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Martial Arts Styles – F:



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



This style of combat is suitable for mutant cats, CS Cat Soldiers, were-cats, animal metamorphosis: feline, and any cat-like alien or mutant. It is not as suitable for characters with exceptionally large teeth or maws but is good for characters with both sharp, vampire-like teeth and claws. Unlike HTH: Canine, feline characters are more than one-trick ponies when it comes to combat. However it is also not suitable to a normal human without claws and teeth to make the style work properly.
The basic idea of the style is that you swipe at your opponent with claws or kicks until he or she gets too close, then you bite. Not very elegant or very cultured but quite effective. The biting skills of the feline character may not be as impressive as the canine character but the clawing skills more than compensate for them.
Note that this designed with the Big Cats (Lions, Tigers, andMartial-arts---karate-do-shotokan-19303a Jaguars) in mind. Smaller cats such as Lynx, Bobcat, Ocelot and similar, do not get the benefits of the additional claw damage bonus that is presented. Cougars however do get the benefits listed below including the Claw Strike bonuses.



(*): Automatic Claw Parry is a defensive move in place of a traditional move like parry, dodge, or Automatic Body Flip/Throw. The Automatic Claw Parry does 1D6 damage to the attacking arm or leg with no bonuses to parry or damage allowed. On a successful Automatic Claw Parry the character initiating the Automatic Claw Parry suffers no damage at all.



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





Fencing By Sinestus



I've done a little fencing in my time, and recently I started wondering if sacrificing a single skill slot to gain only a +1 to strike an parry with swords was fair. I concluded that it was not. Fencing is much faster than normal combat, and a well trained fencer can do a lot more damage than most other swordsmen. Thus I have designed my own martial art form based off fencing and Renaissance style combat. This version is designed for an S.D.C. world, where S.D.C. is depleted before Hit Points are affected...
Also, this incarnation is designed for Ninjas and Superspies. In PFRPG only the Swashbuckler can have Fencing.



Requirements: A high P.P. and P.E. are required, but not necessary. Generally, fencers will develop some sense of Honor and Justice, and most would never strike without reason. 90% follow the usual codes of honor.
Training: 6 years, 3 if secondary to Tai Chi because of the similarity in movement.
Character Bonuses +2 to P.P.
+2 to P.E.
Stance: Varies with style, most develop their own variation. Generally, a sideways stance so as to provide a small target. Unless a paired weapon technique is known, will almost solely rely on the forward leg and arm.
Outfit: Standard fencing gear is lightly padded, and may grant up to an AR of 7 and have about 15 S.D.C., although as heavy as studded leather may be worn.
Combat Skills Attacks per Melee: Four to start
Hand Attacks: Knife hand, palm strike, power punch, backhand
Foot Attacks: Snap kick
Basic Defense Moves: dodge, automatic parry,
Advances Defense Moves: Repose (see special), disarm
Escape Techniques: roll with impact, turn with impact (same bonus as roll)
Modifiers to Attack: Disarm, Automatic Repose (gained at ninth level, costs no action, occurs after every parry unless otherwise declared, but only gets Repose bonus)
Special Moves: NOTE: the fencer may opt to deal normal damage instead of the special damages listed with any attack.



The Rapier and Saber are fast and deadly weapons in the right hands. When using either a fencer can use the following moves: (NOTE: Fencers only gain Half the P.S. bonus to attacks which damage hit points.)



Slash: standard wide attack, normal damage



Repose: an incredible quick attack almost always following a parry, defenders without fencing skills are at -3 to parry the Repose. A successful repose deals 1D4 damage directly to Hit Points. Cannot Disarm with a Repose [until later levels]. (use strike and repose bonuses)



Thrust: The Power Punch for fencing, only costs one attack. Because it extends the fencer so much, defenders are at +1 to dodge or parry. Against unarmored opponents the Thrust deals normal damage direct to hit points. Armored opponents take double damage.



The Rapier training also has some additional moves



Sidestep: a dodge/strike like the turning kick, deals 1D6 to hit points. Full dodge bonuses, half strike bonus.



Arm Nick: generally looked down on by fencers, this attack is focused on the opponents arm and is meant to be used repeatedly so as to numb the arm through blood loss. Deals 1-2 (1D4/2 round up) to hit points, defender is at -1 to parry. [cannot be rolled with]



Killing Blow: always delivered with a Thrust, this requires two actions. A successful Killing Blow requires a natural strike of 14 or higher and deals 3D6 to hit points. Unlike other attacks this does not gain any additional bonuses. Cannot be performed against armored opponents.
Weapon Katas: Automatically receives WP: Rapier and WP: Saber.
Additional WP Bonus: because many of the attacks are piercing oriented, the Fencer gains a +1 against A.R. every four levels when using a Saber or Rapier.
NOTE: Using a 'overweighted blade' (E.g. Long swords) will cost the Fencer two attacks and -1 to combat moves (except roll and dodge). Standard Damage for a Rapier is 1D8 to 2D6 piercing, 1D6 to 1D8 slashing, 1D8+1 either way for Sabers. It is not uncommon to find specially balanced rapiers (GM Digression) which in trained hands can provide and additional +1 to strike and parry.
Special Katas: Unlike other styles, fencing is restricted to the following 'Fencing Katas' which usually are not options for other styles.



Blind fighting - this allows the Fencer to fight based on his other senses other than sight. Unlike the Blind Man's Kata the Fencer can act offensively, but is restricted to Slashing and the Repose.



Sword Combination Katas- there are four primary things the Rapier and Saber are usually paired with (GMs feel free to allow others), each is a different Kata.
Sword-Cape - primarily a defensive tool, WP Cape for Fencing provides :
+1 to parry at levels 2, 5, 7, and 10
+1 to entangle/disarm at levels 3, 6, 8, and 13



Sword-Dagger - usually a thin stiletto or other piercing blade, can perform Thrusts, Sidesteps, and Slashes, all else as per Paired Weapons and WP Knife, Note: throwing ones dagger is considered bad form and avoided by most fencers.



Sword-Shield - generally a buckler (small, round metal shield.) Can perform an 'edge slash' (1D6+P.S. S.D.C.) or 'blunt thrust' (2D4+P.S. S.D.C.) as well as paired maneuvers.
+1 to strike at levels 1, 4, 6, 10
+1 to parry at levels 2, 5, 9, 11 and 15



Sword-Whip - one of the deadliest techniques, provides long range attacks with deadly accuracy. Uses a bull whip (8 feet long, 1D8 damage), at level six can deal 1D4 to hit points on a strike of 16 or better.
+1 Strike at levels 1, 3, 6, 9, and 14
+1 entangle/disarm at levels 4, 8, 12, and 15



Other Swords- This allows the Fencer to use any light sword with the normal techniques, this must be selected for each specific style of sword, options included are:
Shamshir/Scimitar - a mid-length, curved blade



Cut and Thrust - standard long swords



Falchion - curved short sword that widens near the tip.



Cutlass - a broad short sword with a heavy basket hilt.



Alternate Hand - allows the Fencer to fight equally with either hand, if using opposite hand than opponent, gains a +1 to strike and parry. (Only applicable when both are using only one weapon)



Discipline Kata - generally used by teachers who wish to insult their students, this is a very fast series of attacks similar to the lightning kata from kick boxing. It uses all attacks per melee in the duration of one normal attack, only the slash may be used and each successful strike only deals half damage. Defenders are -3 to parry each strike after the first. Often this kata is accompanied with yelled phrases like "NO! NO! NO! NO, STUPID!
Additional Skills: Recognize weapon quality - Swords (50+5%/level), Etiquette: General, Dance, and Fencing (of course, for the usual +1 to strike and pary with swords)
Martial Arts Powers: Katas Rapier and Saber, and select one Fencing Kata, can trade in for basic skill programs.
Level Advancement Bonuses 1st: +1 to strike, +2 to parry
2nd: +1 to dodge, critical on natural 19+
3rd: select one Fencing Kata, +1 attack, +2 to disarm
4th: +1 to strike, +2 to S.D.C. damages, +1 to Hit Point Damages
5th: +1 to initiative, dodge, and disarm
6th: +1 attack, +1 to strike and parry
7th: select one Fencing Kata, also gain Zanshin Awareness
8th: +1 to Repose, critical on 18+
9th: +1 attack, gains Automatic Repose
10th: +1 die of damage to all attacks with swords [covered by katas]
11th: +1 to Repose, parry, and strike
12th: +1 attack and dodge, can Disarm with a Repose
13th: select one Fencing Kata, +1 to repose and Disarm
14th: critical 17+, can perform Killing Blows against armored opponents
15th: +1 attack, select one Fencing Kata
Why study Fencing?
Because you're not man enough to use a claymore.





Feng Gar Zhang By Prettz
Entrance Requirements:
Skill Cost:



The object of this art is to strike in quick and debilitating ways that keep your opponent off balance and unable to attack by means of speed and a dominating position and neural strikes. The attacks are typically not forceful, however, as they are quick, light, and meant to keep the opponent off balance without falling. When the attacker is ready, they will make a final spring and finish the sequence of attacks with either a strong foot or hand attack.



Costume:
Stance: One leg slightly bent at the knee extending straight forward, and with one slightly bent at a 45% angle to it, with the back bent forward as if ready so spring, hands open and in front of the chest.
CHARACTER BONUSES +1 to M.A.
+1 to P.E.
+2 to P.P.
+4 to Spd.
+5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves:
Attack Moves: Strong Footing- This technique is designed to explosively attack quickly and sharply without being expected. To perform this, the user can roll to strike at the beginning of the melee to try and dominate his opponent. The sudden burst of motion has a chance of throwing the opponent so off balance they lose an attack and can only defend.
Basic Defense Moves: Parry, Automatic Parry, Dodge
Advanced Defense Moves: Disarm, Circular Parry
Hand Attacks: Palm Strike , Fingertip Attack, Double-knuckle Fist, Knife Hand, Palm Push (Like Taiji, only this attack is designed to be used after the attacker is finished "throwing off" his opponent, inflicting 1d8 damage and knocking them back a few feet)
Foot Attacks: Snap Kick, Tripping/Leg Hooks, Backward Sweep, Crescent Kick (Used in alternative to the Palm Push)
Jumping Foot Attacks:
Special Attacks: Death Blow
Holds/Locks: Wrist lock, Elbow lock, Arm hold
Weapon Kata:
Modifiers to Attacks: Pull Punch, Roll with Punch/Fall/Impact, Critical Strike, Critical From Behind, Knockout/Stun
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select two from Chi Mastery or Martial Art Techniques and one Atemi power.
Languages: Chinese
Cultural:
Physical: Gymnastics
Survival:
Temple:
Weapon Proficiencies:
Philosophical Training: None
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES 1st:
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:
10th:
11th:
12th:
13th:
14th:
15th:
Why Study Feng Gar Zhang ?





FIST OF THE KUSANAGI MARTIAL ARTS FORM



By Chad



The fighting style was innovated by the Kusanagi clan, an aristocratic Japanese family whose bloodline has the ability to control the element of fire. In the world of Rifts, it can be used by those with highly developed pyrokinetic skills, such as the psychic Bursters. The nature of the fighting style incorporates the psionic's pyrokinetic abilities into his attacks, maximising his psychic abilities by infusing them into his physical abilities. Note that even if a Shiki attack fails to hit, the Hi No Shinobi must still pay the appropriate I.S.P. cost when applicable.



Historical note: The Kusanagi dynasty appears in Japanese lore as epic figures who were immune to fire. In one account, enemies of the clan lured their warriors into a field of tall grass, setting the landscape ablaze to destroy them. Supposedly, the Kusanagi fighters withstood the attack and slayed their treacherous opponents. In reality, the warriors probably cut the vegetation around them to stop the approaching fire (hence the name Kusanagi, which literally means "grass cutter,") waiting for their enemies to let their guard down before launching a decisive counter-attack. The blade used to mow the wild lawn, known as Kusanagi No Tsurugi, is to Japanese mythology what Excalibur is to English lore.



EDITOR'S NOTE: While the Kusanagi No Tsurugi myth does exist (the sword is counted among the three Imperial Regalia of Japan, though the original is believed lost), there is no such thing as the Kusanagi dynasty.



ENTRANCE REQUIREMENTS: None



SKILL COST: Around 2 additional years to normal Burster training



COSTUME: No standard garb



STANCE: There is no standard stance as such. However, the Burster Ninja is likely to be in continuous movement like the flickering of an open flame.



COMBAT SKILLS: The techniques known at first level are Disarm, Maintain Balance, Pull Punch, Roll with Impact, Kick Attack 2D4 S.D.C., Knee/Elbow Strikes 1D6 S.D.C., Paired Weapons, and one Kusanagi technique below.



ATTRIBUTE BONUSES: + 2 M.A., + 2 P.S., + 1 P.E., + 1 P.P., + 4 Spd. + 2 sv. Horror Factor



BONUSES PER LEVEL:
1. 3 attacks per melee, + 2 to parry, initiative, damage and roll with impact
2. + 3 to dodge, + 1 to disarm and maintain balance
3. + 1 initiative, to strike and parry, and critical strike from behind
4. + 1 attack and learn a Kusanagi technique
5. Critical strike on a natural 18 - 20, + 1 to maintain balance
6. + 1 to roll with impact, dodge, and maintain balance
7. Learn a Kusanagi technique
8. + 1 attack, + 1 to dodge
9. Knockout (deathblow if armed) on a natural 20
10. + 1 initiative, + 1 sv. Horror Factor and a Kusanagi technique
11. + 1 attack, + 1 to strike and parry
12. + 2 to damage, + 1 sv. Horror Factor and maintain balance
13. + 1 attack and a special technique
14. Double existing P.P.E., + 1 to disarm
15. + 1 attack and a Kusanagi technique



Why study Fist of the Kusanagi? With their untamed power, pyrokinetics can be a threat to others...and even to themselves. The Kusanagi fighting style, with its emphasis on self-discipline, self-knowledge, and self-sacrifice, is able to temper the Bursters' fiery spirits. The fighting form is taught to members of the Kusanagi family, Burster Ninjas, and other pyrokinetics.



The following are special moves developed by the Kusanagi family with their long history in the art of fighting. Although each member of the family has the opportunity to develop his own style, the following techniques are the most utilized abilities that have stood the test of time. At the GM's discretion, new powers may be added to the arsenal.



