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Kungfu martialarts

Martial Arts Styles – C:



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HTH: Canine By Mephisto (NOTE: Does not include the "two attacks for living!")



This is a hand to hand style for mutant dogs, CS Dog Boys, were-wolves, animal metamorphosis: canine, dog-like aliens and mutants and is also suitable for any character or power that gives the character exceptionally large teeth or maw. The basic idea of the style is that you leap on the opponent, grab him or her with your teeth and then at the same time bite and shake the opponent. Note that a normal human does not have the dental work normally to acquire this particular style of combat. Also I could go into abilities for specific breeds but I don't have that much interest in the topic.



(*): The Bite Hold is an attack where the idea is not so much to inflict damage as to keep the opponent subdued. The damage is equal to a normal bite at the appropriate level of experience, but the opponent cannot escape without a successful dodge roll at -2 or by prying the jaw of the character open. This attack use's the Hold Bonus. See (****) for details about prying the jaw open. A successful Bite Hold is required before a Bite Shake can occur. Also note that beyond the initial Bite damage no other damage is inflicted with the Bite Hold. (**): The Bite Shake is when the character, after a successful bite hold, violently shakes the opponent. The damage is normally 1D6 (2D6 at 11th level) and the character needs to make a Maintain Balance roll to avoid being tossed to the ground. The character initiating the Bite Shake can perform it until the defender escapes or he or she releases it. There are two ways to escape a Bite Shake. One is by a successful Dodge roll at -4. The other is by prying the jaw open. Note that attempting to pry the jaws open can not be performed until the opponent is on his or her feet. See (****) for details about prying the jaw open. Also P.S. damage bonuses do apply to the Bite Shake. (***): The Automatic Bite Hold is performed instead of a parry. The Automatic Bite Hold use's the Hold bonus. If it is unsuccessful, the character can not use Roll with Punch/Fall/Impact to reduce the damage taken. (****): Prying Jaw Open: An opponent with a sufficient strength or knowledge of canine anatomy can open the jaw of the character. To determine success the character applying the Bite Hold or Bite Shake rolls a 1D20. All Hold bonuses are applicable as well as Resist bonuses. The defender gets to roll a 1D20 and add in P.S./2 bonuses. If the opponent has either one of the skills Breed Dogs or Animal Training then they get a +4 bonus per skill. Beast Masters get a +8 bonus. The highest roll wins. If the opponent is successful then he is no longer in the Bite Hold or Bite Shake. If the character is successful then the Bite Hold or Bite Shake continues. The attempt to Pry Jaw Open counts as one of the opponent's melee attacks and can be attempted as often as the opponent has melee attacks left.



Another Note: Resist bonuses only apply to fighting the Prying Jaw Open attack. They are not good for any other purpose.



Requirements: Automatic for mutant dogs raised as Wild Animals or CS Dog Boys. For other characters it requires three skill slots (available as Secondary skill slots since it is in effect a "self-taught skill.") Attacks per Melee: 2 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Automatic Parry, Bite (1D6), Bite Hold (*), Bite Shake (**), Punch (Strike)(1D4), Kick Attack (2D4), Leap Attack, Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind. Level Advancement Bonuses: 1st: +2 Parry, +2 Dodge. 2nd: +1 Resist, +1 Leap Attack (and add 5 feet to distance). 3rd: +1 Hold, +1 Roll with Punch/Fall/Impact. 4th: +1 Resist, +1 Attack per melee. 5th: +1 Pull Punch, Bite does (2D6) damage, +1 Initiative. 6th: +1 Resist, +1 Parry, +1 Dodge. 7th: Critical Strike on Natural 18/19/20, Add Automatic Bite Hold (***). 8th: +1 Resist, +1 Attack per melee. 9th: +1 Hold, Bite does (3D6) damage. 10th: +1 Resist, +1 Leap Attack (and add 5 feet to distance). 11th: Bite Shake does (2D6) damage, +1 Pull Punch, +1 Attack per melee. 12th: +1 Resist, +1 Parry, +1 Dodge, +1 Initiative. 13th: Knockout/Stun Natural 19/20, Bite does (4D6) damage. 14th: +1 Resist, +1 Attack per melee. 15th: +1 Hold.







HTH: Canine By Mephisto (NOTE: Does not include the "two attacks for living!")



This is a hand to hand style for mutant dogs, CS Dog Boys, were-wolves, animal metamorphosis: canine, dog-like aliens and mutants and is also suitable for any character or power that gives the character exceptionally large teeth or maw. The basic idea of the style is that you leap on the opponent, grab him or her with your teeth and then at the same time bite and shake the opponent. Note that a normal human does not have the dental work normally to acquire this particular style of combat. Also I could go into abilities for specific breeds but I don't have that much interest in the topic.



(*): The Bite Hold is an attack where the idea is not so much to inflict damage as to keep the opponent subdued. The damage is equal to a normal bite at the appropriate level of experience, but the opponent cannot escape without a successful dodge roll at -2 or by prying the jaw of the character open. This attack use's the Hold Bonus. See (****) for details about prying the jaw open. A successful Bite Hold is required before a Bite Shake can occur. Also note that beyond the initial Bite damage no other damage is inflicted with the Bite Hold. (**): The Bite Shake is when the character, after a successful bite hold, violently shakes the opponent. The damage is normally 1D6 (2D6 at 11th level) and the character needs to make a Maintain Balance roll to avoid being tossed to the ground. The character initiating the Bite Shake can perform it until the defender escapes or he or she releases it. There are two ways to escape a Bite Shake. One is by a successful Dodge roll at -4. The other is by prying the jaw open. Note that attempting to pry the jaws open can not be performed until the opponent is on his or her feet. See (****) for details about prying the jaw open. Also P.S. damage bonuses do apply to the Bite Shake. (***): The Automatic Bite Hold is performed instead of a parry. The Automatic Bite Hold use's the Hold bonus. If it is unsuccessful, the character can not use Roll with Punch/Fall/Impact to reduce the damage taken. (****): Prying Jaw Open: An opponent with a sufficient strength or knowledge of canine anatomy can open the jaw of the character. To determine success the character applying the Bite Hold or Bite Shake rolls a 1D20. All Hold bonuses are applicable as well as Resist bonuses. The defender gets to roll a 1D20 and add in P.S./2 bonuses. If the opponent has either one of the skills Breed Dogs or Animal Training then they get a +4 bonus per skill. Beast Masters get a +8 bonus. The highest roll wins. If the opponent is successful then he is no longer in the Bite Hold or Bite Shake. If the character is successful then the Bite Hold or Bite Shake continues. The attempt to Pry Jaw Open counts as one of the opponent's melee attacks and can be attempted as often as the opponent has melee attacks left.



Another Note: Resist bonuses only apply to fighting the Prying Jaw Open attack. They are not good for any other purpose.



Requirements: Automatic for mutant dogs raised as Wild Animals or CS Dog Boys. For other characters it requires three skill slots (available as Secondary skill slots since it is in effect a "self-taught skill.") Attacks per Melee: 2 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Automatic Parry, Bite (1D6), Bite Hold (*), Bite Shake (**), Punch (Strike)(1D4), Kick Attack (2D4), Leap Attack, Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind. Level Advancement Bonuses: 1st: +2 Parry, +2 Dodge. 2nd: +1 Resist, +1 Leap Attack (and add 5 feet to distance). 3rd: +1 Hold, +1 Roll with Punch/Fall/Impact. 4th: +1 Resist, +1 Attack per melee. 5th: +1 Pull Punch, Bite does (2D6) damage, +1 Initiative. 6th: +1 Resist, +1 Parry, +1 Dodge. 7th: Critical Strike on Natural 18/19/20, Add Automatic Bite Hold (***). 8th: +1 Resist, +1 Attack per melee. 9th: +1 Hold, Bite does (3D6) damage. 10th: +1 Resist, +1 Leap Attack (and add 5 feet to distance). 11th: Bite Shake does (2D6) damage, +1 Pull Punch, +1 Attack per melee. 12th: +1 Resist, +1 Parry, +1 Dodge, +1 Initiative. 13th: Knockout/Stun Natural 19/20, Bite does (4D6) damage. 14th: +1 Resist, +1 Attack per melee. 15th: +1 Hold.







CANNE DE COMBAT By Kuseru Entrance Requirements: No Alignment restrictions. Requires a minimum P.S. of 12 and P.P. of 12. Skill Cost:9 Years (7 Years as a Secondary Martial Art Style) Canne de Combat is a French stick fighting art similar to Savate. It is a graceful art performed at long range with athletic movement and stylish strikes. Unarmed combat is taught, consisting of blocks, combinations, feints, and hand strikes with the goal of striking the body, legs, and head of the opponent. Leaping and jumping attacks are also common. Traditional weapons used in the style include the baton, cane, knife and whip. The standard weapon of the style is a 37 inch (95 cm) long, 5 ounce (140 gram) stick with which circular thrusts and strikes, both in the horizontal axis and the vertical access, are made. Costume: A jogging or track suit is typically worn. In competitions, padded clothing, gloves and head guards are added. Stance: Narrow stance with feet close together, one in front of another. The hands are held down and close to the body, with the armed hand holding the cane vertical to the ground. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.P. Add +1 to P.E. Add +2 to Spd. Add +10 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap. Attack Moves: Leap, Lunge (NEW!). Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Disarm. Hand Attacks: Backhand, Hook (NEW!), Jab (NEW!), Palm Strike, Punch (Human Fist), Uppercut. Basic Foot Attacks: Kick Attack. Jumping Foot Attacks: Jump Kick. Special Attacks: Backward Thrust (NEW!), Combination Strike/Parry, Death Strike, Leap Attack, Trip/Leg Hook - Weapon (NEW!). Holds/Locks: None. Weapon Kata: W.P. Baton (Blunt), W.P. Cane (Blunt), W.P. Knife, W.P. Whip. Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Feint (NEW!), Knockout/Stun. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Martial Art Techniques and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: French Cultural (Pick Four): Brewing, Cook, Dancing, Horsemanship, Play Musical Instrument, or Singing. Weapon Proficiencies: W.P. Baton (Blunt), W.P. Cane (Blunt), W.P. Knife, W.P. Whip Philosophical Training: Code Duello is sometimes adhered to, but it is not common. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Jogo de Pau (7 Years), Savate (11 Years), Zipota (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Damage, +1 to Leap (add 1 foot to Leap distance) 2nd: +2 to Parry/Dodge, Critical Strike from Behind 3rd: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 4th: +1 to Initiative, +1 to Strike, +1 to Damage, +1 to Leap (add 1 foot to Leap distance) 5th: +1 Attack per Melee, +1 to Parry/Dodge. 6th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 7th: Death Strike on a Natural 20 8th: Critical Strike on a Natural 19 or 20 9th: +1 to Strike, +1 to Damage, +2 to Leap (add 4 feet to Leap distance) 10th: +1 Attack per Melee, +1 to Parry/Dodge. 11th: +1 to Initiative, +1 to Strike, +1 to Damage,+1 to Leap (add 1 foot to Leap distance) 12th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 13th: +1 to Damage, Knockout/Stun on a Natural 20 14th: Critical Strike on a Natural 18, 19, or 20 15th: +1 Attack per Melee, +1 to Parry/Dodge. Why Study Canne de Combat? Flexibility, surprising attacks and deadly moves are all this style's trademarks. When it comes to quick and deadly, this is possibly the best of the martial arts. This style lacks any true spiritual training, which may be a loss for some. A well-rounded system, with powerful offensive and defensive techniques, as well as basic weapons training, that excels at long-range combat.







