortable situations such as maintaining an iron cross, lifting a motorcycle, or holding up the side of a shed. Like the Sense of Balance, the Sense of Strength has to beat a certain difficulty measure. P.S. damage bonuses apply to this roll along with Sense of Strength bonuses. GM's can up this difficulty rating past 17 based on the weight and trajectory/angle of the attempted move or inherent difficulty. The Sense of Strength roll must beat the degree of difficulty roll assigned by the GM: Easy (Beat a roll of 4), Moderate (Beat a roll of 8), Challenging (Beat a roll of 14), and Difficult (Beat a roll of 17). I use this because I'm lazy and don't always want to consult a chart to determine the exact amount of weight a character can carry or lift and for how many minutes it can be sustained. Note that a roll should be made every melee round and making a roll does not use up any melee actions.







Hand to Hand: Advanced Zero Gravity By Kuseru NOTE: Does not get "two attacks for living"!



Virtually identical to Hand to Hand: Expert Self Defense. Two characters, both with Hand to Hand: Zero Gravity (any) skills, fighting in zero gravity, would resolve their combat as normal. However, a character with this skill fighting in any kind of gravity has a -3 modifier on all combat dice rolls, including damage rolls. In addition, if fighting in zero gravity against someone with no zero gravity movement/combat skills, the character gets a +2 on all combat rolls, excluding damage, and also gets one additional attack per melee.



In order to obtain these skills, the character must have spent at least six months in a weightless environment. It is possible for one character to take both Hand to Hand: Expert Self Defense or Expert Military and Hand to Hand: Advanced Zero Gravity skills, but bonuses are NOT cumulative.



Requirements: Two skill selections. Zero Gravity Movement Skill Attacks Per Melee: 3 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Entangle, Punch, Knife Hand, Kick, Snap Kick, Pull Punch, Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Behind, Critical Strike from Behind. Level Advancement Bonuses 1st: +2 to roll with punch/fall/impact, +2 to pull punch. 2nd: +2 to parry and dodge. 3rd: Tripping Leg/Hook or Backward Sweep. 4th: One additional attack per melee round. 5th: +2 to strike and +1 on initiative. 6th: Knockout/stun on an unmodified roll of 18, 19 or 20. 7th: +2 to damage and +4 to disarm. 8th: One additional attack per melee round. 9th: Body Flip/Throw. 10th: +3 to roll with punch/fall/impact, +3 to pull punch. 11th: +2 to parry and dodge. 12th: Critical strike on an unmodified roll of 18, 19 or 20. 13th: +2 to strike and +1 on initiative. 14th: One additional attack per melee round. 15th: Death Blow on a Natural 20







Advanced Military Arts:



Entrance Requirements: No Attribute or Alignment restrictions.



Skill Cost: 16 Years(8 Years as Secondary Martial Art Form)



Costume: Standard Karate outfit but with a colored silk sash in place of the belt. Optional cloth wrappings around the wrist-forearm and calve-ankle.



Stance: A wide sideways stance with legs almost twice shoulder-width apart. The hands are held high, shoulder level, with one open in a knife-blade position and the other hand closed into a fist. Or hand position varies according to weapon availability.



CHARACTER BONUSES:



Add 2 to M.E.



Add 1 to P.S.



Add 1 to P.P.



Add 2 to P.E.



Add 3 to Spd.



Add 20 to S.D.C.



COMBAT SKILLS:



Attacks per Melee: 5



Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance, Leap, Back flip



Attack Moves: Leap, Roll, Back flip



Basic Defensive Moves: Dodge, Parry, Automatic Parry



Advanced Defenses: Multiple Dodge, Circular Parry



Hand Attacks: Strike (Punch), Knife Hand, Backhand



Basic Foot Attacks: Kick Attack, Crescent Kick, Wheel Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick)



Jumping Foot Attacks: Jump Kick, Flying Jump Kick.



Special Attacks: Death Blow, Leap Attack, Body Flip/Throw, Critical Flip/Throw.



Holds/Locks: Neck Hold-Choke



Weapon Katas: W.P. & Paired & Weapon mastery for All Ancient Weapons, with a + 1 bonus to strike.



Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.



SKILLS INCLUDED IN TRAINING:



Martial Art Powers: Select a total of three (3) Powers from among: Chi mastery, Body Hardening Exercises, Martial Art Techniques, and Special Katas. If desired, any number of Powers can be traded one-for-one for any Basic Skill Programs (excluding physical).



Languages: English, Sign, Battle



Physical: Gymnastics, Acrobatics, Tumbling, Archery.



If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time. Taido (5 Years), or Yu-Sool (6 Years), Ch'in-Na (5 Years), or Shao-Lin (6 Years), Jujutsu (3 Years), Te (3 Years).



LEVEL ADVANCEMENT BONUSES



1st: +2 to Roll with Punch/Fall/Impact, +2 to Damage, Critical Strike on Natural 20, any small found objects not usually considered a weapon (anything from pencils, to bottles, to credit cards) becomes a 1D6 damage weapon when used in hand-to-hand. Throwing one of these found objects does 1D4 damage. Critical strike with any weapon on a natural 19 or 20.



2nd: +1 Attack per Melee, +1 to Leap (Add 4ft to Leap Distance), +1 to Damage with any object.



3rd:+1 to strike with any object, +1 attack per melee. Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques or Special Katas.



4th: +1 to Strike. Critical Strike or Knockout from Behind, Found flexible objects (like coat hangers, t-shirts, and plastic bags) can be used for choke attacks (see Combat Section Choke) doing 1D4 damage per melee.



5th: +1 to parry, + 2 to entangle with any object.+1 to Rear Attacks (Backward Sweep, Backhand Strike), Critical Strike on Natural 18, 19 or 20.



6th: Select One (2) Additional Martial Art Power from Chi Mastery, and body hardening and martial art techniques



or Body Hardening or Martial Art Techniques or Special Katas.



7th: +1 to Roll with Punch/Fall/Impact, +1 to Body Flip/Throw (Does 2D6 Damage), +1 to damage with any object. +1 attack per melee..



8th: +1 Attack per Melee, :+1 to strike with any object..



9th: Add One (1) Zenjorike Power, Critical Strike on Natural 18 or better.



10th: +1 Attack per Melee, +1 to Rear Attacks (Backward Sweep, Backhand Strike), Select one (1) additional martial art power from body hardening or martial art techniques.



11th:+1 to parry, + 1 to entangle. Select One (1) Additional Martial Art Power from Chi Mastery, and Body Hardening and Martial Art Techniques or Special Katas.



12th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to damage with any object, +1 attack per melee..



13th: :+1 to strike with any object., Add One (1) Zenjorike Power.



14th: +1 Attack per Melee, +1 to Body Rip/Throw, Death Blow on roll of Natural 20.



15th: +1 to Rear Attacks (Backward Sweep, Backhand Strike), Select one (1) additional martial art power from body hardening and martial art techniques..







Hand to Hand: Aikido (Quickie version) By Kuseru NOTE: Does not get "two attacks for living"!



Aikido is another martial arts form known to the modern characters living in Japan. It has the greatest pacifist stance of all the martial arts. Its focus is entirely on defense, with absolutely no offensive maneuvers. In the 20th century, Aikido was created by drawing on techniques from Jujutsu, Judo, Karate and Kendo.



The Aikido martial artist can fend off the attacks of any and all who approach. Their goal in combat is to subdue opponents as quickly as possible. To do this they seize the leading part of the attacker's body, usually right at the wrist or ankle. At this point, one can either use the attacker's momentum in a flip/throw, or, by applying a joint lock, one can lead the attacker around into a helpless position on the ground.



Requirements: Three skill selections. Alignments must be Principled (Good), Scrupulous (Good), Unprincipled (Selfish), or Aberrant (evil). Attacks Per Melee: 1 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Knife Hand, Trip/Leg Sweep, Pull Punch, Knock-Out/Stun, Critical Strike. Level Advancement Bonuses 1st: +2 to roll with punch/fall/Impact, +2 to pull punch. 2nd: +2 to parry and dodge. 3rd: Breakfall. +2 to Body Flip/Throw (does 2D6 damage). 4th: +1 to strike and +1 to disarm. 5th: +1 to damage and +1 to parry. 6th: One additional attack per melee round. 7th: Critical Body Flip/Throw. 8th: +2 to roll with punch/fall/Impact, +2 to pull punch. 9th: +1 to dodge and +1 to disarm. 10th: Automatic Wrist Lock. 11th: +1 to strike and +1 on initiative. 12th: One additional attack per melee round. 13th: +2 to Body Flip/Throw (does 3D6 damage). 14th: Automatic Body Flip/Throw. 15th: Critical Body Flip/Throw on a Natural 18, 19, or 20.



( Hand to Hand: Martial Arts ) Aikido ( revised ) By JJ Fuzz



Skill Cost: Four "other" skills, or as noted under O.C.C. Skills section. Techniques Known at First Level: Body Block/Tackle (1D6 damage), Body Flip/Throw (2D6 damage), automatic flip/throw, critical flip/throw, breakfall, disarm, roll with punch/fall/impact, pull punch, multiple dodge, automatic parry, kick attack (2D4 damage), and the basic strike, parry and dodge. Locks/Holds: Arm hold, leg hold, body hold, neck hold, wrist lock, arm lock Special Attacks: Knife hand knock-out (Special! The opponent must first be in some sort of joint lock or bound. It does no damage but renders the victim unconscious for 2D4 melees. Requires a normal strike roll), combination automatic parry/strike, combination automatic parry/throw (automatic flip/throw). Modifiers to Attacks: Pull punch, knock-out/stun, automatic flip/throw, critical flip throw, critical strike.



Additional Skills (Choose Two): W.P. Knife, W.P. Forked (Sai), W.P. Blunt (Tonfa), W.P. Paired Weapons. Also choose any two domestic or domestic:cultural skills, or Holistic Medicine (any) or Identify Plants & Friuts. Selected skills recieve a +15% skill bonus.



Character Bonuses: Add +2D4 to P.P.E. and I.S.P. (if applicable), +2D6 to S.D.C., +1D4 to M.E., +1 to P.P., and +1 to P.E.



Level Advancement Bonuses: Level 1: Add two additional attacks per melee, +2 to parry and dodge, +3 to breakfall, +2 to roll with punch/fall/impact, +2 to body flip/throw, critical flip/throw on natural 20 (double damage; 4d6 damage), critical strike on natural 20.. Level 2: Learns automatic locks, +1 on initiative, +2 to parry and dodge. Level 3: Learns knife hand knock-out, add +1D6 to P.P.E or I.S.P., +1 to disarm. Level 4: One additional attack per melee, +1 to strike, +1 to body flip/throw . Level 5: Automatic Dodge, critical flip/throw on natural 18 or better (double damage), +1 to body block tackle. Level 6: +1 to parry and dodge, +1 to body flip/throw (flip/throw damage does 2D6 extra damage instead of the usual 1D6 damage, inflicting 3D6 total damage). Level 7: +2 to pull punch, +1 to disarm. Level 8: One additional attack per melee, +1 to breakfall. Level 9: +1 on initiative, +1 to strike, parry and dodge. Level 10: Add +2D6 to P.P.E. or I.S.P., +1 to disarm. Level 11: +1 to parry, +2 to dodge, and +1 to body flip/throw. Level 12: One additional attack per melee. Level 13: +1 on initiative, +2 to body block/tackle. Level 14: Critical strike on natural 18, 19, or 20. Level 15: One additional attack per melee







Hand to Hand: Aikido (Quickie Version) Redux Originally by Kuseru, modified by Mephisto



NOTE: Does not get the "two attacks for living"!



Aikido is another martial arts style known to the modern characters living in Japan. It has the greatest pacifist stance of all the martial arts. Its focus is entirely on defense, with absolutely no offensive maneuvers. In the 20th century drawing on the techniques from Jujutsu, Judo, Karate and Kendo, Aikido was created. The Aikido martial artist can fend off the attacks of any and all that approach. His or her goal in combat is to subdue opponents as quickly as possible. To do this he or she seizes the leading part of the attacker's body, usually right at the wrist or ankle. At this point, one can either use the attacker's momentum in a flip/throw, or, by applying a joint lock, one can lead the attacker around into a helpless position on the ground.



Additional Note: The Lock bonuses apply to attempts to a lock defense instead of a parry. A lock attack use's the strike bonus.



Requirements: Three skill selections. Alignments must be Principled (Good), Scrupulous (Good), Unprincipled (Selfish), or Aberrant (evil). Attacks Per Melee: 1 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Automatic Parry, Disarm, Body Flip/Throw, Automatic Wrist Lock, Automatic Elbow Lock, Pull Punch, Knock-Out/Stun, Critical Strike. Level Advancement Bonuses 1st: +2 to Roll with Punch/Fall/Impact, +2 Pull Punch. 2nd: +2 to Parry, +2 to Dodge. 3rd: Add Breakfall. +2 to Body Flip/Throw (does 2D6 damage). 4th: +1 to Strike and +1 to Disarm. 5th: +1 to Damage and +1 to Parry. 6th: One additional attack per melee round. 7th: +1 Lock, Add Critical Body Flip/Throw. 8th: +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch. 9th: +1 to Dodge and +1 to Disarm. 10th: +1 to Breakfall, Add Automatic Body Flip/Throw (does 2D6 damage). 11th: +1 to Strike and +1 on Initiative. 12th: +1 Lock, One additional attack per melee round. 13th: +2 to Body Flip/Throw (does 3D6 damage). 14th: +2 Automatic Body Flip/Throw (still does 2D6 damage). 15th: Critical Body Flip/Throw on Natural 18, 19, or 20 (does 6D6 damage on those natural rolls). It is not part of Automatic Body Flip/Throw and they can not be combined (so a Natural 20 on Automatic Body Flip/Throw does 4D6 damage but a Natural 19 still does 2D6).







Aiki-Buken By Kuseru Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S. : 10 and P.P.: 10. Skill Cost: 12 Years (10 Years as a Secondary Martial Art Style).



Aiki-Buken is the short name for the Japanese martial art style Aikido & Aikibujutsu Tanren Kenkukai, which means "Applied Aiki-Based Martial Systems Research Organization." This style was created in 1980 by So-Shihan Obata Toshishiro. Aikido is used to reflect the modern methods created by Ueshiba Morihei. Aikibujutsu refers to the older style of martial art. Tanren is the sword forging process, where the blade is hammered and folded, to remove impurities and strengthen the blade. Kenkukai is a society or research organization. This style is primarily influenced by Yoshinkan Aikido.