100 SHIKI - ONI YAKIKIRU (Technique 100 - The Burning Demon):
The Burster enhances his normal attacks with his flaming aura, causing additional heat damage. When fighting against supernatural opponents, the Burster may concentrate his entire aura around his fists, feet, or weapon to inflict fiery mega-damage. When using this ability, the warrior is made immediately obvious by his burning aura; thus, the technique is not suited for sneak attacks.
Requirements: The Flame Burst ability must be in effect and the attack must connect.
Range: Punch, kick, or weapon attack distance
Duration: Instant flame damage
Bonus to strike: an additional + 2 to strike to any other bonuses
Damage: An additional 6D6 S.D.C. or 2D6 M.D. to the normal attack. Note that the suddenness of the attack means that the opponent does not catch on fire although an article of clothing may be set ablaze temporarily.
I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in affect. An additional + 6 I.S.P. is necessary for a M.D. attack.
Attacks cost: 1 attack including the punch, kick, or weapon slash



114 SHIKI - ARAI KAMIKIRU (Technique 114 - Wild Bite):
The Burster uses his flames to distract his opponent, flaring his fiery aura so that his opponent has a hard time seeing the ninja past his flames. For all intents and purposes, consider this a parry move where the Burster uses his fiery image as a decoy while he brushes off his enemy's attack.
Requirements: The Flame Burst ability must be in effect to create a fiery facade.
Range: Punch, kick, or weapon attack distance
Duration: For the length of his opponent's attack
Bonus to parry: an additional + 4 to parry to any other bonuses
Damage: Not applicable
I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in effect
Attacks cost: 1 attack like a normal parry



128 SHIKI - KONO KIZU (Technique 128 - Nine Wounds):
This ability is a follow-up to Technique 114 - Wild Bite. The Burster does not only parries the blow, but is able to make a counter-attack as his opponent is off-balance from his miss. The counter-strike is so swift and graceful that it seems automatic; no extra attacks are needed assuming the was successful in his parry.
Requirements: The Flame Burst ability must be used and the parry must have connected from the Technique 114 - Wild Bite. Thus, Technique 114 - Wild Bite must be known in order to use this ability.
Range: Punch, kick, or weapon attack distance
Duration: Instant flame damage
Bonus to strike: Automatically hits
Damage: An additional 6D6 S.D.C. or 2D6 M.D. to the normal attack. Note that the suddenness of the attack means that the opponent does not catch on fire although an article of clothing may be set ablaze temporarily.
I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in affect. An additional + 6 I.S.P. is necessary for a M.D. attack.
Attacks cost: No additional attack cost



212 SHIKI - KOTOYOU (Technique 212 - The Luminaries of the Harp):
The Burster causes a Fire Eruption right behind his opponent as he forces him backwards into the inferno, usually by stunning him with an elbow in the gut and a subsequent push into the explosion. Aside from the damage, this attack disorients the victim; he has a 30% + 5% per the Burster's experience level of being knocked down, causing him to lose initiative and one attack that round. Note that the Burster does not need to make a skill check to see if the Fire Eruption is on target; it is assumed that his mastery of this attack allows him to compensate even if the explosion is off-target.
Requirements: The Burster has to cast a Fire Eruption and the initial elbow attack has to connect.
Range: Elbow range
Duration: The damage from the elbow plus instant flame damage. Due to the amount of concentration needed the flame remains for the duration of the attack only.
Damage: Depends on the size of the Fire Eruption, up to 4D6 M.D. at the very most in additional to the damage caused by the elbow 1D6 S.D.C.
I.S.P. cost: Just the 10 I.S.P. for the Fire Eruption
Attacks cost: 3 attacks must be used, 1 for the elbow, 1 for the pushback, and 1 for the Fire Eruption. Roll once to strike for the elbow attack only; if the elbow does not connect, the entire attack fails but still costs all 3 attacks.



MIKANSEI 212 SHIKI - AIKAYOU (Unperfected Technique 212 - Lament of the Stars):
This technique was designed by the Burster Ninjas to aid them in escaping. A variation of the above 212 Shiki - The Luminaries of the Harp, this ability is less damaging but is more likely to knock an opponent off balance. The ninja casts a Fire Eruption over an area, often behind himself, so that his opponent is looking into the flames. The enemy would use his hands to shield his eyes from the fire instinctively; the Burster Ninja would capitalize on this distraction, grabbing his opponent's raised arm to throw him over the shoulder into the blaze. As the Kusanagi fighting style is not designed around throws, this attack is slightly awkward for the Hi No Shinobi, dubbing the technique as Mikansei or "unperfected." The Burster Ninja has a 70% + 2% per experience level chance of knocking his opponent down, causing him to lose initiative and one attack that round.
Requirements: The Burster has to cast a Fire Eruption and the throw attack must connect.
Range: Throw range
Duration: The damage from the throw plus instant flame damage. Due to the amount of concentration needed the flame remains for the duration of the attack only.
Damage: Depends on the size of the Fire Eruption, up to 2D6 M.D. at the very most (as it takes more concentration to cast an eruption behind oneself out of one's view) in additional to the damage caused by the throw 1D6 S.D.C.
I.S.P. cost: Just the 10 I.S.P. for the Fire Eruption
Attacks cost: 2 attacks must be used, 1 for the Fire Eruption and 1 for the throw. If the throw does not connect, the entire attack fails but still costs 2 attacks.



SHIN SHIKI - KUSANAGI NO TSURUGI (New Technique - The Big-ass Blade of the Kusanagi):
A Burster resourceful enough to acquire a Flaming Sword (from the Rifts Main Book) is able to use this ability in conjunction with the techno-wizard item. However, as techno-wizardry is a recent innovation in Rifts Japan, very few Bursters know of this ability. The Burster uses his Fuel Flame ability to maximize the size the weapon allows, which is essentially double its normal length due to the amount of concentration it takes to use the power while swinging a sword, inflicting twice the normal damage.
Requirements: The Burster Ninja must be wielding a TW Flaming Sword and has to cast Fuel Flame.
Range: Usually about 6 ft. (as a typical sword is 3 ft. long)
Duration: Instant flame damage
Bonus to strike: an additional + 2 to strike to any other bonuses
Damage: As the damage is equivalent to the size of the blade, doubling the length of the Flaming Sword should double the damage at around 4D6 x 2 M.D.
I.S.P. cost: 8 I.S.P. per attack
Attacks cost: No additional attacks needed



HI-OUGI URA - OROCHI NAGI (Hidden Technique - Serpent Slayer):
Of all the Kusanagi techniques, this is the least common; the attack is so difficult, devastating, and damning that only the most experienced of warriors have been taught this technique or were able to develop it on their own. The Burster enters a trance like state to focus his flames into a large wave of fire, relaxing his higher mental functions to create a single fatal attack.
Requirements: The Burster must concentrate entirely on the attack and will not respond to anything else going on around him. Furthermore, the size of the blast will set nearby combustible materials on fire unintentionally. The difficulty of this technique means that only characters of 7th level or above can learn it.
Range: 10 feet
Duration: Instant flame damage
Damage: 2D4 x 10 M.D.
I.S.P. cost: 80 I.S.P.
Attacks cost: 4 attacks



KIN-OUGI URA - SHOUNETSU JIGOKU (Forbidden Technique - The Lake of Fire):
This ability depends on the pyrokinetic relaxing his mental defenses and forsaking his martial discipline to create an uncontrolled version of the Flame Burst, essentially making him an human bomb. As the explosion burns out the oxygen around the pyrokinetic as he is consumed by his own flames, he appears as a fallen angel drowning in his own lake of fire, giving the forbidden technique its name.
Despite its incredible power, the personal sacrifice needed to use this ability far outweighs its usefulness, leading masters of the Kusanagi-style to ban it. The exhaustion and self-mutilation caused by this attack tests the endurance and pain thresholds of its user who may never fully recover from this trial by fire. As such, this technique will only be used in the most desperate of situations. The Burster Ninja has a 30% chance of knocking his opponent down, causing him to lose initiative and one attack that round.
Requirements: The Burster must concentrate entirely on the attack and will not respond to anything else going on around him. Furthermore, the size of the blast will set nearby combustible materials on fire unintentionally. The difficulty of this technique means that characters of 10th level or above can learn it.
Range: 40 square feet. The intense heat uses the nearby oxygen so quickly that the blast is localized. Note that unlike the other attacks, this forbidden technique damages anything within its perimeter and will even hurt nearby allies.
Duration: Instant flame damage
Damage: 2D4 x 10 M.D. For roleplaying purposes, additional damage and effects may be assigned due to the explosion using up the surrounding oxygen. Keep in mind damage is also assigned to the Burster Ninja.
I.S.P. cost: 100 I.S.P.
Attacks cost: 4 attacks
Additional costs: As the Hi No Shinobi abandons his guard to use this attack, he is vulnerable to it, too. It inflicts the normal 1/10th fire damage. Furthermore, the trauma of this attack forces the Burster Ninja to make a saving throw vs. coma/death. Even if he successfully saves, the pyrokinetic has his attacks and bonuses halved for the next rest of the round.





(Hand to Hand) Fist of the White Swan By Marcus Johnson



Character Bonuses: +1D4 x10 to S.D.C., +3 to P.S., P.E., +5 to P.P., +20 to SPD, and +140 to I.S.P.



Level Advancement Bonuses Level 1: 3 attacks per melee, all tengu powers, +3 to dodge, +2 roll with punch, +2 initiative, +1 to disarm, +3 to maintain balance, +1 to strike, +2 to parry
Level 2: Drop Kick(1D8 SDC), paired weapons, +1 to initiative, +2 on all back flips
Level 3: +2 to strike, parry, and dodge, +4 to disarm, +4 to leap dodge
Level 4: +1 attack per melee, +2D6 to PP, automatic parry
Level 5: Critical Strike on unmodified 18, 19, or 20 on ALL kick attacks
Level 6: +2 to pull punch, +1 to leap dodge, +2 to maintain balance
Level 7: +2 to initiative, tripping/leg hook, Backwards sweep kicks
Level 8: +2 attacks per melee, +1D4 to PP and PS, Knockout on 18, 19, or 20
Level 9: +2 to disarm, +1 on all back flips, +4 to cartwheel attack damage, +2 to parry
Level 10: Axe Kick(2D8 SDC), +4 to initiative, +3 to dodge and parry, + 3 maintain balance
Level 11: +1 attack per melee, automatic dodge, automatic leap dodge
Level 12: +4 to leap dodge, +3 to disarm, death blow on 18, 19, or 20
Level 13: Snap Kick(2D4 SDC), Wheel Kick(2D8 SDC), Double Axe Kick(4D6 SDC)
Level 14: +1 to pull punch, +2 to dodge, +3 to strike
Level 15: +3 attacks per melee, +2D6 to strike, parry, and dodge



Abilities of all trainees: Able to hit object( within 10ft[16m]) without using hands or feet. Uses air pressure to make contact with object. Does same amount of damage as normal hitting. Can also create their own techniques. The techniques must involve hidden throwing weapons. Each will cost no ISP seeing how that they are physical techniques and not spiritual.





Flowing Dragon Spirit (Exclusive) Entrance Requirements: None.
Skill Cost: 12 Years.



Nearly four hundred years ago an enlightened immortal called Nameless found his way into the Center on Phase World. Fascinated by what he saw he strove to adventure and learn more. It was during this time he met an Oni martial arts master. Amazed at how similar the Oni was to his native homeland Nameless decided to challenge this man. After the duel finished they both acknowledge each others skills and formed a fast friendship. They traveled for years together learning martial arts and exploring the universe. As they traveled a new art grew between them. This art was focused on the mastery of ones energy and the use of martial arts to this end. As they traveled their shared art grew however the Oni did not have the immortality held by his friend. When his friend passed Master Nameless choose to teach the art that had grown between them to others who were willing to seek him out. To this end he established a dojo on a lush but deadly and foreboding world. The natural dangers and predators of this world were so dangerous that many civilizations simply chose not to colonize it. Armed only with his martial skill he used his resources to build a school. Located on a planet in the corkscrew galaxy it is close enough to the CCW to not be harassed by most of the major powers. Also as many people now live on the world it is now under the protection of the CCW even though it is not an official member. The school is attended by those seeking a new quiet life. As it is generally unknown many people come here for a fresh start. Nameless teaches many arts but the major art of the school is flowing dragon spirit. Practitioners train for a minimum of twelve years, after which they either join the school as instructors, join the community, or leave the planet. Should the planet ever come under attack all students will return to defend the world.
A master of flowing dragon spirit is amazing to watch in battle. They will appear to explode from defensive to aggressive only to return to defensive in the blink of an eye. In combat a master would cautiously gauge his opponent with feints and dodges before appearing to explode into a devastating series of attacks and counterstrikes. Once an opening is found it is exploited until it is closed, however usually the opponent is unconscious long before they can close an opening. Their mastery of CHI and various martial art techniques can make a master appear almost super human in their ability.



