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Martial Arts Styles – E:



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El Cuchillo By Kuseru
Entrance Requirements: Limited to Anarchist, Miscreant, Aberrant and Diabolic alignments. No Attribute Requirements.
Skill Cost: 5 Years (3 Years as a Secondary Martial Art Style)
A rare martial art from Mexico which has branches in most Central American areas. El Cuchillo translates as "The Knife." Often popular with gangs in the southern United States.
Overall, the style bears a similarity to Arnis, but only covers the use of knives. Most maneuvers are designed for knife attacks, however unbalancing, disarms, blocks, and other defenses are used. The main focus of knife use is a killing blow designed to eliminate the opponent.
Costume: Street Clothes.
Stance: No Stance.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 5
Escape Moves: None.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, and Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm.
Hand Attacks: Punch/Human Fist.
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Blow, Foot-Knife (This represents a straight-razor used in the toes; full bonuses apply to using the weapon in the feet, but may not be used to parry), Backward Thrust, Leap Attack, Pommel Strike.
Holds/Locks: Choke
Weapon Kata: W.P. Knife at 2 levels higher than the character's current level (1st level martial artist would start at level 3), W.P. Thrown (Knives and Daggers only), W.P. Paired Knives, W.P. Quickdraw: Melee (Knife only), W.P. Paired Knives: Thrown.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockdown, Weapon Tap.
SKILLS INCLUDED IN TRAINING Martial Art Powers: None. El Cuchillo training offers no Martial Art Abilities or Powers.
Languages: Spanish
Cultural: Pick Three from the following: Brewing, Cook, Dancing, Play Musical Instrument, Singing, and Sports.
Survival: Streetwise.
Weapon Proficiencies: W.P. Knife at 2 levels higher than the character's current level (1st level martial artist would start at level 3), W.P. Thrown (Knives and Daggers only), W.P. Paired Knives, W.P. Quickdraw: Melee (Knife only), W.P. Paired Knives: Thrown.
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), Dolchfechten (10 Years), Jailhouse Rock (7 Years), Raks Al-Khanjar (2 Years), Liang Hsiung (1 Year), Moo Gi Gong (4 Years), Shi Ba Babn Wu Yi (3 Years), and Triad Assassin (1 year).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +2 to Damage with Knife.
2nd: +1 to Dodge, +2 to Strike with Knife.
3rd: Add +1 Attack per Melee.
4th: Critical Strike from Behind.
5th: +2 to Damage with Knife
6th: Add +1 Attack per Melee.
7th: +1 to Initiative, +2 to Strike.
8th: Add +1 Attack per Melee. +1 to Damage with Knife.
9th: +1 to Strike with Knife.
10th: Death Blow on a Natural 20.
11th: Add +1 Attack per Melee.
12th: +2 to Strike with Knife, +2 to Damage with Knife.
13th: Add +1 Attack per Melee.
14th: +1 to Dodge, +1 to Damage with Knife.
15th: +1 to Initiative.
Why Study El Cuchillo? Channeling the body's strength into doing the maximum physical damage to the opponent is what it's all about. On the other hand, there are few/no special powers or abilities, so it's pretty limiting in any other circumstances. This style is an extremely deadly art with a weapon. The purpose of this style is to kill, plain and simple.







English Swordsmanship By FlashFire



"I've got a knife! Gimme your-- WHAT THE F&!@ IS THAT?!?"



English Swordsmanship has a history spanning thousands of years. Honed over the millenia through action against almost every invader on the European Continent, the art of the sword is highly regarded throughout English history. The blades of Great Britian have been used and abused against Romans, Vikings, Normans, Picts, Germanic barbarians, Angles, Saxons, Danes, French, Spainiards, and each other. Naturally, they got very good at what they did. This form, in particular, represents the art of swordsmanship in England shortly before and into the Renessaince (circa 1550-1600). The preferred English weapon, before the rapier came into play, was the hand-and-a-half sword. A cut-and-thrust weapon, the sword had an edge along both sides of a wide blade that slightly tapered toward the point. The weapon had a bar-shaped crossguard that often bent outwards in the direction of the tip. Pommel shapes varied anywhere from crescents and rings to rectangular blocks and leaf-shapes. The weapons also tended to be very well balanced, making them feel much lighter than they look. The prime advantage to the English style of swordplay in personal combat over the thrusting style that the rest of the continent was adopting was its use in melee. The English had a tendancy to use whatever worked best, so they adopted the standard combat form of swordfighting (meant for use on the battlefield) even in one-on-one duels. This provided a few advantages over the newer rapier style, mainly the quick and brutal kill as well as its natural advantages when facing more than one opponent.