Cante By Sinestus



A derivative of Kendo and Judo, Cante is primarily a defensive martial art. Cante is one of the few styles developed in the late 20th century and whose creator is still alive. Cante was developed by a master vampire (ala the Smigs types) who found that deception was an incredible tool. Renard Tempes, the style's creator, had taken up the habit of carrying a cane with him where ever he went (even simulating a limp to be convincing). To him, the cane was one of the most useful weapons ever created. It was almost always at hand, and provides a hooked end useful for grappling. For a master of the style, grappling range is anywhere within the reach of their cane. Also, anyone unfamiliar with the style suffers a -2 to initiative the first melee of combat.



Requirements: P.P.: 10, I.Q.; 10, P.S.: 12 Training: 12 years Character Bonuses +2 to P.P. +2 to P.S. +5 S.D.C. Stance: sidelong with opponent, feet shoulder width apart, hands resting on the top of the cane. Outfit: casual clothing Combat Skills Attacks per Melee: 2 Hand Attacks: strike/punch, palm strike, knife hand, fore-knuckle strike. Foot Attacks: snap kick, turning kick (dodge/kick), roundhouse, tripping leg hook, kick attack, crescent kick Basic Defense Moves: dodge, roll, parry, automatic parry Advances Defense Moves: none Holds/Locks: arm hold, leg hold, neck hold (can use cane in holds, thus requiring only one hand for the hold.), Escape Techniques: roll Modifiers to Attack: critical, Special Moves: neck hold/choke, one handed choke, death blow.



Cane Trip - hooking move aimed at the back of the knee. Requires natural 12+ to strike. Buckles the knee (lose one action) and deals 1D6 + to leg. Cannot be parried. Critical strike beaks the knee.



Dual Limb Hold - an incapacitating move. Requires a successful arm or leg hold first. Second action allows including the other like limb. With both limbs trapped, victim suffers -5 to escape, and can only free one limb at a time. At level six this places a shoulder or knee lock on the first limb caught, and breaks the lock when the first limb is freed (thus breaking/dislocating the knee/shoulder.) If defending against a dual hand/weapon attack, the Cante master can attempt to go straight into the dual arm hold, but is -3 to hold.



Head Pull - cane hook to the neck, -1 to strike, but success throws victim to ground for 2D4 damage (plus throw penalties), and can be continued into a Neck Hold at +2 to hold for a second action. Choke damage is doubled for the first melee. Weapon Katas: Hooked, Blunt (apply as appropriate for end of cane) Additional Skills: Fencing (may apply bonus to Blunt when using cane). Martial Arts Powers: Select Two powers from Arts of Invisibility or Atemi Abilities. Level Advancement Bonuses 1st: +2 to roll, +1 to initiative, critical from behind 2nd: +2 to strike and parry 3rd: +1 to dodge, Critical 19+ 4th: +1 attack, select one power from Atemi or Invisibility 5th: Can Deathblow Attack when opponent is in Hold gain parry/throw combination (one action, no throw bonus) with Cane 6th: +2 to holds, +1 to strike 7th: +1 to parry/dodge, select one power from Atemi or Invisibility 8th: +1 to roll, gain Parry/(arm/leg) hold maneuver (one action) Critical 18+ 9th: +1 attack, automatic neck hold with Head Pull attack. 10th: Can Deathblow Attack From Behind with Cane 11th: +1 parry/dodge 12th: Select one power from Martial Arts Techniques, Atemi, or Invisibility 13th: +2 to strike, +1 to holds 14th: +1 attack, can Deathblow Attack with Cane 15th: +1 to initiative, +1 to roll






Capoeira By Ray Bull



Entrance Requirements: None Skill Cost: 12 years(Primary), 6 years(Secondary) Costume: None Stance: None



CHARACTER BONUSES



Add 1 to M.E.



Add 1 to P.S.



Add 3 to P.P.



Add 1 to P.E.



Add 15 to S.D.C.



COMBAT SKILLS Attacks per Melee: 4 Escape Moves: Roll w/Punch/Eall/Impact, Backflip, Cartwheel Attack Moves: Backflip, Handstand, Cartwheel Basic Defensive Moves: Dodge, Automatic Dodge Advanced Defenses: Multiple Dodge, Breakfall Hand Attacks: Strike (Punch), Knife Hand, Back Hand Basic Foot Attacks: Trip/Leghook, Backward Sweep, Kick Attack, Crescent Kick, Wheel Kick, Axe Kick, Reverse Turning Kick, Drop kick, Roundhouse Kick Jumping Foot Attacks: Jump Kick, Armada with Martelo (NEW! Combination Wheel kick/Jumping Roundhouse, Must be 1st and only attack, does 1D8+1D10) Special Attacks: Knee, Elbow, Headbutt, Eye Poke, Ear Slap, Double Ear Slap Modifiers to Attack: Pull Punch, Pull Kick, Critical Strike, Critical Strike from Rear



SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select 2 powers from Body Hardening Exercises. Language: Portugese Physical Skills: Gymnastics Cultural Skills: Dance, Play Insrrument:Agogo(two-tone bell), Atabaque (drum), Berimbau (wire-strung wooden bow), Pandeiros(tambourines)



LEVEL ADVANCEMENT BONUSES Level 1: +2 to Dodge, +1 to Strike with Hand Attacks, Critical Strike on a Natural 20 Level 2: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact Level 3: +1 to Handstand, +1 to Cartwheel/Backflip Level 4: +1 to Strike with Foot Attacks, Gain 1 Martial Art Power from Body Hardening Exercises Level 5: +1 Attack per Melee, +2 to Dodge Level 6: +1 to Rear Attacks, +1 to Cartwheel/Backflip Level 7: +1 to Handstand, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19+ Level 8: +1 Attack per Melee, +2 to Strike with Foot Attacks Level 9: +2 to Dodge, +1 to Cartwheel/Backflip Level 10: +1 to Rear Attacks, Gain 1 Martial Art Power from Body Hardening Exercises Level 11: +1 Attack per Melee, +1 to Handstand Level 12: +1 to Roll with Punch/Fall/Impact, +1 to Strike with Foot Attacks Level 13: +2 to Dodge, Critical Strike on a Natural 18+ Level 14: +1 Attack/Melee, Gain 1 Martial Art Power from Body Hardening Exercises Level 15: +1 to Handstand, +1 to Strike with Hand Attacks



Why Study CAPOEIRA?



A strong and unorthodox style that can be hidden within dance movements. Capoeira is only lacking in weapon skills and mystical abilities.






Capoiera By Sinestus



I know there's already a version of this Brazilian style out there, but I've been working on my own for a while... in a game one might consider this the Non-exclusive version of the other one out there...



Entrance Requirements: P.P.: 12 P.E.: 12 Skill Cost: One year Outfit: Loose fitting pants, with or without a shirt. Attribute Bonuses +3 to P.P. +2 to Spd +2 to P.E. Stance: The jinga is a rhythmic stance which is in constant motion, starting with the feet even, one foot is drawn back to an angled stance and then brought back up, and the process is repeated back and forth... while the legs are in motion so are the arms, whichever leg is moving back, the like arm is 'sweeping water' (moving in a downward parry motion), the other draws up or to the chest. NOTE: Should the dancer loose the rhythm (e.g. gets knocked down or thrown) no kicks are possible for the rest of the melee. Combat Skills Attacks per Melee: 2 Escape Moves: Roll with impact, Cartwheel, Flip, Back flip. Basic Defensive Moves: Dodge, Parry, leg parry (can use leg instead of arm to parry an attack, can parry sweeps) Advanced Defenses: Multiple Dodge, Breakfall, Breakfall/roll (use roll bonuses, and tumbling style action, takes only one-quarter damage and may opt to move to a farther combat range, e.g. Grappling Range to Normal or Normal to Long) Hand Attacks: Punch, Backhand, turning strike (dodge/punch) Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Crescent Kick, Backward Sweep. (NOTE: In Capoiera, the primary attack is kicking, thus kicks which usually use up all kick attacks for the melee do not, however, such kicks cannot be used twice per melee.... no repeated roundhouse kicks, roundhouse kick to crescent kick, or similar patterns) Jumping Foot Attacks: Jump Kick, Flying Reverse Turning Kick (a.k.a. Reverse Butterfly Kick), and Scissors Kick (jumping brings both legs together on opponent, or can strike two opponents, 1D6+P.S. [x2] damage per leg). Special Moves: Knee, Handstand, backflip, drop kick,



Continual Dodge (the constant movement of the style allows the dancer to dodge every attack without sacrificing actions, also, failed dodges can still opt for a roll with impact, but cause the loss of this ability until the next melee. If performed in combination with attacks only gains half dodge bonus)



Continual Kick (with any successful kick the dancer may continue with their momentum to perform other kicks until one is parried successfully or they run out of attacks, in this fashion they may also use any combination of kicks even if they usually take all attacks or are the only ones used in the melee) Similar to Lightning Kata, but takes entire melee, after the first successful kick the opponent is forced to be defensive unless they dodge (thus losing one attack), if the next attacks happen simultaneous (because the dancer does not stop to dodge), then if the dancer's natural roll is higher then opponents by 5 or more, the opponents attack is unsuccessful and only the opponent takes damage, the Continual Kick proceeds, and the opponent must again dodge before attacking. If the opponent's natural roll is higher by 5+, then the dancer's rhythm is disrupted and the attack fails, only the dancer takes damage. If neither of these happen, both take damage and the Continual Kick continues, the opponent must once again dodge before attacking again. Generally combined with Handstands and Cartwheels. Weapon Katas: None Modifiers to Attacks: Pull Punch, Critical Strike, Knock-out/Stun. Additional Skills: Gymnastics, Running, Dance, play percussion instrument. Martial Arts Abilities: At first level automatically gain Chagi (Kick Practice) and may select two abilities from specialty katas or body hardening Special Bonus: should a Capoiera dancer fight to any rhythm based music, then they gain an additional +1 to all moves. Level Advancement Bonuses NOTE: Where there are Roll bonuses, also consider those 'pull punch' bonuses 1st: +1 to strike, +2 to roll, knockout on natural 20 with a kick 2nd: +2 to dodge, +1 to breakfall 3rd: +1 attack, parry, and backflip 4th: gains automatic leg parry, select one power from martial arts techniques or specialty katas 5th: critical on 17+, +1 to strike 6th: +1 to cartwheel, and handstand, +1 to dodge 7th: +1 to parry, and roll 8th: +1 to strike, cartwheel and handstand 9th: +1 attack, select one body hardening, martial art, or Chi technique 10th: +1 to parry, roll and backflip 11th: +1 to handstand and backflip, +2 dodge 12th: gains Calm Minds Zenjorike 13th: critical on 15+ with kicks, knockout on 18+ 14th: +1 attack, +1 parry, +1 breakfall 15th: choose one chi power, and select one chi, martial art, or body hardening technique Why Study Capoiera? Even though the strength of this style is in it's continuation techniques, it still remains fairly powerful against multiple attackers and solo combat alike.