Extensive ashisabaki (footwork), jiyuwaza (single and multiple person free sparring), kumite (paired exercises), and taisabaki (body movement) training is supplemented with bojutsu (staff techniques), Edo torimonojutsu (arresting methods from the Edo period), jo-kumite (short staff sparring), tantojutsu (knife techniques), te-hodoki (unbinding methods), and torite (arresting techniques). Three main areas of study are used to apply goshinjutsu (self-defense) and taihojutsu (arresting techniques) in Aiki-Buken; Aikibujutsu, Aikido, and Edo torimonojutsu. Aikibujutsu techniques include bukiwaza (weapon techniques) and taijutsu (empty hand techniques). Aikibujutsu taijutsu training includes aikidowaza (basic aikido techniques), kaeshiwaza (reversal techniques), renzoku nagewaza (combined throwing techniques), tehodokiwaza (hold reversals, consisting of controles, locking, and throwing), and toritewaza (arresting techniques; atemi, controls, and locks). Aikibujutsu bukiwaza training includes bojutsu (six foot staff techniques), bokutowaza (bokuto techniques), jojutsu (short staff techniques), keibojutsu (short stick techniques), and tantojutsu (knife techniques). The aikibujutsu training curriculum stresses taking advantange of an opponent's flow of strength, rather than power, allowing the practitioner to break the opponent's balance to apply a particular technique. Suwariwaza (kneeling techniques) are not stressed in this school. Mutodori (unarmed practice against the sword) training is also conducted.



Training stresses strong and effective application of techniques. Initial techniques include juho (flexible methods), ryuho (flowing methods), and ukemi (breakfalls). The goho (hard methods) of aikibujutsu and Edo torimonojutsu are taught later. Training is conducted with partners, against opponents, and solo to facilitate adaptability to real life situations.



Costume: The primary costume in Aiki-Buken is the aikido-gi. The aikido-gi is composed of the Keiko gi/do gi/gi or Practice uniform. This is further supplemented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Uwa gi (practice top), Obi (typically white or black belt), and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo. Stance: Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated. CHARACTER BONUSES Add +1 to P.S. Add +1 to P.P. Add +1 to P.E. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Breakfall, Combination Parry/Lock, Disarm, Multiple Dodge. Hand Attacks: Fingertip Attack, Fore-Knuckle Fist, Punch (Human Fist). Basic Foot Attacks: Backward Sweep, Kick Attack, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Automatic Flip/Throw, Hand Throw (New!), Choke, Combination Grab/Face Punch (New!), Critical Flip/Throw. Holds/Locks: Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock. Weapon Kata (Pick Two): W.P. Bo (Staff), W.P. Bokken (Blunt), W.P. Jo (Staff), W.P. Keibo (Blunt), W.P. Tanto (Knife). Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi, Body Hardening Exercises, and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese. Weapon Proficiencies: W.P. Bo (Staff), W.P. Bokken (Blunt), W.P. Jo (Staff), W.P. Keibo (Blunt), W.P. Tanto (Knife). Philosophical Training: The philosophical training of Aiki-Buken stresses two areas of mental and spiritual training. Kuyo Junikun is twelve important philosophies applied to daily life and martial study. Hachido teaches moralistic social interaction, stressing bushido-damashi (warrior spirit) as well as reiho (manners). If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Shinkendo (5 Years), Tankendo/Jukendo (3 Years), Toyama Ryu (4 Years), Yoshinkan Aikido (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Roll with Punch/Fall/Impact, +1 to Disarm. 2nd: +1 to Parry/Dodge, +2 to Body Flip/Throw (includes all throws). 3rd: +1 Attack per Melee, +1 to Breakfall. 4th: Select One (1) Additional Martial Art Power from Atemi, Body Hardening Exercises, or Martial Art Techniques. 5th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19 or 20. 6th: +1 Attack per Melee, +1 to Breakfall. 7th: +1 to Strike, +2 to Parry, +1 to Disarm. 8th: Select One (1) Additional Martial Art Power from Atemi, Body Hardening Exercises, or Martial Art Techniques. 9th: +1 Attack per Melee, +1 to Disarm. 10th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20. 11th: +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage). 12th: Select One (1) Additional Martial Art Power from Atemi, Body Hardening Exercises, or Martial Art Techniques. 13th: +1 to Disarm, +1 to Breakfall. 14th: +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of three dice of damage). 15th: +1 Attack per Melee, Critical Body Flip/Throw on a Natural 18, 19, or 20. Why Study Aiki-Buken? A self-defense art that's good against an unlimited number of Multiple Attackers, can operate in Close Combat or Long-Range, and comes with a fair number of weapon skills.







Aikijutsu (EXCLUSIVE) By Kuseru Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include I.Q.: 9, P.S.: 8, P.P.: 12, and Spd.: 10. Skill Cost: 14 Years.



Aikijutsu developed within the Aizu domain of Japan where certain families came together, bringing their own expertise in Jujutsu, swordsmanship, spearmanship, horsemanship, archery, strategy, and other war-related arts. Other non-martial arts were also valued such as calligraphy, poetry, healing arts, ethics, etiquette, and other areas of learning more related to peace. The more traditional lines of Aikijutsu today still give priority to the spiritual training of the student, and judges his or her progress by means of character, dedication, humility, willingness to contribute to the welfare of the dojo, the progress of the fellow students, and other traits that show a loyal and selfless spirit. These make a student worthwhile to be instructed in the inner secrets of the art. These fundamental principles are: 1. Metsuke: Meeting or focus of the eyes. 2. Kokyu: Breathing. 3. Ma-ai: Distance between opponents. 4. Kuzushi: Breaking the opponent's balance. 5. Zanshin: Staying attentive at the end of a technique. 6. Aiki: Spirit or energy unification.



Costume: Keikogi and Hakama Stance: Facing opponent with one foot forward and the other back, arms extended forward as if holding a sword. Hanmai - The ready stance used to precede most techniques, also referred to as a "T" stance. CHARACTER BONUSES Add +5 to Chi Add +1 to P.S. Add +1 to P.P. Add +1 to M.E. Add +2 to Spd. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance. Attack Moves: None. Basic Defensive Moves: Dodge, Parry, Automatic Parry. Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Breakfall, Disarm. Hand Attacks: Punch, Knife Hand, Palm Strike. Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Reverse Turning Kick, Drop Kick. Jumping Foot Attacks: None. Special Attacks: Death Blow, Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow, Forearm, Combination Grab/Attack, Combination Strike/Parry, Paralysis Attack, Headbutt . Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock. Weapon Kata (Pick Two): W.P. Bokken, W.P. Daikyu, W.P. Katana , W.P. Naginata, W.P. Spear, W.P. Wakizashi. Modifiers to Attack: Knockout/Stun, Critical Strike. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Automatically receives Zanshin, Select a total of one (1) Powers from among Body Hardening, Special Kata, or Martial Art Techniques. Language: Japanese. Cultural Skills: Calligraphy, Etiquette, First Aid, Haiku, Horsemanship, Strategy, Ukio-E. Philosophical Training: Zen. If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Goshinjutsu (4 Years), Hakko Ryu Jujutsu (5 years), Hozo-in Ryu Sojutsu (3 Years), Jujutsu (3 Years), Kaze Arashi Ryu (7 Years), or Kito Ryu Jujutsu (6 Years), Maniwa Nen Ryu (6 Years). LEVEL ADVANCEMENT BONUSES 1st: +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical on a 19 or 20. 2nd: +1 to Strike, +1 to Disarm. 3rd: +1 to Body Flip/Throw (2D6 damage), +2 to Maintain Balance, Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 4th: +1 Attack per Melee, Knockout/Stun on an 18, 19, or 20. 5th: +2 to Roll with Punch/Fall/Impact, Critical on an 18, 19, or 20, Death Blow on a Natural 20. 6th: +1 Attack per Melee, Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 7th: +1 Body Flip/Throw, +1 to Damage. 8th: +1 Disarm, +1 to Maintain Balance. 9th: +2 to Roll with Punch/Fall/Impact, +1 to Damage. 10th: +1 Attack per Melee, +1 to Parry/Dodge, +1 to Disarm. 11th: +1 to Damage, Select One (1) Martial Art Power from Atemi, Special Kata, or Martial Art Techniques. 12th: +1 to Parry/Dodge, +1 to Strike. 13th: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance. 14th: Death Blow on a Natural 19 or 20, Select One (1) Martial Art Power from Atemi, Special Kata, or Martial Art Techniques. 15th: +1 Attack per Melee, Select one Zenjorike. WHY STUDY Aikijutsu? Combining the best of Jujutsu and Kenjutsu, Aikijutsu is a powerful art with awesome offensive and defensive abilities. The main drawbacks are the intensive, rigorous and strict training, coupled with limited mental abilities.







AIKIKAI AIKIDO (Exclusive) by Lee Casebolt



Entrance Requirements: Alignment must be Principled (good), Scrupulous (good), Unprincipled (selfish), or Aberrant (evil). There are no attribute requirements. Skill Cost: 15 years



(Basically, this is a representation of Aikido based on my GM's numerous complaints. It's resemblance to "true" Aikikai-school aikido is indeterminate. In terms of history and philosophy, it is identical to the Aikido found on page 84 of Ninjas and Superspies.)



Costume: Standard Karate outfit with the addition of a black hakama Stance: Shizentai Gamae; a natural stance, facing either right or left, feet a shoulder's width apart, forward hand outstretched loosely, rear hand held back for defense. CHARACTER BONUSES Double Normal CHI +4 ME +2 PP COMBAT SKILLS Attacks per Melee: 1 Escape Moves: Roll with Punch/Fall/Impact, Breakfall Attack Moves: None. Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Multiple Dodge, Circular Parry, Disarm Hand Attacks: Strike (Punch), Knife Hand Basic Foot Attacks: None Jumping Foot Attacks: None Special Attacks: Body Flip/Throw, Automatic Flip/Throw, Critical Flip/Throw Holds/Locks: Neck Hold, Wrist Lock, Elbow Lock, Automatic Wrist Lock, Automatic Elbow Lock Weapon Kata(Pick Two): WP Sword--Katana, WP Sword--Bokken, WP Knife--Tanto, WP Jo Staff Modifiers to Attacks: None. SKILLS INCLUDED IN TRAINING Martial Art Powers: Receives the Zanshin Martial Arts Technique automatically. Select one additional power from Atemi Abilities or Chi Mastery. Languages: Japanese, Full Literacy Cultural: Ikebana, Bonsai, Calligraphy, Ukio-E, Haiku, or Go Weapon Proficiencies: WP Sword--Katana, WP Sword--Bokken, WP Knife--Tanto, WP Jo Staff Philosophical Training: Zen If this is your Primary Martial Art then the following other styles can be learned in a shorter time: See revised Ninjas & Superspies, page 84. LEVEL ADVANCEMENT BONUSES (see Ninjas and Superspies, page 85) Why Study Aikikai Aikido? A slightly more combat oriented style than standard aikido, it should appeal to those who need some offense with their defensive skills. Somewhat less mystic power than the usual aikido.



Lee Casebolt



"The opprobrium of assholes is a badge of honor" - Norman Spinrad



Aikikai Aikido (Exclusive) By Kuseru Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements. Skill Cost: 15 Years



Aikido was created in Japan by Morihei Ueshiba (1883-1969). Originally called "aikibudo" and "aikinomichi," Ueshiba changed the name of his style to "Aikido" in 1942. Drawing upon his training in Daito Ryu Aikijustu, kendo/kenjutsu, several varieties of jujutsu, and sojutsu, Ueshiba combined many of the techniques of these styles, along with some of his own creation to develop the style. Ueshiba felt that there could be an art designed to control one's ambitions and desires along with martial training, so he immersed himself in religious studies and developed a philosophy devoted to a universal socio-political harmony. By incorporating these principles into his martial art, Ueshiba developed many facets of aikido in concert with this philosophical and religious ideology. This allowed him to present aikido as a vehicle toward enlightenment. Ueshiba is considered "O-Sensei" by all aikidoka (practitioners of aikido). Aikikai is the common name for the 'classical' style headed by Moriteru Ueshiba, O Sensei's grandson, as taught under the auspices of the International Aikido Federation. Also known as Hombu (which actually means headquarters), most regard this school as the mainline in Aikido development. Today the Aikikai Foundation that is run by O Sensei's son, Doshu Kisshomaru Ueshiba.



Aikido uses throws and joint locks from jujutsu and combines these techniques with a sharpness of body movement derived from kenjutsu combined with flexibility and smoothness derived from jojutsu. Striking is learned, though not often utilized. This is done primarily for safety during training, yet it is taught so that the aikidoka can apply striking techniques effectively. Techniques are also taught in a systematic manner with students learning both attack and defense. In the Aikido arts you learn how to take rolls and falls safely as well as how to throw and perform joint lock techniques. Basic techniques are used for testing but literally hundreds of moves are possible. Yet for all it's martial devotion, Aikido is not exclusively a combat system, but instead a method of self-improvement. The goal of Aikido is not to learn how to defeat others, but rather, to defeat one's own negative qualities. By doing so, this style emphasizes the art of counter-attack because the number of possible counters contained in the technical methods of evading an attack, weakening its extended force, and subjugating the attacker through a projection, a blow, or immobilization are interminable. Toward this end, the aikidoka uses Simultaneous Attacks, Automatic Body Flip/Throws, and Automatic Holds/Locks against striking attacks and uses reversals against grappling attacks.



Weapons training in Aikido can include the jo (staff), tanto (knife), and bokken (sword); the three principal weapons used in aikido. However, while the goal of aikido is not primarily to learn how to use weapons, there are several reasons for weapons training in aikido. Since many of the techniques in Aikido are derived from weapon styles, many of the strikes as well as defense against weapons are taught. In addition, the use of weapons develops the aikidoka's distancing, timing, principles governing lines of attack and defense, principles of movement and technique, and also cultivates a kind of responsiveness and sensitivity to the movements and actions of others within a format that is usually highly structured, allowing for easier focus of cognitive development.



In addition to physical techniques, Aikido stresses self-discipline, observation and modification of both psychological and physical responses. Aikido training emphasizes proper etiquette at all times to facilitate psychological responses, social courtesy, and cooperative training. Techniques in aikido are learned through observation (of demonstration of techniques and self-observation in regards to self-discipline) and through cooperative enterprise. Aikidoka learn to cooperate by practicing techniques with a partner, not an opponent. The training is highly idealized and stylized initially, allowing aikidoka to learn the basic patterns of movement. At advanced levels, the practitioner increases the power and speed of attacks which teaches the student to adapt the basic strategies of aikido movement to a broader variety of attacks.