Costume: Outside the dojo anything is worn. Training is conducted in a sleeveless karate style gi with a heavy dry fitting short sleeve undershirt. Weighted boots, weighted wrist bracers, small weighted shoulder pads, and a weighted spider silk sash are also worn for training. Gi are typically red, blue, black , green, purple, etc. The color is dependent on the students preference. Bracers, boots, shoulder pads, and undershirt are the same color as the Gi. Sashes are used to show rank: White: beginner Yellow: 4th year student Orange: 8th year student Silver: senior student Gold: Master (Master ranking must be attained in a master test conducted by Nameless himself. One test is conducted every five years.)
Stance: Loose foreword stance with knees slightly bent, left hand extended in front of the body and fingers spread slightly. The right hand is held close to the stomach with the knuckles pointed down. Weight is rested lightly on the balls of the feet.
CHARACTER BONUSES Add +2 to M.E.
Add +2 to M.A.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Leap, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Back Flip, Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge, Back Flip, Breakfall, Combination Parry/Attack.
Hand Attacks: Back Fist, Knife Hand, Palm Strike, Power Punch, Punch (Human Fist).
Foot Attacks: Crescent Kick, Kick Attack, Reverse Turning Kick, Roundhouse Kick, Snap Kick, Sweep Kick.
Jumping Foot Attacks: Flying Jump Kick, Flying Reverse Turn Kick, Jump Kick.
Special Attacks: Body Flip/Throw, Elbow, Knee, Leap Attack.
Holds/Locks: Arm Hold, Leg Hold, Elbow Lock, Wrist Lock.
Weapon Kata: None
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knock-out/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of 4 Powers from among Chi Mastery. Also, Select 4 Powers from among Martial Art Techniques, and Body Hardening Techniques. Automatically Receives Stone Ox, Kanshu (iron hand), Tamashiwara(Board Breaking) and Chagi (kick practice), also Gains four techniques from any of the ki manipulation categories save legendary and special energy attacks. Gains two additional techniques at every level starting with level two. Techniques can be from any category save legendary. Can start choosing from the legendary category at level 10.
Languages: Trade Four, Trade One
Cultural (Choose one): Calligraphy, Go, Gardening, or Bonsai.
Physical: Climbing, Running, Swimming.
Survival: Land Navigation.
Temple: Fasting.
Philosophical Training: Bushido.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Isshin-Ryu (4 years), Kyokushinkai Karate (3 years), Te (4 years), Yu-Sool (6 years), Tai Chi-Chuan ( 6 years), and Shao-Lin (5 years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike and Parry, +2 to Dodge.
2nd: +1 Attack per Melee, +2 to Disarm.
3rd: Select One additional Martial Art Power from Body Hardening, Chi Mastery, or Martial Art Techniques.
4th: +1 to Roll with Punch /Fall/Impact, +1 to Back Flip.
5th: +1 Attack per Melee, +1 to Parry and Dodge.
6th: Select One additional Martial Art Power from Body Hardening, Chi Mastery, or Martial Art Techniques.
7th: Double existing Chi, +2 to Strike.
8th: +1 Attack per Melee, +1 to Disarm and Roll with Punch /Fall/Impact, +2 to Maintain Balance.
9th: Select One additional Martial Art Power from Body Hardening, Chi Mastery, or Martial Art Techniques, Knockout/Stun on Natural 18-20.
10th: +1 to Back Flip and Leap.
11th: +1 Attack per Melee, +2 Parry and Dodge, +1 Maintain Balance.
12th: Select One additional Martial Art Power from Body Hardening, Chi Mastery, or Martial Art Techniques, +1 to Strike, Critical Strike on Natural 19 or 20.
13th: +1 to Disarm, +2 Pull Punch.
14th: Double existing Chi, +1 Attack per Melee.
15th: +1 to Parry, Dodge, and Strike, +2 Pull Punch.
Why Study Flowing Dragon Spirit? Flowing dragon spirit is a controlled and focused art that stresses control over one's spirit. A master is nearly invincible in combat thanks to a reinforcement of chi and martial art techniques. Although nearly unbeatable in single combat it can be overwhelmed by multiple attackers



Crane=



Gains:



Character Bonuses:



Add + 10 to Chi



Add + 2 to P.P.



Add + 4 to Spd.



Add+ l0toS.D.C.





Quick Foot Stance

Character stands almost at attention, legs are slightly apart and one is slightly behind the other, the hands and clasped together behind the fighters back. When in this stance ONLY the following kick attacks may be used; Kick Attack, Snap Kick, Crescent Kick, Axe Kick. Fighter gets 

Automatic Dodge once using this, but loses automatic parry, as they can only parry with their feet. +2 Parry, +3 Dodge, +3 Strike with Kick Attack, & +3 Damage on Kick Attacks, also, they receive no bonus to Roll w/ Punch. Once in Quick Foot stance, a fighter will not usually advance unless they have to, stillness is a key part of the stance.

NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.




Sleeping Bird Stance (Modified Crane Stance)

Restricts user from moving, or using hand strikes. However, all kicks are +2 to strike and damage, or can use all attacks to perform a flying reverse turning kick at triple damage instead of the usual double.

NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.




Crane (defensive):+1 to Strike, +1 to Damage, +1 to Parry, +1 to Maintain Balance, learn Crane Fist




'Crane Stance Kata (Special):' is a one-legged stance with one leg straight and the other bent so that the ankle is right at the knee. Arms are out-stretched, with elbows up and hands pointing down in a Crane Fist position. Cannot advance, retreat or dodge, and attacks are limited to the Crane Fist and Crescent Kick. Bonuses are + 4 to parry, + 6 to maintain balance, and + 2 to strike. In addition, bonuses count toward critical strikes (they don't have to be natural rolls).


  1. Kikoho (Spirit Blast)


Shaping one’s hands into a triangle enables the martial artist to use this attack. It uses the life force of the martial artist to inflict damage the target. This attack is hard to dodge, but it drains so much of the martial artist's strength, that it is seldom used.


    • Damage: +5 M.D. for every point of ISP used to perform this attack and +10 M.D. for every Hit Point or M.D.C. point (for M.D.C. creatures only) sacrificed to use this attack.

    • Range: 2 miles (3.2 km) +0.1 miles (0.16 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 50' (15.2 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • Bonuses: +8 to strike

    • I.S.P.: Varies



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Wolf=



Gains:



Character Bonuses:'''



Add+2 to P. S.



Add + 1 to P.E.



Add + 1 to P.P.



Ad + 3 to Spd.



Add+ 15 to S.D.C.



Wolf Pack Kata



This can be used when several Wolf masters surround one opponent. When attacked, the Wolf masters are +2 to parry and dodge; when the opponent turns to deal with someone else, the Wolf masters are +2 to strike and damage and can make a Critical Strike on a natural roll of 15-20.


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KameEdit

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Gains :



CHARACTER BONUSES'



Add 1 to P.S.



Add1 to P.P.



Add1 to M.E.



Add2 to Spd.



Add 5 to Chi


=Turtle Stance =


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



NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.


  1. Kame Hame Ha


Devised by Master Roshi, the Kame Hame Ha is an extension of one's Ki that is expelled through one's hands. Hand position is generally in the shape of an open clam. The direction of the blast can be controlled in mid-air and if the martial artist continues to concentrate on the energy blast, he can continue to make more than one attack. If the target dodges, then the martial artist can use another melee action to try to hit the target again. If the roll for a strike is a natural 1-4, then the energy blast is out of control and cannot be used to attack the target again, however, if the target was near the ground, the energy blast will hit the ground near the target.


    • Damage: 4D6x10 M.D. +10 M.D. per level of experience.

    • Range: 3 miles (4.8 km) +0.2 miles (0.32 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 100' (30.5 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • I.S.P.: 35

  1. Chou Kame Hame Ha


Devised by Goku during his years of training under Master Roshi, the Chou Kame Hame Ha is an extension of one's Ki that is expelled through one's hands. The direction of the blast can be controlled in mid-air and if the martial artist continues to concentrate on the energy blast, they can continue to make more than one attack. If the target dodges, then the martial artist can use another melee action to try to hit the target again. If the roll for a strike is a natural 1-4, then the energy blast is out of control and cannot be used to attack the target again, however, if the target was near the ground, the energy blast will hit the ground near the target.


    • Damage: 6D6x10 M.D. +15 M.D. per level of experience.

    • Range: 4 miles (6.4 km) +0.75 miles (1.2 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 200' (61 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • I.S.P.: 50

  1. Kienzan (Destructo Disk)


This attack creates an energy disk that spins extremely fast and does damage by cutting into the target instead of hitting them directly. This attack cannot be parried, blocked, or deflected; it must be dodged in order to avoid damage. If the target dodges the attack, but still rolls less than a natural 10 (without bonuses), then they receive a glancing blow and take 10% of the rolled damage, rounding all fractions up.


    • Damage: 1D8 M.D. per level of experience.

    • Range: 2000’ (610 m) +50’ (15.2 m) per level of experience.

    • I.S.P.: 8


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=Ki Manipulation Techniques =







===Standard Energy Attack Techniques ===


The standard energy attacks are very basic energy attacks that fire beams of Ki energy of no particular type, unless otherwise stated in the description of the technique. This energy does not count as magical or psionic in nature, but creatures that take less damage from energy attacks will take less damage from one of these attacks. These techniques can be taken multiple times each, which improves their effectiveness. It is possible that with enough improvement, these basic attacks can be more powerful than the Special Energy Attacks, as Frieza proved with his very improved Tsuihidan (Precision Beam) and Kienzan (Destructo Disk) techniques.



Each time a technique is taken more then once, the damage and range of the attack is increased by a multiple equal to the number of times that the technique has been taken. For example, if the Galick-Ho (Mega-Beam) technique is taken three times, then the damage it inflicts and its range is increased by three times, so it would cause 3D12 M.D. per level of experience and have a range of 4500’ (1371.6 m) per level of experience. Unfortunately, the ISP cost is also increased by 50% of its original cost, rounded up, each time it is taken. So the improved Galick-Ho mentioned above would cost 31 ISP (15+8+8 = 31) per use. It is possible to regulate how powreful each attack will be used if the martial artist has taken that technique multiple times. For example, if a technique was taken four times, it can be used as if it was taken just once, twice, three times, or all four times, with the appropriate affect on damage, range, and ISP cost.


  1. Galick-Ho (Mega-Beam)


This attack creates a beam of energy with a diameter, in feet, equal to its minimum damage capability. For example, a beam that will inflict 3D12 points of damage would be 3’ (0.9 m) in diameter. This is a very basic energy attack and almost all martial artists trained in the Art of Ki Manipulation learn it.


    • Damage: 1D12 M.D. per level of experience

    • Range: 1500' (457.2 m) per level of experience

    • Bonuses: +2 to strike

    • I.S.P.: 15

  1. Guruguru (Sticky Gum)


This attack shoots a very sticky substance from the mouth of the martial artist. When the opponent is hit by the attack, the gum will envelope the target and impair the target movement. After the gum hits the target, the martial artist that created the gum can cause it instantly disappear, which will cause the penalties to end immiediately. If taken multiple times, only the range, duration, and ISP cost of the gum will increase, not the penalties.


    • Damage: None, but the target suffers -5 to PP, -3 to strike, -4 to parry, -2 to dodge, and loses half of his attacks per melee. The gum will remain sticky for 1 melee per level of the martial artist.

    • Range: 100’ (30.5 m) +10’ (3.1 m) per level of experience.

    • I.S.P.: 10

  1. Honoo (Fire Breath)


The martial artist can shoot a powerful stream of fire from his mouth. This attack will instantly ignite any combustible materials in comes in contact with and there is a 60% it will combust any such material within a 5’ (1.5 m) radius of the stream of flame. The flame comes out in a cone shape with an end radius of 10’ (3.1 m) per level of experience and it will inflict full damage on all targets caught within the cone. If taken multiple times, only the damage, range, and ISP cost will increase, not the radius of the cone.


    • Damage: 1D6 M.D. of fire damage per level of experience.

    • Range: 50’ (15.2 m) +5’ (1.5 m) per level of experience.

    • I.S.P.: 8

  1. Ki No Tsurugi (Energy Sword)


This technique creates an energy sword similar to a psi-sword. The sword can be of any style that the martial artist wants, but it cannot be longer then the range listed below. The length of the sword cannot be changed once it is created and the sword cannot be used by anyone besides its original creator. In addition, all attempts to disarm the martial artist or to attack the sword will fail.


    • Damage: 1D6 M.D. per level of experience

    • Range: 3’ (0.9 m) +1’ (0.3 m) per level of experience.

    • I.S.P.: 4

  1. Kiaiho (Moving Force)


This is a form of telekinesis that can be used in combat to damage opponents, lift objects, and throw things around. This attack allows the martial artist to lift 2 tons (1.8 metric tons) per level of experience and throw an object up to the weight they can lift at speeds of 25 mph (40.2 km/h) per level of experience. If taken multiple times, only the weight able to be lifted, speed, range, and ISP cost will increase, not the damage caused by hitting a target.


    • Damage: Caused only when an object hits someone at high speeds or a person is thrown. Normally, S.D.C. objects do not hurt M.D.C. beings, instead they smash harmlessly without causing any damage. But for every 2 tons (1.8 metric tons) of an object and for every 50 mph (80.4 km/h) it is traveling at, an object will inflict 1D6 M.D.. For example, a 10 ton (9.1 metric ton) rock hitting a target at 250 mph (402.3 km/h) would inflict 10D6 M.D. or 1D6x10 M.D.. Damage is reduced depending on the weight of the object thrown. For example, a 1 ton (0.9 metric ton) object would do half the damage of a 2 ton (1.8 metric ton) object. When a person is thrown they take damage equivalent to an object weighing the same as they do hitting them.

    • Range: 1000’ (305 m) +50’ (15.2 m) per level of experience.

    • I.S.P.: 10

  1. Kienzan (Destructo Disk)


This attack creates an energy disk that spins extremely fast and does damage by cutting into the target instead of hitting them directly. This attack cannot be parried, blocked, or deflected; it must be dodged in order to avoid damage. If the target dodges the attack, but still rolls less than a natural 10 (without bonuses), then they receive a glancing blow and take 10% of the rolled damage, rounding all fractions up.


    • Damage: 1D8 M.D. per level of experience.

    • Range: 2000’ (610 m) +50’ (15.2 m) per level of experience.

    • I.S.P.: 8

  1. Limb Elongation


This technique allows the martial artist to increase the length of one of their limbs. Elongated limbs do not add any extra joints and are not any more flexible, but they have a much longer reach. The muscles of the martial artist increase to allow the martial artist to use the longer limbs without penalty.


    • Range: Increases the length of a single limb by up to +2' (0.61 m) per level of experience.

    • I.S.P.: 2

  1. Makosen (Mega-Energy Ball)


This is a more powerful version of the Sokidan technique. It creates a ball of energy that is 10’ (3.1 m) in diameter and is harder to dodge than the normal Sokidan attack.


    • Damage: 1D10 M.D. per level of experience.

    • Range: 5000’ (1524 m) +250’ (76.2 m) per level of experience.

    • Bonuses: Target has a penalty of -2 to dodge this attack.

    • I.S.P.: 12

  1. Renzoku Energy Dan


This creates a machine gun-like series of small energy blasts. The martial artist can create up to five energy blasts per level of experience and treat firing the Renzoku Energy Dan the same as firing a volley of missiles. The martial artist can determine how many energy blasts are actually fired, but the energy blasts must be fired in multiples of five. For example, a 5th level martial artist could fire up to 25 energy blasts each doing 5D4 M.D. with a range of 1500’ (??? m) and costing 30 ISP for all 25 energy blasts. If taken multiple times, only the damage, range, and ISP cost will increase, not the numbers of blasts generated.


