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Martial Arts Styles - B:



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Bagua Zhang- Eight Trigrams Palm Kung Fu By Hibik Entrance Requirements: Minimum IQ of 11, ME of 10. Skill Cost: 14 Years (7 Years as a Secondary Martial Art.).



Bagua Zhang, or the Eight Trigrams Palm, is a relatively new (within the past 200 years), and very unique style of Chinese Kung Fu. Considered one of the "Three Sisters" internal arts (along with Taiji and Xing-Yi), Bagua can't clearly be traced back to an exact founder. However, the first person to teach Bagua to the public was a man named Dong Haichuan, who lived during the late Qing Dynasty. From his teaching, three separate students eventually formed their own separate, yet related versions of the style, resulting in the Yin Style, Cheng Style, and Liu Style forms of Eight Trigrams Palm. Note that the name Bagua is derived from the 8 Trigrams of the Yi Jing/I Ching, The Book of Changes, which sums up the ever-changing nature of this art.



Bagua as a combat art is rather unique and takes an unorthodox, yet logical approach to combat. In the main styles of Bagua (Yin and Cheng Style), there are typically 64 fighting skills (which is a matching number to the 64 Hexagrams which can be formed from the Eight Trigrams). There are no hard stances in Bagua, as this is considered inflexible and makes footwork and change slower. Instead, all stances are held shallow, and movements are based in a circle. The palm is also used almost exclusively; in training, 90% of Bagua attacks call for palms. In combat, a Bagua artist will use 80% palms. The reason for this is an open hand is a relaxed hand, and relaxation if of utmost importance. Bagua artists will rarely tighten their arm muscles up for anything. Opponents are viewed like a giant door, which is kept closed by their defense. A Bagua artist may have to open side doors, by attacking from the sides and breaking down his opponent's defense, to open the final door. Also, much like its tactical nature, Bagua Zhang also employs some exclusive or extremely rare weapons.



A great deal of internal training is also involved in practicing Bagua (hence its status as one of the "Three Sisters" arts. Much time is spent walking the circle; to not only develop the sixty-four combat skills, but also to focus on the building of chi. Artists must learn how to draw upon different types of Jing (sources of power): Guen (rolling), Zuan (drilling), Zheng (piercing), and Guo (wrapping) in order to hurt opponents with their palms. The legs require the artist to develop the power of Qi (lifting-up), Luo (dropping-down), Bai (swinging-out) and Ko (locking-in) Jing. Silk reeling energy, similar to Taiji, is also present in Bagua.



Bagua is a somewhat common art, available in China, Taiwan, and much of North America and Europe.



Costume: Silk Kung Fu Uniform, typically of the northern style (with long sleeves). Stance: Bagua discourages the use of hard stances, instead using shallow stances that enable quick stepping, and a constant change in stances. CHARACTER BONUSES Add 10 to Chi Add +2 to M.E. Add +2 to P.P. COMBAT SKILLS Attacks Per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance. Attack Moves: None. Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Circular Parry. Hand Attacks: Palm, Knife Hand, Backhand, and Rotary Palm (SPECIAL! This is essentially a circular palm strike, employing power from the waist. Does normal palm strike damage, but also serves as a knockdown. Note that Soft Chi can be used to add extra damage to this attack.). Basic Foot Attacks: Kick, Crescent Kick, Backward Sweep, and Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Body Flip/Throw, Disarm, Forearm, and Combination Parry/Attack. Holds/Locks: Wrist Lock, and Elbow Lock. Weapon Katas (Select Two): WP Jian (Straight Sword), WP Dao (Broadsword), WP Qiang (Spear), WP Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp (Paired)), WP Lu Jiao Dao (Deer Antler Knives (Paired)), WP Emei Ci (Emei Stingers (Paired)), WP Zhou Dao (Elbow Knives (Paired)) and WP Bagua Dao (Eight Trigrams Broadsword). Modifiers to Attack: Pull Punch, Knockout/Stun, and Critical Strike. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) from Chi Mastery, or Specialty Katas (including Chi Katas). Also available is the Bagua Circle Kata (see Mystic China). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Cultural: Wei Qi (Go) Languages: Chinese (Mandarin or another dialect; choose one.) Temple: Feng Shui. Philosophical Training: Taoism. If this is your primary martial art form, then the following other forms can be learned in shorter time: Taiji Quan (5 Years), and Xing Yi (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Parry and +1 to Roll with Punch/Fall/Impact. 2nd: +1 to Dodge and Strike. 3rd: Select One Ability from Chi Mastery, or Specialty Katas (including Chi Katas), and +1 Attacks per melee. 4th: Double Existing Chi. 5th: +1 to Parry, +1 to Roll with Punch/Fall/Impact, and KO/Stun on Natural 19-20. 6th: Select 1 Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas), and +1 to Dodge. 7th: +1 Attacks per Melee, and +1 to Strike. 8th: +1 to Parry, Critical Strike on Natural 19-20. 9th: Select One Ability from Chi Mastery (including Advanced), Marital Art Techniques or Specialty Katas (including Chi Katas). 10th: Double Existing Chi. +1 to Dodge. 11th: +1 to Parry. 12th: +1 to Strike, and +1 to Roll. 13th: +1 Attacks per Melee, and KO/Stun on Natural 17-20. 14th: Double Existing Chi. 15th: Select One Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas). OR, select 1 Xian Chi. Why Study Bagua Zhang? A graceful, flexible, and tactical martial art, Bagua Zhang combines a unique approach to combat, with its circular theory and internal energy, to create a powerful style of Kung Fu.



Weapon Notes: Zhou Dao (Elbow Knives): A pair of knives, roughly 6" long, single edged, with a slight curve. One is used for parrying, while the other is used for thrusting. Originally used by soldiers to disable cavalry, by means of rolling under the horse and driving the blades up (while being held in a backhand slash position supported by the forearms) with their elbows, hence the name. Damage: 1D4 each.



Bagua Dao (Bagua Saber): An extremely large saber, with a single edged heavy blade over 4ft. long. Damage: 3D6.



Lu Jiao Dao (Deer Antler Knives): Looking like a pair of crossed crescent blades, these paired weapons usually from 8-9 inches, to up to 2ft. long. The four points, hooks, and edges of the knives allow a Bagua artist to catch, hook, and lock empty hand and weapon attacks, while at the same time attacking with the other blade. It was thought that this Bagua exclusive weapon may have originally been designed to defeat the sword. Damage: 1D6 each.



Emei Ci (Emei Stingers): Also known as Brass Chopsticks by some, this pair of thin metal rods, connected to a pivoting ring, which fits upon the middle finger, was thought to be an underwater fighting weapon. Its design allows for a Bagua artist to apply his open hand techniques, as well as to deflect weapons. Damage: 1D4 each.



Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp): A distinctive weapon of Baguazhang, using techniques based off of Bagua's empty handed combat style. Essentially held by a handle, connected to a large blade running down the length of the forearm, ending in a sharp hook. Above the point where it is held, there are 3 sharp hooks, and the blade ends in a double-edged point, useful for stabbing. A large curved and sharp hand guard protects the hand. Techniques for this weapon include thrusting, hooking, cutting and sliding. Like many other claw and hook weapons, they are useful in a pair. Damage: 1D6+2.







Baji Quan- Eight Extremes Boxing By Hibik



"When Baji and Pigua are used together, gods and demons will all be terrified." -Old Martial Art proverb



Baji Quan, or Eight Extremes Boxing (which can also be translated as Eight Stamping, Eight Extremities, Eight Directional, Eight Infinity, and Eight Limits Fist), is an art whose lineage can only be traced back to the Qing Dynasty. While it is thought there were Baji artists in Hebei province and in several surrounding provinces, it can only be traced back to Cang county of Hebei province in the southeast villages, to a man named Wu Zhong.



Wu Zhong, a Chinese Muslim, had supposedly mastered Baji Quan and the art of the Spear from two Taoist monks, who were thought to be Anti Manchurian rebels in disguise. Wu Zhong himself was known as the "God of Spear" due to his incredible skill with the weapon. While originally it was thought that Baji Quan and Pigua Zhang (Chop Hanging Palm) were taught together, their lineages split around Wu Zhong's time. Wu Zhong's daughter, Wu Rong, was married into the Luotong Village, and while it was thought she knew both Baji and Pigua, for some reason she and her husband taught them separately. Baji was taught only in the Mong Village, and Pigua was taught only in the Luotong Village. Since then, the arts have been taught separate amongst the Cang county villages. While the art was originally known as Bazi Quan, or Rake Fist (due to the standard fist shape used in combat), the name was changed to Baji since the name was considered rather primitive.



Baji Quan itself is a rather simple, yet very practical and powerful style. It is very short ranged and swift, able to close long distances quickly to attack from inside. The legs are used for rooting and hard stomping, and the hands are used for quick, powerful, short ranged attacks. The name, Eight Extremes Boxing, can also be used to refer to the eight points of the body in which Jing, or scared power, is applied. Attention is always given to the Eight Extremes (Head, Shoulders, Elbows, Hands, Buttocks, Hips, Knees, and Feet.) as the artist moves and attacks. In addition, a large portion of the training involves applying complex use of internal energy to the relatively simple body mechanics.



Training for Baji Quan is exclusive to central China, as well as Taiwan and Hong Kong.



On a special note, the full name of Baji Quan is Kaimen Baji Quan (Opening the Gate of the Eight Extremes). The word "Baji" can also mean "The Whole World."



NOTE: Baji Quan and Pigua Zhang are two very complementary styles. Baji's straight forward, powerful, short handed strikes are contrasted by Pigua's soft, circular, long arm palm techniques. While they fit perfectly as paired arts, it is still unknown why the lineages of Baji and Pigua split away from each other hundreds of years ago.



Entrance Requirements: PS and PE of 10 or higher. Skill Cost: 12 Years (6 Years as a Secondary) Costume: Standard Kung Fu outfit. Stance: Bow Stance.



CHARACTER BONUSES Add 5 to S.D.C. Add 10 to Chi Add 1 to P.S Add 1 to P.P.



COMBAT SKILLS Attacks Per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Breakfall, and Maintain Balance. Attack Moves: None. Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Power Block/Parry. Hand Attacks: Punch, Duo Punch, Knife Hand, Palm Strike, and Backhand. Basic Foot Attacks: Kick, Snap Kick, and Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Combination Grab/Strike, Deathblow, Jing (SPECIAL! A source of power involving relaxation of the body, which allows you to draw upon tremendous amounts of power from your entire body when you strike, as you tense at that moment. A successful strike means that the opponent takes 1D4 Hit Point damage if s/he is not wearing armor (at least leather)! Against an armored opponent, Jing will ignore the armor rating, and deliver a strike of 2D6 SDC to the opponent. Requires 1 point of Chi per use, and can only be used once per melee.), Forearm, and Elbow. Holds/Locks: Wrist Lock, Elbow Lock. Weapon Katas (Select Two): WP Dao (Broadsword), WP Jian (Straight Sword), WP Gun (Staff), WP Mao (Lance) and/or WP Qiang (Spear). Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, and Critical Strike from Rear.



SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of ONE (1) from among Chi Mastery, Specialty Katas (including Chi Katas), or Martial Art Techniques. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Languages: Chinese (Mandarin, Cantonese or Taiwanese) Philosophical Training: Islam or Taoism (choose one). If this is your primary martial art form, then the following other forms can be learned in shorter time: Bak Mei (6 Years), Xing Yi(6 Years), Li Chia (4 Years), or Pigua Zhang (5 Years).



LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Strike, and Critical Strike from Behind. 2nd: +2 to Damage, +1 to Parry. 3rd: Critical Strike on a Natural 19-20. 4th: +1 Attacks per melee, +1 to Dodge. 5th: Double Existing Chi, +1 to Strike and Parry. 6th: Select one from Chi Mastery, or Specialty Katas (including Chi Katas). 7th: +1 to Roll with Punch/Fall/Impact. 8th: +1 Attacks per melee. 9th: +2 to Damage, Critical Strike on a Natural 18-20. 10th: Select one from Chi Mastery (including Advanced), or Martial Art Techniques. 11th: Double Existing Chi, +2 to Damage. 12th: +2 to Roll with punch/Fall/Impact. 13th: Deathblow on a Natural 20, +1 to Strike. 14th: +1 Attacks per melee. 15th: Select one from Chi Mastery (including Advanced), Specialty Katas (including Chi Katas), or Martial Art Techniques.



Why Study Baji Quan? A simplistic, harsh, no nonsense art that lends itself well to the aggressive. Baji's use of internal energy mechanics through use of Jing points allows for devastating short ranged punches, elbows, kicks and stomps. While overall a flexible art, it still lacks long range attacks, which puts a Baji Artist at a disadvantage if he can't close the distance.







Bak Hok Pai- Tibetan White Crane Kung Fu By Hibik



Entrance Requirements: PP of 11 or Higher. No Alignment Restrictions. Skill Cost: 15 Years (7 Years as a Secondary Martial Art).



A popular style of Kung Fu, Tibetan White Crane traces its roots back to a scholarly monk named Or Da Tor, who lived during the Ming Dynasty (1368-1644). Or Da Tor lived in the western Chinese territory of Qinghai (which in modern times, is now the least populated and largest of the Chinese provinces), which was close to Tibet. When he was young, his family eventually settled in Tibet, and like many others, Or Da Tor became a devout Buddhist and a scholar.



During one of Or Da Tor's many trips in the mountains to meditate, he one day witnessed a legendary fight between an ape and a crane. He witnessed the slim crane evade the ape's powerful blows with twists and ducks, and use its beak and overhead wing raps to counter attack aggressively. Eventually, the crane ended the fight with one sharp strike to the ape's face, plucking out one of its eyes and forcing it to run away in agony.



From watching this system, A Da Tuo managed to devise a system of combat involving eight long arm-striking techniques, which were based around a philosophy of four principals. He also adapted stable footwork and stances from the ape. This art was originally known as "Lions Roar" Style, which was reference to a line in a Buddhist Sutra that told of "sounds that shook the earth like a lion's roar." Over the course of the Ming Dynasty, another man, Duo Luo Ji Tan, made additions to A Da Tuo's system. While retaining system philosophies, he added some forms to make a total of ten sets of front-hand techniques, and ten sets of opposite-hand techniques. He added some additional hand-foot techniques of a highly intricate and advanced nature as well, to increase the flexibility of the system.



The art remained secret until the Qing dynasty (1644-1911 AD) when the Tibetan monk Sing Lam opened up a school of his art to the public, where it spread through Guangdong and Guangsi provinces of Southern China. Over time, several sub styles of the Lions Roar style appeared, namely, White Crane (founded by Ng Siu Chung) and Hop Gar (Family of the Knight Boxing). Despite the different name, both styles share the basic principles, techniques, and philosophies of its parent style.



Tibetan White Crane is a powerful style that derives strength from both internal and external sources. While the system is known as White Crane, many elements of the system are also derived from the powerful movements of the ape as well, to form a counterbalance. Unlike other animal based forms, Crane stylists do not attempt to imitate the majestic bird nor the powerful ape, but rather, incorporate the essence of their aggressive techniques and methods into an effective system of combat. The full White Crane system, while famous for its long arm movements, contains shorthand elbow strikes and palm blows as well. Excessive contact with an opponent is discouraged; rather, the Crane artist will evade all attacks, typically while simultaneously striking at an opponent's weak point with a powerful, pin point strike or trip. When necessary, Bak Hok Artist will resort to grabs, holds, and locks, even bone breaks to stop an opponent from attacking. Power for strikes is taken from the waist and legs, and typically delivered with the hands. The four fighting principles of Bak Hok Pai are: To Hurt, to Evade, to Penetrate, and to Intercept.



In combat, a master of Tibetan White Crane will size up an opponent, taking note of his strengths and possible weaknesses. When attacked, his response will be to move in aggressively, evading the blow while at the same time striking a nerve point or weak area such as the eyes or throat. He will continuously move, as so if the opponent has a chance to counterattack, the artist will be in a different location and out of reach. The Crane artist will continue attacking in unexpected areas, always keeping his opponent off guard, until he's down.



