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Martial Arts Styles – D:



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Daikido - The Way of Total Concentration By No Beard Pete



Daikido was designed with the idea that no more action should be taken than is absolutely neccessary. Rather than landing a flury of blows on an opponent as many other martial artists will do, a master of Daikido will bide their time until an opening appears and then make a single strike of deadly effect. Likewise, rather than madly dodging or making a flury of parries, a master of Daikido will deftly remove themselves from the path of several attacks at once, or fend off many blows with one sweep of an arm.



Training emphasizes being fully aware of what one is doing, planning every action and thinking through the concequences of one's movements, words, and deeds. As a result irresponsible or spontaneous people have a tendency to either change or drop out before getting very far through training. This will almost always completely shape a person's entire approach to life leading to a more thoughtful, cautious person. A master will always be of the opinion that if you are going to do _anything_, you should make sure you do it right.



Entrance Requirements: M.E. 12
Skill Cost: 8 years
Costume: Pretty much anything goes. Practitioners will rarely wear constricting or akward clothing.
Stance: A variety of stances can be used, but the centre of mass is invariably low and the weight is almost always shifted to the balls of the feet.



CHARACTER BONUSES:



Add 3 to M.E.



Add 2 to P.P.



Add 15 to CHI



Add 5 to S.D.C.



COMBAT SKILLS Attacks per Melee: 1 (note: if you take boxing you _do not_ get the extra attack, however you do get the other bonuses and the number you need to roll to knock someone out is reduced by 1.)
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge*, Parry*,
Advanced Defenses: Multiple Dodge*, Disarm, Circular Parry*, Breakfall*
Hand Strikes: Punch, Knife Hand, Palm Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Tripping Leg/Hook
Holds/Locks: Arm Hold, Neck Hold, Finger Lock, Arm Lock
Modifiers to Attacks: Pull Punch, Critical Strike or Knockout on 18-20, Critical Strike or Knockout from behind, Death blow on natural 20



* The starred abilities are semi-automatic, each round the first of these done does not take an attack or action.



SKILLS INCLUDED IN TRAINING Martial Arts Powers: Two martial arts abilities can be selected from Martial Arts Techniques, Specialty Katas, Body Hardening, and Chi Abilities. In addition, the Kime or one mind kata is automatically learned at first level. Up to two of these may be traded in for basic skill programs (no physical skill program). The kime ability may not be traded for a skill program.
Skills: None
Language: None
Philosophical Training: None per se, although there is a distinct approach to life taken by students of this form.



If this is your primary form then the following may be learned in less time: Shao Lin (4 years), Tai Chi Chuan (6 years).



LEVEL ADVANCEMENT BONUSES Level 1: +3 strike and parry, +2 damage, +2 maintain balance, pull and roll
Level 2: +1 strike, +3 disarm, +3 dodge
Level 3: Critical Strike on 17-20, +5 SDC and Chi, select one additional Martial Arts Technique, Specialty Kata or Chi Ability
Level 4: +3 roll, pull, and breakfall, +2 to holds, +1 balance
Level 5: +1 strike and dodge, +2 damage, +2 locks
Level 6: +1 parry, +2 disarm and balance
Level 7: +1 strike, +1 attack per melee
Level 8: Critical Strike on 16-20, Knockout on 17-20, select one MA Technique, Specialty Kata, Chi Ability, or Zenjoriki Power
Level 9: +1 strike, +1 to holds and locks, +2 parry
Level 10: +3 pull, roll and breakfall, +2 balance, +5 SDC and Chi
Level 11: +1 strike, +2 damage, +2 disarm
Level 12: +2 init, +2 roll and breakfall
Level 13: Critical Strike on 15-20, Select one MA Technique, Specialty Kata, Chi Ability, or Zenjoriki Power
Level 14: +2 strike, parry and dodge
Level 15: +1 attack per melee, +1 disarm, hold, lock, roll, and breakfall



WHY STUDY THE WAY OF TOTAL CONCENTRATION?



Although you won't get to impress anyone with fast flurries of attacks, those few actions you do take will be incredibly effective. This form can be used with weapons training to good effect, works resonably well against multiple attackers, provides good internal and mystical training, and teaches one the value of taking the time to make sure you do something right. You will also learn patience, self control, and caution.






Dance of the Glittering Spirals By danzig138



A very long time ago, on the homeworld of the elves, there was a mighty warrior named K'Rish-kov. Now, while K'Rish-kov was a warrior through and through, he had a love for the arts, especially dance. He had always felt that the skills gained in dancing were of benefit to any warrior. So he decided to merge his two favorite things, war and dance, into one.



Many years he spent consulting with the greatest warriors and dancers, and finally developed what he believed to be the perfect fighting art, which he named " The Dance of the Glittering Spirals". The name refers to the light reflected from the fighter's swords, which he is trained to use, especially with this form. Today, the art is practiced by many elven people, some of whom have brought it to Rifts Earth.



Entrance Requirements: P.S. 12 (16 for two swords ), P.P. 13 ( 16 for two swords ).
Skill Cost: 10 years.
Costume: The standard fighting costume of a practitioner of this style consists of billowy pants ( similar to hakama ), a colored sash, and a loose, sleeveless shirt, that is the same color as the pants. Often, leather armor, the same color as the shirt and pants, is also worn. The colors are based on the artist's level of ability, as follows:



Levels 1-3: White garments with a black sash.



Levels 4-6: Black garments with a red sash.



Levels 7-10: Red garments with a black sash.



Level 11: Purple garments with a golden sash.



Level 12: Yellow garments with a purple sash.



Level 13: Green garments with a blue sash.



Level 14: Blue garments with a green sash.



Level 15: Black garments with a white sash.



Stance: This varies according to how the artist is armed:



*Bare Handed: Turned sideways, with his feet spread a little more than shoulders-width apart. Weight is carried on the back leg, while the front leg is constantly moving back-and-forth. The back hand is held in front of the face with an open palm, and the front hand is held low, near the groin, with a closed fist.



*One Sword: Turned sideways, with his feet spread a little more than shoulders-width apart. Weight is carried on the front leg. The sword is held low and forward, and the free hand is held loosely at the side.



*Two Swords: Identical to the One-Sword stance, except that the second sword is held high and back, and parallel to the ground.



CHARACTER BONUSES



Add 1 to P.S.



Add 2 to P.P.



Add 1 to P.E.



Add 15 to S.D.C.



COMBAT SKILLS Attacks per Melee: 2 ( 3 with swords ).
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Circular Parry, Combination Parry/Attack.
Hand Attacks: Strike (Punch), Knife Hand, Palm Strike.
Basic Foot Attacks: Kick Attack, Snap Kick.
Advanced Foot Attacks: Jump Kick, Reverse Turn Kick.
Special Attacks: Death Blow, Combination Parry/Attack, Flat Stun ( This is an attempt to strike the opponent on the side of the head with the flat of the blade. It requires a natural 13 or better to be successful. If it hits, it inflicts 1D8+bonus damage, and stuns the victim for 1-2 melee rounds, during which time he suffers a -1 penalty to all attack rolls, loses two attacks and initiative. If the Strike roll is a Natural 20, it is an automatic Knock-Out for 1D4 minutes ).
Weapon Katas: W.P. Sword, W.P. Paired Swords.
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Rear, Knock-Out/Stun.



