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Martial Arts Styles – J:



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Jaer Harelic By Mephisto
Entrance Requirement: I.Q. 9, M.E. 12, P.S. 11, P.P. 14, P.E. 12, Spd. 8
Alignment Restriction: Evil only
Skill Cost: 13 Years



About 60 years ago, an Assassin's Guild in the Land of the South Winds became dissatisfied with the quality of the skill of its members, and the lack of success they were having. The assassins, though capable, often weren't able to carry out their orders, partly due to the weakness of their training and the difficult odds they faced. The Guild realized that they needed something more and went to the trouble of finding someone skilled enough to revamp and re-train their assassins. The result of their searching turned up about twenty possible candidates, and after careful deliberation, they chose the services of Yetrom Willowdale. This 750 year-old Elf had been an assassin, ranger, thief, and many other things in his life. He relished the opportunity before him, and within 6 years, had developed Jaer Harelic (Elven for Art of Death). This art teaches stealth, tracking, silent movement, as well as weapon and unarmed combat skills, and most importantly, how to kill with utmost efficiency.



The practitioner of Jaer Harelic will avoid most combat situations, even when they are clearly superior. Their main goal is to kill the target then get out as quickly as possible. Prolonged combat is discouraged, and the skilled individual should ideally be able to kill within one melee round! Any longer is considered failure.



O.C.C. Note: Whether or not a Player Character has this martial art is left up to the G.M. It's ideally suited for a deadly NPC to combat the players. This O.C.C., if available to Player Characters, should cost ALL the Other skills and half Secondary Skills. Plus the player should have a reasonably good reason why their character possesses this knowledge, which could be good fuel for any campaigns, especially if he is forced to perform a hit that the rest of the group would be morally against. The martial art is limited to the Assassin O.C.C. and no others.
Stance: A crouching position with the body largely unobserved. This is to allow the individual to conceal secret weapons on their body and will usually have their hands also hidden from sight, until they are attacked at which point they will fly to action with deadly precision.
Costume: Anything dark will do; black is preferred
Character Bonuses+2 to P.S.
+2 to P.P.
+2 to P.E.
+10 to S.D.C.
Combat Skills Attacks Per Melee: 2
Escape Moves: Maintain Balance, Breakfall, Roll With Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Combination Parry/Grapple (Special: Each parry is a simultaneous attempt to grapple. Applies to the Body Flip/Throw and the Neck Hold-Choke, as well as any of the joint locks or holds), Disarm, Circular Parry, Multiple Dodge, Auto Dodge
Hand Attacks: Strike (Punch), Backhand, Palm Strike
Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Trip/Leg Hook
Special Attacks: Body Flip/Throw, Choke, Paralysis Attack (Vital Points), Knee, Elbow
Holds/Locks: Body Hold, Neck Hold, Neck Hold-Choke, Arm Hold, Leg Hold, Finger Lock, Wrist Lock, Elbow Lock
Weapon Skills: W.P. Dagger, W.P. Whip, W.P. Targeting, W.P. Mouth Weapons
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow, Critical Strike
Skills Included in Training Martial Art Powers: Select Two Martial Art Techniques and one Special Kata
Physical Skills: Prowl, Climb/Scale Walls, Swim, Athletics (General), Wrestling
Training Skills: Concealment, Detect Concealment, Detect Ambush, Pick Locks, Use and Recognize Poison, Palming, Surveillance, Find Secret Compartments, Escape Artist, Track Humanoids.
Languages: None
Level Advancement Bonuses 1st Death Blow Natural 20, Critical Strike Natural 20 or from behind, +2 to strike
2nd +1 to damage, +1 initiative, +2 Holds/Locks
3rd +3 to Parry and Dodge
4th +1 attack, +1 Body Flip/Throw, Select One Additional Martial Art Power
5th +1 strike, +1 initiative, Death Blow Natural 19 or 20
6th +2 to Maintain Balance, Gains Automatic Body Flip/Throw
7th Critical Strike Natural 19 or 20, +1 Holds/Locks
8th +1 Attack, Select One Additional Martial Art Power
9th +1 initiative, Death Blow Natural 18-20
10th +2 to Parry and Dodge
11th +2 to Strike, +1 to Damage
12th +1 initiative, Select One Additional Martial Art Power
13th Critical Strike Natural 18-20, +1 Maintain Balance, +2 Holds/Locks
14th +2 Body Flip/Throw, +1 Strike
15th +1 Attack, Death Blow Natural 17-20
Why study Jaer Harelic? If you enjoy dealing in death and want an art that does it to lethal perfection. A good mix of various skills and martial art techniques makes it formidable in the right hands. Works best on unsuspecting opponents.





JAILHOUSE ROCK By Kuseru
Entrance Requirements: Strictly limited to Dishonorable and Evil Alignments. Requires minimum P.S. 14 and P.E. 12.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style)
Originally developed for self-defense among black slaves in 19th century America, this style evolved and was refined in the U.S. penal system. Due to the inherent secrecy of this style, it is known by many names, including 42, 52, 52 Hand Blocks, Barnyard, Closing Gates, Comstock, Gorilla, Mount Meg, PK, San Quentin, and Strato, among others.
Due to it's use in the prison environment, the style focuses on effective combat techniques for use in ambushes, close quarters, and against multiple attackers. Weapons used in this style are those commonly found in prison, such as homemade shanks and shivs, crude clubs, and other improvised weapons.
Costume: None.
Stance: None!
CHARACTER BONUSES Add +3 to P.S.
Add +1 to P.E.
Add +6D6 to S.D.C.
COMBAT SKILLS Attacks per Melee: 5
Escape Moves: None.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge, Disarm, Multiple Dodge, Power Block/Parry.
Hand Attacks: Backhand, Gouge (NEW!), Jab*, Punch (Human Fist)
Basic Foot Attacks: Backward Sweep, Drop Kick, Kick Attack, Reverse Turning Kick, Snap Kick, Tripping/Leg Hook
Jumping Foot Attacks: None.
Special Attacks: Body Block/Tackle, Choke, Death Blow, Death Blow from Behind, Death Strike, Elbow, Knee, Shoulder Ram
Holds/Locks: Finger Lock, Wrist Lock
Weapon Kata: W.P. Knife, W.P. Blunt, W.P. Weapon Improvisation
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Pain Strike (NEW!)
SKILLS INCLUDED IN TRAINING Martial Art Powers: Yeah, right, like those will keep you alive in the Joint.
Languages: Cant
Rogue: Blind Fighting, Fashion Tools & Weapons, Find Contraband, Listening & Awareness, Palming
Physical: Body Building, Prowl
Survival: Streetwise
Weapon Proficiencies: W.P. Knife, W.P. Blunt, W.P. Weapon Improvisation
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte della Daga (5 Years), Assassin (6 Years), Baratero (9 Years), Dolchfechten (10 Years), El Cuchillo (1 Year), Raks Al-Khanjar (2 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +3 to Damage.
2nd: +2 to Parry/Dodge.
3rd: +2 to Joint Locks, +2 to Rear Attacks (Backhand, Backward Sweep).
4th: Critical Strike on a Natural 19 or 20.
5th: +1 Attack per Melee, +2 to Strike.
6th: +1 to Initiative, +3 to Damage.
7th: +1 Attack per Melee, +2 to Joint Locks.
8th: +2 to Parry/Dodge, Critical Strike from Behind.
9th: Death Strike on a Natural 20.
10th: Critical Strike on a Natural 18, 19, or 20.
11th: +1 Attack per Melee.
12th: +1 to Initiative, +2 to Rear Attacks (Backhand, Backward Sweep).
13th: 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: +1 Attack per Melee.
15th: +1 to Initiative, Death Blow from Behind.
Why Study Jailhouse Rock? If you're looking for spiritual enlightenment, do a traditional style. Capable of dealing with multiple attacks or multiple attackers with equal ease. A well-rounded system, with powerful offensive and defensive techniques, as well as basic weapons training, that excels at short-range combat. When it comes to quick and deadly, this is possibly the best of the martial arts.





Jarorin By Mephisto
Entrance Requirement: None
Skill Cost: 5 Years (3 Years as a Secondary)



Jarorin (Elven for Lightning Strikes) was developed a few hundred years ago by Elves in the Western Empire who partook in men of arms O.C.C.'s, such as the Paladin, Knight, and Mercenary Warrior. This martial art utilizes the quickness and agility inherent to elves and contains many quick and dirty punch and kick strikes. This is to help the practioner of this art to quickly overcome larger and/or more powerful foes such as orcs, ogres, and trolls.



The difference between Jarorin and Zentrial is that this is a pure fighting art without much history, which teaches the Elf to simply out hit the opponent. No courtly manners are taught, and Jarorin is more widespread in its use because of its practical nature.



In a fight, a Jarorin master will try to overwhelm the opponent with fist and foot strikes, attempting to land more punches than the opponent. Only the ultra-quick coyles tend to be too quick for the Jarorin master to out-hit in this manner.



This has proven to be an effective martial art for Elves and is becoming increasingly more widespread in its use.



O.C.C. Note: A character can take Jarorin by first upgrading to hand to hand: Martial Arts, then exchanging two O.C.C. related skills to select Jarorin.
Stance: Feet are constantly shifting and the body weight shifts from left to right. Jarorin doesn't have a set rigid Stance from which all attacks are based. The idea is to be in constant motion to avoid being an easy target for the opponent.
Costume: None; anything you're wearing is your Costume.
Character Bonuses +3 to P.P.
+4 to Spd.
+5 to S.D.C.
+1 to M.E.
Combat Skills Attacks Per Melee: 4
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Combination Strike/Parry, Power Parry, Circular Parry
Hand Attacks: Punch (Strike), Power Punch, Double Knuckle Fist, Fore Knuckle Fist, Elbow, Forearm, Backhand
Foot Attacks: Kick Attack, Snap Kick, Wheel Kick, Axe Kick, Crescent Kick, Sweep Kick (does 1D4 damage and catches the opponent around the ankle unless the opponent is short then it usually is aimed for the head and does 1D6 damage.), Drop Kick, Reverse Turning Kick
Special Attacks: None
Holds/Locks: None
Weapon Skills: None
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow, Pull Punch
Skills Included in Training Martial Art Powers: Select Two Abilities from Martial Art Techniques
Physical Skills: Athletics (General) and Body Building.
Training Skills: None
Languages: None
Level Advancement Bonuses 1st Critical Strike Natural 20 or from behind, +1 to strike, +3 to parry
2nd +2 to Dodge
3rd +1 attack, Critical Strike Natural 19 or 20
4th +2 to damage, +1 initiative
5th +2 to Pull/Roll
6th +2 initiative, Add One Additional Martial Art Ability
7th +2 to Parry and dodge
8th +2 to damage, +2 to strike
9th +1 attack, +1 initiative
10th Critical Strike Natural 18-20
11th +2 to Maintain Balance, +2 to Parry
12th +2 to damage, Add One Additional Martial Art Ability
13th +2 Initiative, +2 to Pull/Roll
14th +2 to strike, +1 to dodge
15th +1 attack, +2 to parry
Why Study Jarorin? To learn a fast, effective martial art that ignores things like courtly etiquette, acting proper, and focuses on being a good martial art. The lack of grappling is a downside of the art but for the boxing range, it's hard to beat.



