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Martial Arts Styles – I:



http://web.archive.org/web/20091027113837/http://geocities.com/kuseru/PMAN/StyleI.htm



Iga Ninjutsu (EXCLUSIVE) By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include I.Q.: 9, P.P.: 10, and Spd.: 8.
Skill Cost: 18 years.



In the region of Japan known as Iga originated a type of Ninjutsu called Iga. Iga Ninjutsu is composed of nine schools (ryuha) of Ninjutsu. These ryuha are the Takagin Yoshin Ryu, Togakure Ryu, Gyokushin Ryu, Gikan Ryu, Gyokko Ryu, Koto Ryu, Kukishinen Ryu, Kumogakure Ryu, and the Shinden Fudo Ryu. Six are specialized in the combat techniques of Taijutsu. Three are Ninjutsu schools, specializing espionage, sabotage, strategy, intelligence gathering and other related areas of spying. Training focuses on weapon techniques and unarmed combat, philosophy, strategy & tactics and spying. The main areas of teaching are the Bugei Juhappan(18 warrior's arts).



Bugei Juhappan 1. Bajutsu Horsemanship
2. Bo Ryaku Strategies
3. Bojutsu Staff fighting
4. Chimon Geography
5. Choho Espionage
6. Hensojutsu Disguise
7. Intonjutsu Hiding
8. Kayakujutsu Gunpowder
9. Kenjutsu Swordsmanship
10. Kusarigama Sickle and chain
11. Naginata Halberd
12. Seishin Teki Kyoyo Spiritual refinement
13. Shinobi Iri Infiltration
14. Shurikenjutsu Blade throwing
15. Suiren Swimming
16. Taijutsu Unarmed Combat
17. Tenmon Meteorology
18. Yari Spear



Costume: Black 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: 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 +2 to P.S.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Back Flip, Leap, Roll with Punch/Fall/Impact.
Attack Moves: Cartwheel, Leap.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Combination Parry/Attack, 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 Blow (New!), Death Strike (New!), Hip Throw (New!), Roll/Knockdown, Shoulder Flip (New!), Shuriken Stab (New!).
Holds/Locks: Arm Hold, Elbow Lock, Neck Hold, Wrist Lock.
Weapon Kata (Choose Three): W.P. Bisento (Polearm), W.P. Black Powder (or Matchlock), W.P. Hanbo (Blunt), W.P. Jo (Staff), W.P. Jutte (Forked), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusari Fundo (Chain), W.P. Kusarigama (Axe & Chain), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Naginata (Polearm), W.P. Ninjato (Short Sword), W.P. Rokushaku Bo (Staff), W.P. Shuriken (Thrown), W.P. Tanto (Knife), W.P. Tessen (Fan), 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 FOUR (4) Martial Art Powers from among Arts of Invisibility, Body Hardening, 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: Athletics, Camouflage, Demolitions, Escape Artist, Swim: Advanced, Use Ninja Tools, Wilderness Survival.
Weapon Proficiencies (Pick Four): W.P. Axe, W.P. Black Powder (or Arquebus & Matchlock), W.P. Blunt, W.P. Bow, W.P. Chain, W.P. Fan, W.P. Forked, W.P. Knife, W.P. Large Sword, W.P. Mouth Weapons, W.P. Net, W.P. Polearm, W.P. Short Sword, W.P. (Demon) Snare, W.P. Spear, W.P. Staff, and W.P. Thrown.
Philosophical Training: Ryobu Shinto.
If this is your Primary Martial Art Style 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), Takagin Yoshin Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Dodge, Critical Strike from Behind.
2nd: +2 to Parry, +1 to Roll/Knockdown, Death Strike on a Natural 20.
3rd: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, Martial Art Techniques, or Special Kata.
4th: +1 to Strike, +2 to Damage.
5th: Critical Strike on a Natural 18, 19, or 20.
6th: +1 to Roll with Punch/Fall/Impact, +1 Attack per Melee.
7th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, Martial Art Techniques, or Special Kata.
8th: +1 Attack per Melee, +1 to Roll/Knockdown.
9th: Death Strike 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, Body Hardening, Martial Art Techniques, or Special Kata.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Roll/Knockdown.
13th: +1 to Attack per Melee, 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).
14th: +2 to Dodge, Knockout/Stun on a Natural 19 or 20.
15th: Select One (1) Zenjorike.
WHY STUDY Iga Ninjutsu? Classical Ninjutsu at its best, Iga Ninjutsu embodies the spirit of the legendary shadow warriors of Japan.





Ikkaku Ryu Juttejutsu By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 12, P.P.: 10.
Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style).



Ikkaku Ryu Juttejutsu is a Japanese forked truncheon martial art first appearing during the Muromachi Jidai (1334-1477). The third successor of Shindo Muso Ryu, Gonemon Matsuzaki is credited with creating this style. It's popularity gained among law enforcement officials of the Edo Jidai (1603-1869).



The jutte itself is a short weapon limited to mostly defensive techniques. Miyamoto Mushashi's father, Musani was supposed to be an expert with this weapon, though at the time he carried one it was relegated to a secondary role of weapons. This backup role changes as one moves indoors. Outside, a long pole weapon or long sword would have room to be wielded effectively. Indoors, shorter weapons can be used more freely. The jutte is designed to trap or hold an opponent's weapon using techniques closely related to jujutsu or taijutsu techniques. Attacking an opponent armed with a jutte lends itself well to using regular blows or joint locks and requires good tai-sabaki (body movement) to work properly. All these factors made the jutte very popular with Edo era police to the point where it became a symbol of authority. It's popularity among police has led the techniques to be kept for modern day police training.



Special Note! Shinto Muso Ryu Jojutsu is unique because it is designed to work with several sub-styles, including Isshin Ryu Kusarigamajutsu, Kasumi Shinto Ryu Kenjutsu, Ikkaku Ryu Juttejutsu, Ittasu Ryu Hojojutsu, and Uchida Ryu Tanjojutsu. When a character has Shinto Muso Ryu and one (or more) of the listed sub-styles, then all the attacks per melee, bonuses, abilities, and powers of Shinto Muso Ryu Jojutsu are used in wielding weapons, weapon proficiencies, and weapon kata of the sub-style (or sub-styles). Any martial art powers and abilities from one of the sub-styles are used with Shinto Muso Ryu Jojutsu.



Costume: Karate Gi
Stance: Facing opponent with one foot forward and the other back, arms about half an arm length out from the body, griping the Jutte with either hand.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +5 to Spd.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm.
Hand Attacks: Punch.
Basic Foot Attacks: Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Strike/Parry, Hip Throw (New!), Pommel Strike (New!).
Holds/Locks: Arm Lock, Wrist Lock.
Weapon Kata: W.P. Jutte (forked).
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Atemi 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
Weapon Proficiencies: W.P. Jutte (forked).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Isshin Ryu Kusarigamajutsu (4 Years), Ittasu Ryu (2 Years), Kasumi Shinto Ryu (2 Years), Uchida Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry, +1 to Roll with Punch/Fall/Impact.
2nd: +1 to Entangle, +1 to Disarm.
3rd: +1 Attack per Melee.
4th: +1 to Strike, +1 to Dodge, +2 to Disarm.
5th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
6th: +1 to Entangle.
7th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 18, 19, or 20.
8th: +1 to Strike, +1 to Parry, +1 to Disarm.
9th: +1 Attack per Melee, +1 to Dodge.
10th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
11th: +1 to Entangle, +2 to Disarm.
12th: +1 to Strike, +1 to Parry.
13th:+1 to Entangle.
14th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20.
15th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
Why Study Ikkaku Ryu Juttejutsu? Bad boys, bad boys, what-cha gonna do, what-cha ya gonna do when they take your sword and beat on you?