White Crane is one of the most popular styles of Kung Fu, and can be found in Taiwan, Hong Kong, Mainland China, and North America.



Costume: Silk Kung Fu Uniform, typically long sleeved. Stance: Typically favor medium depth, steady stances. Most stances are fairly transitional, as so the Crane Artist can move around with ease.



CHARACTER BONUSES Add +5 to S.D.C. Add +5 to Chi Add +2 to P.P. Add +1 to P.E.



COMBAT SKILLS Attacks Per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Auto Dodge, Multiple Dodge, and Disarm. Hand Attacks: Punch (Strike), Palm Strike, Roundhouse Strikes (as per Choy Lay Fut), Crane Beak (SPECIAL! This is a closed hand strike, using a beak like formation of thumb and fingers. This attack does 1D8 damage.), and Spear Hand. Basic Foot Attacks: Kick, Sweep Kick (as per Bagua) and Snap Kick. Jumping Foot Attacks: None. Special Attacks: Combination Dodge/Strike, Elbow, Paralysis Attack (Vital Points), and Deathblow. Holds/Locks: Wrist Lock and Elbow Lock. Weapon Katas (Select One): WP Hu Die Dao (Butterfly Knives (Paired)), WP Guan Dao, WP Jian (Straight Sword), WP Dao (Broadsword), WP Gun (Staff), WP Qiang (Spear). Modifiers to Attack: Pull Punch, Knockout, Critical Strike, and Critical Strike from Behind.



SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) from Body Hardening Exercises, Specialty Katas (including Chi Katas), or Atemi. f desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Languages: Chinese or Tibetan (choose one). Physical: Gymnastics. Philosophical Training: Llama Buddhism. If this is your primary martial art form, then the following other forms can be learned in shorter time: Fujian White Crane (5 Years), Bak Sil Lum (5 Years), or Choy Lay Fut (5 Years).



LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Roll with Punch/Fall/Impact. 2nd: +2 to Dodge, +2 to Damage. 3rd: Select One from Body Hardening Exercises, and Atemi, +2 to Automatic Dodge. 4th: +1 Attack per Melee, +1 to Parry, +1 to Roll with Punch/Fall/Impact. 5th: +5 to Chi, +1 to Damage. 6th: Select One from Body Hardening Exercises, Specialty Katas (including Chi Katas), or Atemi. 7th: +1 Attack per Melee, +1 to Strike. 8th: +1 to Dodge, +1 to Roll with Punch/Fall/Impact. 9th: +1 to Damage, +1 to Automatic Dodge. 10th: +5 to Chi, +1 to Parry. 11th: Select One from Body Hardening Exercises, Specialty Katas (including Chi Katas), or Atemi. 12th: +1 to Strike and Dodge. 13th: +5 to Chi, +1 to Damage. 14th: Select one from Body Hardening Exercises, Specialty Katas (including Chi Katas), or Atemi. 15th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.



Why Study Tibetan White Crane? A graceful, sophisticated, yet aggressive style of Kung Fu, the White Crane style stresses courage, aggressiveness, and surprise attacks to take down even the strongest opponent.






BAK LIEN KUEN PAI KUNG FU (WHITE LOTUS) By Kuseru Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style) According to legend, a monk meditating in the mountains beside a stream noticed that the lotus flower is stationary and must wait for the insect to land just in the right area of the Lotus Flower before the Lotus could capture the insect, he also noticed that the Lotus Flower's Petals closed together in the evening trapping the insect. In combat a Bak Lien Kuen Pai master stands and waits for his opponent to attack him before he reacts with a counter attack. Costume: White Silk Kung Fu outfit. Stance: Low knee bends, feet more than shoulder-width apart. Hands out-stretched in an open position. CHARACTER BONUSES: Add +1 to P.P. Add +2 to P.E. Add +15 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance. Attack Moves: None Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Circular Parry. Hand Attacks: Palm Strike, Back Hand, Knife Hand, Uppercut, White Lotus Closing Fist (Special--both fists are used causing 2D6 damage). Basic Foot Attacks: Kick Attack. Jumping Foot Attacks: None. Special Attacks: Elbow, Forearm, Death Blow. Holds/Locks: None. Weapon Kata (Pick Four): W.P. Axe, W.P. Chiang Chiang, W.P. Lieu Yu Dau, W.P. Paired Sticks, W.P. Polearm, W.P. Shi-Zi Jen, W.P. Shunn Gau Shih, W.P. Staff, W.P. Wu Grou Jen. Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises and Special Kata. Language: Chinese. Cultural Skills: Gardening, Calligraphy. Philosophical Training: Buddhism or Taoism. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Ba Gua (5 Years), Chin-Na (4 Years), Shan Tung (2 Years), Tai Chi Chuan (4 Years). LEVEL ADVANCEMENT BONUSES 1st: + 2 to White Lotus Fist Damage, +2 to Maintain Balance, Knockout/Stun on a Natural 20. 2nd: +1 to Strike, +1 to Damage, Death Blow on Natural 20. 3rd: Select One (1) Additional Martial Art Power from Body Hardening or Special Kata. 4th: +1 Attack per Melee. 5th: +1 to Parry/Dodge, Critical Strike from Behind. 6th: Critical Strike on a Natural 18, 19, or 20. 7th: + 1 Attack per Melee. 8th: Select One (1) Additional Martial Art Power from Body Hardening or Special Kata. 9th: +2 to White Lotus Fist Damage. 10th: +1 to Parry/Dodge, +1 to Strike. 11th: +1 Attack per Melee. 12th: Select One (1) Additional Martial Art Power from Body Hardening, Chi Mastery, or Special Kata 13th: +1 Attack, +2 to White Lotus Fist Damage. 14th: Double Existing Chi, Death Blow on a Natural 19 or 20. 15th: Select One (1) Zenjorike. WHY STUDY BAK LIEN KUEN PAI KUNG FU? A decent combination of attacks and advanced Marital Art Powers, especially at higher levels. A beautiful style which lends itself to espionage agents.







Bak Mei- White Eyebrow Kung Fu (REVISED) By Hibik



A notorious style of Southern Kung Fu, Bak Mei's origin can be traced back to the burning of the Fukien Shaolin (Sil Lum) Temple, circa 1644. It's founder, Bak Mei (nicknamed such due to his literally white eyebrows), had supposedly betrayed the Shaolin Temple, and may have been responsible for the burning. His legacy has remained to this day with the existence of this art. While many deny Bak Mei's status as a Manchurian supporter and the one responsible for the Sil Lum temple's fall, none can deny the existence or power of this art.



Bak Mei in itself is a very unorthodox system. In addition to being an infighting system, it's also highly internal, with the building of chi being very important. The most notable aspect of Bak Mei is its used of Scared Power, or Ging, which is used to make powerful strikes capable of inflicting damage from a very short range and with no drawing back. In order to be proficient with Bak Mei, one must merge the five external sources of power (Eyes (Ngan), Mind (Sum), Hands (Sau), Waist (Yiu), and Stance (Ma)) with the five Internal Sources (Spirit (Shen), Purpose (Yee), Courage (Gi), Internal Power (Chi), and Power (Ging)). The major points of Ging in Bak Mei are from the wrist, forearms, and the elbow, as well as from the back. The waist is also used frequently, much more then in most other systems of Southern Kung Fu.



A Bak Mei master, when entering combat, stays very relaxed. An artist will wait until his opponent acts offensively. All his defense maneuvers are soft and relaxed. However, when a Bak Mei artist strikes, his arm stays relaxed until the point of impact, where upon it tenses into a hard, sharp strike, often channeling chi through his strikes. The primary closed hand attack that Bak Mei uses is the Phoenix Eye fist, and this is always aimed towards the enemy's weak areas, such as pressure points. However, a Bak Mei artist's major weapon is his Wit.



Bak Mei, while being a major category of Chinese Martial Arts, is relatively uncommon nonetheless. Training can be found in the USA, Taiwan, and China (especially in Hong Kong and the southern provinces).



Entrance Requirements: IQ and PP of 11 or higher. A higher MA can be beneficial, but is not required. Skill Cost: 15 Years (7 Years Secondary) Costume: Often a Southern Style Sleeveless Kung Fu uniform. Stance: A neutral bow stance, with equal weight on both legs when in a ready stance. This often shifts to a forward bow with 70% of the body's weight on the front leg when striking. Typically the arm opposite of the front leg is extended (Right Arm to Left Leg, and vise versa), with the other hand under the extended arm, open palmed, guarding the armpit. Extended hand is either open palm, or clenched in a Phoenix Eye fist. Footwork follows a triangular pattern, as the leg's alignment at the toes is always 45 degrees off center.



CHARACTER BONUSES Add 5 to Chi Add 2 to M.A. Add 2 to P.P. Add 4 to Spd



COMBAT SKILLS Attacks Per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, and Maintain Balance. Attack Moves: None Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Chum (SPECIAL! A parry maneuver that involves sinking your chi as you make contact with your opponent, bringing your opponent down and neutralizing his attack. If successful, the opponent loser his next attack), and Circular Parry. Hand Attacks: Phoenix Eye Fist (variation of a fore knuckle fist), Backhand, and Palm Strike. Basic Foot Attacks: Kick Attack, Snap Kick, and Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Forearm, Elbow, Deathblow, and Chuk (SPECIAL! A forward, aggressive maneuver where the artist, combining all of his sources of power (including Ging) and his internal energy into a sudden, violent strike to an opponent's weak spot, where chi is often channeled through the hand. Typically used with a Phoenix Eye Fist, Chuk does 2D6 Damage, with double damage to infernal demons.) Holds/Locks: Wrist Lock. Weapon Katas (Select One): WP Jian (Straight Sword), WP Bian (Chain Whip), WP Cha (Trident), WP Hue Die Dao (Butterfly Sabers (Paired)), or WP Qiang (Spear). Modifiers to Attack: Pull Punch, Knock Out/Stun, Critical Strike, and Critical Strike from Rear.



SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) from Chi Mastery (including Advanced), Atemi (Including Advanced), or Martial Art Techniques. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Languages: Chinese (Mandarin, Cantonese, or another Southern Dialect) Physical: Prowl. Philosophical Training: Taoism If this is your primary martial art form, then the following other forms can be learned in shorter time: Shantung Black Tiger (4 Years), Taiji Quan (5 Years), or Hsing-I (5 Years).



LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +2 to Roll with Punch/Fall/Impact. 2nd: +2 to Parry, +1 to Dodge. 3rd: Select one additional Atemi (including Advanced), Chi Mastery (including Advanced), or martial Art Techniques. 4th: +1 Attack per Melee, +1 to Strike. 5th: Increase Chuk Damage to 3D6 (6D6 against infernals), +2 to Chum. 6th: Critical Strike on Natural 19-20. 7th: Double Existing Chi, +1 Attack per Melee. 8th: Select one additional Atemi (including Advanced), Chi Mastery (including Advanced), or Martial Art techniques. 9th: +1 Attack per Melee. 10th: +1 to Strike and Parry, and select an additional Weapon Kata. 11th: Deathblow on a Natural 20, +2 to Damage. 12th: Double Existing Chi, +1 to Chum. 13th: Select one additional Atemi (including Advanced), Chi Mastery (including Advanced), or Martial Art Technique. 14th: Critical Strike on Natural 18-20, +1 Attack per Melee. 15th: Select a Xian Chi.



Why Study Bak Mei? A definitely unorthodox style, as well as the creation of a supposed traitor. Bak Mei combines soft defenses, hard yet surprising strikes, and an aggressive infighting philosophy to create an extremely effective southern style, as well as being primarily internal as well. Always remember, a Bak Mei artist's best friend is his wit.







Ball-Breaker Boxing By Kittenstomp Entrance Requirements: M.E. of 12 and a non-honorable alignment. Skill Cost: 9 Years (Primary), 4 Years (Secondary) Invented by a fairly masochistic street-fighting/boxing champion in Dublin, Ball-Breaker Boxing is a style that combines primitive Atemi training with pain resistance exercises. Masters of the art are supposedly so resistant to pain that they can take a kick to the groin and laugh right through it. Martial Artists proficient in this form will enter combat defensively so as to study their opponent and then lash out within the second melee with a crippling strike. If no such opening can be found, then the fighter will fall back on his Body Hardening training and try to pummel his opponent to death. Costume: None to speak of. Generally a pair of loose pants and a sleeveless shirt. Stance: Stances are seen as "sissy" and so the fighter will simply assume a position that he's comfortable with. Character Bonuses +1 M.E. +1 P.S. +2 P.E. +15 S.D.C. Combat Skills Attacks per Melee: 3 Escape Moves: roll with punch Attack Moves: none Basic Defense Moves: dodge, parry, automatic parry Advanced Defense Moves: power block Hand Attacks: Strike (Punch), palm strike, duo-fist strike, fore-knuckle fist, power punch, crippling punch (Special! Does half damage and is -2 to strike but forces the opponent to save vs. pain or lose 1D4 actions), sucker punch {Special! A poor version of a KO, this attack is -6 to strike but if it hits knocks the opponent out for 1D4 melee rounds, does 1D8 damage and loses the automatic parry) Foot Attacks: snap kick, tripping/leg hooks, combination grab/kick (Special! Works like Fong Ngan's Grab/Kick) Jumping Foot Attacks: none Special Attacks: body block/tackle, crush, body flip/throw, choke Holds/Locks: Body hold, elbow lock Weapon Kata: none Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun Skills Included in Training Martial Art Powers: Ao Dah Jong, (From Mystic China) Languages: English Cultural: None Physical: Body Building Survival: First Aid Temple: None Weapon Proficiencies: None Philosophical Training: None If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Choy Li-Fut (4 years), Fong Ngan Kung Fu (3 years), Fu Chiao Pai (2 years) Level Advancement Bonuses 1st: +1 to roll, +1 to strike, critical from behind and on natural 20 2nd: +2 to damage, +1 to parry and dodge 3rd: Select one power from Body Hardening 4th: +1 attack, KO on a natural 19, 20 5th: +1 to save vs. pain 6th: +2 to parry, +1 to roll 7th: +1 power from Body Hardening (Including Demon Hunter) 8th: +1 to strike, +1 to damage 9th: +2 to grapple 10th: Select one power from Body Hardening (Including Demon Hunter) 11th: +1 attack 12th: +1 to dodge, +1 to roll 13th: +1 to save vs. pain 14th: +1 to strike 15th: +1 attack and select one power from Body Hardening (including Demon Hunter) Why Study Ball-Breaker Boxing? Because you like to hurt people. Because you don't mind having your teeth knocked out of your skull as long as you can knock the other guy out and then beat him to within an inch of his life with a metal pole...oh yeah, because you like to hurt people.






Balletist By Thoth Ptolemy



These forms of martial arts are unique in the fact that the warrior cannot fight WITHOUT music. Music is required to keep the beat and in time. The reason being, they dance around, fighting...combining attacks with sometimes amazing and beautiful moves, sometimes not so beautiful, but still amazing. There are a variety of forms of Dancing Martial Arts, each with certain unique attacks.



Requirements: Requires the Acrobatics skill and the Dance skill. Skill Cost: 3 Other skills. General: This form of martial arts usually centers around graceful twirls and leaps, meaning it has powerful kicking attacks. As well very high kicking attacks. Outfit: The usual outfit for this type of warrior is a skin tight outfit, regardless of fabric. In addition males usually put a sock down the front of the pants.