In reality, Aikikai is more of an umbrella than a specific style, since it is taught in a different manner by the many individuals within the organization. Ueshiba Sensei teaches Aikikai in a generally large and flowing manner, with an emphasis on a standard techniques and little or no emphasis on weapons training. Other teachers within the organization place much more emphasis on weapons practice.



Costume: The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplmented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Embu Gi (demonstration uniform), Montsuki (wide sleaved top with mon(family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), ZEkken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo. Stance: Aikido's standard position is the Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated. CHARACTER BONUSES Add +2 to M.E. Add +2 to M.A. Add +2 to P.P. Add +10 to Chi COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Breakfall, Roll With Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Circular Parry, Disarm. Hand Attacks: Knife Hand Knock-Out. Basic Foot Attacks: None. Jumping Foot Attacks: None. Special Attacks: Automatic Flip/Lock (New!), Automatic Flip/Throw, Choke, Combination Grab/Face Punch (New!), Critical Flip/Throw, Entering Throw (New!, Hip Throw (New!), Reverse Hold/Throw (New!). Holds/Locks: Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock. Weapon Kata: None. Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi and Martial Art Techniques or Weapon Kata from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese Cultural(Pick Two): Bonsai, Calligraphy, Go, Haiku, Ikebana, or Ukio-e. Weapon Proficiencies: W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt). Philosophical Training: While there is no unified philosophy of Aikido, many aikidoka share a loose collection of metaphysical, ethical, and religious beliefs commonly transmitted by word of mouth. Ueshiba himself was an adherent to on quasi-new religion, called Omotokyo. Omotokyo is comprised partly of neo-shintoism and partly of socio-political ideology. The goal of this philosophy is the unification of all humanity in a single, "heavenly kingdom on earth" where all religions are united under the aegis of Omotokyo. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kokikai Aikido (4 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Seidokan Aikido (6 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Breakfall, +1 to Roll with Punch/Fall/Impact. 2nd: +2 to Throw (Throws do an extra die of damage for a total of two dice of damage). 3rd: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, Martial Art Techniques, or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt). 4th: +1 Attack per Melee, +1 to Disarm. 5th: Critical Body Flip/Throw on a Natural 18, 19, or 20. 6th: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, Martial Art Techniques, or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt). 7th: +2 to Throw, +1 to Disarm. 8th: +1 to Parry/Dodge, +1 to Breakfall, +1 to Roll with Punch/Fall/Impact. 9th: +1 Attack per Melee. 10th: +2 to Throw. 11th: +1 to Roll with Punch/Fall/Impact, +1 to Disarm. 12th: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, Martial Art Techniques, or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt). 13th: +1 to Parry/Dodge, +1 to Breakfall, +1 to Disarm. 14th: +2 to Throw (Throws do an extra die of damage for a total of three dice of damage). 15th: Select One (1) Zenjorike Power. Why Study Aikikai Aikido? As a self-defense art, Aikido can't be beat. It's good against an unlimited number of Multiple Attackers, can operate in Close Combat and comes with a fair number of Martial Art Powers. The main disadvantage is that it's totally defensive; there's not much you can do unless someone actually attacks you.







Aikikai Aikido (Exclusive) By The Dark Entrance Requirements: Minimum P.P.: 12. Alignment must be Principled (good), Scrupulous (good), or Aberrant (evil). Skill Cost: 16 years Aikido was founded in the 20th century by Morihei Ueshiba. When he taught his first students, now the masters of Aikido themselves, each was taught according to their personality and abilities. Some were more pacifistic than others; their style is covered in the original entry for Aikido. Others learned the weapons styles that had been learned by O Sensei (a title of respect for Ueshiba-san). This school, known as Aikikai, is headed by Chiba-sensei. Students of Aikikai are known as aikidoka. Costume: Thickly padded Karate outfit (equivalent to Cloth armor) with additional Black or Blue Hakama. Stance: The aikidoka's standard stance is a side stance. The feet are shoulder's width apart, with the front foot pointing forward and the rear foot pointing to the side. The forward arm is extended forward, with the rear arm held roughly two hand's widths away from the body, also extending forward. The weight is carried evenly on both feet. If a weapon is held, it is generally carried pointing downward. CHARACTER BONUSES Add 10 to CHI Add 1 to P.S. Add 2 to P.P. Add 10 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll With Punch/Fall/Impact, Breakfall Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defensive Moves: Multiple Dodge, Disarm Hand Attacks: Punch, Knife Hand Basic Foot Attacks: Snap Kick, Tip Kick (SPECIAL! Does 1D6 damage and opponent is knocked prone. Can only be performed on someone already controlled with a Joint Lock. Requires a normal Strike roll with a +2 bonus) Special Attacks: Critical Flip/Throw Holds/Locks: Automatic Wrist Lock, Automatic Elbow Lock Weapon Kata: W.P. Katana*, W.P. Jo (Long Staff)*, W.P. Tanto SKILLS INCLUDED IN TRAINING Martial Art Powers: You may select a total of 2 powers from Body Hardening or Martial Arts (excluding Tamashiwara). You may also select 1 power from either Atemi or Chi Mastery. If desired, any number of powers can be traded, one for one, for any one "Basic" skill program (excluding the physical program). Language: Japanese Cultural (Pick One): Ikebana, Bonsai, Ukio-e, or Go Philosophical Training: Zen If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Jujutsu (4 years), Isshin-Ryu Karate (4 years), Sankukai (5 years), Zanji Shinjinken-Ryu (3 years) LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge, +2 to Breakfall, +2 to Roll With Punch/Fall/Impact 2nd: +2 to Body Flip/Throw, +1 to Disarm 3rd: Select One (1) additional Atemi or Chi Mastery Power 4th: + 1 attack per melee 5th: +1 to Strike, +1 to Disarm 6th: Select One (1) additional power from Body Hardening or Martial Arts (excluding Tamashiwara), +1 to Body Flip/Throw 7th: +1 attack per melee, +1 to Parry/Dodge 8th: +2 to Roll with Punch/Fall/Impact, +1 to Strike 9th: Add One (1) Zenjorike Power 10th: Double Existing Chi 11th: +2 to Breakfall, +1 to Parry/Dodge 12th: Select One (1) additional power from Body Hardening or Martial Arts (excluding Tamashiwara), +1 to Disarm 13th: Select One (1) additional Atemi or Chi Mastery Power, +1 to Strike 14th: +2 to Body Flip/Throw, +2 to Roll with Punch/Fall/Impact 15th: Add One (1) Zenjorike Power, +1 to Parry/Dodge Why Study Aikikai Aikido? Aikikai Aikido is one of the more defensive arts, but with more balance than standard Aikido. It's good against multiple attackers, and can be strong offensively when paired with a katana or jo staff. It contains a good blend of physical and spiritual powers. Its main disadvantage lies in the fact that it does not specialize, and therefore can be overwhelmed unless you focus on your advantages.

  • If the katana is used, you cannot use the Body Flip/Throw move. If you are using a jo staff, Joint Locks cannot be used.

(Creator's notes: I based this off both the Aikido entry in N&SS and my own experiences learning Aikikai from a sensei who learned at the Manhattan School. Aikikai is considered one of the "hard" forms of Aikido, whereas the form in N&SS is a "soft" form.)



Akaido (Exclusive) By Kuseru Entrance Requirements: Restricted to characters of Evil alignment. Minimum Attributes include P.S.: 12, and P.E.: 14. Skill Cost: 16 years. Akaido was created by a psychotic master of Aikido who became obsessed with the color red. The master became convinced that the color red was the key to immortality. This obsession influenced his style of fighting as a chance encounter accidently drew blood from one of his opponents. Abandoning the teachings of Aikido, the master set about creating a new martial art style devoted to drawing blood from one's enemies. To develop a style where blood was drawn with each attack, the master studied the human body until he was familiar with the best places to strike to draw the most blood quickly. He began studying the exploits of Vlad Tepes, Lady Bathory, and the Marquis de Sade as well as the learning various vampire myths of the world, and many cultures which practiced blood sacrifices. The master began experimenting with new and unique methods of drawing blood with which he hoped to achieve his goal of immortality. Before leaving the few students he had gathered, he promised he would one day return and show them the path of immortality and paradise. Students of this style study a variety of strikes and weapon techniques, as well as receiving a firm grounding in human anatomy. Training in this style is brutal, requiring strength and endurance to withstand the many injuries which occur during training (sparing always involves the drawing of blood) and death is a common occurrence. Due to the vile nature of this style and its (so far false) promise of immortality, there are few practitioners of this style, with those that have mastered it guarding their knowledge carefully. Costume: Red Karate Gi, although masters and senior Akaidoists will usually have reddish-brown uniforms. Stance: Feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated or gripping a weapon. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.E. Add +15 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: None. Hand Attacks: Black Tiger Claw Strike, Claw Hand, Duo-Claw Strike, Fingertip Attack. Basic Foot Attacks: Kick, Snap Kick. Jumping Foot Attacks: Jump Kick. Special Attacks: Combination Grab/Slash, Combination Strike/Parry, Death Blow (Revised!), Death Blow from Behind (New!), Death Strike (New!), Death Touch (New!), Elbow, Knee, Leap Attack. Holds/Locks: None. Weapon Katas: W.P. Claw, W.P. Knife, W.P. Short Sword. Modifiers to Attack: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of THREE (3) Martial Art Powers from among Atemi Abilities (including Advanced), and Body Hardening Exercises (Including Demon Hunter Body Hardening). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Language: Japanese. Other Skills: Biology, First Aid. Weapon Proficiencies: W.P. Claw, W.P. Knife, W.P. Short Sword. Philosophical Training: Sadism If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Kokikai Aikido (4 Years), Seidokan Aikido (6 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike From Behind, Death Strike on a Natural 20. 2nd: +1 to Damage, Gains the Weapon Kata W.P. Power Tools. 3rd: Select One (1) Additional Martial Art Power from Atemi or Body Hardening. 4th: +1 Attack per melee, +1 to Parry/Dodge. 5th: Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks). 6th: Critical Strike on a Natural 18, 19, or 20. 7th: +1 to Strike, +2 to Damage. 8th: Select One (1) Additional Martial Art Power from Atemi or Body Hardening. 9th: +1 Attack per melee,+1 to Roll with Punch/Fall/Impact. 10th: +1 to Parry/Dodge, Death Blow from Behind. 11th: +1 to Strike, Select One (1) Weapon Kata from the following: W.P. Paired-Knives, W.P. Paired-Short Swords, W.P. Paired-Claws, W.P. Paired-Knife and Short Sword. 12th: +2 to Damage. 13th: Death Touch on a Natural 20. 14th: Select One (1) Additional Martial Art Power from Atemi or Body Hardening. 15th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact. WHY STUDY Akaido? While this style doesn't offer immortality or mystic abilities, many would be necromancers, blood shamans, and other power hungry psychotics study this style for the pleasure it affords them.






(American ) Kickboxing By danzig138



In the early 1970's, many boxing and martial arts competitiors were lopking for a way to practice their styles without many of the restrictions that boxing and martial arts competitions imposed. They wanted a arena where they could use their full-power strikes and kicks in bouts that lasted until a combatant was knocked out. This was the beginning of American Kickboxing. Specialized equipment was soon developed, and this helped speed the development of the sport. Soon, kickboxing events were set-up across the country. These men designed a basic set of rules based on rules from full- contact karate. One suggested that matches be fought in a ring , like boxing, as opposed to the open area mat of karate. The fighters began to develop boxing-like hand strikes and speed. The rules were streamlined and modified, and today, kickboxing still has the same basic rules, but many of the details have changed. ( Like Boxing, the exact rules for a Kickboxing match can vary from area to area, and country to country, so if you are interested in learning more, do an Internet search, or visit your local library ).



Kickboxing has grown in popularity, nearly becoming an all-American sport, but it is gaining popularity all over the world. Partly due to the combination with Muay Thai that is happening in some associations.



Entrance Requirements: None Costume: Full length pants, or shorts ( similar to boxing trunks ) lightly padded gloves Stance: Boxing stance with weight shifting from leg to leg.



CHARACTER BONUSES



Add 1 to P.S.



Add 3 to P.P.



Add 1 to P.E.



Add 15 to S.D.C.



COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defense Moves: Dodge,Parry, Automatic Parry Advanced Defenses: Combination Parry/Kick Hand Attacks: Strike ( Punch ), Uppercut ( 1D8 damage ), Spinning Back Fist ( Special! A punch that is landed after the character spins 360 degrees. Uses 2 attacks, and inflicts 3D4 damage ) Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Wheel Kick, Crescent Kick, Axe Kick, Tripping/Leg Hook, Reverse Turn Kick Jumping Foot Attacks: Jump Kick Special Attacks: Death Blow, Combination Parry/Kick, Knee, Elbow Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear Multiple Attackers: 2 Preferred Range: Combat



SKILLS INCLUDED IN TRAINING Martial Art Powers: Select two from Body Hardening Exercises Physical: Athletics, Body Building, Running



LEVEL ADVANCEMENT BONUSES Level 1: +1 parry/dodge, +2 roll with punch/fall/impact, Knock-Out/ Stun on a Natural 20 Level 2: +1 strike with kicks, +2 maintain balance Level 3: +1 damage, Knock-out/Stun on Natural 19-20 Level 4: +1 attack per melee, +1 maintain balance Level 5: +1 strike, +2 damage, Critical Strike on Natural 19-20 Level 6: +1 parry, dodge, +1 Combination Parry/Kick Level 7: +1 damage, Knock-out/Stun on Natural 18-20 Level 8: +1 attack per melee, +1 parry, +1 roll with punch/fall/impact Level 9: +1 strike, +2 Combination Parry/Attack Level 10: +1 roll with punch/fall/impact, +2 maintain balance Level 11: +1 parry, dodge, Death Blow on Natural 20 Level 12: Critical Strike on Natural 18-20 Level 13: +1 attack per melee, +1 strike, roll with punch/fall/impact Level 14: Knock-out/Stun has double duration Level 15: Death Blow on a Natural 19-20



Why Study Kick Boxing?



The speed, hand strikes and kicks combined make this a good offensive style, especially in the streets, but it has no internal training.






Anbo-Jyutsu The Ultimate Way of the Staff By Cutter Kinseeker



In the distant future of another time-line, the martial arts had become obsolete in the face of super-powerful weaponry. As such, they had been relegated to mostly ceremonial functions and were rarely if ever used in actual combat. Many of the more aggressive martial arts died out completely (or lived on secretly) in those dark times, but at least one new form was created.



Even though humans of the future liked to believe themselves free from all violent impulses, they still required an occasional venting of anger and frustration. Because of the combatant nature of the martial arts, these ancient practices were deemed worthy of further study; the fact that they required great mental and physical discipline as well was seen as a great plus. So, sometime in the mid- to late 23rd century, an historian and student of the martial arts decided to create his own form. Well, it wasn't actually that simple a decision, but it's as good a description as any.



