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Martial Arts Styles – K:


http://web.archive.org/web/20091027113832/http://geocities.com/kuseru/PMAN/StyleK.htm



K'Alash'Ka (Way of the Warrior) By danzig138


K'Alash'Ka, "Way of the Warrior" in the Gromek language. This is the term used to describe the martial arts developed and practiced by the Gromek. According to Gromekian legend, this way of fighting and living was brought to the Gromek when one of their ancestors, the last survivor of his clan, was wandering in the desert, weak, starving, dying. As he was drawing his last few breaths, a being appeared, basked in a blinding brilliance, and spoke. "You are not ready to pass the gates yet." Said this divine figure, "You must continue on, teach the others, live!".


With this, the being disappeared, but the ancient Gromek was left with a newfound will and knowledge. He struggled his way back to the other clans, and told his tale. Many scoffed, but a few believed him. These were the first students of the Way of the Warrior. They soon formed a new clan, the B'Ria Devoh'Ka, the Clan of the Divine Warrior.


Many tried to defeat this new clan, but none succeeded. Tales of the fighting skills of the Clan were spread, and soon, many clans formed alliances with the Divine Warrior, until the Way spread far and wide.


The Way of the Warrior is a very acrobatic style of fighting. Combatants swoop in-and-out of combat range, never giving their opponents an opening. Most Gromek use weapons with this style, making it even deadlier.


Entrance Requirements: P.S. 14
Costume: None, though many wear light armor.
Stance: The feet are spread a little wider than the shoulders, and the knees are bent slightly. The arms are spread wide and held low, and the hands are either held open, or holding a weapon.


CHARACTER BONUSES


Add 1 to P.S.


Add 1 to P.P.


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 Defenses: Disarm, Breakfall.
Hand Attacks: Strike (Punch), Claws (1D6+2), Knife Hand, Palm Strike.
Basic Foot Attacks: Kick Attack ( with claws, 2D6+4), Snap Kick, Reverse Turn Kick.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick ( Both Jump Kicks gain an additional die of damage from the extra power generated by the Gromek's wings).
Special Attacks: Death Blow, Bite (1D6+4), Body Block/ Ram, Flying Body Block/Ram (2D4), Leap Attack, Crush/Squeeze, Crush/Squeeze with Legs (SPECIAL! Usually performed from behind, the Gromek attempts to wrap his legs around his opponent's torso. Suffers a -2 penalty to strike, but inflicts 1D10 damage), Crush and Drop (SPECIAL! The Gromek attempts to lock on a Crush/Squeeze with Legs. If successful, he then tries to fly up a great distance, possibly striking the victim with a hand-held weapon on the way. Eventually, he drops the victim. This uses a variable number of attacks, it just depends on how long he flies with the victim).
Holds/Locks: Body Hold.
Weapon Katas: Pick any one weapon.
Modifiers to Attacks: Pull Punch. Knock-Out/Stun, Critical Strike, Critical Strike from Rear.
Preferred Range: Combat.


NOTE: Over time, this style has been modified by the different clans. Each different clan has added 1-2 attacks ( basic, from any style in the books, but nothing really special ).


SKILLS INCLUDED IN TRAINING Survival: Wilderness Survival, Desert Survival.
Philosphical: K'Alash'Ka ( similar to Bushido, but not nearly as honorable ).


LEVEL ADVANCEMENT BONUSES Level 1: +2 roll with punch/fall/impact, +3 leap (+6 feet), Knock-Out/Stun on Natural 20.
Level 2: +1 strike, parry, dodge.
Level 3: +1 Attack per Melee, Critical Strike on Natural 19-20.
Level 4: +2 maintain balance, +1 breakfall.
Level 5: Knock-Out/Stun on Natural 19-20, +2 damage.
Level 6: +2 strike, +1 parry, gain Automatic Dodge.
Level 7: +1 Attack per Melee, +2 leap (+6 feet).
Level 8: +2 roll with punch/fall/impact, +1 dodge.
Level 9: Critical Strike on Natural 18-20.
Level 10: Death blow on Natural 20.
Level 11: +1 Attack per Melee, +1 leap (+6 feet).
Level 12: +1 strike, parry, dodge.
Level 13: +3 automatic dodge.
Level 14: +2 maintain balance, +1 breakfall.
Level 15: +1 Attack per Melee, +3 damage.


Why Study K'Alash'Ka?


It's an excellent fighting style, and Gromekian warriors who don't learn it are looked down upon as odd.


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Kailindo (Exclusive) (alt: Kai Lin Do) The Way of Fluidity By Cutter Kinseeker


Kailindo is a fairly old martial art created in the secluded mountains of Tibet by a group of warrior-philosophers called the Stargazers. In ancient times, the Stargazers were peaceful and monk-like, living happy and contented lives while they pondered the mysteries of the universe. However, this peace could not last. Cloistered away in their monasteries and hidden in their villages, the Stargazers did not realize that hostile forces were gaining control of the world--not until it was too late.


Hunted and pursued by their enemies, the Stargazers turned their inner fortitude into an outer expression of their will, creating a powerful martial art. Using this martial art and a newfound sense of caution, the Stargazers were able to protect some of their land from the encroachment of their enemies. Who were these enemies, these destroyers of life and light? They called themselves... human.


You see, the Stargazers were not men, but were rather of the species mortal man often refers to as "werewolves," though they call themselves Garou. The art of Kailindo, which is based heavily on Aikido and Tai Chi, is a natural extension of the powers and abilities of that race, namely the potent ability of shapeshifting and the incredible advantage of supernatural attributes. After several centuries of refinement (which is even now continuing), all Stargazers are expected to know at least a little of this art--and its masters are as terrifying to behold in battle as they are wondrous to hear in peace.


Most of the teachings of Kailindo, both philosophical and physical, stem from the fact that none of its practitioners are human, or even necessarily humanoid. While founded by the Garou (a humanoid race of limited shapeshifters), many other shape-changing beings have learned to use this art and have adapted it for their own use. Thus, the art used by Changelings (skilled humanoid shapeshifters) may differ greatly from the original used by the Garou. (Note: The form of Kailindo presented here is a sort of generic Kailindo, the basis from which any shapeshifting race may adapt it to its own purposes.)


The main point of Kailindo's teachings is fluidity--fluidity of thought, of motion, and of form. The true adept at Kailindo rarely stays in one form through a fight, his features blurring both from the speed of his motions and from the quickness of his changing. Need a weapon fast? Grow claws. Already have a weapon? Keep your hands. Need some speed? Turn into a wolf. Have to dodge? Shrink. Kailindo emphasizes that you should never become so complacent in one shape that you have problems identifying with another, and indeed Kailindo's exercises include "form adaptation" right alongside kick practice and meditation.


Kailindo is inappropriate as a martial art form for "mundanes," mainly because their inability to change shape prohibits them from accomplishing many of the moves. Besides which, no self-respecting shape-changer would stay in one form long enough to teach a plain old human the discipline required for even the basics of Kailindo.


Entrance Requirements: ME 13; PE 11. Most practitioners are Good or Selfish.
Skill Cost: 12 years
Costume: Anything light and loose, so as better to accommodate shape-changing.
Stance: Turned slightly offsides to the opponent, feet spaced widely, hands close together in front of the body. The practitioner is expected to conserve energy, moving only when necessary, and striking like the wind when required. All moves in this martial art are done with fluidity and grace, almost seeming to be in slow motion to onlookers.


CHARACTER BONUSES


Add 1 to ME


Add 2 to PP


Add 1 to PE


Add 5 to SDC


Add 10 to Chi, PPE, or ISP (player's choice)


COMBAT SKILLS Attacks per Melee: Two
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Circular Parry, Disarm, Multiple Dodge, Combination Parry/Attack, Automatic Body Flip/Throw, Automatic Dodge
Hand Attacks: Strike (Punch), Backhand, Palm Strike
Basic Foot Attacks: Kick, Tripping/Leg Hook, Roundhouse Kick, Wheel Kick, Crescent Kick, Backward Sweep
Jumping Foot Attacks: Jump Kick, Flying Kick, Flying Reverse Turning Kick
Special Attacks: Knee, Elbow, Death Blow, Leap Attack, Spinning Kick Attack (Special! Identical to the ability of the same name in the description of Taido), Body Flip/Throw
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING Martial Arts Powers: The character begins with the Special Kata of Form Adaptation (Special! See below), and may select one more from either Body Hardening Exercises or Special Katas.
Languages: Dragonese/Elven
Philosophical Training: The training included in Kailindo is somewhere between Buddhism, Taoism, and the beliefs of Neo-Pagans--love the Earth (or whatever planet you live on) for she is our Mother, the source of all life; from her spring all things and to her all things finally return. There is also the prevailing idea that in practicing Kailindo, one must be as the wind--swift, sudden, unpredictable, silent until the moment of contact. A lot of emphasis is placed on meditation, contemplation of the universe's mysteries, and avoiding conflict if possible.


LEVEL ADVANCEMENT BONUSES Level 1: +2 to roll with punch, +2 to parry and dodge, +2 to initiative, Critical Strike from Behind, Critical Strike on natural 20
Level 2: +2 to strike with kick and jump kick attacks
Level 3: +10 to Chi, PPE, or ISP (player's choice), Select one additional Martial Arts Power from among Martial Arts Techniques, Special Katas, or Zenjoriki
Level 4: +1 to parry and dodge, Critical Strike on natural 19-20
Level 5: +1 attack per melee, +2 to initiative, +2 to strike
Level 6: +3 to dodge, +2 to Body Flip/Throw, +1 to initiative, +2 to Maintain Balance
Level 7: +1 attack per melee, Knock-Out/Stun on natural 19-20
Level 8: Select one additional Martial Arts Power from either Body Hardening Exercises or Martial Arts Techniques
Level 9: Death Blow on natural 20
Level 10: +1 to initiative, +1 to strike, parry, and dodge
Level 11: +1 to Body Flip/Throw, Critical Strike on natural 18-20
Level 12: +1 to roll with punch, +1 to Maintain Balance, Select one additional Martial Arts Power from among Body Hardening Exercises, Martial Arts Techniques, or Zenjoriki
Level 13: +1 attack per melee, +1 to initiative
Level 14: +2 to damage, +1 to strike, Death Blow on natural 19-20
Level 15: +1 attack per melee


Why Study Kailindo?


If you're a shapeshifter, a colloidal being, or a lycanthrope of any sort, this is the martial art for you! Specifically tailored to meet the "special" nature of shifting folk, Kailindo offers a lot of power at higher levels and doesn't take that long to learn (for creatures with life spans of more than three times that of humanity, that is). The real trouble is that so few people (or things) practice it that you could spend as long searching for a Kailindo master as you do learning the art.


New Kata Form Adaptation


The beings that practice Kailindo are all capable of altering their shapes, either at will or after a few moments of concentration. Either way, this kata is designed to help such beings use their natural abilities to the best effect. Those with this kata learn to effect partial transformations, faster transformations, and even the use of shapeshifting as a dodge! In game terms, this permits the character to move combat bonuses from one place to another and reduces time required for changing shape. If the character's transformative ability is usually measured in melee rounds, reduce that number to melee actions! (ex: A Nightbane can usually transform from Facade to Morphus in one melee round. Using the Form Adaptation Kata, that time is reduced to one melee action.) If the time required is already measured in melee actions, reduce that time by half to a minimum of one melee action.


In addition, a being that can normally only transform its entire body may now transform just a piece of its body for the desired effect. However, this requires the full transformative duration unless a ME check is made.


(ex: The Nightbane from the previous example has the Morphus characteristics of Animal Magnetism and Were-Creature: Canine. She wishes to grow claws [which her Morphus has] without fully Becoming and rolls an ME check. She fails; she can still grow those claws, but it will take her a full melee round [in which she cannot do anything except defend herself] to accomplish the feat.)


Finally, the character, by subtly altering their body's form and musculature, may "move around" combat bonuses. This transformation requires one melee of intense concentration, during which time the only actions possible are the dodge (automatic if the character possesses it) and the automatic parry. The maximum number of points that may be moved are equal to the being's Mental Endurance. If the character so wishes, they may also move so many points that they have a negative (penalty) in one or more bonuses, so long as the points moved are equal to or less than their ME. This alteration lasts for a maximum length of (ME divided by 3) melee rounds, rounded down. Finally, because of the unnatural twisting of ligatures and bones, the character takes a number of points of damage equal to the number of points moved, direct to hit points, both at the time of the transformation and when returning to normal! If the being has a regenerative ability, this ability takes twice as long to heal the damage; however, if the being's natural state is fluid, colloidal, or ectoplasmic, the damage is reduced by half.


(ex: The Nightbane from the previous two examples has the following combat bonuses: +6 to strike, +7 to parry, +5 to dodge, +10 to damage and +4 to initiative, as well as possessing an ME of 14. She gets into a fight most heinous with a lone Hound. In this case, it is better to act first and hit more often, so she decides to move her bonuses around--but she cannot move any more than 14 points. After one melee round of concentration and heavy defense, her bonuses now look like this: +10 to strike, +2 to parry, +1 to dodge, +10 to damage and +9 to initiative! Because she moved 5 points from her parry bonus and 4 from her dodge bonus, she has moved only 9 points--well below her maximum of 14. As an unfortunate side-effect, she also takes 9 points of damage direct to her HP immediately, and will take another 9 HP of damage at the end of three rounds, as her body returns to normal--well, as normal as Nightbane get, anyway.)


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KAJUKENBO
By
Kuseru
Entrance Requirements: No Alignment or Attribute Restrictions.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style)
Kajukenbo takes its name from Karate, Judo, Kenpo, and Boxing. Kajukenbo was created in Hawaii by five masters who combined their individual martial arts to develop a style of fighting at all ranges and speeds. To test their techniques, the founders would get into fights and if a technique worked consistently in street fighting, it was kept. Kajukenbo concentrates on being effective at all ranges and types of fighting, from kicking to grappling. Training is physically rigorous and very intense. At higher levels, Chi skills are taught.
Costume: Standard Judo Outfit.
Stance: Feet at less than shoulder width apart, at right angles, with the knees slightly bent. Arms and hands are usually loosely extended in a variety of positions.
CHARACTER BONUSES:
Add +2 to P.S.
Add +1 to P.P.
Add +1 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: None.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Automatic Dodge, Disarm, Breakfall.
Hand Attacks: Punch, Knife Hand, Palm Strike.
Foot Attacks: Trip/Leg Hook, Backward Sweep, Reverse Turning Kick.
Jumping Foot Attacks: None.
Special Attacks: Choke, Knee, Elbow.
Holds/Locks: Arm Hold, Leg Hold, Wrist Lock.
Weapon Kata: None.
Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Martial Art Techniques, and Special Kata.
Language: English
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Chito Ryu (3 Years), Gensei Ryu (3 Years), Goju Ryu (3 Years), Isshin Ryu (4 Years), Kodokan Judo (4 Years), Okinawa Kenpo (4 Years), Ryukyu Kenpo (7 Years), Sankukai (4 Years), Shito Ryu (3 Years), Shorei Ryu (3 Years), Shorin Ryu (4 Years), Shorinji Kenpo (4 Years), Shorinji Ryu Karate (4 Years), Shotokan (4 Years), Shukokai (3 Years), Uechi Ryu (4 Years), Wado Ryu (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Palm Strike, +1 to Elbow, +1 to Damage, Critical Strike from Behind.
2nd: +1 to Strike, +1 to Kick, +1 to Knee.
3rd: +1 to Parry/Dodge, Knockout/Stun on a Natural 20.
4th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
5th: +1 to Elbow, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
6th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20.
7th: +1 to Strike, +1 to Initiative, +1 to Parry/Dodge.
8th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
9th: +1 to Kick, +1 Damage.
10th: +1 Attack per Melee, +1 to Elbow.
11th: +1 to Palm Strike, +2 to Parry/Dodge.
12th: Select One (1) Additional Martial Art Power from Chi Mastery.
13th: +1 Attack per Melee.
14th: +1 to Damage, +1 to Roll with Punch/Fall/Impact.
15th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Body Hardening, Chi Mastery, Martial Art Techniques, or Special Kata.
WHY STUDY KAJUKENBO? A great physical martial art that believes in finishing combat with the fewest moves while knowing how the opponent will respond. Also effective at all ranges of combat with some chi skills available.


KAJUKENBO By Flash Fire


Also known as "The Art of Dirty Streetfighting," Kajukenbo is a fairly recent martial art, developed in Hawaii around 1950. The art was created by five martial artists who, seeing the strengths and flaws of their respective arts, decided to attempt creating a new form that would operate well at all ranges and speeds. The original martial artists tested their ideas by walking out into the worst slum in Hawaii and getting into fights. These "field tests", as well as the moves from their own arts, provided the basis for the forms and techniques of Kajukenbo. Taken from the moves provided by training in T'ang Su Do Karate, Judo, Jujitsu, Kempo, and Chu'an Fa Gung Fu (Chinese Boxing), Kajukenbo (KArate, JUdo, KEMpo, BOxing) was designed to provide its practicioners the ability to win a street fight. It focuses on being effective at all ranges and styles of fighting, from kicks to punches to groundfighting. The main strategies a kenboist will use is either following an opponent's moves and using them against him or hitting him fast, hard, and often. The art does eventually provide Chi training and meditation techniques, but it is assumed that one has to live long enough to reach the higher levels before the art turns toward developing the spirit.


Training in the art isn't difficult to start, as there are many schools worldwide. The training is physically demanding, with exercises forming at least the first third of the class time. Further training typically involves working out with punching bags, sparring, grappling, and other simulated fight situations. Eventually, students are required to throw full speed attacks at fellow students, with the defender reacting like he should or taking frequent trips to the hospital. Artists learn to absorb blows, use katas to fine-tune their movements, and work with partners to learn how to manipulate their opponents' movements.


Entrance Requirements: None
Skill Cost: 8 Years (6 Years as Secondary Martial Art)
Costume: Artists train in loose fitting clothes of almost any type, from a traditional gi to sweats and a t-shirt. The school's name will typically be displayed somewhere, either on the back of the outfit or on a patch at the shoulder.
Stance: Typically, the martial artist stands with his left leg forward and right leg back at a 45 degree angle, weight slightly more on the front leg than the back. Both hands are held in front of the body, between the martial artist and his opponent.


CHARACTER BONUSES


Add 1 to P.P.


Add 2 to P.E.


Add 10 to S.D.C.


Add 5 to Chi


COMBAT SKILLS Attacks per Melee: Three
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Breakfall, Disarm, Combination Parry/Attack
Hand Attacks: Strike, Palm Strike, Knife Hand, Backhand, Roundhouse (1D10), Uppercut (1D8)
Basic Foot Attacks: Kick, Snap Kick, Tripping/Leg Hooks, Backward Sweep Mule Kick (NEW!): The Mule Kick is pretty simple. The martial artist picks up his rear leg and kicks backward with it. Damage is only 1D6, but it can be done on opponents behind the character.
Jumping Foot Attacks: None
Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow, Grab, Forearm, Entangle, Pin/Incapacitate, Death Blow Pain Compliance (NEW!): This move is a toned down version of the Paralysis Attack. The artist will be able to latch onto a nerve, nerve junction, joint, or other vital point and put a serious hurtin' on their opponent. The victim must Save vs Pain or is -3 to all combat rolls while the Pain Compliance is in effect and for one melee after. Can only be done during a Hold, Lock, Grab, Entangle, or Pin/Incapacitate, Select one move from any Karate or Chinese form. No Chi abilities or other "Powers", standard and special attacks and defenses only.
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Wrist Lock, Elbow Lock
Weapon Katas: None
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Death Blow


SKILLS INCLUDED IN TRAINING Martial Art Powers: Dam Sum Sing (BH) and one more from the categories of Body Hardening, Special Katas, or Martial Art Techniques. If desired, any number of powers can be traded one-for-one for any Basic Skill Program (including Physical)
Philosophical Skills: Zen (can be substituted for the philosophical belief of the teacher)


If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: T'ang Su Karate (3 years), Jujitsu (3 years), Yu-Sool (6 years), Ch'a Chu'an Kung Fu (4 years), and Agent Martial Arts (1 year).


LEVEL ADVANCEMENT BONUSES Level 1: Critical Strike, Critical Strike from Behind, +3 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Strike
Level 2: +1 to Body Flip/Throw, +1 to Maintain Balance
Level 3: +1 Attack per Melee; select one standard attack, defense, or special move from any Martial Art Form (no "Powers")
Level 4: +1 to Strike, +2 to Parry/Dodge
Level 5: Select one power from Body Hardening, Special Katas, or Martial Art Techniques
Level 6: +1 Attack per Melee, +1 to Body Flip/Throw
Level 7: +1 to Parry/Dodge, Critical Strike on Natural 19-20
Level 8: Knock-Out/Stun on Natural 19-20, +1 to Maintain Balance
Level 9: +2 to Strike, +1 Attack per Melee
Level 10: Select one power from Body Hardening, Special Katas, or Atemi Abilities, +1 to Parry/Dodge
Level 11: Select one standard attack, defense, or special move from any Martial Art Form (no "Powers")
Level 12: +1 Attack per Melee, Critical Strike on Natural 18-20
Level 13: Select one power from Atemi Abilities or Chi Mastery, Knockout/Stun on Natural 18-20
Level 14: +1 to Body Flip/Throw, +1 to Strike, +1 Attack per Melee
Level 15: Death Blow on Natural 20, Select one power from Chi Mastery or Atemi Abilities.


Why Study KAJUKENBO?


"Why do you want to learn Kajukenbo?"


"Um, because I want to kick ass."


"Well, you've come to the right place."