Capoiera (EXCLUSIVE) By Mike Best



Capoiera is a Brazilian martial art form that comes from African decent. It is very fluent and consists of rhythmic motions. In it's dance like movement the master will use a combination of kicks and punches to counter his opponent moves and to strike the opponent when he or she is off balance.



Entrance Requirements: P.P. 14, Spd. 12, a high PS is suggested but not required. Skill Cost: 7 years Costume: Loose fitting pants, with or without a shirt. Stance: One leg forward the other back arms slightly out to the sides. The martial artist will move in a circular dance like motion called a jinga.



CHARACTER BONUSES



Add 2 to P.P.



Add 2 to Spd.



Add 1 to P.S.



Add 1 to P.E.



Add 10 to S.D.C.



COMBAT SKILLS Attacks per Melee: 4 Escape Moves: Roll with punch/fall/impact, Cartwheel, Flip, Back flip. Basic Defensive Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Multiple Dodge, Automatic Roll, Breakfall, Combo Parry/Attack. Hand Attacks: Strike (punch) Power Punch, Backhand Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Crescent Kick, Backward Sweep. Jumping Foot Attacks: Jump Kick, Flying Reverse Tuning Kick. Special Attacks: Knee, Elbow, Handstand Weapon Katas: W.P. Blunt, W.P. Paired Blunt Modifiers to Attacks: Pull Punch, Critical Strike, Knock-out/Stun.



SKILL INCLUDED IN TRAINING Martial Art Powers: Choose 2 for Martial Art Techniques, and 1 from Special Kata's. Languages: Portuguese Physical: Gymnastics, Acrobatics Cultural Skills: Dance



LEVEL ADVANCEMENT BONUSES Level 1: +2 to dodge/parry, +3 roll with punch/fall/impact Level 2: +1 to strike, Knock-Out/Stun on a natural 19-20 Level 3: + one extra attack per Melee, +1 to dodge/parry/roll with punch/fall/impact Level 4: +3 maintain balance, +2 strike Level 5: Select 1 Body Hardening Exercises Level 6: +1 dodge/parry, +2 roll with punch/fall/impact Level 7: +one extra attack per melee, +2 to strike Level 8: +2 maintain balance, Knock-Out/Stun on natural 18-20 Level 9: select one Additional Martial Art Power from Martial art Techniques, Body Hardening, or Special Katas Level 10: +2 to dodge/parry/roll with punch/fall/impact Level 11: +2 strike, +3 to disarm, death blow on natural 20 Level 12: +1 attack per melee Level 13: +1 to dodge/parry/roll with punch/fall/impact Level 14: Knock-Out/Stun on natural 17-20, +2 strike Level 15: + 1 attack per melee, +2 dodge/parry/roll, select one Additional Martial Art Power from Martial art Techniques, Body Hardening, or Special Katas






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.






Capoiera (kap-oh-er-a ) By danzig138



The actual history of this interesting style is unknown, but this is the basic, accepted theory:



Capoiera was developed by the African slaves brought to Brazil by Portugese merchants. The slaves were from various tribes, some were even from enemy tribes. Realizing that their condition would not change on it's own, they decided to revolt. Bu they had to be able ot fight, and they were obviously not allowed to have weapons, so they took lessons from their tribal dances, and began to develop a way of fighting based on these dances. This was act- ually very clever, as they were able to convince their masters that they were only practicing their ancient traditional dances while they were, in fact learning to fight. The practiced their secret art to the rhythms of drums and a stringed, wooden instrument called the berimbau. Eventually, they did gain their freedom. The "dance" of capoiera and the capoeiristas ( practicioners of the art ) became so feared that Capoiera was actually made illegal in Brazil until the 1930's, when government restrictions were relaxed and students were once again allowed to practice.



Today, Capoiera is popular around the world. The dancing and music initially used to disguise the style have been fully integrated into the style. It is even a type of game for those who practice it.



Capoeira is usually done inside a circle of people called a "roda", pronouced HO-DUH. The people in the circle are usually other capoeiristas waiting to "play", and observers. Player or not you are expected to give energy to the roda by clapping and singing in response to the person "in charge" of the roda. There are several instruments used to make the music in the capoeira roda. The agogô (double cowbell), pandeiro (tambourine), Atabaque (conga type drum), and the Berimbau which is the most important. Each instrument, when played correctly, contributes to the energy in the roda, but the Berimbau is the commanding instrument. It tells the players inside the roda how to play, fast or slowly, agressively or pretty with lots of acrobatics. The berimbau starts and stops the roda, and all the other instruments follow it's rhythm and tempo.



Many people ask if Capoiera is a dance, or a fighting art. Mestre Joao Grande, considered to be one of the greatest Capoiera teachers, answered this question once with this, " In the hour of fighting, it is a fight. And in the hour of dance, it is a dance".



Capoiera is a very interseting form to observe. It appeals to both the body and the mind. The driving rhythms reach into the body and stir one to movement, while the wild dancing and acrobatics entertain the eye and mind. It is a constantly moving style, and this can be very confusing to someone who has never faced a capoeirista before.



Entrance Requirements: P.S. 13, P.P. 14, Spd. 15 Costume: None in particular, but students dress in all white. Stance: A low crouching position, with circular motion.



CHARACTER BONUSES



Add +2 to P.P.



Add +1 to P.E.



Add +5 to Spd.



Add +15 to S.D.C.



COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Backflip, Cartwheel, Somersault, Leap, Maintain Balance Attack Moves: Backflip, Cartwheel, Handstand, Leap, Roll, Somersault Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Multiple Dodge, Circular Parry, Automatic Dodge, Automatic Roll Hand Attacks: Strike ( Punch ), Knife Hand, Double Knuckle Fist, Back Hand Basic Foot Attacks: Kick Attack, Roundhouse Kick, Wheel Kick, Crescent Kick, Tripping/Leg Hook, Drop Kick, Reverse Turn Kick, Whirling Kick ( Special! Must be the first attack and it uses half of the character's attacks. Roll to strike with no bonuses. Affects every target in Combat range, and acts as an Automatic Parry. Inflicts 1D8 damage ). Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turn Kick Special Attacks: Death Blow, Leap Attack, Knee, Elbow, Forearm, Head Butt, Arrastao ( SPECIAL! The capoeirista attempts to grab the opponent's legs and pull them out from underneath him. Uses two attacks, and requires a strike roll of 13 or better. If successful, the victim suffers 1D8 damage and loses initiative and two attacks ). Modifiers to Attacks: Pull Punch, Knock-out/Stun, Critical Strike, Critical Strike from behind Multiple Attackers: 4 Preferred Range: Long to combat



SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of three powers from among Body Hardening Exercises, Martial Art Techniques, or Specialty Katas. Languages: Portugese Domestic: Dancing, Singing Survival: Jungle ( or Wilderness ) Survival Physical: Acrobatics, Gymnastics, Running, Swimming LEVEL ADVANCEMENT BONUSES ( NOTE: There are very few strike bonuses in this style. Most of the bonuses are geared towards evasion and escape ). Level 1: +1 to three (3) Escape Moves of choice Level 2: +1 to three (3) Attack Moves of choice Level 3: +1 to Parry/Dodge/Automatic Dodge Level 4: Knock-out/Stun on a Natural 19-20 Level 5: +1 Attack per Melee, +1 to Strike, +1 initiative Level 6: Select one additional Martial Art Power from Martial Art Techniques or Specialty Katas Level 7: +2 to Strike, +1 initiative Level 8: Critical Strike on Natural 19-20 Level 9: +2 to Leap ( +6 feet ) Level 10: +1 to three (3) Escape Moves of choice Level 11: Select one additional Martial Art Power from Martial Art Techniques or Specialty Katas Level 12: +2 to damage, +2 to Parry/Dodge Level 13: Knock-out/Stun on Natural 18-20, Critical Strike on Natural 18-20 Level 14: +1 to three (3) Attack Moves of choice Level 15: +1 Attack per Melee, +3 to Leap ( +6 feet )



Why Study Capoirera?



It's an unusual style that combines strong defenses with fast offensive moves. In addition, it provides excellent physical conditioning, and a sense of belonging.






Catongi By danzig138



This is the martial art that is practiced by all Calemora.Most Calemora enter combat with a steady, dedicated approach, waiting to see what the opponent's first move will be. They will then try to counter with opposite techniques.



Entrance Requirements: Must be Calemoran Skill Cost: 12 years Costume: None Stance: Feet about shoulder's width apart, arms hanging loosely at sides.



CHARACTER BONUSES



Add 3 to P.S.



Add 1 to P.P.



Add 2 to P.E.



Add 5 to Spd.



Add 30 to S.D.C.



COMBAT SKILLS Attacks per Melee: 4 Escape Moves: Roll with Punch/Fall/Impact Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Automatic Dodge, Multiple Dodge, Cirular Parry. Hand Attacks: Strike ( Punch ), Knife Hand, Power Punch, Palm Strike, Double Fist Punch Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Wheel Kick, Crescent Kick, Axe Kick Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turn Kick Special Attacks: Death Blow, Body Flip/Throw, Knee, Elbow, Body Block/Tackle, Choke, Crush/Hug Modifiers to Attacks: Pull Punch, Knock-out/Stun, Critical Strike, Critical Strike from Rear Multiple Attackers: As many as necessary Preferred Range: Combat



SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of 5 powers from among Body Hardening Exercises, Chi Mastery, Martial Art Techniques, or Specialty Katas Philosophical: Code of the Dragon



LEVEL ADVANCEMENT BONUSES Level 1: +1 to strike/parry, Knock-Out/Stun on a Natural 20 Level 2: +3 to damage Level 3: +2 to Roll with Punch/Fall/Impact and Dodge Level 4: +1 strike/parry, Knock-Out/Stun on Natural 19-20 Level 5: +1 attack per melee Level 6: +1 strike/parry, Death Blow on a Natural 20 Level 7: +3 to damage Level 8: +2 to Roll with Punch/Fall/Impact Level 9: Double Existing Chi Level 10: +1 attack per melee Level 11: +2 strike, Knock-Out/Stun on Natural 16-20 Level 12: +1 parry, Death Blow on Natural 19-20 Level 13: +3 damage, Gain Muay Thai " Lightning Form" kata Level 14: +1 attack per melee Level 15: +1 attack per melee, Double Existing Chi, Death Blow on Natural 17-20



Why Study Catongi?