Working with the idea that the martial arts should be a vent for negative emotions and not a means of self-defense, this historian (who is ironically unnamed in the history texts of later eras) synthesized a workable form from his knowledge of many older forms. He called this discipline "Anbo-Jyutsu," but among its practitioners it was often called (wrongly and arrogantly) "the ultimate advancement in the martial arts." Anbo-Jyutsu is practiced and performed in light-weight armor made out of a material similar to kevlar. Its primary weapon is a staff about five feet long, with a padded weight on one end and a carved air-whistle on the other. In combat, these staves made a low, throbbing noise counterpointed with shrill whistles each time it strikes. However, the most stunning thing about this martial art (besides its impressive appearance) is that it is performed without the benefit of sight! All Anbo-Jyutsu armor is built with an attached faceplate which can be lowered or raised. In performances, mock battles, and grudge matches, it is always kept down.



Anbo-Jyutsu has many wide, sweeping, circular motions in it, partly to make up for the lack of sight, but also just for the sake of an impressive appearance. Do not be fooled by thinking this martial art weak just because it prides itself on appearance; on the contrary, practitioners of Anbo-Jyutsu (who often consider it a game rather than a combat discipline) equate being good with looking good and can be truly devastating, both to their mock opponents and their real ones.



(Note: If you want to use this in a campaign that isn't Phase World/Rifts, arbitrate that a group of Anbo-Jyutsu practitioners were caught in a transporter accident and sent to whatever game world you're using. Or just move the background [ie: an historian with a penchant for the martial arts] to whatever game world you're using.)



Entrance Requirements: PP 13; PE 11; MA or PB 12 Skill Cost: 4 years (people can learn Anbo-Jyutsu fairly quickly because of its dependence on the purely physical aspects of martial arts) Costume: Light, padded armor for competitions which is fairly useless in real battle (AR 16; 25 SDC); traditional colors are red and blue, but any are allowed. If actually fighting, the practitioners go with something comfortable, but stylish, depending on individual tastes. Stance: Feet planted wide, pointing apart at a 45-degree angle, weight on the balls of the feet rather than the heel. Arms kept level and steady, holding the staff in a defensive posture.



CHARACTER BONUSES



Add 2 to PP



Add 1 to PE



Add 1 to PS



Add 15 to SDC



Add 5 to sound-based perception (if those optional rules are used)



COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defensive Moves: Parry, Dodge, Automatic Parry Advanced Defenses: Circular Parry, Disarm, Multiple Dodge, Combination Parry/Attack Hand Attacks: Strike (Punch), Palm Strike Basic Foot Attacks: Kick Attack Special Attacks: Death Blow, Combination Strike/Parry, Blindfighting (Special, see below), Temple Strike (Special, see below), Tripping Strike (Special, see below), Pinwheel Attack (Special, see below) Weapon Katas: WP Staff (treat as two levels higher than actual level), WP Short Staff (treat as two levels higher than actual level), WP Short Staff (Paired) (treat as two levels higher than actual level) Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind, Staff Choke (Special, see below)



SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two powers from either Body Hardening Exercises (with the exception of Chagi/Kick Practice) or Special Katas. If the optional perception rules are not used, ignore the Blindfighting ability and the perception bonuses, and instead give the character the ability of Zanshin. Languages: English Cultural: Performance Physical: Prowl, Athletics Philosophical Training: None, except possibly "win as much as possible while looking as good as possible."



If Anbo-Jyutsu is your primary martial art form, then the following other forms can be learned in a shorter time: Jujutsu (3 years), Choy-Li-Fut Kung Fu (4 years), Isshin-Ryu Karate (4 years), Tai-Chi Ch'uan (5 years), or Taido (6 years).



LEVEL ADVANCEMENT BONUSES Level 1: +3 to roll with punch, +3 to parry, Critical Strike on natural 20 Level 2: +1 to strike with staves, Knock-Out/Stun on natural 19-20 Level 3: +1 attack per melee; +1 to parry/dodge, +1 to disarm Level 4: +2 to damage with staves, Select one additional martial art power from Special Katas Level 5: +2 to Maintain Balance, Critical Strike on natural 19-20 Level 6: +1 to roll with punch, +3 to pull punch, Knock-Out/Stun on Natural 18-20 Level 7: +2 to parry, Select one additional martial art power from Body Hardening (except Chagi) Level 8: +1 attack per melee, +1 to Maintain Balance, +2 to disarm Level 9: +1 to damage with staves, +1 to parry/dodge, +1 to strike with staves Level 10: Critical Strike on Natural 18-20, +1 to disarm Level 11: +1 to strike and dodge, Death Blow on Natural 20 Level 12: Select one additional martial art power from Body Hardening (except Chagi), Special Katas, or Martial Arts Techniques Level 13: +2 to roll with punch, +1 to disarm, Critical Strike from behind Level 14: +1 to strike/parry with staves Level 15: Death Blow on natural 19-20



Why study Anbo-Jyutsu?



Despite its flashy maneuvers and posturing, Anbo-Jyutsu is a viable martial art with a great deal of strength in one area: the staff. Practitioners of this martial art are good at putting on shows, but are also good at winning fights, as long as a staff or rod is readily available (and many carry concealed hardwood dowel rods "just in case"). Those that practice Anbo-Jyutsu never start fights (you might get dirty, after all) and would rather avoid them, but can defend themselves along with the best of them. The only area in which Anbo-Jyutsu is notably deficient is kick attacks, mainly because the tournament rules (and remember, originally this martial art was just for show) forbid kicks.



Special Maneuvers Blindfighting



Anbo-Jyutsu is unique among the martial arts in that all matches are fought completely blind! While those that pursue this form as a means of self-defense are not required to fight every battle blind, they are very prepared in case they have to. The rules are simple: At the beginning of each melee round, roll a flat perception check (no bonuses). If it succeeds, the practitioner is only -1 to strike, parry, and dodge. If it fails, then half the usual penalties apply.



Temple Strike



On a called shot at -4 to strike, a practitioner of Anbo-Jyutsu may make a staff or rod strike against the side of an opponent's head. This strike inflicts double damage, results in the negation opponent's combat bonuses for 1D4 melees, and has a 15% +(damage inflicted)% chance of causing knock-out for 1D4 minutes! Repeated usage of this attack (ex: reducing an opponent to 1 HP using only this attack) can result in serious and long-lasting brain damage (GM has final say).



Tripping Strike



This strike is aimed at an opponent's legs, preferably the bend of the knee, but the shin works as well. This attack does minimal damage (1D4) and is used primarily to ensure a knock-down on an opponent. Treat it exactly as the Tripping/Leg Hook from N&SS.



Pinwheel Attack



This flashy, show-off move is used primarily to intimidate but also has good damage. Unfortunately, the use of the Pinwheel Attack (so called because of the "pinwheeling" motions of the attacker's arms) results in an almost compete loss of defensive capability for its duration! The build-up to this attack is eerily silent for all its obvious power. In the moments preceding this attack, the attacker begins to whirl his weapon(s) in a circular pattern that does look like a pinwheel, all the while moving closer to the target. This attack must be the first attack in a melee round, and regardless of the initiative roll, this attack always comes last in the first group of attacks. During the build-up, the attacker may still use circular parries, but may not dodge or use a regular parry, and the circular parry is at -4.



When the attack itself comes, it comes as the whirlwind--fast and hard. The attacker spins in a complete circle, hits the target with both ends of the staff (or both rods), comes to a complete stop, and does the same thing in reverse. In essence, the character gets four attacks for the price of one! Each set of attacks (the first two, then the last two) must be rolled for separately, and unless the opponent has two weapons (or a staff) a parry of the first attack results in a -4 to the parry roll on the second attack (the weapon has been knocked out of line).



When the attack ends, the character may not do anything for the remainder of the round except defend, and may only do that with a penalty of -6! However, this attack is so impressive and cool-looking that any opponent of less than fifth level must save vs. horror factor 15 to avoid being cowed into retreat or submission. More experienced characters without martial arts ability are less impressed by flashy maneuvers and only need a 12 to save. Martial artists of fifth level or above are completely unaffected by this move, considering it the tool of a show-off and braggart.



(Example: Will, a first-level practitioner of Anbo-Jyutsu armed with a bo staff [with which he is considered to have third level proficiency], is in a duel against Kyle, a third level Soldier with Hand to Hand: Martial Arts who is armed with a sword. Will and Kyle each have three attacks per melee. The first round of combat begins; Will gets a 17 on initiative and Kyle gets a 10. Normally, Will would go first, but he declares that he is building up for a Pinwheel Strike. Kyle gets his first attack, going for a simple sword strike. Will cannot use any defense except a circular parry, and manages to parry the sword strike successfully. Now it's Will's turn. Will goes into his attack run, rolling a 16 to strike for the first pair of staff strikes. Kyle parries the first strike with his sword by rolling an 18, but because of the -4 penalty (which reduces his parry to 14) the butt end of the staff connects squarely with him and inflicts seven points of damage. Then the next two strikes come through the other way; Will rolls 14 to strike. Kyle rolls an 18 to parry, blocking both strikes successfully (but barely on the second one). Will is incapable of any attacks for the remainder of the round, but can now parry, dodge, or whatever [albeit at a -6 penalty] if Kyle attacks him. Fortunately for Will, Kyle [a martial artist of less than fifth level] rolls only a 13 on his save vs. horror factor and books away, deciding he doesn't want anything to do with this fight.)



Staff Choke



This is identical to the Choke ability in N&SS except that is performed with a staff or pair of rods and that it must be done from behind (ie: using the staff to essentially garrote the poor sod in front of you).



A Final Note on Damage and Size


Weapon

Damage

Average Length

Short Staff

1D6 SDC

Five feet

Long Staff

1D8 SDC

Seven feet

Bo Staff

2D4 SDC

8.5 feet

Quarterstaff

1D8 SDC

Six feet

Iron Staff

1D8+2 SDC

Six feet

Rod

1D4+1 SDC

2.5 feet

Ironwood Rod

1D6 SDC

Three feet







Angaranco By Sinestus



Inspired by The Minion (with Dolph Lundgren)



In the early ages of Man, the Temple of the Holy Light was founded to train the protectors of the mortal races. These Holy Templars were trained in the ways of demon hunting, and similar spiritual duties. From them spawned the modern Paladins and Warrior Monks; however, with the return of the Old Gods, the Holy Templars were instructed to disband. In their first act of disobedience, the Templars did not disband, instead they made their existence secret, allowing a mist of rumors surround their true motivations. Angaranco is the fighting technique taught to all who enter the Temple of Holy Light. It's primary concern is fighting possessing entities, and thus trains to bring about a quick, merciful death to the opponent. To aid in its methods, Angaranco trains in the use of many weapons, specializing in a modified Cestus, a spiked gauntlet. One can easily identify a Templar after a battle, as they are trained to crush the skull, and destroy the eyes of their enemies. In addition, they are taught to revere holy ground (churches and the like) and will seek to move combat from such places before spilling blood (lest there is no alternative).



Requirements: P.P.: 9, P.S.: 10, Devotion to the Templars Training: 10 years Character Bonuses +2 to P.P. +2 to P.E. +2 to P.S. +10 Chi Stance: Similar to a Kickboxing or boxing stance Outfit: Light chain mail vest (A.R.: 10, S.D.C.; 15), loose pants, and Cestus on primary arm. Combat Skills Attacks per Melee: 3 Hand Attacks: strike/punch, power punch (1D10, one attack), backhand, forearm, turning backhand (dodge/strike, +3 damage with Cestus) Foot Attacks: crescent kick, axe kick, roundhouse, kick attack, turning kick (dodge/kick), knee, snap kick Basic Defense Moves: parry, dodge, automatic parry Advances Defense Moves: roll, circular parry, disarm (as/with parry) Holds/Locks: wrist lock, one handed-arm hold (-1 to hold) Escape Techniques: roll Modifiers to Attack: critical, death blow Special Moves: one hand choke Weapon Katas: Cestus (see below) Additional Skills: Lore: Possession/Demon (+10), Lore: Religion (General) Martial Arts Powers: Select two from Martial Arts Techniques, Specialty Katas, or Body Hardening (including Demon Wrestling) Level Advancement Bonuses 1st: +2 to parry, +2 to damage 2nd: +2 to strike, +1 to initiative, Critical from Behind 3rd: +2 to dodge, +1 to roll 4th: Select one power from Body Hardening, Specialty Katas, Or Martial Arts 5th: +1 attack, Critical on 19+ 6th: Gain Leap Attack, +2 to hold/lock/choke 7th: +1 to damage and parry, Select one Chi Mastery or Body Hardening 8th: +1 to strike and roll, Deathblow on natural 20 9th: Select one power from Martial Arts, Specialty Katas, or gain Enlightenment Strike (Atemi) 10th: +1 attack, Critical 18+ 11th: +1 to parry and hold/lock/choke 12th: Deathblow from Behind 13th: +1 to damage and dodge 14th: Select one Chi Mastery, Body Hardening, or Specialty Kata 15th: +1 attack, +1 to parry



Special Weapon Training - The Cestus is a not truly a specialty weapon, it can be found in many cultures. Generally it is composed of a spiked gauntlet of some sort. The Templar Cestus is made from a heavy leather bracer and a light gauntlet. Both are lined with spikes roughly 1 to 2 inches long. When striking it provides +1D6 to most hand and forearm strikes. The Cestus W.P. cannot be paired with itself (only other single-handed, short weapons). It Provides +1 to parry at levels 1, 3, 7, 12, and 15, and +1 to strike at levels 2, 7, and 14. At level five, W.P. Cestus provides a two action Power Punch which deals 2D6 for the Punch + 2D4 from Spike Damage. The Arm bearing the Cestus is also 'immune' to wrist and finger hold/locks, however, it cannot be used for holds/locked either. Those who have bare hand/leg attacks parried by the Cestus suffer 1D4 damage to the offending limb. (A natural 20 on the parry deals 2D4 to the offending limb). The average Cestus acts as a shield, directly attempting to damage the gauntlet can be done. Generally it has a natural A.R.: 11, S.D.C.: 15.