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Kalari Payit (Northern & Southern)
By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style)
Kalari Payit (also know as kalari, kalaripayit, kalaripayat, and kalaripiyat) is a martial art developed in the Keral region of southern India. The name Kalari Payit, often translated as "battlefield practices," comes from Khaloorika (Sanskrit for arena for exercise) and Payit (training inside a Kalari). Though there is evidence of this style's existence as early as the 6th and 7th centuries A.D., the current form of this style can be traced back to the early 12th century. By the 13th through 16th centuries, Kalari Payit was an integral part of Keralan society. It was during this period that this type of soldier training became a compulsory social custom, where all young people were given after the age of eight.
Kalari Payit training consists of three physical stages and one esoteric stage. The physical stages are Meithari, Kolthari, and Ankathari (also called Angathari). Meithari trains students in basic exercises and unarmed combat (verumkai) including; grappling, jumps, kicking, leg exercises, leaps, postures, striking, and yoga exercises which develop flexibility, balance, and focus of energy. Meithari also includes Meippayt where the postures and leg exercises are combined into dynamic sequences called Meiirakkom which are essentially Kata lasting two to three minutes. Kolthari covers staff and stick fighting techniques. The last physical stage, Ankathari covers training with metal weapons such as spears, swords, and daggers. Esoteric training in Kalari Payit covers the 108 marma-adi (secret vital points), Uzhichil (whole body foot massage given annually), and the Ayurvedic system of native medicine. There are two variants of Kalari Payit, the Northern Style, taught primarily in the city of Calicut and Southern Style taught in the cities of Nagercoil and Madras. While both styles use the same combat moves, the Northern Style focuses on high jumps and kicks while the Southern Style involves circular attacks and defenses.
Masters of Kalari Payit, known as gurus or gurukkal train 8-18 year old students in Kalari (training compounds) which double as centers of healing. The Kalari are also Hindu temples devoted to Kali (in her aspect as goddess of war, or possibly Shiva), with Shakti, Naga, Ganesha also being worshiped. This style is only taught in a few places in Kerala, India.
Costume: The traditional costume is composed of the T-shaped koopeenam, medicated Gingelly oil (Oil of Sesame) on the body, and a garment called a katcha which gives support to the main muscles of the body. Footwear is sandals.
Stance: The eight Vativukal (postures) are Aswavativu(horse posture), Gajvativu(Elephant posture), Simhavativu(Lion posture), Kukkuda vativu(Rooster posture), Maarjaravativu (Cat posture), Sarpavativu(snake-posture), Matsyavativu(Fish posture), and Varaha vativu (Wild-boar posture).
CHARACTER BONUSES Add +5 to Chi
Add +2 to P.P.
Add +2 to P.E.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Leap, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry.
Hand Attacks: Knife Hand, Marman Strike (fore-knuckle strike), Power Punch, Punch.
Basic Foot Attacks: Backward Sweep, Kick Attack, Roundhouse Kick, Wheel Kick.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Body Flip/Throw, Elbow, Knee, Leap Attack, Paralysis Attack.
Holds/Locks: Arm Lock, Finger Lock, Knee Lock.
Weapon Kata (Pick Three): W.P. Lathi (staff), W.P. Spear, W.P. Urumi (Sword & Whip), W.P. Blunt, W.P. Knife.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select Three (3) Martial Art Powers from among Atemi and Special Kata (including Chi Kata and Weapon Kata).
Languages: Malayalam.
Cultural: Dance, Massage, Holistic Medicine.
Physical: Yoga.
Temple: Meditation.
Weapon Proficiencies: W.P. Lathi (staff), W.P. Spear, W.P. Urumi (Sword & Whip), W.P. Blunt, W.P. Knife, W.P. Bow, W.P. Shield, W.P. Axe, W.P. Large Sword.
Philosophical Training: Hinduism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bandesh (2 Years), Gatka (9 Years), Muki (12 Years), Silambam (5 Years), Thang-Ta (2 Years), Thoda (1 Year), Vajra-Musti (8 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge.
2nd: +1 to Roll with Punch/Fall/Impact, +1 to Leap (Add 6 feet to Leap Distance).
3rd: +1 to Maintain Balance, +1 to Damage.
4th: +1 to Maintain Balance.
5th: Select one (1) additional Martial Art Power from among Atemi and Special Kata (including Chi Kata and Weapon Kata).
6th: Add +1 Attack per Melee.
7th: +1 to Leap (Add 6 feet to Leap Distance).
8th: +1 to Strike, +1 to Parry/Dodge.
9th: +1 to Maintain Balance.
10th: Select one (1) additional Martial Art Power from among Atemi and Special Kata (including Chi Kata and Weapon Kata).
11th: +1 to Strike, +1 to Parry/Dodge.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Leap (Add 6 feet to Leap Distance).
13th: Add +1 Attack per Melee.
14th: +1 to Maintain Balance, +1 to Damage.
15th: +1 to Leap (Add 6 feet to Leap Distance), +1 to Maintain Balance.
Why Study Kalari Payit? A good, strongly offensive form of martial arts that also includes weapon skills. A very well-rounded form that tries to have a bit of everything, from kicks to weapon skills, to internal training. To join this style is to fully exploit the destructive power of the human body. When it comes to quick and deadly, this is possibly the best of the martial arts.



Kalari Payit (Northern & Southern)
By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style)
Kalari Payit (also know as kalari, kalaripayit, kalaripayat, and kalaripiyat) is a martial art developed in the Keral region of southern India. The name Kalari Payit, often translated as "battlefield practices," comes from Khaloorika (Sanskrit for arena for exercise) and Payit (training inside a Kalari). Though there is evidence of this style's existence as early as the 6th and 7th centuries A.D., the current form of this style can be traced back to the early 12th century. By the 13th through 16th centuries, Kalari Payit was an integral part of Keralan society. It was during this period that this type of soldier training became a compulsory social custom, where all young people were given after the age of eight.
Kalari Payit training consists of three physical stages and one esoteric stage. The physical stages are Meithari, Kolthari, and Ankathari (also called Angathari). Meithari trains students in basic exercises and unarmed combat (verumkai) including; grappling, jumps, kicking, leg exercises, leaps, postures, striking, and yoga exercises which develop flexibility, balance, and focus of energy. Meithari also includes Meippayt where the postures and leg exercises are combined into dynamic sequences called Meiirakkom which are essentially Kata lasting two to three minutes. Kolthari covers staff and stick fighting techniques. The last physical stage, Ankathari covers training with metal weapons such as spears, swords, and daggers. Esoteric training in Kalari Payit covers the 108 marma-adi (secret vital points), Uzhichil (whole body foot massage given annually), and the Ayurvedic system of native medicine. There are two variants of Kalari Payit, the Northern Style, taught primarily in the city of Calicut and Southern Style taught in the cities of Nagercoil and Madras. While both styles use the same combat moves, the Northern Style focuses on high jumps and kicks while the Southern Style involves circular attacks and defenses.
Masters of Kalari Payit, known as gurus or gurukkal train 8-18 year old students in Kalari (training compounds) which double as centers of healing. The Kalari are also Hindu temples devoted to Kali (in her aspect as goddess of war, or possibly Shiva), with Shakti, Naga, Ganesha also being worshiped. This style is only taught in a few places in Kerala, India.
Costume: The traditional costume is composed of the T-shaped koopeenam, medicated Gingelly oil (Oil of Sesame) on the body, and a garment called a katcha which gives support to the main muscles of the body. Footwear is sandals.
Stance: The eight Vativukal (postures) are Aswavativu(horse posture), Gajvativu(Elephant posture), Simhavativu(Lion posture), Kukkuda vativu(Rooster posture), Maarjaravativu (Cat posture), Sarpavativu(snake-posture), Matsyavativu(Fish posture), and Varaha vativu (Wild-boar posture).
CHARACTER BONUSES Add +5 to Chi
Add +2 to P.P.
Add +2 to P.E.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Leap, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry.
Hand Attacks: Knife Hand, Marman Strike (fore-knuckle strike), Power Punch, Punch.
Basic Foot Attacks: Backward Sweep, Kick Attack, Roundhouse Kick, Wheel Kick.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Body Flip/Throw, Elbow, Knee, Leap Attack, Paralysis Attack.
Holds/Locks: Arm Lock, Finger Lock, Knee Lock.
Weapon Kata (Pick Three): W.P. Lathi (staff), W.P. Spear, W.P. Urumi (Sword & Whip), W.P. Blunt, W.P. Knife.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select Three (3) Martial Art Powers from among Atemi and Special Kata (including Chi Kata and Weapon Kata).
Languages: Malayalam.
Cultural: Dance, Massage, Holistic Medicine.
Physical: Yoga.
Temple: Meditation.
Weapon Proficiencies: W.P. Lathi (staff), W.P. Spear, W.P. Urumi (Sword & Whip), W.P. Blunt, W.P. Knife, W.P. Bow, W.P. Shield, W.P. Axe, W.P. Large Sword.
Philosophical Training: Hinduism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bandesh (2 Years), Gatka (9 Years), Muki (12 Years), Silambam (5 Years), Thang-Ta (2 Years), Thoda (1 Year), Vajra-Musti (8 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge.
2nd: +1 to Roll with Punch/Fall/Impact, +1 to Leap (Add 6 feet to Leap Distance).
3rd: +1 to Maintain Balance, +1 to Damage.
4th: +1 to Maintain Balance.
5th: Select one (1) additional Martial Art Power from among Atemi and Special Kata (including Chi Kata and Weapon Kata).
6th: Add +1 Attack per Melee.
7th: +1 to Leap (Add 6 feet to Leap Distance).
8th: +1 to Strike, +1 to Parry/Dodge.
9th: +1 to Maintain Balance.
10th: Select one (1) additional Martial Art Power from among Atemi and Special Kata (including Chi Kata and Weapon Kata).
11th: +1 to Strike, +1 to Parry/Dodge.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Leap (Add 6 feet to Leap Distance).
13th: Add +1 Attack per Melee.
14th: +1 to Maintain Balance, +1 to Damage.
15th: +1 to Leap (Add 6 feet to Leap Distance), +1 to Maintain Balance.
Why Study Kalari Payit? A good, strongly offensive form of martial arts that also includes weapon skills. A very well-rounded form that tries to have a bit of everything, from kicks to weapon skills, to internal training. To join this style is to fully exploit the destructive power of the human body. When it comes to quick and deadly, this is possibly the best of the martial arts.


KALI (EXCLUSIVE)
By
Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 12 years
Kali is the ancient fighting art of the Philippine Islands. It originally featured bladed weapons like the wavy kris sword, as well as a variety of unarmed techniques involving elbows, knees, throws and locks/holds. After the Spanish conquered most of the Phillippines in the late sixteenth century, Kali was banned. The teaching of this art was forced underground and carried out in secret, often strictly between family members. It wasn't until the twentieth century that Kali resurfaced and began gaining worldwide attention. Kali can be one of the most beautiful and exciting Martial Arts, for when two expert Kali artists duel, their clashing sticks sound like machine guns, and you can actually see and smell the smoke coming from their wooden weapons! There are a dozen of Kali styles and forms


Kali attacks are not classified by weapon or delivery style, but by the direction of their energy. This style makes extensive use of geometric shapes, superimposing them on a combat situation, and movement patterns, to teach fighters to use their position and their movement to best advantage. Some styles emphasize line-cutting, while some are very circular. Practitioners learn how to deal with the energy of the attack, and then apply that knowledge to the slight variations that come with different lengths and types of weapons. The style places great emphasis on footwork, mobility, and body positioning. The same concepts (of angles of attack, deflections, traps, passes, etc.) are applied to similar situations at different ranges, making the understanding of ranges and how to bridge them very important. Some styles like to stay at long range, some will move inside as soon as possible. Kali in particular, stresses the importance of disarming an opponent in combat. This is not usually done gently, but by destroying an attacking weapon or breaking that part of the body.


Empty hand techniques are derived from weapon movements. First the weapons are learned, then the empty-handed applications are shown. Most in-fighting is derived from knife techniques, and mixed with panantukan, pananjakman, and dumog. Panantukan is Filipino boxing, considered a from of street fighting, which includes elbows, forearms, headbutts, shoulders, hips, and knees (no kicks). Pananjakman is the art of Filipino kicking; it is the opposite of Panantukan and uses any technique, except the arms can only be used defensively. Pangamut is the synthesis of the two where everything is allowed. Dumog is one of the ancient arts of Filipino wrestling which utilizes pressure points and leverage to manipulate opponents much larger than you. Eskrima and Kali are Filipino weapons arts which teach empty hand techniques based on weapon movements.


Geographically, Kali is associated with the Moros of Mindanao. Training in Kali can only be found in the Phillippines.


THE KRIS
The kris is the sacred blade of Malaysia, Indonesia, and the Phillippines. In the Phillippines, these blades are called Kalis. Kris knives vary in size from the length of a sword, and most have the famous wavy blade pattern. The finest blades were forged from meteorite iron and were believed to have magical powers. Some were said to possess the ability to kill a man just by stabbing his shadow; others were said to have the ability to fly through the air and fight on their own, or even to have the power to cure the common cold. Every Kali artist will have a sacred knife given them by their teacher. If ever they lose this blade it is a great dishonor, many Kali artists have been forced to do terrible things to regain a stolen blade. (whether or not a character's knife has any actual powers is up to the GM). Standard Damage for a Kris Knife is 1D6, for a Kris Sword is 1D8, and for a Short Stick is 1D6.
CHARACTER BONUSES:
Add +3 P.P.
Add +2 P.E.
Add +10 S.D.C.
COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall, Maintain Balance.
Attack Moves: None.
Basic Defensive Moves: Parry, Dodge, Automatic Parry, Entangle.
Advanced Defenses: Circular Parry, Disarm, Power Block/Parry, Combination Parry/Attack, Combination Parry/Lock.
Hand Attacks: Punch, Backfist (The character twists his torso to extend his fist into a target to the rear. He may also bring his fist straight up over his shoulder or down past his thigh to strike close targets to the rear without changing facing direction. Damage is 1D6.), Knife Hand, Palm Strike
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks, Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Forearm, Elbow, Knee, Headbutt(1D4), Shoulder Ram (Similar to the one in Mystic China, page 189, except spiked armor is not worn and the higher damage for such does not apply), Hip Strike (A thrust with the hip against an opponent that does 1D4 damage), Death Blow , Body Flip/Throw.
Holds/Locks: Arm Hold, Arm Lock, Wrist Lock.
Weapon Katas: Pick two of the following forms:
Espada y Daga: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger.
Solo Baston: W.P. Short Stick or W.P. Kris(sword) .
Doble Baston: W.P. Short Stick -Paired or W.P. Kris(sword)-Paired, Scissor Choke: uses the short sticks to choke a person squeezing them together in a motion similar to that of a pair of scissors (1D6 S.D.C.+2D4 HP/melee).
Solo Daga: W.P. Knife.
Doble Daga: W.P. Knife-Paired.
Long Weapons: W.P. Sibat(Staff), W.P. Spear, W.P. Oar (Polearm).
Flexible Weapons: W.P. Chain, W.P. Whip.
Projectile Weapons: W.P. Bow, W.P. Blowgun.
Thrown Weapons: W.P. Thrown
Palm Stick/Double-Ended Dagger: W.P. Knife.
Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of Two (2) powers from among Atemi, Body Hardening or Martial Art Techniques, or two more Weapon Katas. Powers may be traded one for one for basic skill programs excluding physical.
Language: English, and Tagalog.
Medical: First Aid, Holistic Medicine
Temple Skills: Fasting, Meditation
Weapon Proficiencies: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger, W.P. Short Stick, W.P. Kris(sword), W.P. Short Stick -Paired, W.P. Kris(sword)-Paired, W.P. Knife, W.P. Knife-Paired, W.P. Sibat(Staff), W.P. Spear, W.P. Oar (Polearm), W.P. Chain, W.P. Whip, W.P. Bow, W.P. Blowgun, and W.P. Thrown.
Philosophy: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arnis (2 Years), or Eskrima (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 Strike, +2 Parry, Critical Strike from Behind.
2nd: +2 Roll with Punch/Fall/Impact, +2 Damage.
3rd: +1 Attack per Melee, +1 Maintain Balance, Knockout/Stun on a Natural 19 or 20.
4th: +2 Parry/Dodge, Critical Strike on a Natural 19 or 20.
5th: Select One (1) Martial Art Power from Atemi, Body Hardening or Martial Art Techniques, or a new Kali Weapon Kata.
6th: +1 Attack per Melee, +1 Initiative, +1 Strike.
7th: +1 Parry/Dodge, Death Blow on a Natural 20.
8th: Select One (1) Martial Art Power from Atemi, Body Hardening or Martial Art Techniques, or a new Kali Weapon Kata.
9th: +1 Attack per Melee, +1 Maintain Balance, Critical Strike on a Natural 18, 19 or 20.
10th: +1 Damage, +1 Roll with Punch/Fall/Impact, +2 Parry.
11th: Select One (1) Martial Art Power from Atemi, Body Hardening or Martial Art Techniques, or a new Kali Weapon Kata.
12th: +1 Attack per Melee, +1 Initiative, +1 Strike.
13th: +2 Maintain Balance +2 Roll with Punch/Fall/Impact.
14th: +1 Strike, +1 Parry/Dodge, +1 Damage.
15th: Select One (1) Martial Art Power from Atemi, Body Hardening or Martial Art Techniques, or a new Kali Weapon Kata.
Why Study Kali? A deadly martial art that is well rounded in everything, from kicks, strikes, and grappling, to weapon skills.


Kali or Eskrima (EXCLUSIVE) By Entropy Man


Kali is the ancient fighting art of the Phillippine Islands.It originally featured bladed weapons like the wavy kris sword, as well as a variety of unarmed techniques involving elbows, knees, throws and locks/holds. After the Spanish conquered most of the Phillippines in the late sixteenth century, Kali was banned. The teaching of this art was forced underground and carried out in secret, often strictly between family members. It wasn't until the twentieth century that Kali resurfaced and began gaining worldwide attention.


Kali can be one of the most beatiful and exciting Martial Arts, for when two expert kali artisits duel, their clashing sticks sound like machine guns, and you can actually see and smell the smoke coming from their wooden weapons! Today there are dozens of Kali styles, but most share three basic forms:
Espada y Daga: Utilizing a sword and dagger
Solo Baston: Using a single short stick
Sinawali: The most difficult form using paired short sticks.


Entrance Requirements: None
Skill Cost: 12 years


THE KRIS The kris is the sacred blade of Malaysia, Indonesia, and the Phillippines. Kris knives vary in size from the length of a sword, and most have the famous wavy blade pattern. The finest blades were forged from meteorite iron and were believed to have magical powers. Some were said to possess the ability to kill a man just by stabbing his shadow; others were said to have the ability to fly through the air and fight on their own, or even to have the power to cure the common cold. Every kali artist will have a sacred knife given them by their teacher. If ever they lose this blade it is a great dishonor, many kali artists have been forced to do terrible things to regain a stolen blade. (whether or not a PC's knife has actual powers is up to the GM)


CHARACTER BONUSES:


Add 3 to P.P.


Add 2 to P.E.


Add 10 to S.D.C.


COMBAT SKILLS: Attacks per Melee:4
Escape Moves: Roll with Punch/Fall, Maintain Balance
Basic Defensive Moves: Parery, Dodge, Autoparry
Advanced Defenses: Circular Parry
Hand Strikes: Punch(1D4), Backfist(1D4), Knife Hand(1D6), Palm Strike(1D6)
Foot Strikes: Snap Kick(1D6), Tripping Leg Hooks(Knockdown)
Special Attacks: Forearm(1D4), Elbow(1D4), Knee(1D6), Headbutt(1D4), Body Flip(1D6), Critical Strike on a Natural 20, Knockout on a 20, Death Blow on a Natural 20
Holds/Locks: Arm Hold, Neck Hold
Weapon Katas: WP:Knife
Pick one of the following forms excluding Sinawali : (two if a Dedicated MA)
Espada y Daga:


Kata: Sword,


Kata: Sword & Dagger - paired


Crescent Kick(1D10),


Leap Attack
Solo Baston:


Kata: Short Stick


Arm Lock,


Wrist Lock,


Backsweep
Sinawali (Solo Baston req'd.):


Kata: Short Stick - paired


Duo Knuckle Fist(1D8),


Scissor Choke: uses the short sticks to choke a person squeezing them together in a motion similar to that of a pair of scissors. (1D6 SDC, 2D4 HP/melee)


SKILLS INCLUDED IN TRAINING: Martial Arts Powers: Dam Sum Sing plus one from Body Hardening Techniques or Martial Art Techniques and powers may be traded one for one for basic skill programs excluding physical.
Temple Skills: Fasting
Language: Phillipino, Spanish
Philosophy: Zen


LEVEL ADVANCEMENT BONUSES Level 1: +2 strike +2 parry
Level 2: +2 roll +2 damage
Level 3: +1 attack per melee +1 Maintain Balance
Level 4: +2 parry +1 Body Hardening Technique or pick one new style of kali
Level 5: +2 dodge +2 vs. pain Crit. on 19 or 20
Level 6: +1 initiative +1 strike +2 parry
Level 7: +2 Maintain Balance +2 roll
Level 8: +1 attack +1 MA technique or pick one new style of kali
Level 9: +1 parry +1 dodge KO on 19 or 20 Crit. on 18, 19 or 20
Level 10: +1 initiative +1 strike +2 parry
Level 11: +1 attack Critical Strike does 3x damage +1 damage
Level 12: +1 dodge +1 Maintain Balance Add 1 Body Hardening or MA Tech. or add one kali style
Level 13: +2 vs. pain +1 roll +1 damage
Level 14: +1 attack +1 strike +1 parry
Level 15: Add one Zenjoriki power and 1 MA technique or Body Hardening Technique or style of kali.


Standard Damage for a Kris Knife is 1D6, for a Kris Sword is 1D8, and for a Short Stick is 1D6.


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CAPOEIRA (EXCLUSIVE) By Kuseru
Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: P.S.: 8, P.P.: 10, P.E.: 8, Spd.: 10.
Skill Cost: 8 years.
Capoeira, a Brazilian martial art, was born in the "senzalas," where African slaves were kept. Capoeira blends elements of dance, music, rituals, acrobatics, and fighting. It is primarily a stylized dance, practiced in a circle called the "roda," with percussion instruments providing sound. In addition to unarmed techniques, weapons are taught; "maculele," done with blades, and "maracatu," done with sticks. It is very common for a capoeirista to have two or three nicknames. When practitioners are "baptized" into the art of Capoeira, they are given a nickname.
When a roda is formed, music is played, and spectators clap and sing while two fighters do battle in the center. The music is made by a leading instrument, the Berimbau (one stringed, bow shaped instrument with a gourd attached to one end to give resonance). Also played are an Agogo (two-tone bell), Atabaque (drum), and a Pandeiro (tambourine). A mestre of this style is very lethal in combat.
Costume: Loose fitting cotton pants and belt.
Stance: Balanto--Actually a movement where the body rocks back and forth as the weight shifts from leg to leg.Also konwn as the Ginga or Jinga.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to P.P.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Back Flip, Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: Leap, Cartwheel, Back Flip, Handstand.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Multiple Dodge.
Hand Attacks: Backhand, Punch, Palm Strike.
Basic Foot Attacks: Amada*, Au-Bachido*, Axe Kick, Backward Sweep, Crescent Kick (Queixada), Kick Attack, Meia-Luadecompass*, Queddaderins*, Rasteira*, Roundhouse Kick, Tripping/Leg Hook, Wheel Kick.
Jumping Foot Attacks: Armada with Martelo (NEW! Combination Wheel kick/Jumping Roundhouse. Must be 1st and only attack, does 3D6, credited to Ray Bull/Mantisking), Jump Kick.
Special Attacks: Knee, Elbow, Headbutt, Combination Strike/Parry, Leap Attack, Death Strike. Tesouras Rasteiera*.
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Short Sword, W.P. Stick, W.P. Paired Sticks, W.P. Paired Short Swords.
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
*These combat moves can be found in Rifter#7.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Atemi or Body Hardening.
Language: Portuguese.
Cultural Skills: Dance, Play Musical Instrument(Capoeira Instruments).
Physical Skills: Gymnastics.
Weapon Proficiencies: W.P. Short Sword, W.P. Stick, W.P. Paired Sticks, W.P. Paired Short Swords.
Philosophical Training: None
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +2 to Maintain Balance, Critical Strike from Behind.
2nd: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact.
3rd: Knockout/Stun on a Natural 18, 19, or 20, +1 to Back Flip.
4th: +2 to Kick Damage, Critical on a Natural 19 or 20.
5th: +1 Attack per Melee, +2 to Maintain Balance.
6th: +1 to Strike, +1 to Cartwheel.
7th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Atemi or Body Hardening.
8th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact, +1 to Handstand.
9th: +1 Attack per Melee, +1 to Back Flip.
10th: +1 to Cartwheel, +2 to Parry/Dodge.
11th: +1 Attack per Melee, +1 to Damage.
12th: +1 to Kick Damage, +1 to Strike.
13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Atemi or Body Hardening.
14th: +1 Attack per Melee, +1 to Parry/Dodge.
15th: Death Strike on a Natural 19 or 20.
WHY STUDY CAPOEIRA? A highly stylized art that is nonetheless effective.