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



Isshin Ryu Karate is an Okinawan style of Karate created by Shinkichi "Tatsuo" Shimabuku (1908-1975). Shinkichi Shimabuku learned karate from Chotoku Kyan an instructor of Shorin-Ryu and later from Chojun Miyagi of Goju Ryu Karate. He also studied under the tutelage of Choki Motobu (accredited as one of Okinawa's greatest fighters) and Taira Shinken (a leading kobujutsu instructor). During World War II, he lived with his family in Japan. He returned to Okinawa in 1947 and began teaching karate. It was also at this time, at the age of 39, that he took the name Tatsuo, "Dragon Man". The taking of a karate name is an Okinawan custom. In 1956, he introduced a new style of karate, which he named Isshin Ryu Karate. The words Isshin-Ryu, when translated from the Okinawan language, literally mean "One Heart Way," though since the word shin also means "mind", you will also see translations as "One Heart/Mind Way."



Isshin Ryu is a combination of some of the best facets of Okinawan karate styles. Weapon techniques, hand techniques, and foot techniques are equally stressed, so that a student learns to use all of the weapons at their disposal. The techniques of Isshin Ryu are epitomized by powerful, lightning-fast movements. Isshin Ryu delivers attacks from natural stances which limit wasted motion, maintain stability and give a split-second advantage over other styles. The "snap style" delivery of punches and kicks allow for the practitioner to move quickly, deliver more punches and kicks than their opponent as well as flowing smoothly into other techniques. The technique of punching used also allows flows smoothly into blocking techniques. The techniques of Isshin Ryu are often performed at close range, making them more practical than flashy moves. Weapon Techniques studied include the Bo, Sai, and Tonfa, with some attention being given to the Nunchaku and Kama.



Costume: White Karate Gi with a patch of the Emblem of Isshin Ryu. The emblem is called Mizu-gami or Me-gami and shows the sea goddess Magami, representing the serenity that a karateka should display, holding her left hand in a sign of peace and her right hand closed in a fist to represent strength against evil intentions. The churning sea and gray background represent a typhoon. The dragon ascending toward the three stars represents a sign of good luck and wisdom. The three stars are interpreted to represent several things, Among them Master Shimabuku's three formal teachers, the mental, physical, and spiritual aspects of Isshinryu and several others.
Stance: Feet shoulder-width apart, forward foot pointing slightly away from the body, rear foot pointing towards the rear. One arm tight against the waist, the other loosely extended, both hands clenched in fasts. Note that the fast is somewhat different, the fist is made by holding the hand open and then slowly curling the fingers from the most distal knuckle until a fist tight enough to completely hide the fingernails is made. Then the thumb is pressed down on the second knuckle of the index finger. This makes an extremely hard and tight fist.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.E.
Add +2 to P.P.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Power Block/Parry.
Hand Attacks: Draw Hand (New!), Ridge Hand (New!), Uppercut, Vertical Fist (This is similar to a conventional punch, except the fist is held vertically instead of the usual horizontal position. Properly executed, the punch is launched from the side keeping the fist vertical the entire time. The elbow is kept close to the side and the shoulder is mostly quiet. The punch is applied to the main body in a whip-crack motion. At the completion of the punch the hand and arm are left in a position ready to punch or block again immediately with no wind up. This method allows for much faster punching techniques and has two possible methods of use. The character can fire two quick punches in succession, counting as one melee attack, or the character can use this punch as a Combination Strike/Parry).
Basic Foot Attacks: Kick Attack, Roundhouse Kick, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Strike/Parry, Death Strike (New!), Elbow.
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Bo (Staff), W.P. Sai (Forked), W.P. Tonfa (Blunt).
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 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(Select Three): Bonsai, Calligraphy, Cooking, Dancing, Gardening, Go, Haiku, Ikebana, Play Musical Instrument, Sewing, or Singing.
Weapon Proficiencies: W.P. Bo (Staff), W.P. Kama (Axe), W.P. Nunchaku (Chain), W.P. Sai (Forked), W.P. Tonfa (Blunt).
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Kobujutsu (2 Years), Tomari Te (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Maintain Balance, +1 to Parry, Critical Strike from Behind.
2nd: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
3rd: +1 Attack per Melee, +1 to Damage.
4th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
5th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19 or 20.
6th: +1 Attack per Melee, +1 to Damage.
7th: +1 to Strike, +1 to Maintain Balance, +2 to Parry/Dodge.
8th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
9th: +1 Attack per Melee, +1 to Damage.
10th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20.
11th: +1 to Strike, +1 to Maintain Balance, +1 to Parry.
12th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
13th: +1 to Strike, +1 to Maintain Balance, +1 to Parry.
14th: Death Strike on a Natural 20.
15th: +1 Attack per Melee, +1 to Damage.
Why Study Isshin Ryu Karate? This style is a combination of some of the best facets of Okinawan karate styles. Weapon techniques, hand techniques, and foot techniques are equally stressed, so that a student learns to use all of the weapons at their disposal with powerful, lightning-fast movements.





Isshin-Ryu Karate (Quickie Version)
By Mephisto



NOTE: Does not get the "two attacks for living!"



Isshin-Ryu Karate is an Okinawan form of Karate that emphasizes circular flowing techniques with more snap motions than most kinds of karate. It's also relatively new but has spread throughout the world. The Bo Staff is a key component in all of the kata of this style. The quickie version is for those that didn't have the patience or ability to get the full-blown martial art style.



Note: Full Staff bonuses apply when used with Isshin-Ryu.



Requirements: 3 Skill Selections
Attacks per melee: 2
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Dodge, Parry, Automatic Parry, Strike (Punch) (1D4), Snap Kick (1D6), W.P. Staff, Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Behind.
Level Advancement Bonuses
1st: +1 Pull Punch, +1 Roll with Punch/Fall/Impact, Critical Strike Natural 20, +1 Parry, +1 Dodge.
2nd: +1 Strike.
3rd: +1 Maintain Balance, Add Palm Strike (1D6).
4th: +1 Attack per melee.
5th: +1 Roll with Punch/Fall/Impact, Critical Strike Natural 18/19/20.
6th: Add Kick Attack (2D4) and Fore-Knuckle Fist (1D6).
7th: +1 Damage, +1 Parry.
8th: +1 Maintain Balance, +1 Dodge.
9th: +1 Attack per melee, Add Disarm.
10th: +1 Strike, +1 Roll with Punch/Fall/Impact.
11th: +1 Maintain Balance, Knockout/Stun Natural 19/20.
12th: +1 Initiative, Add Leap Attack.
13th: +1 Parry, +1 Dodge.
14th: +1 Attack per melee, +2 Pull Punch.
15th: +1 Roll with Punch/Fall/Impact, +1 Damage.





Isshin Ryu Kusarigamajutsu By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 12, P.P.: 10.
Skill Cost: 10 Years (6 Years as a Secondary Martial Art Style).



Isshin-Ryu Kusarigamajutsu is a Japanese art created by Nen Ami Jion in the 15th century. It includes techniques of the Kusarigama and Chogama. Isshin Ryu Kusarigamajutsu is taught by senior exponents of the Shinto Muso Ryu (the Isshin Ryu is subsumed within the teachings of Shinto Muso Ryu and is generally not studied as a separate art). Training for Isshin Ryu can be found in Fukuoka, Tokyo, Osaka, Nagoya, as well as Sendai Prefecture Japan.



Special Note! Shinto Muso Ryu Jojutsu is unique because it is designed to work with several sub-styles, including Isshin Ryu Kusarigamajutsu, Kasumi Shinto Ryu Kenjutsu, Ikkaku Ryu Juttejutsu, Ittasu Ryu Hojojutsu, and Uchida Ryu Tanjojutsu. When a character has Shinto Muso Ryu and one (or more) of the listed sub-styles, then all the attacks per melee, bonuses, abilities, and powers of Shinto Muso Ryu Jojutsu are used in wielding weapons, weapon proficiencies, and weapon kata of the sub-style (or sub-styles). Any martial art powers and abilities from one of the sub-styles are used with Shinto Muso Ryu Jojutsu.