LEVEL ADVANCEMENT BONUSES Level 1: 2 attacks per melee, +3 roll Level 2: +4 Parry and Dodge, SuperHigh Kick ( Does 1D8 + lvl damage, Height Range (in feet): Spd + 1/2 lvls.) Level 3: Kick does 1D8 damage Level 4: +1 attack, Spin Dodge ( Once per melee the fighter do a spin dodge, avoiding any and ALL attacks aimed at them. The dodge requires NO use of actions. They can attack right after the dodge (or even during).) Level 5: Jump Kick (critical strike) Level 6: Toe Kick (knocks opponent down on natural roll of 18, 19 or 20, victim loses 1 attack) Level 7: Critical Strike on natural roll of 19 or 20, SuperHigh Dropkick ( Does 1D8 + lvl + Spd damage, Height range: Same as above, but only applies when come down from high kick) Level 8: Leap Attack (critical strike, range: (Spd + 1/lvl) feet) Level 9: +1 attack Level 10: +2 Parry and Dodge, Automatic Dodge on a natural 20 Level 11: +5 damage Level 12: Knock-out/stun Kick on natural 17, 18, 19 or 20. Level 13: +1 attack Level 14: Auto-dodge on natural 18, 19 or 20 Level 15: Death Blow on natural 20






Bandesh* By Kuseru Entrance Requirements: No Attribute restrictions. Limited to Good alignments. Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style). Bandesh is an Indian martial art that goes back several hundred years. Practitioners of Bandesh believe in the sanctity of human life, so they practice taking weapons without killing. The main techniques consist of a variety of locks and immobilization techniques as well as disarming an opponent. Costume: Typical Indian Dress: White cloth dhoti (loose trousers wrapped between the legs). If a shirt is worn, it is long and hangs outside the lower garment. Footwear is sandals. A turban is worn on the head. Stance: Standing upright, with forward foot facing forward and rear foot at a right angle, forward arm loosely extended, rear arm held just behind the body. Both hands at about waist level, with palms held vertical and toward the center of the body, thumb separate and fingers loose. CHARACTER BONUSES Add +3 to P.S. Add +2 to P.P. Add +2 to Spd Add +2D4 to S.D.C. COMBAT SKILLS Attacks per Melee: 1 Escape Moves: Maintain Balance, Roll with Punch/Fall Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, and Parry Advanced Defense Moves: Disarm. Hand Attacks: Punch. Basic Foot Attacks: Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Pin/Incapacitate. Holds/Locks: Body Lock, Arm Lock, Neck Hold, Leg Lock, Elbow Lock, Wrist Lock, Automatic Lock. Weapon Kata: None. Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select Three (3) Martial Art Powers from among Atemi including Advanced Atemi. Languages: Hindi. Weapon Proficiencies: None. Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Lee Kwan Choo (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Disarm, +1 to Pull Punch, +1 to Dodge. 2nd: Select one (1) additional Martial Art Power from among Atemi including Advanced Atemi. 3rd: +1 to Parry, +1 to Roll with Punch/Fall/Impact. 4th: +2 to Disarm, +1 to Pull Punch. 5th: Select one (1) additional Martial Art Power from among Atemi including Advanced Atemi. 6th: Add +1 Attack per Melee. 7th: Knockout/Stun on a Natural 20 8th: +1 to Parry, +1 to Roll with Punch/Fall/Impact. 9th: Select one (1) additional Martial Art Power from among Atemi including Advanced Atemi. 10th: +2 to Disarm, +1 to Pull Punch, +1 to Strike. 11th: Add one (1) Zenjorike Martial Art Power. 12th: Add +1 Attack per Melee. 13th: Add one (1) Zenjorike Martial Art Power. 14th: Knockout/Stun on a Natural 19, or 20 15th: Add one (1) Zenjorike Martial Art Power. Why Study Bandesh? While far from the most powerful of combat forms, this style nevertheless provides strong internal power to its students. Fans of hard-hitting, impact-based martial arts should look elsewhere, but for those who prefer the option of subduing an opponent with minimal harm, this style is an excellent choice. While there are relatively few attacks, they are designed to be used without risk of personal damage. The main disadvantage is that it's totally defensive; there's not much you can do unless someone actually attacks you.



*Functionally identical to Binot, though Binot doesn't concern itself with not harming the opponent.






Bando (EXCLUSIVE) By Kuseru Entrance Requirements: None. Skill Cost: 14 Years Bando is an unarmed fighting art from Burma. Bando has long been valued by military men for its combat effectiveness. Among its better known practitioners are Britain's famed Gurkha soldiers. Because of its emphasis on practicality, it is sometimes referred to as "the jeep of the martial arts." This style has a well-deserved reputation for grappling, and has a casual, but important, focus on swift movement. Training in this style is fairly brutal. Bando stresses a withdrawal at first, followed by attacks to the body from outside the opponent's reach; a grab may follow these strikes. The primary targets for the Bando fighter are the legs, followed by the torso and finally the head. The head, shoulder and hips are used in addition to the hands/fists, feet, elbows and knees. The combat philosophy of this style calls for continuous attacks, deception and speed: an enemy should be defeated quickly and decisively. There are twelve animal forms or offensive strategies in Bando. In the Boar form, explosive power hard locks, head butts, knee and elbow strikes, rushes, and other close-in techniques designed to steamroll an opponent. Charges, power strikes, powerful takedown, strong stances and tackles are used in the Bull form. The Cobra form emphasizes attacks on the upper-body vital points. The Deer form concentrates on alertness. Eagle form uses double-handed blocks and parries combined with swift striking. Agility and Confidence are the main focus of the Monkey form. The Paddy Bird form uses rapid flight and movement. Panther form concentrates on circling, leaping, and tearing the opponent. The Python Form emphasizes crushing, gripping, and strangling. Scorpion form concentrates on pinching, seizing, and striking nerve centers. Clawing and ripping attacks are used in the Tiger form. Attacking lower vital points is the main focus of the Viper form. Dr. Maung Gyi, son of the man responsible for systemizing the style in Burma, introduced Bando to America in 1959. Bando may not be the flashiest of the martial arts, but it is certainly one of the most explosive. Costume: None. Stance: None. CHARACTER BONUSES Add +2 to M.A. Add +1 to P.S. Add +15 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Breakfall, Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: Leap. Basic Defense Moves: Automatic Parry, Disarm, Dodge, Parry. Advanced Defense Moves: Combination Parry/Attack, Multiple Dodge, Power Block/Parry. Hand Attacks: Cobra Strike (Fingertip Attack), Duo-Claw Strike, Eagle Strike (Crane Fist), Midget Punch (Phoenix Eye Fist), Panther Claw (Claw Hand), Power Punch, Punch/Human Fist, Scorpion Strike (Gou Strike), Tiger Claw (Black Tiger Claw Strike). Basic Foot Attacks: Kick Attack, Shin Kick, Stamp Kick. Jumping Foot Attacks: Jump Kick. Special Attacks: Boar Strike (Head Butt), Body Block/Tackle, Body Flip/Throw, Bull Strike (Shoulder Ram), Elbow, Knee, Leap Attack, Python Crush (Crush/Squeeze). Holds/Locks: Arm Lock, Body Hold, Finger Lock, Head Lock, Python Choke (Choke Attack), Scorpion Grip (Gou Grip), Python Grip (Tsai Grip). Weapon Kata: None! Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Zanshin. Select a total of two (2) Martial Art Powers from among Atemi Abilities. *Dim Mak available at 8th level. Languages: Burmese. Physical: Acrobatics, Running Weapon Proficiencies: None. Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arnis (7 Years), Eskrima (7 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Breakfall, +1 to Maintain Balance, +1 to Strike. 2nd: +1 to Body Flip/Throw, +1 to Leap (add 2 feet to Leap Distance), +1 to Damage. 3rd: Add one additional Attack per Melee. +2 to Maintain Balance. 4th: Select One (1) additional Martial Art Power from Atemi. 5th: +1 to Leap (add 2 feet to Leap Distance), +1 to Strike. 6th: +1 to Strike, +1 to Damage, +1 to Parry/Dodge. 7th: Add one additional Attack per Melee. 8th: Select One (1) additional Martial Art Power from Atemi. 9th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20. 10th: +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Damage. 11th: Add one additional Attack per Melee. +1 to Body Flip/Throw (does 3D6 damage now). 12th: Select One (1) additional Martial Art Power from Atemi or Advanced Atemi. 13th: 1 to Breakfall, +1 to Leap (add 2 feet to Leap Distance), +1 to Damage. 14th: +2 to Parry/Dodge. 15th: +1 to Strike, +1 to Damage. Why Study Bando? A well balanced martial art that is aggressive enough to handle multiple attackers but defensive as well. To train in this style is also to develop a body carved out of granite, as well as a powerful fighting ability that can tackle most situations. While odd in its combat style, it can be used to effectively spread fear in the hearts of others. It's good and can operate in Close Combat or Long-Range.







BARAQAH By Kuseru Entrance Requirements: No Alignment or Attribute requirements. Skill Cost: 15 Years (13 Years as a Secondary Martial Art Style) Baraqah is a rare Islamic discipline from Northern Africa. Much like Tai Chi, it is not considered a martial art so much as it is considered an method of Islamic sacred science, designed to cultivate physical grace and health. Practitioners, found wherever Islam has spread, practice their style behind closed doors and only openly demonstrate plain and utilitarian techniques. As with Tai Chi, combat abilities are considered secondly, though the techniques are quite capable when used for self-defense. While practiced slowly and gracefully, maneuvers used in combat are applied at dizzying speed. Most of the moves in this style are defensive, though close-range striking, primarily low kicks and atemi strikes, is utilized. Since Baraqah masters are Sufi mystics, esoteric teachings are practiced in this style. Typically studied are calligraphy, Islamic scripture, meditation, prayer, and other sacred arts. At the highest levels of the style are the most disciplined and spiritually-minded techniques. Instruction in Baraqah, while rare, can be found throughout the Islamic world, with known schools in Iran, Iraq, North Africa, Malaysia, Pakistan, Spain, and Turkey. Costume: Berber Dress; Knee or ankle length trousers with shirts topped by a sleeveless robe or dolman and a waist sash, leather stockings and leather slippers or harder shoes or boots with a Burnoose (hooded cloak) worn. Stance: Rear leg bent slightly at the knee, forward leg a few inches off the ground, forward hand loosely outstretched, rear hand loosely at waist. CHARACTER BONUSES Add +5 to Chi Add +1 to M.E. Add +3 to M.A. Add +2 to P.E. Add +1 to P.P. COMBAT SKILLS Attacks per Melee: 1 Escape Moves: Backflip, Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: Backflip Basic Defense Moves: Automatic Parry, Backward Turn, Dodge, Parry. Advanced Defense Moves: Breakfall, Circular Parry, Multiple Dodge, Spinning Evasion Hand Attacks: Backhand, Punch (Human Fist), Rotary Palm Strike, Roundhouse Strike, Spinning Backhand*, Sweep Punch (NEW!) Basic Foot Attacks: Backward Sweep, Forward Sweep (NEW!), Kick Attack, Snap Kick, Sweep Kick, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Body Flip/Throw, Roll/Knockdown, Pin/Incapacitate Holds/Locks: Arm Lock, Body Hold, Sleeper Hold (NEW!) Weapon Kata: None! Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi (including Advanced Atemi). You may also select ONE (1) Chi Mastery Ability. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Arabic Cultural: Calligraphy, Lore: Religion Temple: Meditation Weapon Proficiencies: Philosophical Training: Sufism If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Ch'a Ch'uan Kung Fu (4 Years), Tai Chi-Ch'uan (4 Years), or Taido (6 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Backflip, +1 to Rear Attacks (Backward Sweep, Backhand Strike), +1 to Spin, +1 to Turn. 2nd: +2 to Dodge/Parry, +1 to Roll with Punch/Fall/Impact, +1 to Pull Punch. 3rd: Add +10 to Chi. 4th: Knockout/Stun on a Natural 20. 5th: +1 to Backflip, Select One (1) Additional Martial Art Power from Atemi (including Advanced) or Chi Mastery Abilities. 6th: +1 Attack per Melee, +1 to Rear Attacks (Backward Sweep, Backhand Strike). 7th: Add +10 to Chi, +1 to Spin. 8th: +1 to Turn, Select One (1) Additional Martial Art Power from Atemi (including Advanced) or Chi Mastery Abilities. 9th: +1 to Dodge/Parry, +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch. 10th: +1 to Backflip, Knockout/Stun on a Natural 19, or 20. 11th: +1 Attack per Melee, +1 to Rear Attacks (Backward Sweep, Backhand Strike). 12th: +1 to Spin, Select One (1) Additional Martial Art Power from Atemi (including Advanced) or Chi Mastery Abilities. 13th: Add +10 to Chi, +1 to Turn. 14th: Add One (1) Zenjorike Power. 15th: Knockout/Stun on a Natural 18, 19, or 20. Why Study Baraqah? Powerful strikes and grappling skills make this a good martial art. Every effort is placed on the development of the mind and energy. On the other hand, it's not very aggressive. A fairly "soft" martial art style that emphasizes the idea of movement over simply inflicting damage.







BARATERO By Kuseru Entrance Requirements: Minimum attributes include P.P. of 12 or higher. Restricted to unprincipled, anarchist or any evil alignment, cannot be of good alignment. Skill Cost: 13 Years (11 Years as a Secondary Martial Art Style) Baratero is the Spanish name for a type of knife-fighting developed by gypsies, presumbably in Seville. Developed as early as the 17th century, this style wasn't refined until the 19th century. A book on this style was published in 1849. It's practitioners, dubbed navajeros, used a variety of knives and other armas blancas (bladed weapons) of a similar type. Most notable of these is the la navajo/navaja (long, heavy folding knife), however other knives, including el cuchillo (fixed-blade knife), la tijera (chisel), and the puñal (short stabbing/thrusting folding knife) were also used. Some schools also teach the use of canes and sticks. Originally devised as a quick, straight-forward self-defense style, Baratero soon incorporated the flashy, stylized knife maneuvers and manipulations of the gypsies, which were designed to confuse the opponent as well as create an opening to exploit. Later the style incorporated the smooth, fluid movements and swift attacks of fencing, becoming highly developed and sophisticated. This style has often been compared to the German Dolchfechten, Italian Arte della Daga, and Mexican El Cuchillo. Costume: All gypsies are snappy and stylish dressers, but tend toward flashy clothes in black and dark blue colors with splashes of golds and reds. Like any fraternity, gang, or secret society, the gypsies wear identifying "color" in the way of bright bandannas and scarves (usually shades of yellow, orange, red, pink and purple). They love leather, including leather jackets, boots and gloves. They will often also wear a cloak or cape (with or without a hood). However, the character is likely to wear 2D4 rings, bracelets, necklaces, pins, earrings and other jewelry. Stance: Weapon hand should always be on the grip of the weapon, whether it is drawn or not. The other hand is open, fingers toward the ground, palm up and out. The forward foot (same side as knife hand) is flat on the ground, extended out, while the other leg is raised, with only the ball of the foot touching the ground. CHARACTER BONUSES Add +2 to P.B. Add +1 to P.E. Add +1 to P.S. Add +2 to P.P. Add +1D6 to S.D.C. COMBAT SKILLS Attacks per Melee: 4 Escape Moves: Impact Sponge, Maintain Balance, Roll with Punch/Fall/Impact, Somersault. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, 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, Combination Grab/Attack (NEW!). Holds/Locks: Clothing Hold. Weapon Kata: W.P. Knife. Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Fake Attack, Knockout/Stun from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. Languages: Romany (Gypsy) and Spanish. Cultural (Pick One): Brewing, Cook, Dance, Play Musical Instrument or Singing. Physical (Pick Two): Prowl, Acrobatics, Climbing, Running, Swimming, or Juggling. Survival (Pick Two): Dowsing, Forestwise, Holistic Medicine, Hunting, Identify Plants & Fruits, Imitate Animal or Insect Sound, Skin & Prepare Animal Hides, Track Animals, Trapping, or Wilderness Survival. Temple(Pick One): Begging or Fasting. Weapon Proficiencies: W.P. Knife, W.P. Blunt. Philosophical Training: Yeah, right. Live free and enjoy life. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte della Daga (5 Years), Assassin (6 Years), Dolchfechten (10 Years), El Cuchillo (1 Year), Jailhouse Rock (7 Years), Raks Al-Khanjar (2 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Damage with Knives, +1 to Maintain Balance, Knockout/Stun from Behind. 2nd: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact. 3rd: +1 to Strike, +1 to Damage with Knives. 4th: Critical Strike from Behind. 5th: +1 to Maintain Balance, +1 Attack per Melee. 6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact. 7th: Critical Strike on a Natural 19 or 20. 8th: Select one (1) additional Martial Art Power from Arts of Invisibility. 9th: +1 to Strike, +1 to Damage with Knives. 10th:+1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact. 11th: +1 Attack per Melee. 12th:+1 to Strike, +1 to Damage with Knives. 13th: +2 to Maintain Balance, +1 Attack per Melee. 14th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact. 15th: Select one (1) additional Martial Art Power from Arts of Invisibility. Why Study BARATERO? Because of its lack of specialization, practitioners of this style tend not to be outstanding in any one area of combat. Good all-around offensive and defensive actions along with a good number of secondary skills. It's quite useful because you can't carry a larger weapon most places and is good against multiple attackers who are in hand to hand range. No major disadvantages.