Angola Variant Add the following Modifier to Attack: Waiting Game (New! By forfeiting initiative in the first round of combat, the character gets a +2 bonus to initiative for every combat thereafter, against that opponent.)


Bate Coxa Variant This African style, where combatants attempt to knock each other down with their thighs, is believed to be a predecessor of Capoeira.
Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years.
Replace Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera with Body Block/Tackle.
Remove Weapon Kata and Weapon Proficiencies.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years).
In Level Advancement Bonuses, Change all bonuses to Kick Damage to Body Block/Tackle Damage.


Capoeira Batuque Variant Another style believed to be a predecessor of Capoeira, this style emphasizes kicking and dancing.
Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years.
Remove Backhand, Palm Strike, Knee, Elbow, and Headbutt as well as the weapon skills.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years).


Kalenda/Kalinda Variant Also seen as Calenda/Calinda, this style dates from about 1860 among freed slaves. It is a stick fighting art.
Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years.
Remove Backhand, Palm Strike, Knee, Elbow, Headbutt, Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera.
Change Weapon Kata to W.P. Stick and remove W.P. Short Sword, W.P. Paired Sticks, and W.P. Paired Short Swords from both Weapon Kata and Weapon Proficiencies.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years).
In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage with Stick.


Luta do Bode Variant Yet another predecessor of Capoeira, this time one that specializes in headbutting.
Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years.
Remove Backhand, Palm Strike, Knee, Elbow, Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years).
In Level Advancement Bonuses, Change all bonuses to Kick Damage to Headbutt Damage.


Mani Variant Mani is a Cuban fighting-dance art dating from the 19th century. With a choreographed routine of fight/dance movements, combatants engage each other in a circle.
Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years.
Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies.
Change the Language to Spanish.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Pinge (5 Years), Susa (5 Years).
In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.


Pinge Variant Developed in Haiti by slaves, this style is similar to Capoeira.
Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years.
Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera.
Change the Language to Creole and French.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Susa (5 Years).
In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.


Danmyé/Ladja Variant Another slave fight/dance, this time from Martinique. Notable for being from the African "N'golo" initiation ceremony as well as Kakan (immobilizations), and pulling punches.
Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years.
Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies.
Add Body Block/Tackle, Body Hold, Crush/Squeeze, Pin/Incapacitate and Lifting Hold (New! This is a body hold where the opponent is lifted off the ground and held, no fundamental differences).
Change the Language to French, creole patois.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years).
In Level Advancement Bonuses, Change all bonuses to Kick Damage to Pull Punch.


Susa Variant This style is very similar Capoeira, but is studied by the Saramaccan and Ndyuka people of Suriname.
Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years.
Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies.
Change the Language to Dutch & Sranang Tongo.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years).
In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.


KAMPFRINGEN By Kuseru
Entrance Requirements: No attribute or alignment restrictions.
Skill Cost: 14 Years (12 Years as a Secondary Martial Art Style)
Kampfringen is a medieval German grappling style developed to protect its user against Dolchfechten, or knife fighting techniques. Believed by some to originate from medieval Jews as a form of self defense, this style has some basis in the kabbalistic meditation techniques and philosophies. This style is useful in battlefield, dueling, and self-defense.
This style is similar to Corno Breton and Arte dell'Abbracciare and involves a wide range of grapples, joint locks, pain compliance techniques, strikes and throws. Known striking techniques include claw strikes, punches, elbow strikes and kicks to the knee.
Costume: Wrestling Uniform: Singlet (red or blue in color), possible headgear, kneed pads (in blue, green, black, and red), boots.
Stance: Almost at "attention," with legs only a foot apart and with hands crossed.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.P.
Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Disarm.
Hand Attacks: Claw Hand, Fore-Knuckle Fist, Hammer Fist (NEW!), Haymaker*, Hook*, Jab*, Punch (Human Fist).
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Elbow, Hand Throw, Headbutt, Hip Throw, Joint Throw, Knee.
Holds/Locks: Arm Lock, Elbow Lock, Finger Lock, Full Nelson*, Wrist Lock.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: None
Languages: German
Cultural(Pick One): Brewing, Cook, Horsemanship, or Sports
Temple: Meditation
Philosophical Training: None, though there is some essence of Kabbala.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte dell'Abbracciare (7 Years), Corno Breton (4 Years), Gladiator (8 Years), Glima (3 Years), Pankration (8 Years), Ringen am Schwert (10 Years), Schwingen (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Damage
2nd: +2 to Lock, +2 to Body Flip/Throw (applies to all throws)
3rd: +2 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
4th: +1 Attack per Melee, +1 to Strike
5th: +1 to Lock, Knockout/Stun on a Natural 20
6th: +1 to Maintain Balance, +1 to Disarm
7th: +1 to Body Flip/Throw (applies to all throws), Critical Strike on a Natural 19 or 20
8th: Body Flip/Throw does 4D6 damage (applies to all throws)
9th: +1 Attack per Melee, +2 to Damage
10th: +1 to Lock, Knockout/Stun on a Natural 19 or 20
11th: +1 Attack per Melee, +1 to Parry
12th: +1 to Maintain Balance, +1 to Disarm
13th: +1 to Body Flip/Throw (applies to all throws)
14th: +1 Attack per Melee, +1 to Dodge
15th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Imapct
Why Study KAMPFRINGEN? A terrific, action-oriented martial art. Powerful strikes and lethal grappling skills make this a good martial art. On the other hand, there are few/no special powers or abilities, so it's pretty limiting in any other circumstances. It is not as effective against multiple attackers as some arts, but it can still hold its own.


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


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


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


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


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


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


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


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


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


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


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


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


' 'Kaminari Karate-Do (Thunder Way of the Empty Hand)
By
Ray Bull


Kaminari Karate-Do was created in 1973 by Soke Brian Jenkins after he studied several different Karate styles. Jenkins actually studied with Bruce Lee for a short time in Seattle. Later, he copied Bruce by taking what he thought were the best aspects of Shotokan, Goju Ryu, and Isshin Ryu and combined them.


In combat, a follower of this style will first use the Debano-O Kujiki Kata in an attempt to back his opponent down. If this doesn't work he will go on the defensive, waiting for his opponent to make a mistake that can be used to his advantage.


Kaminari Karate-Do schools can be found on the west coast of the United States, where Brian Jenkins has opened a small chain of martial arts studios.


Entrance Requirements:
Skill Cost: 6 Years (Primary), 3 Years (Secondary)
Costume: Black Karate Gi with a yellow lightning bolt embroidered on the left lapel.
Stance: Left foot a 1/2 step in front of the body, with the thigh parallel to the floor. Right foot a step and a 1/2 behind the body in a straight line. The body held upright, left hand held in a fist 8 inches over the left knee and the right hand held in a fist at the waist.


CHARACTER BONUSES


Add +4 to M.A.


Add +4 to P.P.


Add +5 to Chi


COMBAT SKILLS Attacks per Melee: 1
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Automatic Dodge
Hand Attacks: Strike (Punch), Hammerfist, Back Hand
Basic Foot Attacks: Kick Attack, Snap Kick, Backwards Sweep
Jumping Foot Attacks: Jump Kick
Special Attacks: Leap Attack
Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Special Katas: Debana-O Kata and Itsutsu-No-Kata.
Languages: Japanese
Cultural: Ukio-e
Philosophical Training: Zen


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Mien Ch'uan (9 years), Sankukai (6 years), Yu-Sool (7 years)


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Roll with Punch/Fall/Impact, +1 to Parry, +1 to Maintain Balance
Level 2: +1 to Dodge, +1 to Roll with Punch/Fall/Impact
Level 3: +1 to Roll with Punch/Fall/Impact, +1 to Leap (Add 5 feet to Leap distance)
Level 4: +1 to Parry, Knockout/Stun from Behind
Level 5: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Special Katas (No Weapon Katas Allowed)
Level 6: +1 Attack per Melee, Critical Strike from Behind
Level 7: +1 to Roll with Punch/Fall/Impact
Level 8: +1 to Dodge, +1 to Strike
Level 9: +1 to Roll with Punch/Fall/Impact
Level 10: Knockout/Stun on a Natural 20, Select one (1) Martial Arts Power from Special Katas (No Weapon Katas Allowed)
Level 11: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
Level 12: +1 to Strike, Critical Strike on a Natural 20
Level 13: +1 to Roll with Punch/Fall/Impact, +1 to Leap (Add 5 feet to Leap distance)
Level 14: +1 to Maintain Balance, +1 to Damage
Level 15: Select one (1) Martial Arts Power from Chi Katas, Automatically receive Zenjorike: Karumi-Jutsu


Why Study KAMINARI KARATE-DO?


A fairly weak style, the only thing it has to offer is the large number of Special Katas taught.


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Kamiya Kashin Ryu


By Himura_Battosai


Entrance Requirements: Limited to Honourable Alignments, Minimum attributes are: I.Q. 9, P.P. 12 and SPD 10.


Skill Cost: 10 years(7 as a secondary Form)


Kamiya Kashin Ryu is a defensive sword form, originally it was like many Samurai art Form designed to kill. It has become an to defend the will carefully evaluate his opponent and only strike in response to an attack.


Costume: Silk Kimono and a hakama


Stance: Right foot forward and left back shoulder width apart. Knees slight bent sword in two-handed grip straight a head.


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


COMBAT SKILLS


Attacks per Melee: 3


Escape Moves: Roll with Punch/Fall/Impact


Basic Defense: Dodge, Parry, Automatic Parry


Advanced Defenses: multiple Dodge, Circular Parry, Combination parry,/Attack, Power block, Breakfall.


Hand Attacks: Strike (punch), Knife Hand


Basic Foot Attacks: Kick attack, Backward sweep, Crescent Kick.


Jumping Foot Attacks: Jumping Kick


Special Attacks: Combination strike/parry, Forearm, knee, Body Flip/Parry (done weapon with sword in hand)


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


Modifiers to Attacks: Pull punch, knock out/stun, Critical Strike


SKILLS INCLUDED IN TRAINING


Martial Arts Powers: Three from Body hardening, Martial art techniques, or Special katas. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.


Language: Japanese


Cultural Skills: none


Physical Skills Swimming


Philosophical Training: Shinto


If this is your primary martial arts form, the following styles may be learned in a shorter period of time: jujitsu (3 years), Hiten Mitsurugi Ryu (6 years), Te (4 years), Zanji Shinjinken Ryu (4 years).


LEVEL ADVANCEMENT BONUSES
1st + 1 Strike, + 2 Parry, + 1 dodge, +1 Roll with punch/fall/impact
2nd + 1 parry, + 2 maintain, Knock out/stun 19-20
3rd + 1 Attack per melee, + 1 Strike
4th + 1 Dodge/parry, Select one additional martial art power from Body Hardening, Martial art techniques or Special Kata
5th + 1 Attack per melee, + 1 Strike, + 1 flip/throw
6th + 1 roll with punch/fall/impact, Critical Strike 19-20
7th + 2 maintain balance, + 1 dodge/parry
8th + 1 attack per melee, Double Chi
9th + 1 Strike, Select one additional martial art power from Body Hardening, Chi mastery or Special Kata
10th + 1 dodge/parry, + 1 Body Flip/throw, + 1 Maintain Balance
11th + 1 Attack per melee, + 1 Strike
12th + Roll with punch/impact/fall, Critical Strike 18 - 20, knock out/stun 17 - 20
13th + 1 Dodge/parry, + 1 Body Flip/throw
14th + 1 to Attack per Melee, + 1 roll with punch/impact/fall,
15th + 1 to Body Flip/throw


WHY STUDY Kamiya Kashin Ryu? As a defensive sword form it can not be beat. Combined with a Bokken this form is effective but not lethal. It is only weak against forms with strong mystical abilities.


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


Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Strike (punch), karate punch (2D4 damage), kick attack (2D4 damage), karate kick (2D6 damage), knee and elbow strikes (1D6 damage), break fall, body block/tackle, roll with punch/fall/impact, pull punch, and the usual strike, parry and dodge.
Special Attacks: Combination automatic parry/strike.
Locks/Holds: Arm hold, neck hold, body hold.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind.


Character Bonuses: Add +1D6 to P.P.E. and I.S.P. (if applicable), +3D6 to S.D.C., +1D4 to P.S., +2 to P.E., +2 to Spd.
Additional Skills (Choose Two): W.P. Forked (Sai), W.P. Staff, W.P. Chain (Nunckaku), or W.P. Paired Weapons. Also choose any two domestic or domestic:cultural skills. Selected skills recieve a +10% skill bonus.


Level Advancement Bonuses: Level 1:: Add two additional attacks per melee, snap kick (1D6 damage), knife hand (2D4 damage), +1 on initiative, +2 to roll with punch/fall/impact, +2 to parry, +1 to dodge, +1 to break fall, +2 to pull punch.
Level 2:: +1 to strike, tripping leg hook, backward sweep.
Level 3:: Add one additional attack per melee +2 to damage.
Level 4:: +1 on initiative, +1 to disarm, roundhouse kick (3D6 damage).
Level 5:: Power strike (double damage; counts as two attacks), palm strike (2D4 damage).
Level 6:: Add one additional attack per melee, +2 to pull strike.
Level 7:: Power kick (double damage; counts as two attacks), wheel kick, +1 to strike and parry, +1 to breakfal.
Level 8:: Critical strike on natural 18 to 20 and from behind, death blow on natural 20.
Level 9:: Add one additional attack per melee, +2 to damage.
Level 10:: Jump kick and leap attacks (automatic critical strikes).
Level 11:: +1 on initiative, +1 to strike, parry and dodge.
Level 12:: Add one additional attack per melee, +2 to pull strike.
Level 13:: Death Blow!.
Level 14:: +2 to damage, +2 to pull strike, +2 to break fall.
Level 15:: Add one additional attack per melee.


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


There are a variety of different styles of karate. What follows is a variation of Japanese Kyokushinkai Karate "the School of Ultimate Truth." The focus of this martial art is on aggressive combat and striking power, especially the power to break through solid objects, as well as an emphasis on rapid strikes and speed. Training is very hard and competitive.


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


Kashima-Shin Ryu By Kuseru
Entrance Requirements: No honorable alignments allowed. No attribute restrictions.
Skill Cost: 10 Years (5 Years as a Secondary Martial Art Style).


Kashima-Shin Ryu martial arts are all inclusive: both armed and unarmed, employing every type of unarmed skill (throws, joint-locks, punches, sweeps, vital points, and mystical attacks without touch) and every kind of weapon (sword, knife, stick, spear, halberd, chain, rope, darts, etc.) and every kind of "un-weapon" (ink pens, umbrellas, belts, walking sticks, etc.). Kashima-Shin Ryu marital arts are systematic: every technique is based on the same fundamental principles. Practicing one improves all. Even armed and unarmed techniques mirror each other. This system encompasses the metaphysical foundations of nature itself. Kashima-Shin Ryu is the study of the natural laws of energy flow, exchange and transformation. Kashima- Shin Ryu techniques cultivate spiritual energy based on profound and subtle manipulations of the psychology and physiology of the mind-body continuum. Most important Kashima-Shin Ryu embodies a highly- developed ethical and philosophical analysis of martial training. Kashima-Shin Ryu centers on controlling and neutralizing one's opponent. Kashima-Shin Ryu practitioners, in contrast, learn how to use less power, to move more slowly, all without reacting to the opponent. Kashima- Shin Ryu was developed for noblemen who had better things to do than concentrate on martial art training. Sword, stick, spear, bare hand, or halberd---it makes no difference.


Costume: None.
Stance: Feet less than shoulder width apart, at right angles, with the knees slightly bent. Arms and hands are usually loosely extended in a variety of positions.
CHARACTER BONUSES Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Choke, Combination Grab/Attack (New!), Death Strike (New!), Hip Throw (New!), Hilt Strike (New!), Knee, Shoulder Throw (New!).
Holds/Locks: Arm Hold, Leg Hold, Wrist Lock.
Weapon Kata (Pick Two): W.P. Blunt, W.P. Chain, W.P. Knife, W.P. Large Sword, W.P. Naginata (Polearm),W.P. Spear, W.P. Staff, W.P. Thrown, W.P. Weapon Improvisation.
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 Body Hardening, or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Weapon Proficiencies: W.P. Blunt, W.P. Chain, W.P. Knife, W.P. Large Sword, W.P. Naginata (Polearm), W.P. Spear, W.P. Staff, W.P. Thrown, W.P. Weapon Improvisation.
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kashima Shin Ryu (3 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge.
2nd: +1 to Strike, +1 to Disarm.
3rd: +1 to Maintain Balance, Critical Strike from Behind.
4th: Select One (1) Additional Martial Art Power from Body Hardening or Special Kata.
5th: +1 Attack per Melee,+2 to Roll with Punch/Fall/Impact.
6th: Death Strike on a Natural 20.
7th: +1 to Body Flip/Throw (2D6 damage),+1 to Damage.
8th: Select One (1) Additional Martial Art Power from Body Hardening or Special Kata.
9th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
10th: +1 Attack per Melee, +1 to Disarm.
11th: +1 Disarm, +1 to Maintain Balance.
12th: +1 to Parry/Dodge, +1 to Strike, Knockout/Stun on a Natural 19 or 20.
13th: +1 to Roll with Punch/Fall/Impact.
14th: +1 Body Flip/Throw, Critical Strike on a Natural 19 or 20.
15th: +1 Attack per Melee, +1 to Parry/Dodge.
WHY STUDY Kashima Shin Ryu? One of the most well rounded martial arts, Kashima Shin Ryu teaches both weapon and unarmed skills. Weak on the spiritual aspect of martial arts though.


Kashima Shinden Jikishinkage Ryu Kenjutsu By Kuseru
Entrance Requirements: Restricted to Honorable Alignments. Minimum I.Q. of 9, P.P. of 11, and Spd of 8.
Skill Cost: 12 Years (6 years as a Secondary Martial Art Style).


Kashima Shinden Jikishinkage-Ryu is a Japanese Kenjutsu art founded by Matsumoto Bizen-no-Kami Naokatsu(1467-1524 ) circa 1570 (during the late Muromachi period). The main focus and techniques deal with using the short and long sword. These techniques go beyond manipulation of steel. It is believed by practitioners of this style that swords are living things. Typically the swords used by this school are created by master sword smiths, though occasionally a lesser sword is used. In the latter case, it is the responsibility of the practitioner to 'bring the sword to life.' Swords in this school are not drawn unless they are to be used. Practice is done with sheathed swords. In addition, there is a whole host of additional sword handling requirements and rituals that are performed by students of this style. Some unarmed techniques are also taught, as using the sword for tasks lesser than life or death is frowned upon.


While there is no single recognized headmaster; the current representative is Iwasa Masaru. Training is conducted in Chiba Prefecture Japan.


Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
Stance: Hasso no Kamae: Also known as In no Kamae. This is a posture in which you face the enemy squarely and suppress him with your spirit. You overpower his mind and control his movement so that he has no opportunity to attack you. The first gap in his mental awareness and physical defense is seized upon. The essence of this posture is to cut down with your whole mind, spirit and body. Hasso may be used when the helmet makes it difficult to hold the sword over the head.
Migi ( Right Hand) Hasso no Kamae: The left foot is advanced half a step forward with the body turned to face the right front and the head facing directly forward. The sword is held in front of the right shoulder with the sword guard at the level of the eyes or nose and the edge of the sword facing forward. Shoulders are relaxed and elbows held naturally with weight evenly distributed over both feet. The left hand is held about four inches from the center of the body.
Hidari (Left Hand) Hasso no Kamae: This is the same as Migi Hasso except the right foot is advanced and the sword held in front of the left shoulder.
CHARACTER BONUSES Add +5 to Chi
Add +1 to M.E.
Add +2 to P.P.
Add +2 to Spd.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact, Somersault.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Multiple Dodge, Power Block/Parry.
Hand Attacks: Backhand, Punch.
Basic Foot Attacks: Kick Attack, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!).
Holds/Locks: Arm Hold, Hand Hold.
Weapon Kata: W.P. Daito (Large Sword), W.P. Shoto (Short Sword).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives an advanced version of Chi Sword Technique (see Mystic China pages 182-183). Select a total of ONE (1) Martial Art Power from among Martial Art Techniques or Special Kata. Except for Chi Sword Technique, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Weapon Proficiencies: W.P. Daito (Large Sword), W.P. Shoto (Short Sword), W.P. Daisho (Paired).
Philosophical Training: Zen Buddhism/Bushido
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Initiative, +1 to Roll with Punch/Fall/Impact.
2nd: +1 additional die of damage to any sword type.
3rd: Select One (1) Additional Martial Art Power from Chi Mastery, or Martial Art Techniques, or Special Kata.
4th: +1 Attack per Melee, Critical Strike from Behind.
5th: +2 to Maintain Balance/Somersault/Back Flip.
6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
7th: +1 Attack per Melee, Critical Strike on a Natural 19 or 20.
8th: Select One (1) Additional Martial Art Power from Chi Mastery, or Martial Art Techniques, or Special Kata.
9th: +1 to Strike, +2 to Damage.
10th: Double Existing Chi.
11th: +1 Attack per Melee.
12th: +1 to Parry/Dodge, Select One (1) Additional Martial Art Power from Chi Mastery, or Martial Art Techniques, or Special Kata.
13th: Death Strike on a Natural 19 or 20.
14th: +1 Attack per Melee, +1 to Initiative.
15th: +2 to Damage, Critical Strike on a Natural 18, 19, or 20.
Why Study Kashima Shinden Jikishinkage Ryu Kenjutsu? For those who believe the sword is the soul of the samurai, this is the ideal martial art style.


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


Kasumi Shinto Ryu is a Japanese Kenjutsu style created by Oni Doumu (1522-1589), a contemporary of Takeda Shingen and Tsukahara Bokuden. This school teaches eight long sword and four short sword techniques. Oni Doumo is said to have liked to use a polearm said to be ten inches in diameter and reinforced with iron spikes.