Costume: Karate Gi
Stance: Facing opponent with one foot forward and the other back, arms about half an arm length out from the body.
CHARACTER BONUSES Add +2 to P.E.
Add +1 to P.P.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defenses: Breakfall, Multiple Dodge.
Hand Attacks: Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Choke, Combination Parry/Attack, Elbow, Death Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Chogama (Axe), W.P. Kusarigama (Axe & Chain).
Modifiers to Attack: Critical Strike, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power 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).
Languages: Japanese.
Weapon Proficiencies: W.P. Chogama (Axe), W.P. Kusarigama (Axe & Chain).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Ikkaku Ryu (2 Years), Ittasu Ryu (2 Years), Kasumi Shinto Ryu (2 Years), Uchida Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Dodge, +1 to Roll with Punch/Fall/Impact.
2nd: +2 to Damage, +1 to Pull Punch.
3rd: +1 Attack per Melee, +1 to Strike.
4th: Critical Strike on a Natural 19 or 20.
5th: +1 to Parry, +2 to Entangle.
6th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
7th: +1 Attack per Melee, +2 to Damage, +1 to Initiative.
8th: +1 to Strike, +1 to Pull Punch, +1 to Dodge.
9th: Critical Strike on a Natural 18, 19, or 20.
10th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
11th: +1 to Parry, +2 to Entangle.
12th: +1 Attack per Melee, +2 to Damage.
13th: +1 to Strike, +1 to Dodge, +2 to Roll with Punch/Fall/Impact .
14th: +1 to Initiative, Death Strike on a Natural 20.
15th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
Why Study Isshin Ryu Kusarigamajutsu? One of the few styles that teaches the kusarigama as the primary weapon, Isshin Ryu is best used when combined with Shinto Muso Ryu Jojutsu.





Italian School of Fence (EXCLUSIVE) By Flash Fire



"And is he a man to encounter Tybalt?"
"Why, what is Tybalt?"
"More than Prince of Cats, I can tell you. O, he is the courageous captain of compliments. He fights as you sing prick-song, keeps time, distance, and proportion; rests me his minim rest, one, two, and the third in your bosom: the very butcher of a silk button. A duelist, a duelist!"
- Mercutio and Benvolio "Romeo and Juliet" Act II Scene IV



The Italian School of Fence represented the second of the major forms of swordsmanship to take fighting to the "scientific" level. Following the social trends of the time, the Italians followed the Spanish into the arena of planned and reasoned personal combat.



The Italian School of Fence developed during the Renessaince, a time of scientific growth and learning in the sixteenth century. Starting with a master named Agrippa in 1553, the formerly heavy style of swordplay, typically used by knights to break through the plate armor that few wore anymore, transformed into a lighter, thrust-oriented form. The Italians began to employ the factors of timing and distance rather than speed and stamina. The design of civilian weapons followed along the same lines as the Spanish Rapier, becoming thinner and lighter. This scientific approach to combat led to the dropping of most of the religious and mystical guises that previous styles used.



Agrippa, and the masters that followed, reasoned that several improvements could be made in swordplay. Since no one wore plate armor in the cities, one didn't need to wield a heavy cutting weapon designed to combat that kind of enemy. Civilians would, therefore, be able to fight in whatever method would quickly dispatch an unarmored opponent. Since a line is shorter than an arc, the Italian Masters decided that a thrust would work faster than a cut. Secondly, whatever was closest would hit first, so the weapon was held out, between the two swordsmen, rather than in the backward position that would allow for a stronger cut. Other "discoveries" were made about the mechanics of the weapons themselves, leading to the Italian Rapier, but more importantly was the use of timing and distance. An Italian Fencer would examine his opponent's fighting style, observing how fast moves work and judging how fast other moves would probably work. An attack could then be properly timed, taking advantage of the point where an enemy is too busy moving into an attack to properly defend. This led to specialized moves; such as the disengage, time thrust, and riposte; to take advantage of those times.



Beyond pure science, most teachers also discussed the concepts of honor to their students. It was generally felt that if everyone dealt with everyone else in an honorable fashion, there would be fewer duels as there would be no reason to fight. This idea, while reasonable, fell through. Noblemen would use honor to find reasons to fight, and the common man just didn't care. Nevertheless, most teachers did their best to teach a student of when it was proper to fight, as well as how to fight. Concepts such as who to behave toward a friend who challenges you to a duel.



As with other forms of Western Martial Arts, Italian Rapier Fencing faces the problem of few people knowing about the realities of rapier fighting. As the gun became the primary self-defense weapon and weapon of war, the sword was phased out. Thanks to the pragmatic outlook of most Westerners, the skill of swordfighting became lost as the more powerful and easier-to-learn art of gunplay became more and more popular. This means that the skill is learned in small groups who recreate the skill, rather than learned in a proper school. To be turned into an effective martial art, the skill must be practiced day after day for several years, as well as researched by whatever means are neccessary. Like other Western duelists, the Italian Fencer will approach a fight in a calm and composed manner. They treat fighting with the seriousness and respect that it deserves, and not with the hot-blooded flashiness of the average Errol Flynn movie. They will hold back, prefering to feel out the opponent until they feel they have a good enough knowledge of their opponent's moves before moving in for the kill.



Entrance Requirements: IQ of 10 or higher
Skill Cost: 6 years
Costume: Street clothes of the period the character lives in, but the prefered outfit will be loose, allowing for full movement of the legs, crotch, and shoulders.
Stance: Sword between the Fencer and his opponent, with the off weapon hand held forward to help with parrying (often holding a dagger). Weight is on the balls of the feet and slightly forward, off-weaponside leg forward, back foot at a 45-degree angle.



CHARACTER BONUSES



Add 2 to M.E. (concentration)



Add 1 to P.P. (balance and control)



Add 1 to P.E. (aerobic workout)



COMBAT SKILLS Attacls per Melee: Four
Basic Defensive Moves:Parry, Automatic Parry, Dodge
Advanced Defenses: Disarm, Maintain Balance, Circular Parry, Combination Parry/Attack.
Hand Attacks: Strike (Punch), Roundhouse (See Choy-Li-Fut Kung Fu, does 1D10 Damage)
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks
Special Attacks: False Attack (NEW!) The False Attack is just that, a fake attack. It is used to draw a parry or reaction out of the opponent. The exact method of attack the character fakes varies and can be any type of attack the character possesses. This is a Combination Move, used in conjunction with another attack. The character chooses what attack to fake and rolls to strike. On a roll of 5 (or equal to the opponent's AR) or greater, the false attack succeeds. The opponent can (and should) attempt to defend against the false attack. Whether they successfully defend against the fake attack or not, the attacker then moves into the second attack. The character is at +3 to strike with second attack and the defender must use an attack to defend against it (no Automatic Defenses).



Time Thrust (SPECIAL!) The Time Thrust is an attack made as an opponent prepares to attack, similar to a Simultaneous Attack. This move takes one action and is done in place of a Parry. The Fencer rolls to Strike (using Time Thrust bonuses rather than Strike). If the Fencer gets higher than the attacker, the Fencer's weapon lands first and interrupts the other, meaning no damage is done. If the attacker gets higher, standard Simultaneous Attack rules apply. The attacker can try to defend against the move, but they are at half their normal Parry bonus, due to the suddeness and surprise of the move. Base Time Thrust bonus is equal to one-fourth of the character's IQ (round up, maximum of 7) plus the character's PP bonus.



Lunge (SPECIAL!) The Lunge is a fast attack used to close distance quickly. The front foot is thrown towards the opponent, carrying the body and the weapon towards him. The Lunge basically is a standard attack that only works at Long Range and produces a Critical Strike. Successful or unsuccessful, the Lunge requires a Maintain Balance roll of 5 or better to get back into a position of being able to move. This recovery takes an additional attack, making a total of two required for the move. Attacks and parries can still be made while in the lunge position, but are both at -3 and moving is impossible.