Modern use of this form is mostly limited to displays and SCA combat, but some have been working on restoring it as a legitimate martial art form. It is still extremely rare, almost to the point of being an Exlcusive form (not so thanks to its use in the SCA), making teachers hard to find. Most swordsmen (and swordswomen, of course) will be forced to research the form, rather than learn it in a proper school. Still, once learned, the art is extremely effective and deadly against nearly any combatant, even with its near total lack of Oriental-style Internal Training.



Entrance Requirements: PS and PE of 10 or higher Skill Cost: 8 Years (6 Years as a Secondary Form) Costume: English swordplay traditionally required heavy protection, running towards full plate armor. For more reasonable clothing, a swordsman will prefer something loose that allows for full body movement, particularly in the waist and shoulders. Stance: Stands upright, knees only slightly bent, both feet in solid contact with the ground. The exact position of the primary weapon varied, but was most often held back or above the head in preperation to strike, point forward.



CHARACTER BONUSES



Add 2 to P.S.



Add 1 to P.P.



Add 2 to P.E.



COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact Basic Defensive Moves: Parry, Automatic Parry, Dodge Advanced Defenses: Disarm, Maintain Balance, Circular Parry Hand Attacks: Strike (Punch), Roundhouse (See Choy-Li-Fut Kung Fu, does 1D10 Damage), Uppercut (See Choy-Li-Fut Kung Fu, does 1D8 Damage) Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks Special Attacks: False Attack(NEW! The False Attack is just that, a fake attack. It is used to draw a parry or reaction out of the opponent. The exact method of attack the character fakes varies and can be any type of attack the character possesses. This is a Combination Move, used in conjunction with another attack. The character chooses what attack to fake and rolls to strike. On a roll of 5 (or equal to the opponent's AR) or greater, the false attack succeeds. The opponent can (and should) attempt to defend against the false attack. Whether they successfully defend against the fake attack or not, the attacker then moves into the second attack. The character is at +3 to strike with second attack and the defender must use an attack to defend against it (no Automatic Defenses). Knee, Elbow, Grab, Entangle, Death Blow Holds/Locks: Arm Hold, Body Hold, Automatic Arm Hold Weapon Katas: WP: Hand and a Half Sword (3rd level), WP: Buckler Shield, WP Hand and a Half Sword and Buckler Shield (paired), Select one from the list below Modifiers to Attacks: Critical Strike, Critical Strike from Behind



SKILLS INCLUDED IN TRAINING
Martial Art Powers: Dam Sum Sing. Can be traded for any Body Hardening Exercise (excluding Chi Gung) or any Basic Skill Program. Languages: English Physical Skills: Wrestling Other Skills: Research



If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years). Special Notes: Unless noted above, any Martial Art that teaches a Philisophical Skill will take 1 more year to learn. This is due to the Duelist's pragmatic outlook and its effect on the philosophy ofthe fighter. Should the game be run in its correct historical time period, or in a fantasy setting, drop the Research skill above and add an extra +1 to strike and parry.



LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Roll/Pull Punch, +1 to Parry, Critical Strike, Critical Strike from Behind Level 2: +1 to Strike, +1 to Dodge Level 3: +1 Attack Per Melee, +1 to Disarm Level 4: Select two Weapon Katas from the list below and one Martial Art Power from the list below. Level 5: +2 to Damage, +1 to Maintain Balance Level 6: +1 to Parry, +1 to Roll with Punch/Fall, Critical Strike on Natural 19-20 Level 7: +1 Attack Per Melee, +1 to Disarm Level 8: Death Blow on Natural 20, Select one Weapon Kata from the list below Level 9: +1 to Strike, +1 to Dodge Level 10: Select one Weapon Kata from the list below, Critical Strike on Natural 18-20 Level 11: +1 Attack Per Melee, +1 to Maintain Balance Level 12: +1 to Roll with Punch/Fall, +1 to Parry, +1 to Disarm Level 13: Select one Weapon Kata from the list below, Critical Strike on Natural 17-20 (weapon only) Level 14: +1 Attack Per Melee, Select one Martial Art Power from the list below Level 15: +1 to Strike, +1 to Dodge, Death Blow on Natural 19-20 (weapon only)