SKILLS INCLUDED IN TRAINING Martial Art Powers: Iaijutsu, and one additional power from either Martial Art Techniques or Specialty Katas ( no Weapon Katas ).
Cultural Skills: Dance (+10%).



LEVEL ADVANCEMENT BONUSES Level 1: +1 Roll with Punch/Fall/Impact, +2 Parry.
Level 2: +1 Strike, +1 Dodge, +1 Damage.
Level 3: Critical Strike on Natural 19-20, +1 Maintain Balance.
Level 4: +1 Attack per Melee, Select one additional power from Martial Art Techniques or Specialty Katas (No Weapon Katas).
Level 5: +2 Strike, +1 parry.
Level 6: +1 Dodge, +2 Damage.
Level 7: +1 Attack per Melee, +2 Parry, +1 Maintain Balance.
Level 8: Critical Strike on Natural 18-20, +1 Combination Parry/Attack.
Level 9: +1 Strike, +1 Parry/Dodge.
Level 10: +1 Attack per Melee, Death Blow on a Natural 20.
Level 11: Select one additional power from Martial Art Techniques or Specialty Katas (No Weapon Katas ).
Level 12: +2 Maintain Balance, +3 Damage.
Level 13: Flat Stun is a Knock-Out on a Natural 19-20.
Level 14: +1 Attack per Melee, +1 Strike, +1 Parry.
Level 15: Death Blow on Natural 19-20, Death Blow with Swords on a Natural 18-20.



Why Study THE DANCE OF THE GLITTERING SPIRALS?



If you're an elf, and you want to learn inner peace and harmony, this teaches you how to dance and kill people with swords, so you might look elsewhere. But if you want to learn an art that teaches killing, this is for you.






DEADLY WASP STYLE
By Tinker Dragoon
Entrance Requirements: P.P. 10 or higher. Limited to Dishonorable and Non-Honorable Alignments only.
Skill Cost: 10 Years (7 Years as a Secondary Martial Art Style).
A style created by and for assassins, Deadly Wasp teaches one to throw all manner of small weapons with deadly accuracy. A master of the style can even turn ordinary household objects into an assassin's tool. Practitioners of this style are also experts in the use of poison, traps, and gimmicked weapons.
Much of the style's focus is on throwing weapons, but some rudimentary unarmed techniques are taught as well. Practitioners generally prefer to stay at a distance from their opponents in combat, using escape and evasion techniques if forced into close range. Teachers of this style are seldom sought out; Instead, itinerant masters seek out and train students at their own discretion. Such training is most commonly found in China, Hong Kong, and Taiwan, but some masters are rumored to teach in the United States, Canada, and Australia.
Costume: No specific costume is worn, but loose, long-sleeved clothing is preferred.
Stance: Upright, legs shoulder width apart, hands held loosely depending on the location and availability of throwing objects.
CHARACTER BONUSES Add 3 to P.P.
Add 2 to Spd.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Leap.
Attack Moves: None
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge, Automatic Dodge.
Hand Attacks: Strike (Punch).
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None
Special Attacks: Combination Strike/Throw (SPECIAL! This is a dual attack where the character can strike one target using one of the hand attacks while simultaneously throwing a held weapon at another target. The character has no bonuses or penalties for this dual strike), Dual Throw (SPECIAL! The Deadly Wasp master can draw and throw two weapons -- or shoot two darts -- simultaneously at the same target, inflicting full damage from both weapons, but counting as one melee attack! Alternatively, the two-weapon attack can be divided between two [i]different[/i] targets visible to the martial artist and within his range of peripheral vision. The divided attack counts as one simultaneous melee action aginst two different foes. The martial artist must make strike rolls against each target, and the bonus to strike for each divided attack is reduced by half.), Paralysis Attack (Vital Points).
Holds/Locks: None
Weapon Kata: W.P. Knife, W.P. Paired Knives, W.P. Small Thrown Weapons, W.P. Paired Small Thrown Weapons, W.P. Mouth Weapons, W.P. Dart Gun, W.P. Paired Dart Guns.
Modifiers to Attacks: Critical Strike, Critical Strike From Rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receives the Hidden Blade Technique*. Also select One (1) Art of Invisibility. These Powers cannot be traded for skill programs.
Languages: Chinese
Physical Skills: Acrobatics, Prowl, W.P. Knife, W.P. Paired Knives, W.P. Small Thrown Weapons, W.P. Paired Small Thrown Weapons, W.P. Mouth Weapons, W.P. Dart Gun, W.P. Paired Dart Guns.
Other Skills: Use & Recognize Poison¹, Trap Construction²
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Moo Gi Gong (4 Years), Shih Ba Ban Wu Yi (3 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Roll with Punch/Fall/Impact, +2 to Strike with any thrown weapon, Critical Strike From Rear.
2nd: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge
3rd: Any small found objects not usually considered a weapon (anything from pencils, to bottles, to credit cards) becomes a 1D6 damage weapon when used in hand-to-hand. Throwing one of these found objects does 1D4 damage.
4th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Arts of Invisibility.
5th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
6th: +1 to Strike with any thrown weapon, +1 to Parry/Dodge
7th: +1 to Leap (+4 feet to Leap distance), Critical Strike on Natural 19 or 20.
8th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Arts of Invisibility.
9th: +1 Attack per Melee, +3 to Damage.
10th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
11th: +1 Attack per Melee, +1 to Parry/Dodge
12th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Arts of Invisibility.
13th: +1 to Strike with any thrown weapon
14th: +1 to Roll with Punch/Fall/Impact, +1 to Leap (+4 feet to Leap distance).
15th: +1 Attack per Melee
Why Study Deadly Wasp Style? To kill your enemies from afar, quickly and quietly. Surprise attacks and long distance strikes are the hallmarks of this style. Weak in melee combat, and very limited without a weapon, but then again a weapon is never very far away for a master of this style.
* Okugi Yaiba (Hidden Blade) By Kuseru. This is an iaijutsu variant where the character can draw and strike in one action with a hidden or concealed weapon. At first level, this skill provides a +3 to initiative, and an additional +1 is added at third, fifth, eighth, eleventh, and fourteenth levels.
¹ See Palladium Fantasy RPG main book, second edition, page 57 for details.
² See Rifts Game Master Guide, pages 63-64, or Chaos Earth, pages 123-124 for details.







Dekigoto Jutsu Ryu (Art of the Accident School) By Ray Bull



Note: Due to the excessive amount of martial arts powers gained from this style, Dekigoto Jutsu Ryu counts as 3 martial arts.



Founded in the 1950's during the post-war rebuilding of Japan by a Chinese Sangokujin (black marketeer) and a Nukenin (renegade ninja) Chunin, this style is a blend of Drunken Kung Fu and Ninjutsu. Designed for use by assassins, it has kept up with modern trends. The weapon proficiency in pistol and the demolition skill are examples of this modernization. The Dekigoto Jutsu Ryu stylist will ignore the notion of "honorable" combat. They instead seek every means to gain total advantage in a fight. Attacking from concealment, weapons, traps, and poison are all possible combat tools for a follower of this style.