    • Damage: Each blast inflicts 1D4 M.D. per level of experience.

    • Range: 1000’ (305 m) +100’ (30.5 m) per level of experience.

    • I.S.P.: 10 and +4 per five blasts fired.

  1. Saiko No Kogeki (Mouth Energy Blast)


This attack fires a powerful shot from the mouth of the martial artist. It is very similar to the Galick-Ho but not as strong.


    • Damage: 1D8 M.D. per level of experience.

    • Range: 6000’ (1828.8 m) +200’ (61 m) per level of experience.

    • I.S.P.: 11

  1. Sokidan (Energy Ball)


This is the most common energy attack available. It consists of a blazing ball of Ki energy that is thrown at the target.


    • Damage: 1D6 M.D. per level of experience.

    • Range: 3000’ (914.4 m) +100’ (30.5 m) per level of experience.

    • I.S.P.: 7

  1. Taiyoken (Solar Flare)


This technique generates a tremendous amount of light that can temporarily blind any nearby creatures. The light is extremely bright and causes intense pain to any targets within the area of effect. Any person that looks at the flare with open eyes will suffer 1D10 points of damage directly to their hit points (or mega-damage to M.D.C. creatures) and will be blinded for 2D4 minutes. Also, those affected will see light spots for the next 1D4 hours. Targets that can regenerate suffer only half as long as those who cannot regenerate. Targets affected suffer all standard penalties for being blinded, but suffer double the penalties for the first 1D4 melee rounds because of the intense pain generated by the light. The martial artist that created the light is immune to its effect, but can still be affected by Solar Flares created by others.


    • Duration: 1D4 melees per level of experience.

    • I.S.P.: 5

  1. Tsuihidan (Percision Beam)


Very thin and concentrated, this technique is used to make a precise hit on a target. It has a large maximum range and moves very fast, but does not do much damage compared to most of the other basic attack techniques. This attack can be fired from the warrior’s fingers, eyes, or hands (select one when this technique is chosen).


    • Damage: 1D4 M.D. per level of experience.

    • Range: 1000' (305 m) per level of experience.

    • Bonuses: +4 to strike and the target has a penalty of -2 to dodge this attack.

    • I.S.P.: 5



===Special Energy Attack Techniques ===


These attacks are quite different than the Standard Energy Attack Techniques. The Special Energy Attack Techniques can only be taken once each, but they improve quickly as the martial artist gains levels of experience. Because of the advanced nature of these techniques, they cannot be taken at first level.


  1. Akumaitokosen (Evil Destruction Wave)


This is a special energy wave designed explicitly to quickly kill an evil opponent. When the wave strikes the target, the evil in his heart expands and causes his heart to explore. Of course, the target must have some evil in his heart for this attack to work. If the target is not killed by the attack, then the target is winded and in extreme pain; reduce all combat bonuses by half and he loses half of his attacks per melee for the next 1D4+1 minutes. This attack cannot be chosen or used by martial artists of an evil or selfish alignment.


    • Damage: The damage is based on the alignment of the target. A principled target will take no damage and other good alignments will take 1D6x10 M.D. +5 M.D. per level of experience. Unprincipled targets will take 2D4x10 M.D. +5 M.D. per level of experience, and other selfish alignments will take 2D6x10 M.D. +10 M.D. per level of experience. Aberrant targets will take 4D4x10 M.D. +10 M.D. per level of experience, Diabolic targets will take 6D6x10 M.D. +20 M.D. per level of experience, and other evil alignments will take 4D6x10 M.D. +15 M.D. per level of experience.

    • Range: 2 miles (3.2 km) +0.5 miles (0.8 km) per level of experience.

    • I.S.P.: 45

  1. Area Paralysis


This attack will affect an area and all objects caught within that area are completely paralyzed. The objects trapped remain conscious but cannot move or attack. Anything outside the area of effect can still attack, and those trapped cannot dodge, parry, or use any combat actions. Psionics possessed by the trapped beings may still be used. For example, Ki Shield can still be used to block attacks, and Teleport techniques can still be used to escape from the area of effect. Any spells that only require a mental thought can still be used, but those trapped cannot speak, so any spells and psionic powers that require verbal commands cannot be used.


    • Range: 1000’ (305 m) +100’ (30.5 m) per level of experience.

    • Area of Effect: Radius of 50’ (15.2 m) +50’ (15.2 m) per level of experience.

    • Duration: 1 melee per level of experience.

    • I.S.P.: 50

  1. Bakuhatsuha (Surrounding Destruction)


By raising two fingers, the martial artist can create a large explosion that will decimate the surrounding area, without harming the martial artist.


    • Damage: 3D6x10 M.D. +10 M.D. per level of experience.

    • Blast Radius: 100’ (30.5 m) per level of experience.

    • I.S.P.: 30

  1. Bakurikimaha (Ultimate Ki Attack)


This is considered to be the ultimate Ki attack and is very difficult to learn or find a teacher that knows it. The attack is shot from one hand while the other hand holds the shooting hand’s wrist for additional support. After shooting the blast, the martial artist is temporarily stunned and loses his next melee attack. This technique cannot be chosen until the martial artist is at least level 12.


    • Damage: 4D4x100 M.D. +100 M.D. per level of experience.

    • Range: 50 miles (80.5 km) +5 miles (8.1 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 2 miles (3.2 km) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • I.S.P.: 120

  1. Big Bang


The Big Bang is slow moving, yet densely packed beam of energy. It can cause incredible damage and is very quick to charge. It is used by putting one's hand to an angle of 90 degrees to the wrist.


    • Damage: 6D6x10 M.D. +15 M.D. per level of experience.

    • Range: 5 miles (8.1 km) +1 mile (1.6 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 2 miles (3.2 km) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • Bonuses: +2 to initiative during the melee it is used, but primary target has a bonus of +3 to dodge.

    • I.S.P.: 55

  1. Chou Kame Hame Ha


Devised by Goku during his years of training under Master Roshi, the Chou Kame Hame Ha is an extension of one's Ki that is expelled through one's hands. The direction of the blast can be controlled in mid-air and if the martial artist continues to concentrate on the energy blast, they can continue to make more than one attack. If the target dodges, then the martial artist can use another melee action to try to hit the target again. If the roll for a strike is a natural 1-4, then the energy blast is out of control and cannot be used to attack the target again, however, if the target was near the ground, the energy blast will hit the ground near the target.


    • Damage: 6D6x10 M.D. +15 M.D. per level of experience.

    • Range: 4 miles (6.4 km) +0.75 miles (1.2 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 200' (61 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • I.S.P.: 50

  1. Final Flash


This attack takes the form of a giant ball of energy that forms around the body of the martial artist and then races towards the primary target.


    • Damage: 1D4x100 M.D. +25 M.D. per level of experience.

    • Range: 3 miles (4.8 km) +0.25 miles (0.4 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 500' (152.4 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • I.S.P.: 60

  1. Genki Dama (Spirit Bomb)


This is a special attack that few people are able to master. The damage done by the spirit bomb depends on how long the martial artist spends creating it. The attack draws energy from the life force of all surrounding creatures. In space, this attack does only 10% of its normal damage. On a barren or lifeless planet (such as Mars, Venus, or the Moon), the attack does only 25% normal damage. On an extremely lush planet (such as a planet covered in forests, jungle, or teeming with other forms of life), the attack inflicts double damage. On an Earth-like planet, it does normal damage.


    • Damage: The attack does 50 M.D. per melee round spent forming it per level of the martial artist. For example, a 10th level martial artist creates a ball of energy that can do 500 M.D. per round spent forming it. There is no limit to how long the martial artist can spend creating the Spirit Bomb. The minimum time spent forming the Genki Dama is one melee round.

    • Range: 1 mile (1.6 km) per level of experience per round spent forming it. For example, the 10th level martial artist would have a range of 10 miles (16.1 km) per round spent forming the Genki Dama.

    • Blast Radius: This attack has a blast radius of 50’ (15.2 m) per round spent forming it per level of the martial artist. All targets within the blast radius take a tenth of the normal damage except for the point of impact, which takes full damage. For example, a 5th level martial artist spends ten rounds forming the bomb, it would do 2500 M.D. to an area of 2500’ (762 m) and it would cost 100 ISP to create.

    • I.S.P.: 10 per melee spent forming the bomb.

  1. Hankokubikkurisho (Energy Trap)


The martial artist shoots a blast of Ki energy using both hands and when it hits the target, it will envelope them in a sphere of Ki energy from which they cannot escape. While trapped in the sphere, none of the victim’s attacks will escape and they will detonate upon hitting the inner surface of the sphere. Everyone outside of the sphere can attack into the sphere with no problems, and anything trapped in the sphere is also damaged by the blast radius of an attack that occurs from outside the sphere.


    • M.D.C.: The sphere has 100 M.D.C. per level of experience.

    • Range: 1 mile (1.6 km) per level of experience.

    • I.S.P.: 50

  1. Kakusandan


The martial artist shoots a blast from each hand then controls the blasts so that they merge just before hitting the target. The merged blast will fly above the heads of the target area, where they will split against into many smaller Ki bolts that rain down upon the target area. The martial artist can create up to ten energy blasts per level of experience. Treat dodging the Kakusandan attack as if dodging a volley of missiles. The martial artist can determine how many energy small energy blasts are actually created, but the energy blasts must be fired in multiples of ten. For example, a 6th level martial artist could fire 60 energy blasts each doing 1D4x10+30 M.D. with a range of 6400’ (??? m) and costing 90 ISP to create.


    • Damage: Each small energy blast inflicts 1D4x10 M.D. +5 M.D. per level of experience.

    • Range: 4000' (1219.2 km) +400' (121.9 km) per level of experience.

    • I.S.P.: 30 and +10 per ten blasts fired.

  1. Kame Hame Ha


Devised by Master Roshi, the Kame Hame Ha is an extension of one's Ki that is expelled through one's hands. Hand position is generally in the shape of an open clam. The direction of the blast can be controlled in mid-air and if the martial artist continues to concentrate on the energy blast, he can continue to make more than one attack. If the target dodges, then the martial artist can use another melee action to try to hit the target again. If the roll for a strike is a natural 1-4, then the energy blast is out of control and cannot be used to attack the target again, however, if the target was near the ground, the energy blast will hit the ground near the target.


    • Damage: 4D6x10 M.D. +10 M.D. per level of experience.

    • Range: 3 miles (4.8 km) +0.2 miles (0.32 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 100' (30.5 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • I.S.P.: 35

  1. Kikoho (Spirit Blast)


Shaping one’s hands into a triangle enables the martial artist to use this attack. It uses the life force of the martial artist to inflict damage the target. This attack is hard to dodge, but it drains so much of the martial artist's strength, that it is seldom used.


    • Damage: +5 M.D. for every point of ISP used to perform this attack and +10 M.D. for every Hit Point or M.D.C. point (for M.D.C. creatures only) sacrificed to use this attack.

    • Range: 2 miles (3.2 km) +0.1 miles (0.16 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 50' (15.2 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • Bonuses: +8 to strike

    • I.S.P.: Varies

  1. Makanosappo (Special Beam Cannon)


A highly condensed beam of energy, the Makankosappo can pierce the strongest of armor. It is cast by putting ones first two fingers on the forehead, pointing the fingers at the target, and the energy beam comes from the fingertips. This attack completely ignores any Natural or M.D.C. Armor Rating that the target may possess.


    • Damage: 5D6x10 M.D. +10 M.D. per level of experience.

    • Range: 5 miles (8.1 km) +0.5 miles (0.81 km) per level of experience.

    • Bonuses: +3 to strike

    • I.S.P.: 45

  1. Masenko


To form this attack, the martial artist places his hands about his head and concentrates the Ki Energy into a tightly packed ball of energy. The ball of energy is then fired in a beam towards the primary target. This is one of the most powerful attacks available to a martial artist.


    • Damage: 2D4x100 M.D. +50 M.D. per level of experience.

    • Range: 2000' (610 m) +100' (30.5 km) per level of experience.

    • Blast Radius: This attack has a blast radius of 25' (7.6 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • I.S.P.: 70

  1. Self Destruct


When facing an enemy vastly more powerful, a martial artist can use this desperate technique before they die in order to take as many enemies with them as possible. By channeling their power throughout their body, a martial artist can cause a violent reaction that will cause a large explosion. There is no chance that the martial artist will survive the explosion that is released when their energy explodes.


    • Damage: +10 M.D. for every point of ISP remaining, including the ISP used to activate this technique, and +50 M.D. per level of experience.

    • Blast Radius: This attack has a blast radius of 25’ (7.6 m) per level of experience. All targets within the blast radius take half damage except for the point of impact, which takes full damage. If the martial artist is holding onto something or someone, that object will take full damage.

    • I.S.P.: 25



===Maneuvering Techniques ===


Each Maneuvering Technique can be taken twice. If they are taken twice, then their effects are doubled. If a technique has a permanent ISP cost, it is only paid the first time the technique is chosen, not both times.


  1. Bukujutsu (Flight)


With this ability the martial artist can fly at speeds up to 100 mph (160.5 km/h) per level of experience. However, if taken twice, the martial artist can fly at speeds up to Mach 1 (745 mph / 1200 km/h) per level of experience. For example, a 10th level martial artist that has taken this technique twice can travel at speeds up to Mach 10 (7450 mph / 12,000 km/h). The martial artist can stop instantly and reach maximum velocity within 5 seconds and is not affected by inertia or the g-forces from acceleration. This ability allows a martial artist to break through the atmosphere of a planet, but it does not allow the martial artist to survive in space.


    • Duration: Unlimited, once this ability is selected the martial artist can fly at will.

    • I.S.P.: Permanently reduces the martial artist’s ISP by 15 points, this cost is paid only when this technique is selected., but the martial artist must have at least 1% of his base ISP, rounding all fractions up, in his reserve in order to use this ability. For example, if the martial artist had a base of 140 ISP, then he must maintain 2 points of ISP in reserve in order to use this technique.