Barbarian Combat By FlashFire



The barbarian chieftain said: "What then are the greatest things that a man may find in life?"



The man on his right thoughtfully drank his cocktail of mare's milk and snowcat blood, and spoke thus: "The crisp horizon of the steppe, the wind in your hair, a fresh horse under you."



The man on his left said: "The cry of the white eagle in the heights, the fall of snow in the forest, a true arrow in your bow."



The chieftain nodded, and said: "Surely it is the sight of your enemy slain, the humiliation of his tribe and the lamentation of his women."



There was a general murmur of whiskery approval at this outrageous display.



Then the chieftain turned respectfully to his guest, a small figure carefully warming his chilblains by the fire, and said: "But our guest, whose name is legend, must tell us truly: what are they that a man may call the greatest things in life?"



"What shay?" he said, toothlessly.



"I said: what are they that a man may call the greatest things in life?"



The guest thought long and hard and then said, with great deliberation: "Hot water, good dentishtry and shoft lavatory paper."



- Cohen the Barbarian, "The Light Fantastic"



Kickin' arse and drinkin' ale. What else is being a Barbarian about? You wear black masks and tabi boots? I bash you with my axe. You can pull off your Flying Spinning Kick of Death because you "know" you can? I bash you with my axe. You can use the mystical powers of the Feng Shui, focusing your personal energy into amazing feats? I skip the axe and have me and my friends waste you with our crossbows. But when it all comes down to it, its all about kickin' arse and drinkin' ale.



Fighting was as much a part of barbarian life as paperwork is today. Wars were waged against neighboring tribes and clans; battles were fought with the Vikings, Romans, Celts, and others; and personal duels were fought almost as often as in the fictional American Wild West and the historical tradition of France. This constant aura of fighting and death resulted in a form of brutal Darwinism. The ones who survived to teach fighting were the ones that could fight the absolute best, resulting in every generation of warriors being fiercer than the last. The reputation of these deadly combatants survives to this day in spite of the lack of surviving records. Berserkers, barbarians, Picts, Celts... all different names for people who fought the same way, screaming and hacking away with whatever weapons came to hand (including enemy soldiers).



The last remnants of this fierce combat style died out before the Renaissance, but it was that age that sealed its fate. Fighting became a matter of science and style, rather than charging and bashing. As the world became more sophisticated, the barbarians faded into history. The modern world has no place for barbarians and their kind. Pillaging is responded to with "economic sanctions" and "police actions". Drunken brawling results in spending at least the next few nights in the Tank. Driving your enemies before you and gathering their women and children to your bosom is called a War Crime and gets one sent to court. Soldiers can't even use their .50 caliber machine guns against enemy troops without lawyers and politicians waving papers at them. Bureaucrats and lawyers rule the world, leaving little room for those who wish to ride wild and free.



Still, even against the might of Red Tape and the Forces of Legalese, there still remains the precious few who stand in defiance of modern sensibilities, who still cheer when the quarterback gets sacked and when monster trucks leap over cars only to smash their bodies apart. Biker gangs still roam the open road and people still fight in bars. No matter how hard The Man may try, the passion for Life, Liberty, and the pursuit of a bigger Axe still lives in the spirit of the few who live outside the rules. And while the Barbarians still ride, their fighting style lives on.



RRRAAAARRRRGGGGHHHHH!!!



Entrance Requirements: P.S. and P.E. of 13, P.P. of 10, and M.E. of 12 or higher. No Alignment Restrictions. Skill Cost: 9 Years (5 Years as a Secondary Form) Costume: Traditionally, the Barbarian would wear either a linen tunic, trousers, and a wool cloak or go buck naked. Modern Barbarians tend towards Soft Leather Armor (i.e.: motorcycle leathers) and steel-toed boots, but will work in anything that allows them full freedom of movement, up to and including Class 4 Hard Armor. Stance: Weapon held high, charging the enemy, and screaming bloody murder.



CHARACTER BONUSES



Add +3 to P.S.



Add +2 to P.E.



Add +1 to P.P.



Add +5 to Spd



Add +10 to S.D.C. COMBAT SKILLS Attacks Per Melee: Three Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Attack Moves: Head Butt(1D8) Basic Defensive Moves: Parry, Automatic Parry, Dodge Advanced Defenses: Circular Parry, Multiple Dodge, Disarm, Breakfall Hand Attacks: Strike (Punch), Backhand, Roundhouse (1D10),Uppercut (1D8), Palm Strike, Power Punch, Claw Strike Basic Foot Attacks: Kick, Snap Kick, Tripping/Leg Hook Jumping Foot Attacks: Jump Kick Special Attacks: Body Block/Tackle, Crush/Squeeze, Pin/Incapacitate, Knee, Elbow, Forearm, Choke, Death Blow, Combination Parry/Attack, Power Block/Parry, Combination Grab/Kick, Drop Kick, Combination Grab/Head Bash (2D6 damage, see T'ang-Su Karate), Scottish Defense (Special!): The Scottish Defense, named so because of its popularity among the Picts, simply means leaping onto one's opponent's weapon in such a way that one will take a non-lethal hit. This results in the Barbarian/Scotsman being able to use their own weapon with impunity. Like a Simultaneous Attack, neither side can dodge or parry the blows. The Barbarian, though, takes only half damage from the other side's attack. Holds/Locks: Body Hold, Neck Hold/Choke Weapon Katas: WP: Battle Axe, WP: Hand-and-a-Half Sword, WP: Two-handed Greatsword, WP: Dagger, WP: Shield, WP: Hand-and-a-Half Sword and Shield (Paired), WP: Mattock, WP: War Hammer. Battle Axe starts at Fourth Level. Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knock-Out from Behind, Death Blow from Behind SKILLS INCLUDED IN TRAINING Martial Art Powers: Dam Sum Sing (AKA "Quit cryin', ya baby" Exercise), Kangeiko/Shochu Geiko (AKA "You're chopping the damn wood, no matter how much snow is out there" Exercise), and Warrior Spirit Kata (AKA The "RRRRAAAAAGGGHHHHH!!!" Kata). Can be traded for any Body Hardening Exercise or any Basic Skill Program, including (yes, that's *in*cluding) Physical. Languages: Ability to say "Rrrraaaggghhhh!" at 98% Physical Skills: General Athletics, Running Other Skills: Wilderness Survival Special Abilities: If you *really* want to, the character may take the drinking abilities given to the Barmaid and Preacher O.C.C.s in Rifts: New West.



If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Jujutsu (4 years), T'ang-Su Karate(3 years), Choy-Li-Fut Kung Fu (3 Years), and Drunken Style Kung Fu (6years) LEVEL ADVANCEMENT BONUSES Level 1: +3 to Roll with Punch/Fall/Impact, +3 to Parry/Dodge, Critical Strike, Critical Strike from Behind Level 2: +2 to Strike, +2 to Maintain Balance, +1 to Breakfall Level 3: Select two Weapon Katas, +1 to Hold, +2 to Damage Level 4: +1 Attack per Melee, +1 to Body Block Level 5: Critical Strike on a Natural 18-20 Level 6: Knock-out/Stun on a Natural 18-20, Knock-out from Behind Level 7: Select one Martial Art Power from Body Hardening Exercises or Special Katas Level 8: +1 Attack per Melee, +2 to Parry/Dodge, +2 to Damage Level 9: Death Blow on Natural 19-20 Level 10: +2 to Strike, +2 to Breakfall Level 11: +2 to Maintain Balance, +2 to Roll with Punch/Fall/Impact. Level 12: +1 Attack per Melee, +1 to Hold, +1 to Body Block Level 13: Death Blow on Natural 18-20, +1 to Damage Level 14: Select one Martial Art Power from Body Hardening Exercises, Special Katas, or Martial Art Techniques, +1 Attack per Melee Level 15: Death Blow from Behind Palladium Fantasy Notes: This MA form would probably be better applied to Pal Fantasy than to N&SS, but since it uses N&SS rules... If you are inclined to use this in Pal Fantasy, there shouldn't be much trouble converting it to PFRPG's HTH system. Ignore questions of Range and any other HTH move or term you're not sure on. Characters gain an additional +2 to Strike, Parry, and Disarm if they are from or learn in PFRPG. Barbarian Combat exists wherever people get drunk and bash people with axes. It is particularly popular among humans, dwarves, and orcs. It is most often known as Dwarven Fighting. Playing Notes: This form is a bit on the OPIE side. So to prevent Munchkins from going hog wild, remember how a proper barbarian fights. No strategy. You are not Arthur, you are not Julius Caesar, you are not Sun Tzu. You and your friends rush at the enemy and bash them with your axes. Strategy is for people who don't have an axe to bash things with. History buffs will notice that there aren't many barbarians around any more for a reason. Why Study Barbarian Combat?:



Rrrrraaaaarrrrrggggghhhh!!! 'Nuff said.



Bartitsu By Ray Bull <mailto:Mantisking@aol.com> Bartitsu is the creation of William Barton-Wright, an English engineer whose travels around the world fueled his interest in the arts of self defense. Barton-Wright was born in India, educated in Germany and France and traveled to Spain Portugal, Egypt, and Japan as part of his occupation. In 1899 upon his return to England he began combining Savate, Boxing, Wrestling, Fencing, and Jujutsu in new ways and formulated them into a method of self defense that he called Bartitsu. Bartitsu became a small fad for a number of years, even the legendary Sherlock Holmes was said to have studied it, but unfortunately it died out. Ironically, the Bartitisu fad was replaced with a Jujutsu boom the was led by the two Japanese Jujutsu teachers that William Barton-Wright had brought to England to help popularize his new art. Bartitsu uses the footwork and kicks of Savate to deal with attackers at long range. Moves into the footwork and punches of Boxing for combat range confrontations. Finally using the locks and holds of Wrestling and Jujutsu for defense at grappling distance.



The only school of Bartitsu can be found in London, England. Admission is limited to the members of the Bartitsu Conservation Society, which arose after Barton-Wright's death in 1950. Dedicated to preserving this eclectic art, the Society has a long, drawn-out initiation process that helps to weed out those who are not truly interested in this unique art.



Entrance Requirements: Must be "spoken for" by a current member of the Bartitsu Conservation Society. Skill Cost: 5 Years (Exclusive) Costume: A standard Judo Gi if practicing, if not, a conservative suit Stance: Strong side forward, standing in a natural stance, hands held at chin height. CHARACTER BONUSESAdd +1 to P.P. Add +1 to P.E. Add +1 to Spd. Add +10 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Disarm, Multiple Dodge, Combination Parry/Attack, Counterthrow (New! Special! After the Bartitsu stylist has been thrown by an opponent, he holds on and rides the throw to a point where he can throw the person who threw him.) Hand Attacks: Strike (Punch), Hook Punch, Uppercut Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook Special Attacks: Elbow, Knee, Deathblow, Bodyblock/Tackle, Joint Throw, Pickup, Hand Throw Weapon Katas: W.P. Cane Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock, Ankle Lock Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike from Behind SKILLS INCLUDED IN TRAINING Martial Art Powers: You may select a total of 3 from among Body Hardening Exercises, Martial Arts Techniques, and Special Katas. Languages: The Queen's English Cultural: Tea Drinking Weapon: W.P. Cane Philosophical Training: None



If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Savate (4 years), Jujutsu (4 years), Wrestling (5 years), Boxing (2 years) LEVEL ADVANCEMENT BONUSES Level 1: +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Critical Strike or Knockout/Stun from Behind Level 2: +1 to Damage, +1 to Maintain Balance Level 3: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact Level 4: +1 to Strike, Critical Strike on a Natural 18+ Level 5: +1 to Maintain Balance, +1 to Parry/Dodge Level 6: +1 to Disarm, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas Level 7: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact Level 8: +1 to Damage, Knockout/Stun on a Natural 19+ Level 9: +1 to Parry/Dodge, +1 to Maintain Balance Level 10: +1 Attack per Melee, +1 to Bodyflip/Throw (Bodyflip/Throw now does 2d6 damage instead of 1d6.) Level 11: +2 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas Level 12: +1 to Strike, +1 to Disarm Level 13: +1 to Parry/Dodge, +1 to Maintain Balance Level 14: +1 Attack per Melee, Deathblow on a Natural 20 Level 15: +1 to Damage, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas Why Study Bartitsu?An effective, if rather dated, form of self defense that works well at long, combat, and grappling ranges and also works against multiple opponents. The only weakness is the lack of mystical Chi skills







Baruk Gathol By Sinestus



Another great style with origins in the Ironfoot Mountains. Often seen as the primary competition style to Jawa Fuzz's famous technique, Baruk Gathol was developed under similar circumstances. The style first saw use in the Battle of the Iron Fields, when General Jargh Morndin and his personal guards lead the attack against the Orcish Horde. Their prowess with axe and sword won the General's troops a grand foothold in the annals of history. So powerful was his combat style, that it is even rumored that the General could cleave a man in half with a single blow, armor and all. The primary weapon of Baruk Gathol is generally an Axe or War Hammer, however, many taller students employ Flamberges or Claymores, the main idea is that the fighter can strike with their greatest strength when using both hands on the weapon. The masters of the style teach that the size of the fighter's weapon should strike fear into the heart of an opponent long before the warrior removes it. It takes a true soldier to understand that bigger is better, and always will be. Training to become a master requires enrollment as a soldier for High Commander Jargh Morndin, who now leads a mercenary company throughout the land. Once enlisted, any soldier showing devotion and potential is invited into the Advanced Combat Program. The Program automatically places the soldier on the front lines of any assault; however, it also partners him with a Master who teaches the soldier all the techniques of the trade. Within 7 years a student will have all the basic methods down pact, and at that point they are allowed to leave the company (if their contract is up), or return to the normal troops. Should the student choose to continue their education in Baruk Gathol, they will spend another 7 years mastering the methods of Crushing and Blocking.



Requirements: P.S.: 15, P.P.: 10, P.E.: 10 Training: 14 years, for full training, or 7 without the Special Moves of Crushing and Blocking. Bonuses: +4 to P.S., +1 to P.E., +5 S.D.C. Initial Stance: generally evenly balanced between front and back legs, firmly planted sidelong with opponent. Weapon is held either in front of the chest, straight up or slightly forward, or at the waist with blade pointing away from the opponent. Outfit: Padded Armor full suit for practice, overlaid with plate mail or scale mail half suit in combat. Combat Skills Attacks per Melee: 2 (cannot benefit from boxing) Hand Attacks: strike/punch, power punch (one attack, 1D10 + damage, opponents +1 to dodge), turning punch (dodge/punch, if done with weapon pommel deals 3D6 damage, otherwise 3D4). grand punch (2 attacks, 2D6 damage, opponent is +1 to dodge, natural hit of 14+ will unbalance target, maintain balance or fall/loose one attack.) Foot Attacks: kick (2D4), roundhouse (3D6), crescent kick (2D6), power kick/punt (2D6+2, main body only, only kick, can be used in grapple to break away, two attacks) Basic Defense Moves: parry, dodge, auto parry, roll Advances Defense Moves: circular parry, power parry Holds/Locks: none Escape Techniques: power kick/punt, roll Modifiers to Attack: critical, knockback Special Moves: leap attack, disarm.



Blocking - special Disarming parry only useful against weapons, success grants a 30 +3%/level chance of breaking opponents weapon (lest enchanted otherwise). If break is not successful, but parry is, opponent is disarmed (GM May offer P.S. roll as defense, d20, under P.S. saves). Can only be done while using a weapon. Cost one action to use.