Anything Gose Kung Fu By Ben Quash Entry Requirements: M.E. of 12 or higher, only a stubborn person is able to put up with the training regiment the masters put students through. Skill Cost: 10 years ( 5years if secondary form) This Martial Art was first taught in the 1800's by a wandering pugilist, whose students were desperate kids that saw him to be the road to independence. However most of his students dropped out of training early, due to the ramshackle teaching methods the pugilist used. For the pugilist used various tasks to teach each student the essential of the art, with the least effort on his part. These tasks also develop and honed the students Physical dexterity and stamina, while also building their strength of body and character. Each student ends up exiting the initial training with the basics set martial art moves and with a desire and the ability to learn more. This comes from the wanting to beat the daylights out of the master after the years of living hell they have been put through. It is this desire that sets in motion the ability to learn the moves and powers of different forms. If the student finds an instructor and dedicates their time to training, then the base time to learn something is four weeks, subtracting the char's P.P. or I.Q. in day from the training time(GM discretion) with a minimum training time of one week. However, if there is no instructor, or can't dedicate the time to the learning, each new move takes half a year and each power takes a year to learn. Because of the eclectic training methods of this form embraces, ends up teaching the students a basic set of moves, but also makes those moves seam self taught and sloppy, for good portion that is exactly what it is. This fools most martial artists that they are not any good. But the teaching techniques also make it so that each student learns a different set of moves from one another. Once a martial artist learns Anything Gose KUNG FU he is ruined for any other form because of the living hell the Anything Gose KUNG FU master puts their students through breaks their previous form's moves into new moves for Anything Gose KUNG FU. Costume: for the formal daily practice a white 'gi' is worn, but any clothes are worn by the practitioners, but most like loose clothing. Stance: Just about Anything here, depends on the practitioner Character Bonuses +4 P.P. +2 P.E. +1 P.S. +10 S.D.C. +3 Parry +5 dodge Combat Skills Escape Moves: roll with fall/impact, somersault, maintain balance Defensive Moves: dodge, parry, auto parry Hand Attacks: Strike, Knife hand, power punch Basic Foot Attacks: Kick, Snap Kick, Drop Kick(combination dodge(drop)/Kick, Round House Kick Jumping Kick Attacks: Jump Kick Special Attacks: Leap Attack, Body Block/Tackle, Body Flip/Throw Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, Critical Strike from Behind(AG masters never ever teach their students Death blow, even if they know Death Blow, however they would teach someone else student Death blow) Holds/Locks: none standard to start Advanced Defensive moves: none standard to start Special Katas: none standard to start Weapon Katas: Improvised Weapon all (Strike, Parry, Damage, Throw, Entangle), WP chopsticks or WP Paired weapons Fork and Knife(depending on the master) Skills learned in Training Martial Art Powers: Any two to start other then, Mystic Invisibility, all Atemi, Chi-Gung, all chi mastery powers, sword drawing, chi Katas and Zenjorike. Language Skills: only the primary language of the Master Cultural Skills: Combative Eating(+ 2 attacks, +2 to all combat rolls while eating), Packing(cultural: the ability to pack traveling gear in less then fifteen minutes on a successful roll) Physical Skills: Prowl, running, Gymnastics and Acrobatics Philosophical Training: "Feed you Stomach and you will not be hungry" and "The Master is always there to make your life a Living Hell" Other forms Because of the ramshackleness of the training leaves a mark on the Martial Artist , that once he goes though the training they can no longer learn a complete form, even though they can learn the moves of that form, taking them into their own style of Anything Goes KUNG FU. And any form they had is lost to the M.A. after going through the Anything Gose training. Level Advancement Bonuses 1st: +2 Parry & Dodge, Critical from behind, +2 roll with fall/impact, +2 perception 2nd: +1 Parry,+1 Strike,+1D6 S.D.C. 3rd: +1 attack, +1 roll with fall/impact, +1 M.E., +1 Escape Moves 4th: Paired Improvised Weapons, +1 to Improvised Weapons 5th: +1 P.E., +1D6 S.D.C., Learns the basics of Chi if has not already and one chi power 6th: +1 strike, +2 Parry & Dodge, +1 M.E., +1 Escape Moves 7th: +1 Attack, Double chi, +2 to Improvised Weapons, 8th: Demon Wresting, + 1 Maintain balance 9th: +1 Strike & Dodge, +2 Parry, +1 Escape Moves 10th: +2 damage 11th: Vital Harmony Martial Art Technique 12th: +1 Attack 13th: Double chi, +1 P.E., +1 Strike, Parry, Dodge and Escape Moves 14th: Double eating attacks 15th: + 1 Maintain balance, +2 damage Why study Anything Goes KUNG FU? It's the only martial art that you can easily learn new moves, skills, powers of other M.A. forms with out having to learn a whole new form. However, masters never let their students live in peace, continually testing them and keeping them on their toes.






Araki Ryu Kusarijutsu By Kuseru Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions. Skill Cost: 12 years (6 as a Secondary Martial Art Style).



Araki Ryu Kusarijutsu is a Japanese style that teaches a wide variety of chain weapons. This style was founded by Araki (Mujinsai) Mataemon Minamoto Hidetsuna (c. 1584-1638), who was skilled in the Yagyu Shinkage Ryu and in the Muso Jikiden Ryu. Araki Hidetsuna founded this style around 1573, at the end of the Muromachi Era (roughly 1333-1573), during the Sengoku Jidai (Warring States Period, roughly 1542-1600, though some sources date this from the Onin War (1467-1477) to the Battle of Sekigahara (1600)).



This style teaches unarmed combat, a variant of torite kogusoku, which concentrates primarily on grappling and close combat. However, the primary teaching of this style is weapon skills, including kusarigamajutsu (Kusarigama); chigirikijutsu (Chigiriki); ryofundojutsu (Ryofundo), and mojiri nawa. In addition, this style also teaches common combat weapons and techniques such as; tojutsu (sword practice), tantojutsu (knife fighting), bojutsu (staff techniques), shuriken, and the nagimaki.



Training for this style is currently conducted by three headmasters, 17th generation shihan Kikuchi Kunimitsu, 17th generation shihan Suzuki Nobuo, and 18th generation shihan, Arakawa Seishin. Training is conducted in Gunma and Saitama Prefectures in Japan.



Costume: Dogi top with Hakama. Stance: None. CHARACTER BONUSES Add +2 to P.S. Add +1 to P.P. Add +1 to P.E. Add +10 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Circular Parry, Combination Parry/Lock. Hand Attacks: Palm Strike, Punch (Human Fist). Basic Foot Attacks: Kick Attack, Snap Kick. Jumping Foot Attacks: None. Special Attacks: Choke, Death Strike (New!), Elbow, Knee. Holds/Locks: Arm Lock, Elbow Lock. Weapon Kata (Choose three, at least two must be chain weapons): W.P. Bo (Staff), W.P. Bokken (Blunt), W.P. Chigiriki (Polearm), W.P. Daito (Large Sword), W.P. Kusarigama (Axe & Chain), W.P. Nagimaki (Polearm), W.P. Ryofundo (Chain), W.P. Shoto (Short Sword), W.P. Tanto (Knife), W.P. Yagara Mogara (Polearm). Modifiers to Attacks: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese Cultural: Hojojutsu Weapon Proficiencies (Pick Seven): W.P. Bo (Staff), W.P. Bokken (Blunt), W.P. Chigiriki (Polearm), W.P. Daito (Large Sword), W.P. Kusarigama (Axe & Chain), W.P. Nagimaki (Polearm), W.P. Ryofundo (Chain), W.P. Shoto (Short Sword), W.P. Shuriken (Thrown), W.P. Tanto (Knife), W.P. Yagara Mogara (Polearm). Philosophical Training: Zen Buddhism/Bushido. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Fukushima Ryu (4 Years), Gyokko Ryu (6 Years), Hontai Yoshin Ryu (5 Years), Isshin Ryu Kusarigamajutsu (3 Years), Kashima Shin Ryu (3 Years), Kaze Arashi Ryu (5 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Maniwa Nen Ryu (4 Years), Masaki Ryu Kusarijutsu (4 Years), Shinmuso Hayashizaki Ryu (5 Years), Takagi Yoshin Ryu (5 Years), Tendo Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind. 2nd: +1 Attack per Melee, +2 to Dodge, +1 to Damage . 3rd: Critical Strike on a Natural 18, 19, or 20. 4th: +2 to Strike, +1 to Roll with Punch/Fall/Impact. 5th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 6th: +1 Attack per Melee, Death Strike on a Natural 20. 7th: +2 to Parry, +1 to Dodge. 8th: +1 to Roll with Punch/Fall/Impact, +1 to Initiative, +1 to Damage with chain weapons. 9th: Select One (1) Atemi. 10th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 11th: +1 Attack per Melee, +2 to Strike, +1 to Damage. 12th: +2 to Parry, +1 to Roll with Punch/Fall/Impact. 13th: +1 to Dodge, +1 to Initiative, +1 to Damage with chain weapons. 14th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata, +1 to Strike, +1 to Parry. 15th: Select One (1) Atemi, +1 Attack per Melee. Why Study Araki Ryu Kusarijutsu ? A well rounded style that teaches unarmed and armed combat, with a variety of moves and techniques. This style is fairly devastating with chain weapons .







Arnis By Kuseru Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style).



Arnis, also known as Arnis de Mano, is a Filipino fighting art. The word 'Arnis' is derived from the Spanish word 'arnes,' which means 'trappings' or 'defensive armor.' Arnis was developed as streamlined, simplified way to teach people to fight Spanish invaders. Arnis is considered a "soldier's art".



Arnis weapon techniques include (one or two) sticks, knifes, and machetes or swords. After having acquired some skills, one will also be able to self-defend with other things, like an umbrella, a newspaper, even a towel. One of the most notable techniques of Arnis is the continuous, figure-eight striking pattern used for both weapons and unarmed attacks. In the daily training there is also focus on coordination, timing and reaction-abilities, and also concentration. The focus on strict discipline isn't as high as in some other martial arts, which mainly is because the philosophy is to use the time for training, and not formal stuff.



Empty hand techniques are derived from weapon movements. First the weapons are learned, then the empty-handed applications are shown. The main technical stuff includes blocking, trapping, disarming and various lock- and throwing-techniques. Arnis is a Filipino weapon art which teaches empty hand techniques based on weapon movements.



Arnis is associated with the inhabitants of Luzon. Training for Arnis can be found in the Philippines and North America.



Costume: Unknown, similar to the Kung Fu uniform. Stance: None. CHARACTER BONUSES Add +2 P.P. Add +1 P.E. Add +10 S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall, Maintain Balance. Attack Moves: None. Basic Defensive Moves: Parry, Dodge, Automatic Parry, Entangle. Advanced Defenses: Circular Parry, Disarm, Combination Parry/Attack. Hand Attacks: Backfist (The character twists his torso to extend his fist into a target to the rear. He may also bring his fist straight up over his shoulder or down past his thigh to strike close targets to the rear without changing facing direction. Damage is 1D6.), Knife Hand, Palm Strike Basic Foot Attacks: Snap Kick, Kick Attack. Jumping Foot Attacks: None. Special Attacks: Death Blow. Holds/Locks: Arm Lock, Wrist Lock. Weapon Katas: Pick two of the following forms: Espada y Daga: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger. Solo Baston: W.P. Short Stick or W.P. Kris(sword) . Doble Baston: W.P. Short Stick -Paired or W.P. Kris(sword)-Paired, Scissor Choke: uses the short sticks to choke a person squeezing them together in a motion similar to that of a pair of scissors (1D6 S.D.C.+2D4 HP/melee). Modifiers to Attack: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of One (1) Power from among Body Hardening or Martial Art Techniques, or two more Weapon Katas. Powers may be traded one for one for basic skill programs excluding physical. Languages: English, Tagalog, and Spanish Weapon Proficiencies: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger, W.P. Short Stick, W.P. Kris(sword), W.P. Short Stick -Paired, W.P. Kris(sword)-Paired, W.P. Knife, W.P. Knife-Paired. Philosophical Training: None If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Eskrima (7 Years). LEVEL ADVANCEMENT BONUSES 1st: Any found object usually not considered a weapon (typically umbrellas, rolled up newspapers, or other stick-like objects) becomes a 1D6 damage weapon when used in hand to hand. 2nd:+1 to Strike, +1 to Parry +2 to Disarm. 3rd: +1 Attack per Melee, +1 to Entangle. 4th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques. 5th: +1 to Initiative, Critical Strike on a Natural 19 or 20. 6th: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance. 7th: +1 to Strike, +1 to Parry/Dodge +1 to Disarm. 8th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques, or a new Kali Weapon Kata. 9th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance. 10th: +1 to Initiative, Death Blow on a Natural 20. 11th: +1 Attack per Melee, +1 to Entangle. 12th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques. 13th: +1 to Strike, +2 to Parry/Dodge. 14th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance. 15th: +1 to Strike, +1 to Parry/Dodge. Why Study Arnis? A deadly martial art that is well rounded in everything, from kicks, strikes, and grappling, to weapon skills.







Arondight By Sinestus



Initially, this style was little more than a brutal, ritualistic competition between gangs in various US cities. As the combat techniques evolved, those who learned it enhanced the knife fighting techniques with aspects of other fighting styles. Arondight is the evolution of basic knife fighting techniques combined with the grappling techniques taught in many law enforcement agencies. Refinement of the style is credited to members of the Detroit Police force, who adapted their training procedures to allow patrolmen to deal with potentially deadly situations without drawing their pistol, but still employing lethal force.