  1. Saruken (Avoid)


Saruken is used to distract an opponent and avoid an incoming attack. When this ability is used, the martial artist begins to move quickly but erratically to distract an opponent. When the opponent is distracted, his next attack against the martial artist is affected and it allows the martial artist to roll twice to perform a defensive action, like dodge or parry, against the incoming attack. If the martial artist failed the first roll, then the he can roll a second time. The martial artist gains +6 to the defensive action he uses for the first roll, but only +3 for the second roll, in addition to all normal bonuses. Increase these bonuses to +10 for the first roll and +5 for the second roll if Saruken is taken twice. If the attack does hit, it is only a glancing blow, inflicting half of its normal damage. This technique affects all attacks that are directed toward the martial artist until the martial artist's next action.


    • Duration: Until the martial artist's next action.

    • I.S.P.: 15

  1. Teleport


With teleportation, the martial artist transforms their body into pure Ki Energy, which can instantly travel over great distances. Unlike Zanzoken, which allows the martial artist to travel at incredible speeds for a short period of time, teleport allows the martial artist to pass through barriers unhindered.


    • Duration: Instant

    • Range: 10 miles (16.1 km) per level of experience. This range is doubled if Teleport is taken twice.

    • I.S.P.: 15

  1. Zanzoken (Blurring)


This technique allows the martial artist to dematerialize and quickly move to another spot close by. The technique leaves a silhouette of the martial artist for in their original location for a fraction of a second, causing the "blur" effect. This technique can be used in two ways. The first way is to use it to seemingly teleport to a new location within a range of 10' (3.1 m) per level of experience. If this technique is taken twice, increase the range of the "blur" effect to 20' (6.2 m) per level of experience. Using Zanzoken in this manner requires the use of a melee attack. The second way to use this technique is in response to an incoming attack, just like how the martial can dodge in response to an incoming attack. If used in this way, the martial artist moves very quickly away from the incoming attack, providing the martial artist a large bonus to dodge, and moving the martial artist 10' (3.1) per level of experience from his original location with a blur-like effect. This range is also doubled if this technique is taken twice. This second use of Zanzoken does not require a melee attack to activate, but dodging an attack still wastes the marital artist's next melee attack as normal. This technique does not enable the martial artist to teleport through an object, but instead creates an incredible burst of speed that allows the martial artist to move from one location to another very quickly.


    • Duration: Instant

    • Bonuses: If used in response to an attack, the martial artist gains the combat ability of auto-dodge and +8 to dodge. However, no bonuses to dodge are used when using the auto-dodge combat ability. If taken twice, the martial artist gains an additional +4 when dodging normally and +2 when using the auto-dodge combat ability.

    • I.S.P.: Permanently reduces the martial artist’s ISP by 20 points, this cost is paid only when this technique is selected, but the martial artist must have at least 2% of his base ISP, rounding all fractions up, in his reserve in order to use this ability. For example, if the martial artist had a base of 140 ISP, then he must maintain 3 points of ISP in reserve in order to use this technique.



===Miscellaneous Ki Techniques ===


Techniques that fall into this category are not attacks, they do not affect a martial artist's maneuverability, nor do they directly increase the strength of a martial artist, but they are important. Some of the most powerful and useful techniques can be found in this category, and any master of Ki Manipulation has a few of these abilities. These techniques can only be taken once and Nameks cannot choose the Regeneration technique.


  1. Barrier


The Barrier technique is similar to the Ki Shield, but instead of defending against each attack individually, the martial artist can create a force field around himself to absorb the damage. The Barrier can be used to cover just the martial artist or it can be extended to cover an area with a radius of up to 5’ (1.5 m) per level of experience. This technique can be used in combination with the Kiai technique to reduce the damage that would be caused by an incoming attack.


    • Duration: 1 minute per level of experience.

    • M.D.C.: 100 M.D.C. +15 M.D.C. per level of experience.

    • I.S.P.: 15 to create the barrier and 2 ISP to recharge the barrier by 1 M.D.C. point. Recharging the barrier requires one melee action, but any amount of ISP can be used to recharge the barrier with that action.

  1. Deflect


This technique is used to deflect an incoming attack so that the martial artist will not be hit by it. To successfully deflect an incoming attack the martial artist must activate this technique, which uses the martial artist's next attack, just like dodging the attack would, then the martial artist must successfully roll to parry the attack, using all normal bonus to parry, and then they must pay ISP to deflect the attack, but they must spend more ISP to deflect a more powerful attack. Most times the martial artist does not know the strength of an attack or how much ISP to use to block it, but if the martial artist is wearing a Saiyan Scouter or has the Sense Ki technique, then they will instinctively know how strong any Ki attack or psionic attack is. If the martial artist spends more ISP then needed to block an attack, the extra ISP is wasted. This technique does not work on physical attacks, only energy-based attacks, but some Ki attacks cannot be deflected and this will be mentioned in their description. Finally, an incoming attack cannot be partially deflected, the martial artist must deflect the entire attack.


    • I.S.P.: Permanently reduces the martial artist’s ISP by 20 points; this cost is paid only when this technique is selected.. The marital artist must pay one fifth of the amount of damage inflicted by the attack in order to deflect it, rounding all fractions up and with a minimum of 1 ISP point. The martial artist sets how much ISP they wish to use with this technique, but if they do not spend enough, the ISP is wasted and the martial artist is hit with the full strength of the blast. For example, if an incoming Galick-Ho (Mega-Beam) attack was to inflict 42 points of damage, the martial artist would have spend 9 ISP to deflect the attack; spending any less then 9 would result in the martial artist getting hit by the full force of the blast.

  1. Healing Touch


The martial artist can heal others simply by touching them. This power can close wounds, clear the body of any toxins (both normal and magical), and dispel any magic curses, but cannot regenerate limbs or bring people back from the dead.


    • I.S.P.: 1 for every 10 hit points / S.D.C. / M.D.C. points healed.

  1. Ki Shield


When using the Ki Shield, the martial artist is nearly immune to less powerful opponents. To successfully use this technique on an incoming attack, the martial artist must activate this technique, which does not require the martial artist's next next melee attack, just like parrying the attack would not, then the martial artist must successfully roll to parry the attack, using all normal bonues to parry, and then they pay ISP to reduce the damage inflicted by the attack. Most times the martial artist does not know the strength of an attack, but if the martial artist is wearing a Saiyan Scouter or has the Sense Ki technique, then they will instinctively know how strong any Ki attack or psionic attack is. If the martial artist spends more ISP then needed to reduce an attack to cause no damage, the extra ISP is wasted. This technique can be used to reduce the damage from any incoming attack. Finally, an incoming attack can be partially reduced to cause less damage. This technique does allow a non-M.D.C. creature to defend himself against M.D. attacks, at least while they still have ISP to use.


    • I.S.P.: Permanently reduces the martial artist’s ISP by 10 points; this cost is paid only when this technique is selected.. For every point of ISP used to activate this technique, reduce the damage from an incoming attack by four points. For example, if an incoming Galick-Ho (Mega-Beam) attack was to inflict 42 points of damage, the martial artist could spend 11 ISP to completely negate the damage of the attack.

  1. Kiai


The use of this technique allows the martial artist to reduce the damage he will take from any incominng ranged attack. When an opponent launches an attack against the martial artist, the martial artist can immiediately activate this ability to reduce the damage by 50%. This technique can be combined with the Ki Shield or Deflect techniques and the cost to use either technique will be based on the reduced damage of the attack, not the original damage, unlike if the martial artist attempted to roll with the attack. This technique does not work on hand-to-hand attacks, only ranged ones.


    • I.S.P.: 20

  1. Mask Ki Energy


This technique allows the martial artist to mask his power level so that he is considered to be much less powerful than he actually is. When this technique is active, there is only a 5% chance that psionic powers, spells, the Sense Ki technique, and other similar abilities can detect the character, and even when he is detected, the martial artist will appear to be a normal human being. While this technique is active, the martial artist can only perform the following techniques: Sense Ki, Bukujutsu (Flight, and limited to 100 mph / 161.1 km/h), and Healing Touch.


    • Duration: 1 hour per level of experience.

    • I.S.P.: 2

  1. Regeneration


Although most races can heal themselves over time or with the help of advanced technology, few creatures can regenerate entire limbs in an instant. This technique allows the martial artist to direct a portion of his ISP into regenerating lost limbs and internal organs. Any limb or internal organ can be regenerated as long as the martial artist can live long enough without the organ in order to use this technique. So, while they might be able to regenerate a stomach or their liver, they would not live long enough to regenerate a heart or brain. It takes one melee round of concentration in order to regenerate an external limb, such as an arm or a leg and two melees to regenerate an internal organ, such as an eye, a single failed lung, or repairing minor heart damage. The martial artist also regenerates at a constant rate of 10 S.D.C. / hit points / M.D.C. per minute, but if they drop below 1% of their maximum hit points, then they only heal at a rate of 1 S.D.C. / hit points / M.D.C. per minute. Hit points must be restored to maximum before any S.D.C. is regenerated.


    • I.S.P.: Permanently reduces the martial artist’s ISP by 10 points; this cost is paid only when this technique is selected. It costs 15 ISP to regenerate a limb and 40 to regenerate an internal organ.

  1. Sense Ki


The martial artist can detect powerful beings within the area of effect. This power allows them to not only sense powerful beings, but to track them and determine their Power Level. This technique is always active and will awaken the martial artist if a power level equal to or greater than the martial artist’s power level comes within range. Using this technique, the martial artist cannot be surprised or attacked from behind without their knowledge. They receive only half the penalty when blinded, because they can still sense those around them. Also, this ability allows the martial artist to know exactly how much damage any energy attack will inflict before it hits, which is critical if the martial artist knows the Ki Shield or Deflect techniques.


    • Range: 5 miles (8.1 km) per level of experience.

    • I.S.P.: Permanently reduces the martial artist’s ISP by 10 points. This cost is paid only when this technique is selected.

  1. Sustain Power


With this technique, the body of the martial artist is less stressed when using the Power Increasing Techniques. All damage received from the Transformation technique, which includes the Saiyan's ability to transform into a Super Saiyan, is eliminated. Damage from the Kaio-Ken technique is reduced by half. Duration for the Kyadaika and Transformation techniques are increased to permanent, and the duration for all other Power Increasing Techniques are tripled. This technique is very rare and has only been mastered by a few individuals, including Goku and Gohan on Earth.


    • I.S.P.: Permanently reduces the martial artist’s ISP by 40 points. This cost is paid only when this technique is selected.



===Power Increasing Techniques ===


The power increasing techniques are usually hard to attain, a martial artist must either be specially trained by another martial artist that possesses the ability or they must spend several months training themsleves in order to get a single Power Increasing Technique. These techniques can only be chosen once each, except for Transformation and Kyadaika (Growth), both of which can be taken multiple times and each time they are taken, the martial artist is able to transform into an even more powerful creature. For example, Frieza had four separate forms that he could transform into, each more powerful than the previous one, and he had also taken the Kyadaika (Growth) technique two times. Saiyans cannot choose the Transformation or Energizing techniques. Nameks cannot choose the Fusion technique. Nameks can choose Energizing, but they still retain their own ability to become M.D.C. creatures and it overrides the M.D.C. ability of the Energizing technique, but not the M.D.C. bonus.


  1. Absorb Energy


This technique allows the martial artist to permanently increase his stats at the expense of the target. Absorbing energy in this manner requires the martial artist to touch the target and use one melee attack to activate this technique. The base chance that energy can be absorbed is 25% +5% per level of experience. If this roll is failed, then the martial artist expends the required ISP, but nothing happens and the martial artist is free to try again. If the roll is successful, then the martial artist can choose a to gain one of the following bonuses: +4 to hit points, +10 to S.D.C., +6 to M.D.C. (only if the martial artist in an M.D.C. creature), +2 to PS, +2 to PE, +2 to PP, +5 to Spd, +3 to PPE, or +3 to ISP. This bonus is permanent and the target receives a penalty equal to the bonus chosen by the martial artist. An S.D.C. creature loses 6 S.D.C. and/or hit points if the martial artist was draining M.D.C., and an M.D.C. creature loses an equal amount of M.D.C. if the martial artist was draining S.D.C. or hit points.


    • Duration: Permanent

    • I.S.P.: 40

  1. Body Training


Sometimes a martial artist will hear of a danger that will threaten him at some point in the future. In order to meet this danger, a martial artist often trains hard to become strong enough to defeat this unknown danger. With this technique, the martial artist is able to focus his mind and body on the task of training. The artist can train for any length of time that they wish in intervals of hours, but for every day that they spend training they must rest for an entire day at the end of their training, rounding extra hours up to the nearest day. For example, if a martial artist trained for 30 days and 6 hours, they would require 31 days of complete rest. During this rest period, the martial artist is mentally and physically exhausted and all of the physical attributes, except for P.B., are reduced to 5 each until the rest period is over.
For every day that the martial artist spends training, he gain 12 training points (0.5 training points per hour) multiplied by the current level of gravity in g’s. For example, training for 10 days at 100g (100 times Earth’s gravity) will result in 12,000 training points. Training points can only be accumulated over a single training period and must be used at the end of that traning period or they are lost. It costs 50 training points to increase a physical attribute by one point, 30 points to increase hit points by one point, 20 points to increase S.D.C. by one point, 25 points to increase M.D.C. by one point (for M.D.C. creatures only), 20 points to increase I.S.P. by one point, 250 points to gain one psychic ability from either the Healing, Sensitive, or Physical categories, and 300 points to gain one Ki Manipulation Technique from any category except Legendary Ki Techniques and Power Increasing Techniques.


    • Duration: Permanent

    • I.S.P.: 10 for each day spent training, with a minimum cost of 10 ISP.