Crushing - Massive striking technique, designed to crumple armor and mangle the wearer. Can only be done once per minute, A.R. of armor is -2 with this attack, including Natural A.R.s. Strike is automatic Critical if successful, but defender is +2 to parry/dodge. If parried, must be by weapon, and there will be chance of Breaking the defending weapon, otherwise the defender must also roll with impact or be disarmed. After fifth level can be done as a Dodge/Strike. Although the attack is fast, even when successful slightly unbalances the fighter (costing a total of two melee actions), for one action following the attack, the fighter is -1 to parry/dodge.



Knockback Bonus - with all strikes, the fighter is attempting to unbalance their opponent. With any strike dealing exceptional damage (17+ P.S. with weapons dealing 3D6, 22+ P.S. with those dealing 4D6, etc...) the opponent MUST make a Maintain Balance or Roll with Impact (without losing an action) or they will suffer penalties as a throw (knocked down, lose one action). Only opponents BOTH stronger and larger are somewhat immune (only suffering knockback from CRITICAL and maximum damage Strikes).



Throwing - can hurl their primary weapon with HALF their strike bonus plus their weapon's Throw bonus, up to their P.S. in meters, and at just the Throw bonus up to twice their P.S. in meters. (Gains both Hand to Hand Damage Bonus and P.S. damage bonus on this.... as well as the chance of Knockback as normal) Weapon Katas: Select Two (2): Axe, Hammer, Great Swords (Two-handed only), Polearms/Halberds. Select one as Primary (starts at level 2). Additional Skills: Body Building, Strength Training/Toning (+2 to P.S. and PB, +5 S.D.C.), and either Recognize Weapon Quality or Arm Wrestling Martial Arts Powers: Select Two from Body Hardening or Martial Arts Techniques (except Awareness), (Generally Winter/Summer Training, Chi Gung) Level Advancement Bonuses (NOTE: the +D6 Damage bonuses only apply to Primary Weapon, other weapons covered by Katas receive a +1 damage instead. Weapons not covered by Katas receive NO damage bonus from the martial art.) 1st: +2 to strike, Critical on 20, +2 to dodge 2nd: +1 to initiative, and combo moves (dodge/attack, goes to both) +1 level to WP of Primary Weapon. 3rd: +1 die of damage with weapons, +1 attack 4th: Select one power from Body Hardening or Specialty Katas 5th: +1 to strike, +2 to roll and disarm, gains Circular Parry 6th: +1 to Throwing attempts, Critical 19+, +1 level to Primary Weapon Kata 7th: +1 attack, +1 to combo moves (dodge/attack, goes to both) 8th: Select one power from Body Hardening or Martial Arts Techniques (no restriction), +1 to Throwing attempts. 9th: +1 die of damage with weapons, +1 to dodge 10th: Critical 18+, +2 to disarm. May opt to add half their normal Strike or Dodge bonus into part of a combo move (select each time move used). 11th: +1 attack, +1 to strike gains Reverse Turning Kick 12th: +1 to roll and parry, +1 level to all Weapon Katas. 13th: +1 to combo moves, +1 to Throwing attempts 14th: Select one power from Body Hardening or Specialty Katas. Critical 17+ 15th: +1 attack, +1 die of damage with weapons.






Hand to Hand: Basic ( revised ) By J.J. Fuzz



Skill Cost: One "other" skill. Character Bonuses: +1 to P.E. and Spd Techniques Known at First Level: Overhand punch (1D4 damage), kick attack (1D6 damage), snap kick (1D4 damage), and the usual strike, parry and dodge. Special Attacks: Body flip/throw, body block/tackle. Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike or knock-out from behind.



Additional Skills: No Hand to Hand: Basic Zero Gravity By Kuseru NOTE: Does not get "two attacks for living"!



Virtually identical to Hand to Hand: Basic 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 + 1 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: Basic Self Defense or Basic Military and Hand to Hand: Basic Zero Gravity skills, but bonuses are NOT cumulative.



Requirements: One skill selection. Zero Gravity Movement Skill Attacks Per Melee: 2 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Punch, Kick, 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: Kick attacks: Karate style kick does 2D4 damage or Snap Kick, 1D6 damage. 4th: One additional attack per melee. 5th: +1 to strike and +1 to disarm. 6th: Critical Strike on natural 19 or 20. 7th: +1 to damage and +1 to parry. 8th: One additional attack per melee. 9th: Body Flip/Throw. 10th: +2 to roll with punch/fall/Impact, +2 to pull punch. 11th: +1 to dodge and +1 to disarm. 12th: Knockout/Stun from Behind. 13th: One additional attack per melee. 14th: +1 to strike and +1 on initiative. 15th: Critical Strike from Behind.







CAPOEIRA (EXCLUSIVE) By Kuseru Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: P.S.: 8, P.P.: 10, P.E.: 8, Spd.: 10. Skill Cost: 8 years. Capoeira, a Brazilian martial art, was born in the "senzalas," where African slaves were kept. Capoeira blends elements of dance, music, rituals, acrobatics, and fighting. It is primarily a stylized dance, practiced in a circle called the "roda," with percussion instruments providing sound. In addition to unarmed techniques, weapons are taught; "maculele," done with blades, and "maracatu," done with sticks. It is very common for a capoeirista to have two or three nicknames. When practitioners are "baptized" into the art of Capoeira, they are given a nickname. When a roda is formed, music is played, and spectators clap and sing while two fighters do battle in the center. The music is made by a leading instrument, the Berimbau (one stringed, bow shaped instrument with a gourd attached to one end to give resonance). Also played are an Agogo (two-tone bell), Atabaque (drum), and a Pandeiro (tambourine). A mestre of this style is very lethal in combat. Costume: Loose fitting cotton pants and belt. Stance: Balanto--Actually a movement where the body rocks back and forth as the weight shifts from leg to leg.Also konwn as the Ginga or Jinga. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.P. Add +2 to Spd. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Back Flip, Roll with Punch/Fall/Impact, Maintain Balance. Attack Moves: Leap, Cartwheel, Back Flip, Handstand. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Multiple Dodge. Hand Attacks: Backhand, Punch, Palm Strike. Basic Foot Attacks: Amada*, Au-Bachido*, Axe Kick, Backward Sweep, Crescent Kick (Queixada), Kick Attack, Meia-Luadecompass*, Queddaderins*, Rasteira*, Roundhouse Kick, Tripping/Leg Hook, Wheel Kick. Jumping Foot Attacks: Armada with Martelo (NEW! Combination Wheel kick/Jumping Roundhouse. Must be 1st and only attack, does 3D6, credited to Ray Bull/Mantisking), Jump Kick. Special Attacks: Knee, Elbow, Headbutt, Combination Strike/Parry, Leap Attack, Death Strike. Tesouras Rasteiera*. Holds/Locks: None. Weapon Kata (Pick One): W.P. Short Sword, W.P. Stick, W.P. Paired Sticks, W.P. Paired Short Swords. Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.

  • These combat moves can be found in Rifter#7.

SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Atemi or Body Hardening. Language: Portuguese. Cultural Skills: Dance, Play Musical Instrument(Capoeira Instruments). Physical Skills: Gymnastics. Weapon Proficiencies: W.P. Short Sword, W.P. Stick, W.P. Paired Sticks, W.P. Paired Short Swords. Philosophical Training: None If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +2 to Maintain Balance, Critical Strike from Behind. 2nd: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact. 3rd: Knockout/Stun on a Natural 18, 19, or 20, +1 to Back Flip. 4th: +2 to Kick Damage, Critical on a Natural 19 or 20. 5th: +1 Attack per Melee, +2 to Maintain Balance. 6th: +1 to Strike, +1 to Cartwheel. 7th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Atemi or Body Hardening. 8th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact, +1 to Handstand. 9th: +1 Attack per Melee, +1 to Back Flip. 10th: +1 to Cartwheel, +2 to Parry/Dodge. 11th: +1 Attack per Melee, +1 to Damage. 12th: +1 to Kick Damage, +1 to Strike. 13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Atemi or Body Hardening. 14th: +1 Attack per Melee, +1 to Parry/Dodge. 15th: Death Strike on a Natural 19 or 20. WHY STUDY CAPOEIRA? A highly stylized art that is nonetheless effective.



Angola Variant Add the following Modifier to Attack: Waiting Game (New! By forfeiting initiative in the first round of combat, the character gets a +2 bonus to initiative for every combat thereafter, against that opponent.)



Bate Coxa Variant This African style, where combatants attempt to knock each other down with their thighs, is believed to be a predecessor of Capoeira. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Replace Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera with Body Block/Tackle. Remove Weapon Kata and Weapon Proficiencies. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Body Block/Tackle Damage.



Capoeira Batuque Variant Another style believed to be a predecessor of Capoeira, this style emphasizes kicking and dancing. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Backhand, Palm Strike, Knee, Elbow, and Headbutt as well as the weapon skills. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years).



Kalenda/Kalinda Variant Also seen as Calenda/Calinda, this style dates from about 1860 among freed slaves. It is a stick fighting art. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Backhand, Palm Strike, Knee, Elbow, Headbutt, Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera. Change Weapon Kata to W.P. Stick and remove W.P. Short Sword, W.P. Paired Sticks, and W.P. Paired Short Swords from both Weapon Kata and Weapon Proficiencies. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage with Stick.



Luta do Bode Variant Yet another predecessor of Capoeira, this time one that specializes in headbutting. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Backhand, Palm Strike, Knee, Elbow, Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Headbutt Damage.



Mani Variant Mani is a Cuban fighting-dance art dating from the 19th century. With a choreographed routine of fight/dance movements, combatants engage each other in a circle. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies. Change the Language to Spanish. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.



Pinge Variant Developed in Haiti by slaves, this style is similar to Capoeira. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera. Change the Language to Creole and French. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.



Danmyé/Ladja Variant Another slave fight/dance, this time from Martinique. Notable for being from the African "N'golo" initiation ceremony as well as Kakan (immobilizations), and pulling punches. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies. Add Body Block/Tackle, Body Hold, Crush/Squeeze, Pin/Incapacitate and Lifting Hold (New! This is a body hold where the opponent is lifted off the ground and held, no fundamental differences). Change the Language to French, creole patois. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Pull Punch.



Susa Variant This style is very similar Capoeira, but is studied by the Saramaccan and Ndyuka people of Suriname. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies. Change the Language to Dutch & Sranang Tongo. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.







Battledancing By Sinestus



A Hand to Hand technique developed by gnomes and halflings, this style exploits the advantages of being shorter then one's opponent. Primarily concerned with knocking down an opponent before finishing them, the style emphasizes the use of rolls, sweeps, and short bladed weapons. Requirements: Must stand four feet or shorter. Training: 2 years (For PFRPG, this costs as per Martial Arts, plus 2 skills.) Bonuses: +1 to P.P. Stance: Varies with training Outfit: Varies with training Combat Skills Attacks per Melee: Two to start Hand Attacks: strike/punch, palm strike, slap-and-tear (see special moves) Foot Attacks: backward sweep, tripping leg hooks, kick (2D4) Basic Defense Moves: roll, maintain balance, backflip Escape Techniques: roll, backflip Special Moves: Slap-and-tear (this is a hand strike aimed at the targets groin, a successful strike requires a 13 or better with only half bonuses. Damage is 1D4 direct to hit points, and target must roll save vs. pain, or be loose two actions, and suffer stun penalties for 2D4 melees. On a critical this is an automatic knockout...) Rolling-takedown (a modification of the Tumbling roll, this can be performed once per melee, and is a combination dodge/tackle. Roll dodge with normal bonuses, and strike with only half. Success knocks opponent's feet out from under them, causing 1D4 damage, and the loss on one attack, the Battledancer will remain on their feet, and suffers no damage or penalties from the opponent's fall). Three Point Roll (this can only be performed on prone opponents, by rolling across the opponent, the Battledancer has the opportunity to inflict three strikes at only the cost of two actions, these can be three hand/knife strikes, or two hand/knife strikes and a kick, all land on main body.) Weapon Katas: Any short one handed weapon chosen with O.C.C. Skills. adding additional Katas costs one additional skill slot when selecting the weapon. In PFRPG all WP's are automatically katas if applicable. Additional Skills: Tumbling, Dancing Level Advancement Bonuses (All Roll bonuses also apply to Maintain Balance) 1st: +3 to roll, +2 to dodge, knockout from behind 2nd: +3 to parry, +2 to initiative 3rd: +2 to strike, Knockout on 18+ 4th: jump kicks (all) 5th: +1 Attack, +1 to roll 6th: Critical on 19+ 7th: +1 attack, +1 to dodge 8th: Scissors Kick (Special. jump kick, can strike 2 opponents, or same one with both legs. 1D4+1 damage per leg, Double damage on 13+ Natural.) 9th: +1 to parry/dodge 10th: +1 initiative, knockout on 17+ 11th: +1 to strike, +2 to damage 12th: +1 attack 13th: Critical on 18+, Deathblow on Natural 20 14th: +1 to strike 15th: body flip/throw






Bear Style (Exclusive) By Utu san’Balasteer



This style teaches how to live off the land and have patience. It helps focus the already great strength of the artist, so much that they could literally crush a persons bones in there bare hands. Though, this is only done to those who truly deserve it. (Alignment) They have great patience and will wait for days on end, or catch there food just like a bear catches fish from a river, just reach down and grab it. When in a fight they attack aggressively and as quick as possible, usually ignoring their opponent’s blows, they can take it



It is often surprising to see one of these people traveling, for they do not use animals to draw wagons and do not use much technology. They will pull their wagons themselves, with their belongings and armor in the wagon. So, you see this huge muscular man pulling a wagon that must weight many more times than he, and he does not strain. A few people in the past have mistaken them for gods of strength on Earth, or mythical giants. When out of their armor they wear just a loincloth and sometimes loose clothing. When looking closely, you will see that he is covered with old scares and cuts that have healed and are now just old memories, this gives him a very rugged look.



To learn this art is very hard. First, you must make the requirements, which aren’t much but are the most important things to the art. Second, you must prove your strength, by either defeating a more advanced student or moving the stone entrance to the "dojo". There are only two dojos in the whole world. Both are on the northern island of Japan. One was carved into a cave of a mountain; the other is in a cliff facing the ocean. Both are highly concealed and you must find them to join.



This art is for the survival of the fittest; most people who try are killed within the first 10 years, most within the first 8 years, while living in the wilderness. This art is Extremely tough to learn, for the stress is more than any being will ever experience through their whole lives!



The people who are practitioners of this art may be very mean and aggressive, but many actually have a heart of gold, for they are taut to never hurt an innocent and respect those who deserve respect. It is a "You don’t bother me, and I wont bother you" deal.



Entrance Requirements: P.S.: 15, P.E.: 13, Alignment: Any Additional Requirement: Must be a huge person and born in Japan. (Min. of 7’ in height) Skill Cost: 15 years (8 years living in the Wilderness, and 7 years of training in preparation for the armor, and fighting skills all during this time) Costume: The Bear Armor. Heavy plate armor resembling samurai armor, but much more bulky and heavy! (100- 120 pounds!!) Stance: Feet spread at shoulder level, one foot back slightly more than the other, arms at waist level and bent at elbows, hands spread in claws. Head slightly bent down, mainly to see the opponent who is usually shorter than he is. Sometimes making growling noises, for the further intimidation factor. When out of armor the fighting stance is usually not much different but varies from each individual.



CHARACTER BONUSES



Add 1D6+6 to P.S.



Add 1D6+4 to P.P.



Add 2D4 to P.E.



Add 2 to M.E.



Add 2D6 to Spd.



Add 5D6 to S.D.C.



COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance, Get Up( This ability lets the character to get up while in full armor and use only 1 action. Out of armor the character can get up with out using an action (automatic kick-up so to speak ) Basic Defenses: Dodge, Parry, Auto Parry Advanced Defenses: Power Parry, Take (Take a blow to the armor, used usually if striker rolls above AR), Glance (Used to Parry bullets and Projectiles, will take ½ damage from bullets if successful parry is made) Hand Attacks: Strike (Punch/Claw), Power Punch, Back Hand, Turn Punch Basic Foot Attacks: Stomp (2D6+1/2 PS Bonus to Foot of opponent), Kick (1D6) Special Attacks: Head Butt, Combined Parry/Stomp, Bear Swipe (2D6 +PS), Catch Strike (Parry a Fist, Foot, or other extremity by catching it, then the character proceeds to attempt and Crush that part in his bear hands and claws of the armor



(with claws: 3D4+1/4 of PS min. of 1)



(Without claws: 1D6+1/4 of PS min. of 1) Weapon Katas:W.P Claw Paired, W.P Gauntlet Swords Paired Modifiers to Attacks: Pull Punch, Automatic KO on a natural 20 (like boxing), Critical Strike on natural roll of 19-20, Critical Strike from Behind.



