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Martial Arts Styles – H:



http://web.archive.org/web/20091027113829/http://geocities.com/kuseru/PMAN/StyleH.htm



Hagakure Ninjutsu (EXCLUSIVE) By Kuseru
Entrance Requirements: Minimum Attributes include I.Q.: 10, M.E.: 12, P.P.: 10, P.E.: 9.
Skill Cost: 18 years.



Hagakure Ninjutsu originated in the Hizen province of Kyushu. The Ninja of the Hagakure school in their quest for martial knowledge began to delve into the metaphysical factors of combat, this led to the use of Mudra (In) and Mantra (Jumon). Realizing that many years of study were required to master these esoteric powers, they also searched for a quick solution to combat, this led the Hagakure to develop science beyond what was available in Japan at the time, making the Hagakure Shinobi appear to be masters of magic, so their reputation as mystical shadow warriors spread and their services were called on by many a Daimyo who was rich and could afford to resort to magic spies and saboteurs.



Costume: Red or Camouflage 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: Stand with the legs slightly apart and with hands together as if in prayer.
CHARACTER BONUSES Double Normal Chi.
Add +1 to I.Q.
Add +1 to P.P.
Add +2 to P.E.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Cartwheel, Grab, Somersault.
Basic Defensive Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defenses: Combination Parry/Attack, Disarm, Multiple Dodge.
Hand Attacks: Backhand, Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Kick, Death Strike (New!), Hip Throw (New!), Roll/Knockdown, Shoulder Throw (New!).
Holds/Locks: None.
Weapon Kata (pick two): W.P. Black Powder, W.P. Black Powder Grenades, W.P. Chain, W.P. Crossbow, W.P. Ninja-To (Short Sword), W.P. Thrown.
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of ONE (1) Martial Art Power from among Arts of Invisibility and Martial Art Techniques. Select TWO (2) Mudra from the Kuji-Kiri. Except for Mudra, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese
Other Skills: Advanced Math, Meditation, Prepare Doku, Use Ninja Equipment.
Weapon Proficiencies: W.P. Black Powder, W.P. Black Powder Grenades, W.P. Chain, W.P. Crossbow, W.P. Ninja-To (Short Sword), W.P. 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, Tendai Sect: 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.
TENDAI BUDDHISM The Japanese founder of the Tendai school was Saichou. Not long after he was ordained, he retreated to a small hermitage at Mt. Hiei northeast of present-day Kyoto. His scholarship and skill at lecturing attracted the emperor's attention, and he was selected to join an official mission that departed for China in 804. Having studied Tendai scriptures at Hiei, Saichou proceeded to the head temple of the Chinese Tendai (T'ien Tai) school. He studied there for nine months or so, then returned to Japan with many volumes of Buddhist scriptures. His attempts to establish an autonomous Tendai school--one that did not have to have its monks ordained at Toudaiji-- succeeded shortly after his death.
If this is your Primary Martial Art Style 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), 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), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Masaki Ryu Kusarijutsu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20.
2nd: Select another Mudra from the Kuji-Kiri.
3rd: +3 to Parry/Dodge, Critical Strike from Behind.
4th: +1 Attack per Melee. Select another Mudra from the Kuji-Kiri.
5th: +2 to Strike, +2 to Initiative.
6th: Select another Mudra from the Kuji-Kiri.
7th :Select One (1) Additional Martial Art Power from Arts of Invisibility or Martial Art Techniques.
8th: Select another Mudra from the Kuji-Kiri.
9th: +1 Attack per Melee, Critical Strike on a Natural 19 or 20.
10th: Select another Mudra from the Kuji-Kiri.
11th: +2 to Disarm, +3 to Damage.
12th: Select another Mudra from the Kuji-Kiri.
13th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Martial Art Techniques.
14th: Select another Mudra from the Kuji-Kiri.
15th: +1 Attack per Melee, Death Strike on a Natural 20.
WHY STUDY Hagakure Ninjutsu? To get access to a fighting art that has the fabled Kuji-Kiri of course! Fairly weak physical combat is more than offset by the mystic abilities of this art.





Hakko Denshin Ryu Jujutsu
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 8, and P.E.: 12.
Skill Cost: 11 Years (7 Years as a Secondary Martial Art Style).



Hakko-Ryu Jujutsu was founded by Okuyama Yoshiharu. Okuyama combined martial techniques descended from a classical style of Aikijutsu known as Daito-Ryu, with the medical technique of shiatsu to form the basis of Hakko Denshin Ryu. Through the understanding of the meridian system of the body in shiatsu, a Hakko Denshin Ryu practitioner can deliver varying amounts of pain to an opponent, usually without causing serious injury. This characteristic has gained Hakko Ryu strong support from law enforcement agencies in Japan and the United States. Mr. Okuyama studied traditional oriental medicines such as Chinese Yin/Yang theory, acupuncture, acupressure, massage and diet. One of the more exotic remedies that Okuyama studied was "western" style medicine. Mr. Okuyama also studied martial arts including sword drawing, sword techniques, stick techniques, sickle and chain techniques, spear techniques and throwing weapons. In 1945, Mr. Okuyama fled Tokyo to avoid the bombings and went to the region of Yamagata. Eventually, after the war, Mr. Okuyama settled in Omiya City and established the Honbu Dojo or headquarters of Hakko Denshin Ryu Jujutsu where it exists today and is taught by his son.



Costume: Karate Gi.
Stance: Facing opponent with one foot forward and the other back, arms extended forward as if holding a sword.
CHARACTER BONUSES Add +1 to M.A.
Add +1 to P.S.
Add +1 to P.E.
Add +15 to Chi
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Fingertip Attack, Gakun (Special: The Hakko Ryu grip is a very powerful grip. The little finger is accentuated and the forefinger is extended. Gakun is accomplished by dropping your hand from a level position and squeezing with your little finger. Initially, this type of movement is used to apply wrist techniques. Later students learn to use Gakun as a type of atemi on meridians in the wrists. Damage is 2D6+2).
Basic Foot Attacks: Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Attack, Combination Strike/Parry, Elbow, Forearm, Hip Throw (New!), Knee, Paralysis Attack, Shoulder Throw (New!).
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock.
Weapon Kata (Pick two): W.P. Bo (Staff), W.P. Hanbo (Blunt), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Kusari Gama (Axe & Chain), W.P. Shuriken (Thrown), W.P. Wakizashi (Short Sword), W.P. Yari (Spear).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Special Kata, or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Medical Skills: First Aid.
Weapon Proficiencies: W.P. Bo (Staff), W.P. Hanbo (Blunt), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Kusari Gama (Axe & Chain), W.P. Shuriken (Thrown), W.P. Wakizashi (Short Sword), W.P. Yari (Spear).
Philosophical Training: Taoism.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Hontai Yoshin Ryu (5 Years), Kashima Shin Ryu (3 Years), Kito Ryu (4 Years), Sosuishitsu Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Strike, +1 to Initiative, Knockout/Stun on a Natural 20.
3rd: +1 Attack per Melee, +1 to Pull Punch.
4th: Select One (1) Atemi.
5th: +2 to Damage.
6th: Critical Strike on a Natural 19 or 20.
7th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
8th: Select One (1) Atemi.
9th: +1 to Strike, +1 to Pull Punch.
10th: +2 to Parry/Dodge.
11th: Knockout/Stun on a Natural 17, 18, 19 or 20.
12th: Select One (1) Atemi.
13th: +2 to Damage.
14th: +1 Attack per Melee.
15th: Select One (1) Atemi.
WHY STUDY Hakko Denshin Ryu? Jujutsu with healing applications, what else needs be said?





Hakun Ryu Ninjutsu (Exclusive) By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum Attributes include I.Q.: 9, P.S.: 12, P.P.: 10, and Spd.: 8.
Skill Cost: 16 Years



The Japanese ninjutsu style of Hakun Ryu has it's origins shrouded in mystery. It is believed that the initial techniques were developed by the Chinese Ascetic Garyu Doji. These techniques were discovered by the Iga chunin Kanta, who presented them to Tozawa Hakunsai. Hakunsai, from whom the style's name is taken, found them crude, but did agree to instruct Kanta and his few students in the techniques of Garyu's Kenso Akuma. Kenso Akuma is a fighting style designed to bring a warrior closer to the elements needed in battle. This style is taught to a relatively few Iga Ryu practitioners and serves as a testing ground for Iga ninja.