Martial Art Power List
Any Body Hardening Excercise (excluding Chi Gung) Any Special Kata (Weapon Katas can be chosen from any weapon) One Life, One Shot, One Hit, One Kill (Martial Art Technique) Iai Jutsu (Martial Art Technique) Zanshin (Martial Art Technique),
Breathing (NEW) (Body Hardening Exercise) The Breathing BHE is simply the ability to breathe adequately when engaging in heavy combat, a neccessity when swinging a heavy sword while covered in plate mail. It is the rough equivalent of aerobic training. BONUSES: +1 to PE, +10 to SDC, Four Governers (NEW) (Special Kata) While all good (read: not dead) swordsmen keep these four virtues in mind, the Four Governers Kata allows the swordsman to combine all four effectivally at once. The first Goverener is Judgement, allowing the swordsman to judge his opponent's style and likely moves. The second is Distance, giving the swordsman an idea of what the proper distance is for him to strike without being hit. Time is the next, granting a better sense of the timing and flow of the battle. The fourth is Place, loosely defined as granting the swordsman the knowledge of how best to align his body against the opponent and the opponent's style. The kata requires one full melee of no strikes. The swordsman can parry and dodge, but no attack moves are allowed. At the end of the melee, the bonuses take effect for the rest of the combat or until the opponent changes martial art forms. BONUSES: +3 to Strike, Parry, and Dodge, +1 attack per melee, Can move more effectivally through the Combat Ranges (does not take an attack, regardless of movement).



Weapon Kata List
WP: Hand and a Half Sword The traditional knightly Crusader broadsword. See WP: Large Swords for bonuses.



WP: One-handed Sword The one-handed sword is a cut-and-thrust weapon that is used most effectivally with one hand, like the Basket-hilted Claymore or Sword-Rapier (the edged version of the rapier). Bonuses are the same as WP: Large Sword.



WP: Short Sword The Short Sword is just that, a short sword. Typical examples would be a cutlass, hoplite, and the occasional machette. Uses WP: Short Sword bonuses.



WP: Two Handed Sword See WP: Large Swords.



WP: Dagger See WP: Knife



WP: Blunt/Single Stick See WP: Blunt



WP: Buckler Shield Described in Pal Fantasy 1st and 2nd Edition, a Buckler Shield is basically a small round shield. A smaller version, called the target shield, was also used, though the buckler was preferred for its larger size. Provides a bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15. The shield can be used to strike with, as well, doing 1D4 damage. Gains +1 to strike at levels 4, 8, and 12.



WP: Lantern/Flashlight The flashlight or focused-light lantern is used in the off-weapon hand in combination with other attacks. Best used in the dark (all effects are at 1/2 strength in the light), the light is shined into the opponent's eyes, momentarily blinding them to the attacker's moves. The target of a successful lantern strike is at -5 to strike, parry, and dodge the lantern holder's next two attacks. The lantern itself has +1 to strike at levels 1, 3, 5, 8, 11, 13, and 15.



WP: Short Staff The short staff is something of a misnomer, in my opinion. The length of this weapon is determined by holding the staff close to one's body with the left hand, reaching up as high as possible with the right hand, then adding a space for the fighter to put both his hands. This puts the "short" staff at between 8 to 9 feet in length. Uses the WP: Staff Bonuses.



WP: Pike/Polearms Polearms, in this case, is a general combination of spear and staff weapons, from the long staff and javelins to pikes and halberds. The character that chooses polearms has to choose a particular weapon to use, no general types allowed, and it has to be Western in design. Because of the lengths of these weapons, they are best used at greater than Long Range. At Combat and Grappling Range, the weapon effectively becomes a staff. Uses the WP: Spear bonuses.



WP: Paired Weapons See WP: Paired Weapons. The choices are almost always Half-and-a-half sword, Short Sword, or Cut-and-Thrust Sword, combined with one other weapon. The individual weapons cannot be used singly unless that Weapon Kata is also possessed.



The following Katas are allowed, as a master combatant will learn to use every weapon he can. Keep in mind, though, that these weapons and styles are poorly regarded in this style of combat and will be the last chosen, as a general rule.