Requirements: I.Q.: 10, P.P.: 10 Training: 4 years Character Bonuses +2 to P.P. +10 S.D.C. +2D4 H.P. Stance: Varies. There are two primary fighting stances: Aggressive (leaning forward, toward the opponent, both hands forward, like a wrestling stance) and Passive (standing fairly upright, empty hand drawn back, blade pointing towards the opponent's face). Outfit: Anything, usually comfortable clothes. Combat Skills Attacks per Melee: 2 Hand Attacks: strike, knife hand, palm strike, forearm, elbow. Foot Attacks: tripping leg hooks, backward sweep, snap kick, kick. Basic Defense Moves: parry, dodge, auto parry, roll. Advances Defense Moves: parry/hold (one action, goes to wrist or arm hold), somersault/dodge, disarm. Holds/Locks: wrist lock, automatic wrist hold (only needs one hand, acts as a grab/hold), arm hold, arm lock. Escape Techniques: somersault/dodge, roll. Modifiers to Attack: knockout, critical. Special Moves: Pulling Strike (requires wrist hold/lock and a free knife hand, acts as a combination throw/strike. Victim is thrown, and is cut along the length of their arm for 2D4+P.S. damage, save vs. pain. If the officer is unarmed or using a blunt weapon, the strike is to the head and deals 1D10+damage and is a KO on natural 15+); Knee Strike (breaking attempt, leg is broken on successful natural strike of 16+) Weapon Katas: Knife, Handcuffs (can employ the use of handcuffs once they have a successful Wrist lock or arm hold), Tonfa/Nightstick (Blunt) Additional Skills: Select two: anticipation, prone fighting, boxing or gun grabbing. Martial Arts Powers: Wrist Hardening, and Arm Strengthening (Special: repeated wounds to the arms increases durability, providing +2 to save vs. Pain, +5 S.D.C. and +1D4 H.P.) Level Advancement Bonuses 1st: +2 to disarm and roll 2nd: +2 to strike/grab, +1 to hold/lock and parry 3rd: Critical on natural 18+ 4th: +1 attack, +1 to dodge 5th: +1 to hold/lock and parry 6th: +1 to disarm, select one power from Body Hardening 7th: +1 attack, +1 to strike/grab and dodge 8th: Gain Parry/strike and strike/parry abilities. Turning kick. 9th: +1 to dodge, Natural KO on 19+ (boxing like) 10th: +1D6 damage with knives, +1 to parry 11th: +2 to initiative, +1 attack 12th: +1 to strike/grab and disarm 13th: gain neck and body holds, +1 to holds/locks 14th: Select one power from Martial Arts Techniques or Body Hardening 15th: +1 to disarm and dodge






Hand to Hand: Art of the Crystal Mind by Patrick Young



Similar to the basic hand to hand combat taught by many, this art also has more metaphysical training, teaching its students to be better mages as well as passable fighters. Its teachings are that energy is a malleable force, be it the energy of an opponent's attack or the energy of a spell. Developed in Dweomer by a battle mage, it was later spread to Tolkeen, Lazlo, the rest of the Federation of Magic, and New Lazlo. Its teachings are simple, but very effective, teaching the average mage both basic self defense and better control over his magic. Entrance Requirements: Must be a magic using character class Skill Cost: 4 years (to gain this art, one must be able to gain Martial Arts, and it costs the same as that art, replacing it as a choice for most O.C.C.s.) Costume: None Stance: Varies. Practitioners are taught several different stances. CHARACTER BONUSES



Add +2 to M.E.



Add +1 to P.E.



Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Disarm Basic Defense Moves: Dodge, Parry Advanced Defenses: Automatic Parry Hand Attacks: Punch (1d4) Basic Foot Attacks: Kick Attack (2d4) Jumping Foot Attacks: Jump Kick (at later levels) Special Attacks: Death Blow (at later levels), Body Block/Tackle, Body Flip/Throw, disarm, Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Behind Multiple Attackers: 2 Preferred Range: Standard and Grappling SKILLS INCLUDED IN TRAINING Lore: Pick any 2 LEVEL ADVANCEMENT BONUSES Level 1: +1 Spell Attack, +1 Break Fall, +1 Roll with Punch/fall/impact, +2body flip/throw, +2 pull punch, +2 Horror Factor, +1 Save vs. Magic, +1 save vs. psionics Level 2: +1 initiative when casting a spell, +2 parry and dodge, +5 P.P.E, +1save vs. Mind Control Level 3: Automatic Body Flip/Throw, +1 Spell Attack, and +1 Disarm Level 4: +1 attack per melee round, +1 body flip/throw, +1 Horror Factor Level 5: Critical Body Flip/Throw on Natural 18-20 (double damage), +1 Horror Factor Level 6: +1 Parry/dodge and +1 to Body Flip/Throw, +1 save vs. magic Level 7: Automatic Dodge, +2 pull punch, +1 Spell Attack, +5 P.P.E, +1 save vs. mind control Level 8: +1 attack per melee round, +3 save vs. Magic Level 9: +1 Initiative and +1 strike, parry, and dodge, +1 Spell Attack Level 10: Multiply Existing P.P.E by 1.5 and +1 disarm Level 11: +1 Parry, +2 Dodge, +1 Body Flip/Throw Level 12: +1 Attack per melee round Level 13: +1 Initiative when casting a spell and +2 Body Block/Tackle, +10PPE Level 14: Critical Strike on a Natural 18-20, +1 Spell Attack Level 15: +1 Attack per melee attack Why study Art of the Crystal Mind?



If you are a magic user, the good effects are without parallel. If you are not however, the art is all but useless. It teaches good defense, passable offensive maneuvers, and good metaphysical training making it an art unparalleled by any for a mage.






The Art of Battering By danzig138



This is one of the many fighting arts developed by the Kydians (Atlantis, page 47 ). This is also one of the most brutal of Kydian martial arts. Originally, this was developed by the police forces to subdue criminals, but it spread in popularity, and was eventually available to all Kydians.



A practitioner of this style will enter combat rapidly, with the intent to land as many blows as possible in the shortest amount of time. The goal of this method is not to inflict pain, but to end the confrontation as soon as possible. Most of the time, if the opponent backs down, or surrenders, the attack will end.



Practitioners of this style rarely attempt to dodge or parry an attack ( unless the opponent is using a weapon ), preferring to take the damage while launching their own attacks ( simultaneous Attack ).



Those who practice this art demonstrate a particular interest in physically developing their bodies, and can often be identified by their unusually "ripped" physique.



Entrance Requirements: P.S. 23, P.P. 10, P.E. 12 Costume: Shorts, leather straps on the hands.



Stance: Similar to a boxing stance, but the both fists are held up and out at shoulder level.



CHARACTER BONUSES



Add +3 to P.S.



Add +15 to S.D.C.



COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defense Moves: Dodge, Parry, Automatic Parry Hand Attacks: Strike ( Punch ), Power Punch, Roundhouse Punch ( 1D10 damage ), Palm Strike, Backhand Special Attacks: Death Blow, Knee, Forearm, Elbow, Simultaneous Attack, Ear Box ( SPECIAL! The character slams both of his fists into the opponent's ears. Requires a strike roll of 12 or better. Inflicts 2D6 damage, and the victim must save versus pain, with a 14 or better, or lose initiative and two melee attacks for 1D4 melee rounds. There is a damage x3% chance that the victim will be rendered permanently deaf ). Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from rear



Special Katas The Flurry: This is very similar to the Muay Thai kata, Lightning Form. The Kydian is able to deliver all of his attacks for the melee round on his first attack. This must be his first attack, and he must have initiative. After he uses his attacks, he cannot dodge, and suffers a -3 penalty to Parry for the remainder of the melee round.



SKILL INCLUDED IN TRAINING Physical: Body Building



LEVEL ADVANCEMENT BONUSES Level 1: +1 to Strike, Knock-Out/Stun on Natural 19-20 Level 2: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance Level 3: +1 Attack per Melee, +2 to Damage Level 4: Critical Strike on Natural 19-20 Level 5: +2 to Strike, +1 to Damage Level 6: Knock-Out/Stun on Natural 18-20 Level 7: +1 Attack per Melee, +1 to Maintain Balance Level 8: +1 to Strike, +2 to Roll with Punch/Fall/Impact Level 9: Death Blow on a Natural 20 Level 10: Critical Strike on Natural 18-20, +1 Attack per Melee Level 11: Automatic Knock-Out on a Natural 19-20 Level 12: +2 to Strike, +2 to Damage Level 13: Knock-Out/Stun on Natural 17-20, +2 to Maintain Balance Level 14: +1 Attack per Melee, +2 to Damage Level 15: Death Blow on a Natural 19-20



Why Study The Art of Battering?



This is an excellent style for those who are interested in developing their bodies and learning how to put people down quickly.







Art of the Fox (Counts as One Martial Art) By Unknown Based on the Spirit Fox Advancement Table. Obviously to learn this style the character must first know of a Fox Spirit and secondly (most important of all) be able to convince the Fox Spirit to teach it to the character. Or if so inclined be able to capture one, be able to keep it captive and finally be capable of stealing its secrets. Character Bonuses: Add +15 to Chi Base Add +3 to Spd. Combat Moves Escape Moves: Roll, Leap, Back Flip Attack Moves: Roll, Leap, Back Flip Basic Defensive Moves: Dodge, Parry, Auto Parry Advanced Defensives: Auto Dodge, Automatic Roll Hand Attacks: Punch (1D4), Palm Strike (1D6), Claw Hand (1D6), Dual Claw Hand (3D4)* Foot Attacks: Kick (1D8), Snap Kick (1D6) Special Attacks: Leap Attack Modifiers to Attacks: Critical Strike / Knock-Out From Behind Martial Art Powers and Abilities: Automatically knows Dragon Chi. Choose Three (3) Chi Mastery Abilities (No Negative Chi Allowed) and One (1) Zenjorike. Level Advancement Bonuses 1st: +2 to Dodge, +2 to Roll, +2 to Back Flip 2nd: Add +1 Attack Per Melee 3rd: +1 to Roll 4th: +1 to Back Flip 5th: +1 to Dodge 6th: +1 to Strike 7th: +1 to Back Flip 8th: Add +1 Attack Per Melee 9th: +1 to Roll 10th: +1 to Dodge 11th: Add +1 Attack Per Melee 12th: Double Existing Chi ** 13th: Learn Continuous Chi Mask *** 14th: Learn Permanent Yin / Yang Chi Kata **** 15th: Learn Assume Pure Chi Form ***** All Attacks, bonuses, abilities and maneuvers are added and / or combined with any style known by the martial artist. Note that there are no starting attacks listed; this is because a style must be known previous to learning the Art of the Fox. This Style is only useful to someone with previous martial art training. If multiple styles are known then the martial arts are combined to encompass all attacks and bonuses (total bonuses / attacks are not added together but instead the best total bonus / attack from the multiple style is chosen) and maneuvers.

  • Dual Claw Hand Attack can only be used with the Leap Attack Maneuver, and must be the first attack in the round or with a surprise attack. Cannot parry while using this attack.
    • Allowed to Double the Existing Chi beyond the maximum of 4 (Snake Style, Tien-Hseuh, and Tai Chi) Note: Allowed to learn Chi Overcharge.
      • Chi Mask as the spell but constantly active.
        • As per the Yin / Yang Chi Kata but always in effect and the martial artist does not have to dance.
          • Assume Pure Chi Form as if a Fox Spirit but not restricted to a positive chi form. If the martial artist is filled with negative chi then he well assume a pure negative chi form, but just as a positive pure chi form will take damage from being in a negative chi zone, the martial artist will take damage from being in a positive chi area.

Example: A Dedicated Martial Artist knows Tien-Hseuh / Shao-Lin / Praying Mantis then later in life gains a new O.C.C., Operative Agent, and learns the Art of the Fox. For this example the Dedicated Martial Artist class is at 15th level. All maneuvers from the three styles will be used with the Art of the Fox. The best natural Critical number (17) is chosen from the 3 styles (Praying Mantis). The x3 damage modifier for critical strikes and critical strikes / KO from Behind is chosen (Tien Hseuh). The best # of attacks/strike/parry/dodge/roll/etc… bonus is used from the 3 styles. Later on the character learns Muay Thai and upon reaching high enough level the strike bonuses from that style will be used because they are higher than other martial arts known.






ARTE DELLA DAGA By Kuseru Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style) The Italian method of dagger combat and unarmed defense against the dagger is known as Arte della Daga. What is known about this style comes from the illustrated combat manuals of Filipo Vadi and Fiore dei Liberi. Arte della Daga is useful in battlefield, dueling, and self-defense conditions. Arte della Daga was designed for use with the type of edgeless, thrusting dagger typically used in armored combat. The majority of attacks involved powerful, reverse-grip downward stabs and thrusting attacks to the abdominal cavity. Parrying, either by deflecting the opponent's forearm with one's own, or by using a dagger was the typical defense used in dagger vs dagger combat. Also used were trapping, joint lock and throwing actions, usually aided by grabbing the edgeless blade of the practitioner's dagger or the opponent's dagger. When fighting unarmed against a dagger-wielding opponent, the Arte della Daga practitioner would typically deflect and control the attacking weapon then use sophisticated unbalancing techniques consisting of joint locks directed against the wrists, elbows, necks and knees as well as leverage throws to fell his enemy. There are many counter attacks, designed to flow according to the enemy's reaction. Typically this resulted in the opponent being disarmed and then dispatched with his own weapon. Costume: Musketeer Outfit; Doublet worn with canions (close fitting breeches) over stockings. Sometimes a jerkin (jacket) was worn over the doublet. Other apparel includes cloaks, shoes, and a variety of brimmed hats. Stance: A wide sideways stance with legs shoulder-width apart. Hand position varies according to weapon availability. CHARACTER BONUSES Add +1 to P.S. Add +1 to P.P. Add +2 to P.E. Add +1 to Spd. Add +15 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Combination Parry/Attack, Disarm. Hand Attacks: Punch (Human Fist). Basic Foot Attacks: Kick Attack, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Body Flip/Throw, Death Strike, Power Stab (NEW!). Holds/Locks: Arm Lock, Elbow Lock, Wrist Lock. Weapon Kata: W.P. Dagger, W.P. Thrown. Modifiers to Attacks: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. Languages: Italian. Cultural: Play Musical Instrument. Weapon Proficiencies: W.P. Dagger, W.P. Thrown Philosophical Training: Code Duello If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte dell'Abbracciare (7 Years), Baratero (9 Years), Dolchfechten (10 Years), El Cuchillo (1 Year). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Entangle with Dagger, +1 to Parry. 2nd: +2 to Dodge. 3rd: +1 Attack per Melee. 4th: +1 to Strike, +1 to Entangle with Dagger, +1 to Parry. 5th: +1 to Damage. 6th: +1 Attack per Melee. 7th: Critical Strike from Behind. 8th: +1 to Strike, +1 to Entangle with Dagger, +1 to Parry. 9th: +1 Attack per Melee. 10th: Death Strike on a Natural 20. 11th: +1 to Damage. 12th: +1 Attack per Melee. 13th: +1 to Strike, +1 to Entangle with Dagger, +1 to Parry. 14th: +1 to Damage. 15th: +1 Attack per Melee. Why Study ARTE DELLA DAGA? It is not as effective against multiple attackers as some arts, but it can still hold its own. To learn weapon techniques, is to become a highly proficient fighter in all circumstances, not just with weapons. Relatively few special skills. A character with this training and the right weapons is a deadly threat.