The current "home" of the Dekigoto Jutsu Ryu can be found in an office building in downtown Tokyo, although this is just a front to screen possible applicants and clients. The real training ground is a farm on the northern tip of Hokkaido. To gain entry to the Dekigoto Jutsu Ryu one must pass a grueling week-long battery of tests, similar to several special forces groups entry "exams", devised by the current, and past, masters of the school.



Entrance Requirements: Evil alignments only, M.E.:10, P.S.:10, P.E.:10
Skill Cost: 15 Years (Exclusive)
Costume: None. The students of Dekigoto Jutsu Ryu change disguises, and clothing, frequently.
Stance: None
CHARACTER BONUSES



Add +4 to M.E.



Add +3 to P.P.



Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Combination parry/Attack, Disarm, Automatic Dodge
Hand Attacks: Strike (Punch), Single-Knuckle Fist, Double-Knuckle Fist, Fingertip Attack, Palm Strike
Basic Foot Attacks: Trip/Leghook
Special Attacks: Knee, Elbow, Choke, Combination Strike/Parry, Combination Grab/Kick, Deathblow, Pistol Whip
Holds/Locks: Arm Hold, Neck Hold, Wrist lock, Elbow Lock, Automatic Hold, Automatic Lock
Weapon Katas: W.P. Knife
Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout Stun from Behind, Critical Strike from Behind
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Arts of Invisibility: Stealth and Disguise, Select two (2) Powers from Atemi Abilities.
Languages: Japanese
Cultural: Dancing, Sewing
Espionage: Pick Locks, Disguise, Use/Recognize Poison
Physical: Climbing, Prowl
Weapon: W.P. Knife, W.P. Garotte, W.P. Pistol
Philosophical Training: None



If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. None
LEVEL ADVANCEMENT BONUSES Level 1: + 3 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19+, Critical Strike or Knockout/Stun from Behind
Level 2: Automatically receive Art of Invisibility: Hiding, Select one (1) Martial Arts Power from Atemi Abilities
Level 3: +2 to Strike, +2 to Parry/Dodge, +2 to Holds/Locks
Level 4: +1 Attack per Melee, Select one (1) Martial Arts Power from Atemi Abilities
Level 5: Knockout/Stun on a Natural 19+, +2 to Rol with Punch/Fall/Impact, Critical Strike from Behind now does Triple Damage (x3)
Level 6: Automatically receive Art of Invisibility: Vanishing, Select one (1) Martial Arts Power from Atemi Abilities
Level 7: +2 to Strike, +2 to Parry/Dodge, +2 to Holds/Locks
Level 8: +1 Attack per Melee, Select one (1) Martial Arts Power from Atemi Abilities
Level 9: +2 to Rol with Punch/Fall/Impact, +3 to Damage, Automatically receive Martial Arts Technique: Light Body Climbing
Level 10: +2 to Holds/Locks, Select one (1) Martial Arts Power from Atemi Abilities
Level 11: +3 to Strike, +2 to Holds/Locks, Add 3 levels to W.P. Pistol
Level 12: +1 Attack per Melee, Select one (1) Martial Arts Power from Atemi Abilities
Level 13: Deathblow on a Natural 20, +3 to Holds/Locks, Critical Strike on a Natural 18+
Level 14: Automatically receive Martial Arts Technique: One Life, Select one (1) Martial Arts Power from Atemi Abilities
Level 15: Critical Strike on a Natural 17+, Deathblow on a Natural 19+, Automatically receive Atemi Ability: Dim Mak
Why Study Dekigoto Jutsu Ryu?



A very complex and time-consuming style to learn, Dekigoto Ryu's advantages lie in the large number of skills learned and the incredible range of Atemi Abilities.






DESTREZA By Kuseru
Entrance Requirements: No alignment restrictions. Requires a minimum I.Q. of 14, minimum P.P. of 16 and a minimum Spd. of 14.
Skill Cost: 14 Years (12 Years as a Secondary Martial Art Style)
Destreza, the "Mysterious Circle School" of Spanish swordsmanship was first described by Hieronimo de Caranca in his 1569 book, De la Philosphia de las Armas (On the Philosophy of Arms). This style was believed to be derived from the famous gladitorial schools of Spain from Roman times, which taught the lethal effectiveness of the cut and thrust nature of the Gladius. One of the first styles to develop from the Old Style of medieval sword combat, the Spanish style was also heavily influenced by the teachings of alchemy which stressed the perfection of the human form in all things. However, due to the highly choreographed moves based upon the "Mysterious Circle" and it's myriad chords and diameters, this style was incredibly complex and intellectual, calling upon knowledge of geometry and metaphysics for true mastery, making it very difficult to master.
Based primarily on medieval sword fighting techniques, footwork and an almost full arm extension were used to keep the opponent at a set distance. Depending on quick movements of the thrust and slash, which kept the distance between opponents, this style utilized the long sword and rapier. The cut was also kept, but since the thrust allowed the swordsman to maintain accurate control, it was not used as much. To counteract the tendency of the thrust to close the distance between opponents, attacks were typically made on a pass, that is, an oblique step towards the opponent.
No defensive tools were used in the style, the single blade was used for both defense and offense. Since footwork and movement were based upon an imaginary "Mystic Circle" which encompassed both the swordsman and his foe, the swordsman would use precise angles to move at his opponent in an attempt to gain advantage. Defense was primarily accomplished by striking and then removing one's self from the opponent's distance, so an attack was made along a chord of the circle and then counter-stepping along another chord to define a new circle.
Because of the dance-like nature of this style, Spanish fencers move with grace and steadiness. Cool, calm and graceful, swordsman paced elegantly through their duels as through treading a solemn measure of the Dance of Death. This elegance resulted in the Spanish being considered the greatest swordsmen of the world in the 16th century. However, due to the difficulty in mastering this style, with it's rigid customs and laws, meant that fencing did not become as popular in Spain as it did in the rest of Europe.
Costume: Musketeer Outfit; Doublet worn with canions (close fitting breeches) over stockings. Sometimes a jerkin (jacket) was worn over the doublet. Other apparel includes cloaks, shoes, and a variety of brimmed hats.
Stance: The point of the sword is held as low as possible at an acute angle, with the hilt and arm in a straight line so that the hilt is at the height of the right eye. The feet are placed roughly three and a half feet apart.
CHARACTER BONUSES Add +1 to P.S.
Add +4 to P.P.
Add +2 to P.E.
Add +2D4 to S.D.C.
COMBAT SKILLS Attacks per Melee: 5
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Forward Spin, Pass (NEW!)
Basic Defense Moves: Automatic Parry, Backward Turn, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Combination Dodge/Slash(NEW!), Combination Parry/Attack, Disarm, Spinning Evasion.
Hand Attacks: Punch (Human Fist).
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Death Strike.