WP: Rapier Uses the WP Large Sword bonuses. The Rapier (in-game context) is a thrust only weapon. Small cuts can be made with its edge, but they only do 1 point of damage. Due to stance and the length of the weapon (average of 48 inches overall), it can be used at Long Range with no penalty, recieves a penalty of -5 to strike at Combat Range, and is impossible to use at Grappling Range (pending a special move developed by the GM and/or player). Note that some versions of the rapier have real cutting edges and some do not. A rapier with a signifigant cutting edge (ie: blade width of greater than 1.5 inches/3 cm) uses WP: Cut-and-Thrust Sword rather than WP: Rapier. Rapiers do 2D6 damage. Average cost: $400-$500



WP: Small Sword The Small Sword is essentially the same as a Rapier, but smaller and lighter. The weapon has a penalty of -3 to strike at Grappling Range and uses WP: Small Swords bonuses. Damage: 1D8. Average Cost: $300-$400



WP: Cloak/Net Described in Pal Fantasy 2nd Edition. The cloak or net can be used in a whipping motion (1D6 damage), thrown at the opponent (blinding damage), used to parry an incoming blow, or to entangle the opponent's arm or weapon. Recieves +1 to strike or entangle at levels 2, 5, 8, 11, and 15. Recieves +1 to parry at levels 2, 4, 6, 9, and 12.



PAL FANTASY NOTES: This MA form would probably be better applied to Pal Fantasy than to N&SS, but since it uses N&SS rules... If you are inclined to use this in Pal Fantasy, there shouldn't be much trouble converting it to PFRPG's HTH system. Ignore questions of Range and any other HTH move or term you're not sure on. Also, ignore the few teachers rule and drop the Research skill. There will be a great many more teachers in Pal Fantasy, as well as better techniques.



Why Study ENGLISH SWORDSMANSHIP?



The art is mainly studied for its historical value than effectiveness in modern combat, but it still works as an extremely deadly and impressive force when properly used.






Enmei Ryu Shurikenjutsu By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 10, P.P.: 12, and Spd.: 10.
Skill Cost: 9 Years (5 Years as a Secondary Martial Art Style).



This is a Japanese shurikenjustu and kenjutsu style. Miyamoto Musashi was reportedly the founder of this school, which involves throwing a 40cm blade, probably a tanto (knife). This comes from a story of a duel between Musashi and Shishido, an expert of the kusari-gama. As Shishido pulled out his chain, Musashi threw a dagger and struck him in the chest, killing him. The credited founder of this school is Shibuki Shinjuro, who developed this style during the Edo period.
Training for this school can be found in Japan.



Costume: Street clothes.
Stance: When carrying both swords, they are held together in the left hand, the daito is held most left by the pinkie and the shoto with the other fingers in such a way that the shoto tsuka (hilt) points up more than the daito tsuka (hilt). The left arm is held straight down, the swords are brought to the hip only when something happens, like a bow for example or when you're about to draw the sword. When the shoto is inserted in the belt (which it is before starting the nito set), the daito tsuka (hilt) is higher. To draw, the right hand grasps the daito, the left hand takes the shoto from below and both are drawn together so as not to cut a hand off. When performing throwing attacks, Upright, legs shoulder width apart, hands held loosely depending on the location/availability of throwing objects.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to P.P.
Add +3 to Spd
COMBAT SKILLS Attacks per Melee: Two (2) hand to hand attacks or Four (4) thrown weapon attacks.
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Combination Parry/Attack, Multiple Dodge.
Hand Attacks: Punch, Knife Hand, Palm Strike.
Basic Foot Attacks: Kick Attack , Snap Kick.
Jumping Foot Attacks:None.
Special Attacks: Combination Grab/Throw (New!), Death Strike (New!), Shuriken Stab (New!).
Holds/Locks: None.
Weapon Kata: W.P. Thrown. Pick one of the following: W.P. Bokuto (Blunt), W.P. Daisho (Paired-Large Sword & Short Sword), W.P. Katana (Large Sword), W.P. Wakizashi (Short Sword).
Modifiers to Attack: Critical Strike, Stapling Throw (New!
).
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Martial Art Techniques and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Weapon Proficiencies: W.P. Thrown, W.P. Bokuto (Blunt), W.P. Katana (Large Sword), W.P. Wakizashi (Short Sword), W.P. Daisho (Paired-Large Sword & Short Sword).
Philosophical Training: Zen Buddhism/Bushido
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Ganritsu Ryu (2 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Kinzoku Shurikenjutsu (2 Years), Kukishinden Ryu (8 Years), Shinmuso Hayashizaki Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, Critical Strike from Behind.
2nd: +1 to Damage, +1 to Initiative.
3rd: +1 Attack per Melee (for thrown weapons), +1 to Strike.
4th: Any small found objects not usually considered a weapon (anything which could be conceivably thrown-GMs, use your judgement) becomes a 1D4 damage weapon when thrown.
5th: +1 to Parry, +2 to Stapling Throw.
6th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques or Special Kata.
7th: +1 Attack per Melee (both hand to hand and thrown), +1 to Damage, +1 to Maintain Balance.
8th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
9th: Critical Strike on a Natural 19 or 20.
10th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques or Special Kata.
11th: +1 to Parry, +2 to Stapling Throw.
12th: +1 Attack per Melee (both hand to hand and thrown), +1 to Damage with any thrown object.
13th: +1 to Strike with any thrown object, +1 to Maintain Balance.
14th: Death Strike on a Natural 20.
15th: +1 Attack per Melee (for thrown weapons), Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques or Special Kata.
Why Study Enmei Ryu Shurikenjutsu? Decent combination of ranged and melee weapon attacks make this a fairly versatile combat style
.