SKILLS INCLUDED IN TRAINING Martial Arts Powers:Stone Ox, Combination of Kangeiko and Shocku Geiko, Dam Sum Sing, +1 From Martial Arts Techniques or Body Hardening or Special Katas



Note: Limited to non-Kick related abilities only! Special: Bear Roar! Modified Form of Kaijutsu equal to Stun Yell. Physical: Body Building and Weight Lifting, Athletics, Wrestling, and (Pick One) Fasting, Prowl, Climbing Survival:Wilderness Survival (+50%), Skin and Prep Animal Hides (+10%),Holistic Medicine (+10%) Weapon Proficiencies:W.P. Archery and Targeting Languages: Japanese Philosophical Training: General Alignment is Honorable. General Disposition: Must be very aggressive in battle, but they all have a good soul and a "heart of gold", they would help the needy and help defend their homes and forests.



Training in Armor: The Practitioner practices and learns to fight while training in armor, weight increasing from 20 lbs. to eventually 150 lbs.! (Most people in training will kill themselves from stress during this period of the training)



Weapons Training: The character is trained to use short hand claws with deadly effectiveness and the Gauntlet Swords, this is a fore arm gauntlet that has three Wakizashi attached to it on the front. (May be able to draw these and post to Internet later)



LEVEL ADVANCEMENT BONUSES Level 1: (modifier in armor; -5 to dodge, -2 to parry, and –1 to strike) +3 to Pull Punch Level 2: (-4 to dodge, -1 to parry) Level 3: (-3 to dodge) +1 APM Level 4: +1 Additional Martial Art Power from Body Hardening or Martial Arts Techniques Level 5: +2 Damage, +1 Pull Punch, +1 Strike, Critical Strike on nat. 18-20 Level 6: +3 parry Level 7: +1 APM, +1 dodge, +3 Maintain Balance Level 8: Death Blow on natural 17-20 Level 9: +1 parry, +3 damage Level 10: +1 APM, +1 strike Level 11: +1 Additional Body Hardening or Martial Arts Technique Level 12: +1 parry, +1 strike, +1 dodge Level 13: +3 damage Level 14: +1 parry Level 15: +3 dodge, +3parry, +5 strike, Automatic KO on natural roll of 18-20



Bonuses out of armor



(last up to 12 hours after getting out of armor)



Leap 10 feet +2 per Level from standing strait up!



Leap 15 feet +1 foot per Level across



Can Lift 2x what they usually can (2x lift and carry capacity)



Speed factor is increased by 20 for the next 6 hours after getting out of armor



P.E.: tires at ½ the normal rate out of armor



Penalties out of armor



Must Pull Punch, if the character doesn’t there is a chance (30%) that he will pull every muscle in his back and arm, -3 to initiative and -4 to strike



Also must be in armor for at least 20 hours a week or may lose strength and begin to have more penalties in armor. (As an alternative can were other weighted armor, must be at least 80 lbs.)



Why Study BEAR STYLE?



If you like shear strength of the body and being intimidating to the look, this is for you. This style is extremely physical and somewhat spiritual. Also, this style is for the person who loves nature, you are sort of a knight of nature. Much of the principles are that of a knight you could say.



The Bear Armor



S.D.C.: 200



A.R.: 16



Weight: about 100-120 lbs. (each suit is created differently)



Heavy Plated Armor with Chain Mail underneath. Underneath the chain mail are skin, and the loin cloth. The armor resembles Samurai Armor. This armor strangly doesn’t corrode like most steel-like metals, it isn’t effected by rusting and wont freeze up or lock up.As of yet there have been no female practitioners, mainly due to the requirements.



Many of the members of this art are usually found fighting the cutting down of trees, all that is left after one of their attacks is decimated machinery and vehicles, the people are left alive usually. You could call them environmentalists, but they are just protecting there home.






Bearmen Ripclaw By danzig138



From the Palladium world came the Bearmen of the North. To Earth, they brought with them a unique style of fighting, called "Ripclaw" by humans. Ripclaw was created by a tribe of the Bearmen who had encountered many human fighters who used odd forms of weaponless combat. The Bearmen thought that this way of fighting was strange, but had potential. They spent some time trying to develop a way of fighting suited to their bodies and ways, but they were unsuccessful. Eventually, they determined that they needed help. So they found a human that was skilled. After many offers of treasures and work, the human accepted the offer to train them.



It took a few years, but they finally succeeded. The end result was a vicious fighting style that the human almost regretted helping to design. Ripclaw is designed to take advantage of the hidden speed of the Bearmen. The Bearman will normally lash out , with blinding speed, with a Thrusting Body Block, and then proceed to grapple and tear at the opponent. The weakness of this style is against long-range fighters. But it does incorporate a leaping attack that looks strange when it occurs.



Entrance Requirements: P.S. 16, P.E. 17 Costume: None Stance: Crouched down in a stance similar to a three-point football stance. The legs are bent at the knees, and the feet are spread a little more than shoulders-width. The "off" foot is placed a few inches behind the lead foot. The arms are held loosely either at the sides or in front.



CHARACTER BONUSES



Add 30 to S.D.C.



COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defense Moves: Parry, Automatic Parry. Advanced Defenses: Combination Parry/Bite. Hand Attacks: Claws (2D6), Overhead Claw Strike (The Bearman brings down his claws in a particularly vicious manner. This inflicts 2D8 damage, but it suffers a -3 penalty to strike ). Basic Foot Attacks: Kick Attack ( can be used with the claws on the feet for an additional +4 damage, and it turns the attack into an edged attack ). Special Attacks: Death Blow, Crush/Squeeze (1D8), Bite (1D8), Knee, Elbow, Forearm, Body Block/Ram, Thrusting Body Block/ Ram (SPECIAL!This is usually performed from the initial stance. If it is the Bearman's first attack of the round, and the victim has never before encountered this style, then the Bearman gains a +4 Initiative bonus. If successful, treat this as a critical Body Block ), Pin/Incapacitate, Grab and Chew (SPECIAL! The Bearman grabs the victim with both arms --treat as a standard Crush/Squeeze--and then begins to chew on him. The initial grab is at -2 to strike, but if it is successful, the bite hits automatically. The damage is normal for both the Crush and the bite, but it is applied every melee round until the hold is broken),Body Flip/Throw (SPECIAL! This is actually a body slam, where the Bearman picks his opponent up and then throws him to the ground. This uses two attacks, and suffers a -3 to strike, but if it is successful, the victim suffers 3D6 damage, loses initiative, and three attacks), Leap Attack. Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear. Preferred Range: Grappling.



SKILLS INCLUDED IN TRAINING None



LEVEL ADVANCEMENT BONUSES Level 1: +3 to roll with punch/fall/impact, +1 parry, +2 leap,Knock-Out/Stun on Natural 20. Level 2: +2 strike, +1 maintain balance. Level 3: +1 Attack per Melee, Critical Strike on Natural 19-20. Level 4: Knock-Out/Stun on Natural 19-20, +3 damage. Level 5: +1 strike, parry, +2 roll with punch/fall/impact. Level 6: Death blow on Natural 20. Level 7: +1 Attack per Melee, Knock-Out/Stun on Natural 18-20. Level 8: +2 parry, maintain balance. Level 9: +2 body flip/throw (4D6), +1 crush/squeeze. Level 10: +1 Attack per Melee, Critical Strike on Natural 18-20. Level 11: +1 strike, +2 roll with punch/fall/impact, +2 damage. Level 12: Knock-Out/Stun on Natural 17-20. Level 13: Death Blow on Natural 19-20. Level 14: +2 strike, parry, +3 damage. Level 15: +1 Attack per Melee, +2 maintain balance.



Why Study Ripclaw?



Well, it's designed for the Bearmen, and it has spread among them rapidly, so it's pretty much the only game in town, so to speak. NOTE: There have been a few instances of non-Bearmen learning Ripclaw, but non-Bearmen suffer a -2 panalty to all the maneuvers.






Bei Shaolin Quan/Bak Sil Lum Kuen- Northern Shaolin Boxing By Hibik



Entrance Requirements: PP and PE of 11 or higher. No alignment restrictions. Skill Cost: 15 Years Primary, 7 Years Secondary. Bei Shaolin (Northern Shaolin, in Mandarin), or Bak Sil Lum (Cantonese), is a general term for the arts of Shaolin that originate from the Northern Shaolin temples, such as Song Shan and Long Tam. It is also the name of the fighting style that has made Shaolin famous, an art of strong acrobatics and powerful grounded and aerial kicks. The creation of this art can be attributed to the monk Gan Fenchi (whose monk name was Fu Zhu), who was famous for supposedly gaining entry into the Forbidden City during the reign of the Emperor Yong Zheng (1733-1735). Gan Fenchi was reportedly an anti Manchurian rebel. However, he was reportedly a curious person as well, and managed to enter the Forbidden City, a place few people were allowed to go to. There, he performed a demonstration for the Emperor, simply to see the Forbidden City with his own eyes. After he was done performing, he simply excused himself, and left. The most famous practitioner of Bei Shaolin, however, is Ku Yu Cheung (also known as Gu Ruzhang 1894-1962). Gu Ruzhang was one of the Top fifteen champions of the famous national martial arts examinations conducted by the Central Goushu ("National Art", the Republic of China term for traditional Wushu) Institute of Nanjing in 1929. The Goushu institute was founded by the original Republic of China, lead by Sun Yat Sen, and were great supporters in the resurrection of Chinese Kung Fu. One of the famous "Five Southbound Tigers", Gu Ruzhang and 4 other masters, Wan Lai Sheng, Wai Lai Min, Li Xian Wu, and Fu Zhen Song, were famous for travelling to the south and spreading the popularity of the northern Chinese martial arts. Eventually, Ku Yu Cheung ended up settling in Guangdong/Canton province, where he spent some time translating his art into Cantonese. This is where Northern Shaolin gets the Cantonese name (and a name that often confuses it with a southern Chinese art.), Bak Sil Lum. Bei Shaolin itself is a very flexible and extremely comprehensive art. As it contains much of the knowledge of the northern Chinese arts, it's not unusual to see elements of animal forms such as Eagle, Tiger, Crane, Mantis, etc. within its forms. While many of its routines follow the credo of "Northern Leg", which suggests that most northern styles of Kung Fu have high kicks, there are many routines that use low stances and primarily hand attacks as well, further promoting Bei Shaolin's reputation as a comprehensive style. The basics of Bei Shaolin are contained within 10 empty handed forms, a variety of weapon forms, and a comprehensive Iron Palm and Iron Body set (of which Gu Ruzhang was famous for.). After that, there are roughly 40 other forms, all of which contain and stress different skills, use of power, and techniques. The style also focuses on four basic forces. These are Da (Hitting) Tui (Leg usage) Na (Catch and hold) and Hsuay (Wrestling and throwing). The style also contains Qigong meditations Bei Shaolin (Or, Bak Sil Lum, if you prefer) is interestingly enough, no longer practiced at the Shaolin Temple today. As the Peoples Republic of China is primarily a major supporter in the competitive art of Wushu, Wushu artists today are the ones that primarily populate the recently rebuilt Henan Shaolin Temple. While today's "Temple" Kung Fu and Bei Shaolin share many of the same traits, techniques, and forms, some suggest that, as today's Shaolin Temple Kung Fu is a modified hybrid of Wushu and traditional Shaolin skills, the Bei Shaolin/Bak Sil Lum system is actually closer in forms, techniques, and skills to the original Shaolin. Bei Shaolin/Bak Sil Lum, thanks to the migration of its many southern Chinese masters, can be found in various places around the world, especially the United States Taiwan, Hong Kong, and Europe. Costume: Silk Kung Fu uniform, OR Shaolin monk robes. Stance: This very much varies on the forms the artist is prominent at, and the situation he's in. As Northern Shaolin artists can typically go with a lighter stance for kicks, or a deeper stance for a good root and strong punching, the Northern Shaolin artist will often end up switching stance often. CHARACTER BONUSES Add +10 to SDC Add +2 to PP Add +1 to PE Add +2 to Spd COMBAT SKILLS Attacks Per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: Leap. Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Circular Parry, Combination Parry/Attack, and Disarm. Hand Attacks: Punch (Strike), Palm Strike, Knife Hand, and Backhand. Basic Foot Attacks: Kick, Snap Kick, Roundhouse Kick, Crescent Kick, Tripping/Leg Hook, and Backward Sweep. Jumping Foot Attacks: Jump Kick. Special Attacks: Deathblow, Knee, Forearm, and Elbow. Holds/Locks: Wrist Lock. Weapon Katas (Select Two): W.P. Qiang (Spear), WP Gun (Staff), WP Jian (Straight Sword), WP Dao (Saber/Broadsword), WP Chan (Spade/Shovel), WP Guan Dao (Guan's Long Handled Saber), WP Pu Dao (Horse Chopping Saber), WP San Jie Gun (3 Sectional Staff), WP Ji (Halberd), WP Fu (Axes (Paired)), WP Cha (Trident), and WP Jie Bian (Steel Whip.). Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, and Critical Strike from Rear. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) from Martial Art Techniques, Body Hardening Exercises, or Specialty Katas (including Chi Katas). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Languages: Chinese (Choose a Northern Dialect.) Physical: Gymnastics. Philosophical Training: Buddhism. If this is your primary martial art form, then the following other forms can be learned in shorter time: Taizu Quan (4 Years), Tang Lang/Mantis (4 Years), Tan Tui (5 Years), or Tibetan White Crane (6 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Strike. 2nd: +2 to Parry and Dodge. 3rd: +10 to Chi, Select One from Martial Art Powers, Body Hardening Exercises, or Specialty Katas (including Chi Katas). 4th: +1 Attack, +1 to Leap (Add 4ft. to Leap Distance). 5th: Critical Strike on a Natural 19-20, +1 to Damage. 6th: +1 to Roll with Punch/Fall/Impact. 7th: +5 to Chi, Select One from Martial Art Powers, Body Hardening Exercises, or Specialty Katas (including Chi Katas). 8th: +2 to Leap (Add 6ft. to Leap Distance). 9th: +1 Attack, +1 to Strike. 10th: +1 to Roll with Punch/Fall/Impact, +1 to Damage. 11th: +1 to Parry, Select One from Martial Art Powers, Body Hardening Exercises, or Specialty Katas (including Chi Katas). 12th: +5 to Chi, +1 to Dodge. 13th: +1 to Leap (Add 4ft. to Leap Distance). 14th: +1 Attack, +1 to Damage. 15th: +1 to Strike, Select One from Chi Mastery, Martial Art Powers, Body Hardening Exercises, or Specialty Katas (including Chi Katas). Why Study Northern Shaolin? One of the most prominent of the Shaolin Kung Fu styles, Northern Shaolin is one of the most flexible and comprehensive systems of Shaolin. Containing everything from animal forms, to weapons, to Iron Body and martial Qigong, Northern Shaolin has minimal weaknesses, and is easily a well-rounded art.