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: Hira no Kamae: In this stance the body is to be square to the opponent. The legs are slightly wider than shoulder width apart, the knees are not locked and the body weight is held lightly on the balls of the feet. The arms are extended straight out to the sides, with the elbows slightly bent and the hands open.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.P.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Multiple Dodge, Power Block/Parry.
Hand Attacks: Fingertip Attack, Fore-Knuckle Fist, Sweep Punch (New!).
Basic Foot Attacks: Backward Sweep, Forward Sweep (New!), Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Choke, Combination Claw/Grab (New!), Combination Sweep/Move (New!), Death Blow (REVISED!), Death Blow from Behind (NEW!), Death Strike (NEW!), Death Touch (NEW!), Hip Throw (New!), Leap Attack, Roll/Knockdown, Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: Arm Hold, Elbow Lock, Wrist Lock.
Weapon Kata: None
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 and Atemi. 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: Dance
Physical: Acrobatics, Prowl
Survival: Wilderness Survival
Temple: Meditation
Weapon Proficiencies: None.
Philosophical Training: Ninpo: This is an eclectic combination between a code of honor and a spiritual path of seeking enlightenment.
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.
A ninja's path toward spiritual enlightenment stems from the mixing of Ekkyo (I Ching divination), Gogyo Sestsu (five elements of Taoism), In-yo (yin-yang) duality of Taoism (in-yo do, where the yin philosophy of yin-yang is stressed, but balanced with inner yang), Kyojutsu Tenkan Ho (the ability to 'interchange falsehood and actuality'), Mikkyo Buddhism, moral strength, naturism (studying and understanding the workings of nature), Onmyodo (divination and astrology), perseverance when facing overwhelming numbers, Seishin (purity of heart, taught to embody a sense of completeness), Shugendo (the mixing of Mikkyo Buddhism with Taosim and Shintoism), and sincerity. The ultimate goal of this spiritual path is to strive for peace, harmony and enlightenment in all things.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +2 to Parry, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Leap (add four feet of distance), +1 to Dodge,+1 to Throw.
3rd: +1 to Parry, Death Strike on a Natural 20.
4th: +1 Attack per Melee, +1 to Strike.
5th: +1 to Damage, Select One (1) Additional Martial Art Power from Arts of Invisibility or Atemi.
6th: +1 to Dodge, Critical Strike on a Natural 18, 19, or 20.
7th: +1 to Leap (add four feet of distance), +1 to Parry, +1 to Throw.
8th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
9th: +1 to Strike, 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).
10th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Atemi.
11th: +1 to Strike, +2 to Parry, +1 to Throw.
12th: +1 to Dodge, Death Blow from Behind.
13th: +1 Attack per Melee, +1 to Leap (add four feet of distance).
14th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Atemi.
15th: +1 to Damage, Death Touch on a Natural 20.
Why Study Hakun Ryu Ninjutsu? Fairly deadly in combat, though the style's subservience to the Iga Ninja and relatively few numbers keep this style from being more prominent.





Hand to Hand: Jem'Hadar By Crow T. Robot



Level 1: 3 Attacks per Melee, +2 Parry/Dodge, +2 Strike, Critical hit on 20. +2 Roll w/Impact. Automatic dodge.
Level 2: +1 Strike, +2 Disarm
Level 3: Body Flip (+1, 2D6 Damage)
Level 4: +1 to Dodge/Parry, Critical on 19 or 20
Level 5: Knockout on 20, +1 Attacks per Melee
Level 6: Pick 2 Weapon Katas
Level 7: +2 Roll w/ Punch, Critical on 18-20
Level 8: +1 to Strike
Level 9: +1 to Parry/Dodge, +1 Roll w/ Impact
Level 10: +1 Attacks per Melee
Level 11: 1 Additional Weapon Kata, Critical on 17-20
Level 12: +1 to Strike, +1 to Parry/Dodge
Level 13: +1 Attacks per Melee
Level 14: Critical on 16-20, +1 to Strike, +1 to Parry/Dodge
Level 15: +1 Attacks per Melee





(Hand to Hand) JED By Basara Nekki



Level 1: +3 to roll with punch fall or impact; Haymaker does 3D6 SDC Gains Brewing skill at +10%, Pilot Truck; WP Rifle, WP Shotgun, WP Black Powder
Level 2: +3 to save vs. non-lethal toxins and drugs. +2 to strike and dodge.
Level 3: Gains Lore: Animal/Cattle (at level, +10%)
Level 4: +1 to hit with farm implements using melee
Level 5: +1 additional attack; knockout on natural 18-20
Level 6: +10% to brewing skill; critical strike on natural 18-20
Level 7: +2 to hit with shotguns and hunting rifles (including black powder)
Level 8: +1 to save vs. drugs and toxins
Level 9: +10% to vehicle combat moves made with Pilot Truck
Level 10: Gains Breed Dogs (+30%), specifically for hunting traits.
Level 11: +1 additional attack
Level 12: +2 to strike, dodge and roll.
Level 13: +10% to brewing skill
Level 14: Gains Lore: Confederate States of America (+20%)
Level 15: + 1 additional attack, Death blow with all proficient weapons (even ranged modern weapons) on natural 20.





HAP KI DO By TDRAGON
(a.k.a. Daniel Matthis)
(assisted and modified by Lee Casebolt)



Entrance Requirements: None
Skill Cost: 12 years (9 years as a secondary form)
Costume: Normal Karate (Usually a heavier weight), Colors are usually Black and Red, but may change from style to style
Stance: There is no set stance, usually done from a walking stance, or (simply) fighting stance.
Fighting Stance Description: Front foot is pointed forward at roughly at a 60 degree angle. The back foot is at 90 degrees from the opponent. Most of the weight is distributed on the back leg (typically about 60% of the weight is on the back leg). Defensive Hand placement varies. Usually the front hand is just below chin level and about 45 degrees from the body. The hand is either in a closed fist or open hand position. The back hand is guarding the solar plexsus and is in a fist.



CHARACTER BONUSES



Add 10 to CHI



Add 2 to M.E.



Add 1 to P.P.



Add 1 to P.E.



Add 10 S.D.C.



COMBAT SKILLS Attacks Per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Power Block/Parry, Disarm
Hand Attacks: Strike (punch), Knife Hand, Back Hand, Fingertip Attacks, Palm Strike,
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Hook Kick (SPECIAL! Looks like a side kick that misses. Instead the initial part of the kick misses but you bring the heel around (bending at the knee), hooking to go past the defense and hitting the target. It doesn't do extensive damage but it does get past blocks. Is aimed at the head, spine, or groin. Damage is 1d6, defender is -2 to Parry.)
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Death Blow, Knee, Elbow, Body Flip/Throw
Holds/Locks: Arm, Leg, wrist, and elbow locks, Arm Holds, Body Holds (Note: Many of the Locks will do a break on that body part. After all if their leg is broken, they can't chase you ;)
Weapon Katas: None
Modifiers to Attack: Pull Punch, Knock out/stun, Critical Strike, Critical Strike from rear.



SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of three powers from Atemi Abilities, Chi Mastery, or Body Hardening Exercises. If desired, these powers may be exchanged, one for one, for basic skill programs (excluding physical).
Language: Korean



If this is your primary martial arts form, the following arts can be learned in a shorter period of time: Tae Kwon Do (5 years), Jujitsu (5 years), Yu-Sool (6 years), and Isshin-Ryu (5 years)



LEVEL ADVANCEMENT BONUSES Level 1::+2 to Maintain Balance, +2 to Roll with Punch/Fall/Impact
Level 2::+2 to Parry/Dodge, +1 to Strike
Level 3::+1 Attack per Melee, +2 to Damage
Level 4::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 5::Critical Strike on 18-20
Level 6::+1 Attack per Melee, +1 to Disarm
Level 7::Double existing CHI
Level 8::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 9::+1 Attack per Melee, +1 to Maintain Balance
Level 10::+1 to Strike and Parry/Dodge, +1 to Body Flip/Throw
Level 11::Death Blow on natural 20
Level 12::+1 Attack per Melee, +1 to Breakfall
Level 13::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 14::Double existing CHI
Level 15::+1 Attack per Melee, +2 to Damage



WHY STUDY HAPKIDO?



An all around martial art that can handle a variety of situations. It also develops good spiritual harmony and is usually intended for Defense, but if the going gets tough then the tough can get really nasty. [Snap] "Oh, so sorry, was that your arm?"





Harimau Pentjak Silat (Tiger Style Self-Defense Fighting) Entrance Requirements: None
Skill Cost: 11 Years (Primary), 6 Years (Secondary)



Harimau Pentjak Silat originated in Painan area of the island of Sumatra. The climate of Sumatra is hot and rainy, with the ground conditions tending toward muddy. Harimau Silat is perfectly suited for this because it teaches it's students to crawl around like a tiger on hands and knees. The crawling techniques of Harimau Silat are distracting and deceptive, designed to lull an opponent into complacency, just like a tiger stalking it's prey. One of the more unique Silat styles, Pentjak Silat Kuching - as Harimau Silat is also known - relies mainly on leg techniques. To build the strength necessary for these techniques a Harimau Silat player will sit for hours in a full squat, he will also climb mountains whenever possible.