Holds/Locks: None.
Weapon Kata: W.P. Long Sword (Large Sword), W.P. Rapier (Large Sword).
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: None.
Languages: Spanish
Cultural: Basic Math, Advanced Math
Physical: Moving Blind, Acrobatics, Dancing, Fencing
Weapon Proficiencies: W.P. Long Sword (Large Sword), W.P. Rapier (Large Sword).
Philosophical Training: Code Duello
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte Dello Spadone (8 Years), Baratero (9 Years), Escrime (7 Years), Hungarian Saber (7 Years), Paradox of Defence (9 Years), Ringen am Schwert (10 Years), Ritterliche Kunst (6 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Spin, +1 to Turn, +1 to Parry/Dodge
2nd: +1 to Strike with Sword, +1 to Damage with Sword
3rd: +1 to Strike, +1 to Damage, +1 to Roll with Punch/Fall/Impact
4th: +1 Attack per Melee
5th: Critical Strike on a Natural 19 or 20
6th: +1 to Spin, +1 to Turn, +1 to Parry/Dodge
7th: +1 to Strike with Sword, +1 to Damage with Sword
8th: +1 to Strike, +1 to Damage, +1 to Roll with Punch/Fall/Impact
9th: +1 Attack per Melee
10th: Critical Strike on a Natural 18, 19, or 20
11th: Death Strike on a Natural 20
12th: +1 to Spin, +1 to Turn, +1 to Parry/Dodge
13th: +1 Attack per Melee
14th: +1 to Strike with Sword, +1 to Damage with Sword
15th: Critical Strike on a Natural 17, 18, 19, or 20
Why Study DESTREZA? Highly mobile and damaging, but the art is short on defensive maneuvers. A deadly martial art that has the single disadvantage of being dependent on a weapon for effective combat. Excellent combat bonuses are offset by a lack of attention to Chi and other esoteric studies. Capable of dealing with multiple attacks or multiple attackers with equal ease.







Dian Xue/Tien Hsueh- Touch Mastery (Exclusive) By Hibik
Entrance Requirements: As this art carries a very bad reputation, typically only dishonorable or evil alignments take Dian Xue. An I.Q. and M.E. of 12 are required.
Skill Cost: 20 Years.



Touch Mastery can trace its origins back to the early Ming Dynasty (1368-1644), to a doctor in Beijing, named Bi Ming Shi. Bi, who at the time was an accomplished doctor in many fields, was also a talented Martial Artist (although the original system which he studied is now unknown.), and was constantly searching for new martial knowledge. Near 1400 AD, Bi left on a trip through China, to seek out more Martial information.



If only more of the story could be told. However, for a period of 20 years, no one knew what really happened to Bi. In fact, no one ever saw Bi Ming Shi again. It was merely assumed that he died under mysterious circumstances and that was that. However, 20 years later, a man claiming to be the student of Bi Ming Shi was involved in a tavern fight in a small town in Henan province. He reportedly killed 20 thugs, with mere grabs and touches. This act of power scared the villagers so much; that they eventually reported the presence of this man to Shaolin.



Shaolin didn't have to wait terribly long to meet this man, for the man choose to seek the monk's of Song Shan (Song Mountain) temple himself. The man, who called himself Dian Long, challenged all those who wished to face off against his art, which he called Dian Xue, or Touch Mastery. Six senior monks answered the challenge, and they all suffered the same fate, death. Then, the fighting abbot of the temple showed up, and subsequently made this newcomer a deal: If the master of Dian Xue won, he would have access to some pretty secret information. If the abbot won, however, the Touch Master would have to leave to the north, forever. As he was an honorable person, the Touch Master agreed.



The fight took place in a secluded chamber of the temple grounds, where no other person was allowed to watch. After 3 days of waiting, some of the Sr. monks opened the doors to the temple to see what had transgressed. Neither the abbot nor, the Touch Master was anywhere to be seen, and neither of them was seen again. It was later discovered that several martial manuals and medicinal formula books were stolen from the temple's library. However, found in the chamber room of the former head abbot, was a recently written book, detailing the human anatomy and the secret points of Dim Mak (the death touch), as well as the combat method of Dian Xue.



After much debate, it was decided that the art was far too dangerous to teach, and that the book should be burned. Several monks, however, disagreed, feeling that it would be wrong to destroy this knowledge, and that the temple may someday need it. It was decided that the book should be sealed away, at a location only known to the head abbot, for hopefully, all eternity.



However, the descendants of Bi Ming Shi were not gone, and unknown to Shaolin, they were quickly gaining power in the underworld, using their martial ability to serve as assassins, causing their name to be spoken with fear. However, during the Qing Dynasty, it was discovered that there was a new family of Martial Artists who trained in Dian Xue. These newcomers, who had apparently found the manual in the ruins of the Henan Shaolin Temple, drew the attention of the old family, and fighting quickly broke out. The Qing dynasty, seeing their chance at destroying this threat once and for all, set both families up, convincing that the other had set a final challenge for them in an old Taoist Temple. When both families arrived and began fighting, the Manchurians burned the temple to the ground. However, there were survivors from both sides, who amended their differences and survived to this very day.



In the strictly secret training, a student of Touch Mastery will gain an extremely through knowledge of human anatomy. Every aspect of the body's functions is learned, from blood flow, organ function, muscle movement, and an understanding of the nervous system. The flow of chi, and the location of special points are also studied. These points can be used to stun, knock out, paralyze, hurt, or kill with a mere touch. The student also learns how to reverse this damage.



As a combat art, Dian Xue is extremely precise, and very efficient. One strike to incapacitate or kill is more important then a thousand strikes, so a Dian Xue master is patient, waiting for the exact moment where he can deliver his strike. However, this is a very quick thinking art, so a lot of time will not be spent waiting, but rather, a single evasion and then a strike is often the preferred method of defeating an opponent.



Training for Dian Xue is extremely limited. Its students are all hand picked by its secretive masters, who are typically looking for the twisted and malicious qualities that emulate from themselves. However, as there are (relatively few) artists of higher standing character, it's always possible for someone of a lighter alignment to learn this heart, only very unlikely, as its masters are extremely secretive of their darker brethren. All masters of Dian Xue reside in China, Japan, or Korea.



Note: Recently it was been speculated as to whether or not the legendary Jeng San Feng (the founder of Taijiquan) may be related, or partially responsible for the art of Dian Xue. As Taijiquan has a deep understanding of vital points, it has been speculated that Jeng San Feng and Bi Ming Shi may have met at one point, and exchanged martial knowledge. Or maybe it's something more sinister? No one really knows.