Additional Skills:



Courtly Etiquette (Add to Scholar/Technical/Noble skill category) The practiced skill of how to dress, act, and perform in a court, palace, or any other place where nobles reside and work. This includes knowledge of how to address diplomats, workers, and other nobles so as to behave in a civilized manner. It also allows the individual to know how to bribe and how to respond to bribes, and generally also how to get by bureaucracy, and how most bureaucracies work. A failed skill roll means that the character doesn't know how to respond to a given situation or gives off the wrong signals and protocols. Base Skill Level: 30% + 5% per level of experience.





Jawa Fhuz's Style of Whupass By Sinestus



Unlike most peaceful folk, many dwarves have always felt the common hand to hand techniques were not effective enough. Some time ago, a blacksmith in the sleepy town of T'tharsis developed a combat technique designed to use a dwarf's natural strength and endurance. Ever since the Battle of the Ridge, warriors of all sorts have flocked to T'tharsis in order to learn this combat technique. Unfortunately for most, entry into Jawa Fhuz's school requires proving oneself to the master. Often applicants are told to stand still, and are quickly beaten within an inch of their life. Only those who manage to stand back up are accepted.
Those observing the fighting style will quickly notice that the technique is fairly straight forward. Generally, the fighter will enter combat yelling at their opponent while closing range. As soon as he are right up against his opponent (or the opponent makes an aggressive move), the fighter lashes out with a Blow-through Strike. No mercy is given to a fallen or wounded opponent. Any opportunity to strike is used to do whatever possible to cripple or kill the opponent.
Requirements: P.E.: 15, P.S.: 15, M.E.: 12. Will NOT be taught to elves, trolls, kobolds, or the like. (Fills Hand to Hand Martial Arts, and five O.C.C. Related Skills).
Training: 20 years, most of which is indentured service.
Character Bonuses +3 P.S.
+2 P.E.
-1D4 PB.
Stance: Fairly square on. normal fighting range starts as close as possible.
Outfit: Generally loose pants, or a kilt-style outfit. Often 'weighted boots' are worn (read Steel-toe, +2 damage) and iron-knuckles (+2 to damage, but no holds) are used to enhance damage.
Combat Skills Attacks per Melee: 3
Hand Attacks: strike/punch, power punch, elbow
Foot Attacks: kick (2D4), tripping leg hook,
Basic Defense Moves: automatic parry, parry
Advances Defense Moves: power parry, simultaneous attack, parry/strike (gained at third level)
Holds/Locks: body block/tackle, arm hold, leg hold.
Escape Techniques: none
Modifiers to Attack: knockout, deathblow, break (special, requires a natural 15+, only works in holds. success causes joint to be broken, save vs. Pain, and victim suffers 2D4 to H.P.)
Special Moves:



Head butt -(1D6+1 + damage) - Generally aimed for opponent's head. Can be used from body and arm holds/locks, successful strike naturally above a 14 will break the hold or lock without ill effect. Outside holds/locks, the headbutt gains a bonus of +1 towards Knockouts and critical strikes (but does not increase strike roll, simply makes the K.O./Critical required natural roll 1 lower).



Blow-through Strike - combination sweep/throw. One Roll, use Kick bonuses. Requires 12+. If opening attack (and is Surprise, 30+2%/level chance if opponent suspects a fight, or fighter has the initiative) strike is critical. Opponent's leg is buckled/bruised (suffers damage leg/knee penalties) on critical strike (thus automatic on surprise attack, does NOT receive critical damage bonus). Either way, victim's leg suffers 1D6+ damage, main body suffers 1D4+, and they are knocked down. (Strike hooks knee, then follows through with a blow to the back.)



Grab-headbutt - If grab is successful, 20% +2%/level chance of temporarily blinding opponent for 2D4 melees, and deals 1D6+ damage. If grab is successful, head butt deals 2D4+ damage, and knocks out on natural 17+, otherwise head butt only deals 1D6+ damage.



Fallen Strike - Special - because of the training involved, the fighter gains an additional +1 to strike and damage when attacking a prone/fallen opponent.



Follow Through - starting at level six, whenever the fighter throws a standard strike/punch, they may opt to attempt a second strike (at only half bonuses) with their elbow immediately after. (Thus costing an action to defend against)



Leg Strengthening - Rigorous training allows the fighter to perform 'power parries' against sweeps. Such moves take one action, and if successful prevent the fall and deal 1D4+ damage to the opponent's leg.
Weapon Katas: none.
Additional Skills: Choose two: Body building, Armorer, General Smithing, Recognize Weapon Quality, or Jury Rig. (Or may trade both in for Katas: Blunt or Axe, GM Digression)
Martial Arts Powers: Automatically receives Ao Dah Jong with an additional +1 vs. Pain. And may select one Body Hardening exercise (Most common are: Eternal Clarity, Stone Ox, and Winter/Summer Training)
Level Advancement Bonuses 1st: +2 to Damage, +1 to strike
2nd: +2 to parry, +1 to holds, gains Break option
3rd: Critical on 18+, +1 to initiative
4th: +1 Attack,
5th: +2 to initiative, gain Chi Gung Technique
6th: +1 to holds, +1 to parry
7th: Knockout on natural 17+, +1 attack
8th: +1 to damage, Critical on natural 17+
9th: +1 to strike and parry
10th: Deathblow on natural 20
11th: +1 attack, select one martial art technique or body hardening exercise
12th: +1 to break or +1 to parry (but only one of the two.)
13th: +1 to holds, +1 to strike
14th: +1 to damage, +1 attack
15th: +1 to strike, deathblow on natural 19+
Why Study Whupass? Because the utter brutality allows efficiency in dealing with any situation.





Jun Fan Jeet Kune Do By Lee Casebolt



The background of Jun Fan Jeet Kune Do (also referred to as Jun Fan Kung Fu, Jun Fan Kickboxing, Original Jeet Kune Do, or simply JKD) is somewhat unclear for such a modern martial art. It is certainly no more than thirty years old, but its exact age is difficult to pinpoint because of it's unique nature, and of that of its founder, the (in?) famous Bruce Lee.



More than a mere movie star or simply a skilled martial artist, Lee is widely considered a modern genius. His own initial martial arts training was in the Wing Chun of Yip Man, during his youth in Hong Kong. He moved to the U.S. before completing his Wing Chun training, and was dissatisfied with what he had learned to that point. He saw many limitations in Wing Chun as he knew it, and drove himself in search of refinements to his skills. In doing so, he met many of the premier martial artists of the time, and learned many of their skills.



But Jun Fan Jeet Kune Do was not created as a mish-mash of styles, or as a constantly growing range of technique. Lee's vision was one of constant paring down, as well as constant growth. Techniques from judo, fencing, boxing, and other arts were not simply added to the base, they replaced what Lee felt were inferior methods. Everything in Jun Fan Jeet Kune Do was built around an aggressive, direct infighting method, designed to end a fight as quickly as possible.



After Lee's death, the art of Jun Fan Jeet Kune Do was thrown into a bit of an upheaval - no one had anticipated his early demise, and the Jeet Kune Do community was not organized to carry on his legacy. Currently, Jeet Kune Do is largely divided into two camps - the "Original" Jeet Kune Do which stresses the specific techniques actually taught by Lee, and Jeet Kune Do "Concepts", which emphasizes the borrowing and evolutionary process involved in Jeet Kune Do. Training in JKD is available on the West Coast and in Chicago and New York in the United States.



Entrance Requirements: None
costume: No official costume.
stance: A small, fencer-like stance, with the body at nearly a 90 degree angle from the opponent, the forward hand either up guarding the face, or down protecting the groin, while the rear hand protects the body. Unlike many styles, Jeet Kune Do leads with the "strong side", right forward for right-handed practitioners, left forward for left handed.



CHARACTER BONUSES



Add 1 to P.S.



Add 2 to P.P.



Add 2 to P.E.



Add 3 to Spd.



Add 15 to S.D.C.



COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Automatic Roll, Automatic Dodge, Multiple Dodge, Combination Parry/Attack
Hand Attacks: Strike (punch), Palm Strike, Bil Gee (SPECIAL! An eye gouging attack derived from Wing Chun. Requires a Called Shot with a -4 to Strike. Does 1d4 damage, and the opponent suffers a -5 to Strike, Parry, and Dodge for 1d6 melee rounds), Hook (SPECIAL! 1d6 damage), Uppercut (SPECIAL! 1d6 damage)
Basic Foot Attacks: Snap Kick, Kick Attack, Roundhouse Kick, Tripping/Leg Hooks
Special Attacks: Death Blow, Elbow, Knee, Body Flip/Throw, Combination Grab/Kick, Combination Hand Hold/Strike (SPECIAL! See Wui Wing Chun(N&SS) for details)
Holds/Locks: Arm Hold, Body Hold
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from behind



SKILLS INCLUDED IN TRAINING Martial Arts Abilities and Powers: Recieves the Jeet Kune Do Martial Arts Technique automatically. In adddition, select one from Body Hardening Exercises or Special Katas.
Language: None
Philosophical Training: None



LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike from Behind
Level 2: +1 to Strike, Critical Strike on Natural 19 or 20
Level 3: +1 to Parry/Dodge, +1 to Combinations*
Level 4: Select one additional ability from Body Hardening Exercises or Special Katas
Level 5: +1 to Initiative, +2 to Damage
Level 6: +1 to Strike, +1 to Combinations*
Level 7: Add one attack per melee round, +1 to Maintain Balance
Level 8: Knock-Out/Stun on Natural 18, 19, or 20, +1 To Damage
Level 9: Critical Strike on Natural 18, 19, or 20, +1 to Strike
Level 10: Select one additional ability from Body Hardening Exercises or Special Katas
Level 11: Add one attack per melee, +1 to Combinations*
Level 12: +1 to Strike, +1 to Parry/Dodge
Level 13: +2 to Roll with Punch/Fall/Impact, +1 to Combinations*
Level 14: Select on additional martial power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas
Level 15: Death Blow on Natural 19 or 20



* Jun Fan Jeet Kune Do practitioners may add their Combinations bonus to Strike, Parry, Dodge, and Damage rolls associated with Combination moves. No other bonuses (including P.P. bonus, if any) apply.