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


Costume: Karate Gi
Stance: Facing opponent with one foot forward and the other back, arms about half an arm length out from the body, griping the Katana with the right hand and the Wakizashi with the left hand.
CHARACTER BONUSES Add +2 to P.S.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm, Multiple Dodge.
Hand Attacks: Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Backward Thrust (New!), Combination Strike/Parry, Death Strike (New!), Hilt Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Katana (Large Sword), W.P. Wakizashi (Short Sword).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Martial Art Techniques and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Weapon Proficiencies: W.P. Katana (Large Sword), W.P. Wakizashi (Short Sword).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Ikkaku Ryu (2 Years), Isshin Ryu Kusarigamajutsu (4 Years), Ittasu Ryu (2 Years), Uchida Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +2 to Parry, Critical Strike from Behind.
2nd: +1 to Dodge, +1 to Roll with Punch/Fall/Impact.
3rd: +1 Attack per Melee.
4th: +2 to Strike, +1 to Maintain Balance.
5th: +2 to Damage, Knockout/Stun on Natural 19 or 20.
6th: +1 Attack per Melee.
7th: +2 to Parry, +1 to Dodge.
8th: +2 to Damage, Critical Strike on Natural 19 or 20.
9th: +1 Attack per Melee, +1 to Maintain Balance.
10th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
11th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
12th: +1 to Maintain Balance, Death Strike on Natural 19 or 20.
13th: +2 to Damage, +1 to Roll with Punch/Fall/Impact.
14th: +1 to Strike, +1 to Dodge.
15th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
Why Study Kasumi Shinto Ryu Kenjutsu? Relatively weak by itself, this sword style does fill out Shinto Muso Ryu quite well.


Kasi-djin, Art of the Broken Blade By Sinestus


In the ancient days, when one sought the best training for combat, one would seek one of the monasteries of Light, or a paladin training camp. Recently, (in elven terms), an alterative has arisen. Appalled by the blatant brutality of human methods, the Knights of the Broken Blade developed a combat style based on constant movement, allowing for consistent control during combat.
Requirements: P.P.: 18, P.E.: 10, only taught to monks and paladins.
In Palladium, only Elves are trained in this style.
Training: 25 years (In Palladium, an Elf may train up to 60 years and leave the monastery at third level, but gains no additional O.C.C. or Secondary skills)
Character Bonuses +1 to P.P.
+2 to P.E.
+2 to Spd.
Stance: Feet shoulder width apart. Primary arm extended towards opponent, slightly bent. secondary arm hanging loose, or drawn across chest.
Outfit: Varies. common outfit is loose pants and tunic
Combat Skills Attacks per Melee: 2
Hand Attacks: slap/backhand, knife-hand, elbow, palm strike
Foot Attacks: crescent kick, wheel kick, tripping leg hook, backward sweep, roundhouse.
Basic Defense Moves: automatic parry, parry, dodge
Advances Defense Moves: circular parry, roll with impact, automatic dodge, automatic flip/throw.
Holds/Locks: flip/throw, wrist lock.
Escape Techniques: roll
Modifiers to Attack: knockout, critical.
Special Moves:


Spiral Claw - combination parry/flip. Requires four rolls: parry, strike, throw (+1), and recovery. Recovery is 12+ (use bonuses). Strike is always an elbow to the head (Natural 13+ to hit) and deals 1D6+ to H.P.. Flip deals 2D4 damage, and is a knockout on natural 18+. If strike fails, neglect flip attempt. Flip knocks target back or to the side 1D4 feet. Costs three actions if recovery fails.


Spiral Kick - combination dodge/kick(s), requires four (4) rolls: dodge, roundhouse (-2 strike), backward sweep (+1 strike), and recovery/balance. Recovery requires a 15+ (use P.P. and Balance bonuses only), failure means the act cost four actions, success means it counted as two. The roundhouse is a critical on natural 17+. Roll all attempts even if one fails. At level six, the sweep is a knockout on natural 17+. Can only be done once every other melee, cannot be followed by any other kicks. Not available until fourth level.


Whirling Kick (not available until seventh level) - Can target up to three opponents (must be surrounded). Four or five rolls: (dodge is optional), Roundhouse (-1), Wheel kick, sweep (+1), recovery. Recovery/actions as be Spiral Kick. kicks are critical on natural 16+. May be called for knockout instead.


NOTE: When a weapon Kata is selected, one strike in any combination may be replaced with a weapon strike.


Weapon Katas: none automatically.
Additional Skills: dancing (+20),
Martial Arts Powers: Select one: Chagi, Katas: Sword (one handed), Falling Technique, or Windmill Kata.
Level Advancement Bonuses 1st: +2 to parry/dodge, +1 to initiative.
2nd: +1 to locks/throws, Select one Specialty Kata or Martial Arts technique.
3rd: +2 to roll and balance
4th: +1 to strike, +1 attack.
5th: Automatic flip/throw (usable with parries) Knockout on natural 18+
6th: +1 to locks/throws, select one Specialty Kata.
7th: +1D4 to P.P.
8th: +1 attack, +1 to roll and balance
9th: +1 to damage, gains Jump Kick
10th: automatic dodge, select one Martial Arts power from any category except Zenjorike or Chi Mastery.
11th: +1 to dodge
12th: +1 attack, +1 to initiative
13th: Critical on 17+
14th: +1 to strike, parry, and balance
15th: +1 attack, select one Martial Arts power from any category.


Kazama Ryu By Glenn
Entrance Requirements: I.Q. 10 , P.S. 10 , P.P. 12 Skill Cost: 10 Years (8 Years as a Secondary Martial Art Form).


Kazama Ryu originated from the Kazama Family who is now almost extinct from clan wars.So as a last ditch attempt to save some of the families knowledge they have began searching for promising students and slowly integrating them into the day to day life of a Kazama family warrior.


The form focuses primarily on kicks only one hand attack is used. They view the foot as the extension of there will and are quite proficient with its use.


Costume: Due to secrecy clothing is not limited,they may where whatever they wish. Stance: Legs together at attention with both arms behind the back. CHARACTER BONUSES Add +15 to S.D.C.
Add +2 to M.E.
Add +4 to P.P.
Add +4 to P.S.
Add +4 to Spd
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Back Flip, Leap, Roll with Punch/Fall/Impact, Somersault.
Attack Moves: Back Flip, Cartwheel, Leap, Roll, Somersault.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Automatic Roll, Breakfall, Circular Parry, Parry/Lock, Combination Parry/Hold, Disarm.
Hand Attacks: Knife Hand Knock-Out.
Foot Attacks: Axe Kick, Backward Sweep, Crescent Kick, Drop Kick, Kick Attack, Knee Snap/Knee Spike, Power Kick, Reverse Turning Kick, Roundhouse Kick, Shin Kick, Snap Kick, Snap Kick/Snap Spike, Sweep Kick, Tripping/Leg Hook, Tripping/Leg Hook/Leg Spur, Wheel Kick.
Jumping Foot Attacks: Flying Reverse Spinning Kick, Flying Jump Kick, Flying Reverse Turn Kick, Jump Kick.
Special Attacks: Combination Grab/Kick(1), Combination Grab/Kick(2), Knee, Leap Attack
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Automatic Hold, Ankle Lock, Arm Lock, Automatic Lock, Elbow Lock, Wrist Lock, Neck Hold/ Choke.
Weapon Kata: Does not use weapons seen as dishonorable.
Modifiers to Attacks: Critical Strike, Critical Strike from the Rear or from Behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two (2) from among Arts of Invisibility and Body Hardening Exercises. Also, Select two (2) Martial Art Techniques.
Languages: Is strictly limited to Japanese starts at +30%
Cultural: None
Physical: None
Survival: None
Temple: None
Weapon Proficiencies: None
Philosophical Training: None
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None
LEVEL ADVANCEMENT BONUSES 1st:
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:
10th:
11th:
12th:
13th:
14th:
15th:
Why Study Kazama Ryu?
The only form! who's focus is on kicking and theatrical leap attacks. Causing maximum damage while looking really good. The only downside is the lack of hand attacks.



Kaze no Konekojutsu By Jeremy Balsley


Kaze no Konekojutsu, also known as the Style of the Wind Kitten, is a style used by the Winged Cetra and the Children of Amaterasu. Like all human martial arts, it is designed to take the lessons learned from natural creatures and apply them to the art of fighting...in this case, the Winged Ones have decided to study the Winged Tigers of the Amaterasan homeworld.


This unique style is designed by the Amaterasans to take advantage of their unique physiology. It can be taught with no modifications to those beings with wings, arms, and legs (Tengu, Angelic beings, and winged humans, elves, ect.) though those without claws on thier feet will find the style excessively reliant on kicks. Humans, elves, and other non-winged races will find the style to be usible, though some of the more acrobatic maneuvers will be difficult to impossible to do, and obviously, wing strikes will be impossible.


Skill CostHand to hand: Kaze no Konekojutsu can be learned by any character who can learn Hand to Hand: Martial Arts, and counts as three skill selections in addition to those needed to learn Hand to Hand: MartialArts.


Costume: Now uses the classic Winged Cetra uniform, a leotard or unitard with a T-bar across the shoulders, extending down to mid-thigh.
Stance: Both legs, bent at knee, held at 45 degree angle to the line of the body. The character stands on the balls of his or her feet, with claws extended, if applicable. He stands hunched over, eyes fixed on his opponent, and sways slowly back and forth, as if he is guaging the distance for a leap. His hands are held in knife blades, left hand near waist, and the right hand held near face. Wings are held loosely, the left one partially extended forward, right over back.


CHARACTER BONUSES:


Add 2 to P.P.
Add 1 to P.E.


Add 10 to S.D.C.


COMBAT SKILLS Basic Defenses: Parry, Dodge, Automatic Parry
Advanced Defenses: Multiple Dodge, Tengu Leap Dodge (See Rifts:Japan) Circular Parry
Hand Strikes: Punch (1D4), Knife hand (1D6)
Wing Strikes: Basic (1D6), Uppercut (1D10), Back (1D6)
Foot Strikes: Karate Kick (2D6), Knee Strike (1D6), Snap Kick (1D6), Roundhouse (2D6), Axe (1D10), Wheel (1D10), Crescent (1D10), Tripping Leg Hook, Drop Kick
Special Attacks: Grap/Kick/Flip ( SPECIAL! Attacker grabs victim at shoulders, pulls himself into a hunched up position while planting his wings on the ground, slams his feet, claws first, into the victims chest, lets go of the shoulders and backflips into a handstand, before fliping upright again. Victim suffers 1D6 from the grab, 3D6 from the kick (includes damage from claws), and must make a maintain ballance roll to keep from being knocked down ), Cat Attack ( SPECIAL! The practicioner leaps onto the victm, grabs hold, and sinks her teeth into the victims neck or shoulders, while bringing her claws to bear against the victims belly, and ripping downwards. The bite will inflict 1D6 damage (1d4 damage for humans or other beings not endowed with fangs), and the rake will inflict 3D6. The attack can be maintained as per a grab, and the attacker will continue to inflict bite damage for each attack, and kick/rake damage every other action )


SKILLS INCLUDED IN TAINING Physical: Acrobatics, Gymnastics
Language: Japanese


LEVEL ADVANCEMENT BONUSES Level 1: +2 APM, +2 Parry, +2 Dodge, +1 Cartwheel, +1 Backflip
Level 2: +1 APM, +1 Strike with a kick
Level 3: +1 Roll/Pull
Level 4: +1 APM, +1 Cartwheel, +1 Backflip
Level 5: +1 Dodge, +1 Parry
Level 6: Gets Ability of Kick Practice
Level 7: +1 Roll/Pull
Level 8: +1 APM
Level 9: +1 Strike with hand attacks
Level 10: +1 Cartwheel
Level 11: +1 Handstand
Level 12: +1 Backflip
Level 13: +1 APM
Level 14: Gains Zenjorike power of Calm Minds
Level 15: +1 Parry/Dodge


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Kaze Arashi Ryu (Wind Storm School) By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include I.Q.: 9, P.S.: 8, P.P.: 12, and Spd.: 10.
Skill Cost: 14 Years (9 Years as a Secondary Martial Art Style).


The core principle in the study of Kaze Arashi Ryu is the Taisabaki (body movement and positioning), which applies to all the arts of the system. It is onto the Taisabaki that the techniques are grafted, and the same patterns of Taisabaki are used regardless of whether or not a weapon is being used. For convenience of learning, Kaze Arashi Ryu is divided into three main disciplines, or arts, one empty hand and two utilizing various weapons.


The empty hand arts are Aikijutsu and Atemi. Aikijutsu encompasses joint locks, controls, immobilization, throws, and drops. Atemi is the art of striking vital points of the body. Although each art has its own strictly defined syllabus, both arts are taught together due to their close interdependence. Once again, various lengths of wooden staff are studied, ranging from the Shojo (two foot staff), to the Daijo (six foot or larger). Combinations in the use of pairs of sword or staff are also included, as the Samurai used all means available in the endeavor to stay alive on the battlefield.


Costume: Keikogi and Hakama
Stance: Facing opponent with one foot forward and the other back, arms extended forward as if holding a sword.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +1 to M.E.
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, Circular Parry, Combination Parry/Attack, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Attack (New!), Combination Strike/Parry, Death Strike (New!), Hilt Strike (New!), Hip Throw (New!), Paralysis Attack, Shoulder Throw (New!).
Holds/Locks: Arm Lock, Elbow Lock, Finger Lock, Wrist Lock..
Weapon Kata (Pick three): W.P. Bo (Staff), W.P. Daisho (Paired-Swords), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Paired-Jo, W.P. Tanto (Knife), W.P. Tessen (Fan), W.P. Wakizashi (Short Sword).
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 Atemi, Special Kata, or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Cultural Skills: First Aid, Horsemanship, Strategy.
Weapon Proficiencies (Pick Four): W.P. Bo (Staff), W.P. Daisho (Paired-Swords), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Paired-Jo, W.P. Tanto (Knife), W.P. Tessen (Fan), W.P. Wakizashi (Short Sword).
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), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kashima Shin Ryu (3 Years), Kito Ryu (4 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Shinmuso Hayashizaki Ryu (5 Years), Sosuishitsu Ryu (4 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike from Behind.
2nd: +1 to Strike, Select one Weapon Kata from the above list.
3rd: +1 to Body Flip/Throw (2D6 damage), Select One (1) Martial Art Power from Atemi, Special Kata, or Martial Art Techniques.
4th: +1 Attack per Melee, Select one Weapon Kata from the above list.
5th: +1 to Damage, +2 to Roll with Punch/Fall/Impact.
6th: +1 to Maintain Balance, Select One (1) Additional Martial Art Power from Atemi, Special Kata, or Martial Art Techniques.
7th: Death Strike on a Natural 20.
8th: +1 Attack per Melee, +2 to Maintain Balance.
9th: +2 to Roll with Punch/Fall/Impact, +1 to Damage, Knockout/Stun on a Natural 19 or 20..
10th: +1 Attack per Melee, +1 to Parry/Dodge.
11th: +1 Body Flip/Throw, +1 to Damage.
12th: Select One (1) Additional Martial Art Power from Atemi, Special Kata, or Martial Art Techniques.
13th: +1 to Maintain Balance, Select one Weapon Kata from the above list.
14th: +1 to Parry/Dodge, +1 to Strike, Critical Strike on a Natural 19 or 20.
15th: +2 to Roll with Punch/Fall/Impact, +1 Attack per Melee.
WHY STUDY Kaze Arashi Ryu?Kaze Arashi Ryu is a classical Japanese martial arts tradition that incorporates both empty hand and weapon techniques used by the Samurai for use against multiple skilled opponents.


Kempo Karate By [mailto: FlashFighter]


Kempo is a Japanese martial art that means "Way of the Fist". It owes much of it's development to the Jui-Jutsu schools of the days of the samurai. In the Kokumin Hyakta Jiten, a Japanese encycolpedia, it states that Kempo originated in some of the Jui-Jutsu ryus such as the Shibukawa, Kito, and Tenshin-Shinyo Ryus.


In 1659, a Chinese man, Cheng Tsu U, stayed in Edo. While staying at the Kokusey Temple, he impressed a watchful samurai with his martial arts abilities, which resembled boxing techniques. The samurai learned from Cheng and incorperated this with his Jui Jutsu. By the end of the 16th Century, Kempo aspect of Jui- Jutsu had become it's own art and between the 17th and 19th centuries additional ryus began teaching different styles. At the time, in Japan, all martial arts were known as Jui-Jutsu, today Kempo is recognized as it's own art and schools can be found all over Japan and the U.S.A.


Entrance Requirements: P.P. 11
Skill Cost: 5 yrs
Costume: Typical Karate Gi, usually black or white
Stance: Both knees bent; front foot turned slightly inward


CHARACTER BONUSES


Add 2 to P.S.


Add 4 to P.P.


Add 1 to P.E.


Add 10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defensive Moves: Multiple Dodge. Disarm, Circular Parry
Hand Attacks: Strike (Punch), Knife Hand, Claw, Palm, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Leap Attack, Elbow, Knee, Forearm
Holds/Locks: Arm Hold, Arm Lock
Weapon Katas: W.P. Bo Staff
Modifiers to Attack: Pull Punch, Knock Out, Stun, Critical Strike, Critical Strike form Rear


SKILLS INCLUDED IN TRAINING Martial Arts Powers: 2 from Body Hardening, or Martial Arts Techniques, or Special Katas (No Chi Katas, ever!)
Languages: Japanese
Physical: Athletics, Body Building
Philisophical: Zen


If this is your Primary Martial Art form, then the following forms could be learned in a shorter time: Choy Li Fut (4 yrs), Ishin Ryu (4 yrs), Jujutsu (3 yrs), Kyokushinkai Karate (5 yrs), Shao-Lin Kung Fu (6 yrs).


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Parry, +1 to Dodge, Critical Strike from Behind
Level 2: +1 to Strike, +1 to Leap (Add 4 ft to distance), KO/Stun on 18-20
Level 3: +1 Attack per Melee, Critical Strike 18-20
Level 4: +2 to Roll with Punch/Fall/Impact, Select 1 Power from Body Hardening, Martial Arts Techniques, or Special Katas
Level 5: +2 to Parry and Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Disarm
Level 6: +1 to Strike, +1 to Leap (Add 4 ft to distance)
Level 7: +1 Attack per Melee, +1to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 8: +1 to Disarm, Select 1 Power from Body Hardening Techniques, Martial Arts Techniques or Special Katas
Level 9: +2 to Roll with Punch/Fall/ Impact, +1 to Parry and Dodge
Level 10: +1 to Strike, +2 to Maintain Balance
Level 11: +1 Attack per Melee, +1 to Disarm
Level 12: Select 1 Power from Body Hardening, Martial Arts Techniques, or Special Katas
Level 13: +1 to Parry and Dodge, +3 to Damage
Level 14: +1 to Strike, +1 to Leap (Add 4 ft to Distance)
Level 15: +1 Attack per Melee, +1 to Disarm, +2 to Damage


Why Study Kempo?


With well rounded hand and foot techniques, Kempo can be used in almost any self defense situation. On the other hand it completely ignores Chi Mastery Skills.


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Kempo By Cutter Kinseeker


Kempo (often called Kenpo) is an astounding martial art which relies upon speed and an understanding of gymnastics to make its moves that much more dangerous. A speed-based rather than strength- or stamina-based martial art, Kempo uses sweeping kicks, roundabout punches, flips and throws, and lots of long-distance striking attacks. Primarily a defensive martial art, Kempo practitioners symbolize Pollonius' advice to Laertes: "Beware of entrance to a quarrel; but, being in, bear it that the opposed may beware of thee."


Those who practice Kempo realize that parries and blocks are fine and well, but the best way to avoid getting hit is to simply get out of the way. A true student of Kempo will backpedal and dodge from his enemy, talking the whole while, and only launch his own attacks when he runs out of room to run. This is not to say that Kempo's pracitioners are cowards--hardly, for they can be just as dangerous as any other martial artist if the situation warrants it; they would just rather defend themselves rather than beat the stuffings out of an opponent.


Kempo is also a martial art that is easily integrated into a personal fighting style; its teachings (such as they are) emphasize the importance of flexibility, both mentally and physically. A Kempo student must be ready at all times to alter his strategy at a moment's notice; overspecialization leads to defeat. Surprisingly easy to learn for such a complex martial art, Kempo is similar to Tai-Chi Ch'uan in that anyone may select Kempo as their combat form (so long as they can select Hand to Hand: Martial Arts).


The appearance of Kempo is almost comic: the martial artist will backpedal and weave from side to side while trying to reason with his opponent, ducking below punches and jumping over kicks, sliding out of hand to hand range and jumping back in. It stops being funny when the fight starts for real. If the opponent is obviously unable to be reasoned with or the quarters are about to become too close to make dodging practical, the Kempo student will fly into action, becoming a frenzied tornado of snap kicks, throws, roundhouses, backflips, and leg hooks. This will continue until the martial artist's opponent concedes the fight or is unconscious; even the most combative Kempo students (somewhat of a contradiction in terms) will draw the line at killing a foe. It's not that they can't kill an enemy; they just won't, except to save another's life.


Entrance Requirements: PP 10; practitioners of Kempo must have an Honorable alignment (Principled, Scrupulous, Unprincipled, Taoist, or Aberrant).
Skill Cost: 5 years (3 years as a Secondary Martial Art)
Costume: Standard martial arts gi for practice; no "official" garb.
Stance: Loose, wide-legged stance, one leg slightly behind the other; both hands held near chest level, palms turned slightly outwards.


CHARACTER BONUSES


Add 2 to P.P.


Add 1 to M.E.


Add 10 to S.D.C.


Add 5 to Chi


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Backflip
Basic Defensive Moves: Parry, Dodge,
Advanced Defensive Moves: Multiple Dodge, Breakfall, Automatic Dodge
Hand Attacks: Punch (Strike), Backhand, Palm Strike
Basic Foot Attacks: Kick, Snap Kick, Roundhouse Kick, Wheel Kick, Crescent Kick, Axe Kick, Backward Sweep, Tripping/Leg Hook
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Knee, Leap Attack, Body Flip/Throw
Holds/Locks: Arm Hold, Leg Hold, Finger Lock, Wrist Lock, Elbow Lock
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike


SKILLS INCLUDED IN TRAINING Martial Arts Powers: Practitioners of Kempo start with the Body Hardening Exercise of Chagi (Kick Practice) and may select one other power from either Martial Arts Techniques or Special Katas (except for Five Principles or the Windmill Kata).
Languages: Practitioners of Kempo are strongly encouraged to learn Japanese but do not gain it for free and are not required to have it; should a character with Kempo choose to learn Japanese, he will gain a +10% bonus to that language skill.
Physical: Gymnastics; Prowl
Philosophical Training: None, except that fighting is always to be the last resort.