Costume: Typically beautiful silk robes.
Stance: Upright stance, with legs shoulder width apart, with one arm lifted towards the opponent and relaxed. The other arm is relaxed, open handed, guarding across the chest. CHARACTER BONUSES Double Existing Chi
Add +3 to M.E.
Add +2 to M.A.
Add +1 to P.P.
COMBAT SKILLS Attacks Per Melee: 1
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None
Basic Defense Moves: Dodge, Parry, and Automatic Parry.
Advanced Defenses: Multiple Dodge.
Hand Attacks: Palm Strike, Fore Knuckle Fist, Duo Knuckle Fist, and Fingertip Attack.
Basic Foot Attacks: Kick, and Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Paralysis Attack (Vital Points), Deathblow, and Disarm.
Holds/Locks: Finger Lock, and Wrist Lock.
Weapon Katas: WP Shan (Fan, in this case a spring loaded variation capable of firing a set of needles (which do 1D4 damage each) up to 10ft. away.)
Modifiers to Attack: Pull Punch, Knockout/Stun, Knockout/Stun from Rear, Critical Strike, and Critical Strike from Rear. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Automatically receives Dim Mak. Select a total of THREE (3) from Chi Mastery, Atemi/Tien Hsueh (including Advanced), or Arts of Invisibility. Also select ONE (1) Xian Chi. If desired, any number of powers may be traded, one-for-one, for any Basic Skill Programs.
Languages: Chinese (Typically Mandarin or another Northern dialect).
Cultural: Artistic Calligraphy, Feng Shui (Geomancy), Massage, and Wei Qi (Go).
Medical: Acupuncture and Moxibustion, Acupressure, and Herbology.
Philosophical Training: Taoism.
If this is your primary martial art form, then the following other forms can be learned in shorter time: Bak Mei (5 Years), Tang Lang (4 Years), and Ying Jiao (4 Years)
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike. Successful Dim Mak on a Natural 19 or Higher.
2nd: +1 to Parry and Dodge.
3rd: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery or Atemi (including Advanced).
4th: +1 Attack per Melee, +1 to Strike.
5th: Successful Dim Mak on a Natural 18 or higher.
6th: Double Existing Chi, +1 to Roll.
7th: +1 to Parry, Critical Strike on a Natural 19 or Higher.
8th: +1 Attack per Melee, +1 to Dodge.
9th: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery or Atemi (including Advanced).
10th: Successful Dim Mak on a Natural 17 or Higher.
11th: +1 to Strike, +1 to Roll.
12th: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery, or Atemi (including Advanced).
13th: +1 Attack per Melee.
14th: Select a Xian Chi.
15th: Successful Dim Mak on a Natural 16 or Higher.
Why Study Dian Xue?The power that comes from the ability to paralyze, stun, cripple, or kill with a mere touch is a powerful temptation for anyone to resist. Touch Mastery provides its practitioners with extensive training in anatomy, chi control and flow, Herbology and Acupuncture, allowing them to exert almost complete control over the human body, making them a force to be reckoned with. Downright deadly and efficient, its only concern is a less then optimal focus on toughening up the body.



Dim Mak Powers (Advanced Atemi/Tien Hsueh): Dim Mak is effectively a deathblow that requires a NATURAL 19 or higher to successfully strike in combat, preferably with a one-finger strike or fore knuckle fist. Note that Strike bonuses can be added, but the natural roll must be 20 or higher or else the correct point isn't touched. Note that the roll needed for a successful Dim Mak is reduced as a person increases in levels (see above). Rolling with Dim Mak reduces the effects to the point of being uncomfortable and possibly weakness, but not necessarily lethal, as mentioned in the below paragraph.
Several of the below abilities have a lesser, non-lethal version of the power. In those cases, a lesser natural strike is needed then what would normally be needed for a full deathblow.
Note: Due to the precise nature of Dim Mak, a lethal strike CANNOT be used as a simultaneous attack.



Lowering Chi: A touch that disrupts the body's natural pooling of chi in the chest cavity, this ability in particular causes the body's chi to overflow into the legs and feet. This, in turn, causes the blood pressure to drastically fall, and slows or stops the person's heartbeat and body functions, causing death within 1D6 minutes.



Rising Chi: This point disrupts the body's "pooling" of chi in the Dantien, and causes it to all spiral upwards, to rebel against mind and body. The brain is over saturated with chi, causing massive hemorrhaging and death, as blood spills out of the eye sockets, ears, nostrils, and mouth. The death of the victim will only take 1D4 melees.



Quick Acting Dim Mak: The classic "delayed" touch of death. This strike will cause a victim to die within 1D6 days after being struck. The chi of the victim is disrupted and drops to 1D6 points, and will no longer regenerate. Victims then become painfully sick within a few hours, and will die shortly unless a cure is sought.



5, 10, and 50 Paced Palm: A delayed deathblow that causes a victim to simply die after they take the appropriate number of steps. To use this power, the user must declare which strike he is using, and then roll Deathblow, as per normal Dim Mak deathblow. At Lv. 1, only the 100 Paced Palm is available. 10 and 5 Paced Palm is available at Lv. 5 and Lv. 10, respectively. In order to survive, the victim must not walk, and must have someone carry him, or bring him a cure.



Disrupted Organs: These are strikes, which can cause disruption (such as spasms) and failure in the organs. Obviously, effecting vital organs (such as the lungs and heart) can cause death. Disrupting the organs without killing the person can be very painful and cause nausea or sickness, as well as be very distracting (A Save vs. Pain is needed). Note that the heart and lungs cannot be lesser disrupted. Permanently causing an organ to fail can be lethal.
Kidneys: One Kidney can be lost with no penalty. Both kidneys will cause the blood to become impure, and will result in blood poisoning. Treat it as having normal Dim Mak.
Liver: Liver failure will cause a gradual poison buildup, which is amplified by consuming any food or drink (treat as Zero Chi).
Lungs: One lung will make breathing slightly difficult, but both lungs will cause asphyxiation and death within minutes.
Stomach: The failure of the stomach will cause death within 1D4+2 days from thirst.
Heart: Instant Death.
All of the other organs are treated as standard Dim Mak. Lesser versions of this ability require a Natural 14 or higher to strike.



Insanity: Several Dim Mak points on the body, even when not lethal, can actually cause severe insanity for life. Victims can eventually regress into raving lunatics with severe nervous disorders. A save vs. Insanity must be made to the victim when striking these points. Note that the lesser version (natural 14 or higher) of this ability only causes insanity for 1D6 days. The more advanced version (full roll needed), however, is potentially permanent (1D6 years, plus a 50% chance of being permanent.). The lesser version of this ability requires a Natural 14 or higher to strike.



Weakness: A strike that causes the person to suddenly become extremely weak. This includes fatigue, inability to speak, difficulty moving, extreme hypochondria, labored breathing, and nausea. This is typically a strike to the point that affects the master alarm of the Pericardium (the membrane surrounding the heart.). This causes -8 to all combat actions, and -30% to skills. This strike only requires a 15 or higher to execute, as it is, in itself, not lethal.