Disengage (SPECIAL!) The disengage is a fast move that brings the weapon underneath the opponent's weapon to attack in the opposite line. This is a defensive move that can only be done in response to an attack on the blade or weapon arm itself, such as an Arm Hold, Entangle, or direct damaging attack on the weapon. It uses the character's normal bonuses to parry, but grants the character +3 to strike on the following attack due to the speed and ease of the "parry," as well as the opponent being slightly off-balance after the failed attack. This is an Automatic move. This move can be combined with the Riposte, resulting in an additional +2 to strike.



Combination Attack/Grab (SPECIAL!) The Combination Attack/Grab is a move that requires agility and speed. The Fencer starts by striking the blade to the side, called beating the blade in modern fencing. He then steps forwardand snatches the opposing weapon by the guard. A Grabbed weapon cannot be used against the Fencer, preventing the enemy from even trying to lever their weapon into him. The attack starts with the beat. The Fencer rolls to Strike (full bonuses). Then, roll to Grab (PP bonuses only). If the Grab is successful, several things happen. This is effectivally a Weapon Hold, requiring the same escape rules as a Hold. The Fencer can follow it up with a Disarm on his next attack at +3. Alternately, they can attack with their own weapon, which the defender will not be able to use the Grabbed weapon to parry with. This move can only be performed on a weapon with a signifigant guard. So, while it will work against rapiers, cutlasses, basket-hilt claymores, and even greatswords, it will not work against anything with a tiny guard, such as a katana or most combat knives. It can also only be used once per melee round.



Inquartata (SPECIAL!) Called the three point lunge in Modern Fencing (and an illegal move, too, since no part of the body except the feet can touch the strip), this move consists of throwing the rear leg back and dropping the whole body under an incoming attack. The non-weapon hand is placed flat on the ground to aid in balance. The weapon is thrust outward into the attack, one that the defender will have to struggle to defend against. This works just like a Combination Dodge/Attack. The Fencer rolls to Dodge at full bonuses, then rolls to Strike at no bonuses. The opponent must use an attack to defend against it, as Automatic Parry won't work. In addition, the character is at +3 to Maintain Balance after a successful Dodge roll, regardless of the Strike Roll, until they rise back into the guard position. This move can only be used once per melee round.



Off-Hand Parry (SPECIAL!) The off-hand parry is a parry with whatever hand a weapon is not held in. It uses the same bonus as the normal parry and produces a +2 to Strike with a following attack or a +5 to Grab or entangle, depending on the mode of attack chosen. This is not an Automatic move.



Duelist's Critical Strike (SPECIAL!) Duelists train for the singular purpose of ending human life. To this end, they train particularly to strike at the points that will best result in instantaneous death for the opponent. When entering into combat, a Duelist must declare whether or not they intend to kill their enemy. If they have lethal intentions, a Critical Strike results in damage directly to Hit Points. No multiplier is added to the damage roll. If the Duelist declares that they are only intending to wound the opponent (ie: fighting to first blood), then normal Critical Strike rules are used. If intentions are not declared, then normal Critical Strike rules apply, save in situations where a character would obviously be trying to kill the other character (ie: blood fued between the characters or the Duelist has an evil alignment). Knee, Elbow, Grab, Entangle, Death Blow
Holds/Locks: None
Weapon Katas: WP: Rapier, WP: Rapier and Dagger (paired), WP: Rapier and Buckler Shield (paired), WP: Rapier and Cloak (paired). Rapier and one other Kata of choice start at 3rd level.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind



SKILLS INCLUDED IN TRAINING Martial Art Powers: Wrist Hardening. Can be traded for any Body Hardening Exercise (excluding Chi Gung) or any Basic Skill Program.
Languages: Italian at 25%, +5% per level
Physical Skills: Fencing, Running
Other Skills: Research



If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years), and other Western Fencing systems (half time).
Special Note: Unless noted above, any Martial Art that teaches a Philisophical Skill will take 1 more year to learn. This is due to the Fencer's pragmatic outlook and its effect on the philosophy ofthe fighter.



LEVEL ADVANCEMENT BONUSES Level 1: +1 to Strike, +2 to Parry/Dodge, Critical Strike, Critical Strike from Behind
Level 2: +1 to Grab, +1 to Disarm, +1 to Time Thrust
Level 3: +1 to Maintain Balance, +1 to Binding the Blade
Level 4: +1 Attack Per Melee, +1 to Parry
Level 5: Critical Strike on Natural 19-20, +1 to Time Thrust
Level 6: +1 to Maintain Balance, +1 to Disarm, +1 to Strike
Level 7: Death Blow on Natural 20, +1 to Grab
Level 8: +1 Attack Per Melee, +1 to Dodge
Level 9: Critical Strike on Natural 18-20, +1 to Time Thrust
Level 10: +1 to Strike, +1 Attack Per Melee
Level 11: +1 to Binding the Blade, +1 to Disarm, +1 to Parry
Level 12: +1 to Maintain Balance, +1 to Time Thrust
Level 13: +1 to Dodge, +1 to Disarm, +1 Attack Per Melee
Level 14: Critical Strike on Natural 17-20, +1 to Strike
Level 15: +1 to Maintain Balance, Death Blow on Natural 19-20



MARTIAL ART POWER LIST



Any Body Hardening Excercise (excluding Chi Gung)



Any Special Kata (Weapon Katas can be chosen from any weapon)



One Life, One Shot, One Hit, One Kill (Martial Art Technique)



Iai Jutsu (Martial Art Technique)



JUDGEMENT (Martial Art Technique)
The technique of Judgement represents the ability of a Fencer to take the measure of their opponent and figure out how to react appropriately against them. To use this power, the Fencer must spend two melees sizing up their opponent. This takes the form of applying basic attacks and defenses to certain moves, allowing the Fencer to judge what methods of attack their opponent can use. Note that this is two melees of watching the opponent fight, but not neccessarily against the Fencer. If they have the opportunity to watch the combatant fight for two melees and are using the Technique on them, the same results will occur. In game terms, this means that the character will be able to determine the following things about the opposing character:
approximate level of their HTH form as Low (1-3), Medium (4-7), and High (8 and up);
the HTH form being used and the approximate moves they can use (tell them what form and let them look at the book to see what they can do);
the enemy's physical attributes;
and indicate the general possibility of other abnormal powers and abilities (only shows generalities, like odd eyesight, exceptional hearing, abnormal flexability, and so on, not give them a description of the exact powers used.). It also grants a few bonuses, as the Fencer begins to be able to predict how their opponent will react and move.
Bonuses:



+2 to Initative



+2 to Parry/Dodge



+2 to Time Thrust



+1 to Strike



WEAPON KATA LIST WP: Rapier



Uses the WP Large Sword bonuses. The Rapier (in-game context) is a thrust only weapon. Small cuts can be made with its edge, but they only do 1 point of damage. Due to stance and the length of the weapon (average of 4 feet overall), it can be used at Long Range with no penalty, recieves a penalty of -5 to strike at Combat Range, and is impossible to use at Grappling Range (pending a special move developed by the GM and/or player).



Note that some versions of the rapier have real cutting edges and some do not. A rapier with a signifigant cutting edge (ie: blade width of greater than 1.5 inches/3 cm) uses WP: Cut-and-Thrust Sword rather than WP: Rapier.



Rapiers do 2D6 damage. Average cost: $400-$500
WP: Cut-and-Thrust Sword



The Cut-and-Thrust sword is mis-named slightly, but I have no better term to use. In this case, the Cut-and-Thrust Sword refers to any one-handed sword that can be used to both thrust and cut (duh), like the Basket-hilted Claymore or Sword-Rapier (the edged version of the rapier). Bonuses are the same as WP: Large Sword.
WP: Small Sword



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



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



Described in Pal Fantasy 1st and 2nd Edition, a Buckler Shield is basically a small round shield. Provides a bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15. The shield can be used to strike with, as well, doing 1D4 damage. Gains +1 to strike at levels 4, 8, and 12.
WP: Lantern/Flashlight



The flashlight or focused-light lantern is used in the off-weapon hand in combination with other attacks. Best used in the dark (all effects are at 1/4 strength in the light), the light is shined into the opponent's eyes, momentarily blinding them to the attacker's moves. The target of a successful lantern strike is at -5 to strike, parry, and dodge the lantern holder's next two attacks. The lantern itself has +1 to strike at levels 1, 3, 5, 8, 11, 13, and 15.
WP: Paired Weapons See WP: Paired Weapons. The choices are almost always Rapier, Small Sword, or Cut-and-Thrust Sword, combined with one other weapon. The individual weapons cannot be used singly unless that Weapon Kata is also possessed.