  1. Energizing


With this ability, a martial artist is able to focus their energy into increasing their strength and speed. A martial can spend ISP and several melee actions and increase his physical attributes to incredible levels. For each level of experience, a martial artist can spend one melee action and 2 ISP to add +4 to PS, +2 to PP, +2 to PE, +5 to Spd, +1 to Natural and M.D.C. Armor Ratings, +5 to his M.D.C. (M.D.C. calculated below), and all Ki Manipulation Techniques except Power Increasing Techniques are used as if the martial artist had +1 level of experience. For example, a 3rd level martial artist can spend up to 3 melee actions and 6 ISP (2 ISP per action) to gain a total bonus of +12 to PS, +6 to PE, +6 to PP, +15 to Spd, +3 to Natural and M.D.C. Armor Ratings, +15 to his M.D.C., and uses all non-Power Increasing Techniques at 6th level. However, a martial artist does not need to increase to his maximum level all at once, he can spend one melee action at the beginning of a fight and more at any point during a fight. When “energized,” a martial artist’s S.D.C. and Hit Points are combined and divided by two to determine the martial artist’s M.D.C., rounding all fractions down. For example, a martial artist with 80 S.D.C. and 42 Hit Points would have 61 M.D.C. before the bonus mentioned above is applied. Also, when “energized,” a martial aritst’s PS and PE become supernatural and he becomes a supernatural creature when attacked by magical weapons. When a martial artist chooses to stop being energized, he instantly loses all bonuses and returns to normal.


    • Duration: 2 minutes per level of experience from the first time the martial artist begins energizing.

    • I.S.P.: 2 per melee action spent “energizing”. At the end of the duration, the martial artist can spend the same amount of ISP that he did energizing himself up to his current level in a single moment to reset the duration. For example, a fifth level martial artist that spent four melee actions and 8 ISP energizing can spend 8 ISP at the end of the 10 minute duration to gain an additional 10 minutes on the duration. This process can be repeated as many times as the martial artist wishes.

  1. Energy Drain


This technique allows the martial artist to temporarily increase his stats at the expense of the target. Draining energy in this manner requires the martial artist to touch the target and use one melee attack to activate this technique. Unlike, the Absorb Energy technique, this technique is automatically successful and drains energy at a faster rate, even though it only lasts for a short while. When draining energy, the martial artist can choose a to gain one of the following bonuses multiplied by his level of experience: +2 to hit points, +5 to S.D.C., +3 to M.D.C. (only if the martial artist in an M.D.C. creature), +1 to PS, +1 to PE, +1 to PP, +2 to Spd, +2 to PPE, or +2 to ISP. For example, a 5th level martial artist could drain 10 hit points with a single use of this technique. However, the martial artist cannot drain more from a single stat then the target has. For example, when used on a target with a PS of 6, the martial could not drain 7 or more PS. This bonus is temporary and the target receives a penalty equal to the bonus chosen by the martial artist. An S.D.C. creature loses an equal amount of S.D.C. and/or hit points if the martial artist was draining M.D.C., and an M.D.C. creature loses an equal amount of M.D.C. if the martial artist was draining S.D.C. or hit points.


    • Duration: 20 minutes per level of experience. At the end of the duration, the martial artist loses the bonuses listed above and the target regains them.

    • I.S.P.: 20

  1. Fusion


When two beings find that they are overwhelmed by a greater power, they have little choice but to fuse into one being in order to defeat their opponent. This technique allows two beings that are genetically compatible to fuse into a single being of greater power. Creatures that can mate and bear on offspring are genetically compatible. For example, Humans and Saiyans are genetically compatible, but Humans and Elves are not. The two personalities of the beings also fuse, but usually a single personality will become dominant. For example, if a good and an evil being merge, then either the good side or the evil side will be dominant. A fused creature, the combination of two beings, can then be fused with another being to make an even more powerful creature, but only two beings can fuse with a single use of this technique. The fused creature knows all techniques and skills known by both of the fused beings. Any special abilities owned by one being are owned by the fused being. For example, if one of the being's had supernatural strength, then the fused being will also have supernatural strength.


    • Duration: 1 minute per level of experience, using the new fused being's level of experience.

    • Bonuses: The two beings fuse into a single beings and all physical attributes are combined, combat bonuses are determined by taking the highest between the two beings and are increased by a further +3, and the attacks per melee are determined by taking the highest between the two beings and increasing it by +2. All non-physical attributes are determined by taking the highest between the two. Natural and M.D.C. Armor Rating is determined by taking this highest between the two. The fused being's ISP, level of experience, hit points, S.D.C., and M.D.C. (only if both beings are M.D.C. creatures) are determined by combining the numbers of both beings together. If only one of the beings was an M.D.C. creature, then the fused being will have an M.D.C. value equal to the M.D.C. of one being added to the hit points and S.D.C. of the other being. For example, if one being was third level and had an IQ of 12, a PS of 13, a PP of 6, 2 attacks per melee, +1 to strike, 14 hit points, and 10 S.D.C., and the other being was third level, had an IQ of 14, a PS of 9, a PP of 7, 3 attacks per melee, +1 to dodge, and 25 M.D.C., then the fused being would be sixth level, have an IQ of 14, a PS of 22, a PP of 13, 49 M.D.C., 5 attacks per melee, +4 to strike, +4 to dodge, and +3 to all other combat actions.

    • I.S.P.: Each being must spend 40 ISP in order to fuse together.

    • Note: Both beings must know this technique in order to use.

  1. Kaio-Ken


Devised by the North Kaio, otherwise known as King Kai or the God of the North Galaxy, the Kaio-Ken is a powerful technique that enables a person to move faster and hit harder. This technique must be used sparingly because of the enormous stress that it places on the body of the martial artist. A martial artist can control a Kaio-Ken level up twice his level of experience. For example, a 5th level martial artist could control up to a Kaio-Ken x10 level. For every Kaio-Ken level used, the martial artist adds +5 to PS, PP, and PE, +10 to Spd, +25 to S.D.C. (or M.D.C. for an M.D.C. creature), and all physical or ki technique attacks are multiplied by the Kaio-Ken level used. For example a normal punch would do 1D4 times the Kaio-Ken level. However, the strain of using the Kaio-Ken can be as great as the increase in power it provides. For every Kaio-Ken level that the martial artist is using that is equal to or less then his own level of experience he takes 1D4 points of damage directly to hit points, for every Kaio-Ken level between his level of experience and the level he can control he takes 1D6 damage directly to hit points, and for every level that he cannot control he takes 2D6 damage directly to hit points. This damage occurs when the martial artist first uses the Kaio-Ken technique and the martial artist takes half this damage at the beginning of each melee round that he continues to use it. For example, a 5th level martial artist using a Kaio-Ken x8 would add +40 PS, PP, and PE, +80 to Spd attribute, +200 to his S.D.C., and if an attack would normally do 1D6 points of damage, it would now do 1D6x8 points of damage instead. But the martial artist would take 5D4+3D6 points of damage directly to his hit points when this technique was activated and would take (5D4+3D6)/2 at the beginning of each melee round while he continued to use it. If the same 5th level martial artist tried to use a Kaio-Ken level of x15, he would take 5D4+5D6+10D6 points of damage directly to his hit points and an additional (5D4+5D6+10D6)/2 points of damage at the beginning of each melee round, but he would be able to add +75 to PS, PP, PE, +150 to Spd attributes, +375 to his S.D.C., and if an attack would normally do 1D6 points of damage, it would now do 1D6x15 points of damage instead. Once selected, the Kaio-Ken level cannot be changed without cancelling this technique and activating it again.


    • Duration: 1 melee per level of experience.

    • Bonuses: +5 to PS, PP, PE, and Spd and +25 S.D.C. for every level of Kaio-Ken used, and multiply damage from all attacks by the level of Kaio-Ken used.

    • I.S.P.: In addition to taking damage from using the Kaio-Ken technique, it costs the martial artist 15 ISP multiplied by the Kaio-Ken level selected.

  1. Kyadaika (Growth)


Using this technique, the martial artist can grow to an enormous size, which increases the martial artist's strength tremendously. Each time this technique is selected, the martial artist can activate it and double their size and increase their mass by three times. However, the martial artist must activate this technique once for each time it is taken. For example, if a martial artist that was 5' (1.5 m) tall and weighing only 100 lbs (?? kg) selected this technique three times would grow to 10' (?? m) tall and 300 lbs (?? kg) by activating this technique once, then would grow to 20' (?? m) tall and 900 lbs (?? kg) by activating it twice, and finally would grow to 40' (?? m) tall and 2700 lbs (?? kg) by activating it a third time. Each time this technique is activated, the bonuses provided below are applied to the martial artist, but at the end of the duration for the first activation of this technique, the martial artist will return to normal.


    • Duration: 3 minutes per level of experience.

    • Bonuses: +10 to PS, +5 to PE, +25 to Spd, +25% of their maximum S.D.C. as a bonus to their S.D.C. , +10% to hit points, and +25% of their maximum M.D.C. as a bonus to their M.D.C. (for M.D.C. creatures only). In addition, the martial artist's Natural and M.D.C. Armor Rating becomes 12 and PS and PE become supernatural.

    • I.S.P.: 35

  1. Second Wind


A fight can last a long time and a martial artist may find himself in a desperate situation where he is wearing down faster then his opponent. This technique helps tip the balance of power back into the hands of the martial aritst. This technique automatically activates whenever the martial artist is reduced to 10% of their S.D.C., M.D.C., (if an M.D.C. creature), or ISP, but only once per encounter and only once per day. As soon as the martial aritst meets one of the conditions above, the bonuses listed below immiedietely take effect and last until the end of the encounter.


    • Duration: Until the end of the encounter / fight.

    • Bonuses: +10 to PS, PP, and PE, +15 to Spd, +20% of their maximum S.D.C. as a bonus to their S.D.C., +20% of their maximum M.D.C. as a bonus to their M.D.C. (for M.D.C. creatures only), and +25% of their maximum ISP as a bonus to their ISP.

    • I.S.P.: Permanently reduces the martial artist’s ISP by 20 points. This cost is paid only when this technique is selected.

  1. Split Form


This special technique allows the martial artist to create multiple copies of their body and mind, each not as powerful as the original being, but more powerful combined than the original. Each split essence has 75% of the original’s power. For example, a martial artist splits into two forms, both have 75% of the original’s physical attributes, S.D.C., hit points, M.D.C. (for M.D.C. creatures only), and ISP, but both forms would possess the same non-physical attributes, skills, physical beauty attribute, ki manipulation techniques, spells, psionic powers, and special abilities as the original. Those two forms could also split into two more forms (making 4 forms total), giving the two newer forms 75% of the power level of the already split form (or 56.25% of the original’s power).


    • Duration: 5 minutes per level of experience.

    • I.S.P.: 30 for each split into two beings.

  1. Transformation


When a being runs into an opponent it cannot defeat in its original form, this techniques allows it to transform into a more powerful state. This process can take a long time to complete, and costs a lot of energy to perform. Creatures that do have the ability to transform often avoid it because it places a lot of strain on their bodies. Some races undergo small genetic changes when they transform, such as a Saiyan’s hair changing color when they go Super Saiyan, but races like Changelings would undergo a radical transformation, exploiting the race’s natural transformation ability. To transform, the martial artist activates this technique and spends the next 1D6 melee actions transforming (roll when this technique is selected, the transform will always take the same amount of time each time it is activated). In addition, this technique can be selected multiple times, allowing the martial artist to transform into a stronger and stronger creature. Unfortunately, each transformation takes 1D6 melee actions per the number of transformation the martial artist is attempting to use. For example, the first transformation takes 1D6 melee actions, the second transformation takes 2D6 melee actions, the third takes 3D6 melee actions, and so on. As mentioned above, roll these numbers when this technique is selected, once rolled the number of melee actions required to transform cannot be changed. Each time the martial artist transforms, they also gain the bonuses listed below.


    • Duration: 5 minutes per level of experience.

    • Bonuses: +15 to PS, PP, and PE, +30 to Spd, +2D4x10 to ISP, +2 attacks per melee, +2 to all combat rolls, PS and PE become supernatural, and all Ki Manipulation Techniques except Power Increasing Techniques are used as if the martial artist had +2 levels of experience. If the martial aritst was an S.D.C. creature, then combine their hit points and S.D.C. and double it to determine their M.D.C. value. If the martial artist was an M.D.C. creature (including from a previous use of this technique), then double their M.D.C. value. The martial artist also gains a Natural and M.D.C. Armor Rating of 10 plus the number of transformations they have completed (so after two transformations, they would an Armor Rating of 12). Determine these bonuses each time the technique is chosen and they are the same every time the martial artist transforms.

    • Penalties: If the martial artist does not have a natural transformation ability, such as a Changling's ability, then the martial artist immiediately takes 1D6 points of damage directly to hit points (or M.D. if naturally an M.D.C. creature) multiplied by the number of times this technique has been activated and at the beginning of each melee round. For example, a Human using this technique three times would take 1D6 points of damage directly to hit points for activating it once, then 1D6x2 for activating it twice, and then 1D6x3 for activating it the third time, and would continue to take 1D6x3 at the beginning of each melee round he remained transformed.

    • I.S.P.: 50 and the martial artist must pay 1 ISP at the beginning of every minute that he remains transformed.



===Legendary Ki Techniques ===


These are incredibly powerful techniques and only one technique can ever be known by a single martial artist. To learn one of these abilities, the martial artist must be trained by another being that already possesses that ability.


  1. Body Transfer


This is usually only used when an opponent greatly outmatches the martial artist. A common tactic for using this technique is to allow the opponent to heavily injure the martial artist and then perform the transfer, so that when it is complete, the opponent will find himself trapped in a badly beaten body. This is a devastating technique that is only known by a few beings, one of these beings in the leader of the mercenary group known as the Ginyu Force. This technique can be used to extend the natural life span of the martial artist indefinitely, as long as new bodies are acquired. When this technique is used, the martial artist unleashes a energy beam from his mouth and the target of the technique must dodge the attack or be forced to switch bodies with the martial artist. All non-physical attributes are transferred from one being to another, as is ISP, PPE, all skills, spells, psionic powers, Ki Manipulation Techniques, and experience level, but the martial artist uses the physical attributes of the body they now occupy. Unfortunately, it takes a while for the martial artist to adjust to the new body and they will be unable to use any natural abilities for 1D4 hours after the transfer has occurred.


    • Range: 10' (3.1 m) per level of experience.