Well, if you are Calemora, there's not much choice.







Centipede Boxing (Exclusive) By Sinestus. 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 Five Deadly Venoms" or something like that, thus I have decided to create them as I remember them.



The Centipede Boxing style is concerned with many, fast combination strikes, purposely designed to deliver as much damage at close range as possible. Unlike its base style (Phoenix Eye), Centipede Boxing is also concerned with not taking any damage as well. Instead of performing pure counter strikes, a Centipede Boxed will prefer to parry and counter strike at the same time.



Requirements: P.P.: 12, Spd: 16 Training: 15 years Character Bonuses +1 to P.S. +1 to P.P. +1 to Spd +10 S.D.C. Stance: As Phoenix Eye, except the hands are not in the Phoenix Fist. Combat Skills Attacks per Melee: Four to start Hand Attacks: Knife hand, palm strike, strike (Punch), duo knuckle strike, fore-knuckle fist Foot Attacks: snap kick, tripping leg hook, knee Basic Defense Moves: dodge, automatic parry, Advanced Defense Moves: combination parry/strike, power block/parry, Escape Techniques: roll with impact, Modifiers to Attack: pull punch Weapon Katas: Knives - Paired, Hands - Paired (the martial artist can perform all usual Paired Weapon techniques without actually holding weapons, or even if holding only one weapon. This allows the option of parrying and striking in a single attack without the loss of damage bonuses.) Special Moves: head butt (2D4), critical from behind, death blow, knockout "Double Parry Knee" (gained in level ups) allows parry of two attacks/weapons while return-striking with a knee attack. Thus can defend against paired weapons and attack in a single action. Knee attack has no strike bonus. Skills: prone fighting, boxing, fasting, Climbing Martial Arts Techniques: Select a total of two powers from Body Hardening (including Demon Hunter) Level Advancement Bonuses 1st: +2 strike and parry, Critical on natural 20 2nd: +2 to damage, +1 attack and roll 3rd: +1 to parry and dodge, select one power from Body Hardening or Martial Arts Techniques 4th: +1 attack and strike, Critical from Behind or on natural 18+ 5th: +1 damage, parry, and dodge, 6th: +1 attack, knockout on natural 20, +1 on initiative 7th: +2 to damage, select one power from Martial Arts Techniques or Specialty Katas (Cannot learn weapon katas that use two hands.) 8th: +1 to roll, parry, and dodge 9th: +1 attack and strike, gain "Double Parry Knee" 10th: Death Blow on natural 20, knockout on natural 18, critical on natural 17 11th: +1 attack and damage 12th: +1 strike, dodge, and roll 13th: gains Auto-dodge at +1 14th: +1 attack and damage 15th: Select two powers from Body Hardening, Martial Arts Techniques, or Specialty Katas.







Cheetah Gata Karate(Cheetah Style Karate) By Unknown Entrance Requirements: Almost Never honorable alignments, but they tend not to be pure evil either. P.P.: 12, Spd: 12 Skill Cost: 10 Years This style was created in medieval Japan. It was created by a great traveler and karate expert named Kensuke Yatsu. After seeing how Cheetah's acted, waiting for their prey, then quickly pouncing on it and incapacitating it as quickly as possible with brutal, unforgiving force. Kensuke thought this would be perfect to base a martial art around. He spent years and years documenting and perfecting his martial art form. When he was done he decided that it was too precious and deadly a form to let just anyone learn, he would only choose students that were worthy of the form, and would use it with reserve. He chose 4 students. Akira Tamura, Kentaro Ichihara, Naoki Nogami, & Takashi Kimura. He chose these 4 based on their Chi and they way they were in everyday life. All 4 were upstanding citizens, and had high inner chi levels. None were previously trained in the Martial Arts either. Yatsu trained these 4 men to be masters over the years, training never really ceased, the 4 would always come back to continue to hone their skills. But then something unfortunate happened, Takashi Kimura was kidnaped by his brother, who was a great warrior, but was evil. Takashi's brother Shinjiro brainwashed his brother using evil and magical tactics. He forced Takashi to teach the secrets to a few of their elite forces, and so there was evil in the Cheetah Karate lineage from then on. Costume: When training they wear tradition karate Gi, usually white, with a belt around their waist that is either Red, Brown or Black. When out on missions, they tend to wear karate pants that are painted and dyed like a cheetah skin with a black belt and no shirt. The women wear the full Gi, but the top has no sleeves. Stance: When in face to face combat, , the legs are a little more than shoulder length apart, the fighter is standing almost completely sideways to opponent. Hands are made into claw-like fists and knees are bent. Character Bonuses Add 10 to Chi Add 2 to M.E. Add 1 to P.S. Add 2 to P.P. Add 5 to Spd Combat Skills Attacks per Melee: 4 Escape Moves: Roll with Punch/fall/impact, Leap, Backflip, Maintain Balance Attack Moves: Leap Basic Defense: Dodge, Parry, Automatic Parry Advanced Defense: Combination Parry/Attack Hand Attacks: Strike (Punch), Claw Hand, Fore-Knuckle Fist, Double-Knuckle Fist, Knife Hand, Palm Strike, Double Claw Hand (Special! Does damage of 2 Claw hand punches for 1 strike roll, must be used when in predator and prey kata only) Basic Foot Attacks: Kick Attack, Snap Kick, Backward Sweep Jumping Foot Attacks: Jump Kick, Flying Jump Kick Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Elbow, Forearm, choke Weapon Katas: WP Claws Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, Critical Strike from Behind Special Katas: Kyukoka Shugeki Jutsu (Art of Pounce): The fighter must successfully prowl (Use Pi Mi Hsing Tung) and get all crouched down ready to pounce. The fighter waits for the perfect time and pounces. The fighter automatically gets initiative and must roll to strike with a bonus of +5 and normal strike bonuses (Body Tackle bonuses may also be applied) The only thing the opponent can do is dodge the flying body. Opponent is totally surprised unless the fighter has given them reason to suspect there is someone specifically there. Dodge is - 5 and their dodge bonus doesn't apply if totally surprised and -2 with half dodge bonuses if opponent is in somewhat anticipation. Once a pounce if successful the fighter may start attacking immediately. Only being able to use punching attacks, usually directed at the head/face. The opponent can try and bully the fighter off of them in the same manner you try and bully out of a choke. When on opponent any unmodified roll of 17, 18, 19, or 20 is Critical. Once KO/Stun is attained you can call a KO/Stun on a roll 1 number better than you're normal KO/Stun ability. Fighter will usually try to Knock out or beat into submission, and will only kill on extremely rare occasions. Skills Included in Training: Martial Art Powers: Receives Pi Mi Hsing Tung (Art of Stealth) Automatically. Select a total of two Powers from among Arts of Invisibility, Body Hardening and Martial Arts Techniques (Excluding Weapon Katas). If desired, any number of powers (excluding Pi Mi Hsing Tung) can be traded one-for-one for any basic skill programs excluding Physical. Languages: Japanese Physical: Climbing Philosophical Training: Zen Buddhism Level Advancement Bonuses 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th






Chen Jia Taiji Quan- Chen Family Grand Ultimate Fist By Hibik Entrance Requirements: None. However, the more patient generally prefer Taiji more so then the more rash and violent. Skill Cost: 15 Years (7 Years as a Secondary Martial Art)



Considered by many to be the most original style of Taiji, Chen Style Taiji dates back to the Ming Dynasty, in the village of the Chen Family. The style's supposed founder was Chen Wang Ting, a military examiner during the final years of the Ming Dynasty (1368-1644 AD), Chen Wang Ting retired as the Ming Dynasty fell to the Manchurians and rebellions within central China. Being retired from military duty, it is said that Chen Wang Ting combined his knowledge of martial arts, with medical theory and Taoist breathing exercises. While some credit the creation of Taiji to the Chen family's historical patriarch, Chen Bu, historical documents seem to indicate Chen Wang Ting to be the founder. It may also be possible that the legendary Taoist monk Zhang San Feng was the creator of this art. It's interesting to note that the Yang Style of Taiji, and its descendants, typically tribute the Chen style as its founding style.



While no one may be able to verify the origins of Taiji, the legacy of the Chen family remains today in the Chen family style of Taiji. Divided into several sub-forms, including the Lao Jia (Old Frame) and Xiao Jia (Small Frame) sub styles, each form, created by a family Taiji master between the beginning of the Qing Dynasty (1644-1912) and the present, is the choreographed knowledge of ancient masters, and each sub-form stresses different aspects of Chen Taiji.



Taiji Quan is a very relaxed art. Unlike many harder styles of Kung Fu, the Taiji artist is always calm. Never tense, always flowing like water, with controlled breathing. The building of Chi is of the utmost importance, and its growth is essential for mastery of this art. Of course, this means many years of training. It is typically years later until an artist of Taiji is able to use his skills in combat. In all reality, one never really stops practicing Taiji, as there is no such thing as perfection; simply moving yourself closer with each step and breath you take. The entire body is always moving, and all actions make careful use of body movement, using the legs to root down and reinforce strikes and pushes with shifting weight. Of course, in order to inflict damage you must be firm and hard, which Taiji accomplishes by stressing a transition between soft defenses, and hard, explosives strikes; Explosive power that comes at the point of impact.



Interesting enough, despite the popularity of Taiji, as a combat art it's much more rare. Since the "hard" part of training doesn't come until much later, many students never reach this stage, instead focusing on the soft circular movements and never moving on to its original combat aspects. Only those that can successfully merge hard movement with soft movement can master Taiji.



In combat, a Taiji master will keep his calm, remaining relaxed. He will feel his opponent's moves before acting, parrying aside blows gently. However, in order to attack, hard, explosive strikes are used, chi reinforcing all actions as it flows. It is also what can be considered one of the more aggressive (in relation) of the Taiji styles, containing techniques and maneuvers not present in the Yang Style and its descendants. The Master's pace is also very erratic, switching between fast and slow. At the advanced levels, a Chen Taiji artist doesn't even look like what most people would of as Taiji, with movements almost impossible for the eye to see. The movements are all about controlling an opponent, with little resistance on the part of the opponent. A Taiji artist fights to Zhan (Adhere to an Opponent), Nian (Follow his movements.), Lian (Maintain contact with the opponent.), and Sui (Responding without resisting.).