Combat for a Harimau Pentjak Silat player consists of four stages. Stage one is either dodging an opponent's attack or crawling around like a tiger to lure an opponent into attacking. Stage two consists of bringing an opponent to the ground by lock or trip, or by leaping on them in a flying body block. Stage three is the elimination of the opponent. Stage four sees the Harimau stylist preparing for the next opponent.



To find a Guru (teacher) of Harimau Pentjak Silat one must go to the United States, Germany, the Netherlands or Sumatra. If one wishes to learn the deeper, spiritual side of the art from a pendekar (spiritual leader) one must go to Sumatra.



Costume: Black Shirt, Black Pants, Black Sarong
Stance:
CHARACTER BONUSES Add 2 to P.S.
Add 1 to P.P.
Add 1 to Spd.
Add 15 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Drop (New! Character just falls to the ground.)
Attack Moves: Roll
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Disarm, Combination Parry/Attack, Breakfall, Drop
Hand Attacks: Strike (Punch), Claw Hand, Backhand, Palm Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook, Backwards Sweep, Drop Kick
Jumping Foot Attacks: None
Special Attacks: Deathblow, Combination Strike/Parry, Leap Attack, Body block/Tackle, Joint Throw, Automatic Bodyflip/Throw
Holds/Locks: Leg Hold, Arm Hold, Ankle Lock, Knee Lock, Wrist Lock
Weapon Kata: (Choose One) W.P. Pisau (Small Knife), W.P. Tjabang (Sai), W.P. Parang (Cleaver/Knife), W.P. Kris (Wavy Bladed Knife), W.P. Toya (Staff)
Modifiers to Attacks: Pull Punch, Knockout/Stun, Knockout/Stun from Behind, Critical Strike, Critical Strike from Behind
Skills Included in Training Martial Art Powers: Automatically receive Body Hardening Exercise: Kick Practice and Martial Arts Technique: Ground-Fighting.
Languages: Sumatran
Cultural: Mountaineering, Jungle Survival
Weapon: W.P. Pisau (Small Knife), W.P. Tjabang (Sai), W.P. Parang (Cleaver/Knife), W.P. Kris (Wavy Bladed Knife), W.P. Toya (Staff)
Philosophical Training: Muslim
If this is your Primary martial arts style then the following other styles can be learned in a shorter time: Fu Chiao Pai (3 Years), Kuo Ch'uan (6 Years)
Level Advancement Bonuses 1st: +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Deathblow on a Natural 20, Critical Strike or Knockout/Stun from Behind
2nd: +1 Attack per Melee, +1 to Damage
3rd: Critical Strike on a Natural 19+, +1 to Strike with Drop Kick, Select one (1) Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
4th: +1 to Strike, +1 to Leap (Add 3 feet to Leap distance)
5th: +1 to Parry/Dodge, +1 to Damage
6th: +1 Attack per Melee, +1 to Holds/Locks when Groundfighting, Select one (1) Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
7th: +1 to Strike, Knockout/Stun on a Natural 19+
8th: Deathblow on a Natural 19+, +1 to Strike when Groundfighting, Select one (1) Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
9th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
10th: +1 Attack per Melee, +1 to Damage, +1 to Leap (Add 3 feet to Leap distance)
11th: +1 to Damage when Groundfighting, Select one (1) Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
12th: +1 to Roll with Punch/Fall/Impact, +1 to Strike when Groundfighting
13th: +1 to Parry/Dodge, +1 to Strike, +1 to Damage when Groundfighting
14th: +1 Attack per Melee, +1 to Damage
15th: +1 to Strike when Groundfighting, Select one (1) Zenjorike
Why Study HARIMAU PENTJAK SILAT? This is a rare, exotic style that emulates the tiger in it's core teachings. Tactics for long, combat, and grappling distance as well as integral weapons use and mystic abilities make this a well rounded martial art





Hayerquel By Mephisto
Entrance Requirements: None
Skill Cost: 17 Years (10 Years as a Secondary)



A martial art that served to fuse the arts of combat with the arts of magic, this was the brainchild of a charismatic Elf named Hayerquel Orchidbloom. He spent many decades trying to create mystic effects with just motions of the body without requiring spoken words. Eventually with the assistance of several men of arms, diabolists, and wizards in his village located in the Eastern Territory, he came up with a workable martial art. When he died, his students took his work and continued to work and refine it, to the point that at it's present form it's a viable and deadly martial art. The art is named in memory of the man who originated the art. In combat, the Hayerquel practitioner will focus on using the force abilities to subdue the opponent and force him to surrender or knock him out. They will seldom allow themselves to get into hand to hand combat and physically grappling without a reserve of P.P.E. to assist them.



Hayerquel is available only in the Eastern Territory, and the village where Hayerquel lived; although some of the students have left and gone out adventuring. One adventurer is currently going north to see the Wolfen, another south to Timoro, and a group of four are headed west towards the Western Empire (in hopes of setting up another school there something the others have no idea about).



O.C.C. Note: This martial art is limited to Paladin, Knight, and Monk; the reasoning is they already have knowledge and practiced use of their P.P.E. in a combat situation. It costs these O.C.C.s to upgrade to Hand to Hand: Martial Arts and sacrificing four O.C.C. related skills. Other O.C.C.s could try to learn but add 5 years to the Skill Cost and reduce the number of Secondary Skills by half, in addition to the other penalties.
Stance: Usually with the arms crossed near their chest, the legs side by side heels together.
Costume: None
Character Bonuses +4D6+10 P.P.E.
+1 M.E.
+4 P.E.
Combat Skills Attacks Per Melee: 2
Escape Moves: Roll With Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Disarm, Circular Parry, Multiple Dodge
Hand Attacks: Strike (Punch), Backhand, Palm Strike, Fore-Knuckle Fist, Duo-Knuckle Fist
Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Trip/Leg Hook, Axe Kick, Wheel Kick, Crescent Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Knee, Elbow
Holds/Locks: None
Weapon Skills: None
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow, Critical Strike
Skills Included in Training Martial Art Powers: Starts with Force Attack and Attack Absorption Internal Abilities. Also select one Martial Art Technique.
Physical Skills: None
Training Skills: Magic Lore
Languages: None
Level Advancement Bonuses 1st Death Blow Natural 20, Critical Strike Natural 20 or from behind, +2 to strike
2nd +1D6 P.P.E., +1 save versus magic
3rd +1D6 P.P.E., Select One Additional Internal Ability, +2 to save versus horror factor
4th +1D6 P.P.E., +1 attack, +2 Parry and Dodge
5th +1D6 P.P.E., +1 strike, Critical Natural 19 or 20, +1 save versus magic
6th +1D6 P.P.E., Select One Additional Internal Ability
7th +1D6 P.P.E., +3 to Roll, +2 to save versus horror factor
8th +1D6 P.P.E., +1 Attack, +1 to save versus magic
9th +1D6 P.P.E., Select One Additional Internal Ability
10th +1D6 P.P.E., +2 to Parry and Dodge
11th +1D6 P.P.E., +1 to Damage, +2 to Roll
12th +1D6 P.P.E., Select One Additional Internal Ability
13th +1D6 P.P.E., Critical Strike Natural 18-20, +1 strike, +1 save versus magic
14th +1D6 P.P.E., +2 to Parry and Dodge
15th +1D6 P.P.E.+1 Attack, Death Blow Natural 20, Select One Additional Internal Ability
Why study Hayerquel? The only known martial art to combine magic and physical combat, it also provides good defenses against physical and mystic assaults, something that nearly every other martial art lacks.



Internal Martial Art Powers: The following Internal abilities are exclusively part of the Elven martial art known as Hayerquel.



Attack Absorption P.P.E.: 6
Range: within 5 feet (1.6 m)
Duration: Instant
Saving Throw: None
The Hayerquel practitioner can set up a shield of energy that will absorb ALL the damage from any one single attack directed at him or her. This happens instantly against hand to hand attacks, but must roll a mystic parry to counter arrows, siege weapons, thrown spears, or anything fast moving. Energy weapons, guns, and other super-fast attacks cannot be absorbed. The mystic parry is done at +4 and must beat the strike roll of the attacker.



Fire Fist P.P.E.: 8
Range: Must be physically touching the victim.
Duration: Instant to use; can be maintained one melee per level of experience.
Saving Throw: Parry or Dodge
The Hayerquel master can envelope one or both fists in a fiery ball which deal in more damage and are able to parry magic attacks. The fist does 3D6 damage plus has a 28% chance of setting combustibles on fire with each successful strike. Unarmed opponents cannot parry without taking damage unless they are impervious to fire. The attack does double damage to water elementals, zombies, mummies, and those who are vulnerable to magic or fire.