DOLCHFECHTEN By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 14 Years (12 Years as a Secondary Martial Art Style)
Dolchfechten "Dagger Fighting" is a German style developed in the 15th and 16th centuries by such masters as Achille Marrozo, Hans Talhoffer, and Solothurner. This is a close combat style of grappling and dagger typically used against armored opponents. The grappling moves in this style include counters, entangling, grabs, holds, joint locks, takedowns, and throws. The primary dagger fighting methods are stabs and thrusts, though cutting is occasionally seen. Of note in this style is that daggers are often grabbed and locked, as most daggers of the period didn't have sharp edges, only points with which to pierce armor (though some daggers had very sharp edges). The dagger was also used in a variety of grappling techniques including elbow and wrist locks, neck holds, and tripping takedowns.
Costume: None, though armor or heavy clothing was typically worn.
Stance: Stand with left side forward, dagger in forward grip, left arm forward shielding abdomen or blocking dagger from the opponent's view.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.P.
Add +2 to P.E.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Combination Dodge/Grab (NEW!), Combination Parry/Attack, Disarm, Pivot Counter (NEW!), Power Block/Parry, Reverse Hold/Lock (NEW!).
Hand Attacks: Punch (Human Fist)
Basic Foot Attacks: Backward Tripping/Leg Hook (NEW!), Kick Attack, Snap Kick, Tripping/Leg Hook
Jumping Foot Attacks: None.
Special Attacks: Backhand Stab (NEW!), Body Block/Tackle, Combination Grab/Stab (NEW!), Combination Entangle/Thrust (NEW!), Hand Slice (NEW!), Hip Throw (NEW!), Overarm Descending Stab (NEW!), Rolling Throw (NEW!), Scooping Throw (NEW!), Tripping Knee Hook (NEW!), Underarm Thrust (NEW!).
Holds/Locks: Arm Hold, Blade Lock (NEW!), Elbow Lock, Neck Hold, Wrist Lock
Weapon Kata: W.P. Knife
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Concealed Stance Special Kata.
Concealed Stance: Stand with left side forward, dagger held in forward grip with both hands on hilt, BEHIND your back! This provides a +2 bonus to Initiative for the first round of combat.
Languages: German
Weapon Proficiencies: W.P. Knife
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte della Daga (5 Years), Assassin (6 Years), Baratero (9 Years), El Cuchillo (1 Year), Jailhouse Rock (7 Years), Kampfringen (10 Years), Raks Al-Khanjar (2 Years), Ringen am Schwert (10 Years), Ritterliche Kunst (6 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Damage, +1 to Holds/Locks
2nd: +2 to Strike, +2 to Body Flip/Throw (all Throws)
3rd: +1 Attack per Melee
4th: +1 to Damage, +1 to Holds/Locks
5th: +2 to Parry/Dodge
6th: +1 to Damage, +1 to Holds/Locks
7th: +1 Attack per Melee
8th: Critical Strike on a Natural 19 or 20.
9th: +1 Attack per Melee
10th: +2 to Strike, +2 to Body Flip/Throw (all Throws)
11th: +1 to Damage, +1 to Holds/Locks
12th: +1 Attack per Melee
13th: +2 to Parry/Dodge
14th: +1 Attack per Melee
15th: +1 to Damage, +1 to Holds/Locks
Why Study Dolchfechten? A well-rounded system, with powerful offensive and defensive techniques. Characters who enjoy the rough-and-tumble aspects of grappling and weapons combat will love the short-range, bashing-oriented techniques of this style. This is a very powerful martial art. Relatively few special skills. Since this form has a great number of new and unusual techniques, it is often baffling to students of other martial arts.







Drenk-Kai Joutsu By Bahamut810
Entrance Requirements: 8pp, a high PS and PE are recommended, Good or unprincipled alignments only. Must have access to an Andronian master.
Skill Cost: 9 years (7 years as a secondary)
This Martial Art is part of the lifestyle of a Memnon from the Androsenies alien race. In the Androsenies language it means "The Gods art of Life" which is a very fitting name. It shows a person how to truly live life by travelling to all the wonderful places the world has to offer…on foot. They have to find a way to scale all the mountains, cross the deserts, get to where they feel they need to be. Along the way they talk to everyone and help where ever they can and are generally pleasant to just be around. They like to spar with every other Drekken (the name for a Drenk-Kai Joutsu student) they meet as a matter of course to make sure they keep their skills sharp and to keep feeling alive.
Once the person has found his place, he settles down and helps the community that he has chosen. He will usually take a position of authority, such as a police officer or military official.
This form is a wonderful blend of punch and kick moved that is designed to be and practical. In this aspect it is very close to the Earth martial art Jujitsu. There are no illegal moves using this form, though when training "illegal" moves won't be used. This form lets the student customize his own moves with relative ease and encourages the student to pick a weapon to be trained with (as to be more flexible).
When using this form the Drekken will usually start by moving in to debilitate his opponent in some way. This usually entails a sweep or a grab/throw move. After that he will use punches and kicks in the most effective way he can to stop his opponent from being able to fight, which is usually from dislocation of a limb, or just plain knocking them out.
Costume: Loose Fitting clothing, a Kung Fu uniforms usually works
Stance: Feet a shoulder length apart, one slightly behind the other, knees slightly bent. One fist extended in front of him at waist level, with the other fist about two inches from the waist.
CHARACTER BONUSES +1 MA
+1 PS
+2 PP
+1 PE
+10 SDC
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Back flip
Attack Moves: (none)
Basic Defense: Dodge, Parry, Automatic Parry
Advanced Defense: Auto-Roll, Multiple Dodge, Disarm, Breakfall
Hand Attacks: Strike (punch), Knife Hand, Palm Strike
Foot Attacks: Kick, Tripping/leg hooks, Backward Sweep, Snap Kick, Reverse turning kick (combination Dodge/Kick)
Jumping Foot Attacks: Jump Kick
Special Attacks: Leap attack, Body flip/throw, Automatic Body flip/throw, Choke, Knee, Paralysis attack (vital points)
Weapon Katas: None
Modifiers to Attacks: Pull punch, Critical, Critical from Behind, Deathblow, Knockout, Body flip/throw, Critical flip/throw
SKILLS INCLUDED IN TRAINING Martial Arts Powers: You start with the Kangeiko and Shochu Geiko body hardening technique and may select a total of 2 extra powers from among Body Hardening, Martial Arts Techniques, Special Katas and Arts of Invisibility. If you desire any number of Powers can be traded, one-for-one, for basic skill programs (excluding physical).
Language: Androsian (Close to the Atlantian Language)
Cultural: Cooking
Survival: Wilderness Survival, Tracking
Physical: Prowl, Climbing
Philosophical Training: Zen Buddhism (Equivalent)
If this is your Primary Martial Arts form then the following other forms can be learned in a shorter time. Jujitsu (4 years), Moo Gi Gong (4 years), Shao-lin (6 years)
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 Parry/Dodge, Critical Strike from Behind
2nd: +1 Strike, +1 Disarm
3rd: +2 Body flip/throw (Does 2d6 damage instead of the normal 1d6), +2 to Maintain Balance
4th: +1 Attack Per Melee, Critical Strike on a Natural 18, 19 or 20
5th: +2 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20
6th: Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility. +1 disarm, Deathblow on a natural 20.
7th: +1 Body flip/throw, +1 to Disarm
8th: +1 Attack per Melee, +1 Maintain Balance
9th: +2 to Roll with Punch/Fall/Impact, +1 Damage
10th: +1 Parry/Dodge, +1 Disarm
11th: +1 Attack per Melee, Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility
12th: +1 Parry/Dodge, +1 Strike
13th: +1 to Roll with Punch/Fall/Impact, +1 Maintain Balance
14th: +1 Attack per Melee, Knockout/stun on a natural 19 or 20
15th: Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility
Why Study Drenk-Kai Joutsu? Most people are born into it, others fall in love with the near care-free life that they lead. This form specializes in disabling the
opponent and minimizes damage to everything (and everyone) around the fight.
*NOTE- Memnon is the warrior/priest caste from the race this is from. If you would like the writeup for the race, please email me.







Dwarven Leg Breaking By Mephisto
Entrance Requirements: None
Skill Cost: 8 Years (6 Years as a secondary)



This martial art gets its name largely from the fact that most of the attacks are aimed at the legs of the opponent that often tend to be taller than Dwarves. This martial art is definitely unorthodox by most surface dwellers standards; until they see it in action or much to their chagrin, are the victim of this particular fighting style. Dwarves usually focus their attacks on the legs and ankles of the opponent, using chains, whips, and nets to entangle their legs and once the opponent is on the ground, then the Dwarf will either twist the limb off, or simply beat the person with their hammers or axes. And if they get within grabbing distance of a surface dweller, they will usually try to break the ankles or go for groin shots. In a confined space the Dwarf is often a lethal opponent. For that is their environment and they often still within range that is too close for a larger opponent, such as an orc or troll to adequately strike at the smaller opponent.