Why Study Italian Fencing?



Because it is meant to get the job done in the best and most effecient manner possible. This mindset appeals to those with a practical and analytical turn of mind, making it a favorite of architects, scientists, and scholars. In the modern world, it is generally only studied by martial arts enthusiasts, people enamored with the West's past, and the occasional Hopeless Romantic.



HISTORICAL NOTES:



Since no-one really knows everything about the use and abuse of rapier fighting, please don't use this as a historical reference. Certain facts and dates may be wrong, as well as some of the concepts. To the best of my knowledge, they are all correct, but you never know.



If this form is used in its historical period (ie: your campaign takes place in the 16th century), the character does not get the Research skill, nor is the form Exclusive (takes 4 Years as a Secondary Skill).



PAL FANTASY NOTES:



This MA form would probably be better applied to Pal Fantasy than to N&SS, but since it uses N&SS rules... If you are inclined to use this in Pal Fantasy, there shouldn't be much trouble converting it to PFRPG's HTH system. Ignore questions of Range and any other HTH move or term you're not sure on.



Rapiers are still somewhat unfashionable, and little study has been made in their use. This form is only recently come into being, designed and used by small groups of Scholars in the Eastern Empire. Drop the Research skill, but the form remains Exclusive (only the most dedicated of swordsmen will know it even exists, and it costs 6 OCC Related Skills, or 3 more than HTH Martial Arts).





Ittasu Ryu Hojojutsu
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 12, P.P.: 10.
Skill Cost: 5 Years (3 Years as a Secondary Martial Art Style).



Ittatsu Ryu Hojojutsu is a Japanese rope tying style used from sometime during the Edo Jidai (1603-1869) to modern day. This martial art was used by Japanese law enforcement to control criminals and important prisoners. The knots used reflected the crime, social caste, gender, as well as the season of the year. Hojojutsu is composed of three characters; ho/tori (catch/seize someone), jo/nawa (rope), and jutsu (art or skill). Taken together this can be read as torinawajutsu or hojojutsu and means "the art of tying with rope." Some ryu prefer alternate terms such as tasuki-dori (tying-binding) and hobaku (rope binding). This style is usually taught as a secondary style to another martial art.



There are four rules in hojojutsu:
1. Do not allow the prisoner to slip his bonds.
2. Do not cause any physical or mental injury.
3. Do not allow others to see the techniques.
4. Make the result beautiful to look at.



Rule three stems from not allowing criminals and other people to learn the techniques so as to be able to undo them. Since police officers worked in groups of at least four, they could have one person secure the prisoner while preventing the prisoner's escape and coincidentally shielding the performance of the technique from view.



Securing a prisoner for various degrees of control resulted in several methods being developed. Some techniques only restrict the use of the arms, others restrict only the use of the legs, while some completely immobilize the subject. More advanced techniques of binding could be used to induce pain or loss of consciousness for struggling prisoners or to ensure that extremely violent people, strong people or those capable of slipping out of knots could not escape their bonds. Other techniques were developed to illustrate which caste of society the prisoner came from, what his offense was, the sex of the offender, as well as other factors. These tying techniques included specialized knots depending on the needs of the person employing the technique. In addition to the tying skills, several techniques of throwing and restraining are employed.



Though several types of ropes and cords are used in Hojojutsu, all are considered torinawa. Silk ropes were primarily used for practice because it was easy to slip from bonds made of these ropes. Hemp, beaten until soft and often linen were most often used for actual performance of techniques. Different lengths of rope were used because the style of tying varied with both the crime and status of a prisoner. For instance, a thirty feet long rope was used to convey groups of prisoners somewhere, whith hand loops securing each prisoner to the next. Single prisoners were transported with a rope measuring 23 feet. Most commonly, ropes of nine feet in length or less are used. Emergencies could call for the use of a much shorter rope, such as the sageo (retaining cord) of a sword which measured anywhere from three to one feet in length. These ropes also came in different colors, changing their significance over time. Early on four colors were used, associated with the five directions of Chinese Taoism; blue was used for spring, east, left, and represented the blue dragon; red was used for summer, south, front, and represented the red phoenix; white was used for autumn, west, right, and represented the white tiger; black was used for winter, north, back, and represented the black tortoise; during late July and early August, a yellow rope, representing the fifth Chinese Taoist element was used. At the height of the Edo period, using colored rope to denote particular crimes and status became popular. The type of crime was denoted by the use of either a white rope (for minor crimes) or a blue rope (for serious crimes). Status was shown through using a violet rope for high ranking prisoners and a black rope for low ranking ones. At the end of the Edo Jidai, white and indigo where the only colors used and represented the branch of police using the ropes. The most commonly used ropes include the following:



Hayanawa (fast rope) is a short rope (measured in roughly 2.5 hiro, with each hiro roughly equivalent to a fathom (6 feet/1.8 meters)) used initially for a quick restraint. Ideally this rope could be used to secure the subject within 10 seconds, without risk of injury to the subject and maintaining it's beautiful look. No knots were used to avoid causing disgrace in case the suspect apprehended was innocent, so the Hayanawa typically came with a jakuguchi (small loop) or metal ring to prevent escape. The Hayanawa was often employed from behind or horseback to increase its effectiveness.



Hon-nawa (main rope) is the long rope used to restrain and transport suspects securely. It comes in 5, 7, 9, 11, and 13 hiro lengths.



Kaginawa (hooked rope) is a rope, typically 13 shaku long though not fixed in length, equipped with a hook or metal barb and used to hook a target's obi, collar, or hair.



In modern times, the Japanese National Police use a two meter long rope for their most drunk, drugged, or violent offenders and in situations with multiple suspects, especially riots. In addition to securing a single suspect, they typically secure several people with the same rope to further hinder the possibility of escape.



Koshinawa, especially those of the Chinese type (Kara Uchi No Himo) are fastened to a samurai's belt and used for securing prisoners. In addition, these ropes could be used for other purposes, Kura Gatame (securing a saddle), Shiba Tsunagi (tethering a horse), climbing a wall, securing a boat, or even hanging up armor.



In addition to these, there are other torinawa, including a short rope, one shaku, two sun (about 14 inches) long, used to secure seated suspects by tying their arms securely in place.



In addition to just rope, there were many accessories which could be used to aid in Hojojutsu techniques. These included the loops, metal rings, and hooks mentioned above as well as weights, a small bar with two holes, or even a second loop.



Special Note! Shinto Muso Ryu Jojutsu is unique because it is designed to work with several sub-styles, including Isshin Ryu Kusarigamajutsu, Kasumi Shinto Ryu Kenjutsu, Ikkaku Ryu Juttejutsu, Ittasu Ryu Hojojutsu, and Uchida Ryu Tanjojutsu. When a character has Shinto Muso Ryu and one (or more) of the listed substyles, then all the attacks per melee, bonuses, abilities, and powers of Shinto Muso Ryu Jojutsu are used in wielding weapons, weapon proficiencies, and weapon kata of the sub-style (or sub-styles). Any martial art powers and abilities from one of the sub-styles are used with Shinto Muso Ryu Jojutsu.