Fire Kick P.P.E.: 10
Range: Must be physically touching the victim.
Duration: Instant to use; can be maintained one melee per level of experience.
Saving Throw: Parry or Dodge
Similar to the fire fist, the martial artist envelopes his foot in a flaming ball. The flame adds 2D6 to kick damage and has a 32% chance of setting combustibles on fire with each successful strike. Unarmed opponents cannot parry without taking damage, unless they are impervious to fire. The attack does double damage to water and ice elementals, zombies, mummies, and those who are vulnerable to magic or fire.



Force Blow P.P.E.: 5
Range: Up to 20 feet (6.7 m)
Duration: Instant
Saving Throw: None
This attack enables the martial artist to deliver a punch and have the force strike an opponent up to 20 feet (6.7m) away! The P.P.E. is used up even if the strike fails. The strike does the standard damage of the attack used, including P.S. damage bonus. The unexpected nature of the attack means the victim is -4 to parry or dodge, and the attack is mostly invisible; it looks like a hollow tube is propelled towards the defender of the attack and it's hard to see.



Force Leap P.P.E.: 6
Range: Self
Duration: Instant
Saving Throw: None
This ability allows the character to leap great distances; 30 feet (10m) plus 3 feet (1m) per level high; double length ways. Trying to use this in combination with a jump kick will result in doing triple damage to the victim and taking 2D6 damage to oneself. Plus the attack has a strike penalty of -6.



Shock Attack P.P.E.: 5
Range: Must be physically touching the victim.
Duration: Instant
Saving Throw: None
This attack sends a bolt of electricity through the person that's touching the magic user, or several people if many are touching him at once. The victim suffers 1D6 S.D.C. damage and suffers the following penalties: -3 to strike, parry, dodge and attacks per melee are reduced by two. Penalties last for 1D6 melee rounds. No additional penalties per multiple shocks but the damage and duration of penalties increase.



Spell Redirect P.P.E.: 9
Range: Self; the person to be redirected against must be within line of sight.
Duration: Instant
Saving Throw: Special
A handy defensive ability, this allows the person attacked by a spell to redirect it to another person! First the person attempting the spell redirect must make a successful save against the spell, then the person he or she is trying to afflict gets to save against both the redirect and the spell. Unlike most spells the spellcaster can NOT instantly cancel the spell as its the spell redirect ability that's controlling the spell, not the caster of the initial spell. This ability only works on spells that target a specific individual, such as life drain, agony, or fire ball. Has no effect on summoning spells, wards, talismans, amulets, area affect spells such as fogs, storms, or any ritual magic.





Heki-Ryu Kyujutsu
By
Kuseru Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 9, P.P.: 10, and Spd.: 8.
Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).



Heki-ryu was founded by Heki Danjo Masatsugu ("father of modern-time kyujutsu"). There exist different versions of his biography. According to "Sankoku jishi" ("Geographic description of three provinces"), clan Heki was a branch of famous ninja clan Tsuge. Heki-Ryu had a great influence on the whole tradition of Japanese archery. Its branches can be found in many provinces of Japan, from northern Honshu (Heki Yoshida-ryu of Aizu province) to Kyushu, but the main spreading took place in the central provinces of Honshu: Yamato, Iga, Omi etc.



Among the branches of Heki-Ryu it is necessary to name Iga Heki-Ryu (Yamato Heki-Ryu; founded by Heki Yazaemon Noritsugu (Norimochi), younger brother of Heki Danjo Masatsugu), Yasumatsu-Ryu (founded by Yasumatsu Sakon Yoshitsugu from Iga province, student of Heki Danjo Norimochi) and Yoshida-Ryu (founded by Yoshida Sukezaemon Toyotsuna), also known as "shinobi yajutsu" ("art of spy archery").



Costume: Chain Armor (Haramaki) or better.
Stance: Low, wide legged, side stance, with most of the body centered over the back leg, forward leg resting lightly on the ball of the foot. Forward hand is held out and open, the rear hand is pulled back and out at waist level.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Daikyu (Bow). W.P. Hankyu (Bow).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques or 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).
Language: Japanese.
Other Skills: Archery.
Weapon Proficiencies: W.P. Daikyu (Bow). W.P. Hankyu (Bow).
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Kobori Ryu Tosuijutsu (2 Years), Yamauchi Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: Sharpshooting Bonus: +1 to strike with a P.P. 20 and every additional five (5) P.P. points above 20, Critical Strike from Behind.
2nd: +1 to Dodge,+2 to Parry.
3rd: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
4th: +2 to Damage, Knockout/Stun on a Natural 19 or 20.
5th: Sharp Aimed Shot (applicable to both the single shot and the Double-Arrow shot): +1 to strike with a P.P. of 20 and every five P.P. points above 20. Aimed shots only. No bonuses for shooting wild.
6th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
7th: The Quick Draw: +1 to initiative with a P.P. 18 and every additional four P.P. points above 18, but the bonuses are only applicable when the Daikyu is used.
8th: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
9th: +1 Attack per Melee, +1 to Parry.
10th: Accurately shoot while riding a horse or moving vehicle (normally a wild shot), but strike bonuses are halved and a called shot is impossible. Shoot accurately while standing on head or hanging upside down; all bonuses applicable. Roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties; straight roll of the dice.
11th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
12th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
13th: Hanging-Tree Shot
: Because archers spend so much time in and around with trees, they obviously have found a need to incorporate trees into their archery. Ninja especially have learned to use trees effectively. They drop from branches to land in front of their enemies or use trees as concealment. One of the tricks archers are most proud of is the dangling shot. In this shot, the archer wraps her legs around a sturdy tree branch and drops downward while simultaneously firing right into the faces of her oncoming enemies. Unfortunately, the disadvantages to this shot are numerous. The most obvious is that anything on the archer that isn't tied down or strapped in (arrows, daggers, loose change, et cetera) will fall to the ground. Another disadvantage is the -3 to strike. Lastly, the archer can't fire her multiple shots. However, the archer can still take an action, such as swinging back up into the tree or jumping to the ground. Further, the enemy suffers a -6 to his initiative! This advantage alone often outweighs the drawbacks, and the hanging tree shot is a favorite trick of archers ambushing lone outriders.
14th: +2 to Dodge, Critical Strike on a Natural 19 or 20.
15th: +1 to Attack per Melee, Select One (1) Art of Invisibility.
WHY STUDY Heki Ryu Kyujutsu?
Japanese mastery of the bow, Heki Ryu makes an archer even more dangerous than a typical archer. With Special archery skills and access to the Arts of Invisibility, someone with Heki Ryu can become the perfect medieval sniper.





Hibiki Ryu Karate



By Himura_Battosai



Entrance Requirements: None



Skill Cost: Eight years as a primary Martial art (five if secondary)



Ryoga style karate is a very hardform.Formulated by the self training of Hibiki Ryoga, in his quest to beat Saotome Ranma, developed a style that is very hard hitting but still can't defeat Ranma. Don't be mistaken though, Hibiki style is effective and can be used to defeat a number of people.



Costume: Street clothes normally, the few students of theis art have taken to wearing yellow head bands with black polka dots.



Stance: Loose stance with both hands at about chest level like a lower boxing stance, right leg out front, left back with knees bent.



CHARACTER BONUSES
+ 3 PS
+ 25 to S.D.C.



COMBAT SKILLS



Attacks per Melee: 3



Escape Moves: Roll with punch/fall/impact



Basic Defense: Dodge, Parry, Automatic Parry



Advanced Defenses: Circular Parry



Hand Attacks: Strike (punch). Knife hand, double knuckle fist



Basic Foot Attacks: Kick, snap kick, crescent kick and reverse turning kick.



Jumping Foot Attacks: Jump Kick



Special Attacks: Body Flip/throw, combined Strike/parry, Akane Strike Kata (special: this attack Kata is very strong but leaves the martial artist vulnerable to counter-attack. It adds + 3 strike, and + 4 damage and the strike bonus counts for Critical strikes, but all defenses are just straight rolls on the dice on the dice, with no bonuses of any kind)



Weapon Katas: Head band (special: Allows to use headband as a whip 1d2 damage)



Modifiers to Attacks: Knock out/stun/ Critical strike, Critical strike from rear.



SKILLS INCLUDED IN TRAINING



Martial Arts Powers: two from Body hardening and martial Art techniques. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.