Why Study JUN FAN JEET KUNE DO



An intense program of physical development paired with a flexible body of technique, Jun Fan Jeet Kune Do allows the martial artist great control over their own development. Deals well with multiple attackers. Relatively weak in terms of internal development.





JEET KUNE DO
By
Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost:12 Years (10 Years as a Secondary Martial Art Style)
What is Jeet Kune Do? Literally, "Jeet" means to intercept or to stop; "Kune" is the fist; and "do" is the way, which can be interpreted as the way of the intercepting fist. The basis of Jeet Kune Do is Wing Chun punches and kicks. There are three related stages in Jeet Kune Do, "sticking to the nucleus," "liberation from the nucleus," "returning to the original freedom." Sticking to the nucleus is based on the idea that the shortest distance between two points is a straight line. Liberation from the nucleus means straight punching becomes a means to an end, but not the end itself. Returning to the original freedom means punches should be reinforced and supported by other punches and kicks, making the style more flexible without rigidity or confinement. Jeet Kune Do is fluidity of movement like western boxing.
Costume: Standard Kung Fu.
Stance: Feet shoulder width apart with one foot about a foot and a half to two feet in front of the other, with the rear heal slightly raised. Hands are held up with the elbows down, dominant hand half a foot in front of the face and the other hand near the ear. The whole body is slightly crouched with the knees bent and the chin slightly tucked into the shoulder facing the opponent.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to P.P.
Add +1 to P.E.
Add +4 to Spd.
Add +15 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: Leap.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Breakfall.
Hand Attacks: Punch, Knife Hand, Double Knuckle Fist, Palm Strike, Back Hand.
Foot Attacks: Kick, Trip/Leg Hook, Snap Kick, Backward Sweep, Reverse Turning Kick.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Combination Grab/Kick.
Holds/Locks: None.
Weapon Kata: None
Modifiers to Attack: Pull Punch, Knockout/Stun, Critical.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Martial Art Techniques, and Weapon Katas.
Language: Chinese.
Weapon Proficiencies: W.P. Knife, W.P. Staff, W.P. Nunchaku.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bak Lien Kuen Pai Kung Fu (4 Years), Chao Ta (1 Year), Lee Kwan Choo (5 Years), Tai Chi Chuan (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Damage, +1 to Strike, Death Blow on a Natural 20.
2nd: +1 Attack per Melee, +1 to Parry/Dodge.
3rd: +2 to Maintain Balance, Critical Strikeon an Natural 18, 19, or 20.
4th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
5th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
6th: +2 to Roll with Punch/Fall/Impact, +2 to Damage.
7th: +1 to Parry/Dodge, +1 to Strike.
8th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
9th: +1 Attack per Melee, +1 to Maintain Balance.
10th: +1 to Parry/Dodge, +1 to Damage.
11th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Weapon Katas.
12th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
13th: +2 to Damage, +1 to Maintain Balance.
14th: +1 Attack per Melee, +1 to Strike.
15th: Death Blow on a Natural 19 or 20.
WHY STUDY JEET KUNE DO? Bruce Lee's Adaptation of Wing Chun and Shao Lin Kung Fu, Jeet Kune Do has good offense and defense, but is poor in mental training.





Jun Fan Jeet Kune Do ( Exclusive ) By danzig138



Jun Fan Jeet Kune Do is a martial art ( ? ) created by the late Bruce Lee. During his youth in Hong Kong, he learned Wing Chun Kung Fu ( of/from Yip Man ). He also had exposure to other forms of kung Fu, but Wing Chun remained his primary form.



In 1959, Bruce moved to Seattle, and began to teach martial arts. His skills rapidly began to draw attention. At this time, he also began to rethink the martial philosophy. This was when he started to streamline his martial arts skills, discarding the techniques that simply bogged things down. Before long, he began to teach a modifed version of Wing Chun, which he called Jun Fan Wing Chun ( Jun Fan being his given name ), in tha basement of a grocery store owned by a friend. The main focus of Jun Fan Wing Chun was simplicity and the reality of martial combat.



As Bruce's acting career started to pick up, and more schools opened, Bruce modified Wing Chun so much that it stopped resembling the Wing Chun Kung Fu he had learned in his youth. This was essentially when it became Jeet Kune Do.



After Bruce Lee's tragic death, the JKD world kind of came apart. Many people could not seem to agree on what was to be the future of JKD. Some believed that it should be maintained exactly as Bruce had taught it, while others felt that it should continue to change as Bruce had practiced it. Basically, two schools of thought formed, Original Jeet Kune Do, and Jeet Kune Do Concepts.



JKD is a very non-traditional, non-classical form. It draws techniques from many arts, primarily Wing Chun, Boxing, and Fencing. The basic idea behind JKD is simplicity. Many martial arts practice forms out of tradition, not because of any practical use. JKD dispenses with this, as it is not simple. There is no need to overcomplicate things, and doing so can be dangerous in a real fight. Which covers another basic concept in JKD: Reality. The martial arts as practiced did not necessarily prepare someone for true combat, and Bruce felt that this was a disservice to the student, and dangerous as well. JKD was designed to provide skills and techniques that would work in a street fight, where there are no rules.



Jeet Kune Do is not a bunch of techniques thrown together. It is more a philosophy, a way of thinking. If it works, keep it, if it doesn't, ditch it. Training in JKD is available in many different places in the US.



Entrance Requirements: None
Costume: Loose-fitting clothing is preferred
Stance: Feet are a little more than shoulder's width apart, and angled slightly forward ( to help protect the groin ), and the knees bent. The back heel is raised. Shoulders are in-line with the waist, on a 45-degree pivot. The lead hand is held out at chest height, with the elbow in position to protect the ribs. The lead shoulder is raised slightly, and the chin is barely tucked behind it. The rear hand is held back at chin height ( slightly ), with the elbow also protecting the ribs. Unlike most martial arts, this stance is based on the fighter's strong side. So a right-handed person will lead with the right hand and vice-versa.



CHARACTER BONUSES



Add 1 to P.S.



Add 1 to P.P.



Add 2 to P.E.



Add 4 to Spd.



Add 10 to S.D.C.



COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: Burst ( Special! A sudden move forward that covers x1.5 the character's normal movement. This must be the character's first action, and it can be combined with a Kick Attack, Roundhouse Kick, or Snap Kick for a Critical Strike ).
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Circular Parry, Breakfall, Combination Parry/Attack
Hand Attacks: Strike ( Punch ), Knife Hand, Palm Strike, Hook Punch ( Special! This is a wide punch. It inflicts only 1D4 damage, but it cannot be auto-parried ), Power Punch, Uppercut ( Special! 1D6+1 damage )
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook, Roundhouse Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Combination Strike/Parry, Combination Grab/Kick, Knee, Elbow, Choke
Holds/Locks: Arm Hold, Body Hold, Neck Hold
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear



SKILLS INCLUDED IN TRAINING Martial Art Powers: Select two from Body Hardening Exercises and/or Martial Art Techniques. Also gains the Jeet Kune Do Concepts ( See Below )
Physical: Athletics
Philosophical Training: None



LEVEL ADVANCEMENT BONUSES Level 1: +1 to Strike, Parry
Level 2: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 3: +1 Attack per Melee, Knock-Out/Stun on a Natural 19-20
Level 4: +1 to Dodge, +2 to Damage,
Level 5: +1 to Strike, Select one Martial Art Power from Body Hardening Exercises or Martial Art Techniques
Level 6: +1 Attack per Melee, Critical Strike on a Natural 18-20
Level 7: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance
Level 8: +2 Parry/Dodge
Level 9: Knock-Out/Stun on Natural 17-20
Level 10: Death Blow on a Natural 20, One-Inch Punch ( Special! See below )
Level 11: +1 to Strike, Knock-out/Stun on Natural 16-20
Level 12: +1 Attack per Melee, Critical Strike on Natural 17-20
Level 13: Burst attack inflicts triple damage
Level 14: +2 to Strike, +1 to Parry/Dodge
Level 15: Death Blow on Natural 19-20



One-Inch Punch This is a very special, very close range attack. It must be the character's first attack of the melee round, and it uses all of his attacks. If successful, the attack inflicts 1D4x10 damage ( Normal Critical Strike, Knock-Out, and Death Blow rules apply ). It also acts as a nkock-down attack ( the victim loses one action/attack and initiative ).



Why Study JUN FAN JEET KUNE DO? JKD is a very effective physical srtyle, providing a wide range of useful techniques, but it is very weak in mystical Chi training.



NOTE: The name "Jun Fan Jeet Kune Do" was not the formal name of this art until January 10-11, 1996. Jun Fan Jeet Kune Do is copyright © 1996-1999 Jun Fan Jeet Kune Do, all rights reserved.





Jikishin Kage Ryu Naginata-Do By Kuseru Entrance Requirements: No men allowed. No attribute restrictions.
Skill Cost: 8 Years (4 Years as a Secondary Martial Arts Style).



This school claims its roots in the Jikishin Kage Ryu sword technique (kenjutsu), developed by the famous monk, Ippusai, out of older Shinkage Ryu sword schools. In the 1860's, Satake Yoshinori, a student of the Jikishin and Yanagi Kage Ryu, developed a new naginata school with his wife, Satake Shigeo. She had studied martial arts since she was six years old, and was famous for her strength with the naginata. Together they developed the forms of the present day Jikishin Kage Ryu naginata-Do. The addition of the suffix "do," (way) indicates that the founders saw their school as a budo, a means of martial practice for the purpose of self-perfection rather than self-preservation.



Jikishin Kage Ryu no longer emphasizes competition against kendo practitioners, although they do still occur. Many members do participate in competitions with the modern sports-oriented atarashii naginata. This tradition is clearly a valued part of its practitioner's lives. Their main dojo seems to be a place of joyous health and good spirits, full of both laughter and serious, finely-honed practice. This seems in keeping with Jikishin Kage Ryu's intention of create a system that will attract large numbers of women from many differing lifestyles. In the forms of this system, women find a martial training which encourages and strengthens their will and adds a sense of strong, graceful femininity.