Instruction in Chen Taiji is available in many places. Being Taiji is a very popular art (especially due to the popularity of the Yang Style amongst the elderly), Taiji can be found in almost every major city. Of that, Chen Taiji schools make up a pretty strong share. Taiji is also the most popular of the "Three Sister" styles (the other two being Baguazhang and Hsing-I/Xing Yi) of Internal Martial Arts.



Costume: Silk Kung Fu Outfit. Stance: Varies, typically a relaxed stance, legs shoulder width apart at a diagonal angle, as you face towards your opponent, or all the weight on the back leg, with the front leg barely touching the ground in a cat stance. Arms are out in open palms. Stances are usually always firm and rooted to the ground. CHARACTER BONUSES Add 15 to Chi Add +1 to M.E. Add +2 to M.A. Add +2 to P.P. 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: Circular Parry. Hand Attacks: Strike (Punch), Palm Strike, Backhand, and Push Open Hand (SPECIAL! An open handed strike, using a shift in stance to bring all your weight into your blow, and knocking your opponent back. This does 1D6 damage, and knocks away your opponent a distance equal to 1ft. for every 5 points of Chi, rounding up.) Basic Foot Attacks: Kick, Crescent Kick, Snap kick, and Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Elbow, Forearm, and Fajing (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 he is not wearing armor! Against an armored opponent, Fajing will ignore the armor rating, and deliver a strike of 2D6 S.D.C. to the opponent. Requires 1 point of Chi per use, and can only be used once per melee.). Holds/Locks: Finger Lock, Wrist Lock, and Arm Hold. Weapon Katas (Select Two): WP Jian (Sword), WP Dao (Broadsword), WP Qiang (Spear), WP Gun (Staff), WP Er Jie Gun (2 Sectional Staff), WP Chui (Iron Maces (Paired)), or WP Chang Jian (Long Sword). (Note: The Jian, Dao, and Chang Jian are the most commonly seen Taiji weapons, followed by the Qiang. The rest are uncommon or rare.) 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 (including Advanced) or Specialty Katas (including Chi Katas). Also select 1 Xian Chi. If desired, any number of powers can be traded, one-for-one, for a Basic Skill Program. Languages: Chinese (Select a Dialect, most commonly Mandarin, Cantonese, or Taiwanese.) Philosophical Training: Taoism. If this is your primary martial art form, then the following other forms can be learned in shorter time: Bagua Zhang (5 Years), Xing-Yi Quan (5 Years), or another Taiji Style (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Parry. 2nd: +1 to Maintain Balance, +1 to Dodge. 3rd: Double Existing Chi, +1 to Strike. 4th: +1 Attack per Melee, Critical Strike on a Natural 19-20. 5th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas). 6th: +1 to Parry and Strike. 7th: Double Existing Chi. 8th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance. 9th: +1 Attack per Melee, +1 to Dodge. 10th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas). 11th: Double Existing Chi, +1 to Parry and Strike. 12th: Select a Xian Chi. 13th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas.14th: +1 Attack per Melee, +1 to Dodge. 15th: Double Existing Chi, +1 to Maintain Balance and Roll with Punch/Fall/Impact. Why Study Chen Jia Taiji Quan?Not only considered one of the founding styles of Taiji, the Chen style contains a well rounded system of physical, mental, and spiritual improvement, in addition to being an extremely effective system of internal martial arts. Also, Taiji is held in high regard as one of the internal "Three Sisters" of the Chinese Martial Arts.





Chi-Kung - Guerrilla Trooper Attacks

by Gabriel





This is a generic martial arts form taught to many government agents around the world. It is simple, but offers great versatility. Because of that simplicity it can be taught in about 3 years, making it viable for government operatives who don't want to spend 8 or 10 years learning a martial art. Against other martial arts it may not fare so well, but it is still quite useful. Because no martial art powers are taught, more time can be spent on basic techniques. One thing on its side is that it is is very aggressive. Another is that it is one of the only martial arts to encourage the use of an automatic pistol.

Game Mechanics Note: I would allow this martial art to be learned by any government operative if it makes sense. It would probably cost them 1 more skill than normal Martial Arts or Assassin.

Entrance Requirements: P.P. of 12, P.E. of 10 Skill Cost: 3 years Costume: Anything, preferrably something that will not constrict movement. All moves can be done in boots or shoes. Stance: Varies, but can include a normal posture, a boxing stance, cat stance, and a fighting stance with the front foot pointing forwards and the back foot pointing perpendicular to the front. 65% of the weight is on the back foot and the hands are raised in a guard. Character Bonuses: +1 to P.P. +1 to P.S. +1 to P.E. +3 to Spd. +10 to S.D.C. Combat Skills: Attacks Per Melee: 3 Escape Moves: Roll with Impact, Maintain Balance Attack Moves: Handstand, Backflip, Leap, Cartwheel Basic Defensive Moves: Dodge, Parry, Automatic Parry, Backflip Advanced Defenses: Disarm, Entangle, Multiple Dodge Hand Attacks: Strike, Knife Hand, Backhand, Palm Strike Basic Foot Attacks: Kick Attack, Snap Kick, Tripping / Leg hook, Drop kick (can be used with a leg hook), Crescent Kick, Wheel Kick, Roundhouse, Axe Kick Jumping Foot Attacks: Jump Kick Special Attacks: Elbow, Knee, Pistol Whip (1D8 damage), Body Flip, Choke Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Leg Hold, Body Hold, Neck Hold Weapon Katas: WP Knife, WP Automatic Pistol Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Behind

Skills Included in Training Martial Art Powers: None! Languages: None Skills: WP Knife, WP Automatic Pistol Philosophical Training: None, except loyalty to your country is first and foremost.

Note on WP Automatic Pistol: The training of using a pistol in conjunction with a martial art brings up some limitations. The character cannot punch with the hand holding the pistol, they can only pistol whip. They cannot perform holds or locks when holding a pistol, and they cannot perform and body flips (automatic or normal).

Because of the general nature of this martial art, any secondary form can be learned in a shorter time: subtract one year from the skill cost.

Level Advancement Bonuses

1st

+3 to roll with impact & pull punch, +2 to cartwheel and handstand

2nd

+2 to strike, +3 to parry & dodge

3rd

+1 attack per melee, +2 to damage

4th

+3 to backflip, +2 to maintain balance

5th

+2 to disarm, +2 to entangle

6th

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

7th

Gains Automatic Body Flip, +2 to cartwheel

8th

Gains Automatic Wrist & Elbow Locks, +2 to handstand

9th

+1 attack per melee, +2 to damage

10th

Critical Strike on Natural 18-20, +2 to body flip

11th

Gains Automatic Dodge, +2 to damage

12th

+2 to parry & dodge, +3 to strike

13th

+1 attack per melee, +2 to roll with impact & pull punch

14th

Death Blow on Natural 20, +2 to disarm & entangle

15th

+1 attack per melee, +1 to maintain balance

Why Study Chi-Kung? Chi-Kung is a purely physical martial art. It is relatively easy to learn and remains effective. Because of the total lack of mind related training, against a chi master or similar opponent, they have very little chance of winning. But against untrained opponents, they are extremely deadly. Against trained opponents, they have a good chance of winning.

Chiang Di Chuang - Spear of the Earth's Strength

by Gabriel





Chiang Di Chuang is a very strong martial art. There are no frills or mysticism to it. Everything is about strength and hardening the body to withstand damage. Chiang Di Chuang was developed by a master of Tiger Claw Kung Fu who felt that in order to defeat your enemy, the only object needed was your body. To this end he developed what is one of the most physically demanding martial arts ever. His students did not hold the same ideal. After his death the art mutated into its current form, a synthesis of the original martial art and a spear based form. The spear art was added after a group wielding long spears attacked their dojo. Rather than make a suicide attack on their enemies, those that survived adopted their opponents’ ways in order to defeat them. After a dozen years of learning and perfecting their new martial art, they attacked their rivals, defeating them to the last man. Since that time the spear has been an integral part of the art.

A student of Chiang Di Chuang is, without exception, very strong. Their stances are strong and they often seem immovable. Their deeply rooted stances allow for greater power behind their strikes but limit their maneuverability. Due to these solid stances, more emphasis is placed upon blocking and parrying attacks rather than dodging. Instruction consists of constant practice combat, both bare handed and with practice spears. Constant battering combined with an extensive outdoor training regimen leads to incredible endurance.

As a side note, although students may learn how to use weapons other than the spear, few do so. If a student does learn another weapon, however, it is usually the staff.

Entrance Requirements: None Skill Cost: 7 years (5 as a secondary martial art form) Costume: Anything outside the dojo, but training is conducted in a normal martial arts uniform. Senseis (black belts) are indicated by the addition of a black hakama (loose trousers) to the uniform. All practitioners, no matter the rank, wear a plain white belt in order to remind them that they are always learning. Like all belts, it is never washed. Stance: A low straddle legged stance, feet roughly twice shoulder’s width. Hands are either in a guard or holding a spear pointed at the opponent. Character Bonuses: +3 to P.S. +1 to P.E. +20 to S.D.C. Combat Skills: Attacks Per Melee: 2 Escape Moves: Roll with impact, maintain balance, breakfall Basic Defensive Moves: Dodge, parry, automatic parry Advanced Defenses: Power block, circular parry Hand Attacks: Strike, claw hand, knife hand, double-knuckle fist, double claw strike (Special, see page 91 under Tiger Claw Kung Fu in Ninjas & Superspies). Basic Foot Attacks: Kick attack, snap kick Jumping Foot Attacks: None Special Attacks: Elbow, forearm, knee, combination grab/head bash (see T’ang Su Karate, page 106 of Ninjas & Superspies) Holds/Locks: None Weapon Katas: W.P. Spear at 2 levels higher than the character's current level (1st level martial artist would start with W.P. Spear at level 3). Modifiers to Attacks: Pull punch, critical strike, critical strike from behind

Skills Included in Training Martial Art Powers: Select two powers from Body Hardening Exercises or Special Katas. In addition, all students receive the Stone Ox technique. If desired, any number of powers (excluding Stone Ox) can be traded, one-for-one, for any basic skill program (excluding physical). Languages: Chinese Skills: W.P. Spear Philosophical Training: Buddhist


If this is your primary martial art form than the following other forms can be learned in a shorter time: Zanji Shinjinken-Ryu (4 years), T'ang Su Karate (4 years), Shao-Lin Kung Fu (6 years), Fu Chiao Pai (3 years).