ESCRIME By Kuseru
Entrance Requirements: No alignment restrictions. Requires a minimum P.P. of 13 and a minimum Spd. of 9.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style)
One of the last European fencing styles to develop, the French style was developed in the late 17th century. Stressing the use of strategy and thinking in combat to make every factor count for you and against your foe made this style a synthesis of the best other European styles had to offer. This style resembles Arnis and there seems to be a direct correlation between the two styles.
This style fully incorporates the Florentine method of fighting and concentrates on maintaining a distance between the two fencers. Lunges, slashes and thrusts are used to overcome the opponent's defenses. Parrying and then counterattacking, feints, and counter feints are all used in an attempt to find a weakness in the foe. While foils, long swords, and rapiers are used in this style, the preferred weapon is the small sword. Introduced to the French court as the sidearm of choice it was preferred to the long rapier, which was seen as cumbersome and inelegant. While not a very powerful weapon, requiring multiple stabs before disabling an opponent (unless a vital organ was pierced), the small sword was light and ideal for carefully aimed hits, complex maneuvers, and swift attacks. The foil on the other hand, restricted the number of targets which could be struck as well as permissible maneuvers.
Defensive off-hand weapons included nearly anything: baton, buckler, cloak, dagger, or an improvised weapon such as a chair, hat, or mug. The dagger was so common however, that a specialized long dagger was developed for defensive purposes and took on a name of it's own, the main gauche or left hand.
The resulting fencing techniques later evolved into modern sport fencing as fencing salles (schools) were opened throughout France.
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: Sword between the escrimador and his opponent, with the off-weapon hand held forward to help with parrying (often holding a dagger). Weight is on the balls of the feet and slightly forward, off weapon side leg forward, back foot at a 45 degree angle.
CHARACTER BONUSES Add +3 to M.A.
Add +1 to P.P.
Add +2 to P.S.
Add +6 to Spd.
Add +1D4 to S.D.C.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall, Maintain Balance.
Attack Moves: Ballestra (NEW!), Lunge (NEW!).
Basic Defensive Moves: Parry, Dodge, Automatic Parry, Entangle.
Advanced Defenses: Circular Parry, Disarm, Combination Parry/Attack, Corps-a-Corpse (NEW!).
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. Small Sword (Short Sword), W.P. Dagger, W.P. Buckler, W.P. Cloak (Net), W.P. Blunt, W.P. Paired (only with weapons on this list).
Modifiers to Attacks: Critical Strike, Feint (NEW!).
SKILLS INCLUDED IN TRAINING Martial Art Powers: None
Languages: French
Cultural(Pick Three): Cook, Dance, Horsemanship, Play Musical Instrument, or Singing.
Physical: Gymnastics, Fencing
Weapon Proficiencies: W.P. Small Sword (Short Sword), W.P. Dagger, W.P. Buckler, W.P. Cloak (Net), W.P. Blunt, W.P. Paired (only with weapons on this list), W.P. Long Sword (Large Sword), W.P. Rapier (Large Sword), W.P. Foil (Large Sword), W.P. Baton (Blunt).
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), Destreza (10 Years), Hungarian Saber (7 Years), Pardox of Defence (9 Years), Ringen am Schwert (10 Years), Ritterliche Kunst (6 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike with Sword, +1 to Parry with Sword, +1 to Disarm
2nd: +1 Attack per Melee, +1 to Damage with Sword
3rd: +1 to Feint, Add 3 levels to one Weapon Kata.
4th: +2 to Dodge, +1 to Parry with Sword
5th: +1 Attack per Melee, +1 to Disarm
6th: +1 to Initiative, +1 to Strike with Sword, +1 to Entangle
7th: +2 to Roll with Punch/Fall/Impact
8th: +1 to Parry with Sword, Critical Strike on a Natural 19 or 20
9th: +1 Attack per Melee, +1 to Damage with Sword
10th: +1 to Feint, Death Strike on a Natural 20
11th: +1 Attack per Melee, +1 to Disarm
12th: +1 to Initiative, +1 to Strike with Sword, +1 to Entangle
13th: +1 Attack per Melee, +1 to Damage with Sword
14th: +1 to Feint, Critical Strike on a Natural 18, 19, or 20
15th: +1 Attack per Melee, +1 to Entangle
Why Study ESCRIME? A straight forward art of hand to hand combat. The purpose of this style is to kill, plain and simple. 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). Weapons are very good for defensive and offensive moves.