Biathlon By Kuseru Entrance Requirements: No Alignment Restrictions. Requires a Minimum P.E. of 10 and Spd of 12. Skill Cost: 8 Years (4 Years as a Secondary Martial Art Style) The biathlon is a winter sport combining rifle marksmanship with cross-country skiing. Based on World War II military ski patrols, this sport made its debut at the Winter Olympics in 1960. Biathletes carry a single-shot rifle and travel on skis over differing courses of 7.5 km, 15 km or a 4x7.5km relay. Scattered through the course are four target stops, two of which are typically prone shoots at 9.8in (25cm) targets 820ft (250m) away and two of which are standing shoots at 19.7in (50cm) targets 328ft (100m) away. Certain courses have slightly different shooting requirements. Each shoot requires the bi-athlete to fire five rounds at the target, with 2 minutes added to the shooter's time for each miss and one minute added for missing the bull's eye. This style stresses quick and accurate rifle shooting, combined with cross-country skiing. Costume: Typically wears custom sports clothing, in colors representing the character's nation. Stance: Athletes in the Biathlon specialize in firing from prone or standing positions. CHARACTER BONUSES Add +2 to P.E. Add +4 to Spd. COMBAT SKILLS Attacks per Melee: 4 Escape Moves: Roll with Punch/Fall/Impact Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: None. Hand Attacks: Strike (Punch) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: None. Special Attacks: Aimed Shot, Called Strike. Holds/Locks: None. Weapon Kata: W.P. Rifle. Modifiers to Attacks: Critical Strike SKILLS INCLUDED IN TRAINING Martial Art Powers: None. This style offers no Martial Art Powers or Abilities. Physical: Skiing (Cross-Country) Weapon Proficiencies: W.P. Rifle Philosophical Training: Sportsmanship. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: LEVEL ADVANCEMENT BONUSES 1st: +3 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact. 2nd: +2 to Parry/Dodge. 3rd: +1 to Strike with Aimed Shot. 4th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 5th: +1 to Strike with Aimed Shot. 6th: Called Strike on a Natural 20. 7th: +1 to Strike with Aimed Shot. 8th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 9th: +1 to Strike with Aimed Shot. 10th: +1 to Parry/Dodge. 11th: +1 to Strike with Aimed Shot, +1 Attack per Melee. 12th: Called Strike on a Natural 19 or 20. 13th: +1 to Strike with Aimed Shot. 14th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 15th: +1 to Strike with Aimed Shot. Why Study Biathlon? Provides excellent physical training as well. Relatively few special skills. Like most weapon styles, this style can be used without weapons but it loses a great deal of its effectiveness. Relatively weak in physical combat.



NOTE 1: All of the gun styles use their superior level advancement bonuses in place of the weapon proficiency bonuses for modern weapons.



NOTE 2: Gun Styles use these Modern Combat Rules.



NOTE 3: Gun Styles use these Modern Weapon Proficiencies.





Bishoudo - The Way of the Dagger

by Gabriel





Bishoudo is the creation of a master who lives in New York City. He began teaching students how to defend themselves with a minimum of weapons. This led to the development of a martial art that focuses on knives and kicks. Instruction is available only in NYC from the master. The knives, which have 6 inch blades, are often kept strapped to the individual's forearms and then allowed to slide into the hand when needed. Because of their extensive training, practitioners of this art can perform locks and holds even with knives in their hands.

Entrance Requirements: None Skill Cost: 5 years Costume: Street clothes, preferrably with loose sleeves Stance: Weight balanced on the balls of the feet, front foot at 45 degree angle forward, back foot perpendicular. The forward arm's elbow is at a 90 degree angle with the hand roughly level with the shoulder, holding a knife in a reverse grip (blade towards the forearm), ready to slash, parry, or strike with the pommel. The back hand is drawn across the body, about chest level, with the other knife held in a normal grip, ready to thrust or stab. Character Bonuses: +2 to P.P. +1 to M.E. +4 to Spd. +10 to S.D.C. Combat Skills: Attacks Per Melee: 3 Escape Moves: Roll with Impact, Backflip, Maintain Balance Basic Defensive Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Disarm Hand Attacks: Strike, Palm Strike Basic Foot Attacks: Kick Attack, Spinning Hook (Special! A kick that involves bringing the back leg fully around the body, spinning on the front leg, and delivering a kick to the head with the heel of the foot. Does 2D6 damage to hit points on a strike of 15 or higher (not including bonuses), and has a 20% chance of knocking the target out for 1D6 melees. 1D8 to SDC if a the strike roll is lower than 15 or if done to a target other than the head. Almost always done after a punch or crescent kick.), Tripping / Leg hook, Drop kick, Crescent Kick. Jumping Foot Attacks: None Special Attacks: None Holds/Locks: Wrist Lock, Elbow Lock, Automatic Wrist Lock, Automatic Elbow Lock Weapon Katas: W.P. Knives - Paired (Special, see below) Modifiers to Attacks: Pull Punch, Critical Strike

Special Knife Attacks: Pommel Strike: A strike using the pommel of the knife as the weapon. Does 1D4 damage. Slash: A strike using the length of the blade to make a long, shallow, wound. Does 1D6 damage. Thrust: A simple thrust with the knife, putting a lot of muscle into it. Because of this wind up it is easier to avoid (+1 to opponent's parry or dodge roll). Does 1D6+2 damage. Stab: A quick thrust, not quite as powerful. Does 1D6 damage.

Skills Included in Training Martial Art Powers: Select two powers from either Martial Art Techniques or Arts of Invisibility. In addition, the character gets the Zanshin technique. If desired, any number of powers other than Zanshin can be traded, one-for-one, for any basic skill program (excluding physical). Languages: None Skills: None Philosophical Training: None, other than it being stressed that a person should only defend themselves and not seek out combat.

If this is your primary martial art form than the following other forms can be learned in a shorter time: Jujutsu (4 years), Moo Gi Gong (4 years), Yu-Sool (5 years).

Level Advancement Bonuses

1st

Critical strike from behind, +3 to roll with impact, +2 to pull punch

2nd

+2 to damage with knives, +1 to strike

3rd

+1 attack per melee, +2 to parry & dodge

4th

+3 to lock & hold, +1 to maintain balance

5th

+2 to damage with knives, Knockout on natural 20

6th

+1 attack per melee, +2 to disarm

7th

Gains Knife & Kick Pairing, see below for details, +1 to maintain balance

8th

+1 to parry & dodge, select one additional martial art power from Arts of Invisibility or Martial Art Techniques

9th

+2 to strike, critical strike on natural 18, 19, or 20

10th

+2 to damage with knives, select one body hardening exercise, can use spinning hook with Knife & Kick Pairing.

11th

+2 to roll with impact, +1 attack per melee

12th

Death blow on natural 20, +2 to damage with knives

13th

+2 to maintain balance, Knockout on natural 19 or 20.

14th

+1 attack per melee, +2 to hold & lock

15th

Gains the Shift Internal Organs power from Mystic China, +1 to dodge & parry

Example of Knife & Kick Pairing: When attacked, the character can parry the attack with a knife and simultaneously counterstrike, using any of the following kicks: kick attack, crescent kick, tripping / leg hook. Or the character can parry two attacks (as per normal paired weapons) and kick. IE: Your opponent does a twin strike at you with his two sai. You do a double parry and a kick attack to the chest, all in one action. At 10th level, a spinning hook can be used in addition to the other types of kicks. Using this ability takes one attack / action.

Why Study Bishoudo? Because knives are fun. Where else are you told to run with a knife in your hand? Or your teeth. It's quite useful because you can't carry a larger weapon most places and is good against multiple attackers who are in hand to hand range.







Blynar Faern By Sinestus. (Named in Drow) Remembering old kung-fu movies I used to watch, I recalled that there were many movies about various creature based martial arts, one such was The seven Deadly Forms" or something like that, thus I have decided to create them as I remember them.



Inspired by the main character, and Lei Wu-long (from Tekken 3) I decided a 'combination' style was needed. Unlike other masters, this character was a student of many schools instead of staying only at one.



Requirements: P.P.: 8, P.S.: 10, P.E.: 12, Spd: 10 Also, due to the varied nature of this style, it cannot be combined with any other styles. Training: 17 years Character Bonuses +1 to P.S. and P.E., +3 to Spd. +2 to P.P. +5 S.D.C. Stance: Varies with the primary style, (Players should announce the style they're appearing to use at the beginning of combat). Combat Skills Attacks per Melee: Two to start. Hand Attacks: Knife hand, palm strike, strike (Punch), backhand, fore-knuckle strike. Foot Attacks: snap kicks, axe kick, crescent kick, backward sweep, and round house kick. Jumping Foot Attacks: Flying jump kick, back flip. Basic Defense Moves: dodge, automatic parry, parry Advanced Defense Moves: combination parry/strike, back flip. Holds/Throws: Arm hold, body flip/throw Escape Techniques: roll with impact, maintain balance. Modifiers to Attack: pull punch, critical strike, knockout. Weapon Katas: none. Special Moves: critical from behind, wall run (while fighting can move up/down a wall, and/or leap from it, if the 'Modified Lizard Technique' is selected), Leap Skills: prone fighting, acrobatics Martial Arts Techniques: At first level select Two (2) of the following techniques or Body Hardening exercises.



Snake Strike Stance - a wavering stance, which restrains the user from using any kicks. However, in this stance they can perform the 'Greased Lightning Kata without any strike or damage penalties.



Modified Lizard Technique - a modification of 'Light Climbing' and Karumi-jutsu. This can be used in combat, and almost always is. If barefoot, the Lizard master can climb any non-metallic surface using only his feet. The chance of success for this style is 59+5%/level (if the roll is failed, the master has the option of performing a backflip off the wall instead, this can be used to land on behind an opponent if they are within range) and rolls are made for each SURFACE climbed. Thus, once the master climbs a surface successfully, they can return to it without problems for the rest of the combat. When fighting someone while on a wall, the Lizard master gains: +2 to strike and dodge, +1 on initiative and +2 (+20%) to maintain balance, and Automatic Vertical Parry. Unlike the normal Lizard Technique, the Modified Technique can only be maintained for one melee (+1 every 3 levels)



Sleeping Bird Stance (Modified Crane Stance)- restricts user from moving, or using hand strikes. However, all kicks are +2 to strike and damage, or can use all attacks to perform a flying reverse turning kick at triple damage instead of the usual double.



Panther Stance - When using this technique, the martial artist can also use Drop Kicks, Turning Kicks, Power Parries, and dual palm strikes. Also gains a +2 strike and parry.



Drunken Stance - This is a mimic of the Drunken style Kung fu. When using this technique the martial artist gains a +2 to all back moves (back flip, sweep, and back hand.) as well as an Auto-dodge (+1 bonus only).



Two-Hand Technique - this is a mimicry of the techniques of Centipede Boxing. It allows the fighter to act as though they were wielding paired weapons (Thus allowing them to parry/strike with both hands in the same action… etc.) It also provides Katas: Knife - paired.



Turtle Stance - This is a completely defensive technique. In this stance the master cannot attack, however, they gain Automatic Flip/Throw with their normal Throw Bonus, and can attempt to Auto-throw twice per melee.



NOTE: only one of the preceding techniques can be used per melee, and the stance must be assumed at the beginning of the melee to gain any bonuses. Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not. Level Advancement Bonuses 1st: +1 to strike, parry, and dodge, Knockout on natural 20 2nd: +1 to back flip, and maintain balance 3rd: Select one Blynar Faern Technique, Body Hardening or Martial Arts Technique, +1 to holds and throws. 4th: +1 attack, and parry 5th: +1 to strike and roll 6th: +2 to back flip and Damage, Critical on 19+ 7th: Select two Blynar Faern Techniques, Body Hardening or Martial Arts Techniques, +1 attack 8th: +1 to holds, throws, and strike 9th: +2 to parry and dodge, +1 to roll 10th: +1 to back flip, Knockout on 18+ 11th: Select one Blynar Faern Technique, or Chi Power, 12th: +1 to maintain balance, +1 attack 13th: +1 dodge, and parry 14th: Select one Blynar Faern Technique, Body Hardening or Chi Power, +1 to holds and throws. 15th: Select one Zenjorike power, Critical on 18+.



BOKE By Kuseru Entrance Requirements: No Alignment restrictions. Requires a Minimum P.S. of 13 and P.E. of 9. Skill Cost: 5 Years (3 Years as a Secondary Martial Art Style) Boke is the Mongolian word for Wrestling. This style is also known as Buhe Barildaan ("wrestling of strong men"), Bbayrildax, Kyuresh, Karakyuresh, Lamakyuresh, among other names. Born in the 11th century, this style consists of two sub-styles, Inner Mongolian and Outer Mongolian. The only different between the two styles is that in Inner Mongolian, the wrestler may not touch an opponent's legs with their hands. Boke matches are typically conducted outdoors, except during extremely cold winters, when it is held indoors. The legendary grappling skills of Boke have influenced Chinese Kung Fu practitioners and Russian Sambo. The primary combat moves of the style are a variety of lifts, throws and trips. In addition, other skills are taught, including horsemanship, lasso, whip, belt and other rope items as well as the devekh (eagle dance). Winning wrestlers in the style receive special titles such as Falcon, Elephant, Lion and "Eye-Pleasing Nationally Famous Mighty and Invincible Giant." Costume: The wrestlers wear gutuls (traditional Mongolian heavy boots), shuudag (a very small tight-fitting loincloth), zodog (over the shoulder vests), and a pointed cap of velvet. Stance: Graceful pose, looking tall, with legs straight and hands held loosely forward and fingers arranged artfully. CHARACTER BONUSES Add +4 to P.S. Add +2 to P.E. Add +2D6 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Maintain Balance Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: None. Hand Attacks: Punch (Human Fist) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: None. Special Attacks: Balance Throw (NEW!), Body Block/Tackle, Clinch (NEW!), Combination Grab/Throw (NEW!), Crush/Squeeze, Hand Throw (NEW!), Headbutt*, Hip Throw (NEW!), Joint Throw (NEW!), Leap Attack, Lifting Throw (NEW!), Overstep Throw (NEW!), Pickup Throw (NEW!), Push Throw (NEW!), Reverse Hold/Throw (NEW!), Shoulder Throw (NEW!), Suplex, Sweeping Throw (NEW!), Takedown Throw (NEW!). Holds/Locks: Body Hold. Weapon Kata: W.P. Lasso, W.P. Whip. Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of THREE (3) Martial Art Powers from among Body Hardening Exercises (including Demon Hunter). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Mongol Cultural: Horsemanship, Rope Use Physical: Dancing Weapon Proficiencies: W.P. Lasso, W.P. Whip. Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Chin-Na (4 Years), Liang Hsiung (1 Year), Hontai Yoshin Ryu (5 Years), Kito Ryu (4 Years), Hakko Denshin Ryu (4 Years), Sosuishitsu Ryu (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Body Flip/Throw (all Throws), +1 to Maintain Balance, +3 to Roll with Punch/Fall/Impact. 2nd: +1 to Parry/Dodge. 3rd: +1 Attack per Melee. 4th: +1 to Maintain Balance. 5th: +1 to Body Flip/Throw (all Throws), +1 to Strike. 6th: +1 to Maintain Balance, +1 to Entangle with Whip or Lasso. 7th: +1 Attack per Melee. 8th: +1 to Body Flip/Throw (all Throws, do 2D6 damage now, instead of 1D6). 9th: +1 to Maintain Balance. 10th: +1 to Body Flip/Throw (all Throws, do 3D6 damage now). 11th: +1 to Maintain Balance. 12th: +1 to Body Flip/Throw (all Throws), +1 to Entangle with Whip or Lasso. 13th: +2 to Parry/Dodge. 14th: +1 Attack per Melee. 15th: +1 to Body Flip/Throw (all Throws, do 4D6 damage now). Why Study Boke? This is a very powerful martial art. The perfect outdoor martial art. If you're looking for spiritual enlightenment, do a traditional style. A powerful grappling style that focuses on power and intimidation.






Hand to Hand: Bouncer By Nick McIntee



Entrance Requirements: None Skill Cost: 6 years Costume: None, but dark clothes are preferred. Stance: Looks like a boxing stance, but not required.



CHARACTER BONUSES



Add 15 to S.D.C.



Add 2 to M.A.



Add 1 to P.P.



Add 1 to P.E.



Add 1 to P.S.