Language: Japanese



Cultural Skills: None but does get Wilderness Survival



Physical Skills : body building, swimming



Philosophical Training: None



If this is your primary martial arts form, the following styles may be learned in a shorter period of time:
Jujitsu (three years)



LEVEL ADVANCEMENT BONUSES
1st + 2 damage Critical Strike from Behind, critical Strike
2nd +1 parry and dodge, knock out on natural 20
3rd + 1 attack per melee, + 1 Strike, + 2 Damage
4th Add one more martial art power from Body Hardening or Martial Art techniques
5th + 2 to damage, headband now 1D3 damage
6th + 1 Strike, Add Tamashiwara (called Batsu Breaking technique by students of this art it uses only one finger)
7th + 1 attack per melee, +3 damage
8th + 2 parry and dodge, Critical Strike 19 -20
9th + 2 Strike, Add one more martial art power from Body Hardening or Martial Art techniques
10th headband does 1D4, gain Multiple Dodge Defense maneuver
11th Knockout on 18 - 20, + 2 damage
12th +1 Attack Per melee,+1 Strike + 2 Dodge and parry
13th + 1 body flip/throw, Critical Strike triple damage on natural 20
14th + 2 damage, + 1 Attack per melee
15th + 1 strike Critical Strike Triple damage 18 - 20



WHY STUDY Hibiki Ryu karate? No other martial Art does as much damage in one strike, very week facing true masters but quite able to defeat novices. Normally needs only one or two hits to down the toughest opponent.





Hirasuki Ryu



By Himura_Battosai



Entrance Requirements: limited to those with Honorable alignments, I.Q. 11, P.P. 12 and Spd. 10



Skill Cost: 12 years (8 as a Secondary Form)



Gatotsu Ryu has a distinct difference to most Nipponese sword forms in that it uses primarily thrusting attacks rather than slashing attacks. There are slashing attacks in the form, but they are the minority. It is a very fast and offensive based style.



Costume: Keikogi (quilted navy-blues jacket) and hakama



Stance: Sword hand back behind head, hand on the very end of the Katana, the other hand in a knife hand with thumb out in front of chest guiding the back edge of the katana between thumb and fingers. sword hand lag back and other hand's forward.



CHARACTER BONUSES
Add 10 Chi
Add 2 to M.A.
Add 2 to M.E.
Add 2 to P.P.



COMBAT SKILLS



Attacks per Melee: 4



Escape Moves: role with Punch/impact/Fall, Maintain Balance



Basic Defense: Dodge, Parry, Automatic Parry



Advanced Defenses: Multiple dodge, Circular parry, Combination parry/attack, power Block/parry, Automatic Roll, breakfall



Hand Attacks: Strike (punch)



Basic Foot Attacks: kick attack, Crescent Kick, Backwards sweep, Leg hook



Jumping Foot Attacks: Jump Kick



Special Attacks: Death Blow, leap attack, Combination Strike/parry, Gatotsu First Stance (Must be first attack of the melee, dashing thrust + 3 Initiative, + 2 strike Counts towards Critical Strike and Death Blow), Gatotsu Second Stance (Leap Thrust automatic Critical Strike), Gatotsu Third Stance (level 7, a stab-slash combo that counts as one attack, can only be done as the first attack of the melee), Gatotsu Zero Stance (15 level, Special death blow attack, Automatic Critical Strike, death Blow on 17, 18, 19, 20 natural can also be done as a back attack like a backhand or backwards sweep), forearm



Weapon Katas: W.P. Katana, W.P. Wakizashi, W.P. Daisho, W.P. Bokken



Modifiers to Attacks: pull punch, knock Out/stun, Critical Strike, Critical Strike from Behind



SKILLS INCLUDED IN TRAINING



Martial Arts Powers: Select a total of three martial art powers from Body hardening, Martial Art techniques, and Special Katas. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.



Language: Japanese



Cultural Skills: Go, Haiku



Physical Skills Running, Prowl



Philosophical Training: Zen



If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Jujitsu (3 years), Kuno Ryu (3years), Kamiya Kashin Ryu (4 Years) , Kodachinitou Ryu (5 years)



LEVEL ADVANCEMENT BONUSES
1st + 1 Strike, + 1 Roll with Punch/impact/fall, Death Blow 20, Critical Strike from Behind, Knock out/stun from behind.
2nd + 2 Strike, + 1 Maintain Balance, + 1 dodge/parry
3rd + 1 Attack per melee, Select additional martial art power from Body hardening, Martial Art techniques, and Special Katas
4th + 2 strike, + 1 Dodge/parry, Knock out/stun 19-20
5th + 1 Attack per melee, critical Strike on 18-20
6th + 2 Roll with Punch/impact/Fall, + 1 dodge
7th + 1 Attack per melee, + 1 maintain balance
8th + 1 Strike, + 1 parry,+1roll with Punch/Impact/fall, Select additional martial art power from Body hardening, Chi Mastery, and Special Katas
9th + 1 Attack per melee, + 1 dodge/parry
10th Double Existing Chi, Death Blow 19-20
11th + 1 dodge/parry, + 1 Roll with Punch/impact/fall
12th + 1 maintain Balance, Select additional martial art power from Body hardening, Chi Mastery, and Special Katas
13th + 1 Attack per Melee, + 1 Roll with Punch/impact/fall
14th + 1 Dodge/parry, knock Out/stun 18-20
15th + 1 Attack per Melee, + 1 maintain balance, add one Zenjorike power



WHY STUDY Gatotsu Ryu? It is a very offensive sword form that values hard attacks. It is much different than the many other styles of kenjutsu in Nippon.





Hiten Mitsurugi Ryu



By Himura_Battosai



Entrance Requirements: Limited to Honorable Alignments. Minimum Attributes are: IQ 9, P.P. 12 Spd. 10



Skill Cost:12 years(8 as a Secondary form)



Hiten Mitsurugi Ryu is a school of samurai swordsmanship meant to defend the people of Nippon (Japan). One should remember thought that this is an art designed to kill. A master will carefully evaluate his opponent before entering combat.



Costume: A silk kimono with a hakama



Stance: Right Foot forward and left foot back shoulder wide a part. Knees slightly bent. Left hand on Saya, right over katana handle.



CHARACTER BONUSES
Add 10 to CHI
Add 2 to M.E.
Add 2 to M.A.
Add 2 to P.P.
Add 2 to P.E.
Add 4 to Spd.



COMBAT SKILLS



Attacks per Melee: 4



Escape Moves: Roll with Punch/fall/impact, Maintain Balance



Basic Defenses: Dodge, Parry, Automatic Parry



Advanced Defenses: Automatic Dodge, Multiple Dodge, Circular Parry, Combination Parry/Attack, Power Block, Break Fall



Hand Attacks: Strike (punch), Knife Hand



Basic Foot Attacks: Kick Attack, Backward Sweep



Jumping Foot Attacks: Jump Kick



Special Attacks: Death Blow, Combination Strike/Parry, Combination grab/Slash, Forearm, Tsumuji (special, level 3, This is a dodge and slash maneuver, roll to dodge first and then roll to strike. Normally this will cause the artist to land behind his opponent. it take one melee action.) Sho Sen (special, level 5, Upper word slash done two handed, on bracing the blade the other on the handle of the Katana. it is a critical Strike when successful and a knock down.) Ryu Tsui (special, level 7 This attack cause the ground to break along a straight line from the Artist to target. it is a knockdown attack and does 2d6 damage.)Hiten Mitsurugi Ryu Kuzu Ryu Sen (special, level 15, Nine Cut attack, all of the artist attacks take place in first attack of a melee leaving only automatic parry as a defense for the rest of the round.) Amakakeru Ryu No Hiramek (special, level 15, This attack is a death blow attempt and if a successful strike is a knockout blow/stun. There are two attacks with this maneuver if the first connects ignore the second if it miss then the second has a +5 to hit do to the vacuum effect created by the speed of this maneuver It takes)



Weapon Katas: W.P. Katana, W.P. Wakizashi, W.P. Daisho, W.P. Bokken, W.P. Bo Staff



Modifiers to Attacks: Pull Punch, Knock Out/Stun, Critical Strike



SKILLS INCLUDED IN TRAINING



Martial Arts Powers: automatically gains Iai-jutsu and two more Body-Harding, martial art techniques, or special katas Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.



Language: Japanese



Physical: Archery, Prowl



Cultural Skills: Cooking and Go



Philosophical Training: Bushido, Shinto



If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Jujutsu (3 years), Te (4 years), Moo Gi Goug (4 Years), Zanji Shinjinken Ryu (4 years)



LEVEL ADVANCEMENT BONUSES
1st +2 Strike, + 2 Parry, +1 Dodge, +1 Roll with punch/fall/impact, Critical 19-20
2nd +1 Dodge, + 2 Maintain Balance
3rd + 1 Attack per melee, +1 leap, Select one additional martial arts powers from body hardening, Chi mastery, or Special Kata.
4th + 2 Strike, + 1 Dodge, + 2 Parry
5th + 1 attack per melee, critical strike on 18-20
6th + 1 roll with punch/fall/impact, Death blow 20
7th +1 Strike, Select one additional martial arts powers from body hardening, Chi mastery, or Special Kata.
8th + 1 Attack per melee, + 1 Strike, + 2 Dodge
9th Double existing Chi, +1 Leap
10th + 1 Attack per melee, + 1 strike
11th +2 parry, Select one additional martial arts powers from body hardening, Chi mastery, or Special Kata.
12th + 1 Roll with punch/fall/impact, + 1 maintain balance
13th + 1 Attack per melee, + 1 leap
14th + 2 Dodge, knockout/stun on natural 19 or 20
15th + 1 Attack per Melee, + 1 Leap, + 1 Roll With punch/fall/impact, death blow 18-20



WHY STUDY Hiten Mitsurugi Ryu? A well rounded martial art form capable of dealing with most other martial art forms. restricted because of it reliance on a weapon for it to be effective. While mostly offensive in nature it does not have any serous weakness on defense and has a well-rounded scope of martial art abilities.