Eskrima
By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style).



Eskrima was developed as streamlined, simplified way to teach people to fight Spanish invaders. Since weapons were outlawed during the Spanish rule in the 16th century, the original martial art of the Philippines, Kali went underground. To help combat the invaders, the Filipinos adapted the Spanish method of fencing to Kali to create new styles such as Eskrima. Eskrima is considered a "soldier's art".



Eskrima is a comprehensive fighting art employing both weaponry and empty-hand techniques. In fact, the latter are a direct outgrowth of the former, which is why Eskrima students learn weapon techniques before learning empty hands. This distinction is one of the hallmarks of Eskrima, a distinction rooted in the exigencies of street realism.



Empty hand techniques are derived from weapon movements. First the weapons are learned, then the empty-handed applications are shown. Eskrima is a weapon art which teaches empty hand techniques based on weapon movements.



Eskrima is associated with the Cebuanos of the Central Visayans. Training for Eskrima can be found in the Philippines, Indonesia, Malaysia, and North America.



Costume: Unknown, similar to the Kung Fu uniform.
Stance: None.
CHARACTER BONUSES Add +2 P.P.
Add +2 P.E.
Add +5 S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: None.
Basic Defensive Moves: Parry, Dodge, Automatic Parry.
Advanced Defenses: Circular Parry, Power Block/Parry, Combination Parry/Attack.
Hand Attacks: Punch, Backfist (The character twists his torso to extend his fist into a target to the rear. He may also bring his fist straight up over his shoulder or down past his thigh to strike close targets to the rear without changing facing direction. Damage is 1D6.), Knife Hand, Palm Strike
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks, Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Death Blow , Knee, Elbow, Combination Grab/Strike.
Holds/Locks: None.
Weapon Katas: Pick two of the following forms:
Espada y Daga: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger.
Solo Baston: W.P. Short Stick or W.P. Kris(sword) .
Doble Baston: W.P. Short Stick -Paired or W.P. Kris(sword)-Paired, Scissor Choke: uses the short sticks to choke a person squeezing them together in a motion similar to that of a pair of scissors (1D6 S.D.C.+2D4 HP/melee).
Solo Daga: W.P. Knife.
Doble Daga: W.P. Knife-Paired.
Modifiers to Attack: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of One (1) Power from among Body Hardening or Martial Art Techniques, or two more Weapon Katas. Powers may be traded one for one for basic skill programs excluding physical.
Languages: English, Cebuano, Visayan, and Spanish.
Weapon Proficiencies: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger, W.P. Short Stick, W.P. Kris(sword), W.P. Short Stick -Paired, W.P. Kris(sword)-Paired, W.P. Knife, W.P. Knife-Paired.
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arnis (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, Critical Strike from Behind.
2nd: +2 to Strike, +1 to Parry/Dodge.
3rd: +1 Attack Per Melee, +1 to Damage.
4th: Gains Disarm as an Attack or Defense.
5th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques, or a new Kali Weapon Kata.
6th: +1 to Initiative, Critical Strike on a Natural 19 or 20.
7th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
8th: +1 to Strike, +1 to Parry/Dodge.
9th: Body Flip/Throw does 2D6 Damage.
10th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques, or a new Kali Weapon Kata.
11th: +1 Attack Per Melee, +1 to Damage.
12th: +1 to Initiative, Death Blow on a Natural 20.
13th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
14th: +1 to Strike, +2 to Parry/Dodge.
15th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques.
Why Study Eskrima? A deadly martial art that is well rounded in everything, from kicks, strikes, and grappling, to weapon skills
.