Costume: Naginata Gi: Keikogi specialized for Naginata. Made of a lighter material compared to Kendo Keikogi. White color. Dark Blue Hakama.
Stance: Facing opponent with one foot forward and the other back, arms extended holding the naginata.
CHARACTER BONUSES Add +3 to P.P.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Combination Parry/Attack, Disarm, Multiple Dodge.
Hand Attacks: Backhand, Palm Strike, Rotary Palm Strike.
Basic Foot Attacks: Backward Sweep, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Backward Thrust (New!), Combination Strike/Parry, Death Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Naginata (Polearm), W.P. Shinai (Blunt).
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 Special Kata 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).
Language: Japanese.
Cultural Skills: Calligraphy, Haiku, Ukio-E.
Weapon Proficiencies: W.P. Naginata (Polearm), W.P. Shinai (Blunt).
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Kashima Shin Ryu (3 Years), Kaze Arashi Ryu (5 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Maniwa Nen Ryu (4 Years), Shinden Fudo Ryu (7 Years), Suio Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Tatsumi Ryu (5 Years), Tendo Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Initiative, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +2 to Parry.
3rd: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques.
4th: +1 Attack per Melee, Add one die of damage to the Naginata.
5th: +2 to Maintain Balance, Knockout/Stun on a Natural 19 or 20.
6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
7th: +1 Attack per Melee.
8th: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques.
9th: +1 to Strike, Critical Strike on a Natural 19 or 20.
10th: +2 to Parry, +1 to Initiative.
11th: +1 Attack per Melee.
12th: Add one die of damage to the Naginata.
13th: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques.
14th: +1 Attack per Melee.
15th: Death Strike on a Natural 19 or 20.
WHY STUDY Jikishin Kage Ryu Naginata-Do?
A new style of using the Naginata, Jikishin Kage Ryu, allows women to learn a comfortable and healthy martial art where they can also learn to defend themselves.





Jiu Jue Hsiong (Nine Cutting Bear Kung Fu) By Ray Bull <mailto:Mantisking@aol.com> Entrance Requirements: None
Skill Cost: 12 Years (Primary), 6 years (Secondary)



Caravan guards were once at the forefront of martial arts research. By the very nature of their profession, guarding caravans in the wilderness between the cities of China and along the Silk Road, their skills were tested almost daily. These trials led to the refinement of existing styles or the creation of new ones when old styles failed. Nine Cutting Bear is an example of the latter.



This style started with a combination of Bear kung fu and the whirling double broadsword techniques of Tam Tui kung fu. As it evolved Gau Jyut Hung, as it is called in Cantonese, added and discarded techniques from other martial arts. Eventually it crystallized into the system studied by today's students.



Unfortunately after the end of World War Two, and the rise of the Communist Party to power, caravan guards were not as needed, nor as welcome, as they once were in the past. This led to the Nine Cutting Bear style falling into disuse. With the advent of the Cultural Revolution and the pogrom against classical martial art masters, this style became even rarer.



Luckily grandmaster ____ ____ ____ survived the purges and kept teaching in secret. Later, in the early 1990's when classical martial arts had come back into favor, he escaped to the United States. The grandmaster made his new home and school in the "big sky country" of the American mid-west.



Combat for a student of Jiu Jue Hsiong is a whirlwind of constant motion. Parrying and striking with a sword in each hand, they are always moving forward. An opponent is always kept at arms reach. Before combat actually starts though, a Nine Cutting Bear stylist will attempt to back an opponent down using the Debana-o-kujiki Kata.



The original statistics for this art were averaged out from Gui Long and another art (I've forgotten which). The only real change was from a +2 bonus to Maintain Balance to a +2 bonus to Leap. If the Martial Art Powers seem a little much, Choy Li Fut has two powers & 3 weapon katas & one special kata. I'm not sure where the name came from. It's been sitting in my notebooks for a couple of years.



Costume: Standard clothing
Stance: A side leaning stance with a sword held in each hand. One leg is out straight, holding no weight. The other is bent holding all of the bodies weight, with the torso held straight above it. One sword is held over the head, parallel with the ground, in the arm away from the extended leg. The other is held vertically along the body, under and behind the arm that is held aloft.
CHARACTER BONUSES Add 5 to Chi
Add 1 to M.E.
Add 2 to P.P.
Add 1 to Spd.
Add 5 to S.D.C.
COMBAT SKILLS Attacks per Melee: Three
Escape Moves: Roll with Punch/Fall/Impact, Leap, Backflip, Somersault
Attack Moves: Leap, Backflip, Somersault
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Disarm, Combination Strike/Parry, Multiple Dodge, Circular Parry, Backflip, Twin Sword Trap (This defense can only be performed with W.P. Swords (Paired). To use this defense the character has to sacrifice Automatic Parry for the melee round. The character slides both swords across each other so that the tips form a "V". The opponent's weapon is then caught and held in this "V". This acts as an Entangle.)
Hand Attacks: Strike (Punch), Bear Paw
Foot Attacks: Kick Attack, Reverse Turning Kick
Special Attacks: Leap Attack, Deathblow, Combination Parry/Attack
Weapon Kata: W.P. Broadsword, W.P. Broadsword (Paired), W.P. Two-Handed Broadsword
Modifiers to Attacks: Critical Strike, Critical Strike From Rear, Pull Punch
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Special Katas: Debana-o-kujiki Kata, Bassai Kata, and Yadome-Jutsu Kata (Yadome-Jutsu Kata can only be performed with W.P. Broadsword (Paired).)
Languages: Chinese (Mandarin)
Cultural: Horsemanship, Detect Ambush, Detect Concealment
Survival: Wilderness Survival
Weapon Proficiencies: W.P. Broadsword, W.P. Broadsword (Paired), W.P. Two-Handed Broadsword
Philosophical Training: Buddhism
If this is your Primary Martial Art style then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Leap (add 5 feet to Leap distance)
2nd: +1 to Strike, Critical Strike from behind
3rd: +1 Attack per Melee, Automatically receive Martial Arts Technique: Iai-Jutsu
4th: +1 to Leap (add five feet to Leap distance)
5th: +1 to Strike
6th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
7th: +1 to Parry/Dodge
8th: +1 to Strike, Automatically receive Martial Arts Technique: Eight Horse Stomp
9th: +1 Attack per Melee, Deathblow on a Natural 20
10th: Double Existing Chi, Critical Strike on a Natural 18+
11th: +1 to Somersault, Automatically receive Martial Arts Technique: Sword Chi
12th: +1 Attack per Melee, Add two levels to Weapon Kata: W.P. Broadsword (Paired)
13th: +1 to Strike, Add two levels to Weapon Kata: W.P. Two-Handed Broadsword
14th: +1 to Backflip
15th: +1 Attack per Melee, Automatically receive Zenjorike: Karumi-Jutsu
Why Study Jiu Jue Hsiong? A classical style centered around weapon use.





Jiu Chih Xing Kung Fu By KnightFall



Jiu Chih Xing, Nine Golden Eagles, is a sister school to Xing Chiao, the traditional Eagle Claw school.The two styles are very similar in appearance, but there are important differences between the styles.



Much like the rivalry between the Fu Chiao Pai schools and the Shan Tung tiger schools, the two eagle schools often compete to out do each other, insult each other, and claim to be the superior style, but rarely engage in combat. In a typical exchange the Jiu Chih Xing student may tell the Xing Chiao stylist: “What a fine block! Your master must have watched an eagle falling on his face when he designed it.” To which the Xing Chiao stylist might reply: “Maybe if you did not try to avoid combat so much, you would be able to actually survive an attack that lands….”



It is difficult to imagine that the two schools did not emerge from the same source, or at least share some common ancestry. However where Xing Chiao focuses on parries for defense and many devastating mid to short range attacks, Jiu Chih Xing is all about avoiding physical contact with the attacker techniques and long range acrobatic movement. Jiu Chih Xing also focuses more on the development of Chi and less on the speed of attack.



Jiu Chih Xing martial artists have deep and abiding hatred of the Snake Style school. Whenever they find a Snake Stylist a fight to the death is almost certain. Jiu Chih Xing masters are dedicated to eradicating the Snake Style and all of its students from the face of the Earth.



Jiu Chih Xing is an exceptionally rare martial art. There are less than three dozen practitioners world wide. To be accepted by a teacher of Jiu Chih Xing is to join an elite group. It is also a beautiful art to watch and is well suited to female characters. More than two thirds of the great masters from the past have been women, although today there are roughly even numbers of men and women practitioners.



Entrance Requirements: IQ 13, PE 13, PP 13. Honorable Alignment.
Skill Cost: 12 years (5 years as a secondary form)
Costume: Formal white kung fu outfit with gold trim
Stance: Knees slightly bent. Poised on the balls of his feet with one had guarding close to the body in an open palm the other in a claw held ready to attack.



CHARACTER BONUSES



Add 10 to Chi



Add 2 to M.E.



Add 1 to M.A.



Add 1 to P.S.



Add 2 to P.P.



COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Leap, Backflip
Attack Moves: Leap, Backflip
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Automatic Dodge, Multiple Dodge
Hand Attacks: Strike (Punch), Caw Hand, Palm Strike
Basic Foot Attacks: Kick Attack, Axe Kick, Reverse Turning Kick (combination Dodge/Kick)
Jumping Foot Attacks: Flying Reverse Turning Kick
Special Attacks: Leap Attack, Leaping Eagle Claw (SPECIAL! This powerful technique functions like a normal leap attack, except that the character must use both hands, curled into claws, to attack with. The attack does 2D6 damage and a critical strike if it lands. The character may not parry the rest of the round following this attack, and like a normal leap attack this must be his first action of the Melee round and he may not attack after this), Combo Dodge/Claw (SPECIAL! This special evasive attack allows the character to contort out of the way as he strikes an opponent. It does normal claw hand damage and like any combination attack the character may not use his Dodge or Strike bonuses while using this attack).
Weapon Katas: Shen Biau (Rope Dart) and Shi Zi Jen (Sword)
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from rear.



SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two (2) powers from among Martial Art Techniques, Chi Mastery (not including Advanced) or Specialty katas (including Chi Katas). Also knows the special Shan Feng Kata (see below). The character also possesses the Zenjoriki power of Karumi-Jutsu.
Language: Chinese ( Mandarin ) [Increases literacy level by 1 stage]
Physical: Acrobatics and Running
Philosophical Training: Taoism



If this is your primary Martial Art form, then the following other forms can be learned in a shorter time: Xing Chiao (3 years), Taido (6 years), Cha Chuan (4 years), or Drunken Style (6 years)



Special Katas Shan Feng: The Mountain Wind kata is considered to be the ultimate expression of this martial art. It takes the flowing, acrobatic movements of this style to an extreme. The character combines all of the advantages of the Automatic Dodge, the Multiple Dodge, the Backflip, and the Leaping Evasion along with a final powerful attack. While performing this kata the character may roll to dodge any attack, even if he is not aware of it, without using an action. He uses his normal dodge bonus for these rolls. He may not parry or attack during his melee actions/attacks, but he can use Backflip or Leaping Evasion to position himself. Alternately he may spend an action focusing on a Chi Power. However the character must save his last melee attack until the end of the melee round after everyone else is done. At the very end of the melee round, after everyone else has used all of their melee attacks he may unleash one of the following attacks with +3 to his usual bonus to attack: A Leaping Eagle Claw, a Flying Reverse Turning Kick, or a Leap Attack using a weapon. His target may not use an automatic parry and will have no defense against this devastating attack unless said opponent has activated an Automatic Dodge at the beginning of the round. Targets with Automatic Roll, may Roll with Punch/Fall/Impact if appropriate to reduce the damage from this kata. Ancient masters are said to have shattered boulders while practicing this form.



LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Dodge, Critical Strike from rear.
Level 2: +1 to Leap (add 6' to leap distance), +1 to Backflip.
Level 3: +1 Attack per Melee, Critical Strike on a natural 18-20
Level 4: Double Existing Chi, +1 Strike.
Level 5: Select one (1) additional Martial Art Power from Martial Art Techniques, Chi Mastery (including Advanced) or Specialty katas (including Chi Katas)
Level 6: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
Level 7: +1 Attack per Melee, +1 to Leap (add 6' to leap distance)
Level 8: Double Existing Chi, +1 Strike, +1 to Backflip
Level 9: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
Level 10: Select one (1) Zenjorike power
Level 11: Select one (1) additional Martial Art Power from Martial Art Techniques, Chi Mastery (including Advanced) or Specialty katas (including Chi Katas)
Level 12: Double Existing Chi, +1 to Leap (add 6' to leap distance), +1 to Backflip.
Level 13: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
Level 14: +1 Attack per Melee, +1 Strike
Level 15: Select one (1) additional Martial Art Power from Martial Art Techniques, Chi Mastery (including Advanced) or Specialty katas (including Chi Katas)



Why Study Jui Chih Ying?



This art provides awesome ability against multiple attackers, beautiful acrobatic moves, and excellent chi training.





JOGO DE PAU By Kuseru
Entrance Requirements: Restricted to good alignments. No attribute requirements.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style)
Jogo de Pau ("the stick game," or "stick-fencing") is a staff fighting style developed in the Alto Minho and Trás-os-Montes, northern regions of Portugal. While the origins of this style are uncertain, there is strong evidence that it derived its techniques from a dance in India imported to region.
The purpose is primarily self-defense against robbers and other aggressors. Due to the demeanor of the people in this region, who greatly valued family and personal honor, this style was also used to settle accounts, disputes and matters of honor between individuals, families and even whole villages as well as paulada (stick-fencing matches) conducted between young men of different villages. Travelers of various types also used this style for support on long daily walks, pilgrimages, to help cross rivers, by young men patrolling their lands and the shepherds of the high mountain ranges to protect their sheep from wolves.
The Pau, or staff, was typically made from a type of wood known as o varapau or cajado, and was typically the height of the wielder, or about five feet long. Gripping the staff varied, from a shortened grip while ascending steep terrain, to a longer grip at other times. The staff was used for both attacks and defense, vaulting over shallow streams, and when left at the door of the home of one's sweetheart, as in indicator that no one else had business there. The style combines great mobility and high efficiency as well as fighting against multiple attackers.
A mestre (master) of this style was eagerly sought and parents sent their children to these masters so they could learn discipline as part of their education. Early masters were so eagerly sought that they earned substantial income. In the 19th century the style was brought to the region of Lisbon who changed the style. Now the style is typically taught in special schools in Cabeceiras de Basto, Fafe, and Salto (Montalegre) as well as Lisbon.
Costume: Essentially street clothes.
Stance: Feet shoulder's width apart with knees bent about halfway down, back and shoulders straight upright. The hands and arms holding the staff away from the body and vertical to the ground; the top hand holding the wood at the top and the bottom hand holding it at the bottom.
CHARACTER BONUSES Add +1 to M.E.
Add +1 to P.S.
Add +3 to P.E.
Add +5 to Spd.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact
Attack Moves: Pole Vault (NEW!)
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Disarm
Hand Attacks: Punch (Human Fist)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: Pole Kick (NEW!)
Special Attacks: Backward Thrust, Clothesline, Death Strike (NEW!), Trip/Leg Hook-Weapon (NEW!).
Holds/Locks: None.
Weapon Kata: W.P. Staff, W.P. Reverse Stroke.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout/Stun from Behind, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: None.
Languages: Portuguese
Cultural: Dancing
Physical: Outdoorsmanship, Physical Labor
Weapon Proficiencies: W.P. Staff, W.P. Reverse Stroke.
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Canne de Combat (5 Years), Savate (11 Years), Zipota (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, +1 to Pole Vault (add 4 feet to leap distance).
2nd: +2 to Strike with Staff, Knockout/Stun from Behind.
3rd: +2 to Damage with Staff, Critical Strike from Behind.
4th: +1 to Initiative, +1 to Pole Vault (add 4 feet to leap distance).
5th: +1 Attack per Melee.
6th: Add 3 levels to W.P. Staff, Knockout/Stun on a Natural 20.
7th: +1 to Strike with Staff, Critical Strike on a Natural 19 or 20.
8th: +1 Attack per Melee, +1 to Damage with Staff.
9th: +1 to Initiative, +1 to Pole Vault (add 4 feet to leap distance).
10th: +2 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
11th: +1 to Strike with Staff, Knockout/Stun on a Natural 19 or 20.
12th: +1 Attack per Melee, +1 to Damage with Staff.
13th: +1 to Initiative, +1 to Pole Vault (add 4 feet to leap distance).
14th: +1 Attack per Melee.
15th: Death Strike on a Natural 20.
Why Study JOGO DE PAU? The art is effective but not very glamorous. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. It also provides good defenses against multiple attackers in addition to good offensive capabilities. This style lacks any true spiritual training, which may be a loss for some.





Joketsuzoku (Exclusive) Chinese Amazon Martial Arts By Cutter Kinseeker



Entrance Requirements: P.S. 10; P.P. 14; P.E. 12. An honorable alignment is not required, but Amazons refuse to teach their most dangerous techniques to those who are dishonorable.
Skill Cost: 16 years (almost all Chinese Amazons are taught this art from birth)
Costume: Traditional Chinese Amazon clothing, including silk shirts and pants, long robes, and bright colors.
Stance: Similar to the Crane Stance Kata of Bok Pai Kung Fu, but with the arms in looser positions (often holding weapons), and the legs are allowed to move when combat begins.



CHARACTER BONUSES:



P.S. and P.E. are considered supernatural (if they weren't already)



Add 1 to P.P. (+2 to non-Amazons)



Add 15 to S.D.C. (+30 to non-Amazons)



Add 5 to Chi (+10 to non-Amazons)



COMBAT SKILLS: Attacks per Melee: Four
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry, Automatic Dodge
Advanced Defenses: Breakfall
Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Claw Hand
Basic Foot Attacks: Kick, Roundhouse Kick, Snap Kick, Wheel Kick, Axe Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Knee, Elbow, Death Blow, Leap Attack, Body Flip/Throw
Weapon Katas: Three Chinese weapons of choice
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind



SKILLS INCLUDED IN TRAINING: Martial Art Powers: All Joketsuzoku can do the Great Leap at no cost. A practitioner of Joketsuzoku may select one power from Body Hardening, one from Martial Arts Techniques or Special Katas, and one from Atemi Abilities or Chi Mastery.
Languages: Chinese
Physical: Archery
Philosophical Training: Practitioners of Joketsuzoku are held to an extremely strict code of honor based on the tribal law of the Amazons. The only ones who are protected under this code, however, are other Amazons, allies, honorable enemies, and innocents. Respect must be shown to superior martial artists and elders at all times; courtesy to one's host is very important as well. Lethal force is not only expected but encouraged in battle (except for sparring/practice and contests of prowess), but honorable or skilled opponents must always be given the opportunity to surrender.



If Joketsuzoku is your primary martial art form and you are a Chinese Amazon, then the following other forms can be learned in half the usual time: Ba Gua Kung Fu, Bak Mei Kung Fu, Bok Pai Kung Fu, Ch'in-Na, Fu Chiao Pai, Gui Long, Hsing-I Kung Fu, Shan Tung, Pao Pat Mei, Snake Style Kung Fu, Tai-Chi Ch'uan, Praying Mantis Kung Fu. Chinese Amazons can acquire more martial arts over the great long spans of their lives than is normal, but usually branch off into other fields (like magic) as they age.



Joketsuzoku is an exclusive form for non-Amazons.



LEVEL ADVANCEMENT BONUSES Level 1: +3 to roll with punch, +1 to dodge, Critical Strike from Behind
Level 2: +3 to Maintain Balance, +1 to parry, +1 to strike with kick attacks and jump kicks
Level 3: Select one additional power from Atemi Abilities or Chi Mastery
Level 4: Critical Strike on natural 19-20, +1 to strike with leap attacks and jump kicks
Level 5: +2 to parry and dodge, +1 to strike, +1 to roll with punch, +1 to Breakfall
Level 6: +1 attack per melee, +10 to Chi
Level 7: Critical Strike on natural 18-20, Death Blow on natural 20, +5 to Spd
Level 8: +1 to PP, Select one additional power from Atemi Abilities or Chi Mastery and one from Martial Arts Techniques or Special Katas
Level 9: +3 to parry and dodge, +1 to strike, +2 to Maintain Balance, +1 to Breakfall
Level 10: +1 to PP, +15 to SDC, +2 to strike
Level 11: +1 attack per melee, Death Blow on natural 19-20
Level 12: +1 attack per melee, +1 to strike, parry, and dodge
Level 13: +1 to PS and PE, +2 to Maintain Balance, +2 to Breakfall, +1 to Body Flip/Throw
Level 14: Select two powers from among Atemi Abilities, Chi Mastery, Martial Arts Techniques, and Special Katas
Level 15: +1 attack per melee



Why Study Joketsuzoku?



This martial art is good at virtually everything: weapons, unarmed combat, power, speed, endurance, and even chi abilities. Its ability to imbue supernatural strength and endurance on its users is simply phenomenal. Perhaps its only real weaknesses are its strict code of honor and inability to deal effectively against multiple attackers. Also, of course, only Chinese Amazons (or those who can convince them to train them) can learn the style, and male Amazons cannot learn the more powerful moves at all.





Jook Lum Tong Long Kuen (Bamboo Forest Praying Mantis Kung Fu)[southern]



The origins of this southern Chinese martial art lie in the Buddhist Jook Lum temple. This temple, located on Dragon Tiger Mountain in Jiangxi Province, follows in the footsteps of the Shaolin Temple, honing the bodies and minds of the monks through rigorous practice in the martial arts. One of the monks was disturbed from his daily meditations in the bamboo groves that surrounded the temple by the sounds of a bird trying unsuccessfully to devour a praying mantis. Capturing the praying mantis, he then studied it's movements and incorporated them into his kung fu training.