Hjarlqurleiwk By Mephisto
Entrance Requirements: None
Skill Cost: 7 Years (4 Years as a Secondary)



Hjarlqurleiwk (roughly translated to Jar-kurl-ee-wark, which means in Wolfen Group weapon fighting) is a martial art that ascribes to the theory that more is better. So Wolfen Soldiers are encouraged to learn this, as it teaches fighting as a group along with individual weapon and armor training. This martial art indeed seems like it was designed with the purpose of a large group of warriors fighting together. Something which will likely trouble the people living in the Eastern Territory, whom if they see this practiced, will likely think that the Wolfen are preparing for an invasion of the Eastern Territory. However, most of the training occurs near the Algor Mountains, away from the prying eyes of humans. So it is that the Wolfen armies, when combining their natural fighting spirit and strength with the skill of this art and the quality arms of the Kobolds, will be a force that will be extremely difficult to overcome.



In practice, this is an infantry martial art. So with the use of heavy armor and weapons, and group fighting, each warrior will know his role in the combat encounter and will instinctively follow the orders and procedures. Surrounding opponents, leading a group of warriors into an ambush, and also the ability to out-fight the opposition, are all elements integrated into this fighting style. Since Wolfen are so disciplined, they seldom have a problem with soldiers not following through or breaking rank, so most missions end up nearly perfect successes.



O.C.C. Note: this martial art is best suited to the Soldier O.C.C., so any Wolfen Soldier can upgrade to this instead of Martial Arts. Other men of arms must first upgrade to Hand to Hand: Martial Arts then exchange two additional O.C.C. Related Skills.
Stance: Usually with the shield up, spear or sword in hand, legs bent and slightly hunched over, as if ready to start sprinting.
Costume: usually in full arms and armor
Character Bonuses +2 to P.S.
+2 to P.P.
+2 to P.E.
+10 to S.D.C.
Combat Skills Attacks Per Melee: 3
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Power Block/Parry, Combination Parry/Sword Slash, Circular Parry
Hand Attacks: Strike (Punch), Backhand, Elbow, Claw Strike
Foot Attacks: Kick Attack, Snap Kick, Knee, Roundhouse Kick, Crescent Kick, Trip/Leg Hook, Backward Sweep, Drop Kick
Special Attacks: Body Block/Tackle
Holds/Locks: None
Weapon Skills: W.P. Sword, W.P. Shield, W.P. Spear, Two other W.P.'s of choice.
Special Katas: None
Modifiers to Attack: KO/Stun, Pull Punch, Critical Strike, Critical Strike from Behind
Skills Included in Training Martial Art Powers: Select two from among Body Hardening and Specialty Katas
Physical Skills: Body Building, Running, Forced March and two of choice
Training Skills: Detect Ambush, Detect Concealment, Intelligence, and Track Humanoids
Languages: None
Level Advancement Bonuses 1st Critical Strike Natural 20 or from behind, +2 to Roll, +2 to Parry
2nd +2 to dodge, +2 strike
3rd Add 3 levels to W.P. Shield, +2 Initiative
4th +1 attack, +2 Maintain Balance
5th Add 3 levels to W.P. Spear, +2 damage, Select One Additional Martial Art Power
6th Add 3 levels to W.P. Sword, +1 dodge
7th Critical Strike Natural 19 or 20, +1 strike
8th Add 2 levels to W.P. Spear, +1 Attack, +2 parry
9th Add 2 levels to W.P. Shield, +2 Initiative
10th +2 damage and +2 to maintain balance
11th Add 2 levels to W.P. Sword, +2 to Damage, +3 dodge
12th +2 Initiative, Select One Additional Martial Art Power
13th +1 Attack, Critical Strike Natural 18-20
14th +2 maintain balance, +1 strike
15th Death Blow Natural 20
Why study Hjarlqurleiwk? To learn a good infantry art that stresses attacking and defending as a group rather than entirely as an individual is definitely unique and will throw some people who are used to facing groups of disorganized and ill-trained ruffians. A good mix of weapon and defensive skills make it good in most combat situations. The lack of grappling skills is a major weakness; however grappling isn't usually a big concern in huge army combat.





Hand To Hand: Martial Arts - Defensive By Sinestus



Not all who train in the martial arts study only the aggressive styles. Instead, some take quick classes in Judo, Aikido, and similar styles, thus developing a technique based around holds, throws, and avoiding damage. Note: This is a Standard style interchangeable with Hand to Hand: Martial Arts in Heroes 2nd ed.
Attacks per Melee: Two to start
Holds/Locks: When the time comes, the character can select from the following list:
Holds Arm Hold
Leg Hold
Body/neck Hold
One-handed Arm hold
Choke
One-handed Choke
Locks Wrist Lock
Arm Lock
Leg Lock
Damaging Lock (must be selected specifically with another, deals 2D4 to H.P.)
Locks and holds can be made 'automatic' (Meaning they can be done in place of a parry) is selected twice (does NOT apply for damaging holds/locks)
Level Advancement Bonuses
(Roll also covers pull punch)
1st: +3 to Roll, +2 to parry
2nd: +1 to strike and parry, +3 to dodge, +2 to disarm
3rd: Flip/Throw, Select three holds
4th: +2 to throw and holds
5th: +1 attack
6th: Automatic flip/throw, +2 to roll
7th: +2 to disarm, select three Locks
8th: Knockout 18+, +1 to parry
9th: +1 attack,
10th: +2 to locks, +1 to holds and throws
11th: Critical Flip/throw
12th: +3 parry/dodge, +1 to roll
13th: Auto dodge at +2
14th: +1 attack
15th: Knockout for 1D10 minutes on 17+





Hontai Yoshin Ryu Jujutsu By Kuseru
Entrance Requirements: No Honorable Alignments allowed. No Attribute restrictions.
Skill Cost: 12 Years (10 Years as a Secondary Martial Art Style).



The Japanese martial art of Hontai Yoshin Ryu Jujutsu was founded sometime around 1660 by Takagi Oriuemon Shigenobu. Oriuemon Sense was at that time the chief swordmaster of Shiraishi castle in Oshu. He derived the techniques for Hontai Yoshin Ryu from Takeuchi Ryu Jujutsu, Kenko Ryu Sojutsu, Yoshin Ryu Kodachijutsu as well as other styles. Takagi Umanosuke (1655-1716), the next soke of Hontai Yoshin Ryu further refined the style after losing a match and meditating upon his loss for 100 days. His spiritual revelation caused him to develop several mental disciplines for the style and formally change the name to Hontai Yoshin Ryu from Yo no Shin (Willow Heart). Often considered an exclusively unarmed system of grappling, Hontai Yoshin Ryu is actually composed of three areas of study; Jujutsu (unarmed grappling), Bojutsu & Hanbojutsu (staff and stick combat), and Kodachijutsu (short sword techniques).



The unarmed system is composed of Atemi (striking vital points), gyaku (joint locks), katsu (resuscitation), nage (throws), shime (chokes and strangles), tantodori (knife taking), tachidori (sword taking), and toritsuke (binding techniques) techniques. Within these techniques, positioning, distance, breaking an opponent's balance, sharp application and subtlety of movement are stressed in order to control the opponent.



Staff fighting consists primarily of the rokushakumaru bo (called Chobo (long staff) in the style). The Chobo techniques of Hontai Yoshin Ryu differ significantly from Okinawan staff techniques in that the staff is used more with the nuance of a spear or halberd with it's blade cut off, emphasizing a more ample te sabaki (active handwork) along the entire length of the staff (in other words, the use of both a mere one inch, and in the next moment the full length of the staff) as opposed to the emphasis a hands positioning near the center of the staff. Of secondary importance to the Chobo is the Hanbo ("half" staff, three shaku in length (roughly three feet), round, somewhat thinner than the Chobo and may be straight or slightly tapered at one end) also referred to as suteki (walking stick). Hanbo techniques deal more with their use against swords and practical street applications, with many techniques lending themselves to the short style of combat used by Hontai Yoshin Ryu. Kumibo (combination training) and furibo (iron shod training staff) techniques are also taught.



Sword Training focuses primarily on Kodachijutsu (short sword techniques) developed from hanbo and other sword techniques. Long sword and iaijutsu (quick draw) training are also employed. To a lesser degree, some sojutsu (spear techniques) are also taught. Weapons training in general consists of single student kata combined with freestyle paired sparring. More experienced practitioners are introduced to the fuden no oshi (hidden areas of practice) which include Chi Mastery Techniques as well as other Chi Skills.