    • I.S.P.: 80

  1. Death Ball


This attack devastates the tectonic plates of the area around the point of impact, or if the martial artist is powerful enough, it can destroy an entire planet. This ball of energy is incredibly dense and nearly unstoppable and it cannot be parried or absorbed, but it can be destroyed by energy attacks before it hits a planet. All energy attacks do a quarter their normal damage and are at -10 to strike the ball of energy. The ball cannot dodge any incoming attacks but it is only affected by direct hits and is not damaged by the blast radius of an attack. Any physical object caught in the path of the ball are simply pushed along in front of it as it plunges towards the surface of a planet. When it reaches the surface, it plunges towards the center of the planet and disrupts the tectonic plates as it travels. The martial artist expends ISP to determine the intensity of the Earthquake, the more ISP spent, the more intense the Earthquake will be. After tenth level, the martial artist is capable of destroying a planet by launching a death ball that is capable of literally pulling the planet apart, the Death Ball will reach the planet’s core, disrupt it, and the planet will explode 4D6 minutes later.


    • Duration: The earthquakes will last for 1D6 minutes per level of experience.

    • Area of Effect: 5 miles (8 km) per level of experience

    • M.D.C.: 200

    • Speed: 10 mph (16.1 km/h)

    • I.S.P.: 1 point per tenth of a point on the Richter scale desired by the martial aritst. For example, to create an earthquake with a strength of 8.7 on the Richter scale, it would cost 87 ISP. It costs 300 ISP to create a Death Ball capable of destroying a planet, but the martial artist must be tenth level or above to create it.

  1. False Moon


This attack creates a ball of Ki Energy that perfectly simulates the light of a full moon, similar to the manner that a Globe of Daylight recreates the light of the sun. This allows Saiyans to transform into their Oozaru form for as long as the False Moon is active. The existence of the False Moon will also affect any other creature that has some effect that occurs during a full moon or in moonlight. This technique was developed by a Saiyan named Bardock from the planet Vegita and is very rare, even among the remaining Saiyans.


    • Duration: 3D6 minutes per level of experience.

    • Area of Effect: 5 miles (8.1 km) per level of experience.

    • I.S.P.: 100

  1. Ki Ghost


The Ki Ghost technique was developed on Earth by the sons of Vegeta and Goku and used against the demon monster Majin Buu. Called the Super Ghost Kamikaze Attack by Trunks and Goten, this technique creates a special creature made out of Ki energy that will explode upon contact with its target or with another Ki Ghost. The ghost is capable of full movement and flies at a speed of 500 mph (804.7 km/h), but has only a limited intelligence. The ghost is in telepathic communication with its creator, so the martial artist can direct the ghost at will to a new target. There is no maximum distance that the ghost can travel away from its creator, but if it is sent into another dimension, it will instantly disappear.


    • Duration: 1D4 minutes per level of experience.

    • Damage: 1D6x100 M.D. +20 M.D. per level of experience.

    • Blast Radius: This attack has a blast radius of 100' (30.5 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.

    • I.S.P.: 150

  1. Shunkanido (Instantaneous Transport)


The martial artist with this technique can theoretically go anywhere in the dimension they are currently in, the only thing the martial artist has to do is concentrate. The martial artist places two fingers on his forehead, searches for a location he wants to go to, and once he finds it, the martial artist can teleport there. Individual locations are hard to distinguish, but every race has its own unique Ki signature that the martial artist can identify if they have ever met a member of that race at least once. For example, after meeting his first Namek, a martial artist could search for the Ki signature of the Nameks and be able teleport to any location or near any location in the same dimension that has a least one Namek. Once a destination has been selected, the martial artist will be instantly transported there and can always return to where he left from without needing to search for it. It takes 3D6 minutes to search for a physical location that the martial artist has never been to, even if it is described to him in detail, and 1D6 minutes to search for a race's Ki signature.


    • Range: Self or touch only.

    • I.S.P.: 60

  1. Super Absorption


This technique is similar to the Absorb Energy technique from the Power Increasing Techniques, but it is much more powerful. Instead of merely absorbing some of the energy from the target, all of the target's energy is instantly absorbed, in addition, any Ki Manipulation Techniques known by the absorbed target are instantly known by the martial artist using this technique. Each of the target's physical attributes, except PB, are added to the martial artist's attributes and any special properties on those attributes, such as supernatural PS or PE, are also gained by the martial artist. Any mental attributes that the target has that are higher then the martial artist's replaces the martial artist's values. In addition, the target's S.D.C. and Hit Points are added to the martial artist's. If the martial artist is an M.D.C. creature and the target is an M.D.C. creature, then the M.D.C. of the target is added to the martial artist, but if the target was an M.D.C. creature and the martial artist is not, then the M.D.C. is doubled and split evenly between S.D.C. and Hit Points and added to the martial artist, which remains an S.D.C. creature. If the target is an S.D.C. creature and the martial artist is an M.D.C. creature, then the target's S.D.C. and Hit Points are combined and divided by two and then absorbed by the martial artist and added to his M.D.C. value. To actually absorb a creature, the target must be weakened to at least 90% of its S.D.C. / Hit Points or M.D.C. and the martial artist must concentrate on absorbing the creature for an entire melee round. During this melee round, the martial artist can take defensive actions, but cannot attack or take any other offensive actions. At the end of the melee round, the target must roll to save vs. psionics, and if the roll is failed, the target is absorbed, but if the roll succeeds, the martial artist can concentrate for another melee round and try again. While this technique appears to be permanent, there is a chance to free the absorbed victims, but it is very difficult. First, the marital artist must be weakened to at least 75% of his S.D.C. / Hit Points or M.D.C. and a permanent Mind Wipe must be done on the martial artist to erase the knowledge that a specific creature was absorbed. Once the Mind Wipe for that specific creature is done, that creature will be ejected from the martial artist's body and materialize nearby. Once the creature has been ejected, the martial artist will once again remember everything erased by the Mind Wipe.


    • Duration: Conditionally permanent; if an absorbed creature is released from the martial artist, all bonuses and techniques the creature provided are instantly lost.

    • I.S.P.: 300

  1. Time Freeze


Altering time can allow much weaker opponents to defeat stronger ones by moving positions so that they easily dodge all incoming attacks or launch attacks that opponents do not have time to dodge. Because of the intense concentration required to freeze time, the being loses control over most of their bodily functions and they stop breathing. When time is stopped the martial artist can automatically dodge all attacks that were directed at him before time was frozen (no roll is necessary) and this technique can be activated in response in an incoming attack, just like how it is possible to dodge or parry an incoming attack. Once time is frozen, the martial artist has his normal number of attacks and can attack any target around him. But only hand-to-hand attacks will hit the target until the Time Freeze ends. For example, the martial artist freezes time and fires an energy beam at the target in front of him and then moves to the side of that target and fires another energy beam. When the Time Freeze ends, both attacks will race towards the target simultaneously. If the attacks are coming from an unexpected directions, then the target has a penalty of –6 to dodge each of those attacks. Anything that enters the area of effect is unaffected by the Time Freeze and can interact with the martial artist that started the time freeze, but their ranged attacks suffer the same penalty as the martial artist that started the Time Freeze.


    • Duration: 1 melee per level of experience or until the martial artist must breathe, whichever comes first.

    • Area of Effect: 5' (1.5 m) per level of experience.

    • I.S.P.: 50






FONG NGAN - PHOENIX EYE KUNG FU By Tinker Dragoon
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 10 Years (5 years as a Secondary Martial Art Style)
This style originating from China's Hopu province bases its technique around the Phoenix Eye Fist, a variation of the Fore-Knuckle Fist. The Phoenix Eye Fist is combined with strong palm strikes, finger strikes and chopping hand techniques as well as tripping and leg-hook throws which are followed by a 'killing' blow or strike. The style's only kicking technique is the front snap kick, commonly directed low at the opponent's groin.
There are no formal stances in Fong Ngan. Instead, practitioners learn to crowd an opponent, enticing him to make a wrong move. A Fong Ngan practitioner never retreats from an attack, but moves into it, or, if necessary, jumps to the side while counter-attacking. Masters of Fong Ngan Kung Fu are fairly plentiful, and training is available in martial art schools around the world.
Costume: Silk or cotton [i]sam[/i] (Kung Fu uniform).
Stance: None.
CHARACTER BONUSES Add 3 to M.A.
Add 1 to P.S.
Add 1 to P.E.
Add 15 to S.D.C.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Backflip, Leap.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Combination Parry/Attack, Power Block/Parry, Disarm.
Hand Attacks: Strike (Punch), Knife Hand, Fore-Knuckle Fist, Double-Knuckle Fist, Backhand, Fingertip Attack, Palm Strike.
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks.
Jumping Foot Attacks: None
Special Attacks: Death Blow, Combination Strike/Parry, Knee, Elbow, One-Hand Choke (SPECIAL! After latching on to the enemy's throat with one hand, attacking is continued with the other hand or with kicks. Choking damage is 1D6 per melee until escaped or released.), Combination Grab/Groin Kick (SPECIAL! Grabbing the opponent with both hands, preferably at the shoulders, head or arms, and following up with a solid Snap Kick to the groin. Roll once for Grab, and if successful roll again for the Kick. Damage is 2D6 and the victim must save vs. pain or be stunned for 1D4 melees. This move counts as two melee attacks, and is wholly ineffective against female opponents.)
Holds/Locks: None
Weapon Kata: None
Modifiers to Attacks: Pull Punch, Knockout/Stun From Rear, Critical Strike, Critical Strike From Rear.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two (2) Powers from Body Hardening Exercises, Martial Art Techniques, and/or Special Katas. If desired, any number of Powers may be traded one-for-one for Basic Skill Programs (excluding physical).
Languages: Chinese
Physical: Climbing, Gymnastics.
Temple: Fasting.
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Li-Chia (3 Years), Monkey Style (4 Years), Se Ch'uan (7 Years), Shaolin (6 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, +2 to Strike.
2nd: +2 to Damage, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Katas.
3rd: +1 to Leap (add 4 ft. to Leap Distance), +1 to Disarm, Critical Strike or Knockout From Rear.
4th: +1 to Strike, Critical Strike on Natural 18, 19, or 20.
5th: +1 to Backflip, +1 to Parry/Dodge, +1 Attack per Melee.
6th: Select One (1) Additional Martial Art Power from Body Hardening (including Demon Hunter), Martial Art Techniques, or Special Katas.
7th: +2 to Damage, +1 to Disarm
8th: +1 to Roll with Punch/Fall/Impact, +1 Attack per Melee.
9th: +2 to Parry/Dodge, +1 to Strike.
10th: Add One (1) Chi Mastery or Zenjorike Power.
11th: Death Blow on Natural 19 or 20.
12th: +1 Attack per Melee, +2 to Damage.
13th: +1 to Backflip, +1 to Leap (4 ft. to Leap Distance).
14th: Select One (1) Additional Martial Art Power from Body Hardening (including Demon Hunter), Martial Art Techniques, or Special Katas.
15th: Add One (1) Chi Mastery or Zenjorike Power.
Why Study FONG NGAN? Possibly one of the most aggressive of all martial arts, but at the same time one of the most dangerous. The practitioner must be fearless, pushing right into grappling range, willing to be subjected to enemy blows and ignoring threats from other opponents. Simultaneous Attacks are particularly favored.
(Yay! I did one without stealing anything from Kuseru's site! )





Fudo Ryu Ninjutsu By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 10 Years (8 Years as a Secondary Martial Art Style).



Fudo Ryu is a Japanese Ninjutsu style which takes its name from the Fudo village on the western shore of Awaji Island. Originally founded in Iga around 1193 by Taira Rikimaru (circa 1161-1203). Fudo Ryu moved to the island of Awaji after conflicting with Iga Ryu.



Skills include constructing underground bases, shurikenjutsu, and puppetry. Their skill in shurikenjustu developed because they were a small clan which wished to offset the losses of physical combat. Other weapons used include the Folding Kama. The puppets of the Fudo Clan have heads possessing small springs which can launch a shuriken and arms which can be detached to become chain weapons, as well as concealing a folding Kama which can be attached to the chain weapon to become a Kusarigama.



Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Fudoza no Kamae: This is a seated posture. As the body is brought over the back of the feet, the knees are splayed open, the right foot is folded under the body, in front of the left. The hands are clenched lightly and lightly positioned on the insides of the knees. You are sitting mainly on your left foot, with the right foot in front, touching the left knee. The back is held straight.
CHARACTER BONUSES Add +1 to M.E.
Add +2 to P.P.
Add +1 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Back Flip, Roll with Punch/Fall/Impact.
Attack Moves: Cartwheel, Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike.
Basic Foot Attacks: Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Blow (REVISED!), Death Strike (NEW!), Leap Attack, Roll/Knockdown, Shoulder Throw (New!), Shuriken Stab (New!).
Holds/Locks: Elbow Lock, Wrist Lock.
Weapon Kata: W.P. Shuriken (Thrown)
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility, Martial Art Techniques, and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese.
Cultural: Puppetry (Kugutsu Mawashi).
Physical: None.
Survival: Wilderness Survival.
Temple: Meditation.
Weapon Proficiencies: W.P. Shuriken (Thrown), W.P. Chain, W.P. Kusarigama (Axe and Chain), W.P. Folding Kama (Axe).
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
Kugutsu Shinto: Puppet Shinto, or the belief that all living things are puppets of greater forces which direct and observe the course of events in the natural world. Powerful connections to kami are respected, especially Ame-no-uzume-no-kami (guardian of the natural world) which balances the conflict between Amaterasu-opo-mi kami's all encompassing compassion and Susano-wo's all conquering violence. This belief fosters the use of divination, spiritual possession, summoning elemental forces, and translocation. This is a less formalized and more personalized version of Shinto.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Enmei Ryu (3 Years), Fukushima Ryu (4 Years), Fuma Ryu (5 Years), Ganritsu Ryu (2 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Kukishinden Ryu (8 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Dodge, +1 to Leap (add four feet of distance), Critical Strike from Behind.
2nd: +1 to Parry, +1 to Roll/Knockdown.
3rd: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Special Kata.
4th: +1 to Strike, +2 to Throws.
5th: +1 to Leap (add four feet of distance), Death Strike on a Natural 20.
6th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
7th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Special Kata.
8th: +1 to Roll/Knockdown.
9th: +1 to Leap (add four feet of distance), Knockout/Stun on a Natural 19 or 20.
10th: +1 Attack per Melee, +2 to Parry.
11th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Special Kata.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
13th: +1 to Attack per Melee, Death Strike on a Natural 19 or 20.
14th: +2 to Dodge, Critical Strike on a Natural 18, 19, or 20.
15th: +1 to Leap (add four feet of distance), Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
Why Study Fudo Ryu Ninjutsu? To become a shadow warrior! Accurate shuriken skills and deadly puppet tricks are the Fudo Ryu's trademarks.