ARTE DELL'ABBRACCIARE By Kuseru Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style) In his Flos Deullatorum del Armis, an illustrated fighting manual from 1410, Fiore dei Liberi describes Arte dell'abbracciare (art of the embrace), an Italian form of unarmed combat. Arte dell'abbracciare features a wide variety of sophisticated grappling techniques including joint locks & breaks, head and neck controls, and tripping as well as striking and pressure-point attacks. Arte dell'abbracciare is quite similar to Arte della Daga, and these two styles are often combined. Costume: Musketeer Outfit; Doublet worn with canions (close fitting breeches) over stockings. Sometimes a jerkin (jacket) was worn over the doublet. Other apparel includes cloaks, shoes, and a variety of brimmed hats. Stance: Relaxed standing position, with arms loosely at the sides. CHARACTER BONUSES Add +2 to P.E. Add +2 to P.S. Add +2D6 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Combination Parry/Grab(NEW!), Combination Parry/Lock, Disarm. Hand Attacks: Fingertip Attack, Fore-Knuckle Fist, Haymaker(?), Punch (Human Fist). Basic Foot Attacks: Kick Attack, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Paralysis Attack. Holds/Locks: Elbow Lock, Wrist Lock, Neck Hold, Full Nelson(*?), Neck Hold/Choke, Neck Grapple*, Snap-Lock*. Weapon Kata: None. Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select One (1) Martial Art Power from among Atemi. Automatically receives Withering Flesh Atemi. Languages: Italian. Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte della Daga (5 Years), Arte Dello Spadone (8 Years), Dolchfechten (10 Years), Kampfringen (10 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Lock, +1 to Strike, +1 to Roll with Punch/Fall/Impact. 2nd: +1 to Dodge/Parry, +1 to Entangle. 3rd: +1 to Lock, +1 to Disarm, +1 to Damage. 4th: Critical Strike on a Natural 19 or 20. 5th: Select one (1) additional Martial Art Power from Atemi. 6th: +1 Attack per Melee, +1 to Entangle. 7th: +1 to Lock, +1 to Roll with Punch/Fall/Impact. 8th: Critical Strike on a Natural 18, 19, or 20. 9th: +1 to Strike, +1 to Disarm, +1 to Damage. 10th: +1 to Lock, +1 to Dodge/Parry. 11th: Select one (1) additional Martial Art Power from Atemi. 12th: +1 Attack per Melee, +1 to Entangle. 13th: +1 to Damage, Critical Strike on a Natural 17, 18, 19, or 20. 14th: +1 to Lock, +1 to Dodge/Parry. 15th: +1 to Strike, +1 to Roll with Punch/Fall/Impact, +1 to Disarm. Why Study ARTE DELL'ABBRACCIARE? The only weakness comes from the lack of training in the "internal" arts. It is relatively easy to learn and is an effective fighting form. This is a very powerful martial art. Lethal grappling skills make this style a good martial art.







ARTE DELLO SPADONE By Kuseru Entrance Requirements: No alignment restrictions. Requires a minimum P.P. of 14 and a minimum Spd. of 10. Skill Cost: 12 Years (10 Years as a Secondary Martial Art Style) Arte Dello Spadone is Fiore dei Liberi's name for the Italian style of swordsmanship, symbolized by four qualities represented by the Elephant (strength), Lion (courage or bravery), Tiger (swiftness or speed) and the Wolf (carefulness or prudence). Developed shortly after the Spanish style, this is one of the oldest fencing styles in the west and was fully developed in the 16th century. It concentrates on the mechanical and physical points of sword combat, presenting the smallest possible target to the foe as well as keeping the point of the blade pointed at the opponent. Instructional texts by the masters Agrippa, Capo Ferro, and di Grassi also make this one of the best documented styles of swordsmanship. The primary weapons of this style are the foil, the long sword, and the rapier. The Foil is a sword with a long, thin blade, sharp point and no edge. The Italian or "Slashing" Rapier is a long, well-balanced weapon designed for thrusting. With it's aggressive, fast approach to combat, there are two primary types of attacks in the Italian school: the thrust and the lunge. An invention of the Italians, the lunge is a type of running thrust. Another invention of the Italians is called Florentine fighting, named for the city of its birth, consisting of integrated attack and defense by using weapons in both hands. The off-hand weapon used was typically a parrying weapon, such as a baton, dagger, fo, or spiked buckler and the off-hand was typically protected by a gauntlet. The baton is a cane-like stick mostly used for parrying. The fo is a cloak with weighted hem. Some Italian fencers used two long blades instead of a parrying weapon. Secondary to the dual weapon approach was the use of a single dagger, grappling with the opponent, and then stabbing him multiple times. The Italian style was one of the most influential styles of Europe and the French style is derived almost completely from it. Additionally, modern epee and foil fencing are based on the Italian style. Several variants of this style were also developed by such masters as Giacomo di Grassi and Vincentio Saviolo. Costume: Musketeer Outfit; Doublet worn with canions (close fitting breeches) over stockings. Sometimes a jerkin (jacket) was worn over the doublet. Other apparel includes cloaks, shoes, and a variety of brimmed hats. Stance: Feet are about three feet apart with the right foot forward. The sword is held with the hilt next to the right thigh and pointed toward the opponent's waist, in a straight line with the heels. The body is twisted so that only the profile of the upper body is shown towards the enemy. A dagger is held in the left hand with the left arm at a right angle to both it's side and chest, so that the dagger is held in an obtuse angle to cover the left side. CHARACTER BONUSES Add +1 to P.S. Add +4 to P.P. Add +10 to S.D.C. COMBAT SKILLS Attacks per Melee: 5 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: Lunge (NEW!). Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Disarm. Hand Attacks: Punch (Human Fist). Basic Foot Attacks: Kick Attack. Jumping Foot Attacks: None. Special Attacks: Death Strike. Holds/Locks: Wrist Lock. Weapon Kata: W.P. Long Sword (Large Sword), W.P. Rapier (Large Sword), W.P. Foil (Large Sword), W.P. Buckler, W.P. Baton (Blunt), W.P. Dagger, W.P. Paired (only with weapons on this list). Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. Languages: Italian. Physical: Running and Fencing. Weapon Proficiencies: W.P. Long Sword (Large Sword), W.P. Rapier (Large Sword), W.P. Foil (Large Sword), W.P. Buckler, W.P. Baton (Blunt), W.P. Dagger, W.P. Paired (only with weapons on this list). Philosophical Training: Code Duello. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte della Daga (5 Years), Arte dell'Abbracciare (7 Years), Destreza (10 Years), Escrime (7 Years), Hungarian Saber (7 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike with Swords, +1 to Parry with Daggers, +1 to Damage with Swords, +1 to Roll with Punch/Fall/Impact. 2nd: +1 to Initiative, +1 to Strike. 3rd: +2 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact. 4th: +1 to Strike with Daggers, +1 to Parry with Swords, +1 to Damage with Daggers. 5th: Add 3 levels to one Weapon Kata. 6th: +1 Attack per Melee. 7th: +1 to Strike, Critical Strike on a Natural 19 or 20. 8th: +1 to Strike with Swords, +1 to Parry with Daggers, +1 to Damage with Swords. 9th: Death Strike on a Natural 20. 10th: Add 3 levels to one Weapon Kata. 11th: +1 to Initiative, +1 to Strike with Daggers, +1 to Parry with Swords, +1 to Damage with Daggers. 12th: +1 Attack per Melee. 13th: +1 to Strike with Swords, Critical Strike on a Natural 18, 19, or 20. 14th: +1 to Parry with Daggers, Death Strike on a Natural 19 or 20. 15th: +1 Attack per Melee, +1 to Damage with Swords. Why Study ARTE DELLO SPADONE? Combines good defensive combat techniques with the maximum possible offensive techniques. A terrific, action-oriented martial art. This style is an extremely deadly art with a weapon. Relatively few special skills.







Asayama Ichiden Ryu By Kuseru Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 9 years (5 Years as a Secondary Martial Art Style).



Asayama Ichiden Ryu is a Japanese martial art that teaches a variety of armed and unarmed techniques. This style was founded by Asayama Ichidensai Shigetatsu during the Tensho Era (1573-1593). This ryu is strongly associated with the goshi (farmer warriors) or jizamurai (landed bushi).



This style teaches the weapon arts of kenjutsu (sword techniques), battojutsu (quick draw techniques), iaijutsu (quick draw techniques), kamajutsu (kama techniques), bojutsu (staff techniques), and shurikenjutsu (throwing techniques). The fast draw (or iaijutsu) techniques of this ryu are all practiced using a pair of swords; there is no single sword drawing. The kama used in this tradition is huge, with a long wide blade. This school also teaches unarmed techniques derived from taijutsu and jujutsu.



Training in this school can be found in Kanagawa Prefecture Japan. The current headmaster of the style is Ozaki Kiyoshi.



Costume: Dogi top with unusual trouser-like hakama, similar to those worn by the goshi. Stance: Kasumi no Kamae: The sword is held at eye level with the edge facing diagonally upwards. The point of the sword threatens the enemy's eyes and hinders his movement. The instant the enemy moves you cut without raising the sword. This posture is of use when the enemy holds his sword in Jodan or Hasso. Migi (Right Hand) Kasumi no Kamae: The sword is held with the edge facing diagonally upwards and to the right, with the sword somewhere between shoulder level and eye level. The left foot is advanced. Hidari (Left Hand) Kasumi no Kamae: The sword is held the edge facing upwards and to the left, with the sword somewhere between shoulder level and eye level. The right foot is advanced. CHARACTER BONUSES Add +1 to P.S. Add +1 to P.P. Add +2 to P.E. Add +4 to Spd. Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Back Flip, Leap, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Combination Parry/Attack, Multiple Dodge. Hand Attacks: Knife Hand, Palm Strike, Strike (Punch). Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Death Strike (New!), Roll/Knockdown, Shoulder Throw (New!). Holds/Locks: Arm Hold, Leg Hold. Weapon Kata (pick two): W.P. Bo (Staff), W.P. Daisho (Paired-Large Sword & Short Sword), W.P. Katana (Large Sword), W.P. O-kama (Axe), W.P. Wakizashi (Short Sword). Modifiers to Attacks: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Iaijutsu. Select a total of ONE (1) Martial Art Power from among Body Hardening, Martial Art Techniques, and Special Kata. Except for Iaijutsu, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese. Cultural: Farming, Gardening. Weapon Proficiencies: W.P. Bo (Staff), W.P. Daisho (Paired-Large Sword & Short Sword), W.P. Katana (Large Sword), W.P. O-kama (Axe), W.P. Wakizashi (Short Sword). Philosophical Training: Zen Buddhism. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kashima Shin Ryu (3 Years), Kito Ryu (4 Years), Kukishinden Ryu (8 Years), Shinmuso Hayashizaki Ryu (5 Years), Sosuishitsu Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years). LEVEL ADVANCEMENT BONUSES 1st: + 1 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on a Natural 19 or 20, Critical Strike from Behind, Death Strike on a Natural 20. 2nd: + 1 to Parry/Dodge, + 1 to Back Flip/Cartwheel. 3rd: + 1 Attack per Melee, + 1 to Leap (Add 4ft to Leap Distance). 4th: Gains Battojutsu Martial Art Technique. 5th:+ 1 to Strike, +2 to Roll/Knockdown. 6th: + 1 Attack per Melee, + 1 to Backflip/Cartwheel. 7th: Critical Strike on a Natural 18, 19, or 20,+ 2 to Leap (Add 4ft to Leap Distance). 8th: + 1 to Roll with Punch/ Fall/Impact, Select One (1) Additional Martial Art Power from Body Hardening, or Martial Art Techniques, or Special Kata. 9th: + 2 to Parry/Dodge, + 2 to Roll/Knockdown. 10th: +1 to Leap (Add 4ft to Leap Distance), +2 to Damage. 11th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Body Hardening, or Martial Art Techniques, or Special Kata. 12th: +1 to Roll with Punch/Fall/Impact. 13th: Death Strike on a Natural 19 or 20, +1 to Back Flip/Cartwheel. 14th: + 1 to Roll/Knockdown, +2 to Damage. 15th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Body Hardening, or Martial Art Techniques, or Special Kata. Why Study Asayama Ichiden Ryu? A well balanced martial art that teaches some weapon skills and some unarmed skills. A decent answer to the 'pure samurai' martial arts, developed by and for the common man.






Aslyl Okta By No Beard Pete



This martial Art has a history of many thousands of years. Its roots lie in several marital arts styles developed on the ra-hu man's home world. An amalgam of these forms made its way into the Palladium world, where it was refined into the Algor Mountains, at the monestary of Von Hodlon, an important place in ra-hu man mythology. Since then it has remained more or less the same.



Optionally, one can allow students of Aslyl Okta to learn Chi Abilities, Martial Art Techniques, and/or Specialty Katas from Ninjas and Superspies and/or Mystic China. Each one of these will cost 3 OCC related skill selections to most OCCs, and only 2 skill selection, of any category, to a Warrior Monk. At 12th level, the Warrior Monk may select a zenjoriki ability. If allowing this, instead of spending chi (unless, of course, you use chi in your Rifts game, in which case Aslyl Okta gives +5 chi, with another +5 at levels 5, 10, and 15), spend triple the listed cost in ISP or PPE (player's choice) to activate abilities. This may increase the power level significantly, and should be thought out by the GM. Not all abilities may be available (GM's choice).



There are two different styles used in Aslyl Okta. When fighting other Ra-hu men or multiple attackers, the Martial Artist will keep a little more than an arms reach and attempt to land as many blows as possible while parrying most attacks.



When fighting other humanoids, the Ra-hu man can utilize his extra set of arms to their full advantage. If the opponent is using hand based attacks, the Ra-hu man will attempt to entangle one (or more) of his/her arms with one (or more) of the opponents. This typically leave the Ra-hu man free to press the attack with his/her remaining arms. The Ra-hu man can also try to break the entrapped arms (does 3D6 MDC to entangled arm/attack). If the opponent is using foot based attacks, the Ra-hu man will attempt to parry or dodge most attacks, then attempt to catch the foot on a slow/misplaced kick, or sweep the opponent.



If the opponent is using small weapons, such as knives or short swords, these tactics work fine. If the opponent is using larger weapons, such as pole arms, large swords, or large clubs, the Ra-hu man will attempt to dodge most attacks (or parry is they have a convienient weapon or shield to parry with), then disarm the opponent when the opportunity presents itself.



The Ra-hu man also recieves training in the use of swords, knives, pole arms, and the "Zwittentang", a huge weighted staff that is wielded with three or four arms.



CHARACTER BONUSES: +2 P.S., +1 P.P., +1D6 Spd., +2 M.E. COMBAT SKILLS Attacks Punch, power punch, hammer fist(2D4 MDC), snap kick(2D6 MDC), thrust kick(3D6 MDC), tripping leg hook Defenses Auto parry, dodge, roll, auto limb entangle(on an 18-20), circular parry(not an auto-circular parry at first), auto disarm, disarm Weapons WP Large Sword, WP Small Sword, WP Knife, WP Pole Arm, WP Staff, WP Small Shield, WP Zwittentang, WP Paired (any combination of other WPs and/or hammerfist). Note on WP Paired:



This is a little different then the ordinary WP Paired. If more then one weapon/fist is used to strike at once, then those weapons/limbs are not available for auto-parrying for the attack sequence. If one or more limbs are being used to parry attacks, then other limbs may be available for a simultaneous attack. It is possible to use at most 3 limbs per attack sequence (at first, anyway).