Er Chiang Pai (Two Gun System) By Ray Bull <mailto:Mantisking@aol.com>

Entrance Requirements: Character must possess at least one Police, Military, or Intelligence skill program.
Skill Cost: 9 Years (Exclusive)



The origin of this art begins with Morris "Two Gun" Cohen. "Two Gun" was a fuguan (adjutant) and bodyguard to Sun Yat Sen, the leader of the Kuomintang (Chinese National Party). Unknown to anyone, Cohen taught several Chinese students pistol craft. These students combined these skills with their knowledge of martial arts to create a new style of kung fu. They named this style the Two Gun System in honor of their teacher.



When the Communists drove the Kuomintang out of China to Taiwan in 1949, this style was brought with them. The students of Er Chiang Pai became the training cadre of the Republic of China's military and police.



A student of this style will always carry two pistols, no matter where they go. The second pistol is normally used for a backup, but if necessary can also be used at the same time as the first. Er Chiang Pai stylists are trained to be ambidextrous in case their primary shooting hand or arm is injured. Students are also taught unarmed fighting techniques as an alternative to weapon use.



Teachers of this style can be found in Taiwan and the United States, but the art is taught only to members of the police, military, or intelligence communities.



Costume: Normal Clothing
Stance: None
CHARACTER BONUSES Add 1 to M.E.
Add 1 to P.S.
Add 1 to P.P.
Add 1 to Spd.
Add 5 to S.D.C.
COMBAT SKILLS

Attacks per Melee: Two (2) (One attack with each hand)
Escape Moves: Roll with Punch/Fall/Impact, Backflip
Attack Moves: Leap, Backflip
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Combination Parry/Attack, Disarm
Hand Attacks: Strike (Punch), Knife Hand, Palm Strike, Backhand, Double Knuckle Fist
Foot Attacks: Kick Attack, Snap Kick, Wheel Kick, Crescent Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Deathblow, Leap Attack, Forearm, Pistol Whip
Holds/Locks: Arm Hold, Leg Hold, Neck Hold
Weapon Kata: W.P. Pistol, W.P. Pistol (Paired)
Modifiers to Attacks: Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind, Pull Punch
SKILLS INCLUDED IN TRAINING

Martial Art Powers: Select a total of two (2) Powers from among Body Hardening Exercises (including Demon Hunter Body Hardening Exercises), and Special Kata.
Languages: Chinese (Taiwanese)
Physical: Gymnastics
Weapon Proficiencies: Sharpshooter (Pistol), Sharpshooter (Pistol, Paired)
Philosophical Training: Buddhism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Shaolin Chuan (7 Years)
LEVEL ADVANCEMENT BONUSES

1st: +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Critical Strike or Knockout/Stun from Behind
2nd: +1 to Strike, Critical Strike on a Natural 19+
3rd: +1 Attack per Melee, +1 to Strike with Pistol Whip
4th: +1 to Strike with W.P. Pistol, +1 to Roll with Punch/Fall/Impact
5th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Select one Sharpshooter gimmick
6th: Select one (1) Power from Body Hardening Exercises (including Demon Hunter Body Hardening Exercises), or Special Kata
7th: +1 to Strike with W.P. pistol, +1 to Roll with Punch/Fall/Impact, Select one Sharpshooter gimmick
8th: +1 Attack per Melee (Two attacks with each hand), +1 to Backflip/Leap
9th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Select one Sharpshooter gimmick
10th: +1 to Strike with W.P. Pistol
11th: +1 to Strike with W.P. Pistol, +1 to Strike with Pistol Whip, Select one Sharpshooter gimmick
12th: +1 Attack per Melee, Knockout/Stun on a Natural 18+
13th: +1 to Parry/Dodge, Select one (1) Power from Body Hardening Exercises (including Demon Hunter Body Hardening Exercises), or Special Kata, Select one Sharpshooter gimmick
14th: +1 Attack per Melee (Three attacks with each hand), Deathblow on a Natural 19+
15th: +1 to Damage, +1 to Strike, Select one Sharpshooter gimmick
Why Study ER CHIANG PAI? A martial art that combines modern weapon skills with ancient hand to hand techniques. Do you want more?