Fujian Bai He Quan- Fujian White Crane Kung Fu



By Hibik



Entrance Requirements: ME and PP of 11 or higher, no alignment restrictions.
Skill Cost: 15 Years (7Years as a Secondary Martial Art)



Fujian White Crane Kung Fu, a southern Chinese style, was created during the Qing Dynasty (1644-1911) about 300 years ago, in the Yong Chun district of Fujian province. It's founder, Fan Qiang Liang, was the daughter of a famous Kung Fu master, Fan Fei Si. Even though Fan Qiang Liang was well trained by her father, her small stature (very petite by western standards) made it impossible for her to develop her father's striking power, or the striking power of most similarly trained men.



It is said that one day, while washing her clothes, a very curious crane flew in and observed Fan Qiang Liang. Annoyed, she took a stick and attempted to shoo it off. Instead of flying away, the bird merely ducked in, knocking the stick away. After awhile of attacking the crane, to no avail due to the birds graceful dodging and pecking, Fan Qiang Liang had the idea of taking the birds graceful movements, and incorporating them into her own style. While Martial Artists trained their bodies to receive damage, she reasoned that certain parts of the human body couldn't be made impervious to damage. These areas included the eyes, throat, kidney, floater rib, groin, solar plexus, and knees. By adapting a counter attack philosophy, Fan Qiang Liang could let the enemy commit himself to an attack, as she merely evaded the blow, moved in, and struck the enemy in his weakest point.



Eventually, Fan Qiang Liang was married, and she herself had students (including her husband). These students would become the Fujian Bai He Quan masters who would spread the art throughout the rest of China. Its influence even reached as far as Okinawa, as Miyagi Chojun, the founder of what would become Goju Ryu Karate, was a student of Fujian White Crane.



In combat, a master of Fujian White Crane will adapt a counter fighting philosophy. Waiting for an enemy to commit to an attack, the White Crane artist will parry the blow, as he or she steps in to strike a vital point. It's also not uncommon for the White Crane artist to move back and absorb the attack, before stepping in and striking. Sidesteps and twisting movements are common within the system, as so the White Crane artist can let the opponent's attack flow past them harmlessly, and capitalizing on the attack when the opponent is unable to react. Heavy attention is paid to stances and footwork, as strikes need a firm stance (and thus, foundation) to bring forth power. Favored hand techniques within this system include the Phoenix Eye Fist, and the Spear Hand, with kicks rarely being delivered, except in the form of low sweeps and groin strikes.



While it isn't commonly known, Fujian White Crane also contains a soft Qigong set, which allows students to develop pliable and flexible bodies, from which they can generate intense striking power in an instant. The increased relaxation also encourages the flow of chi, and allows a student to develop the ability to use their energy to heal as well as harm.



Fujian White Crane is not a common style, although its popularity is increasing over time. Teachers of Fujian White Crane can be found in Hong Kong, Taiwan, and North America. Also note that this style is commonly confused with the Tibetan White Crane system, although the two, upon closer inspection, have distinct differences.



Costume: Silk Kung Fu uniform.
Stance: Fujian White Crane usually favors medium, strongly rooted stance. From these stances, the artist can move quickly, and switch stances as a situation is needed.



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



COMBAT SKILLS Attacks Per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: None.
Basic Defense Moves: Dodge, Parry, and Automatic Parry.
Advanced Defenses: Circular Parry.
Hand Attacks: Punch (Strike), Phoenix Eye Fist (variation of the duo knuckle fist), Spear Hand, Fingertip Attack, and Knife Hand.
Basic Foot Attacks: Kick, Snap Kick, and Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Strike/Parry, Deathblow, Elbow, and Paralysis Attack (Vital Points).
Holds/Locks: Wrist Lock.
Weapon Katas (Select Two): WP Pu Dao, WP Gun (Staff), WP Gwai (Cane), WP Shan (Fan), WP Guan Dao (Guan's Saber), WP Dao (Broadsword, Paired), WP Jian (Straight Sword), WP Hu Cha (Tiger Fork), or WP Chai (Hairpin/Sai, Paired)
Modifiers to Attack: Pull Punch, Critical Strike, Critical Strike from Rear, Knockout/Stun, and Knockout/Stun from Behind.



SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) abilities from Atemi, Body Hardening Exercises, or Martial Art Techniques. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs.
Languages: Chinese (Cantonese, Fuzhou, or another southern dialect, choose one.)
Philosophical Training: Chan (Zen) Buddhism.



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/Mantis (4 Years), or Tibetan White Crane (5 Years).



LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Damage.
2nd: Critical Strike on Natural 19-20, +1 to Parry, +1 to Maintain Balance.
3rd: +1 Attack, Select one from Atemi, Body Hardening Exercises, or Martial Art Techniques.
4th: +10 to Chi, +1 to Parry, +1 to Roll with Punch/Fall/Impact.
5th: +1 to Strike, +1 to Dodge, +1 to Maintain Balance.
6th: +1 to Damage. Select One from Atemi, Body Hardening Exercises, or Martial Art Techniques.
7th: +1 Attack, +1 to Roll with Punch/Fall/Impact.
8th: Critical Strike on a Natural 18-20.
9th: Double Existing Chi, +1 to Damage.
10th: +1 to Strike. Select one from Atemi, Chi Mastery, or Martial Art Techniques,
11th: +1 Damage, +1 to Maintain Balance.
12th: +1 Attack.
13th: +1 to Pull Punch, +1 to Damage.
14th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
15th: Select one from Atemi, Chi Mastery, or Martial Art Techniques.



Why Study Fujian White Crane? A flexible, aggressive style of Kung Fu, Fujian White Crane provides a strong knowledge of pressure points and body structure (and of course, methods of breaking/controlling body structure). Fujian White Crane also contains training in internal energy (Chi) as well. Fujian White Crane is a style suitable for women and the small of frame, as it's not reliant on muscle strength or brute force to deal damage.





Fukushima Ryu Ninjutsu By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style).



The Japanese ninjutsu martial art of Fukushima Ryu was created by Ishimura Goyobe (1082-1146), otherwise known as Yuki no Saji (The Snow's Plaything), in 1107. Employed early in life as a Door Wardern for the Imperial Household in Miyako, the emperor's death and resulting actions by his own family left Goyobe with the choice of exile or execution. Taking exile, Goyobe travelled north to the Kai region. Left by his escort at the border, he would have died, having no skills at survival, but for the assitance of a young woman dressed in white who took him to a safe place. The young women cared for him for two days. On the third day Goyobe awoke to find three men in white clothing and masks with their knives drawn with him. Questioning Goyobe, they asked him, due to his imperial blood, to be their leader. Learning from their Kara-san Ryu style and teaching them the ways of the imperial court, Goyobe eventually formed a new ryu, to defend the Kai region from all who would oppose it and the Emperor.



Costume: White Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Hoko no Kamae: Take a short step forward with the left leg. The hips and shoulders are to remain square to the opponent. The body weight should be felt lightly in the balls of the feet. The arms are raised above the head with the hands open, and coming together to form an apex. Hoko, hands shoulder width apart above head, this is a "tall" stance. Hoko no kamae Hands shoulder width apart above head, this is a "tall" stance.
CHARACTER BONUSES Add +1 to M.E.
Add +1 to P.S.
Add +2 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Claw Hand, Palm Strike, Thumb Drive Fist (New!).
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Choke, Death Blow (REVISED!), Death Strike (NEW!), Elbow, Hip Throw, Knee, Leap Attack.
Holds/Locks: None.
Weapon Kata (Choose One): W.P. Black Powder, W.P. Kusarigama (Chain), W.P. Ninjato (Short Sword), W.P. Shuriken (Thrown).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility, Body Hardening, and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese.
Physical:
Survival: Winter Survival
Temple: Meditation
Weapon Proficiencies: W.P. Black Powder, W.P. Kusarigama (Chain), W.P. Ninjato (Short Sword), W.P. Shuriken (Thrown).
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission.
Kokka Shinto: State Shinto. The prewar Japanese state distinguished the religious ceremonies of the imperial court and of the shrines from those of other religions. Shrine rites and education fell under public administration, as well as shrine administration and policy. After the second world war, the Occupation authorities issued an order calling for the abolition of this system, which it termed State Shinto. State Shinto was founded on the idea that the prosperity of the nation, the safety of the imperial house, and the happiness of the people are blessings granted when human politics coincide with the will of the gods. This view is expressed by the term saisei itchi, or unity of worship and rule. In ancient Japanese, the same word (matsurigoto) was used to refer to both religious rites and government. Some use the term kodo (Imperial Way) to designate this ideal conduct of politics, seeing the emperor's official worship of Amaterasu omikami and the gods of heaven and earth as fundamental conditions of government.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Enmei Ryu (3 Years), Fudo Ryu (4 Years), Ganritsu Ryu (2 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Kukishinden Ryu (8 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Strike, +1 to Damage.
3rd: +1 Attack per Melee, +1 to Leap (add four feet of distance).
4th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
5th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
6th: +1 Attack per Melee, +1 to Leap (add four feet of distance).
7th:+2 to Damage.
8th: +1 to Parry/Dodge, Death Strike on a Natural 20.
9th: +1 to Leap (add four feet of distance).
10th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
11th: +1 to Parry/Dodge.
12th: +1 Attack per Melee, +1 to Leap (add four feet of distance).
13th: +1 to Strike, +1 to Damage.
14th: Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
15th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
Why Study Fukushima Ryu Ninjutsu? Imperial Ninja in white outfits, oh my!





Fuma Ryu Ninjutsu By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum Attributes include P.E.: 12.
Skill Cost: 12 Years (10 Years as a Secondary Martial Art Style).



Fuma Ryu is a Japanese ninjutsu style created by Fuma Rikyu (1390-1464) around 1411 in Musashi province. The Fuma family was dispatched by the Imperial Court to settle the region and assess the threat of local tribes in 1394. Making friends with some of the local tribes during the first terrible winter because supplies were not forthcoming, they soon learned the skills necessary to live in the land. Disturbed by the fleet of warships which finally brought their supplies, they decided to hide their allies and families while they greeted the embassy. However, since the government hadn't planned on them surviving the winter, the fleet had orders to ensure the destruction of the Fuma clan. Rikyu was one of the children who had been hidden, and he watched as the government forces killed those of the clan who had met them and burnt their fort to the ground. Kokto, the local tribe which had befriended the Fuma clan made a new community for the surviving families in a special place. The guardian of this place was an old kunoichi of the Goton Juppu Ryu, by the name of Goda Aeka. Angered at the actions of the government, she offered her skills to the children of the Fuma clan so that they might extract revenge. The Kokto chief also taught the Fuma clan skills in woodcraft, plant lore, and survival.



Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Goku no Kamae: This is a half facing stance. The body is angled at 45 degrees away from the opponent. The hands hang naturally, with the front hand open and the rear hand in a Claw Hand.
CHARACTER BONUSES Add +1 to M.E.
Add +1 to M.A.
Add +1 to P.S.
Add +1 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact, Turn with Punch/Fall/Impact.
Attack Moves: Forward Spin, Leap.
Basic Defense Moves: Automatic Parry, Backward Turn, Entangle, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Spinning Evasion.
Hand Attacks: Rotary Palm Strike, Two-Finger Strike (New!).
Basic Foot Attacks: Crescent Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (NEW!), Hip Throw, Roll/Knockdown.
Holds/Locks: Elbow Lock, Wrist Lock.
Weapon Kata (Choose One): W.P. Kusarigama (Axe & Chain), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Shuriken (Thrown).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility, Body Hardening, and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese, Kokto
Cultural: Lore: Kokto History, Holistic Medicine
Physical: None.
Survival: Forest-wise, Wilderness Survival
Temple: None.
Weapon Proficiencies: W.P. Kusarigama (Axe & Chain), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Shuriken (Thrown).
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
Mikkyo Buddhism: This form of Buddhism is also known in Japanese as mikkyo, meaning "secret teaching". Mikkyo is one of several streams of practice within the Mahayana Buddhist tradition. Mikkyo blends many doctrines, philosophies, deities, religious rituals, and meditation techniques from a wide variety of sources. Assimilation of Hindu and local deities and rituals was especially marked in the Buddhism that became Mikkyo. Such diverse elements came together over time and, combining with Mahayana philosophical teachings, formed a comprehensive Buddhist system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai and Shingon schools, also contributed to Buddhism's eventual broad acceptance. These teachings, termed "esoteric" because they were transmitted orally and in secret from master to qualified disciple, were designed to lead a practitioner to Buddhahood in his present life. In this sense esotericism was highly elitist, but it was also laced with folk elements, such as techniques of healing and magic, that enhanced the appeal of Buddhism to simple people. Aristocrats and commoners alike were also attracted by the expressions of esoteric Buddhism--Sanskrit syllables uttered as charms, splendid and colorful rites, and images of the buddhas carved on mountain cliffs. The Tendai and Shingon schools, two new versions of Buddhism introduced from China, both established their most important monasteries in the mountains, and mountain temples soon became quite common.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Araki Ryu Kusarijutsu (3 Years), Asayama Ichiden Ryu (3 Years), Enmei Ryu (3 Years), Fudo Ryu (4 Years), Ganritsu Ryu (2 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Kukishinden Ryu (8 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Spin, Critical Strike from Behind.
2nd: +2 to Back Flip, +1 to Turn (either with Punch/Fall/Impact or Forward/back).
3rd: +1 to Roll with Punch/Fall/Impact, +1 to Strike.
4th: Death Strike on a Natural 20.
5th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
6th: +1 to Back Flip, +1 Parry/Dodge.
7th: +1 Attack per Melee, +1 to Spin.
8th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20.
9th: +1 to Back Flip, +1 to Parry/Dodge.
10th: +1 to Turn (either with Punch/Fall/Impact or Forward/back).
11th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
12th: +1 to Spin, +2 to Maintain Balance.
13th: +1 to Turn (either with Punch/Fall/Impact or Forward/back), Death Strike on a Natural 19 or 20.
14th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.
15th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
Why Study Fuma Ryu Ninjutsu? More at home in the wilderness, there are always surprises. A favored style of kunoichi (female ninja).

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