Gnomes can learn this art although it's rare for them to do so. The same applies to kobolds.



Training is available from most skilled Dwarves, which number into the thousands. The Old Kingdom Mountains and the Western Empire house the most proficient and skilled Leg Breakers around.



O.C.C. Note: A Dwarf can learn this martial art by first upgrading to Hand to Hand: Martial Arts then sacrificing two O.C.C. related skills. There are no O.C.C. limitations. Gnomes and Kobolds must sacrifice three O.C.C. related skills and half the secondary skills. Plus it's not available to Gnome or Kobold men of magic.
Stance: There are no formal Stances in Dwarven Leg Breaking; rather they wait for the opponent to attack and then respond accordingly. For this reason they will usually spring to action only after they have utilized a trap of some sort to get their opponent on the ground or otherwise vulnerable.
Costume: None
Character Bonuses +2 to P.S.
+2 to P.E.
+12 to S.D.C.
Combat Skills Attacks Per Melee: 3
Escape Moves: Roll With Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Disarm, Circular Parry, Combination Parry/Hold (Special! The character can on a successful parry latch onto a part of the victim and try to pull him to the ground. A successful strike using the Hold bonus is required to hold on, and another roll with the Body Flip bonus to pull the person to the ground. Ideal for group attacks).
Hand Attacks: Strike (Punch), Backhand, Power Punch, Duo-Fist Strike
Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Trip/Leg Hook
Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow
Holds/Locks: Automatic Neck Hold, Automatic Arm Hold, Automatic Leg Hold
Weapon Skills: W.P. Axe, W.P. Sword, W.P. Net, W.P. Bola
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow, Critical Strike
Skills Included in Training Martial Art Powers: Select Two Body Hardening
Physical Skills: Prowl, Climb/Scale Walls, Wrestling
Training Skills: Camouflage
Languages: Dwarven
Level Advancement Bonuses 1st Critical Strike Natural 20 or from behind, +2 to Dodge
2nd +2 Holds
3rd +3 to Parry, +1 Body Flip
4th +1 attack, Select One Additional Body Hardening Technique
5th +2 strike, +1 Initiative
6th +2 Holds
7th Critical Strike Natural 19 or 20, +1 Parry and Dodge
8th +1 Attack, Select One Additional Body Hardening Technique
9th +2 damage
10th +2 Holds
11th +2 to Strike, +1 to Damage
12th Select One Additional Martial Art Power, +1 Attack
13th Critical Strike Natural 18-20, +2 Holds
14th +2 Body Flip, +1 Initiative
15th +1 Attack , Death Blow Natural 20
Why study Dwarven Leg Breaking? Best suited for little people, who need to deal with big opponents, it has a common sense approach to dealing with larger foes and is highly effective. Not as effective in dealing with smaller foes, but is capable of handling most situations effectively.






Dwarven Wrestling By danzig138



All children wrestle around, and dwarven children are no different. And like humans, dwarves have developed this into a sport. But unlike humans, almost all dwarves have an interest in wrestling, so the sport was developed until it was a viable combat form. It even has special moves for fighting big people.



Wrestling is the most common of the sports practiced by the dwarven people, and it is practiced equally between men and women. Dwarven wrestling matches take place in a marked-off ring, about 20 feet in diameter. There are three divisions, Basic, Standard, and Advanced.



In Basic matches, the match is fought until one of the contenders surrenders, or is thrown out of the ring three times. Eye gouging and hits to the joints or groin are not allowed, and the participants are allowed a 15 second rest period every two minutes.



In Advanced matches, all attacks are allowed, and matches last until one person surrenders, or is knocked out. And there are no rest periods. Also, in advanced matches, men and women competeagainst each other.



Entrance Requirements: None, but high P.S., P.P., and P.E. are recommended.
Skill Cost: 4 years ( 9 years for a Big Person if they happen to find a teacher ).
Stance: Feet are spread shoulders-width apart. The wrestler is hunched over slightly, with his elbows tucked close to his body, and his hands out, with fingers spread wide.
Costume: In Basic matches, the wrestlers wear a loin cloth. In Standard matches, they wear loincloths, and they are allowed to wear thick, reinforcing leather bands on their heads, knees, and hands ( +1 damage ). In Advanced matches, they wear loincloths, and often wear spiked gloves, knee and shin guards, elbow guards, and studded headbands.



CHARACTER BONUSES



Add 2 to P.S.



Add 1 to P.E.



Add 30 to S.D.C.



A.R. 5



COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch), Power Punch.
Basic Foot Attacks: Kick Attack.
Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Elbow Lock.
Special Attacks: Crush/Squeeze, Body Flip/Throw, Body Block/Tackle, Neck Hold/Choke, Choke, Head-Butt (Slams forehead into the opponent's face, preferably the nose. Inflicts 1D4 damage + bonus, and has a damage x5% chance to stun the opponent into losing one action and initiative), Hip Punch (Must be in Grappling range. The wrestler delivers a powerful punch to the opponent's hip. This attack requires a Natural 11 or better to hit, and uses two actions. If it is successful, the damage is 1D6 + bonus, and a damage x2% chance that the victim will suffer a penalty of -1 Attack per Melee and -10% Spd. for 1D4 days. Additional hits can reduce Spd. by -10% each, and each additional three hit reduce Attacks per Melee by -1. If the victim's Spd. is reduced to 0, the hip is broken)
Special Big People Attacks: Knee Punch ( This is identical to the Hip Punch described above, but the chance of reducing the victim's abilities is damage x3% ), Groin Punch ( This is pretty much a hit to the groin. It requires a Natural 11 or better Strike roll. If successful, it inflicts 1D6 + bonus damage direct to Hit Points, and the victim loses initiative and one action ), Toe Stomp ( The Dwarf brings his foot down violently on the victim's toes. Requires a Natural 10 or better to hit, and inflicts 1D4 +bonus damage, and the victim loses initiative, one attack, and hops around a lot. There is a 50% chance that one or more toes will be broken ).
Modifiers to Attacks: Critical Strike, Knock-Out/Stun.



SKILLS INCLUDED IN TRAINING Physical: Body Building.



LEVEL ADVANCEMENT BONUSES
Level 1: +2 Roll with Punch/Fall/Impact, +2 Parry.
Level 2: Knock-Out/Stun on Natural 20, +1 Strike.
Level 3: +1 Attack per Melee, +3 Maintain Balance.
Level 4: +2 Body Flip ( inflicts 2D6 damage ), +1 Dodge.
Level 5: +1 Strike, +1 Roll with Punch/Fall/Impact.
Level 6: Critical Strike on Natural 19-20, +2 Maintain Balance.
Level 7: Knock-Out/Stun on Natural 19-20, +2 to Holds/Locks.
Level 8: +1 Attack per Melee, +2 Parry.
Level 9: +2 Damage, +2 Breakfall.
Level 10: Critical Strike on Natural 18-20, +1 Dodge.
Level 11: +1 to P.S., P.E.
Level 12: Knock-Out/Stun on Natural 18-20, +1 Strike.
Level 13: +2 Parry/Dodge.
Level 14: +2 Body Flip ( 3D6 damage ), +1 Maintain Balance.
Level 15: +2 Strike, +3 Damage.