Level Advancement Bonuses

1st

+2 to maintain balance, +2 to damage, +1 to pull punch

2nd

Add one attack per melee, +1 to parry and dodge

3rd

+1 to breakfall, +2 to roll with impact

4th

+1D6 damage with spears, +2 to strike

5th

Select one (1) additional power from Body Hardening Exercises or Special Katas, +1 to damage

6th

Add one attack per melee, +1 to parry and dodge

7th

Critical strike on a natural 18-20, +1 to maintain balance

8th

Select one (1) additional power from Body Hardening Exercises or Special Katas, +1 to breakfall

9th

Death blow on a natural 20

10th

Add one attack per melee, +2 to damage

11th

Select one (1) additional power from Body Hardening Exercises or Special Katas, +1 to maintain balance

12th

Critical strike on a natural 17-20, +1 to parry and dodge

13th

+1 to strike, +1 to damage, +1 to pull punch

14th

Add one attack per melee, +2 to breakfall

15th

Select one (1) additional power from Body Hardening Exercises or Special Katas, +3 to damage

Why Study Chiang Di Chuang?

Chiang Di Chuang is a very powerful martial art. Its focus, almost exclusively, is on inflicting damage to your opponent and being able to handle what he dishes out to you. With the long reach and power of a spear, Chiang Di Chuang allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. One of its best points is that you do not necessarily need a spear in order to get the most out of this art.





Chito Ryu Karate By Kuseru Entrance Requirements: Minimum Attributes include P.S.: 8 and P.E.: 10. Skill Cost: 10 Years (6 Years as a Secondary Martial Art Style).



Chito Ryu Karate was developed by Tsuyoshi Chitose. He based his teachings on his extensive study of Shorei-ryu and Shorin-ryu karate. He combined these two systems and eliminated the training elements which were detrimental to the health and well-being of the practitioner.



The characters in the name Chito Ryu Karate are translated as: Chi = 1000 (year old), To = T'ang (China), Ryu = Style, Kara = Empty, Te = Hand . This is an acknowledgment of the Okinawan tradition that the roots of Karate are traced back 1000 years in to China. Chito Ryu is a traditional Japanese/Okinawan martial art comprised of strikes, kicks, blocks, throws, and holds. Chito Ryu training provides a complete regimen suitable for those seeking physical exercise, sport competition and self defense skills.



Special Note! Kobujutsu is a style designed to work with many forms of Okinawan martial arts, particularly Chito Ryu, Gensei Ryu, Goju Ryu, Isshin Ryu, Naha Te, Okinawa Kenpo, Ryukyu Kenpo, Shorei Ryu, Shorin Ryu, Shorinji Ryu, Shuri Te, Tomari Te, and Uechi Ryu, but not Shotokan, Wado Ryu, Shorinji-Ryu, Kyokushin, Shito Ryu, or Taido. When a character has one of the listed styles and Kobujutsu, then all the attacks per melee, bonuses, abilities, and powers of that form of Karate are used in wielding weapons, weapon proficiencies, and weapon kata of Kobujutsu. Any martial art powers and abilities from Kobujutsu are used with that style of Karate.



Costume: Karate Gi Stance: Seisan dachi is a front stance with inward tension, slightly shorter and narrower than zenkutsu dachi. (Forward leg bent at the knee with 60% of weight on front leg and 40% on rear leg. Knee of rear leg locked and extended approximately two shoulder-widths behind lead foot. Torso erect.) CHARACTER BONUSES Add +1 to P.S. Add +2 to P.E. Add +5 to Chi COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Breakfall, Combination Parry/Attack, Multiple Dodge. Hand Attacks: Knife Hand, Palm Strike, Ridge Hand (New!), Rotary Palm Strike, Spear hand (New!). Basic Foot Attacks: Axe Kick, Crescent Kick, Snap Kick. Jumping Foot Attacks:None. Special Attacks: Body Block/Tackle, Death Strike (New!), Shoulder Throw (New!). Holds/Locks: Arm Hold, Wrist Lock. Weapon Kata: None Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Special Kata, and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Language: Japanese. Cultural Skills: First Aid Physical Skills: Athletics Philosophical Training: Zen. If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Shorei Ryu (3 Years), Shorin Ryu (4 Years). LEVEL ADVANCEMENT BONUSES 1st : +1 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge. 2nd : +1 to Strike, Critical Strike from Behind. 3rd : +1 Attack per Melee, +1 to Body Flip/Throw (2D6 damage). 4th : Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 5th : +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20. 6th : +1 Attack per Melee, +1 to Maintain Balance. 7th :+1 to Damage, Knockout/Stun on a Natural 18, 19, or 20. 8th :Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 9th : +1 Strike, +1 to Maintain Balance. 10th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 11th: +1 to Parry/Dodge,+1 to Damage. 12th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 13th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance. 14th : Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 15th : +1 to Parry/Dodge, +1 to Strike. WHY STUDY Chito Ryu? A well balanced striking art, Chito Ryu has little flash or fury but is effective nonetheless. Great for martial artists who want a healthy lifestyle.







Choy Lay Fut Kung Fu By Hibik Entrance Requirements: None. Skill Cost: 13 Years (5 Years as a Secondary Martial Art.)



Choy Lay Fut dates back to 1838, during the midst of the Qing Dynasty (1644-1912 AD). Its creator, Chen Heung, originally learned his foundation Kung Fu from a man named Choy Mok. Later, Choy Mok took Chen Heung to Lay Gar Master Lay Yau Shan, who taught him the quick and powerful techniques of the Lay Gar system.



After learning from his first two teachers, Chen Heung was then instructed to seek out a man known as the 'Green Grass Monk'. From this man, Chen Heung learned the style of Buddha Palm. From this accumulation of martial arts, Chen Heung founded a system of Kung Fu that would become notorious with the anti Qing rebels of the time period, Choy Lay Fut. The name Choy Lay Fut is Chen's tribute to his first two teachers. The last word, Fut, pays homage to the Buddha, for this art derives its roots from Shaolin training.



While Choy Lay Fut is a Southern Kung Fu Style, this art has characteristics both northern and southern in origin. Deep, powerful stances are combined with long reaching, swinging arm movements and long, extended jabs. Choy Lay Fut artists think of themselves like a rope dart, with fists of iron attached to relaxed, supple arms. Combined with its aggressive tactics, this has made Choy Lay Fut one of the most noted Kung Fu systems in existence.



In combat, a master of Choy Lay Fut will dive aggressively into the middle of a melee. Using his vast combinations of roundhouse strikes, uppercuts, fore knuckle fists, straight punches, trips, and various other techniques, the master will fend off attackers with a combination of speed and damaging power.



Choy Lay Fut training is available and widespread. Training for this art can be found in China, Taiwan, and the United States.



Costume: Silk Kung Fu Uniform, often sleeveless. Stance: Often a deep well rooted stance. Arms are typically out from the body. CHARACTER BONUSES Add +10 to S.D.C. Add +5 to Chi Add +2 to P.S. Add +1 to P.P. COMBAT SKILLS Attacks Per Melee: 3 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: Punch (Strike), Palm Strike, Backhand, Fore knuckle Fist, Roundhouse Strikes, Uppercut, Overhead Fore Knuckle Fist. Basic Foot Attacks: Kick, Snap Kick, and Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Knee, Forearm, Elbow, and Deathblow. Holds/Locks: Elbow Lock. Weapon Katas (Select Two): WP Jian (Straight Sword), WP Dao (Broadsword), WP Shan (Fan), WP Guai (Cane), WP San (Umbrella), WP Guan Dao, WP Gun (Staff), WP Qiang (Spear), WP Cha (Trident), WP Chan (Spade), WP Ba Tou (Hoe), WP Hu Die Dao (Butterfly Knives (Paired)), WP Fu (Axes (Paired)), WP Bi Shou (Daggers (Paired)), Hu Tou Gou (Tiger Head Hooks (Paired)), WP San Jie Gun (3 Sectional Staff), and WP Jiu Long Cha (9 Dragon Trident). Modifiers to Attack: Pull Punch, Critical Strike, Critical Strike from Behind, and Knockout/Stun. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) from 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 (Typically Cantonese or another Southern Dialect, choose one.) Physical: Body Building Philosophical Training: Buddhist. If this is your primary martial art form, then the following other forms can be learned in shorter time: Taizu Quan (5 Years), and Hung Gar (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry and Dodge. 2nd: +2 to Strike, +1 to Damage. 3rd: +1 Attack per Melee, +1 to Parry. 4th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, and Specialty Katas (including Chi Katas), Critical Strike on Natural 19-20. 5th: +1 to Strike, +2 to Damage. 6th: +1 Attack per Melee, +1 to Roll. 7th: +1 to Damage, Knockout/Stun on Natural 19-20. 8th: Critical Strike on a Natural 18-20, +1 to Parry. 9th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, and Specialty Katas (including Chi Katas). 10th: +1 to Strike, and +1 to Roll with Punch/Fall/Impact. 11th: +1 Attack per Melee, +1 to Parry. 12th: Knockout/Stun on Natural 18-20. 13th: +1 to Strike, +1 Damage. 14th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, and Specialty Katas (including Chi Katas). 15th: +1 Attack per Melee. Why Study Choy Lay Fut?A dynamic and aggressive style of Southern Kung Fu, Choy Lay Fut comes strong, powerful rooting footwork with powerful long range punching.







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



Requirements: Three skill selections. Attacks Per Melee: 2 Basic Moves: Roll with Punch/Fall/Impact, Dodge, Parry, Automatic Parry, Strike (Punch), Snap Kick, Pull Punch, Knock-Out Stun, Critical Strike, and W.P. Spear (Pa Kua Lance). Level Advancement Bonuses 1st: Critical Strike on a Natural 20, KO/Stun on a Natural 20, +1 to Parry/Dodge. 2nd: +1 Attack Per Melee. 3rd: Gains Trip/Leg Hook. 4th: +2 to Roll with Punch/Fall/Impact. 5th: +1 to Strike. 6th: +1 Attack Per Melee, Gains Elbow Attack. 7th: +2 to Damage. 8th: +1 to Parry/Dodge. 9th: +1 Attack Per Melee, Gains Leap Attack. 10th: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, +2 to Leap (add 4ft distance). 11th: +1 to Strike, +1 to Damage. 12th: Gains Critical Strike from behind. 13th: +1 Attack Per Melee. 14th: +2 to Leap (add 4ft distance). 15th: Gains W.P. Short Sword (Willow Leaf Double Swords)--Paired, +2 to damage, Critical Strike on a Natural 18, 19, or 20.






Chun Xin Kung Fu By KnightFall



In medieval China Chun Xin or Noble Heart Kung Fu was very common among the aristocracy. Many young noblemen learned this martial art, because it was simple and easy to learn, yet very broad in it’s scope. Chun Xin achieves this by taking shortcuts. While it teaches empty handed moves, weapons, a few grappling moves, and a little of just about everything else, it teaches nothing well. The moves are pretty, but often lack the finesse or power than many other arts have.



Where Chun Xin excels though is in its scope. This is the only martial art that teaches every kind of martial art power. It is a hodge-podge of moves, powers, and philosophy that has been packaged into an superficially attractive package. Many of the noblemen who studied this form were duped by their masters into thinking that they were more knowledgeable or skilled than they actually were, but over time the art became more coherent and practical.