Costume: White Judo Gi with colored belts representing rank.
Stance: Feet are less than shoulder width apart, at right angles, with the knees slightly bent. Arms and hands are usually loosely extended in a variety of positions.
CHARACTER BONUSES Add +5 to CHI
Add +2 to P.S.
Add +1 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Fingertip Attack, Fore-Knuckle Fist.
Basic Foot Attacks: Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Automatic Flip/Lock (New!), Choke, Combination Grab/Slash, Death Strike (New!), Hand Throw (New!), Joint Throw (New!), Sweeping Throw (New!).
Holds/Locks: Elbow Lock, Wrist Lock, Neck Hold/ Choke.
Weapon Kata (Choose Two; One must be staff or blunt and one must be sword): W.P. Chobo (Staff), W.P. Hanbo (Blunt), W.P. Katana (Large Sword), W.P. Wakizashi (Short Sword).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Atemi, Martial Art Powers, 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 Skills: Hojojutsu
Weapon Proficiencies: W.P. Chobo (Staff), W.P. Furibo (Blunt), W.P. Hanbo (Blunt), W.P. Katana (Large Sword), W.P. Spear, W.P. Wakizashi (Short Sword).
Philosophical Training: Whatever works. That's Jujutsu! It's designed to get the job done and there's no such thing as an 'unfair' move in jujutsu, anything that works against the enemy is acceptable. It is a pragmatic, no-holds-barred martial art style.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kaze Arashi Ryu (5 Years), Kito Ryu (4 Years), Kukishinden Ryu (8 Years), Sosuishitsu Ryu (4 Years), Takagi Yoshin Ryu (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Disarm, Critical Strike from Behind.
2nd: +1 Parry/Dodge, +2 to Maintain Balance.
3rd: +1to Damage, +2 to Throw.
4th: Critical Strike on a Natural 18, 19 or 20.
5th: +1 Attack per Melee.
6th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
7th: +1 to Strike, +1 to Disarm.
8th: +1 to Roll with Punch/Fall/Impact.
9th: +1 Attack per Melee.
10th: +1 Parry/Dodge, +2 to Maintain Balance.
11th: Select One (1) Additional Martial Art Power from Atemi, or Martial Art Techniques, or Special Kata.
12th: Death Strike on a Natural 20.
13th: +1 to Disarm, +1 to Damage.
14th: +1 to Strike, +2 to Throw (Throws do an extra die of damage for a total of two dice of damage).
15th: Select One (1) Chi Mastery.
Why Study Hontai Yoshin Ryu Jujutsu? An armed jujutsu style that gets the job done. Access to chi mastery makes this style even more deadly.





Hozoin Ryu Sojutsu By Kuseru
Entrance Requirements: No Honorable Alignments allowed. No Attribute restrictions.
Skill Cost: 9 years (5 years as a Secondary Martial Art Style).



This style of Japanese spear fighting is also known as Hozoin Ryu Takada-ha. This style was developed by Hozoin Kakuzenbo In-ei around 1560. It was named after the Hozo monastery where spear fighting was widely practiced.



This style teaches unarmed jujutsu techniques. The primary weapon teaching of this school is the yari, specifically Su Yari and Kama Yari. This style also teaches kenjutsu.



The current headmaster of this style is Kagita Chubei. Training for this style is available in Nara Prefecture Japan.



Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
Stance: The body and head firmly face the opponent, with the left leg advanced a half step and the right leg to the rear, at a 90 degree angle. The Spear is held above the head with the right hand gripping near the end of the spear and the left hand gripping near the middle of the spear.
CHARACTER BONUSES Add +5 to Chi
Add +1 to P.P.
Add +2 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Choke, Death Strike (New!), Shoulder Throw (New!).
Holds/Locks: None.
Weapon Kata (Pick two, at least one must be a spear/polearm weapon): W.P. Daito (Large Sword), W.P. Kama Yari (Polearm), W.P. Shoto (Short Sword), W.P. Su Yari (Spear).
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 Body Hardening, Martial Art Techniques, and Special Kata. If desired, any number of Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Temple: Meditation
Weapon Proficiencies: W.P. Daito (Large Sword), W.P. Kama Yari (Polearm), W.P. Shoto (Short Sword), W.P. Su Yari (Spear).
Philosophical Training: Zen Buddhism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Hakko Denshin Ryu (4 Years), Shinmuso Hayashizaki Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Dodge/Parry, +2 to Damage with spear.
3rd: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Initiative.
4th: Knockout/Stun on a Natural 19 or 20.
5th: +1 to Strike.
6th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Body Hardening, or Martial Art Techniques, or Special Kata.
7th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20.
8th: +1 to Dodge/Parry, +2 to Damage with spear.
9th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Initiative.
10th: +1 to Strike, Death Strike on a Natural 20.
11th: Select One (1) Additional Martial Art Power from Body Hardening, or Martial Art Techniques, or Special Kata.
12th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
13th: +2 to Damage with spear.
14th: +1 to Strike, +1 to Dodge/Parry.
15th: Select One (1) Additional Martial Art Power from Body Hardening, or Martial Art Techniques, or Special Kata.
Why Study Hozo-In Ryu Sojutsu? A spear technique that's designed to get the job done.





HUNGARIAN SABER By Kuseru
Entrance Requirements: No Attribute or Alignment Restrictions
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style)
Hungarian Saber is a style developed off the Italian saber style of the Renaissance period. Emphasizing finger control over arm strength, this new style began to dominate saber fencing in the west. Characterized by diverse defense and unique slashing, techniques in the school use feints, speed, and strong offensive strikes. This style uses the szablya (Hungarian for 'Saber'), a blade influenced by the Oriental scimitar.
Costume: Fencing Uniform; 6 piece set, white gloves, white jacket, white mask with black mesh faceplate, shoes, under protector (for training), white pants.
Stance: Rear leg bent slightly at the knee, forward leg a few inches off the ground, forward hand loosely outstretched and gripping the saber, rear hand loosely at waist.
CHARACTER BONUSES Add +2 to P.S.
Add +2 to P.P.
Add +1 to P.E.
Add +5 to Spd.
Add +2D4 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Lunge (NEW!).
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Back Parry (NEW!), Circular Parry, Combination Parry/Attack, Disarm, Power Block/Parry.
Hand Attacks: Punch (Human Fist).
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Circular Slash (NEW!), Combination Grab/Slash, Combination Strike/Parry, Death Strike, Power Slash (NEW!).
Holds/Locks: None.
Weapon Kata: W.P. Saber (Large Sword).
Modifiers to Attacks: Critical Strike, Feint (NEW!).
SKILLS INCLUDED IN TRAINING Martial Art Powers: None.
Languages: Magyar
Weapon Proficiencies: W.P. Saber (Large Sword).
Philosophical Training: None, though Code Duello is prevalent.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte Dello Spadone (8 Years), Destreza (10 Years), Escrime (7 Years), Paradox of Defence (9 Years), Ringen am Schwert (10 Years), Ritterliche Kunst (6 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Parry/Dodge.
2nd: +1 Attack per Melee, +1 to Initiative.
3rd: +2 to Strike, +2 to Damage.
4th: +2 to Parry/Dodge.
5th: +2 to Strike, +2 to Damage.
6th: +1 Attack per Melee, +1 to Initiative.
7th: Critical Strike on a Natural 19 or 20.
8th: +1 Attack per Melee, +1 to Strike.
9th: +1 Attack per Melee, +1 to Damage.
10th: +1 to Strike, Death Strike on a Natural 20.
11th: +2 to Parry/Dodge.
12th: +1 Attack per Melee, +1 to Strike.
13th: Critical Strike on a Natural 18, 19, or 20.
14th: +1 Attack per Melee, +1 to Damage.
15th: +1 Attack per Melee, +1 to Parry/Dodge.
Why Study Hungarian Saber? A deadly martial art that has the single disadvantage of being dependent on a weapon for effective combat. This style lacks any true spiritual training, which may be a loss for some. A terrific, action-oriented martial art. Students are proficient fighters and are capable of defending themselves in most situations, including group attacks.





HUNG GAR KUNG FU by Lee Casebolt
Entrance Requirements: Any alignment, but tends towards Principled, Scrupulous, Aberrant, and others with a strong sense of honor. Minimum P.S. and P.E. of 12 required.
Skill Cost:



Hung Gar is the most widespread and popular of the five dominant Southern Chinese kung fu styles (the others being Lau, Choy, Lay, and Mok). "Gar" translates as family or clan, while "Hung" refers to the style's creator, Hung Hei Goon. Hung Gar, then, is the kung fu of the family of Hung. Legends say that Hung originally learned the Shao-lin Tiger system from Master Gee See. From this basis, Hung added elements from the White Crane, which he learned from his wife, as well as movements and techniques from the Dragon, Snake, Leopard, and Five Elements Fist systems.