Why Study DWARVEN WRESTLING?



It's a good style if you like to get in close and hurt your opponent. It teaches absolutely no internal training, but it does teach you how tough you can be.







Dwur Beldegar Style Fighting By Sinestus



Yes, another Smigs style of combat, with some wonderfully fictitious background about forgotten monks, drunken dwarves, ancient masters, or whatever... I don't really feel up to the "background regurgitation" part of this, so I'll cut to the chase.
Dwur is a fighting style designed to counter-act the oh-so-powerful locking and chi styles. To master this form, one must give up everything. GM digression as to who can select this, but beware, it is incredibly powerful in the right hands.
The primary principle of Dwur is to act as an empty vessel, and react to the chi flow as it is changing. When a Dwur fighter is preparing for combat (usually their first melee action), they will purge themselves of chi using the Dwur Doragi Technique making themselves invisible to their opponent's Chi Eye (e.g.: Zanshin), then respond to their opponent's first attack with a handstand. The ideal of the style to compliment the opponent's fighting style by not stopping their opponent's attacks, but letting them pass freely. So the Dwur master will often oblige their opponent's wishes by not being where the opponent wishes to place his fist.
Requirements: P.P.: 13, P.S.: 10, P.E.: 10, I.Q.: 13 ; Most are Taoists or Anarchists, Most will acknowledge other Codes of Honor, and respect them, but only follow them when fighting honorable opponents.
Training: 20 years
Character Bonuses
+2 to P.S.
+3 to P.P.
+10 S.D.C.
Stance: Constantly changing. The most preferred stance for a Dwur master is the Handstand, after activating the Doragi Technique, this will usually be their next maneuver. Ideally, the Dwur master will move like a snake, wrapping a victim in its coils.
Outfit: Loose pantaloons or aikido style pants, women usually wear a light shirt as well, but men are trained topless to provide maximum movement. In ritual combat climbing style shoes with cleats (+1D4 damage), spined bracers (+1D4 damage to elbow and fore-arm strikes) are added.
Combat Skills Attacks per Melee: 4
Hand Attacks: punch/strike, palm strike, fore-arm strike (1D6), elbow (1D4), shoulder grind (a wicked turning/rising fore-knuckle technique that targets the shoulder joint, natural 10+ to land, but deals 1D4 [flat] to H.P., once per melee). Fore-knuckle punch (1D10)
Foot Attacks: kick, snap kick, tripping leg hook, turning kick (dodge/kick), drop kick (dodge/kick), axe kick, roundhouse, crescent kick,
Basic Defense Moves: parry, dodge, auto-parry
Advances Defense Moves: roll, handstand/dodge (goes to handstand, can be used to move into grapple range), handstand roll, backflip.
Holds/Locks: neck hold, leg lock, arm lock, wrist lock, leg hold, arm hold.
Escape Techniques: backflip, roll, automatic maintain balance.
Modifiers to Attack: critical on surprise/behind, chi break (special, like Paralysis Attack, but disrupts Chi Use for 1D4 melees, can only be done once per melee), knockout.
Special Moves: Tripping Tackle (combination move, an anticipated tripping leg hook, followed by a pinning tackle. The hook counts as a parry at half normal bonus, the tackle is a flat roll). Low Spin Sweep (combination dodge / back sweep). Handstand, cartwheel, backflip (dodge/kick), Leg Neck-Lock (done from handstand, defenders are at -2, if the lock misses, target still takes 1D6 damage, and handstand is broken). Follow-up Leg lock (follows Leg Neck-Lock, grabbing legs, if successful, victim is totally incapacitated, and cannot use "Art of Escape" without breaking a leg). Rising Kick (done from prone, aims for chest, raises fighter to handstand, requires natural 12+, if successful, does 2D4+ damage). Locked Punch (can only be done upright, shifts to a horse stance-esque position, fighter is -2 to defend after throwing the punch but, the attack cannot be locked/held/or auto-lock/hold defended, strike deals 2D6 + damage, and on success will knock down opponent, only punch for the melee.) Inverted Roundhouse (handstand technique, spins low to strike the gut, only kick that melee, but deals 2D6+ damage and on success will wind an opponent [costing them 1 action]), Counter Lock (standing technique specifically in response to a wrist lock, success allows the Dwur fighter to place his captor in an equally balances Ankle or Elbow lock using his legs, the original lock is not broken, but both fighters are locked until the wrist is released [thus breaking both locks]), Double Leg Kick (similar to the Mule Kick, handstand brings hands to chest and curls legs, then kicks out, takes 2 actions, deals 3D6+2 + damage, will throw opponent), Tackle/Pin Incapacitate Weapon Katas: Select one: Mouth Weapons or Grappling Hook
Additional Skills: Escape Artist/Contortionist, Prone Fighting, and Select one: Wrestling, Anticipation, or Use/Recognize Poison.
Martial Arts Powers: Select three powers from Invisibility, Martial Arts Techniques, or Atemi.
Special: Dwur Doragi Technique - Activation of this power makes the master a null point of Chi. They become invisible to the Chi world, as they will effectively remain at zero Chi for the duration of the combat. This makes them immune to ALL chi based attacks and moves, including Body Chi, Hard/Soft Chi and the Dim Mak. Because of this technique, no one with Dwur can ever learn Chi Mastery or Chi based powers. GM Digression as to wether or not this negates already in effect Dim Mak.
YES, this does halt normal healing for the fighter during combat; however, one full melee of meditation will allow the Dwur master to recover his full chi and return to normal functions. Level Advancement Bonuses
1st: +2 to handstand, backflip, and cartwheel moves, Critical on Behind/Surprise
2nd: +2 to dodge, +1 to holds/locks
3rd: +2 to balance, +1 to parry
4th: +1 attack, +1 strike, Knockout on 19+ with handstand moves
5th: Select one power from Invisibility, Body Hardening, or Martial Arts
6th: +1 to balance and handstand/cartwheel/backflip
7th: +1 to parry and dodge, +1 attack
8th: Knockout 18+ from handstand, Critical 18+ from handstand
9th: +1 to holds/locks and strike
10th: gains Auto-Dodge and Auto-Roll to Handstand (can only use one or other in response to an action)
11th: +1 to balance and handstand/backflip/cartwheel
12th: Select one power from Invisibility, Atemi, or Body Hardening
13th: +1 to strike and dodge
14th: Knockout from behind, critical 19+ when not in handstand.
15th: +1 attack, +1 to handstand/cartwheel/backflip
For Clarification: People Using this style should track their unmodified Handstand/cartwheel/backflip bonus, this stack on top of the characters normal strike/parry/dodge bonuses when a move is used in combination (E.G.: handstand crescent kick), when striking with a weapon, the move can be coming out of a handstand (thus getting the bonus), but the handstand is broken. If the fighter is tripped in handstand, they may maintain balance to roll to standing, but suffer 1D6 damage from the kick either way.
Going to a hold/lock breaks handstands as well.

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