If Kempo is your primary martial art form, then the following other forms can be learned in a shorter time: Ch'in-Na (4 years), Drunken Style Kung Fu (6 years), Jujutsu (3 years), Lee Kwan Choo (5 years), Sankukai Karate (5 years), Tae Kwon Do (3 years), Tai-Chi Ch'uan (3 years), or Taido (6 years).


LEVEL ADVANCEMENT BONUSES Level 1: +3 to roll with punch, +2 to pull punch, +2 to dodge, Critical Strike on Natural 20
Level 2: Knock-Out/Stun on natural 19-20, +2 to Maintain Balance, +2 to Backflip, +1 to dodge, +1 to strike with kicks
Level 3: Critical Strike on Natural 19-20, +2 to pull punch, +1 to dodge
Level 4: +1 to Backflip, +2 to Breakfall, +1 to strike with kicks, +2 to roll with punch
Level 5: +1 attack per melee, +1 to Maintain Balance
Level 6: Knock-Out/Stun on natural 18-20, +2 to strike with kicks, +1 to dodge, +2 to pull punch, +1 to roll with punch
Level 7: Select one additional Martial Art Power from Body Hardening Exercises and one from either Martial Arts Techniques or Special Katas (except Five Principles or Windmill Kata)
Level 8: +1 attack per melee, +1 to dodge, +1 to Holds/Locks
Level 9: Critical Strike on Natural 18-20, +1 to pull punch, +1 to roll with punch, +1 to strike with kicks
Level 10: +2 to strike with kicks, +2 to dodge, +2 to Maintain Balance, +1 to Holds/Locks
Level 11: Select one Martial Art Power from among Body Hardening Exercises, Martial Arts Techniques, and Special Katas (except Five Principles and Windmill Kata)
Level 12: +1 to dodge, +2 to Breakfall, +1 to strike with kicks
Level 13: Select one Martial Art Power from Body Hardening Exercises
Level 14: +1 attack per melee
Level 15: Critical Strike on Natural 17-20, Knock-Out/Stun on Natural 17-20


Why Study Kempo?


If you're interested in a practical way to defend yourself in hand to hand combat, few martial arts are better than Kempo. Combining a simple method of teaching that leads to fast advancement with a complex style that can beat most similarly ranked styles in combat, Kempo can hold its own against anything from street thugs to fellow martial artists. Kempo's greatest weakness is its non-combative mentality and inability to deal with more aggressive martial arts like Fu-Chiao Pai and Kyokushinkai Karate. It also gives no automatic parry, which is a big minus.


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Ken Tae Kido By Hoshiro Sunn
Entrance Requirements: No attribute or alignment restrictions.
Skill Cost: 30 years (20 years as a secondary martial art style).


A difficult concept to master. To master it is to truly master one's body and soul, connecting them. This is a relatively aggressive style. Once full training is completed, allows the master to have 3-5 full attacks per Melee. Critical hits on 17-20 and deathblow to natural 20. It's very hard to miss with this style because it your attacks are very centered and focused. And from the propensity for easy criticals and deathblows, it is indeed extraordinarily powerful. The Master is also allowed one automatic parry per melee. There are no specific attacks associated. An attack is an attack, no frilly nonsense or flashy stylepoints added.


Costume: None
Stance: None.


CHARACTER BONUSES Add +5 to P.S.
Add +5 to P.P.
Add +5 to P.E.


COMBAT SKILLS Attacks per Melee: 4
Escape Moves: None.
Attack Moves: None.
Basic Defense Moves: Automatic Parry
Advanced Defense Moves: Breakfall, Combination Parry/Attack, Combination Parry/Lock.
Hand Attacks: None.
Foot Attacks: Reverse Turning Kick
Jumping Foot Attacks: None.
Special Attacks: Death Blow
Holds/Locks: None
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives the Heroes Unlimited power of Feign Death.
Languages: Mandarin, Cantonese.
Physical: Bodybuilding
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None


LEVEL ADVANCEMENT BONUSES 1st: Critical Strike on a Natural 17-20, Death Blow on a Natural 20.
2nd: +1 Attack per Melee.
3rd: +1 Attack per Melee.
4th: +1 Attack per Melee.
5th: +1 Attack per Melee.
6th: +1 Attack per Melee.
7th: +1 Attack per Melee.
8th: +1 Attack per Melee.
9th: +1 Attack per Melee.
10th: +1 Attack per Melee.
11th: +1 Attack per Melee.
12th: +1 Attack per Melee.
13th: +1 Attack per Melee.
14th: +1 Attack per Melee.
15th: +1 Attack per Melee.
Why Study Ken Tae Kido? I kid you not, I created this style legitly with an old Heroes Unlimited RPG book. By the time Hoshiro was level 5, he had 8 attacks per round, plus 5 automatic paries, critical hits on rolls of 17 through 20, a +7 to-hit and death blows on natural 20.


[Editor's note: This style has been fixed to conform to the actual combat system. No other changes are peformed.


name = Hoshiro Sunn


email = drillbitz03@gmail.com


stylename = Ken Tae Kido


system = Heroes Unlimited


application = Fiction]


Kendo By Ray Bull


Entrance Requirements: None
Skill Cost: 10 years (Primary), 5 years (Secondary)
Costume: Kendo Stylists wear armor (Dogu) that is composed of a helmet (Men) with a steel grill and shoulder flaps, a breastplate (Do) made of lacquered bamboo, padded gloves, and protectors for the abdomen (Tare) and lower abdomen (Tare-obi). Under the armor is worn a Keikogi and a Hakama.
Stance: ( None? )
CHARACTER BONUSES


Add 5 to Chi


Add 1 to M.E.


Add 1 to P.S.


Add 1 to P.P.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Combination Parry/Strike with W.P. Shinai
Hand Attacks: None
Basic Foot Attacks: None
Special Attacks: Leap Attack, Kiai (New! Special! This is a shout to distract or unnerve an opponent. Once per melee round it can be used simultaneously with another attack. The defender must save against Horror Factor: 7 or be at -1 on all combat rolls. A non-martial artist must save against HF:14 or be at -2 on all combat rolls. The opponent's attack immediately after a succesful Kiai (opponent failed saving throw) suffers a -1 to damage due to the muscles of the body being momentarily tensed.)
Weapon Katas: W.P. Shinai (The Shinai is a weapon 1.18 meters in length composed of 4 bamboo slats held together by a leather wrapped handle and a canvas cap for the tip. The hand guard is a plastic ring 8 centimeters in diameter that fits just above the handle. The entire weapon weighs a little over 1/2 a kilogram.)
Modifiers to Attacks: Pull Strike, Knockout/Stun, Critical Strike
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Martial Arts Technique: Iai-Jutsu and the Mudra of Tranquility and Collection.
Languages: Japanese
Weapon: W.P. Shinai, W.P. Katana
Philosophical Training: Zen


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Kyudo (5 years),
LEVEL ADVANCEMENT BONUSES Level 1: +1 to Parry with W.P. Shinai, +1 to Dodge, +1 to Maintain Balance, Critical Strike on a Natural 20 with W.P. Shinai,
Level 2: Automatically receive Special Kata: Warrior Spirit
Level 3: +1 to Strike with W.P. Shinai
Level 4: +1 Attack per Melee
Level 5: +1 to Kiai Horror Factor, Critical Strike on a Natural 19+ with W.P. Shinai
Level 6: +1 to Strike with W.P. Shinai
Level 7: Automatically receive Chi Skill: Find Weakness
Level 8: +1 Attack per Melee. +2 to Parry with W.P. Shinai
Level 9: +1 to Strike with W.P. Shinai
Level 10: +1 to Kiai Horror Factor
Level 11: +1 to Parry with W.P. Shinai, +1 to Dodge, Critical Strike on a Natural 18+ with W.P. Shinai
Level 12: +1 to Strike with W.P. Shinai
Level 13: +1 Attack per Melee
Level 14: Automatically receive Martial Arts Technique: Mushin
Level 15: +1 to Strike with W.P. Shinai, +1 to Kiai Horror Factor



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


Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Strike (punch), karate punch (2D4 damage), kick attack (2D4 damage), knee and elbow strikes (1D6 damage), disarms, break fall, roll with punch/fall/impact, pull punch, and the usual strike, parry, and dodge.
Special Attacks: Combination automatic parry/slash, combination automatic parry/strike.
Locks/Holds: None.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind.


Character Bonuses: Add +1D6 to P.P.E. and I.S.P. (if applicable),
Additional Skills: W.P. Large Sword, W.P. Short Sword, W.P. Spear, W.P. Staff. Also choose any two domestic or domestic: cultural skills. Selected skills recieve a +15% skill bonus.


Level Advancement Bonuses:
Level 1:: Add two additional attacks per melee, knife hand (2D4 damage), +1 on initiative, +2 to roll with punch/fall/impact, +1 to disarm, +1 to parry, +2 to parry with sword, spear, or staff (in addition to weapons proficiency bonuses). +1 to dodge, +1 to break fall, +2 to pull strike.
Level 2:: +1 to strike, W.P. Short Sword-- Paired, W.P. Large Sword-- Paired, W.P. Large Sword, Short Sword-- Paired.
Level 3:: Add one additional attack per melee, +2 to damage.
Level 4:: +1 on initiative, +1 to disarm, +1 parry.
Level 5:: Tripping/leg hooks and backward sweep kicks.
Level 6:: Power punch (double damage; counts as two attacks), palm strike (2D4 damage).
Level 7:: Add one additional attack per melee, +2 to pull strike.
Level 8:: Critical strike on natural 18 to 20 and from behind, death blow on natural 19 or 20.
Level 9:: Add one additional attack per melee, +4 to damage.
Level 10:: Automatic dodge.
Level 11:: +1 on initiative, +1 t strike, +2 to break fall.
Level 12:: Add one additional attack per melee, +2 to pull strike.
Level 13:: Jump kick and leap attacks (automatic critical strikes).
Level 14:: Death Blow!
Level 15:: Add one additional attack per melee.


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Kendo By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum attributes include: I.Q.: 9, P.P.: 10, and Spd.: 8.
Skill Cost: 10 Years (6 Years as a Secondary Martial Art Style).


Kendo is a Japanese sword fencing martial art, codified by the Zen-Nippon Kendo Renmei (ZNKR, the All-Japan Kendo Federation). The name Kendo comes from ken/tsurugi (sword) and do/michi (way), which translates as "the way of the sword." Kendo grew out of the many schools of early Japanese kenjutsu.


Kendo training requires dedication and discipline, teaching such thins as different postures and footwork, etiquette (reigi), as well as fencing. Training is conducted in armor initially, later switching to regular clothing. Advanced Kendo sword work switches from the blunt practice blades (shinai and bokken) to shinken (live swords). Two types of sword attacks are taught in kendo, strikes and thrusts, with proper execution and kiai stressed.


Costume: Keikogi worn over a blue or white gi, with blue-black hakama for men and white hakama for women. Bogu, the armor is composed of four pieces, the do (body protector), kote (armored sleeve-gloves), men (helmet), and tare (groin protector).
Stance: Facing opponent, with one foot forward and the other back, arms extended forward and holding sword in a two-handed grip.
CHARACTER BONUSES Add +2 to M.E.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll With Punch/Fall/Impact.
Attack Moves: None
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Combination Parry/Attack, Power Block/Parry.
Hand Attacks: Punch (human fist).
Basic Foot Attacks: Backward Sweep, Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Slash (SPECIAL!.), Combination Strike/Parry, Forearm, Leap Attack.
Holds/Locks: None.
Weapon Kata: W.P. Bokken (blunt), W.P. Katana (long sword), W.P. Shinai (blunt).
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques and Special Kata (Note: No Weapon Kata (except those already known) allowed!). If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical).
Languages: Japanese
Cultural (Choose three): Art (Ukio-E), Bonsai, Calligraphy, Floral Arrangement, Go, or Poetry (Haiku).
Weapon Proficiencies: W.P. Bokken (blunt), W.P. Katana (long sword), W.P. Shinai (blunt).
Philosophical Training: Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Dodge/Parry, +1 to Damage, +1 to Maintain Balance.
3rd: +1 Attack per Melee.
4th: Knockout/Stun on a Natural 19 or 20.
5th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
6th: +1 Attack per Melee.
7th: +1 to Roll with Punch/Fall/Impact.
8th: +1 to Strike, Critical Strike on a Natural 18, 19, or 20.
9th: +1 Attack per Melee, +1 to Maintain Balance.
10th: +1 to Pull Punch, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
11th: +1 Attack per Melee.
12th: Death Strike on a Natural 20.
13th: +1 to Dodge/Parry, +1 to Damage.
14th: +1 Attack per Melee.
15th: +1 to Pull Punch, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
Why Study Kendo? A martial art which provides good exercise and decent combat ability that has the single disadvantage of being dependent on a weapon for effective combat.


Kenpo By Kuseru
Entrance Requirements: Limited to those of Honorable Alignment. No Attribute Requirements.
Skill Cost: 12 Years (7 Years as a Secondary Martial Art Style).


Kenpo is a relatively new Japanese martial art founded shortly after the end of WWII. It is a fairly well-rounded martial art as it has Karate punching/kicking techniques as well as Aikido grappling techniques. It has both punching/kicking techniques (Goho), as well as lock/throw/hold techniques (Juho). Much emphasis is also placed on the mystic Chi skills. Kenpo is a monastic Buddhist sect, with discipline for training mind and body.


Costume: Karate Gi or Buddhist monk's robes.
Stance: Feet approximately shoulder width apart one foot slightly ahead of the other. Arms at waist level, clasped.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.P.
Add +1 to P.E.
Add +10 to Chi
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall, Maintain Balance.
Attack Moves: Leap.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Breakfall.
Hand Attacks: Knife Hand, Backhand, Palm Strike.
Foot Attacks: Snap Kick, Reverse Turning Kick, Roundhouse Kick.
Jumping Foot Attacks: None.
Special Attacks: Death Blow, Combination Grab/Kick, Choke.
Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock.
Weapon Kata: None.
Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Atemi or Chi Mastery.
Language: Japanese.
Cultural Skills: None.
Philosophical Training: Buddhism.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Kobujutsu (3 Years), Shaolin Kung Fu (6 Years), Shorinji Ryu Karate (6 Years), or Te (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Maintain Balance, Death Blow on a Natural 20.
2nd: +2 to Roll with Punch/Fall/Impact, Select One (1) Martial Art Power from Atemi or Chi Mastery.
3rd: +1 Attack per Melee, +2 to Damage.
4th: +2 to Parry/Dodge, Critical Strike on a Natural 18, 19, or 20.
5th: +2 to Maintain Balance, +1 to Strike.
6th: +2 to Roll with Punch/Fall/Impact, +1 to Damage.
7th: +1 Attack per Melee, Knockout/Stun on a Natural 18, 19, or 20.
8th: +1 to Parry/Dodge, Select one Zenjorike.
9th: +1 Attack per Melee, +2 to Breakfall.
10th: Select One (1) Martial Art Power from Atemi or Chi Mastery.
11th: Double Chi, +2 to Roll with Punch/Fall/Impact.
12th: +1 to Parry/Dodge, +1 to Maintain Balance.
13th: +1 Attack per Melee, +1 to Breakfall.
14th: +2 to Damage.
15th: Select one Zenjorike.
WHY STUDY KENPO? Kenpo is a solid martial art, well balanced with good offensive/defensive abilities and mystic Chi skills.


Kenpo-The Way of the Dragon & the Tiger


By Ash


"Remember, that you wear that black belt around your heart. You go out to represent this school, and set an example for the younger students. I swear, if you ever abuse your training, one way or another I will personally kick your ass." Mike Rainy, my instructor in Kenpo


"I shall never let pride rule my passions and will defend, with all the skill I possess, the weak, the helpless, and the oppressed. I pledge an unswerving loyalty to the association and my instructor, in addition, I pledge an unending effort to earn the self-same loyalty from those who look to me for training." Blue Belt Pledge, Ed Parker.


The art form of Kenpo in Rifter #6 while similar to my style is not Kenpo as I know it. Kenpo is a very young art form only developed a short time after World War II by Ed Parker. Kenpo is a melding of Kung-Fu, Tae Kwon Do, and grappling. This makes it a versatile defensive and offensive art.


Kenpo follows two mind sets, the way of the Dragon, which represents wisdom, and the way of the Tiger, which represents strength. A more physical representation of this is an open palm (the Dragon) over a closed fist (the Tiger). The Dragon rules the Tiger, the Dragon must hold the Tiger, but the Dragon may unleash the Tiger.
When attacked, a Kenpo master would defend against the first few attacks, then immediately go for a debilitation move, such as sleeper hold, eye gouge, or a fierce kick to the back of the knee. The way of Kenpo is, "Strike second, but strike to finish".
Kenpo schools can be found throughout the world, but teachers only accept those of good principles, and are able to weed out those who would abuse the art.


Entrance Requirements: Limited to those of Honorable Alignment. No Attribute Requirements.
Skill Cost: 10 Years.
Costume: Black, white, or red cotton gi, red can only be worn by those of brown belt rank or higher. Blue is only worn by teachers.
Stance: Facing opponent, legs shoulder width apart, with the lead foot commonly at the 11 o'clock from artist, and the back foot at 5 o'clock. Lead hand forward, open or closed fist, with dominant hand chambered at the waist.
CHARACTER BONUSES: Add 2 to P.S.
Add 1 to P.P.
Add 1 to P.E.
Add 10 to Chi


COMBAT SKILLS Attacks Per Melee: 2
Escape Moves: Roll, Break fall, Maintain Balance.
Basic Defense Moves: Dodge, Parry, Auto Parry.
Advanced Defenses: Multiple Dodge, Circular Parry, Disarm, Power Block/Parry.
Hand Attacks: Punch, Knife Hand, Backhand, Palm Strike, Claw Hand.
Basic Foot Attacks: Kick, Trip/Leg Hook, Backward Sweep, Snap Kick, Reverse Turning Kick, Roundhouse Kick, Crescent Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Auto Flip/Throw, Death Blow, Combination Grab/Kick, Choke, Body Block/Tackle, Duo-Palm Strike (SPECIAL! Both palms shoot out to strike the opponents chest. If the strike is successful it does 1d4 damage, and the opponent is stunned for his next action; the attacker cannot parry during this strike).
Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Sleeper Hold (SPECIAL! See below).
Weapon Katas (Pick Two): W.P. Staff, W.P. Knife (Paired), W.P. Club (Paired), or W.P. Nunchaku.
Modifiers to Attack: Pull Punch, KO/Stun, Critical, Death Blow, Critical Strike from Rear.
SPECIAL KATAS Dragon: The artist spends the entire melee using only defensive actions, using the wisdom of the Dragon to assess his opponents fighting pattern. No offensive actions can be made for the entire melee, but next melee and for the rest of the fight, the user has a +1 to strike, parry, and dodge against his opponent. This can only be used against one attacker, not multiple, and it cannot be used more than once for multiple bonuses.
Tiger: The artists spends the entire melee in a flurry of power attacks, using the strength of the Tiger to end the fight with as much speed as possible. No defensive actions can be made this melee, however the user gains a +4 to damage with all of his attacks, as well as a +1 to strike (this strike bonus is cumulative with bonuses from the Dragon kata).


SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select at total of two powers from among Body Hardening Exercises or Speciality Katas. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs.
Languages: None.
Physical: Athletics.
Philospohical Training: Buddhism.
If this is your primary martial art form, then the following other forms can be learned in shorter time. Tae Kwon Do Karate (4 years), Shao-Lin Kung Fu (7 years), Sankukai Karate (6 years), Tai-Chi Ch'uan (5 years), or T'ang-su Karate (4 years).


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Maintain Balance, Death Blow on a Natural 20.
Level 2: +2 to Roll, Select one Power from Atemi.
Level 3: +1 Attack, +2 to Damage.
Level 4: +2 to Parry/Dodge, Critical on an 18, 19, or 20.
Level 5: +2 to Maintain Balance, +1 to Strike.
Level 6: +2 to Roll, +1 to Damage.
Level 7: +1 Attack, KO/Stun on an 18, 19, or 20.
Level 8: +1 to Parry/Dodge, Select one Zenjorike.
Level 9: +1 Attack, +2 to Break fall.
Level 10: Select one Power from Atemi.
Level 11: Double Chi, +2 to Roll.
Level 12: +1 to Parry/Dodge, +1 to Maintain Balance.
Level 13: +1 Attack, +1 to Break fall.
Level 14: +2 to Damage.
Level 15: Select on Zenjorike.


Why Study Kenpo? Kenpo is a solid martial art, well balanced with good offensive/defensive abilities.


SPECIAL MANEUVERS Sleeper Holds There are two Sleeper techniques taught two Kenpo students, each one designed to defend a specific attack.


The first one is Sleeper, defending against a right step through punch. The martial artist steps back and does a left inward block, and then quickly moves forward, bringing his right arm to the opponents neck, wrapping it around, and locking his hand down on their left shoulder. The left hand is used to solidify the lock.


The second technique, Thrusting Wedge, defends against a front two-hand high push. The martial artist does a prayer parry, bringing his hands togther prayer style between the opponents arms and then spreading them, then a quick follow up is made with a duo-palm strike to stun the opponent. Then the opponent is forcefully spun around, with the right arm once again going around the neck, and the right hand clasping on their left shoulder, with the left hand solidifying the hold.


Performing these techniques takes speed, accuracy, and anticipating the opponent. These techniques can only be used in one-on-one combat. First the Kenpo artist must make a successful parry roll, then follow up with a strike roll, or two for Thrusting Wedge (if the duo-palm strike fails then the technique fails). Once the hold is made, the person applies pressure to the Corotid arterries for 12 seconds, causing the victim to pass out. However if the hold is kept any longer, serious brain damage can result, which is something no true Kenpo artist would wish.