Costume: Karate Gi
Stance: Facing opponent with one foot forward and the other back, arms about half an arm length out from the body, griping the Torinawa with either hand.
CHARACTER BONUSES Add +1 to P.P.
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: Dodge, Entangle, Parry.
Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Disarm.
Hand Attacks: Knife Hand.
Basic Foot Attacks: Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Choke, Combination Strike/Parry, Elbow, Forearm.
Holds/Locks: Arm Lock, Wrist Lock. Weapon Kata: W.P. Grappling Hook (New! Training in the use of a variety of rope weapons, including rope darts, meteor hammers, and kyoketsu-shoge (also requires W.P. knife). Also trained use of a grappling hooks for climbing, scaling walls (adds +5% to climbing), boarding vessels, tripping an opponent (by hooking the foot, ankle or leg. Does no damage, but knocks victim to the ground and he loses initiative and one melee attack) and impaling (does 1D6 damage). For using rope weapons as lassos, lariats, and restraining devices, see the skills Roping (Cowboy) and Hojo-jutsu (Espionage). This weapon cannot be used to parry.



+1 to strike or entangle at levels 3, 6, 9 and 12.), W.P. Snare (Used exclusively as a weapon of entrapment to catch an opponent's neck, wrist, or ankle. A snare can not be used to parry and does no damage on impact. However the snare is designed to pinch and gouge as it tightens, creating pain in susceptible targets. Also see the Entangling combat skill. This skill also includes training in braiding snares out of ordinary string or rope, or out of strips of cloth or leather.).
Modifiers to Attacks: Critical Strike, Knockout/Stun.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Atemi 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
Cultural: Advanced Hojojutsu (Special! An advanced version of regular Japanese Binding, this skill emphasizes quick tying techniques and escape proof bindings. At first level the character can secure one prisoner in 15 seconds (one melee round). This time decreases to 10 seconds (two-thirds of the character's attacks, rounding up) at fifth level, five seconds at tenth level (two attacks), and very fast at fifteenth level (one melee attack). Another person can be tied in the same amount of time at levels 4, 8, and 12. Otherwise, adding an additional person doubles the time required. In addition to quicker tying times, the character learns how to make escape proof bindings. At first level, the techniques known by the character give an opponent a -15% chance to their escape rolls, at third level this improves to -20%, at sixth level this improves to -25%, at ninth level the penalty is -30%, at twelfth level the penalty increases to -35%, and at fifteenth level, the penalty is a whopping -40%. Base Skill: 40/20%+5% per level of experience. The first number represents a binding done quickly, the second number indicates a binding that is to be escape proof. When doing an escape proof binding quickly, use the second percentage.



Kinbaku (rope torture techniques) are also taught. Kinbaku techniques teach two ways of tying a prisoner which result in pain. The first method is called the Prawn position, where the person is tied bent over so that the head can be tied to the legs, with the legs crossed in front and hands behind. The second technique is called Suspension, where the prisoner is tied at the wrists and ankles, with the arms pulled behind the back and the body suspended face down, occasionally with heavy stones added. Regardless of the method used, the victim must make a Saving Throw vs Pain every hour, failure means that the victim loses consciousness until revived and takes 1D6 damage directly to Hit Points. Base Skill: 30%+5% per level of experience.)
Weapon Proficiencies: W.P. Grappling Hook (See description above), W.P. Snare (See description above).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Ikkaku Ryu (2 Years), Isshin Ryu Kusarigamajutsu (4 Years), Kasumi Shinto Ryu (2 Years), Uchida Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
2nd: +1 to Strike, +2 to Entangle.
3rd: + 1 to Initiative.
4th: Pain Entanglement/Binding (When a victim has been successfully bound, any failed attempt to escape results in the victim being required to make a Saving Throw vs Pain or take 1D6 damage.).
5th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
6th: +1 Attack per Melee, +1 to Strike.
7th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19 or 20.
8th: Knockout Entanglement/Binding (When a victim has been successfully bound, any failed attempt to escape results in the victim being required to make a Saving Throw vs Pain or lose consciousness until revived.).
9th: +1 Attack per Melee, +2 to Entangle.
10th: +1 to Strike, Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
11th: +1 to Parry/Dodge.
12th: +1 to Initiative.
13th: +1 to Roll with Punch/Fall/Impact, Critical Entanglement/Binding (When a victim has been successfully bound, any failed attempt to escape results in the victim being required to make a Saving Throw vs Pain or take 2D6 damage.).
14th: +1 to Strike, +2 to Entangle, Critical Strike on a Natural 19 or 20.
15th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
Why Study Ittasu Ryu Hojojutsu? Gives new meaning to the term, "Police Custody." Houdini doesn't mess with these guys.





Itto Ryu Kenjutsu By Kuseru
Entrance Requirements: Restricted to Honorable Alignments. Requires a minimum P.E. of 12.
Skill Cost: 11 years (6 years as a Secondary Martial Art Style).



This is a Japanese sword style. It was created by Itto Ittosai Kagehisa (1560-1653) during the Early Edo Period, circa 1630. This style was later revised by Ono Jirouemon Tadaaki and called Ono-Ha Itto Ryu. This school teaches students to master Ki (Chi), Ryoku (energy of the body), and Shin (spirit-heart). By mastering these fundamentals, they learn to act only when the emotions are quiet and free from any fear and evil intent. This style has had a profound influence on the development of kendo. This school primarily teaches sword technique, with little thought given to unarmed combat. One of the basic principles in Itto Ryu is Uchikachi (attack and defense in one blow). This style teaches kenjutsu and iaijutsu as a "one sword" technique. Training in this style can be found in Tokyo Prefecture Japan, The current headmaster is Sasamori Takemi.



Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
Stance: Onken: Also known as Wakigame, Yo no Kamae, or Sha no Kamae. The key to this posture is to conceal the sword and expose the body to the enemy. This posture has the same spirit as does Jodan. There are two variations: Wakigamae Gedan in which the sword points down and back and Wakigamae Chudan in which the sword points back horizontally with the edge facing out. The body is turned but the head faces forward.
Migi (Right Hand) Onken: With the body turned to the right, the sword is held on the right side, with the left hand in front of the center of the body.
Hidari (Left Hand) Onken: With the body turned to the left, the sword is held on the left side, with the right hand in front of the center of the body.
CHARACTER BONUSES Add +10 to Chi
Add +1 to M.E.
Add +1 to P.P.
Add +2 to P.E.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Circular Parry, Combination Parry/Attack, Multiple Dodge.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None
Special Attacks: Backward Thrust (New!), Combination Strike/Parry, Death Strike (New!), Hilt Strike (New!).
Holds/Locks: None
Weapon Kata: 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: Automatically receives Iaijutsu. Select a total of ONE (1) Martial Art Powers from among Martial Art Techniques or Special Kata (including Chi Kata). Except for Iaijutsu, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Weapon Proficiencies: W.P. Katana (Large Sword), W.P. Wakizashi (Short Sword).
Philosophical Training: Zen Buddhism/Bushido
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Parry, +1 to Damage, +1 to Initiative.
3rd: +1 to Maintain Balance, Critical Strike on a Natural 18, 19, or 20.
4th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), or Martial Art Techniques, or Special Kata (including Chi Kata).
5th: +1 to Damage.
6th: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
7th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), or Martial Art Techniques, or Special Kata (including Chi Kata).
8th: +1 Attack per Melee, Add +10 to Chi, +1 to Maintain Balance.
9th: +1 to Damage, +1 to Strike.
10th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), or Martial Art Techniques, or Special Kata (including Chi Kata).
11th: +1 to Strike, +1 to Parry.
12th: +2 to Damage, +1 to Initiative.
13th: +1 Attack per Melee, +1 to Maintain Balance.
14th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), or Martial Art Techniques, or Special Kata (including Chi Kata).
15th: +1 Attack per Melee, +1 to Damage.
Why Study Itto Ryu Kenjutsu? A lethal martial art that has the disadvantage of being dependent on a weapon. The access to Chi Mastery Abilities at high levels do make this style much more versatile.





Mukai Ryu Suiejutsu By Kuseru
Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions.
Skill Cost: 9 Years (5 Years as a Secondary Martial Art Style).



A Japanese school that teaches swimming and combat in the water. It was founded by Mukai Shogen originally as the naval forces in Edo era to serve the Tokugawa shogunate. Muaki Ryu is one of the twelve Japanese martial arts swimming schools which is authorized by Japan Swimming Federation.