Techniques were added and modified to reflect both Hung's own personality and the enviornment in which he lived. Southern China is a land of river cities, where wet ground and crowded spaces are the rule. For this reason, Hung Gar employs strong stances, low kicks, and a variety of ambidextrous, simultaneous blocks and strikes which are best employed in tight quarters.



Hung Gar physical training is grueling, building both strength and endurance, while its philosophical aspect stresses honesty, directness, willpower, and righteousness in all matters.



Hung Gar is one of the most popular of kung fu styles, with training available in most densely populated areas.



Costume: Standard kung fu uniform.
Stance: Many stances are used, but tend towards very deep, strong stance. See Horse Stance under Special Katas.
CHARACTER BONUSES Add 2 to P.S.
Add 1 to P.P.
Add 1 to P.E.
Add 2 to Spd.
Add 15 to S.D.C.
COMBAT SKILLS Attacks per Melee: Three (3)
Escape Moves: Roll with punch/fall/impact, maintain balance
Attack Moves:
Basic Defense Moves: Dodge, parry, automatic parry
Advanced Defense Moves: Multiple Dodge, Power Block/Parry, Combination Parry/Attack
Hand Attacks: Strike (punch), Power Punch, Claw Hand, Palm Strike
Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks
Jumping Foot Attacks:
Special Attacks: Death Blow, Elbow, Knee, Forearm, Combination Grab/Kick
Holds/Locks: Arm Hold, Elbow Lock
Weapon Kata: Select one from W.P. Straight Sword, W.P. Sabre, W.P. Staff, W.P. Butterfly Swords (PAIRED), W.P. Trident, or W.P. Chain Whip
Modifiers to Attacks: Pull punch, Knock-Out/Stun, Critical Strike, and Critical Strike from Behind



Special Katas:
Horse Stance: One of he most basic of martial arts stances, the Horse Stance can provide a devastating fighting foundation when mastered. A master of the Horse Stance cannot be moved if he does not wish to be moved, and this same strong root adds power to his strikes. Bonuses: +8 to Maintain Balance, +2 to Damage. On the downside, the character cannot move, kick, dodge, or perform any other action which would cause his feet to leave the ground.





SKILLS INCLUDED IN TRAINING Martial Art Powers: Select two (2) abilities from Body Hardening Exercises (including Demon Hunter) and Special Katas (*not* including Chi Katas). These powers may be exchanged, on a one-for-one basis, for basic skill programs (excluding physical).
Languages: Chinese (Cantonese dialect)
Physical: Swimming
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Damage, +1 to Maintain Balance, Critical Strike from behind
2nd: +2 to Roll with punch/fall/impact, +1 to Parry/Dodge
3rd: +1 attack per melee, Critical Strike on Natural 18 or better
4th: +1 to Roll with punch/fall/impact, +1 to Parry/Dodge
5th: +1 Attack per melee, +1 to Damage
6th: Add one Martial Arts Power from Body Hardening Exercises (including Demon Hunter) and Special Katas
7th: +1 Attack per melee, Death Blow on Natural 19 or 20
8th: +2 to Maintain Balance
9th: Knock-out/Stun on Natural 18, 19, or 20
10th: +1 to Damage, +1 to Strike
11th: Add one Martial Arts Power from Body Hardening Exercises (including Demon Hunter) and Special Katas (including Chi Katas)
12th: +2 to Parry/Dodge, +1 to Strike
13th: +1 Attack per Melee
14th: Add one Zenjorike Power
15th: +1 Attack per Melee, +1 to Damage
Why Study HUNG GAR KUNG FU? A well-rounded system, with powerful offensive and defensive techniques, as well as basic weapons training, that excels at short-range combat. Its primary weakness is a lack of internal skills.



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Hyaku Oni Kuran Ninjutsu (Art of the Hundred Demon Clan Ninja) By Ray Bull <mailto:Mantisking@aol.com> Entrance Requirements: Character must be a member of the Hundred Demon Clan.
Skill Cost: 15 Years (Exclusive)
The origin of this style dates back to the beginning of the Hyaku Oni Kuran itself. Young genin talk of a rumor that the clan founder sold his soul to a demon to learn the techniques they now study. Chunin scoff outwardly at such silly gossip. Old jonin know the truth. Martial researchers who know of both styles, compare Hundred Demon Clan Ninjutsu to Oni Chi Te.



Like their Iga and Koga cousins, The Hyaku Oni Kuran Ninja still sneak through the night. Unlike their cousins, the Hundred Demon Clan have abandoned the use of the six traditional disguises. They have also eliminated the more flashy and acrobatic techniques of traditional ninjutsu from their teachings. Hyaku Oni Kuran Ninjutsu places more emphasis on close combat techniques. Another difference from traditional ninjutsu is the use of the Onigatana (Demon Sword). Wider, longer, and heavier than the ninja-to, it is still considered a tool.



As the Hyaku Oni Kuran are more assassins than spies, combat for them is swift and brutal thing. Using the Arts of Invisibility to get to combat range, they then use surprise to their best advantage.



Training, if you could find the clan, is only available to members of the clan. There are rumors in the martial arts underworld that the Hundred Demon Clan is opening a training facility in the United States. This would supplement the one in their home province in Japan.
Costume: Standard Ninja Outfit
Stance: None
CHARACTER BONUSES Add 1 to M.A.
Add 2 to P.S.
Add 1 to P.P.
Add 2 to Spd.
Add 5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Attack Moves: Leap, Somersault
Escape Moves: Roll with Punch/Fall/Impact, Leap, Somersault
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Combination Parry/Attack, Combination Powerblock/Parry
Hand Attacks: Strike (Punch), Knife Hand, Palm Strike, Claw Hand
Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook, Roundhouse Kick
Special Attacks: Deathblow, Leap Attack, Elbow, Knee, Roll/Knockdown, Bodyflip/Throw, Choke
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock
Weapon Kata: W.P. Onigatana, Choose one: W.P. Tanto, W.P. Manriki-Gusari, W.P. Shikomi-Zue, W.P. Shuriken, W.P. Fukiya, W.P. Fukimi-Bari
Modifiers to Attacks: Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind, Pull Punch
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of four (4) Martial Art Powers from among Arts of Invisibility, Body Hardening Exercises (including Demon Hunter), and Martial Art Techniques.
Languages: Japanese
Cultural: Hojo-Jutsu, Interrogation, Poison Use
Physical: Climbing, Swimming, Prowl
Survival: Wilderness Survival
Weapon Proficiencies: W.P. Onigatana, W.P. Shuriken, W.P. Fukiya, W.P. Fukimi-Bari, W.P. Kawanga, W.P. Kusarigama, W.P. Kyoketsu-Shogi, W.P. Nekode, W.P. Tanto, W.P. Manriki-Gusari, W.P. Shikomi-Zue
If this is your Primary Martial Art style then the following other styles can be learned in a shorter time: Fong Ngan (4 Years), Jujutsu (3 Years), Kyokushinkai (5 Years), Sankukai (5 Years), Tang Su (4 Years), Te (4 Years)
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry, +1 to Strike, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20, Critical Strike from Behind
2nd: Critical Strike on a Natural 19+, Knockout/Stun from Behind
3rd: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
4th: +2 to Damage, +1 to Leap (add 3 feet to Leap distance), Knockout/Stun on a Natural 20
5th: +1 to Roll with Punch/Fall/Impact, Deathblow on a Natural 20
6th: +1 Attack per Melee, +1 to Choke, Select one (1) Martial Art Power from Arts of Invisibility, Body Hardening Exercises (including Demon Hunter), or Martial Art Techniques
7th: +1 to Strike, +2 to Damage
8th: +1 Attack per Melee, +1 to Parry/Dodge, +1 to Strike with Claw Hand
9th: +1 to Roll with Punch/Fall/Impact, +1 to Roll/Knockdown
10th: +2 to Damage, +2 to Choke, Select one (1) Martial Art Power from Arts of Invisibility, Body Hardening Exercises (including Demon Hunter), or Martial Art Techniques
11th: +1 to Strike, +1 to Leap (add 3 feet to Leap distance)
12th: +1 to Roll/Knockdown, +1 to Strike with Claw Hand, Automatically receive Horror Factor: 8
13th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
14th: +1 to Strike, Select one (1) Martial Art Power from Arts of Invisibility, Body Hardening Exercises (including Demon Hunter), or Martial Art Techniques
15th: +1 to Parry/Dodge, -1 to M.E., -1 to M.A., -1 to P.B., Automatically receive Horror Factor:11
Why Study Hyaku Oni Kuran Ninjutsu? A style of Ninjutsu with enhanced combat skills. Enough said.

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