Kerb Abak , exclusive martial art (also known as "Zentreadi Mecha Wrestling")
By LordZaboem
Entrance Requirements: The character must be a full sized Zentreadi to properly study this style. The secrets might be shared with half-Zentran offspring and Marduke warriors from Macross II RPG.
Skill Cost : Most of the training takes place when skills are imprinted during the cloning process. Thus, the skill cost is actually less than 1 year. This style may be taught traditionally, but the cost increases to 8 years of hands-on training experience and requires access to a Micronization Chamber for use with full size.
Author's Note: This martial art form is designed for use with standard N&SS/MC rules. Practice in a Robotech campaign setting is encouraged but should be handled slightly differently. Pay attention to the different bonuses offered by different physical skills. I would recommend allowing this form to new Zentreadi characters or half-Zentreadi, but the cost should be all mecha piloting skills. In the language of the gigantic alien Zentreadi, "Kaba Brek" means "Honorable Death." Every loyal Zentreadi warrior strives for this honor. Destruction of mecha is not truly death because the mecha was never alive in the first place and it certainly has no concept of honor. Such a death is "Breaking of the Dishonorable" or "Kerb Abak."
In the Robotech Universe, martial artists are rare among the Zentreadi race. A few have learned basic martial art moves. (See the book Ghost Ship for details on Zentreadi who know Hand to Hand: Martial Arts as a skill.) Short of equipment after the Rain of Death, a handful of Earth-bound Zentreadi developed their skill with simple weapons. (Please see the Zentreadi Melee Specialist OCC in Strikeforce.) Both of these examples, however, lacked a guiding philosophy common to most advanced martial art forms.
A different type of Zentreadi martial artist developed in a galaxy far from Earth and Tirol. In a nebula of Galaxy #4242, the 13th Zentreadi fleet was dispatched to route out a colony of the Regent's Invid. The Invid discovered a small Robotech Factory and captured it. Although most of the production facilities aboard the factory were functional, the factory's navigational computer was damaged during the capture. Thus, no guidance was possible with the space fold engines and the factory could not escape. The Invid worked hard to build a hive inside the factory and convert the assembly lines to construction of their own mecha and inorganics. Since Invid mecha is typically grown with alchemy instead of build, conversion was slow and tedious.
The 13th fleet attacked the hive only to have the hive space fold away to another area inside the nebula. The cat and mouse game continued for a long time in the nebula. Due to the Invid siege on Tirol, reinforcements and supplies had become impossible for the 13th fleet. After running completely out of missiles and low on functional mecha, the Zentreadi commander Vector changed tactics. Vector ordered his science officers to develop a new form of combat for unarmed Zentreadi special forces to use against Invid Mecha.
The scientists consulted a captive Praxian Warrior who taught them how her people wrestled. Realizing that they could apply variations of the same techniques against mechanical opponents, the scientists and Praxian together developed an entirely new collection of tactics. The scientists programmed their techniques into a battalion of fresh clones as imprinted skills and began testing the new system.
The Invid scientists aboard the factory, however, had also been busy. It wasn't long before they released their new creation on the 13th fleet. Inspired by the brutal effectiveness of Zentreadi might, a breed of Z-Stage Invid were developed. The new Invid warriors were Zentreadi sized and capable of piloting Zentreadi mecha from the factory.
The Z-Staged Invid launched a surprise attack on the Zentreadi capital ships. Commander Vector took advantage of the situation and sent his Zentreadi Martial Artists to the factory in dummy missiles. Due to the Invid reliance on Protoculture detectors in their sensors, the Zentreadi commandos were able to penetrate deep within the factory-hive before they were detected. The battle went well for the Zentreadi fleet after commandos assassinated an Invid brain. The factory was captured relatively intact, but the victory came too late for the 13th fleet to aid in the defense of Tirol.
The martial art style itself is very unusual by Earth standards. After that time, Zentreadi who study Commander Vector's unarmed martial art are a rare sight, but they are found from time to time. The entire concept is based on using the extreme mass of a full sized Zentreadi warrior and applying it in the most efficient ways possible. When practiced, the art looks fairly similar to sumo wrestling. Most of the techniques are geared towards disabling enemy mecha, but even micronized Zentreadi fighting flesh covered opponents will find some benefits. These moves are most effective when two Zentreadi martial artists work together with the first warrior disabling an opponent mecha in a hold and the second warrior tearing it apart one system at a time.
Costume : Any regular Zentreadi standard armor will do. They do not use Power Armor except perhaps as transportation. The armor is a large part of this style, and even unarmored masters will wear greaves on their arms for aid with parrying.
Stance : Typically, the Zentreadi will crouch particularly low to suppress his center of gravity. His legs are spread wide to distribute his weight over as much ground as possible. Even in a low gravity environment, this is the standard stance. His head is raised to face forward. Arms are held underneath the torso with hands rolled into fists.
CHARACTER BONUSES Attributes - PS, PE, and PP are automatically raised to a minimum of 15. Weaker clones are simply not selected for this training.
Immunity to Modern Weapon Penalties - Due to the unique emphasis placed on fighting against mecha, the Zentreadi who uses Kerb Abak faces no penalties to dodge or parry energy weapons and gun pods which mecha use against him. Even a Zentreadi martial marts master can not dodge a laser after it is fired, but he will be able to listen for the humming of laser artillery to know exactly when it will fire. He will be able to spot the flash of plasma being released inside a plasma cannon one split second before the super-heated matter is funneled out. He knows how a rail gun moves when it has locked onto a target, and he knows how to recognize a guidance fire stream from a particle beam weapon just before the main stream is fired.
That's right, the much debated -10 penalty to dodge simply does not apply. The penalty does apply to sneak attacks, attacks from behind, and unfamiliar weapons.
COMBAT SKILLS
Attacks per Melee : 2 (and don't forget +1 from boxing)
Escape Moves : Maintain Balance, Roll with Punch/Fall/Impact
Basic Defense Moves : Dodge, Parry, & Automatic Parry
Hand Attacks : Strike (always as a punch)
Basic Foot Attacks : Kick, Drop Kick
Special Attacks : Stomp (new! -- This is a special attack which a full sized Zentreadi can use on any target less than ten feet or three meters tall. This attack does 1D6 Mega-Damage at first experience level or 1D6 SDC damage if the Zentreadi is micronized. It is a particularly effective attack against small vehicles and buildings. A micronized Zentreadi can perform a Stomp Attack against targets which are less than two feet tall or on their backs. Any opponent caught by a Stomp Attack might also be pinned, but that is the gamemaster's call.)
Holds/Locks : All holds apply to both fleshy opponents and mecha. Full sized Zentreadi may attempt holds on any mecha less than 100 feet (30 meters) tall. Micronized Zentreadi may only perform holds on mecha which are less than 10 feet (3 meters) tall. Arm Hold (which can also be used to perform a hold on a pivoting turrent or gun barrel), Leg Hold, and Elbow Lock.
A Zentreadi's main holding attack is the Pin ability from the Wrestling Skill. To pin an opponent, the player must declare her intension to pin, then roll a successful strike, and her natural roll on the twenty sider must be 18 or higher. Pinning becomes easier as the Zentreadi gains experience. The Pin attack will completely immobilize a mecha but it is only effective against models which are familiar to the Zentreadi.
Weapons Katas : none
Modifiers to Attacks : Critical Strike on a natural 20; In Kerb Abak, there is no such thing as pulling a punch.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers : Choose one power from this list selected at first level.
Eight Horse Stomp (range doubled when full sized)
Iron Hand (adds +5 MDC instead of SDC when full sized)
Kick Practice
Wrist Hardening (adds MDC instead of SDC when full sized)
Zero Gravity Combat (new! - This allows the Zentreadi to fight in conditions of zero gravity with enough familiarity to suffer no combat penalties.)
Gift of the Shapings (new! - This special technique allows Zentreadi warriors to regenerate bodily damage by utilizing the medicinal benefits of protoculture. The downside of this technique is that it is horribly inefficient. By lapsing into a trance much like meditation, a Zentreadi can actually regenerate all damaged hit points, SDC, or MDC lost recently in a few minutes. An entire protoculture cell like those used to power cyclone mecha is required for one healing session, and the extra energy is released harmlessly into space).
Mecha Atemi - Blindness (new! -- When used against mecha with a successful attack roll, this attack will damage and deactivate the mecha's sensor array. Otherwise, this martial arts power works exactly like the Atemi ability of the same name.)
Mecha Atemi - Hydrolics Paralysis (new! - When used against opponent mecha, the Zentreadi may target particular limbs or weapons and immobilize them with a carefully placed strike against hydrolics. Otherwise, this martial arts power works exactly like the Neural Atemi ability.)
Tamashiwara (works against MDC targets because it is the chi inside the target which is being attacked)
Languages : Zentreadi (also called T'Sentreadi in some settings)
Physical : Boxing, Wrestling, and choice of either Swimming, Running, or Climbing
Philosophical Training : The Shapings (new! - The psuedo-regligion of the Zentreadi teaches the glory of battle, respect for protoculture, following commands without question, and blind loyalty to the Robotech Masters)
LEVEL ADVANCEMENT BONUSES
1st : +3 to Roll with Punch/Fall/Impact, +2 Parry, +2 Dodge, Wrestling Pin may be performed on a roll of a natural 18 through 20.
2nd : Select one other martial arts power from the list above.
3rd : +1 to Strike, Stomp does x2 damage
4th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
5th : Wrestling Pin may be performed on a roll of a natural 18 through 20.
6th : Stomp does x3 damage
7th : +1 Attack per Melee, +3 to Strike
8th : Select one other martial arts power from the list above
9th : Wrestling Pin may be performed on a roll of a natural 14 through 20.
10th : +3 to Parry, Stomp does x4 damage, +10 SDC or MDC if full sized
11th : +1 Attack per Melee, +3 to Dodge
12th : Select one other martial arts power from the list above.
13th : Wrestling Pin may be performed on a roll of a natural 12 through 20.
14th : +3 to Initiative, Stomp does x5 damage
15th : Select one other Martial Arts Power from the list above, Wrestling Pin may be performed on a roll of a natural 10 through 20, the Zentreadi martial artist master who achieves this level of proficiency sometimes gains insights or prophetic visions when using protoculture.
Why Study Kerb Abak? The power of Kerb Abak can not be denied. No other known martial arts form focuses on mega-damage combat. The lack of the dreaded -10 penalty to dodge modern weapons is reason alone to study this style. Lastly, it is fun to stomp buildings.
Downsides include somewhat fewer than normal martial arts powers and attacks learned. Also, the form is slightly dependant on teamwork, uses no weapons, and is particularly weak against missiles.



Ki Manipulation
Entrance Requirements
: must have some potential for psionics (races that have no psionics cannot use this art). PE of 15 or higher and ME of 12 or higher
Skill Cost: 12 years (8 years as a secondary style)
It is not know where or how this art originated, however it has grown to wide use among certain areas of the megaverse. Any race with psychic potential can learn this potentially devastating art. Finding a willing teacher however can be difficult, as some masters of this art zealously guard its secrets for fear of empowering some force that could one day crush them.


Should one find and gain the acceptance of a master however they will discover a startling and deadly style that puts power above all else. The manipulation of ki or psychic energy is the primary focus of this style leaving room for relatively few physical attacks and techniques. The abilities gained however more than makeup for that lacking edge. A master of this art is most likely to enter combat feeling out his opponent with light hand to hand techniques, a few punches and kicks to gauge his opponent's skill. Once he has taken his measure the master will unleash an overwhelming array of energy attacks to destroy his enemy.


=Finding a master of this art can be simple and impossible at the same time. While a master of this art is easy to recognize in combat, finding one outside of combat is likely to take researching rumors and myths about legendary fighters and other such information.
Costume:
None, normally the training uniform is decided by the master. Also sometimes Outside the dojo anything is worn. Training is conducted in a sleeveless karate style gi with a heavy dry fitting short sleeve undershirt. Weighted boots, weighted wrist bracers, small weighted shoulder pads, and a weighted spider silk sash are also worn for training. Gi are typically red, blue, black , green, purple, etc. The color is dependent on the students preference. Bracers, boots, shoulder pads, and undershirt are the same color as the Gi. Sashes are used to show rank: White: beginner Yellow: 4th year student Orange: 8th year student Silver: senior student Gold: Master Stance: None, most of the techniques have no specific stance and the art focuses more on energy manipulation than physical combat
CHARACTER BONUSES
Add +1 to M.E.
Add +1 to P.S.
Add +1D6x10 to S.D.C.
Add +2D6x10 to I.S.P.
Add +15 I.S.P. per level of experience starting at level two students of this art are considered master psychics.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Parry, Dodge.
Advanced Defense Moves: Break Fall, Disarm, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch, Power Punch.
Foot Attacks: Kick Attack, Roundhouse Kick, Wheel Kick.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Death Blow, Body Flip/Throw, Body Block/Tackle, Elbow, Knee.
Holds/Locks: Arm Lock, Elbow Lock, Neck Hold.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Knockout/Stun.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Gains four techniques from any of the ki manipulation categories save legendary and special energy attacks. Gains two additional techniques at every level starting with level two. Techniques can be from any category save legendary. Can start choosing from the legendary category at level 10. Because of the time spent mastering and developing ki the student also gains the chi defense, chi relaxation, and sense chi abilities +10 of choice.
LEVEL ADVANCEMENT BONUSES
1st
: +2 to Roll with Punch/Fall/Impact, + to Dodge.
2nd:
+1 to Parry and Maintain Balance. 3rd: +1 Attack per Melee, +2 to Strike. 4th: +2 to Damage, +1 Initiative. 5th: +1 to Parry, Critical Strike on a Natural 20. 6th: +2 Roll with Punch/Fall/Impact, +2 Ki Manipulation Techniques. 7th: +1 Attack per Melee, +1 to Strike. 8th: Critical Strike on Natural 18-20, +1 to Initiative. 9th: +2 to Dodge, +1 to Parry. 10th: +1 Initiative and Damage, Knockout/Stun on Natural 19-20. 11th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 12th: +2 to Strike, +1 to Maintain Balance, +2 Ki Manipulation Techniques. 13th: +1 to Initiative, +2 to Damage. 14th: +1 Attack per Melee, +2 to Parry, +1 to Dodge.
15th: +1 to Strike, +1 to Dodge, Death Blow on Natural 19-20. Why Study Ki Manipulation?
Who doesn't want to yell Kame Hame Ha and watch the GM's latest creation go up in smoke? Ki Manipulation Techniques =



Crane=


Gains:


Character Bonuses:


Add + 10 to Chi


Add + 2 to P.P.


Add + 4 to Spd.


Add+ l0toS.D.C.





Quick Foot Stance

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

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

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




Sleeping Bird Stance (Modified Crane Stance)

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

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




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



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


  1. Kikoho (Spirit Blast)


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


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

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

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

    • Bonuses: +8 to strike

    • I.S.P.: Varies



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Wolf=


Gains:


Character Bonuses:'''


Add+2 to P. S.


Add + 1 to P.E.


Add + 1 to P.P.


Ad + 3 to Spd.


Add+ 15 to S.D.C.


Wolf Pack Kata


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


= =

KameEdit

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Gains :


CHARACTER BONUSES'


Add 1 to P.S.


Add1 to P.P.


Add1 to M.E.


Add2 to Spd.


Add 5 to Chi


=Turtle Stance =


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


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


  1. Kame Hame Ha


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


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

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

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

    • I.S.P.: 35

  1. Chou Kame Hame Ha


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


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

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

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

    • I.S.P.: 50

  1. Kienzan (Destructo Disk)


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


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

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

    • I.S.P.: 8

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=Ki Manipulation Techniques =






===Standard Energy Attack Techniques ===


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


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


  1. Galick-Ho (Mega-Beam)


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


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

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

    • Bonuses: +2 to strike

    • I.S.P.: 15

  1. Guruguru (Sticky Gum)


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


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

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

    • I.S.P.: 10

  1. Honoo (Fire Breath)


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


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

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

    • I.S.P.: 8

  1. Ki No Tsurugi (Energy Sword)


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


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

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

    • I.S.P.: 4

  1. Kiaiho (Moving Force)


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


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

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

    • I.S.P.: 10

  1. Kienzan (Destructo Disk)


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


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

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

    • I.S.P.: 8

  1. Limb Elongation


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


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

    • I.S.P.: 2

  1. Makosen (Mega-Energy Ball)


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


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

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

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

    • I.S.P.: 12

  1. Renzoku Energy Dan


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


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

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

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

  1. Saiko No Kogeki (Mouth Energy Blast)


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


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

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

    • I.S.P.: 11

  1. Sokidan (Energy Ball)


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


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

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

    • I.S.P.: 7

  1. Taiyoken (Solar Flare)


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


    • Duration: 1D4 melees per level of experience.

    • I.S.P.: 5

  1. Tsuihidan (Percision Beam)


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


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

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

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

    • I.S.P.: 5



===Special Energy Attack Techniques ===


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


  1. Akumaitokosen (Evil Destruction Wave)


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


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

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

    • I.S.P.: 45

  1. Area Paralysis


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


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

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

    • Duration: 1 melee per level of experience.

    • I.S.P.: 50

  1. Bakuhatsuha (Surrounding Destruction)


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


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

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

    • I.S.P.: 30

  1. Bakurikimaha (Ultimate Ki Attack)


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


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

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

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

    • I.S.P.: 120

  1. Big Bang


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


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

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

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

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

    • I.S.P.: 55

  1. Chou Kame Hame Ha


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


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

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

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

    • I.S.P.: 50

  1. Final Flash


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


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

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

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

    • I.S.P.: 60

  1. Genki Dama (Spirit Bomb)


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


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

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

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

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

  1. Hankokubikkurisho (Energy Trap)


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


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

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

    • I.S.P.: 50

  1. Kakusandan


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


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

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

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

  1. Kame Hame Ha


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


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

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

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

    • I.S.P.: 35

  1. Kikoho (Spirit Blast)


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


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

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

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

    • Bonuses: +8 to strike

    • I.S.P.: Varies

  1. Makanosappo (Special Beam Cannon)


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


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

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

    • Bonuses: +3 to strike

    • I.S.P.: 45

  1. Masenko


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


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

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

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

    • I.S.P.: 70

  1. Self Destruct


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


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

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

    • I.S.P.: 25



===Maneuvering Techniques ===


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


  1. Bukujutsu (Flight)


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


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

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

  1. Saruken (Avoid)


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


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

    • I.S.P.: 15

  1. Teleport


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


    • Duration: Instant

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

    • I.S.P.: 15

  1. Zanzoken (Blurring)


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


    • Duration: Instant

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

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



===Miscellaneous Ki Techniques ===


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


  1. Barrier


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


    • Duration: 1 minute per level of experience.

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

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

  1. Deflect


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


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

  1. Healing Touch


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


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

  1. Ki Shield


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


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

  1. Kiai


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


    • I.S.P.: 20

  1. Mask Ki Energy


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


    • Duration: 1 hour per level of experience.

    • I.S.P.: 2

  1. Regeneration


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


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

  1. Sense Ki


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


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

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

  1. Sustain Power


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


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



===Power Increasing Techniques ===


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


  1. Absorb Energy


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


    • Duration: Permanent

    • I.S.P.: 40

  1. Body Training


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


    • Duration: Permanent

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

  1. Energizing


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


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

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

  1. Energy Drain


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


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

    • I.S.P.: 20

  1. Fusion


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


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

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

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

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

  1. Kaio-Ken


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


    • Duration: 1 melee per level of experience.

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

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

  1. Kyadaika (Growth)


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


    • Duration: 3 minutes per level of experience.

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

    • I.S.P.: 35

  1. Second Wind


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


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

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

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

  1. Split Form


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


    • Duration: 5 minutes per level of experience.

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

  1. Transformation


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


    • Duration: 5 minutes per level of experience.

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

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

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



===Legendary Ki Techniques ===


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


  1. Body Transfer


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


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

    • I.S.P.: 80

  1. Death Ball


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


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

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

    • M.D.C.: 200

    • Speed: 10 mph (16.1 km/h)

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

  1. False Moon


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


    • Duration: 3D6 minutes per level of experience.

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

    • I.S.P.: 100

  1. Ki Ghost


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


    • Duration: 1D4 minutes per level of experience.

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

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

    • I.S.P.: 150

  1. Shunkanido (Instantaneous Transport)


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


    • Range: Self or touch only.

    • I.S.P.: 60

  1. Super Absorption


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


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

    • I.S.P.: 300

  1. Time Freeze


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


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

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

    • I.S.P.: 50



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


Kick boxing is a very common and simple martial art to learn. This is typically several years training to a competitive level.


Requirements: Three skill selections.
Attacks Per Melee: 3
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Punch, Kick, Snap Kick, Crescent Kick, Tripping/Leg Hook, Backward Sweep, Knee, Elbow, Pull Punch, Knock-Out/Stun, Critical Strike.
Level Advancement Bonuses 1st: +2 to strike and +2 to damage.
2nd: Two additional attacks per melee round.
3rd: Backhand or Palm Strike.
4th: +2 to dodge and parry.
5th: One additional attack per melee round.
6th: Jump Kick.
7th: +2 to roll with punch/fall/impact, +1 to pull punch.
8th: One additional attack per melee round.
9th: Leap Attack.
10th: +2 to strike and +1 to damage.
11th: +1 to dodge and parry.
12th: Critical strike on an unmodified roll of 18, 19 or 20.
13th: One additional attack per melee round.
14th: +2 to roll with punch/fall/impact, +1 to pull punch.
15th: Death Blow on a Natural 20.


' 'Kiddie Fighting By FlashFire


Kiddie fighting is a high energy combat form that stresses beating on the other guy until he cries like a little girl. As such, its great for damage and crappy for defense.


Note: This form, unlike all the others, does not get Automatic Parry at Level One.


Entrance Requirements: Must be age 12 or under
Skill Cost: Two minutes in a schoolyard
Costume: Whatever your buds say is cool.
Stance: Preferably, sitting on your opponent with fists flying.


CHARACTER BONUSES None


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall, Breakfall
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: None
hand Attacks: Roundhouse (1D10), Strike (Punch), Claw Hand (1D6)
Basic Foot Attacks: Kick, Snap Kick (1D6)
jumping Foot Attacks: None
Special Attacks: Leap Attack, Knee (1D6), Elbow (1D4),Bite (1D4), Forearm (1D4), Head Butt (1D6), Wedgie (Special!): [Editor's Note: Having never been or seen someone else get wedgied, I have no idea what this does. Suggestions?], Attack Specific Target (Special!):Having no sense of fair play, a kid will strike at targets that most people will avoid out of courtesy or sympathy. Requires a strike roll of fifteen (15) or higher and require a roll to Save vs Pain (14) at -2 (-4 for the groin). Targets include the shin, groin, throat, eyes, floating ribs, ect...
Holds/Locks: Finger Lock, Body Hold, Arm Hold, Neck Hold.
Weapon Katas: Select Two from Kid Skills
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knock-out/Stun


SKILLS INCLUDED IN TRAINING Languages:Insulting (+15%)
Physical Skills:Running


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall, Critical Strike, Critical Strike from Behind, Roundhouse (1D10)
Level 2: +2 to strike, Kick Attack (1D6)
Level 3: +1 attack per melee
Level 4: +2 to damage, +1 to Roll
Level 5: +2 to dodge, +1 to Breakfall
Level 6: +1 to strike, +1 attack per melee
Level 7: +2 to parry, +1 to dodge
Level 8: +2 to Attack Specific Target
Level 9: +2 to damage, +1 to Breakfall
Level 10: Critical Strike on 18, 19, and 20
Level 11: Automatic Parry
Level 12: Knockout on Natural 20
Level 13: +2 to strike
Level 14: +2 to parry
Level 15: Leap Attack, Jump Kick


Why Study KIDDIE FIGHTING?


'Cause your a kid and you want beat the crap out of someone. Duh!


RIFTS CONVERSION NOTES


If you don't have or don't want to use N&SS rules, disregard Breakfall, Holds, and Locks. Otherwise, it works just like a normal HTH Form.