Muakai Ryu primarily teaches suiejutsu and tantojustsu. The main style of swimming is known as Ofunate-Oyogi (Mariners' Swimming). This style came about due to the circumstances that a samurai (often in armor) might need to cross, attack, defend or signal while being partially submersed in water.



Training for Mukai Ryu can be found in Tokyo Prefecture Japan.



Costume: Typically wears splint lamellar armor.
Stance: None.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.P.
Add +2D6 to Spd in water only
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: Circular Parry, Combination Parry/Attack.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Kick(1), Death Strike (New!), Drown (New!).
Holds/Locks: None.
Weapon Kata: W.P. Tanto (Knife).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically gains Suiren. Select a total of ONE (1) Martial Art Power from among Body Hardening or Martial Art Techniques. Except for Suiren, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural: Horsemanship: Samurai, Navigation, Seamanship.
Physical: Swimming.
Weapon Proficiencies: W.P. Tanto (Knife).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Iwakura Ryu Suiejutsu (3 Years), Kankai Ryu Suiejutsu (3 Years), Kobo Ryu Suiejutsu (3 Years), Kobori-ryu To-suijutsu (2 Years), Sasanuma Ryu Suiejutsu (3 Years), Shinden Ryu Suiejutsu (3 Years), Suifu Ryu Suiejutsu (3 Years), Yamauchi Ryu Suiejutsu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: + 2 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: + 1 to Parry/Dodge, + 1 to Strike.
3rd: + 1 Attack per Melee, + 1 to Parry/Dodge in water.
4th: +1 to Strike in water, Knockout/Stun on a Natural 19 or 20.
5th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
6th: + 1 Attack per Melee.
7th: + 1 to Strike in water, +1 to Parry/Dodge in water.
8th: Death Strike on a Natural 20.
9th: + 1 Attack per Melee, + 1 to Roll with Punch/Fall/Impact, +1 to Initiative in water.
10th: + 1 to Parry/Dodge in water, + 2 to Damage with a weapon.
11th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
12th:+ 1 to Strike in water.
13th: +1 Attack per Melee, + 1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20.
14th: + 1 to Parry/Dodge, +1 to Initiative in water.
15th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
Why Study Mukai Ryu Suiejutsu?
A practical swimming art that teaches some combat techniques.



Iwakura Ryu Suiejutsu Variant Remove Horsemanship: Samurai skill. Replace Navigation and Seamanship skills with Naval Tactics skill. Replace W.P. Tanto (W.P. and Weapon Kata both) with W.P. Daito (Large Sword). Training for Iwakura Ryu can be found in Wakayama Japan.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Kankai Ryu Suiejutsu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kobo Ryu Suiejutsu (3 Years), Kobori-ryu To-suijutsu (2 Years), Kurama Ryu (5 Years), Mukai Ryu Suiejutsu (3 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Sasanuma Ryu Suiejutsu (3 Years), Shinden Ryu Suiejutsu (3 Years), Shinmuso Hayashizaki Ryu (5 Years), Suifu Ryu Suiejutsu (3 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Yamauchi Ryu Suiejutsu (3 Years).



Kankai Ryu Suiejutsu Variant Add Weapon Kata for W.P. Daito (Large Sword). Replace Horsemanship: Samurai skill with Swimming: Advanced (Open Sea Swimming) skill. Add Naval Tactics skill. Training for Kankai Ryu can be found in Tsu Japan.
Swimming: Advanced (Open Sea Swimming): An advanced swimming technique which covers swimming in the open ocean. Skills include methods for staying afloat, resting in water, and pushing waves aside. A character can swim a distance equal to 10x his P.S. in yards/meters per melee. This pace can be maintained for a length of time equal to 4 x his P.E. in melees. Advanced Swimming provides the following abilities:
+2 to Dodge in water.
+3D4 to Spd, when swimming only.
+1D6 to S.D.C.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Iwakura Ryu Suiejutsu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kobo Ryu Suiejutsu (3 Years), Kobori-ryu To-suijutsu (2 Years), Kurama Ryu (5 Years), Mukai Ryu Suiejutsu (3 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Sasanuma Ryu Suiejutsu (3 Years), Shinden Ryu Suiejutsu (3 Years), Shinmuso Hayashizaki Ryu (5 Years), Suifu Ryu Suiejutsu (3 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Yamauchi Ryu Suiejutsu (3 Years).



Kobo Ryu Suiejutsu Variant Add Weapon Kata for W.P. Daito (Large Sword).
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Iwakura Ryu Suiejutsu (3 Years), Kankai Ryu Suiejutsu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kobori-ryu To-suijutsu (2 Years), Kurama Ryu (5 Years), Mukai Ryu Suiejutsu (3 Years), Muso Shinden Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Sasanuma Ryu Suiejutsu (3 Years), Shinden Ryu Suiejutsu (3 Years), Shinmuso Hayashizaki Ryu (5 Years), Suifu Ryu Suiejutsu (3 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Yamauchi Ryu Suiejutsu (3 Years).



Sasanuma Ryu Suiejutsu Variant Replace Horsemanship: Samurai skill with Swimming: Advanced (Lake Swimming) skill.
Swimming: Advanced (Lake Swimming): An advanced swimming technique which covers swimming in lakes. Skills include methods for staying afloat, resting in water, and pushing waves aside. A character can swim a distance equal to 10x his P.S. in yards/meters per melee. This pace can be maintained for a length of time equal to 4 x his P.E. in melees. Advanced Swimming provides the following abilities:
+2 to Dodge in water.
+3D4 to Spd, when swimming only.
+1D6 to S.D.C.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Iwakura Ryu Suiejutsu (3 Years), Kankai Ryu Suiejutsu (3 Years), Kobo Ryu Suiejutsu (3 Years), Kobori-ryu To-suijutsu (2 Years), Mukai Ryu Suiejutsu (3 Years), Shinden Ryu Suiejutsu (3 Years), Suifu Ryu Suiejutsu (3 Years), Yamauchi Ryu Suiejutsu (3 Years).



Shinden Ryu Suiejutsu Variant Remove W.P. (Both as a skill and as a Weapon Kata) Tanto. Add Swimming: Advanced (Long Distance Swimming) skill. Training in Shinden Ryu can be found in Tokyo, Ichikawa, Niigata, Matsumoto, Kobe, Tsu, Okayama, Kurashiki, Hiroshima, Miyoshi, Kure, Tottori, and Ozu Japan.
Swimming: Advanced (Long Distance Swimming): An advanced swimming technique which concentrates on covering long distances. A character can swim a distance equal to 10x his P.S. in yards/meters per melee. This pace can be maintained for a length of time equal to 8 x his P.E. in melees. Advanced Swimming provides the following abilities:
+2 to Dodge in water.
+3D4 to Spd, when swimming only.
+1D6 to S.D.C.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Iwakura Ryu Suiejutsu (3 Years), Kankai Ryu Suiejutsu (3 Years), Kobo Ryu Suiejutsu (3 Years), Kobori-ryu To-suijutsu (2 Years), Mukai Ryu Suiejutsu (3 Years), Sasanuma Ryu Suiejutsu (3 Years), Suifu Ryu Suiejutsu (3 Years), Yamauchi Ryu Suiejutsu (3 Years).



Suifu Ryu Suiejutsu Variant Replace Horsemanship: Samurai skill with Swimming: Advanced (River & Stream Swimming) skill. Remove Seamanship skill. Training for Suifu Ryu can be found in Mito Japan.
Swimming: Advanced (River & Stream Swimming): An advanced swimming technique which covers swimming in the open ocean. Skills include methods for staying afloat, resting in water, and pushing waves aside. A character can swim a distance equal to 5x his P.S. in yards/meters per melee. This pace can be maintained for a length of time equal to 4 x his P.E. in melees. Advanced Swimming provides the following abilities:
+2 to Dodge in water.
+4D4 to Spd, when swimming only.
+1D6 to S.D.C.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Iwakura Ryu Suiejutsu (3 Years), Kankai Ryu Suiejutsu (3 Years), Kobo Ryu Suiejutsu (3 Years), Kobori-ryu To-suijutsu (2 Years), Mukai Ryu Suiejutsu (3 Years), Sasanuma Ryu Suiejutsu (3 Years), Shinden Ryu Suiejutsu (3 Years), Yamauchi Ryu Suiejutsu (3 Years).