Hand to Hand: Expert ( Revised ) By JJ Fuzz



Skill Cost: Two "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), palm strike (1D6 damage), kick attack (1D6+1 damage), snap kick (1D6 damage), tripping/leg hooks
Special Attacks: Knee and elbow strikes (1D6 damage), forearms strike (1D4 damage), body flip/throw.
Locks/Holds: Arm hold.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind, death blow.



Character Bonuses: +1 to P.S. and +2 to Spd, +1D6 to S.D.C.



Additional Skills: None



Level Advancement Bonuses: Level 1: Add two additional attacks per melee, +2 to roll with punch/fall/impact, +2 to pull strike, critical strike on natural 20.
Level 2: +3 to parry and dodge.
Level 3: +2 to strike, +1 on initiative.
Level 4: Add one additional attack per melee.
Level 5: +1 on initiative, front kick attack does 2D4 damage and can learn two kick attacks of choice.
Level 6: Critical strike on natural 18 to 20, +1 to body flip/throw
Level 7: Select one ancient Paired Weapons skill.
Level 8: +1 on initiative, +2 to disarm, critical strike from behind.
Level 9: Add one additional attack per melee.
Level 10: +3 to damage, +2 to pull strike.
Level 11: Knock-out/stun on natural 18 to 20, +1 to body flip/throw.
Level 12: +2 to parry and dodge.
Level 13: Critical strike or knock-out from behind (triple damage).
Level 14: Add one additional attack per melee, +1 on initiative.
Level 15: Death blow on natural 19 or 20.







Hand to Hand: Expert By Mantisking Entrance Requirements: None
Skill Cost: 2 Years
COMBAT SKILLS
Attacks per Melee: Two (2)
Escape Moves: Roll with Punch/Fall/Impact
Basic Defense Moves: Dodge, Parry, Automatic Parry
Hand Attacks: Strike (Punch), Palm Strike
Foot Attacks: Kick Attack (Does 1D6 Damage)
Special Attacks: Bodyblock/Tackle, Bodyflip/Throw, Choke
Holds/Locks: Wrist Lock
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, +2 to Pull Punch
2nd: +1 Attack per Melee
3rd: +1 to Parry/Dodge
4th: +1 to Strike
5th: +1 to Damage
6th: +1 to Roll with Punch/Fall, +1 to Pull Punch
7th: +1 Attack per Melee, Kick Attack now does 2D4
8th: Knockout/Stun or Critical Strike from Behind
9th: Knockout/Stun on a Natural 19+
10th: +1 Attack per Melee
11th: Critical Strike on a Natural 19+
12th: +2 to Parry/Dodge
13th: +1 to Strike
14th: +1 to Strike
15th: +2 to Damage
Why Study HAND TO HAND: EXPERT?








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



This is the standard military training for ground soldiers and other troops expected to see lots of direct combat. Students learn standard methods of attack and self-defense.



Requirements: Two skill selections. Character must be a man of arms O.C.C.
Attacks Per Melee: 3
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Entangle, Punch, Kick, Snap Kick, Wrist Lock, Pull Punch, Knock-Out/Stun, Knock-Out Stun from Behind, Critical Strike, Critical Strike from Behind.
Level Advancement Bonuses 1st: +2 to roll with punch/fall/Impact, +2 to disarm.
2nd: +2 to strike and +2 to damage.
3rd: Elbow Lock or Knee Lock.
4th: One additional attack per melee round.
5th: +2 to parry and dodge.
6th: Body Flip/Throw.
7th: +2 to pull punch and +2 on initiative.
8th: One additional attack per melee round.
9th: Critical strike on an unmodified roll of 18, 19 or 20.
10th: +2 to roll with punch/fall/Impact, +2 to disarm.
11th: +3 to strike and +3 to damage.
12th: Pick one W.P. from among Knife, Chain, Staff, or Blunt.
13th: +2 to parry and dodge.
14th: Death Blow on a Natural 20.
15th: One additional attack per melee round.







Hand to Hand: Expert Self Defense By Kuseru
NOTE: Does not get "two attacks for living"!



This is the kind of fighting taught in high cost or time intensive self-defense classes. Students learn standard methods of attack and self-defense.



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







Hand to Hand: Expert Self Defense By Kuseru
NOTE: Does not get "two attacks for living"!



This is the kind of fighting taught in high cost or time intensive self-defense classes. Students learn standard methods of attack and self-defense.



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

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