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Kilico
By Sinestus


Like many styles, this is named after the master who developed it, Viz Kilico. Viz was a mythical warrior who trained in throughout the world. During the span of thirty years he partook in hundreds of battles, leaving thousands dead. He was feared to be the deadliest fighter of the age. Having defeated all challengers he saw as equals, Viz sought to give his opponents a fair chance in battle, and thus vowed to never draw his sword until he was sure of a clean kill.
Modern masters of the style are expected to make a similar vow, promising to not draw the sword until a clean kill is in sight in any fair fight. Fair fights are usually defines as duels [one on one conflicts] or in some cases as many opponents are the student is capable of defending against. Kilico is only taught in a few 'roaming monasteries' around the world. Before one can train, they must find the 'monastery' caravan and prove their worthiness.
Kilico focuses on two aspects of combat, positioning and disablement. Students learn that constant aggression is not always the best plan of action, nor is relying on an opponent's strike to cause an opening. Thus, during the combat a student may choose to sacrifice an action to shift position. Doing so does not change combat range (as the style has moves for any combat range), but provides the opponent with +2 to damage with their next move (and the student with +1 to parry, and +2 to strike or disarm on their next action). With a combination of: parry, position, parry, position [with the parry's successful] the student can position themselves behind an opponent and attempt a simultaneous attack/knockout from behind during their opponent's next attack.


For aggression, the Kilico trains with a special weapon. Similar to the staff/swords found in history, the Shagae appears to be a thick, decorative cane on normal inspection. Those with Recognize Weapon Quality may notice (perception) that the cane actually conceals a high quality, one-handed sword. As a blunt weapon, the Shagae is balanced to provide a +1 to strike and parry, and +1 towards all knockout blows (deal 2D4 S.D.C.). To draw the sword requires two melee actions, one to disengage the lock, one to draw. Kilico masters will often unlatch the weapon at the beginning of combat if a kill is expected withing the first exchange of blows. When unlatched and used as a blunt weapon, the Shagae imposes -1 to strike (and insuring the blade remains covered takes skill). Generally, a master will never leave the weapon drawn for more than a few seconds, preferring to put it away following a strike (weather or not successful) to insure their vow is not broken. Once drawn, the Shaegae is useable like paired weapons for defense, but the scabbard will rarely be used to strike when not holding the blade (only deals D6 damage), the blade deals 3D4 damage, and is razor sharp.
Requirements: I.Q.: 10, P.P.: 12, Spd: 12. Generally honorable characters, but will have no problem delivering a killing blow to a Knocked Out opponent.
Training: 10 to 15 years
Character Bonuses
+2 to P.P.
+2 to P.E.
+10 Chi
Stance: Sidelong, feet slightly askew, Shagae held with both hands either parallel to the ground at arms length, or at side in standard drawing hold.
Outfit: Similar to the Aikido uniform, with padded, sleeveless jacket.
Combat Skills Attacks per Melee: 3
Hand Attacks: backhand, palm strike/slap, strike/punch, hammer strike (uses bottom of fist, 1D6 damage, +1 for opponent to parry, but grants +1 toward knockout), forearm.
Foot Attacks: trip (following a positioning, may be used in grapples and in grappling range), backward sweep, snap kick, kick (2D4), crescent kick, axe kick, turning kick.
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: roll, disarm
Holds/Locks: arm hold, leg hold, arm lock
Escape Techniques: roll
Modifiers to Attack: Critical, Knockout, knockout from behind
Special Moves: disarm, paralysis attack (vital points)


Drawing Strike - only useable as a fist attack of the melee, weapon must be unlatched before using the weapon (thus before combat, or as the last action of previous melee). +2 to initiative and strike when using this, Draws and Slashes with Shagae Blade, Critical on 15+. Can target body, arm, or head. The Master will usually sacrifice their next action putting the Shagae back together.


Knuckle Snap - effectively a Disarm, useable when opponent attempts to draw a weapon. +2 to Disarm, deals no damage, but opponent must roll strike to grab weapon (half strike bonus), and Kilico master rolls disarm/strike. Success allows the opponent to draw the weapon, but they are instantly disarmed. Can only be done with Blunt Shagae


Break Away - a stick/kick move used to break grapples. Opponent is struck in the arms with Shagae (dealing 1D6+ damage to each arm), and tripped/kicked. Successful strike breaks grapple, and opponent stumbles to long melee range. Costs two actions.
Weapon Katas: Blunt, Sword
Additional Skills: Recognize Weapon Quality, Philosophy (general), Wilderness Survival.
Martial Arts Powers: Select two from Martial Arts Techniques, or Chi Mastery, Select one from Arts of Invisibility.
Level Advancement Bonuses 1st: +2 to parry, Knockout from Behind, Knockout on Natural 19+
2nd: +1 to strike, disarm, and dodge
3rd: +2 to initiative and roll
4th: Select one power from Body Hardening or Martial Arts Techniques
5th: +1 attack, Knockout on 18+, gains Paralysis Attack
6th: +1 to Disarm, Critical on 19+
7th: +2 levels to Katas Blunt and Katas Sword may use Automatic Disarm with automatic parries.
8th: +2 to initiative, +1 to initiative using Draw with Strike
9th: +1 Attack, Knockout on 17+, +1 to disarm
10th: Can Unlatch-draw-strike as single action Select one power from Chi Mastery or Arts of Invisibility
11th: +2 to strike, +1 to parry
12th: +1 to dodge, disarm and roll
13th: +1 attack, Knockout 16+
14th: Critical From Behind, Critical 18+
15th: +2 to initiative, +1 to disarm Select one power from Martial Arts techniques, Chi Mastery, or Arts of Invisibility


Kinzoku Shurikenjutsu By Kuseru
Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10.
Skill Cost: 7 Years (4 Years as a Secondary Martial Art Style).


Kinzoku Shurikenjutsu is a martial art dedicated to the study of throwing small metal weapons. Shuriken, shaken, throwing knives, and various other throwing weapons and techniques are taught. Also taught is the use of blowguns, darts, and dart guns. A practitioner of Kinzoku Shurikenjutsu will maintain sufficient distance from his opponents in order to maximize safety while attacking with a variety of thrown weapons. Also stressed is adapting many common place items for use as throwing objects. Pens, rings, small chain necklaces, and many other objects are quickly grabbed up and thrown in a variety of deadly throws and tosses. For close in work, the student is taught to use the various throwing weapons as knives and fist loads in conjunction with a variety of hand strikes.


Costume: Street clothes.
Stance: Upright, legs shoulder width apart, hands held loosely depending on the location/availability of throwing objects.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to P.P.
Add +4 to Spd.
COMBAT SKILLS Attacks per Melee: Two (2) hand to hand attacks or six (6) thrown weapon attacks!
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Multiple Dodge,
Hand Attacks: Backhand, Knife Hand, Palm Strike.
Basic Foot Attacks: None!
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Throw (New!), Combination Strike/Throw (New!), Combination Roll/Throw (New!), Death Strike (New!) Multiple Throw (New!), Shuriken Stab (New!).
Holds/Locks: None
Weapon Kata: W.P. Blowgun, W.P. Knife, W.P. Mouth Weapons, W.P. Thrown Weapons.
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Stapling Throw (New!).
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Automatically receives the Yadomejutsu Kata. Select a total of ONE (1) Martial Art Power from among Martial Art Techniques or Special Kata (note: weapon Kata are limited to thrown weapons or other similar small projectile weapons) Except for Yadomejutsu Kata, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Weapon Proficiencies: W.P. Blowgun, W.P. Knife, W.P. Mouth Weapons, and W.P. Thrown Weapons.
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Asamayam Ichiden Ryu (3 Years), Enmei Ryu (3 Years), Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Ganritsu Ryu (2 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Kukishinden Ryu (8 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: Any small found objects not usually considered a weapon (anything which could be conceivably thrown-GMs, use your judgement) becomes a 1D4 damage weapon when thrown. Critical Strike with a weapon from Behind.
2nd: +1 to Damage with any thrown object.
3rd: +1 to Strike with any thrown object, +1 Attack per Melee (both Hand to Hand and thrown).
4th: Death Strike on a Natural 20.
5th: +1 to Parry, +2 to Stapling Throw.
6th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
7th: +1 to Damage with any thrown object, +1 Attack per Melee (both Hand to Hand and thrown).
8th: +1 to Strike with any thrown object.
9th: Critical Strike on a Natural 19 or 20.
10th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
11th: +1 to Parry, +2 to Stapling Throw.
12th: +1 to Damage with any thrown object, +1 Attack per Melee (both Hand to Hand and thrown).
13th: +1 to Strike with any thrown object.
14th: Death Strike on a Natural 19 or 20.
15th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata, +1 Attack per Melee (for thrown weapons).
WHY STUDY Kinzoku Shurikenjutsu? While relatively weak in hand to hand combat and lacking in mental training, this martial art can be quite lethal when used to its full affect.


Kito Ryu Jujutsu By Kuseru
Entrance Requirements: Minimum Attributes include P.S.: 10 and P.P.: 8.
Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).


The Kito Ryu is a system of Jujutsu that merits a particular place in the doctrine of unarmed martial arts because of its esoteric elements, elements similar to those of Aikijutsu. Nokai ai is started with an attack. If the attack was weak or unsuccessful, the receiver was to initiate a counter-attack. If the counter was weak, the partner who started the exchange was to counter, and so on. It was a natural extension for Kano to turn nokai ai into the modern form of randori that we all know. One interpretation given by Kano of randori is that it is everything outside the kata, which follows from the definition of "ran". So when Kano says you should spend 80% of your time doing randori, he means to include uchikomi and other practices as well. Kito-Ryu was referred to by its exponents as a system of ran, not as dependent upon kata as some of the others. "Ran" means "disorder," "lack of rigid form," or even "war." "Dori" in "randori" is the same as "tori" in the spirit of "uke and tori." It is one of those words that does not translate well or easily. It means "to take hold of something" in either the real sense or in terms of intention or spirit. Thus it can mean: "to take hold of" (as in "ushiro dori=rear grab") "to take" in the sense of "overcome" "to take someone or something on" in the sense of "engage" "to take to task" "to take the point (of an argument) to someone" as in "make a point." So "randori" might be to engage someone in a situation where there is no controlling form, or to attempt to overcome someone in a practice in which there is no controlling form or order.


Costume: Full armor or in formal robes resembling armor
Stance: renoji-dachi (V stance) - Feet one shoulder width apart, front leg in center of body pointing directly forwards. Rear leg pointing outwards 45º. Legs relaxed and straight.
CHARACTER BONUSESAdd +1 to P.S.
Add +1 to P.P.
Add +5 to Chi
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: Combination Parry/Attack, Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None
Special Attacks: Choke, Combination Grab/Attack, Death Strike (New!), Knee, Hip Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Wrist Lock.
Weapon Kata: None.
Modifiers to Attack: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Philosophical Training: Whatever works. That's Jujutsu! It's designed to get the job done and there's no such thing as an 'unfair' move in jujutsu, anything that works against the enemy is acceptable. It is a pragmatic, no-holds-barred martial art style.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Sosuishitsu Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike.
2nd: +2 to Parry/Dodge,+2 to Damage.
3rd: +1 Attack per Melee, Death Strike on a Natural 20.
4th: +2 to Maintain Balance.
5th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
6th: +1 to Strike, +2 to Roll with Punch/Fall/Impact.
7th: +1 Attack per Melee.
8th: +1 to Parry/Dodge, +1 to Damage.
9th: Critical Strike on a Natural 18, 19, or 20.
10th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
11th: +1 Attack per Melee.
12th: +2 to Maintain Balance, +1 to Strike.
13th: +1 to Damage.
14th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
15th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
WHY STUDY Kito Ryu? A martial form which does not use kata, Kito Ryu's use of free flowing style makes it unpredictable to other styles of Karate and Jujutsu.


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Kito Ryu Jujutsu By Kuseru
Entrance Requirements: Minimum Attributes include P.S.: 10 and P.P.: 8.
Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).


The Kito Ryu is a system of Jujutsu that merits a particular place in the doctrine of unarmed martial arts because of its esoteric elements, elements similar to those of Aikijutsu. Nokai ai is started with an attack. If the attack was weak or unsuccessful, the receiver was to initiate a counter-attack. If the counter was weak, the partner who started the exchange was to counter, and so on. It was a natural extension for Kano to turn nokai ai into the modern form of randori that we all know. One interpretation given by Kano of randori is that it is everything outside the kata, which follows from the definition of "ran". So when Kano says you should spend 80% of your time doing randori, he means to include uchikomi and other practices as well. Kito-Ryu was referred to by its exponents as a system of ran, not as dependent upon kata as some of the others. "Ran" means "disorder," "lack of rigid form," or even "war." "Dori" in "randori" is the same as "tori" in the spirit of "uke and tori." It is one of those words that does not translate well or easily. It means "to take hold of something" in either the real sense or in terms of intention or spirit. Thus it can mean: "to take hold of" (as in "ushiro dori=rear grab") "to take" in the sense of "overcome" "to take someone or something on" in the sense of "engage" "to take to task" "to take the point (of an argument) to someone" as in "make a point." So "randori" might be to engage someone in a situation where there is no controlling form, or to attempt to overcome someone in a practice in which there is no controlling form or order.


Costume: Full armor or in formal robes resembling armor
Stance: renoji-dachi (V stance) - Feet one shoulder width apart, front leg in center of body pointing directly forwards. Rear leg pointing outwards 45º. Legs relaxed and straight.
CHARACTER BONUSESAdd +1 to P.S.
Add +1 to P.P.
Add +5 to Chi
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: Combination Parry/Attack, Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None
Special Attacks: Choke, Combination Grab/Attack, Death Strike (New!), Knee, Hip Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Wrist Lock.
Weapon Kata: None.
Modifiers to Attack: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Philosophical Training: Whatever works. That's Jujutsu! It's designed to get the job done and there's no such thing as an 'unfair' move in jujutsu, anything that works against the enemy is acceptable. It is a pragmatic, no-holds-barred martial art style.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Sosuishitsu Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike.
2nd: +2 to Parry/Dodge,+2 to Damage.
3rd: +1 Attack per Melee, Death Strike on a Natural 20.
4th: +2 to Maintain Balance.
5th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
6th: +1 to Strike, +2 to Roll with Punch/Fall/Impact.
7th: +1 Attack per Melee.
8th: +1 to Parry/Dodge, +1 to Damage.
9th: Critical Strike on a Natural 18, 19, or 20.
10th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
11th: +1 Attack per Melee.
12th: +2 to Maintain Balance, +1 to Strike.
13th: +1 to Damage.
14th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
15th: Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
WHY STUDY Kito Ryu? A martial form which does not use kata, Kito Ryu's use of free flowing style makes it unpredictable to other styles of Karate and Jujutsu.


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


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


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


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


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


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


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


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


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


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


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


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


Sercruun By Mephisto
Entrance Requirements: I.Q. 8, M.E. 9
Skill Cost: 10 Years (7 Years as a Secondary)


Sercruun is the biggest secret in Kobold hands. Kobolds realized that they needed an edge in combat over the humans, elves, and all the other races, including their own allies. They needed a martial art capable of disabling even the most skilled and powerful opponent. So it was that some 200 years ago, a group of kobolds in the Old Kingdom Mountains came together with a consensus on what to do. After carefully studying various races in gruesome detail (with a variety of tortures and experiments) that they finally reached their consensus. Finding weakness in others is a kobold specialty, and thus they learned what we on Earth call Atemi! The use of the touch-mastery gives the kobold master a deadly edge when dealing with their opponent, as a few simple blows can paralyze and defeat an opponent. They haven't shared this knowledge with any other race, including trolls. No it's their secret and they're going to keep it that way.


In combat, the Sercruun master will cautiously feint and parry the first melee, sizing up the opponent and waiting for the perfect opportunity to use attacks that either paralyze the opponent or knock out their senses or S.D.C. and/or hit points. To the kobold wielder it doesn't matter as long as the opponent realizes that he's no match for the person he's facing.


Training is still limited to kobolds although it's spread to the Land of the South Winds. A few kobold tribes in the Great Northern Wilderness and Eastern Territory also have the knowledge of Sercruun.


O.C.C. Notes: A kobold can learn Sercruun by upgrading to Hand to Hand: Martial Arts then exchanging all secondary skills. As long as the O.C.C. can achieve Hand to Hand: Martial Arts, then the kobold can learn Sercreen regardless of the O.C.C. selected.
Character Bonuses +8 to P.P.E.
+2 to M.A.
+2 to M.E.
+5 to S.D.C.
Combat Skills Attacks Per Melee: 1
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Combination Parry/Attack, Circular Parry, Multiple Dodge, Automatic Dodge, Disarm
Hand Attacks: Strike (Punch), Fore-Knuckle Fist, Fingertip Attack
Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook, Backward Sweep
Special Attacks: Paralysis Attack (Vital Points), Choke
Holds/Locks: Neck Hold, Arm Hold, Leg Hold, Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock
Weapon Skills: None
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow
Skills Included in Training Martial Art Powers: Select Three Atemi abilities
Physical Skills: None.
Training Skills: None.
Languages: None
Level Advancement Bonuses 1st Critical Strike Natural 20 or from behind, +2 to parry and dodge
2nd +2 Holds/Locks
3rd +1 attack, +1 strike
4th Select One Additional Martial Art Power, +1 disarm
5th +2 Roll, +1 Holds/Locks
6th Add 2D6 P.P.E., +1 Maintain Balance
7th Critical Strike Natural 19 or 20, +1 Holds/Locks
8th +1 Attack, +1 parry and dodge
9th +2 Strike, +1 disarm, +1 initiative
10th +2 Holds/Locks
11th +2 to Roll, +1 to Damage
12th Select One Additional Martial Art Power
13th +1 Attack, Critical Strike Natural 18-20, +2 Holds/Locks
14th +2 Maintain Balance, +1 Strike, +1 initiative
15th Death Blow Natural 20, +1 disarm
Why study Sercruun? To learn a martial art that has the single knowledge of Touching Vital Points, giving the master the power of bodily functions of his opponent. Plus the art is very adept defensively and is capable of handling several attackers at once, along with the atemi training; the only Palladium martial art to offer it.


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Kobori-ryu To-suijutsu By Kuseru
Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions.
Skill Cost: 8 years (4 years as a Secondary Martial Art).


This style is a Japanese swimming style, with emphasis on combat in the water, and crossing aquatic obstacles. This style was created around 1700 by Muraoka Idayu Masafumi at the Tenjin Gulf on the Shirakawa. He was succeeded by several masters who introduced and developed their own techniques to the style.


The Kobori ryu is a highly practical system of swimming, developed so that warriors might move freely in and on the water in order to be able to engage in work or to fight. Developmental training includes a four part criteria: 'Ichi: soku, Ni: sui, San: tan, Yon: Gei' (One: legs, Two: water, Three: guts, Four: art). The first of these criteria suggests that the development of good health is paramount, the second that mastery of swimming should be achieved, the third that courage should be cultivated and the final criteria concerns the martial arts.


The "Tosui" aspect of Kobori ryu involves a circular leg movement technique that allows the proponent to tread water while keeping their upper body above water (while wearing armor). This enabled the Higo bushi, if necessary, to fight with swords, fire arrows (tachi oyogi shageki), and fire muskets while positioned in or while crossing a river. Kobori ryu is sometimes referred to as Katchu Gozen Oyogi (swimming in armor while in the presence of highly ranked officials or nobility), because it was selected to demonstrate suijutsu to certain officials based upon its reputation as a refined and graceful art.


Special techniques of the school include the fundamental techniques Tachi Oyogi (swimming upright, performed with a characteristic treading action) and Taguri Oyogi (hand-over-hand swimming). Further techniques include Geioyogi (performance/art swimming), Teishin nuki Oyogi (techniques for shoving waves aside), Yasumi Oyogi (techniques for catching rest while in the water). Other skills include Haizen Oyogi (the presentation of food and drink whilst swimming), Ippyoshi Oyogi, Katate Oyogi, Katchu Gozen Oyogi (the practice of swimming in the Gozen Oyogi style whilst in armor), Soroi Oyogi, Suiken (swordsmanship while swimming), Suikyu (archery while swimming) Suisho (the practice of calligraphy while swimming), Sakenomi Oyogi (the serving of sake whilst swimming), Tachimochi Oyogi (swimming whilst holding a sword), and Ukimi Sho (the practice of calligraphy whilst floating), Suijyu (musketry while swimming).


The current headmaster of the school is Koga Tadao. Ttraining is held at the Gakushuin in Kyoto, Nagasaki and its home of Kumamoto.


Costume: Typically wears splint lamellar armor.
Stance: Special! Tachi Oyogi. Not really a stance per se, but the primary 'stance' of this style is swimming upright with a characteristic treading action.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to P.E.
Add +3D4 to Spd in water only
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Combination Parry/Attack.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!), Drown (New!), Elbow.
Holds/Locks: Arm Hold, Body Hold, Neck Hold.
Weapon Kata: W.P. Bow, W.P. Matchlock, W.P. Sword.
Modifiers to Attacks: Critical Strike, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically gains Suiren. Select a total of ONE (1) Martial Art Power from among Body Hardening or Martial Art Techniques. Except for Suiren, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural: Calligraphy, Cooking, Cha-No-Yu.
Physical: Swimming
Weapon Proficiencies: W.P. Bow, W.P. Matchlock, W.P. Sword.
Philosophical Training: Zen Buddhism/Bushido.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Heki Ryu (4 Years), Itto Ryu (3 Years), Iwakura Ryu Suiejutsu (3 Years), Kankai Ryu Suiejutsu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kobo Ryu Suiejutsu (3 Years), Kurama Ryu (5 Years), Mukai Ryu Suiejutsu (3 Years), Muso Shinden Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Sasanuma Ryu Suiejutsu (3 Years), Shinden Ryu Suiejutsu (3 Years), Shinmuso Hayashizaki Ryu (5 Years), Suifu Ryu Suiejutsu (3 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Yamauchi Ryu Suiejutsu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st + 3 to Roll with Punch/Fall/Impact, Critical Strike or Knockout from Behind.
2nd + 1 to Parry/Dodge in water, + 1 to Strike.
3rd + 1 Attack per Melee,+1 to Initiative in water.
4th + 2 to Strike in water, Knockout/Stun on a Natural 19 or 20.
5th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
6th + 1 Attack per Melee.
7th + 1 to Strike in water, + 1 to Parry/Dodge.
8th Death Strike on a Natural 20.
9th + 1 Attack per Melee, + 1 to Roll with Punch/Fall/Impact.
10th + 1 to Parry/Dodge in water.
11th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
12th+ 1 to Strike in water, +1 to Initiative in water.
13th + 1 Attack per Melee, + 1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20.
14th + 1 to Parry/Dodge.
15th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
Why Study Kobori-ryu To-suijutsu?
Because you want to kill those annoying people playing "Marco Polo." Of course, being able to swim in armor (not to mention many of the other swimming skills taught) does come in handy.


Kobujutsu By Kuseru
Entrance Requirements: None.
Skill Cost: 8 Years (4 Years as a Secondary Martial Art).