LEVEL ADVANCEMENT BONUSES Level 1: +1 attack, +3 roll, +2 pin, +1 disarm Level 2: +1 strike, parry and dodge, +2 MDC to hand/foot strikes. Level 3: +1 attack, +1 disarm Level 4: +1 strike parry and dodge Level 5: +1 roll, +1 pin, Jump kick(6D6 MDC, 2 attacks) Level 6: +1 strike and parry, +1 roll, +2 MDC to hand/foot strikes. Level 7: Critical Strike on natural 18-20 Level 8: +1 attack, Critical strike from behind, Knockout strike from behind Level 9: +1 parry and disarm Level 9: Paired weapons can now use all 4 limbs in an attack sequence. Level 10+2 MDC to hand/foot strikes, +1 roll, auto roll Level 11: +1 strike and parry, +2 pin Level 12:Auto circular parry, body flip/throw, +2 flip/throw Level 13: +1 attack, + 1 dodge, multiple dodge Level 14: Auto flip/throw, Critical stike on natural 16-20, +3 MDC to hand/foot strikes, Level 15: +1 on all combat roles



The Zwittentang is a huge gnarled staff (usually 18 ft long or so) that weighs at least 250 lbs. It is traditionaly made from iron wood trees, although on Rifts Earth they are commonly made from mega damage alloys or ceramics, as well as the occasional bone of a large supernatural creature or piece of a mega damage tree. In order to use it with three limbs, one must have a supernatural PS of at least 20, with four limbs, a supernatural PS of at least 16. For non Ra-hu men with only two limbs, one must have a supernatural PS of at least 30, and the user must be at least 10 ft tall. When used with two limbs, only WP Staff applies. When used with 3 or more, WP Zwittentang comes into play, in addition to the bonuses and abilities of WP Staff.



The only defensive move that works with the Zwittentang is the basic automatic parry, regardless of what moves the wielder can execute due to martial arts knowledge. Using it quickly requires lots of experience, and moves like a circular parry aren't easy to do.



The Zwittentang does 6D6 MDC + the damage for the users supernatural PS.



WP Zwittentang Level 1: +1 parry Level 2: Circular parry with Zwittentang Level 3: +1 strike Level 4: Spinning strike does half damage to everyone within 10 ft takes 2 attacks Level 5: Thrust does half damage and target must roll vs punch/fall/impact or be pushed back 10 ft & lose an attack. Level 6: +2 damage Level 7: +1 parry Level 8: Spinning strike does full damage Level 9: +1 damage Level 10: +1 strike and parry Level 11: Thrust does full damage Level 12: Auto Circular parry with Zwittentang Level 13: +1 parry Level 14: +1 damage Level 15: +1 attack with Zwittentang







Assassin By Kuseru Entrance Requirements: None. Skill Cost: 12 Years (8 years as a Secondary Martial Art Style). In the late 11th century, the founder of the Order of Assassins, Hasan ibn Sabbah (1050-1124) moved from Cairo to Persia where he acquired a mountain fortress (Alamut-captured by 1090) and created a cult of killers. Hasan's agents (dai) infiltrated the Ismaili infrastructure as well as enemy potentates and notables, gathering intelligence, sowing distrust, and waiting for the signal from the grand master to strike. The dai gained control of the towns and other fortresses in the area. The main body of Hasan's overt teachings were derived from the Nizari splinter of the Ismaili branch of the Shiite split of Islam. Hasan himself became known as the Old Man of the Mountain. The Ismaili cult consisted of a small, specially trained and trusted inner circle, insulated from and supplied by a large, outer circle of general members. Hasan's cult offered nine levels or degrees of knowledge, starting with the overt and moving toward knowledge of only the word of the grand master himself. By the fifth degree, worshipers had rejected any literal interpretation of the Koran and relied only on the Grand Master's interpretations. Level six initiates abandon all overt forms of Muslim observance (prayer, fasting, etc) and enter the rankings of dai. Ninth degree initiates were inducted into the inner circle, known as the Red Circle or the Red Mosque. 9 Malik (Chief of Chiefs) 8 Imam (Lodge Master) 7 Emir (Commander), Murid (Disciple) and Khwaja (Master) 6 Dayes/Dais (missionaries, highest level of 4 major ops sections) 5 Fidavis/Fidais (devoted ones, third level of ops sections) 4 Rafig ("Friends", second level of ops sections) 3 Laziks (Uninitiated, first level of ops sections) 2 Arif (Enlightened) 1 Salik (Seeker) Cells of Assassins form Halka (circles) or lodges, requiring a minimum of nine initiates. Initiates were taught not only physical disciplines and killing, but mental disciplines designed to focus the mind, similar to yoga and meditation. In order to exploit the widespread belief in magic, Hasan developed elaborate stage illusions (levitation, shape-shifting, escapology) designed to mimic real magic powers, going as far as to encourage any belief that he and his followers were Jinn in human form. Assassins are likey to disguise themselves as beggars, grooms, Christian converts, Sufi holy men, bodyguards, students, and other non-threatening roles. A common tactic involved following the target at night until he reached a relatively deserted street. The Assassin would move in, grab the victim and stab him to death. They were also known for sending their assassins to kill their targets in crowded public places. The Assassin fully expected to be cut down in the ensuing chaos, believing that their place in Heaven was assured. The cold-bloodedness of such acts struck terror into the hearts of both the common populace and political and religious leaders. The word assassin is believed to come from the name hashishin, (hashish-eaters) which originates from the rumored custom the cultists had of using drugs before their killings. The true origin of the word assassin is either a misinterpretation of either Hashimite (persons having common ancestry with the prophet Muhammed; from Hasim, Muhammed's great-grandfather) or Hasanites, followers of Hasan. The Hashishin were supposedly destroyed centuries ago, but the cult might have survived in secret to this day. The Order of Assassins is also called The Silver Band, a reference to the silver band used to hold the Ka'ba together. Costume: Assassins favor wearing the Burnoose (hooded cloak), white tunic & red sash with masters wearing green robes, a white glove and a black glove holding an ornate silver dagger. However, assassins were also trained in disguising themselves, and often wear disguises. Stance: None. The Assassins favor no stance for fighting as they typically attack from ambush or when disguised. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.E. Add +1 to M.E. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact Attack Moves: None Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Combination Parry/Attack. Hand Attacks: Hammer Fist, Lion's Paw (Claw Strike), Knife Hand, Palm Strike, Punch Basic Foot Attacks: Backward Sweep, Tripping/Leg Hook, Kick, Snap Kick, Heel Stomp Kick (Used to attack an opponent's lower body, or kick them while they're down, 1D4 damage.) Jumping Foot Attacks: None Special Attacks: Combination Palm Strike/Grab (A Palm Strike is used, then, if successful, it is followed up with a Grab attack.), Scorpion Arm-Trap (Combination Arm Lock/Stab), Death Blow, Death Blow from Behind, Elbow, Knee, Headbutt, Defensive Headbutt (Used to attack opponents grappling from behind, 1D4 damage.) Holds/Locks: Automatic Arm Lock, Arm Lock, Wrist Lock, Neck Hold/Choke Weapon Kata: W.P. Knife, W.P. Paired - Knives. Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout/Stun from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select Two (2) Martial Art Powers from among Namima (Arts of Invisibility), Al-jebr (Atemi), or Tarahhub (Body Hardening Exercises). Languages: Arabic Cultural: Use & Recognize Poison. Physical: Climbing, Prowl Survival: None. Temple: Meditation Weapon Proficiencies: W.P. Blunt, W.P. Knife, W.P. Paired - Knives. Philosophical Training: Nizari Ismaili splinter cult of Shiite Islam. Inner-circle members of the order of assassins also follow the personality cult of Hasan. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Jailhouse Rock (7 Years), Varzesh-e Pahlavani (12 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +2 to Strike, Critical Strike on Natural 19 or 20, Critical Strike or Knockout from Behind, Death Blow on a Natural 20. 2nd: +1 to Parry/Dodge, Select one Khilat (Mudra). 3rd: +1 Attack per Melee. 4th: +1 to Strike, Select one additional Khilat (Mudra). 5th: Critical Strike or Knockout from Behind (Triple Damage), Select one (1) additional Martial Art Power from among Namima (Arts of Invisibility), Al-jebr (Atemi), or Tarahhub (Body Hardening Exercises). 6th: +1 Attack per Melee. 7th: Knockout/Stun on a Natural 19 or 20, Select one additional Khilat (Mudra). 8th: Critical Strike on a Natural 18, 19, or 20, +1 to Roll with Punch/ Fall/Impact. 9th: +2 to Parry/Dodge, Select one (1) additional Martial Art Power from among Namima (Arts of Invisibility), Al-jebr (Atemi), or Tarahhub (Body Hardening Exercises). 10th: +2 to Damage, Death Blow from Behind. 11th: +1 Attack per Melee, Select one (1) additional Martial Art Power from among Namima (Arts of Invisibility), Al-jebr (Atemi), or Tarahhub (Body Hardening Exercises). 12th: +1 to Roll with Punch/Fall/Impact. 13th: Death Blow on a Natural 19 or 20, Select one additional Khilat (Mudra). 14th: +2 to Damage. 15th: Add One (1) Karaamaat (Zenjorike) Power. Why Study Assassin? Since this form has a great number of new and unusual techniques, it is often baffling to students of other martial arts. Combination of good martial art moves and a good collection of weapon skills. Highly mobile and damaging, but the art is short on defensive maneuvers. By focusing on the development of internal powers, and forceful combat moves, this martial art is certainly effective in any attack.



Khilat: Mudra of the Order of Assassins (Disregard for now)



Earth weave = courage and strength Meditation Time Required: Duration: Description of Hand Positions: Chi Required: Range: Self



Water weave = morality and justice Meditation Time Required: Duration: Description of Hand Positions: Chi Required: Range: Self



Fire weave = reasoning & wisdom Meditation Time Required: Duration: Description of Hand Positions: Chi Required: Range: Self



Air weave = temperance & spirituality Meditation Time Required: Duration: Description of Hand Positions: Chi Required: Range: Self







Hand to Hand: Assassin ( Revised ) By J.J. Fuzz



Skill Cost: Four "other" skills, or as noted under O.C.C. Skills section. Character Bonuses: +1 to P.S., +3 to Spd, +1D6 S.D.C. Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), fore-knuckle strike (2D4 damage), kick attack (1D6 damage), tripping/leg hooks. Multiple dodge and automatic parry are in addition to the usual strike, parry, and dodge. Locks/Holds: Arm hold, leg hold. Special Attacks: Elbow strike (1D6 damage) Body/block tackle, Body flip/throw, choke Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind, death blow.



Additional Skills: W.P. Knife



Level Advancement Bonuses: Level 1: Add one attack per melee, +1 on initiative, +2 to strike, +2 to pull punch, critical strike on natural 19 or 20. Level 2: Add two additional ttacks per melee, +1 to body flip/throw, +1 to parry. Level 3: +3 to roll with punch/fall and +3 to pull strike. Level 4: +4 to damage, +2 to disarm, +1 on intiative. Level 5: Add one additional attack per melee, critical strike from behind. Level 6: Learns Entangle, +1 to entangle, +2 to parry and dodge. Level 7: Death blow on natural 20 Level 8: Add on additional attacks per melee, +1 to disarm. Level 9: Kick Attack does 2D4 damage and can learn two kick attacks of choice (except jump kicks), +1 to parry and dodge. Level 10: Critical strike on natural 18 to 20, Level 11: Knock-out/stun on natural 17 to 20, +1 to entangle. Level 12: +1 on initiative, +2 to strike, +1 to disarm. Level 13: Add one additional attack per melee, +1 to body flip/throw, +1 to body block/tackle. Level 14: +2 to damage, +2 to roll with impact, +1 to pull strike. Level 15: +2 to strike, +1 on initiative.






Hand to Hand: Assassin By Mantisking Entrance Requirements: None Skill Cost: 3 Years COMBAT SKILLS Attacks per Melee: Two (2) Escape Moves: Roll with Punch/Fall/Impact Basic Defense Moves: Dodge, Parry, Automatic Parry Hand Attacks: Strike (Punch), Single-Knuckle Punch Foot Attacks: Kick Attack (Does 1D6 Damage), Trip/Leghook Special Attacks: Deathblow, Choke Holds/Locks: Arm Hold, Neck Hold, Wrist Lock Weapon Kata: W.P. Knife Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge 2nd: +1 Attack per Melee 3rd: +1 to Strike 4th: +1 to Damage 5th: +1 Attack per Melee 6th: Critical Strike from Behind, +1 to Roll with Punch/Fall/Impact 7th: Knockout/Stun on a Natural 20 8th: +1 Attack per Melee 9th: Critical Strike on a Natural 19+ 10th: +2 to Strike 11th: +2 to Damage 12th: Deathblow on a Natural 20, +1 to Roll with Punch/Fall/Impact 13th: +1 Attack per Melee 14th: +2 to Strike 15th: +2 to Damage Why Study HAND TO HAND: ASSASSIN?







Hand to Hand: Assassin By Kuseru NOTE: Does not get "two attacks for living"!



Taught only to character trained by secret organizations (CIA, Mafia, etc.), this is the specialized science of killing.



Requirements: Three skill selections. Must be an evil alignment. Attacks Per Melee: 3 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Punch, Kick, Knife Hand, Death Blow, Choke, Pull Punch, Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Behind, Critical Strike from Behind. Level Advancement Bonuses 1st: Death Blow on a Natural 20. +2 to strike and +3 to disarm. 2nd: Two additional attacks per melee round. +2 to initiative. 3rd: Select one hand attack and one kick attack. +2 to damage. 4th: +2 to dodge and parry. 5th: One additional attack per melee round. +2 to initiative. 6th: +2 to roll with punch/fall/impact, +1 to pull punch, +2 to damage. 7th: Entangle and W.P. Paired. 8th: One additional attack per melee round. +2 to initiative. 9th: Select one hand attack and one kick attack. +2 to damage. 10th: Critical Strike on an unmodified roll of 17, 18, 19, or 20. 11th: +2 to strike and +3 to disarm. 12th: Body Flip/Throw and Body Block/Tackle. +2 to dodge. 13th: One additional attack per melee round. +2 to parry. 14th: Death Blow! 15th: +2 to roll with punch/fall/impact, +1 to pull punch.

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