In combat a novice Jook Lum student will simply meet an opponent's attack with overwhelming force.



An intermediate practitioner with parry an incoming attack and then retaliate. An advanced stylist will use footwork to slip by an opponent's attack and defenses. No matter the level of ability once the battle is joined the mantis stylist will close in and strike using simultaneous offensive and defensive movements, until the opponent is eliminated.



Teachers of this style are somewhat secretive, owing to its origins in a temple that was refuge to anti-Ching Dynasty rebels. Schools however can be found in New York, Hong Kong, and the Jook Lum Temple, which still exists.



In the world of Rifts China, those of the Tong Lun have discovered vast powers available in evoking a Spectral Praying Mantis (Animus), and have focused on this to the exclusion of almost everything else in their Martial Art.





Entrance Requirements: P.P.: 11, P.E.:9



Skill Cost: 12 years (6 Years Secondary)



Costume: Standard Kung Fu Outfit



Stance:



CHARACTER BONUSES



Add +15 to Chi/P.P.E./I.S.P.



Add +2 to M.E.



Add +4 to P.P.



Add +3 to P.E.



Add +3 to Spd.



Add +10 to S.D.C.



COMBAT SKILLS



Attacks per Melee: 2



Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance



Basic Defense Moves: Dodge, Parry, Automatic Parry



Advanced Defense Moves: Combination Parry/Attack, Disarm



Hand Attacks: Strike (Punch), Single-Knuckle Fist, Gou Strike, Negative Gou Strike, Lau, Claw Hand, Hammer fist, Uppercut, Fingertip Attack



Basic Foot Attacks: Kick Attack, Snap Kick



Special Attacks: Elbow, Forearm, Knee, Deathblow, Gou Combination, Sticky Hands



Weapon Katas: W.P. Staff, W.P. Gim, W.P. Iron Ruler



Holds/Locks: Gou Grip, Tsai Grip



Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind,



Knockout/Stun from Behind



SKILLS INCLUDED IN TRAINING



Martial Art Powers: Automatically receive Body Hardening Exercise: Crushing Grip and Martial Arts Technique: One Inch Punch. You may select a total of one (6) Power from Atemi Abilities (including advanced), Body hardening Exercises, and Martial Arts Techniques.



Languages: Chinese (Level 4), Mandarin, and Cantonese



Cultural: Holistic Medicine, Acupressure, Acupuncture



Weapon: W.P. Staff, W.P. Gim, W.P. Iron Ruler



Temple: Fasting, Begging, Meditation



Philosophical Training: Buddhism, Taoism, Confucianism



LEVEL ADVANCEMENT BONUSES



1. Level 1: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, Critical Strike or Knockout/Stun on a Natural 20, Critical Strike or Knockout/Stun from Behind Mantis Armor: When invoked, the character’s skin actually splits open, bleeds, and then erupts with bright green plates of chitinous armor. When dispelled, the pieces get loose and can be pulled oft`. Mega-Darnage: The sharp edges of the Mantis Armor mean that all the character’s attacks can be done as Mega-Damage against M.D.C. opponents. M.D.C. of Armor: The character’s Hp +S.D.C. +20 M.D.C. per level ofthe character (Hit Points remain Hit Points). Combat Bonuses; +4 to parry, +2 to disarm and +3 to entangle. Chi/P.P.E. /I.S.P. Cost: 5.





2. Mantis Hook Attack: Also called the Gou Grip this is a sideways move and grip, using the middle, ring and little fingers to grip, and lets the character grab, rip and pull. Mega Damage: Does P.S. +3D6 M.D. to Mega-Damage targets, or P.S. +5D6 damage to normal S.D.C./Hit Point targets.





3. Evoking the Spectral Praying Mantis: The character can create, or evoke, a spectral version of a Praying Mantis, at human size (6 feetfl.8 m tall). Each time the character wishes to create the Spectral Praying Mantis, it takes a certain amount of concentration and Chi/P.P.E. /I.S.P. At first level it requires three melee rounds to bring up the Anirnus. During Animus evocation, no other actions may be performed, nor can the I.S.P. be used for anything else. After that, however, the character can choose to just give the Animus instructions, or actually drive it, as if it were mystical power armor, letting him see through the Spectral Praying Mantis’ eyes, feel its movements, and control its combat directly (using the character’s own combat & martial art abilities and bonuses). Duration: Just being in existence, the Spectral Praying Mantis burns up one I.S.P. each hour (60 minutes), and each point of M.D.C. damage taken by it reduces its creator’s Chi/P.P.E. /I.S.P. by one point. When all the Chi/P.P.E. /I.S.P. is gone or expended, the Spectral Praying Mantis will just turn into mist, and fade away. Chi/P.P.E. /I.S.P. Cost: 20 as a separate Animus or as power armor. Mantis as a Separate Animus is slow and capable of only two attacks per melee round, but is +4 to strike, and does 2D6 M.D. to Mega-Damage targets or 4D6 S.D.C. to normal S.D.C. targets. +2 to save vs dispel. M.D.C.: M.D.C. equal to the creator’s own S.D.C. amount (or 20% of the M.D.C. of a supernatural or M.D.C. character). Distance: Cannot go more than 1000 feet (305 m) away from its creator.



Mantis Animus as Power Armor means its creator is wearing the Animus over his own body like a suit of power armor.



We say "power armor" because the Animus adds to his own normal abilities. Combat Bonuses: +l on initiative, +1 to disarm and +1 to entangle. Mega-Damage Bonus: +2D6 M.D. against Mega—Damage targets or +2D6 S.D.C. to human/S.D.C. targets. M.D.C. Armor Protection: M.D.C. equal to the creator’s own Hit Points +S.D.C. +20 (or +25% of the M.D.C. of a supernatural or MegaDamage character).





Giant Mantis Animus: The character has the ability to grow the spectral mantis into larger and larger sizes. It costs the maker 15 Chi/P.P.E. /I.S.P. for each doubling of size. While manipulating the gigantic spectral mantis against large foes can be effective, the greatly enlarged mantis is actually be a liability when it comes to combating those of normal human size because it is a much larger target and slower. Attacks per Melee: Two (increases with experience and mastery of the Animus). Bonuses for Doubled Size; Each time the Spectral Praying Mantis doubles in size, it gets +5 P.S. (Supernatural), +40 M.D.C., and inflicts +lD6 M.D./S.D.C. damage from its attacks. Penalties: Reduce Spd by 10% and -1 to dodge for each doubling of size, and the Mantis Animus has no Chi/P.P.E. /I.S.P. of its own. Chi/P.P.E. /I.S.P. Cost: 10. for each time the Spectral Mantis doubles in size (6 to 12 feet, to 24 feet, to 48 feet). Note: Can be doubled a maximum of three times at this stage.





Level 2: +1 to Strike, Select one (1) Martial Arts Power from Atemi Abilities, Body Hardening Exercises, or Martial Arts Techniques, Double the character’s Permanent Chi/P.P.E. /I.S.P. Base.





Level 3: +1 Attack per Melee, Spectral Praying Mantis Advancement #1: Attacks per melee round for a separate Animus is increased to four total, +10 M.D.C., +2 to damage, and +1 to Spd.





Level 4: +1 to Damage, +1 to Strike with Hand Attacks, Tong Lun Kung Fu Body Hardening #1: +2 to P.P. and +1 to M.E. attributes, and +14 to the character’s S.D.C.





Level 5: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18+, Evoke Spectral Praying Mantis in two melee rounds.





Level 6: +2 to Parry, +1 to Strike, Spectral Praying Mantis Advancement #2: A separate Animus now moves as quickly as the creating/controlling character, with no penalty in attacks per melee round (same as the creator). The separate Mantis Animus can now go up to l0 miles (16 km) away from its creator. When worn as power armor, the Animus provides its creator/wearer a bonus of +1 attack per melee round, +20 M.D.C. to the armor, +6 to damage (M.D.C.). Or S.D.C. depending on the nature of the opponent), +2 to Spd. attribute, and +1 on initiative, +1 to disarm and +l to entangle.







Level 7: +1 Attack per Melee, Select one (1) Martial Arts Power from Atemi Abilities, Body Hardening Exercises, or Martial Arts Techniques, Tong Lun Kung Fu Body Hardening #2: +16 to S.D.C., +2 to Spd., and +1 to P.P.







Level 8: +1 to Damage, Deathblow on a Natural 18+, : The combat moves of` the Wrestling skill (pin, incapacitate and crush/bear hug) and +3D6 to the character’s S.D.C. (but not the other Wresting skill bonuses).







Level 9: +1 Attack per Melee, Evoke Spectral Praying Mantis in one melee round.







Level 10: +2 to Parry, Add 4D6+20 points to the character’s Permanent Chi/P.P.E. /I.S.P. Base.





Level 11: +1 to Strike, Select one (1) Martial Arts Power from Atemi Abilities, Body Hardening Exercises, or Chi Mastery, Spectral Praying Mantis Advancement #3. At this stage of development it is no longer necessary for the Tong Lun Master to dispel the Spectral Praying Mantis just to have to evoke it again at a later time. The separate "big‘ green buddy" (Mantis Animus) is around all the time, and even seems to be getting more solid and less ethereal. It possesses all the physical attributes, number of attacks and combat bonuses of its maker, plus the following bonuses; +30 M.D.C., +10 to damage (M.D. or S.D.C. depending on the nature of its opponent), and +4 to Spd. The separate Animus remains in the physical world even when its creator’s I.S.P. is reduced to zero, though its attacks per melee, Spd, M.D.C. and combat bonuses are reduced by half. The separate Animus can now go up to 50 miles (80 km) away from its creator. It adds two extra melee attacks and +40 M.D.C. when worn as power armor.





Level 12: +2 to Dodge, Knockout/Stun on a Natural 19+, Tong Lun Kung Fu Body Hardening #3: +14 to S.D.C., +1 to M.E., and +1 to Spd.





Level 13: +1 Attack per Melee, Add 5D6+30 points to the character’s Permanent Chi/P.P.E. /I.S.P. Base.





Level 14: +2 to Dodge, Evoke Spectral Praying Mantis instantly.