Chun Xin eventually fell out of favor, but lingered on to the present day in it’s current form. Students are still encouraged to study the noble arts of China and to cultivate honor and respect for tradition. The training is as eclectic as ever. Entrance Requirements: none. Skill Cost: 6 years (3 years as a secondary form) Costume: Formal dress. In the training hall high quality white and gold Kung Fu uniforms are worn. Expensive suits for the men and dresses for women are the norm otherwise. Stance: Exaggerated Forward stance with one hand over the heart and the other poised for attack or salute. CHARACTER BONUSES



Add +5 to Chi



Add +1 to M.E.



Add +2 to M.A.



Add +1 to P.P.



Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance. Attack Moves: - Basic Defensive Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Power Block/Parry, Multiple Dodge, Circular Parry, Disarm. Hand Attacks: Strike (Punch), Palm Strike, Fingertip. Basic Foot Attacks: Kick Attack, Snap Kick, Backwards Sweep. Jumping Foot Attacks: Jump Kick. Special Attacks: Leap Attack, Body Flip/Throw, Paralysis Attack Holds: Arm Hold Weapon Katas: Wen Jen (Sword), Chrang (Spear), paired Fu (axes) Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from rear. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select one (1) Specialty katas (not including Chi Katas) and one (1) Martial Art Technique. Language: Chinese ( Mandarin ) Physical: Horsemanship. Cultural: Go, Shogi, and Tiao Qi. Philosophical Training: Confucianism



If this is your primary Martial Art form, then the following other forms can be learned in a shorter time: Gui Long Kung Fu. LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Parry/ Dodge, +1 Initiative. Level 2: +2 to Maintain Balance, Critical Strike on a Natural 19 or 20. Level 3: +1 Damage, Select one (1) additional Martial Art Power from Body Hardening (not including Demon Hunter) Level 4: +1 Attack per Melee, +1 to Disarm Level 5: +1 to Strike Level 6: Select one (1) additional Martial Art Power from Atemi Abilities (not including Advanced). Level 7: +1 Attack per Melee Level 8: +1 Parry/Dodge Level 9: Select one (1) additional Martial Art Power from Chi Katas Level 10: +1 to Roll with Punch/Fall/Impact, Double Existing Chi Level 11: +1 Attack per Melee Level 12: Select one (1) additional Martial Art Power from Chi Powers (not including advanced) Level 13: +1 to Parry/Dodge Level 14: +1 Attack per Melee Level 15: Select one (1) Zenjorki Power Why Study Chun Xin?



Chun Xin is the art that teaches a little of everything. If you are interested in learning one martial art that is not too fancy, but will cover you in just about any situation, this is it.






CHUONG NHU By Kuseru Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style) Founded in 1965 by Grandmaster Ngo Dong, Chuong Nhu (pronounced kung new) blends Shotokan Karate with Aikido, Judo, Wing Chun, Vovinam, Tai Chi, and Boxing. Chuong Nhu is Vietnamese for Hard-Soft. Costume: Standard Karate Gi. Stance: Legs shoulder width apart, feet forward, knees slightly bent, one hand at eye level, the other in front of the stomach with the fingers open and slightly curved. CHARACTER BONUSES: Add +5 to Chi Add +1 to P.S. Add +1 to P.P. Add +1 to P.E. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Breakfall. Attack Moves: Leap. Basic Defensive Moves: Dodge, Parry, Auto Parry. Advanced Defenses: Multiple Dodge, Circular Parry. Hand Attacks: Punch, Back Hand, Open Hand Push. Foot Attacks: Kick Attack, Reverse Turning Kick, Crescent Kick. Jumping Foot Attacks: Jump Kick. Special Attacks: Death Blow, Leap Attack. Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock. Weapon Kata: None. Modifiers to Attack: Knockout/Stun, Critical Strike. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques or Specialty Katas. Language: Vietnamese. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Kodokan Judo (4 Years), Shotokan (4 Years), Tai Chi Chuan (4 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge. 2nd: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Specialty Katas. 3rd: +1 to Leap, +1 to Damage, +1 to Strike. 4th: +1 Attack per Melee, +1 to Maintain Balance. 5th: +1 to Roll with Punch/Fall/Impact, Critical on a Natural 19 or 20. 6th: +1 to Parry/Dodge, Death Blow on a Natural 20. 7th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Specialty Katas. 8th: +1 to Damage, Knockout/Stun on a Natural 19 or 20. 9th: +1 Attack per Melee. 10th: +1 to Roll with Punch/Fall/Impact, +2 to Breakfall. 11th: +1 to Strike, +1 to Parry/Dodge, +1 to Maintain Balance. 12th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Specialty Katas. 13th: Select One (1) Additional Martial Art Power from Chi Mastery. 14th: +1 Attack per Melee, +1 to Leap. 15th: Select One (1) Additional Martial Art Power from Chi Mastery. WHY STUDY CHUONG NHU? Chuong Nhu is a well balanced art with good offensive and defensive moments and Chi Mastery.






Hand-To-Hand: Close-Quarters Combat by [mailto: Billy Bardo]



CQB or Closed-Quarters combat (considered a martial arts), Is a tactical form of combat emphasizing quick take downs, expediant B&E (breaking and entering) and weapon improvization with just a touch of presure points thrown in for prisoner/combatant control. HH:CQB is what you use to give you the advantage in tight quarters such as inside buildings, sea-going vessels and starships. Here is just one Z's interpitation.



Starting Attacks per Melee: 2 The following techniques are known at first level. Maintain balance, Arm-hold, Disarm, Auto-parry, Auto-dodge



Bonuses: +2MA, +2PP, +1Initiative, +6 Speed.



The following weapons should be treated as if they were in kata, although they are not really kata's, the use of the HH manuvers along with these weapons is allowed. Baton, Pistol, Rifle, Dagger, Flashlight, Shotgun, Hooligan tool or crowbar and paired pistol/flashlight and Kubotan.



Level Advancement Bonuses Level 1: +2 Attacks, +2 Roll, +2 Dodge, Use any small object as a thrown weapon Level 2: +2 Strike, +1 Disarm, +6 Damage Level 3: +1 Attack, +1 Initiative Use suitable blunt object as weapon Level 4: Blunt strike with Pistol/Butt-stroke with rifle (1d6 damage) Level 5: Body Hold, Pin/Incapacitate Level 6: +1 Attack, Knock-out/Stun 18-20 (Pressure point) Level 7: Critical Strike (Called!, also Pressure point), use suitable flexible object as weapon Level 8: +1 Initiative, +1 Roll, +1 Dodge, +2 Parry Level 9: Knock-out/Stun (Called, pressure point) Level 10: +1 Attack, Blind-Fighting (fighting without negatives when you cannot see such as in smoke/gas, darkness, while blinded, etc) Level 11: +4 Speed, Arm lock Level 12:Combo Wrist lock/Disarm Level 13:+2 Damage, +1 Disarm, +1 Initiative Level 14:+2 Roll, +2 Dodge, +1 Parry Level 15:+1 Attack, Shoot wild without penalty!



Why learn CQB?



Well, for realism! It is taught to many military personel and law enforcement. If your character wants an effective combat that can be used where combat mostly takes place (up close and personal) then you want CQB. It's emphasis on quick take down and good defense make it a well rounded HH form. With all it has to offer, give your next military/law enforcement character CQB.






Close Quarter Battle By Kuseru Entrance Requirements: No Alignment Restrictions. Requires a Minimum M.E. of 12. Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style) Close Quarter Battle (CQB, also called Close Quarter Combat) is a term used to describe the physical engagement of a threat in a close or confined environment. The term is used by military, law enforcement and martial arts groups all over the world. While the situation has been present for armies for centuries, it was only in the 20th century that it studied and codified with regards to creating an effective fighting system that a person could be taught. Close Quarter Combat's aim is to incapacitate or neutralize an enemy in a minimum amount of time using any and all means necessary. Organizations making use of CQB care little about the origins of the tactics and techniques, but rather about the effectiveness of those techniques and tactics. Combat training stresses unarmed combat, improvised weapons, knife training, and firearms usage in close quarters. Unarmed and weapon techniques and tactics are integrated in such a way that each is taught equally without favoring one method of combat over another. Tactics covered include building entry, building-clearing methods, building searches, control methods, individual and small team tactical movement, threat assessment, and weapon emplacement. Costume: Typically urban camouflage fatigues or all black fatigues marked with the unit's identification, tactical vest and/or body armor, kevlar helmet with built in communications gear, and durable combat boots. Stance: None, though pistol shooting may be performed with the standard Weaver stance. Feet are in a boxer's stance with the gun foot to the rear and the knees locked. The support arm is sharply bent with the elbow tucked in to the body and pointing toward the ground. Gun arm pushes out as support arm pulls in. The head might be tipped down or to the side to see the sights. CHARACTER BONUSES Add +1 to P.P. Add +1 to P.E. Add +4 to Spd. Add +2D6 S.D.C. COMBAT SKILLS Attacks per Melee: 5 Escape Moves: Roll with Punch/Fall/Impact Attack Moves: Leap, Roll, Somersault Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Automatic Dodge. Hand Attacks: Strike (Punch), Fingertip Attack, Palm Strike, Hammer Fist. Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook Jumping Foot Attacks: None. Special Attacks: Aimed Shot, Burst, Butt Stroke (2D4 damage), Body Block/Tackle, Body Flip/Throw, Knee, Elbow, Forearm, Headbutt. Holds/Locks: Wrist Lock, Arm Lock, Neck Hold, Leg Hold. Weapon Kata (Pick Four): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Assault Rifle, W.P. Shotgun, W.P. Grenade Throwing, W.P. Knife, W.P. Blunt. Modifiers to Attacks: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. This style offers no Martial Art Powers or Abilities. Cultural: Tactics Physical: Climbing Weapon Proficiencies: W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Assault Rifle, W.P. Shotgun, W.P. Grenade Throwing, W.P. Knife, W.P. Blunt. Philosophical Training: None. 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 Strike with Bursts, +1 to Dodge/Parry, +1 to Holds, Critical Strike from Behind 2nd: Double Tap, +1 to Body Flip/Throw 3rd: +1 Attack per Melee, +1 to Strike with Aimed Shot 4th: Pinning Fire, +1 to Roll with Punch/Fall/Impact 5th: +1 to Dodge, +1 to Holds 6th: Walking Aim, +1 to Strike with Aimed Shot 7th: +1 Attack per Melee, +1 to Strike with Bursts 8th: Snap Shot, +1 to Roll with Punch/Fall/Impact 9th: +1 to Dodge/Parry, +1 to Strike with Aimed Shot 10th: Rapid Load, +1 to Holds 11th: +1 to Dodge/Parry, +1 to Strike with Aimed Shot 12th: Aimed Burst, +1 to Roll with Punch/Fall/Impact 13th: +1 Attack per Melee, +1 to Strike with Bursts 14th: +1 to Dodge/Parry, +1 to Body Flip/Throw 15th: Blind Shooting, +1 to Strike with Aimed Shot Why Study Close Quarter Battle? 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. A student of this style will become faster and more powerful, and he will be able to fully defend himself in many situations (though for lower level students multiple attackers could be a problem). Possibly the most aggressive of all martial arts, but at the same time one of the most dangerous. Totally weak on the Internal/Mystical end of things, but it is a lot of fun!