Yamauchi Ryu Suiejutsu Variant Replace Horsemanship: Samurai skill with Flag Signaling. Replace W.P. Tanto (W.P. and Weapon Kata both) with W.P. Matchlock and W.P. Bow. Training for Yamauchi Ryu can be found in Oita Japan.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Heki Ryu (4 Years), Iwakura Ryu Suiejutsu (3 Years), Kankai Ryu Suiejutsu (3 Years), Kobo Ryu Suiejutsu (3 Years), Kobori-ryu To-suijutsu (2 Years), Mukai Ryu Suiejutsu (3 Years), Sasanuma Ryu Suiejutsu (3 Years), Shinden Ryu Suiejutsu (3 Years), Suifu Ryu Suiejutsu (3 Years).





Iwama-Ryu Aikido (Exclusive) By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 24 Years



Aikido was created in Japan by Morihei Ueshiba (1883-1969). Originally called "aikibudo" and "aikinomichi," Ueshiba changed the name of his style to "Aikido" in 1942. Drawing upon his training in Daito Ryu Aikijustu, kendo/kenjutsu, several varieties of jujutsu, and sojutsu, Ueshiba combined many of the techniques of these styles, along with some of his own creation to develop the style. Ueshiba felt that there could be an art designed to control one's ambitions and desires along with martial training, so he immersed himself in religious studies and developed a philosophy devoted to a universal socio-political harmony. By incorporating these principles into his martial art, Ueshiba developed many facets of aikido in concert with this philosophical and religious ideology. This allowed him to present aikido as a vehicle toward enlightenment. Ueshiba is considered "O-Sensei" by all aikidoka (practitioners of aikido). Iwama Ryu is taught by Morihiro Saito and is based in the Iwama dojo in Iwama, Japan. It is considered sufficiently differnt from mainstream Aikikai stylistically though it is still considered part of the Aikikai organization. Saito Sensei studied under O Sensei for several years as an uchideshi (literally, "inside student," a student who lives at the dojo and performs personal service to the instructor in exchange for training).



Aikido uses throws and joint locks from jujutsu and combines these techniques with a sharpness of body movement derived from kenjutsu combined with flexibility and smoothness derived from jojutsu. Striking is learned, though not often utilized. This is done primarily for safety during training, yet it is taught so that the aikidoka can apply striking techniques effectively. Techniques are also taught in a systematic manner with students learning both attack and defense. In the Aikido arts you learn how to take rolls and falls safely as well as how to throw and perform joint lock techniques. Basic techniques are used for testing but literally hundreds of moves are possible. Yet for all it's martial devotion, Aikido is not exclusively a combat system, but instead a method of self-improvement. The goal of Aikido is not to learn how to defeat others, but rather, to defeat one's own negative qualities. By doing so, this style emphasizes the art of counter-attack because the number of possible counters contained in the technical methods of evading an attack, weakening its extended force, and subjugating the attacker through a projection, a blow, or immobilization are interminable. Toward this end, the aikidoka uses Simultaneous Attacks, Automatic Body Flip/Throws, and Automatic Holds/Locks against striking attacks and uses reversals against grappling attacks.



Weapons training in Aikido can include the jo (staff), tanto (knife), and bokken (sword); the three principal weapons used in aikido. However, while the goal of aikido is not primarily to learn how to use weapons, there are several reasons for weapons training in aikido. Since many of the techniques in Aikido are derived from weapon styles, many of the strikes as well as defense against weapons are taught. In addition, the use of weapons develops the aikidoka's distancing, timing, principles governing lines of attack and defense, principles of movement and technique, and also cultivates a kind of responsiveness and sensitivity to the movements and actions of others within a format that is usually highly structured, allowing for easier focus of cognitive development.



In addition to physical techniques, Aikido stresses self-discipline, observation and modification of both psychological and physical responses. Aikido training emphasizes proper etiquette at all times to facilitate psychological responses, social courtesy, and cooperative training. Techniques in aikido are learned through observation (of demonstration of techniques and self-observation in regards to self-discipline) and through cooperative enterprise. Aikidoka learn to cooperate by practicing techniques with a partner, not an opponent. The training is highly idealized and stylized initially, allowing aikidoka to learn the basic patterns of movement. At advanced levels, the practitioner increases the power and speed of attacks which teaches the student to adapt the basic strategies of aikido movement to a broader variety of attacks.



Iwama Ryu's number of techniques is larger than in most other styles and a great deal of emphasis is placed on the relationship among taijutsu, ken and jo movements. These three areas are stressed to ensure that the wholeness of Aikido is grasped. Saito Sensei, under the supervision of O Sensei, systematized and made the teachings of aikido more pedagogic. Each step from the basics onto the more advanced techniques leads to an increasing understanding and development of Aikido



Iwama Ryu can be found all over the world, in the USA, France, Italy, Germany and in the Scandinavian countries - Denmark and Sweden.



Costume: The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplmented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Embu Gi (demonstration uniform), Montsuki (wide sleaved top with mon(family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), ZEkken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo.
Stance: Aikido's standard position is the Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated.
CHARACTER BONUSES Add +1 to M.E.
Add +1 to M.A.
Add +2 to P.P.
Add +10 to Chi COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Breakfall, Roll With Punch/Fall/Impact,
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Combination Parry/Strike, Disarm.
Hand Attacks: Knife Hand Knock-Out, Punch (Human Fist).
Basic Foot Attacks: Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: None.
Special Attacks: Automatic Flip/Lock (New!), Automatic Flip/Throw, Body Flip/Throw, Choke, Combination Grab/Face Punch (New!), Critical Flip/Throw, Entering Throw (New!), Hip Throw (New!), Reverse Hold/Throw (New!).
Holds/Locks: Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock, Clothing Hold (New!), Neck Hold/Choke.
Weapon Kata: W.P. Bokken (Blunt), W.P. Jo (Staff).
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi 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
Cultural(Pick Two): Bonsai, Calligraphy, Go, Haiku, Ikebana, or Ukio-e.
Weapon Proficiencies: W.P. Jo (staff) and Bokken (Blunt).
Philosophical Training: While there is no unified philosophy of Aikido, many aikidoka share a loose collection of metaphysical, ethical, and religious beliefs commonly transmitted by word of mouth. Ueshiba himself was an adherent to on quasi-new religion, called Omotokyo. Omotokyo is comprised partly of neo-shintoism and partly of socio-political ideology. The goal of this philosophy is the unification of all humanity in a single, "heavenly kingdom on earth" where all religions are united under the aegis of Omotokyo.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kokikai Aikido (4 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Seidokan Aikido (6 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage)
2nd: +1 to Breakfall, +1 to Disarm
3rd:+1 Attack per Melee
4th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
5th: +1 to Breakfall, +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw (includes all throws)
6th: Critical Body Flip/Throw on Natural 18, 19, or 20, +1 to Parry/Dodge
7th: +1 Attack per Melee, +1 to Disarm
8th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
9th: +1 to Breakfall, +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of three dice of damage)
10th: +1 to Roll with Punch/Fall/Impact, +1 to Disarm
11th: +1 Attack per Melee , +1 to Breakfall
12th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
13th: +1 to Parry/Dodge, +1 to Disarm, +2 to Body Flip/Throw (includes all throws)
14th: +1 to Breakfall, +1 to Roll with Punch/Fall/Impact
15th: Select One (1) Chi Mastery.
Why Study Iwama-ryu Aikido? The ultimate expression of unarmed Aikido techniques. There are also a few weapon skills to help fill out this style's repertoire.

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