Level 15: +1 to Damage, Receive Atemi Ability: Dim Mak, Spectral Praying Mantis Advancement #4:The separate monster now seems to be completely solid, and is no longer capable of renaming to spectral form. It also now needs to eat and drink on a daily basis. While it can still be shrunk or grown, it seems that its default size is around 24 feet tall (doubled twice) and it can now be doubled in size four times (96 feet tall) Bonuses of the Separate Animus: +80 to M.D.C., +10 to damage, +2 attacks per melee round, +3 to strike, +2 to automatic dodge (the act of dodging does not use up a melee attack, but roll to succeed as usual), +2 to disarm, and +2 to entangle (all other stats are the same as its creator). The separate Anirnus remains in the physical world even when its creator’s Chi/P.P.E. /I.S.P. is reduced to zero, though its attacks per melee and combat bonuses are reduced by halt`. lt is now a separate being that acts and fights in unison with its creator and cannot be worn as power armor. The two can also be separated by a distance as great as 2000 miles.





Why Study Jook Lum Tong Long Chuan?



A ferocious style whose motto, "Nothing for show, everything for use." reveals its deadly intent.





Jotan Targeting By Mephisto
Entrance Requirements: None
Skill Cost: 4 Years (3 Years as a Secondary)



Jotan are the strongest and largest of the giants, and are the main metalworkers and laborers of the giants. Usually led by Cyclops or Nimro fire giants, the Jotan are a capable species. They also love combat, which is where the name for the martial art was derived; not very clever but then Jotan are a race known for their straightforward thought and action.



Jotan will usually try to have a supply of huge rocks and boulders nearby when preparing for combat. Due to the small size of their opponents no grappling is taught, the main focus is on hurling rocks and other large items at the opponent, and deadly choking and kneeing attacks for closer range. Jotan can become so proficient with rock throwing that most opponents will retreat before getting in hand to hand striking range!



Training is usually done on Mount Nimro, where the largest group of giants is located. Some skilled giants also reside in the Baalgor Wastelands.



O.C.C. Note: Giants and Trolls can learn this by upgrading to Hand to Hand: Martial Arts then exchanging two O.C.C. Related Skills to get this martial art.
Stance: Usually like that of a shot-putter; one leg forward one behind, with the weight of the body on the rear leg and the hands usually holding rocks. One of the rocks is on his shoulder where the weight of the body is located, the other with the hand up around his face to serve as a defensive shield.
Costume: None
Character Bonuses +6 to P.S.
+2 to P.E.
+15 to S.D.C.
Combat Skills Attacks Per Melee: 3
Escape Moves: Roll With Punch/Fall/Impact



Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Power Block/Parry
Hand Attacks: Strike (Punch), Backhand
Foot Attacks: Kick Attack, Snap Kick, Knee
Special Attacks: Crush/Squeeze, Choke, Grab (simply the ability to grab onto the opponent. Another grab roll may be made for the other hand. This is usually used in combination with a hand or knee attack)
Holds/Locks: None
Weapon Skills: W.P. Targeting with an additional bonus of +2 to strike to start
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow
Skills Included in Training Martial Art Powers: Select One Body Hardening
Physical Skills: Body Building and one of choice, except not Acrobatics or Gymnastics
Training Skills: None.
Languages: None
Level Advancement Bonuses 1st Critical Strike Natural 20 or from behind, +2 to strike with thrown item
2nd +2 to damage, +2 grab, +2 initiative with thrown item
3rd +2 strike with thrown item, +1 P.S.
4th +1 attack, +1 parry, +2 initiative with thrown item
5th +1 damage, Select One Additional Martial Art Power
6th +2 damage, +2 strike with thrown item
7th Critical Strike Natural 19 or 20, +1 Grab
8th +1 Attack, +1 to P.S., +2 initiative with thrown item
9th +2 Strike with thrown item, +1 parry
10th +2 damage, +1 initiative with thrown item
11th +2 to Strike with thrown item, +1 to Damage, +1 P.S.
12th Select One Additional Martial Art Power
13th +1 Attack, Critical Strike Natural 18-20, +2 grab
14th +2 parry, +1 Strike with thrown item
15th +2 initiative with thrown item, Death Blow Natural 20
Why study Jotan Targeting? Not a very good defensive martial art its main focus is on leveling the opponent with thrown items. The hand to hand techniques tend to be weak but since the assailant is usually a giant, they end up being effective nonetheless.





The Joy and Sorrow Technique ( Exclusive ) By danzig138



( Counts as three *3* forms )



NOTE: The Joy and Sorrow technique is effectively two martial art forms. Until the character reaches 15th level in the Joy and Sorrow technique, he must use the standard rules for knowing and using multiple martial art forms. This is a powerful martial art, and may not be appropriate for all campaigns.



Centuries ago, in China, two mighty men encountered each other on a battlefield. These men were martial artists seeking to improve their skills and test their newest martial art forms.



One of the men, Tsou Nan, was developing a new style, the 10,000 Laughing Men, or Wan Feng ( 10,000 Lunatics ). The other man, Yan Qui Tian, was testing his newly created style, Yan Nan ( Smoke Man ).



Wan Feng was a very aggressive, hard art, and Yan Nan was pure defense. Tsou Nan and Yan Qui Tian battled for hours. Tsou Nan was unable to land a blow through the defenses of Yan Qui Tian, but Yan Qui Tian was so pressed to defend himself that he never gained the opportunity to launch his own attacks. Eventually, both men succumbed to exhaustion. Both acknowledged that the other's style was most impressive. This was the beginning of a very long friendship.



Tsou Nan and Yan Qui Tian became inseparable allies. They taught each other their styles, and began to refine them. Eventually, this combined style became known as the Joy and Sorrow technique.



Tsou Nan and Yan Qui Tian began to teach this unique martial art to those who met their rigorous physical and mental standards. So this art survived, and was passed down through the generations.



Today, the Joy and Sorrow Technique is known only to a handful of individuals who will each pick only one person, at most, to pass the techniques to.



The master of the Joy and Sorrow Technique will approach combat differently, depending on the starting technique. If the master is the defender, he will spend most of the combat avoiding blows, while softly weeping. If the opponent does not break off combat, the master will then begin to cry loudly, while using Automatic Body Flips and Joint Locks. If the opponent continues with his aggression, the master will begin to use disabling Atemi abilities.



If the master is the aggressor, he will approach combat steadily, while attempting to land as many devastating blows as possible, laughing maniacally the entire time.



Entrance Requirements: I.Q. 15, M.E. 15, M.A. 14, P.S. 14, P.P. 15, P.E. 15
Skill Cost: 25 years
Costume: Silk kung fu outfit that is black and white. One side is black and the other side is white.
Stance ( Joy ): Feet shoulder's width apart, knees slightly bent. The body is turned so as to present a more narrow target. The front hand is held out at just below shoulder level, and the back hand is held in close at waist level.
Stance ( Sorrow ): Similar to the Joy stance, but the front hand is held out at waist level and kept loose, and the back hand is held pointing down and loose close to the body.



CHARACTER BONUSES



Add 1 to P.S.



Add 1 to P.P.



Add 5 to S.D.C.



Add 5 to Chi



COMBAT SKILLS ( Joy Technique ) Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Power Block/Parry
Hand Attacks: Strike ( Punch ), Double-Fist Punch, Knife Hand, Palm Strike, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Axe Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Death Blow, Leap Attack, Knee, Elbow, Neck Breaker ( SPECIAL! The character jumps up, locks his legs around the target's neck, and spins in an attempt to break the victim's neck, while flipping the victim. This uses six ( 6 ) of the character's attacks, and requires a natural strike roll of 18 or better. If successful, the victim suffers 4D6 damage, and loses initiative and one action. There is a ( damage x2% - victim's P.S. ) x1% chance that the victim's neck will be broken. If this attack fails, the character loses initiative and any remaining attacks for the melee round )
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from rear



COMBAT SKILLS ( Sorrow Technique ) Attacks per Melee: 1
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Automatic Dodge, Automatic Roll, Circular Parry, Disarm
Hand Attacks: None
Basic Foot Attacks: None
Jumping Foot Attacks: None
Special Attacks: Automatic Body Flip/Throw, Paralysis Attack
Holds/Locks: Finger Lock, Wrist Lock , Elbow Lock, Automatic Wrist Lock, Automatic Ankle Lock ( Treat as a Wrist Lock for escape purposes )
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun



SKILLS INCLUDED IN TRAINING ( Both Techniques )
Martial Art Powers: Select one power from Body Hardening Exercises ( including Demon Hunter Exercises ) or Martial Art Techniques, and select one power from Atemi Abilities ( ex. Dim Mak ) or Chi Mastery.
Martial Art Powers ( Joy ): The Laughing Man Kata ( see below )
Martial Art Powers ( Sorrow ): Grasping Hand Atemi Ability, Weeping Willow Kata ( see below )
Languages: Chinese
Philosophical Training: Taoism



The Laughing Man Kata: This is a variation on the Bassai ( Fortress Penetration ) kata. The master laughs continuously, all while attacking a single opponent. His laughter steadily increases in volume as he strikes. The opponent must roll a saving throw of 14 or better ( modified by M.E. ) or lose initiative and one action/attack. The master gains a +4 bonus to strike, and inflicts an additional +4 damage, but he suffers a -5 penalty to all defensive rolls for the melee round.



Weeping Willow Kata: This is a defensive kata in which, the master cries out his anguish, while avoiding and deflecting all incoming attacks. This provides him with a +3 bonus to automatic parry and automatic dodge, and it acts as a Windmill Kata ( Ninjas and Superspies, page 88 ).



LEVEL ADVANCEMENT BONUSES ( Joy Technique )
Level 1: +1 to Roll with Punch/Fall/Impact, +2 to Strike, +1 to Damage
Level 2: +1 Attack per Melee,
Level 3: Critical Strike on a Natural 19-20,
Level 4: +1 to Strike, Select one additional Martial Art Power from Body Hardening Exercises or Martial Art Techniques
Level 5: +2 to Parry/Dodge, Knock-Out/Stun on a Natural 18-20,
Level 6: +1 Attack per Melee, Receive Tamashiwara Martial Art Technique
Level 7: +1 to Roll with Punch/Fall/Impact, Maintain Balance
Level 8: Critical Strike on a Natural 18-20
Level 9: +2 to Strike, Knock-Out/Stun on a Natural 17-20
Level 10: +1 Attack per Melee, +2 to Damage
Level 11: +1 to Parry, Select one additional Martial Art Power from Body Hardening Exercises or Martial Art Techniques
Level 12: Death Blow on a Natural 20
Level 13: +2 to Strike, +1 to Parry/Dodge
Level 14: +1 Attack per Melee, +3 to Damage
Level 15: Death Blow on a Natural 18-20



LEVEL ADVANCEMENT BONUSES ( Sorrow Technique )
Level 1: +3 to Roll with Punch/Fall/Impact, +2 to Maintain Balance
Level 2: +2 to Parry/Dodge, +1 to Disarm
Level 3: Select one additional Martial Art Power from Atemi Abilities or Chi Mastery
Level 4: +2 to all Automatic Moves*
Level 5: Automatic Body Flip/Throw inflicts 2D6 damage
Level 6: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 7: +2 to all Automatic Moves*
Level 8: Select one additional Martial Art Power from Atemi Abilities or Chi Mastery
Level 9: +2 to Parry/Dodge, +1 to Disarm
Level 10: Automatic Body Flip/Throw inflicts 3D6 damage
Level 11: +1 Attack per Melee
Level 12: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 13: +2 to Parry/Dodge, +1 to Disarm
Level 14: +2 to all Automatic Moves*
Level 15: Select one additional Martial Art Power from Atemi Abilities or Chi Mastery



* Does NOT include Automatic Parry!