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.






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



O.C.C. Restriction(Special!): Available only to special military personnel and is not a general combat skill. Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section. Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), kick attack (1D8 damage), snap kick (1D6 damage), body flip/throw (1D6 damage) body block/tackle (1D4 damage), automatic parry, disarm, roll with punch, and the usual strike, parry, and dodge. Special Attacks: Elbow strike (1D4 damage), knee strike (1D6 damage), automatic parry/attak, automatic parry/disarm. Locks/Holds: Arm hold, body hold, neck hold, wrist lock, arm lock, choke. Modifiers to Attacks: Pull punch, knock-out/stun, critical body flip/throw, critical strike, death blow.



Character Bonuses: +1 to M.E., +2D6 to S.D.C. Additional Skills: Paired Weapons (special!): Choose one paired weapons proficiency at levels one, three, seven and ten.



Level Advancement Bonuses: Level 1: Add two additional attacks per melee, +2 to save vs horror factor and pain, +1 to save vs heat and cold, critical strike or critical flip/throw on natural 20, knock-out stun on natural 20. Level 2: Learns backward sweep (knockdown), +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll with punch/fall/impact, +3 to pull punch. Level 3: +1 to disarm, +1 to flip/throw. Level 4: Add one additional attack per melee, learns Karate kick attack (2D6 damage). Level 5: Learns automatic dodge, critical flip/throw on natural 18 to 20 Level 6: +2 on intiative, +1 to strike, parry, and dodge, +1 to body flip/throw, critical strike on natural 18 to 20. Level 7: +2 to damage, +1 to save vs horror factor, +1 to disarm, +1 to dodge, +2 to pull punch. Level 8: Add one additional attack per melee,learns jump kick (automatic critical strike; 1D8 damage), +1 to body flip/throw, +1 to roll with punch/fall/impact. Level 9: Death blow on natural 18 to 20! Level 10: +2 to save vs horror factor, +1 on initiative, +1 to strike. Level 11: +1 to disarm, +1 to pull punch, +1 to body flip/throw. Level 12: +2 to damage, +1 to parry, +2 to dodge. Level 13: Add one additional attack per melee. Level 14: Knock-out/stun on natural 19 or 20. Level 15: Critical strike on natural 17 to 20.







Hand to Hand: Commando By Mantisking Entrance Requirements: None Skill Cost: 3 Years COMBAT SKILLS Attacks per Melee: Two (2) Escape Moves: Roll with Punch/Fall/Impact Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Disarm Hand Attacks: Strike (Punch) Foot Attacks: Kick Attack (Does 1D6 Damage) Special Attacks: Deathblow, Bodyflip/Throw, Knee, Elbow, Choke, Combination Grab/Kick Holds/Locks: Arm Hold, Wrist Lock Weapon Kata: W.P. Knife Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch 2nd: +1 Attack per Melee 3rd: +2 to Strike 4th: +1 to Damage 5th: +1 to Parry/Dodge 6th: +1 Attack per Melee, Kick Attack now does 2D4 Damage 7th: Knockout/Stun or Critical Strike from Behind 8th: Knockout/Stun on a Natural 19+ 9th: Critical Strike on a Natural 19+ 10th: +1 to Strike 11th: +1 to Damage 12th: +1 Attack per Melee 13th: Deathblow on a Natural 20 14th: +2 to Parry/Dodge 15th: +2 to Damage Why Study HAND TO HAND: COMMANDO? A quick and dirty system of combat.






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



An advanced form of unarmed combat usually taught to commandos in the military or some other form of special training.



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







CORNO BRETON By Kuseru Entrance Requirements: No attribute or alignment restrictions. Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style) Corno Breton, or "Cornish Wrestling" is a European style of grappling often compared to Judo. This style originated in Cornwall and is one of the many regional variants of wrestling in the United Kingdom. Unlike Judo, there are no ground fighting techniques in Corno Breton, and throws are made from a standing position by gripping the opponent's clothing and throwing them. There are about 14 traditional techniques in Corno Breton, including the "double twist" throw, where the opponent's leg or head is twisted in one direction, while the rest of the body is pulled or pushed in the opposite direction. Due the method of throwing in this style, many of the throws result in the thrower losing his balance and falling to the ground shortly after their opponent, which often results in broken limbs. Costume: Street Clothes. 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 +2 to P.S. Add +15 to S.D.C. COMBAT SKILLS Attacks per Melee: 1 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Breakfall. Hand Attacks: Punch (Human Fist). Basic Foot Attacks: Kick Attack. Jumping Foot Attacks: None. Special Attacks: Automatic Body Flip/Throw, Body Block/Tackle, Critical Body Flip/Throw, Double Twist Throw (NEW!), Entering Throw (New!), Hand Throw (New!), Pickup Throw (New!), Sacrifice Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!). Holds/Locks: Clothing Hold (New!). Weapon Kata: None. Modifiers to Attacks: Critical Strike, Pull Punch. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. Languages: English. Physical: Wrestling Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte dell'Abbracciare (7 Years), Gladiator (8 Years), Glima (3 Years), Kampfringen (10 Years), Pankration (8 Years), Ringen am Schwert (10 Years), Schwingen (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Damage, +1 to Strike, +1 to Body Flip/Throw (applies to all throws) 2nd: +2 to Dodge, +1 to Roll with Punch/Fall/Impact 3rd: 1 to Strike, +1 to Body Flip/Throw (applies to all throws) 4th: +1 Attack per Melee. 5th: Critical Strike on a Natural 19 or 20 6th: Body Flip/Throw (applies to all throws) does 3D6 damage 7th: +1 to Damage, +1 to Body Flip/Throw (applies to all throws) 8th: +1 Attack per Melee. 9th: +1 to Dodge, +2 to Roll with Punch/Fall/Impact 10th: Critical Strike on a Natural 18, 19, or 20 11th: 1 to Strike, +1 to Body Flip/Throw (applies to all throws) 12th: +1 Attack per Melee. 13th: Critical Body Flip/Throw (applies to all throws) on a Natural 20. 14th: +1 to Damage, +1 to Body Flip/Throw (applies to all throws) 15th: Critical Strike on a Natural 17, 18, 19, or 20 Why Study CORNO BRETON? A terrific, action-oriented martial art. Relatively few special skills. A good style with a balance of offensive and defensive moves. Most martial artists are lost in a grappling situation; someone with this style lives there.







Styles of Swordsmanship (ONLY APPLICABLE TO CYBER-KNIGHT PSI-SWORDS, NOTHING ELSE!) By Zerebus Just to add a little more color to the character class, I wrote out four basic swordsmanship styles. They need not have any impact on combat bonus numbers, since the psi-swords are always weightless and do damage based on psionic strength, not the swordstyle behind its motions. Still, I've provided a few just to keep things interesting. Bonuses should be considered modifiers to standard Cyber-Knight hand to hand swordfighting bonuses.



The standard style, also known as "Paladin Swordsmanship". All knights know the standard style. It includes the use of paired swords and the use of a sword and shield. The psi-blade is typically either a straight shaft of light or a hand-and-a-half sword. Lord Coake uses this style, so it is the most popular. Special Move: Scissor Strike At -1 to strike an unpinned opponent, this attack inflicts +1 damage per die roll of the base psi-sword damage. So if I use a scissor attack with two 1D6 MD Psi-Swords, the total damage is 2D6+1 MD.



After that, there are four well practiced variations. Typically, a knight will only know one variation: that of his master and mentor. Only four knights in the history of the Cyber-Knights have mastered more than one of these variations, of which Lord Coake is one.



The "Kenjutsu" Style Knights who learn the Kenjutsu style usually use curved, single edged blades, one larger than the other. Precision, circular cutting motions and thrusts are the dominant moves of this style, which emphasizes striking speed above all else. This style originates from a faraway place called Japan and was adapted to Cyber-Knight swordsmanship from the unearthing of books and videos on the subject here in North America. As such, it is not a "true" Japanese swordsmanship style, though it bears resemblances to it and has been refined into an effective form of psi-blade combat. +1 to initiative, +1 to strike, -1 to psi-sword damage per die roll per strike Special Move: Decapitation Strike: Must announce the intention to use a Decapitation Strike before the move: on a called strike to the head with a natural roll of 15 or higher, double damage is inflicted.



The "Great Sword" Style, also known as the "Lowlander Style" Knights who use the Great Sword style rely on large, powerful psi-swords, psi-battle axes, and psi-pole arms as their primary weapon. These knights tend to rely on a single psi-weapon plus a psi-shield in combat. When they do form a second psi-sword, it is typically a much, much smaller weapon, though Cyber-Knights of this style have been known to go into battle with pairs of claymores, great axes, and pole arms. The Great Sword Style is very aggressive, relying on overwhelming force and momentum to topple one's opponent. +1 MD per die roll of psi-sword damage per strike, -1 on initiative Special Move: Roundhouse Swing: Counts as two attacks, roll to strike every person within six feet of the knight, including allies.



The "Castle Guard" Style Knights who practice the Castle Guard style typically use hand and a half swords or broadswords, often in pairs, and concentrate on moves involving parries and counterstrikes. This style is extremely strong on close quarters defense with an emphasis on holding one's ground, but it does not use a psi-shield. +1 to parry, +1 to strike on a strike after/during a parry, -1 to dodge, -1 to roll with punch Special Move: Riposte: +1 MD per die roll on a counter strike (aka parry and simultaneous attack as a counter to an opponent)



The "Water Dragon" Style This is a style variation originally taught by the dragon, Azure Sky. While Azure Sky also had a hand in the standard Cyber-Knight style of swordsmanship, this style moves beyond it in shear fluidity of motion. Parries and strikes are blurred into identical movements, the swords constantly kept in motion while in close quarter combat. However, this same fluidity makes this the most difficult stye to apply in combat. The psi-sword for this style is typically a simple shaft of light or some other amorphous design. +1 attack per melee, +1 to horror/awe factor (if applicable), -1 to strike, -1 to parry, -1 to dodge Special Move: Water Strike: A rapid left strike, right strike, left strike or right strike, left strike, right strike combination with the leading arm raking the opponet, the following arm striking the opponent, and the leading arm quickly circling about to rake the opponent again in one surprisingly quick, loping movement. One roll to strike determines all three hits. Counts as two attacks. Defender is -3 to parry or dodge, but the attacker is also completely open to attack during this move (impossible to stop the move to parry or dodge).

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