COMBAT SKILLS Attacks Per Melee: 2 Escape Moves: Roll, Breakfall Basic Defensive Moves: Parry, Dodge, Automatic Parry Advanced Defenses: Circular Parry, Disarm Hand Attacks: Strike (punch), Back Hand, Power Punch Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Stomp Jumping Foot Attacks: Jump Kick Special Attacks: Knee, Elbow, forearm, Body Flip/Throw, Groin Knee (use only natural strike roll, 1d6 HP damage and stuns for 1d4 melees), Knee Buckle (Nat. 14 required, 1d8 SDC + 1d6 HP damage, 40% knee broke {buckled}. If broke, victim can't stand and is -4 dodge/parry; -6 strike) Holds/Locks: Wrist Lock, Elbow lock, Arm Holds, Neck Holds Weapon Katas: None Modifiers to Attack: Knock out/stun, Knock out/stun form rear, Critical Strike, Critical Strike from rear.



SKILLS INCLUDED IN TRAINING Physical: Boxing



LEVEL ADVANCEMENT BONUSES Level 1: +2 to parry/dodge, KO 20/behind, Crit 20/behind Level 2: +2 to strike, +2 to disarm Level 3: +1 Attack per Melee, +1 to breakfall Level 4: KO 19-20 Level 5: +2 parry/dodge, +3 roll Level 6: +1 Attack per Melee, +1 to Disarm Level 7: +1 breakfall, +2 strike Level 8: Critical Strike 19-20 Level 9: KO 17-20 Level 10: +1 Attack per Melee, +1 to disarm Level 11: +1 to breakfall, +2 to strike Level 12: +2 to parry/dodge Level 13: KO 16-20 Level 14: +1 Attack per Melee, +1 to strike Level 15: +2 disarm, +2 to breakfall

  • Every attack (excluding disarm) is an attempt to KO (not the boxing KO/Stun). When this 'automatic' knockout happens, it is for 1d10 minutes - the victim is knocked out cold.




WHY STUDY Hand to Hand: Bouncer?



A job requirement






Hand to Hand: Boxing By Brett Hegr



Gladiators, cyborgs, headhunters, and mercenaries are the most common practitioners of this combat style. Obviously, it is the skill of boxing rounded out to include a wider range of punches for a better attack capability. It doesn't have the versatility of Expert, the kick attacks of Martial Arts, or the grappling skills of Wrestling. However, a skilled boxer can quickly batter single opponents to the point where those shortcomings aren't even relevant. The defense ability of this combat style is unmatched in American combat styles.



Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or Commando. It costs one more "other" skill than Hand to Hand: Martial Arts. Skill Requirements: Must know the Physical: Boxing skill. Attribute Requirements: P.S. of 12 or more. Techniques Known at First Level: Automatic parry, dodge, roll with punch/fall/impact, block (special), and pull punch. Attacks include punch (1d4 damage), hard punch (1d6 damage), overhead punch (1d4 damage but is +1 to strike from the speed and angle), power punch (used with any kind of punch), and elbow or forearm smash (1d6 damage). Don't forget the special knockout punch of the boxer - an automatic (no need to declare) knockout/stun for 1d6 melees on a natural 20.



The block is a skill unique to the boxer (GMs could let other combatants purchase it separately for one secondary skill). The hands and forearms are used to deflect blunt attacks (punches, kicks, and blunt weapons). A block is an automatic defense much like a parry, but can be used to defend against any and all attacks against the frontal upper body (unlike a parry, which is only good against one attack). If successful the boxer takes no damage, or half damage if failed. The character can also block mega-damagetm blows, but he must be wearing M.D.C.tm body armor or power armor. If bought separately, add a +1 to block at levels 1, 4, 7, 11, and 15 (must have the Boxing skill and no other bonuses can be added in). If part of combat boxing, use the bonuses listed below.



Limitations: Due to the emphasis on using the hands for primary attacks, no more than one half of the character's attacks can be used to strike with a weapon or fire a gun. Small, one hand weapons (like knives and blackjacks) are the preferred choice. Forearm vibro-blades do not restrict the character at all and can be used at will. Two handed weapons (battle axes, rifles, etc.) can be used, but the boxer loses one attack and his bonuses to defend are halved. Also, for attacks that do not use the arms (like head butts, knees, and kicks) the boxer only gets to apply half the damage bonus from combat boxing due to the nature of the attack (but still add the full P.S. damage bonus).



Bonuses: +2d6+3 S.D.C.tm, +1 to P.S., and +1 to P.E.



Level 1: Three attacks per melee, +2 to strike, +2 to block, and +2 to damage. Level 2: +2 to pull punch, +1 to roll with punch/fall/impact, and +1 to parry. Level 3: +1 to dodge, +1 to maintain balance, and +1 to grapple. Level 4: Backhand (1d6 damage), head butt (1d6 damage), +1 attack per melee, and +2 to damage. Level 5: Automatic knockout/stun on an unmodified roll of 19 or 20 (for 1d6 melees) and +2 to block. Level 6: Hard punch (2d4 damage) and critical strike on an unmodified roll of 19 or 20. Level 7: One-two punch - A special attack where the first punch (a normal punch doing 1d4 damage) distracts the victim from the real danger, a second devastating punch. The second punch can be another normal punch, a hard punch, an overhand punch, a power punch (still uses two attacks), or an uppercut/roundhouse. Initially, roll one strike roll. If that one succeeds roll damage for both punches. If it fails, roll a second strike roll for the second punch (hits as normal). If the first punch connects, then the second one automatically hits. If it doesn't, the boxer still gets another chance to nail his enemy. The boxer can only block or parry one melee attack when using this attack, and it can only be used twice per melee. Level 8: +2 to block and +2 to damage. Level 9: Uppercut/roundhouse - A special punch that takes two melee actions. It is a critical strike that does triple damage and gets a special +1 bonus to strike, but no defenses can be done while using it. Also add +1 attack per melee and +1 to strike at this level. Level 10: +1 attack per melee, +1 to parry, and +1 to dodge. Level 11: +1 to strike, +2 to pull punch, and +2 to roll with punch/fall/impact. Level 12: Kick attack (1d6 damage) and an automatic knockout/stun on an unmodified roll of 18 to 20 (for 2d4 melees). Level 13: Automatic dodge and +2 to block. Level 14: +1 attack per melee. Level 15: Critical strike on an unmodified roll of 17 or 20.









(Hand to Hand) Brawling By Ron Barry



This is a type of non-formal fighting which is not taught in any school or dojo. It is very similar to Street Fighting, except that Brawling deals more with power punches, smashing an opponent with a chair or bottle and other one-punch knockouts. This could be considered untrained boxing, often seen in bar rooms. Because of the lack of formal training involved, this skill only goes up to level 5, with one additional bonus at level 9.



Level Advancement Bonuses Level 1: +1 additional attack per melee. +2 damage on all S.D.C. attacks Level 2: +1 to strike and +1d6 damage when using a non-combat object as a weapon, such as a barstool, chair, crowbar, pool stick or similar item. This damage should be increased by 3d6 per 100 pounds if a character with exceptional strength uses a larger itemsuch as a washing machine, a steel file cabinet, a car, or some similar thing. Level 3: +4 to parry, dodge, roll with punch, fall or impact Level 4: 2d6 power punch which counts as only one attack. When using a power punch, the attacker can get an automatic knockout on natural roll of 19 or 20. Victim will remain unconscious for 1d4 melee rounds. Knockout attempt does not have to be announced prior to roll. Level 5: +1 additional attack per melee Level 9: +1 additional attack per melee






BRAZILIAN JUJUTSU by Lee Casebolt



Entrance Requirements: None Skill Cost: 8 years (5 years as secondary form)



Brazilian Jujutsu (frequently abbreviated to BJJ) is a relatively modern form developed from judo and traditional Japanese jujitsu styles by the family of Brazilian landowner Carlos Gracie in the early 20th century. Over the years, the style was refined through repeated challenge matches against boxers and other martial artists. Techniques were modified to reflect the combat realities of street fights in Brazil.



In combat, the BJJ master seeks to drive immediately to a clinch, where the punches and kicks of his opponent are no longer effective. Once this is achieved, the opponent is taken to the ground, where he is choked or joint locked into submission.



BJJ training is very hands-on, with the majority of practice being spent on groundfighting practice, There are no preset forms.



Costume: Standard Judo unifrom (though speedoes are often worn during competitions) Stance: Feet just over a shoulder's width apart, knees slightly bent, feet out for balance. The forward arm is extended to check the range to the opponent, the other is held back over the chest for defense. Hands tend to be open. CHARACTER BONUSES +1 ME +2 PP +2 PE +10 SDC COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Attack Moves: Clinch (Special! This involves a quick movement forward to grasp the opponent, while staying close enough that virtually all attacks are impossible. On a successful Clinch roll, only holds/locks, body block/tackle, body flip/throw, and tripping/leg hook attacks are possible for either fighter. Neither may parry or dodge attacks from other characters. A Clinch is maintained until broken by a successful escape move or knockdown attack) Basic Defense Moves: Parry, Dodge, Automatic Parry Advanced Defense Moves: Automatic Roll Hand Attacks: Strike (punch), Palm Strike Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks Jumping Foot Attacks: None Special Attacks: Elbow, Knee, Body Block/Tackle Holds/Locks: Arm Hold, Body Hold, Neck Hold, Neck Hold/Choke, Choke, Elbow Lock, Mount (Special! Performed immediately after a knockdown attack, such as a tackle or leg hook, it pins the opponent to the ground, allowing the character an advantage. While mounted, the character may use any upper body strike or hold/lock, and is +2 to strike and +2 to damage on all techniques. His opponent is limited to hand attacks only, at -2 to strike and damage, and may not roll with impact. The mount may be escaped as a hold), Guard (Special! Performed after suffering a knockdown attack, this defensive position allows the character to defend himself by trapping the opponent between his legs. The character is +2 to roll with impact and parry, and may use any upper body strike, hold/lock, snap kick, or tripping/leg hook attack. A successful tripping/leg hook will roll both combatants to a standing position; a critical strike with the leg hook rolls the character from the guard to the mount! While "in the guard" the opponent may use any upper body strike, hold/lock, or knee attack. The guard may be escaped as a hold) Weapon Kata: None Modifiers to Attacks: SKILLS INCLUDED IN TRAINING Martial Art Powers: Receives the Kansetsu Waza - Grasping Hand Atemi power automatically. Choose one power from Body Hardening Exercises and Martial Arts Techniques. Languages: Portugese Philosophical Training: None If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Jujutsu (4 years), Kodokan Judo (4 years), or Ch'in Na (4 years) LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Clinch, Critical Strike from Behind 2nd: +1 to Locks/Holds, +1 to Boddy Block/Tackle and Tripping/Leg Hooks 3rd: +1 to Strike, +2 to Maintain Balance 4th: Add one attack per melee, Critical Strike on natural 18, 19, or 20 5th: +2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on a natural 20 6th: Select one additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques, +1 to Locks/Holds 7th: +1 to Clinch, +1 to Body Block/Tackle and Tripping/Leg Hooks 8th: Add one attack per melee, +1 to Maintain Balance 9th: +2 to Roll with Punch/Fall/Impact, +1 to Damage 10th: +1 to Parry/Dodge, +1 to Locks/Holds 11th: Select one additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques, add one atack per melee 12th: +1 to Parry/Dodge, +1 to Strike 13th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance 14th: Add one attack per melee, Knock-Out/Stun on a natural 19 or 20 15th: Select one additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques. Why Study Brazilian Jujutsu?For taking an opponent out of his element, there's nothing better. BJJ's groundfighting is second to none. On the downside, while it excels in one-on-one combat, the emphasis on ground-fighting makes the practitioner vulnerable to multiple attackers.






Breakinist By Thoth Ptolemy



These forms of martial arts are unique in the fact that the warrior cannot fight WITHOUT music. Music is required to keep the beat and in time. The reason being, they dance around, fighting...combining attacks with sometimes amazing and beautiful moves, sometimes not so beautiful, but still amazing. There are a variety of forms of Dancing Martial Arts, each with certain unique attacks.



Requirements: Gymnastics and Dance skills. Cost: 3 other skills. General: This form usually centers around fast moves on the ground. Outfit: Stuff from the 80s (???)



LEVEL ADVANCEMENT BONUSES Level 1: 3 attacks per melee, +5 Roll Level 2: +1 Parry, +2 Dodge Level 3: Kick does 1D6 damage Level 4: Drop Dodge ( With this, the Breakinist drops to the ground rolls away, successfully removing themself from direct HtH combat (rolls away 4-5 feet). No bonuses apply unless specifically stated above.) Level 5: +1 attack, Entangle on natural 20 Level 6: Leg Sweep ( With this attack, the Breakinist drops to the ground and tries to take out their opponents legs and knock them down. Normal strike bonuses apply. Opponent is knocked down on a natural roll of (20 - lvl) to 20. If knocked down, opponent loses initiative and 1 attack.) Level 7: Ground Kick ( This attack happens when the character is already on the ground. What they do is pop up with both feet out in front. Damage is decent, and opponent may be knocked down. Damage: 1D6 + Spd. Knockdown on natural 18,19 or 20.) Level 8: Leap Kick (critical strike, range = Spd attr) Level 9: Critical Strike on natural 19 or 20, Entangle on natrual 17, 18, 19or 20 Level 10: +1 attack, +1 parry, +3 dodge Level 11: +3 damage Level 12: +5 roll, +2 Drop Dodge Level 13: Knock-out/stun on natural 20 Level 14: +1 attack Level 15: Entangle on successful strike (no bonuses, must be called).






HTH: Brick By Mephisto (NOTE: Does not include the "two attacks for living!") This is a hand to hand style for heroes and villains with the following powers: Superhuman Strength, APS: Metal, APS: Stone, Growth, Invulnerability, Supernatural Strength, and any power or ability not mentioned that provides superhuman or greater strength. It also includes mineral aliens. Note that Underwater Abilities do not get to have HTH: Brick! It is more appropriate for mutants and aliens that pre-exist with these abilities than experiments that are granted these abilities later in life. The basic style of this ability is pretty simple. The character knows that he's going to get hit and usually waits patiently for the opponent to make a mistake and get too close. He or she then waits for the opponent and will try to overpower him or her. This involves grabbing, holding, and crushing the opponent, and also trying and slamming him or her against a hard surface. Another aspect of this style is that if an opponent especially one that is lighter than the character, then he or she can be leaned on to suffer damage.



(*): A Falling Slam Attack is available only after a successful Body Hold. The character simply use's his or her weight and falls on the opponent. The damage is based on the weight of the character. Each 100 pounds past 200 pounds does 1D10 damage, so a 600-pound character will do 4D10 (or 1D4x10) damage. P.S. damage bonuses are not applicable. Likewise, a character that is caught in the Body Hold, unless he or she has intangibility, teleportation, or similar power, cannot escape or defend against the Falling Slam Attack. Note that this is not the same as the professional wrestling move Body Slam, the character simply leans into the opponent and does not actually pick up the opponent. Also keep in mind that no additional damage is done by the character laying on top of the opponent after the Falling Slam Attack is successful. However it is an effective means of subduing ones opponent (cannot move unless he or she has a P.S. that will allow him or her to lift the heavy mass).



Requirements: 3 skill slots (can not be secondary skills) and also must have either Superhuman Strength or one of the above Major Super Abilities. Attacks per Melee: 2 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Dodge, Parry, Automatic Parry, Strike (Punch)(1D4), Snap Kick (1D6), Body Flip/Throw (1D6), Crush/Squeeze (1D6 to Hit Points), Automatic Body Hold, Falling Slam Attack (*), Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind. Level Advancement Bonuses: 1st: +2 Pull Punch, +1 Parry, +2 Damage. 2nd: +1 Maintain Balance. 3rd: +1 Attack per melee. 4th: +1 Roll with Punch/Fall/Impact, +1 Hold. 5th: Critical Strike on Natural 18/19/20 6th: +1 Dodge, +2 Damage. 7th: +1 Strike, +1 Parry. 8th: +2 Pull Punch, +1 Attack per melee. 9th: +1 Maintain Balance. 10th: +1 Parry, +2 Damage. 11th: Knockout/Stun on Natural 19/20, +1 Hold 12th: +1 Strike, +2 Damage. 13th: +1 Body Flip/Throw, +1 Attack per melee. 14th: +1 Maintain Balance, +1 Roll with Punch/Fall/Impact. 15th: +1 Dodge

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