NOTE: Should the Joy and Sorrow practitioner reach 15th level of skill in his martial art, then the Joy and Sorrow techniques effectively become one technique. From this point on, it is treated as one style. The character receives the Attacks per Melee of the Joy Technique, all manuevers from both techniques, and the best bonuses from both techniques.



Why study the JOY AND SORROW TECHNIQUE?



The Joy and Sorrow technique takes a very long time to master, but in that time the practitioner will gain physical and mental conditioning, spiritual training, and a fairly large array of offensive and defensive techniques.





Hand to Hand: Martial Arts: Judo ( Revised ) by JJ Fuzz



Skill Cost: Two "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Strike (punch), backhand, kick attack (1D6), body block/tackle, body flip/throw, break fall, disarm, roll with punch, fall, or impact, pull strike, and the usual strike, parry and dodge.
Special Attacks: Combination parry/throw (uses one melee action, but can be repeated throughout a melee like a normal parry)
Locks/Holds: Arm hold, wrist hold, arm lock.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, automatic flip/throw, critical flip/throw



Character Bonuses: Add 2 to P.P.E. and I.S.P. (if applicable), +2D4 to S.D.C., +1 to M.E., +1 to P.P.
Additional Skills (Choose One): W.P. Knife or W.P. Blunt. Choose any one domestic or domestic:cultural skill (+10%).



Level Advancement Bonuses: Level 1:: Add two additional attacks per melee, +3 to roll with punch/fall/impact, +3 to pull punch, critical strike on natural 20, critical flip/throw on natural 20.
Level 2:: +2 to parry and dodge, +1 to strike.
Level 3:: +1 to body flip/throw, +1 to body block/tackle, +1 to disarm.
Level 4:: Add one additional attack per melee, kick attack inflicts 2D6 damage, learns automatic flip/throw.
Level 5:: Critical flip/throw on natural 19 or 20.
Level 6:: +1 to strike, parry, and dodge, +1 to body flip/throw.
Level 7:: W.P. Paired Weapons applicable to characters above selected weapon proficiency skill, +2 to damage.
Level 8:: Jump kick (automatic critical strike), +1 to roll with punch/fall/impact.
Level 9:: Add one additional attack per melee.
Level 10:: +2 on initative, +1 to parry, and dodge.
Level 11:: +1 to break fall, +1 to disarm.
Level 12:: Critical strike on natural 18 to 20.
Level 13:: +2 to damage, knock-out/stun on natural 19 or 20.
Level 14:: Add one additional attack per melee.
Level 15:: +1 to body flip/throw, +1 to body block/tackle.





Hand to Hand: Martial Arts: Jujitsu ( Revised ) By JJ Fuzz



Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Maintain balance, break fall, disarms body block/tackle, body flip/throw, roll with punch/fall/impact, pull strike, kick attack (2D4 damage), knee and elbow strikes (1D6 damage), and the usuall strike, parry, and dodge.
Special Attacks: Combination parry/strike, leap attack, choke, paralysis attck (vital points).
Locks/Holds: Arm hold, neck hold, body hold, leg hold, wrist lock.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind, critical flip/throw, automatic flip/throw.



Character Bonuses: Add +1D4 to P.P.E. and I.S.P. (if applicable), +3D6 to S.D.C., +2 to P.P., +1 to P.E.
Additional Skills (Choose One): W.P. Knife, W.P. Forked (Sai), or W.P. Staff. Also choose any one domestic or domestic:cultural skill (+10%).



Level Advancement Bonuses: Level 1:: Add two additional attacks per melee, snap kick (1D6 damage), knife hand (2D4 damage), +3 to roll with punch/fall/impact, +2 to parry and dodge, +2 to pull punch, critical strike on natural 20, critical flip throw on natural 20,.
Level 2:: +1 to strike, tripping/leg hooks, backwards sweep, automatic flip/throw.
Level 3:: +1 on initiative, critical strike from behind.
Level 4:: Add one additional attack per melee, +2 to damage.
Level 5:: Palm strike (2D4 damage), drop kick.
Level 6:: Critical strike on natural 18 to 20.
Level 7:: +1 to strike, +1 to body flip/throw, +1 to disarm.
Level 8:: Add one additional attack per melee, +1 to maintain balance.
Level 9:: Critical flip/throw on natural 17 to 20.
Level 10:: Jump kick and leap attacks (automatic critical strikes).
Level 11:: Add one additional attack per melee, +2 to pull punch.
Level 12:: +1 on initiative, +1 to strike, parry, and dodge.
Level 13:: +2 to damage, +2 to pull strike, +2 to break fall.
Level 14:: Add one additional attack per melee.
Level 15:: Death Blow!





Hand to Hand: Jujutsu (Quickie version)
By Kuseru
NOTE: Does not get "two attacks for living"!



This combat style is very pragmatic, using the philosophy of "whatever works." Techniques range from the assault of vital points, joint locks and throwing techniques. A trained master can reduce their victims into helplessness even if armed with daggers, sticks and guns. Any advantage that can be gained will be used by a Jujitsu practitioner without a second thought of fairness.



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





JUNSADO
By SeonJin108
Entrance Requirements Black Belt level training in another martial art, generally Kukki Tae Kwon Do or Olympic Taekwondo.
Skill Cost Three years (Cannot be taken as a primary art)



An ancient Korean martial art, Junsado, which translates as "Way of the Fight Master", is a family martial art, handed down through the Kim family. It descends from ancient Hwarang techniques, but is a very open and practical art. An alternate translation of Junsado means "Way of Combat Strategy". It is a strategy-oriented art that has been called the Jeet Kune Do of the Korean arts. It has borrowed from Hapkido, Yudo, Yusool, Tae Kwon Do, Kuk Sul Won, and Gumdo. However, it has a very practical mind set, and focuses on raw combat. It is one of the arts taught to members of the South Korean Defense Security Command, specifically, the elite 212 Squad. Sang Kim, with the approval of his father, the Kwanjang of Junsado brought Junsado to the public. Kim is one of the world's greatest Olympic Taekwondo masters, as well as being a master of Junsado. In addition to being a martial arts master, Kim served in the 212 Squad, where he saw combat as a counter espionage agent. He teaches Junsado in his school in California, and that is the only place to receive Junsado training in the US. In combat, a Junsado master's response will depend on his opponent. Rather than teach set self-defense techniques, Junsado teaches to adapt to the opponent and the environment. It also adapts to the practitioner. It is a very applied art that teaches how to adapt to the situation, striking, grappling, and group attacks. Knife, short stick, and staff fighting are taught as well. The idea is always to eliminate the opponent in as short a time as possible using whatever the situation demands. There is nothing flashy or stylish about Junsado, save the fact that it is elegant in its simplicity. Mental training includes tactics and strategy, strengthening one's mind, and learning how to deal with opponents on a psychological level, both in understanding them, predicting them, and psyching them out.



Costume Navy blue T-shirt and Battle Dress Uniform pants
Stance There are two main stances that are designed to easily flow from one to the other. The first is an upright stance used for distance fighting and striking. The feet are staggered and spread slightly with the knees slightly bent to allow maximum motion, the hands are up in guard, open or in fists. The other stance is a wide, crouching stance with the hands up, forward, and open. This is used for close-in fighting, take downs, and grappling.
CHARACTER BONUS
Add 2 to ME
Add 1 to PS
Add 1 to PE
Add 3 to Spd
Add 10 to S.D.C.
COMBAT SKILLS
Attacks per Melee 4
Escape moves Maintain Balance, Roll With Punch/Fall/Impact
Basic Defensive Moves Automatic Parry, Dodge, Parry
Advanced Defensives Circular Parry, Multiple Dodge
Hand Attacks Backhand, Claw Hand, Knife Hand, Palm Strike, Power Punch, Punch, Uppercut
Basic Foot Attacks Backward Sweep, Reverse Turning Kick, Roundhouse Kick, Side Kick, Snap Kick, Tripping Leg/Hooks
Special attacks Automatic Body Flip/Throw, Body Flip/Throw, Critical Body Flip/Throw, Death Blow, Elbow, Forearm, Knee
Holds/Locks Automatic Lock, Elbow Lock, Finger Lock, Wrist Lock
Weapon Hyung Bong (WP Staff), Joong Bong (WP Blunt, a short stick similar to the Filipino escrima), WP Knife
Modifiers to Attacks Critical Strike, Critical Strike from Rear, Knock-Out/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING
Martial Art Powers Automatically receives the Kup So Sul (Atemi)Ability of Chirigi and the Martial Art Technique of Kyukpasul (Tamashiwara), but other than that, none. While not denying their use, Junsado has no time for esoteric traditional practices that take time to develop when one may need to fight the next day.
Language Korean
Philosophical Son Buddhism
Temple Meditation
Junsado cannot be a primary art.
LEVEL ADVANCEMENT BONUSES 1st +2 to Roll with Punch/Fall/Impact, +2 to Damage, Critical Strike on Natural 20
2nd +1 Attack per Melee
3rd +1 Attack per Melee
4th +1 to Strike. Critical Strike or Knock-Out from Behind.
5th +1 to Rear Attacks (Backward Sweep, Backhand Strike), Critical Strike on Natural 18, 19 or 20.
6th +2 to Roll With Punch/Fall/Impact, +1 to Damage
7th +1 to Roll with Punch/Fall/Impact, +1 to Body Flip/Throw (does 2D6 damage)
8th +1 Attack per Melee
9th +2 to Maintain Balance
10th +1 Attack per Melee, +1 to Rear Attacks (Backward Sweep, Backhand Strike).
11th +1 to Strike, +1 to Damage
12th +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
13th +1 to Maintain Balance
14th +1 Attack per Melee, +1 to Body Flip/Throw
15th +1 to Rear Attacks (Backward Sweep, Backhand Strike)
Why Study JUNSADO? A well-balanced martial art that is very aggressive and capable of handling multiple attackers, weapons combat, and all combat ranges. However, it is very lacking in the mystical arts. But then, if you pick Junsado, you probably aren't interested in things like that anyway.



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