Actually a term used to describe weapon skills in Okinawan Karate, Kobu-Jutsu teaches a larger number of Okinawan weapons. Includes: bo (long staff), kama (short-handled sickle), nunchaku (two sticks connected by a short rope), sai (long dagger with a tine on either side), and tonfa (similar to a police nightstick).


Special Note: Kobujutsu is a style designed to work with many forms of Okinawan martial arts, particularly Chito Ryu, Gensei Ryu, Goju Ryu, Isshin Ryu, Naha Te, Okinawa Kenpo, Ryukyu Kenpo, Shorei Ryu, Shorin Ryu, Shorinji Ryu, Shuri Te, Tomari Te, and Uechi Ryu, but not Shotokan, Wado Ryu, Shorinji-Ryu, Kyokushin, Shito Ryu, or Taido. When a character has one of the listed styles and Kobujutsu, then all the attacks per melee, bonuses, abilities, and powers of that form of Karate are used in wielding weapons, weapon proficiencies, and weapon kata of Kobujutsu. Any martial art powers and abilities from Kobujutsu are used with that style of Karate.


Costume: Karate Gi
Stance: Feet shoulder width apart, both knees partly bent, forward fist extended gripping weapon at stomach level, rear fist pulled back to waist holding other weapon.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +1 to M.E.
Add +4 to Spd.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: None.
Hand Attacks: Punch.
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Kick, Death Strike (New!), Pommel Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Bo (Staff), W.P. Kama (Axe), W.P. Nunchaku (Chain), W.P. Sai (Forked), W.P. Tonfa (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) Power from among Body Hardening, Special Kata, or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Cultural Skills: Bonsen, Ikebana.
Weapon Proficiencies: W.P. Bo (Staff), W.P. Kama (Axe), W.P. Kama-Paired, W.P. Nunchaku (Chain), W.P. Sai (Forked), W.P. Sai-Paired, W.P. Tonfa (Blunt), W.P. Tonfa-Paired.
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Chito Ryu (3 Years), Gensei Ryu (3 Years), Goju Ryu (3 Years), Isshin Ryu (4 Years), Naha Te (6 Years), Shorei Ryu (3 Years), Shorin Ryu (4 Years), Shorinji Ryu (4 Years), Shuri Te (5 Years), Tomari Te (3 Years), Uechi Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind.
2nd: +1 Attack per Melee, Select one additional Okinawan W.P.
3rd: +1 to Damage, Knockout/Stun on a Natural 20.
4th: +2 to Roll with Punch/Fall/Impact, +2 levels to one Weapon Kata.
5th: +1 Attack per Melee, Select one additional Okinawan W.P.
6th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
7th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
8th: +1 Attack per Melee, Select one additional Okinawan W.P.
9th: +1 to Roll with Punch/Fall/Impact, +2 to Damage.
10th: +1 to Parry/Dodge.
11th: +1 Attack per Melee, Select one additional Okinawan W.P.
12th: +1 to Strike, Death Strike on a Natural 20.
13th: +1 to Roll with Punch/Fall/Impact.
14th: +1 Attack per Melee, +1 to Parry/Dodge, Select one additional Okinawan W.P.
15th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
WHY STUDY Kobujutsu? An Okinawan Karate style devoted to weapons.


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Kodokan Judo By Kuseru
Entrance Requirements: No Attribute or Alignment Restrictions.
Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).


Kodokan Judo is a Japanese grappling style founded in 1882 by Dr. Jigoro Kano. Dr. Kano studied Jujutsu, incorporating what he felt were the best techniques into a new system based on his own insights. Rather than teach Judo as new martial variant of Jujutsu, he promoted the style as a physical exercise. In 1964 Judo was adopted as an official Olympic Sport. Kodokan comes from Kodo (learn/prove/practice) and is the name given to Dr. Kano's learning institution. Judo comes from Ju (gentle) and Do (way).


Judo is open to all people regardless of age, sex, or natural ability. Judo training stresses the mental and spiritual aspects of concentration, leadership skills, respect for oneself and others, self-confidence, and self-discipline. Physical instruction covers complete body control, coordination, fast reflexive action, flexibility, fine balance, leverage, and movement. Combining these two aspects results in a sharp reacting mind well-coordinated with physical skill, technique, and timing for successful interaction, rather than a brute strength approach to interaction.


Judoka (Judo practitioners) are taught techniques composed primarily of grappling methods, particularly choking, control holds, locks, pins, and throws. Some striking techniques are taught, against both armed and unarmed attacks, but these are primarily close range attacks used defensively.


Costume: White Judo Gi Embroidered with "Kodokan" both in English letters and in Japanese kanji on the back side. Obi (belt) color depends on level of accomplishment within the Kodokan organization.
Stance: There are two main stances in Judo; Shizentai and Jigotai. Shizentai is the natural standing posture with the right (or left) foot advanced a bit forward and to the side. Jigotai is the defensive posture where the feet are more widely spaced than in Shizentai and the body's center of gravity is moved lower through a slight crouch.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +1 to P.E.
Add +2 to Spd.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 1
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Breakfall, Disarm.
Hand Attacks: Punch (Human Fist).
Basic Foot Attacks: Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Automatic Body Flip/Throw, Critical Body Flip/Throw, Entering Throw (New!), Hand Throw (New!), Hip Throw (New!), Joint Throw (New!), Pickup Throw (New!), Leg Choke (New!), One-Hand Choke (New!), Sacrifice Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!), Two Handed Choke (New!).
Holds/Locks: Arm Hold, Arm Lock, Automatic Hold, Automatic Lock, Body Hold, Clothing Hold (New!), Elbow Lock, Finger Lock, Leg Hold (New!), Neck Hold/Choke, Wrist Lock.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening Exercises and Special Kata (Note: No Weapon Kata allowed!). If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical).
Languages: Japanese
Weapon Proficiencies: W.P. Knife, W.P. Blunt
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kito Ryu (4 Years), Sosuishitsu Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Maintain Balance, +1 to Breakfall, +1 to Body Flip/Throw (includes all throws).
2nd: +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
3rd: +1 Attack per Melee, +1 to Body Flip/Throw (includes all throws).
4th: +1 to Dodge/Parry, +1 to Breakfall.
5th: Select One (1) Additional Martial Art Power from Atemi, Body Hardening, or Special Kata.
6th: +1 to Strike, +1 to Maintain Balance, +1 to Body Flip/Throw (includes all throws).
7th: +1 Attack per Melee.
8th: Critical Strike on a Natural 19 or 20.
9th: +1 to Dodge/Parry, +1 to Breakfall, +1 to Body Flip/Throw (includes all throws).
10th: Select One (1) Additional Martial Art Power from Atemi, Body Hardening, or Special Kata.
11th: +1 Attack per Melee, +1 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage).
12th: +1 to Strike, Critical Body Flip/Throw (all throws) on a Natural 19 or 20.
13th: +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
14th: +1 to Dodge/Parry, +1 to Maintain Balance, +1 to Body Flip/Throw (includes all throws) (Throws do an extra die of damage for a total of three dice of damage).
15th: Select One (1) Additional Martial Art Power from Atemi, Body Hardening, or Special Kata.
Why Study Kodokan Judo? As a self-defense art, Kodkokan Judo is great. It provides a wide variety of grappling techniques. The main disadvantage is that it's fairly defensive; there's little you can do unless someone actually attacks you.



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Kogusoku By Kuseru
Entrance Requirements: Minimum Attributes include P.S.: 12, and P.E.: 10.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style).


Kogusoku (also called Torite Kogusoku) is a form of early close combat which stresses both grappling techniques and weapon use. It was founded in the late Muromachi period, around 1573 by Araki Mjinsai Minamoto no Hidenawa. Weapons taught include the tachi, kodachi, tanto, bokken, naginata, nagimaki, kusarigama, chigiriki, and ryofundo. Training can be found in Gunma and Saitama Prefectures in Japan.


Costume: Haramaki (Chain armor) or better.
Stance: None.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to Spd.
Add +15 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Disarm, Power Block/Parry.
Hand Attacks: Backhand, Punch, Rotary Palm Strike.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Automatic Flip/Throw, Choke, Combination Grab/Attack, Crush/Squeeze, Death Strike (New!), Hip Throw (New!), Knee, Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: Arm Hold, Leg Hold, Wrist Lock.
Weapon Kata (Pick two): W.P. Bokken (Blunt), W.P. Chigiriki (Polearm), W.P. Kodachi (Short Sword), W.P. Kusari-gama (Axe & Chain), W.P. Nagimaki (Polearm), W.P. Naginata (Polearm), W.P. Ryofundo (Chain), W.P. Tachi (Large Sword), or W.P. Tanto (Knife).
Modifiers to Attack: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening and Special Kata.
Language: Japanese.
Weapon Proficiencies: W.P. Bokken (Blunt), W.P. Chigiriki (Polearm), W.P. Kodachi (Short Sword), W.P. Kusari-gama (Axe & Chain), W.P. Nagimaki (Polearm), W.P. Naginata (Polearm), W.P. Ryofundo (Chain), W.P. Tachi (Large Sword), W.P. Tanto (Knife).
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Araki Ryu Kusarijutsu (3 Years), Goshinjutsu (3 Years), Kashima Shin Ryu (3 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Maniwa Nen Ryu (4 Years), Shinmuso Hayashizaki Ryu (5 Years), Tatsumi Ryu (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.
2nd: +2 to Throw (2D6 damage), +1 to Maintain Balance.
3rd: Select One (1) Martial Art Power from Body Hardening or Special Kata.
4th: +2 to Damage, +1 to Strike.
5th: +1 Attack per Melee, Critical Strike on a Natural 19, or 20.
6th: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
7th: +1 Throw, +1 to Maintain Balance.
8th: Select One (1) Martial Art Power from Body Hardening or Special Kata.
9th: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge.
10th: +1 to Damage.
11th: +1 Throw, +1 to Maintain Balance.
12th: +1 to Roll with Punch/Fall/Impact , +1 to Parry/Dodge.
13th: Select One (1) Martial Art Power from Body Hardening or Special Kata.
14th: +1 Attack per Melee.
15th: +2 to Throw (3D6 damage), +2 to Damage.
WHY STUDY Kogusoku? An old form of grappling, Kogusoku also provides adequate weapon skills. Just what every foot soldier needs on the battlefield.


Koluqis By Sinestus


Koluqis was developed in the Northern Wilds by the Tribe of the Black Moon, a Lupian collective. It was designed as something to teach the non-bonded children, so that they'd still feel special (and still be useful if war arose.)
The style itself is designed around the natural strategy of the Urugisa hunting packs. Like the Worgs, the fighter learns to assess their opponent in during the hunt, and allow their victim to make a mistake before striking. A master will enter combat range quickly, leap attacking those who flee, then spend the first few melees defending, waiting for an opening. Then, in a flurry of motion, the hunter strikes, usually wounding their opponent beyond salvation.


Requirements: The Spirit of Power, or P.S.: 12, P.P.: 10.
.... Selecting this style costs Hand to Hand: Martial Arts +3 other skills in PFRPG.... see
Lupians
Training: 8 years
Character Bonuses: Only for those without the Spirit of Power:
+2 to P.P..
Stance: Sidelong with opponent, with a wide and low-set leg stance, hands at waist level over knees.
Outfit: Tunic, pants, short sword (for those without Spirit of Power)
Combat Skills Attacks per Melee: 1
Hand Attacks: knife hand, palm strike, back hand, dual-claw strike (does 2D4 damage w/o claws, uses both hands), power punch.
Foot Attacks: kick attack, snap kick, crescent kick
Basic Defense Moves: roll, dodge, parry, automatic parry
Advances Defense Moves: power block/parry, parry/strike
Jumping Attacks: Leap Kick (2D6 critical), Leap Claw (4D4 critical)
Holds/Locks: none
Escape Techniques: roll, handstand
Modifiers to Attack: critical (from behind),
Special Moves: claw/kick (similar to the Te move, grabs main body, kicks to gut, deals dual claw damage +4D4 to body. Cannot be rolled with.), Head Butt,
Weapon Katas: Knife or Sword (only if not bearing claws.)
Additional Skills: Prowl (+5), Running
Martial Arts Powers: Receives Trapping, and Warrior's Spirit Kata.
Specialty Kata/Technique: Trapping: Takes two or three melees to employ. For the first melee, only defensive actions may be used, so that the fighter can "get" his opponent's rhythm. After that, the fighter has two options: Cluster Strike, or Countering. Cluster Striking may occur in the second melee (thus ending the technique), and requires the fighter to defend until the opponent has used all but his last two attacks, at which point the fighter can power block/parry the next attack, and immediately follow up with a half his melee attacks in a single action (defending the attacks after the power block/parry is done at half); however, if the power block/parry is successfully defended against the other attacks cannot occur.
Countering requires the fighter to sacrifice another melee to pure defense, then, during the third melee, the fighter may auto-power block/parry all his opponent's attacks (effectively doubling his own). All power block parries deal 1D4 + claw damage to main body. Strikes following the power block/parry receive no the P.S. damage bonus if the power block/parry is defended successfully. (Thus each action gets power block/parry [parry with 1D6 strike] followed by strike)
Level Advancement Bonuses 1st: +2 to strike,
2nd: +2 to parry, +1 to dodge
3rd: +2 to leap (4'), Critical from Behind
4th: +1D6 to Spd, +1 to P.P.
5th: +1 to roll, +1 attack
6th: +1 to leap (4')
7th: Critical 18+, Select one power from Body Hardening
8th: +1 to leap (4'), +2 to roll
9th: +1 to parry/dodge
10th: +1 attack
11th: Select one power from Body Hardening
12th: Critical 17+, +1 to parry/dodge
13th: +1D6 to Spd, +1 to leap (4')
14th: +1 attack, +1 to dodge
15th: +1 to strike and parry


Koppo By RMHOWA01@ulkyvm.louiseville.edu


Koppo was developed by in reply to the rise of cyborgs in the Battle Angel universe. It was created in the early eighth period (~ 1200 years ago) by the Japanese general Yamato Shin to allow normal humans a chance when facing cyborgs in combat. The art drew much of its background from Aikido (to keep the cyborg away long enough to do something else), as well as several other martial arts.


Techniques known at first level: Body block/tackle, body flip/throw, break fall, disarm, holds, roll with punch/fall/impact, pull punch, kick attack (2d4), karate strike (2d4)


Bonuses: +4d6 SDC, +1d3 ME, +1d2 PS, +2 PP, +1 PE


LEVEL ADVANCEMENT BONUSES Level 1: Two attacks per round; +3 break fall, +2 roll with punch/fall/impact, +2 parry, +1 strike, palm strike (2d4), knife hand (2d4)
Level 2: +2 body flip/throw, +1 initiative, +2 parry/dodge, snap kick (1d6)
Level 3:+1 attack, +2 damage, +2 pull punch, backward sweep, leg throw
Level 4: Autododge, +1 body flip/throw, roundhouse kick (3d6)
Level 5:
Penetrating Strike, power punch, critical flip on 19-20
Level 6: +1 parry/dodge, +1 body flip/throw, +2 pull punch
Level 7: +1 attack, critical on 18-20, critical from behind, crescent kick (2d4+2)
Level 8:
Hertza Haeon, auto flip/throw, death blow on natural 20
Level 9: Double PPE, leap attacks
Level 10: +1 attack, jump kick(6d6), wheel kick (2d6)
Level 11: +1 parry, +2 break fall, +2 dodge, +3 strike with knife hand
Level 12:
Final Blow, +1 attack, +1 body flip/throw
Level 13: +1 initiative, +2 parry, +2 strike with punches
Level 14: Death Blow! +2 damage, +2 pull punch
Level 15: +1 attack


Hertza Haeon:


PPE: 3


The Hertza Haeon is a technique in which the cyborg focuses their internal power to a frequency that will disrupt electrical impulses within living beings, causing additional damage. The Hertza Haeon allows the cyborg to do double damage with the attack, but the cyborg themselves take 1 HP damage each time the attack is used. The Hertza Haeon will not work through armor, however, it does work through forcefields, doing 1/2 damage to the field, and 1/2 damage to the target. The Hertza Haeon is fully effective against partial conversion borgs, but only 50% as effective on full conversion borgs.


Penetrating Strike:


PPE: 4


Penetrating strike enables the character to penetrate armor, including power armor and the bodies of cyborgs! The character does normal damage to the armor and 1 point of SDC to the target in the armor or the organic portion of the cyborg for each 1d6 the attacker does in SDC damage (if the attack does 5d6 SDC, the target within the armor takes 5 points SDC, 1 MD point means 15 SDC to the target within the armor). Add 1/2 the normal SDC P.S. bonus to the damage done through the armor as well. If the damage gets through the SDC and starts affecting HP (in the case of cyborgs, it immediately affects HP), the target must save vs psionics or be knocked unconscious by the blow.


Final Blow:


PPE: 4 Base +1 per 1 PS


The Final Blow technique allows the character to do supernatural damage, but at a potential of killing the character! By spending the base 4 PPE, the character can do damage as though their PS is supernatural. For each additional PPE spent, the character's effective PS increases by 1. The downside of this attack is severe. For the base 4 PPE, the character takes 2d6 +4 damage directly to HP. For each additional point of PPE, the character takes an additional 1 HP damage. The Final Blow is active 1 melee round.


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Kokikai Aikido By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 10 Years (8 Years as a Secondary Martial Art Style).


Aikido was created in Japan by Morihei Ueshiba (1883-1969). Originally called "aikibudo" and "aikinomichi," Ueshiba changed the name of his style to "Aikido" in 1942. Drawing upon his training in Daito Ryu Aikijustu, kendo/kenjutsu, several varieties of jujutsu, and sojutsu, Ueshiba combined many of the techniques of these styles, along with some of his own creation to develop the style. Ueshiba felt that there could be an art designed to control one's ambitions and desires along with martial training, so he immersed himself in religious studies and developed a philosophy devoted to a universal socio-political harmony. By incorporating these principles into his martial art, Ueshiba developed many facets of aikido in concert with this philosophical and religious ideology. This allowed him to present aikido as a vehicle toward enlightenment. Ueshiba is considered "O-Sensei" by all aikidoka (practitioners of aikido). Kokikai Aikido was founded by Shuji Maruyama.


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


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


Costume: The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplmented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Embu Gi (demonstration uniform), Montsuki (wide sleaved top with mon(family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), ZEkken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo.
Stance: Aikido's standard position is the Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated.
CHARACTER BONUSES Add +2 to M.E.
Add +1 to M.A.
Add +2 to P.P.
Add +5 to Chi COMBAT SKILLS Attacks per Melee: 1
Escape Moves: Breakfall, Roll With Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Disarm.
Hand Attacks: Knife Hand Knock-Out.
Basic Foot Attacks: None.
Jumping Foot Attacks: None.
Special Attacks: Automatic Flip/Lock (New!), Automatic Flip/Throw, Critical Flip/Throw, Entering Throw (New!), Hip Throw (New!), Reverse Hold/Throw (New!)..
Holds/Locks: Automatic Elbow Lock, Automatic Finger Lock, Automatic Wrist Lock.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi and Chi Mastery.
Languages: Japanese
Cultural(Pick Two): Bonsai, Calligraphy, Go, Haiku, Ikebana, or Ukio-e.
Philosophical Training: While there is no unified philosophy of Aikido, many aikidoka share a loose collection of metaphysical, ethical, and religious beliefs commonly transmitted by word of mouth. Ueshiba himself was an adherent to on quasi-new religion, called Omotokyo. Omotokyo is comprised partly of neo-shintoism and partly of socio-political ideology. The goal of this philosophy is the unification of all humanity in a single, "heavenly kingdom on earth" where all religions are united under the aegis of Omotokyo.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Seidokan Aikido (6 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
2nd: Select One (1) Additional Martial Art Power from Atemi or Chi Mastery.
3rd: +1 to Breakfall, +1 to Disarm, +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage).
4th: +1 Attack per Melee.
5th: +1 to Roll with Punch/Fall/Impact.
6th: +1 to Breakfall, +1 to Disarm, +2 to Body Flip/Throw (includes all throws).
7th: Critical Body Flip/Throw on Natural 19-20 (double damage).
8th: Select One (1) Additional Martial Art Power from Atemi or Chi Mastery.
9th: +1 Attack per Melee, +1 to Breakfall.
10th: +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
11th: +1 to Parry/Dodge, +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of three dice of damage).
12th: +1 to Strike, +1 to Disarm.
13th: +1 Attack per Melee.
14th: Add One (1) Zenjorike Power.
15th: Select One (1) Additional Martial Art Power from Atemi or Chi Mastery.
Why Study Kokikai Aikido? A fairly "soft" form of aikido that emphasizes the idea of movement over simply inflicting damage. It's good against Multiple Attackers, can operate in Close Combat or Long-Range, and comes with a good mix of Martial Art Powers. The main disadvantage is that it serves better as a defensive form than on offense.


Koto Ryu Ninjutsu By Kuseru
Entrance Requirements:
Skill Cost: 12 Years (9 Years as a Secondary Martial Art Style).


Koto Ryu is a Japanese ninjutsu style formulated by Sakagami Taro Kunishige in 1542. The primary specialization of this school is Koppojutsu. Techniques are performed quickly and directly at short distance. Stepping on an opponent's feet was also used. Weapons include the Katana. Disarms and nerve strikes were also taught.


Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Jumonji no Kamae: In this stance, the left leg forward, right leg back (taking 80% of body weight) with foot at 90 degrees to the body. The right and left hands are clenched into a boshi ken. The arms are crossed at sternum height.
CHARACTER BONUSES Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Power Block/Parry.
Hand Attacks: Claw Hand, Fingertip Attack, Fore-Knuckle Fist.
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Blind/Slash (New!), Death Blow (REVISED!), Death Strike (NEW!), Joint Throw (New!), Paralysis Attack (Vital Points).
Holds/Locks: Elbow Lock, Neck Hold/Choke, Wrist Lock.
Weapon Kata: W.P. Katana (Large Sword).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Koppojutsu. Select a total of ONE (1) Martial Art Powers from among Arts of Invisibility, Atemi, and Martial Art Techniques. Except for Koppojutsu, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese, Japanese: Koto Ryu dialect.
Physical: Acrobatics, Prowl.
Survival: Wilderness Survival.
Temple: Meditation.
Weapon Proficiencies: W.P. Katana (Large Sword).
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
Ryobu Shinto: Dual Shinto, a term used to refer generally to Shinto as syncretized with Buddhism, and specifically to that syncretic Shinto as interpreted by the Shingon sect, in contrast to Tendai Shinto. In the esoteric Shingon sect, the unity of the metaphysical world with the phenomenal and natural world is explained via the dualistic principles of the Kongokai (vajradhatu or diamond world) and Taizokai (garbhadhatu or womb world). According to this interpretation, the relative is equivalent to the absolute and phenomenon is equivalent to noumenon. This principle was extended to assert that the native Japanese deities are equivalent to the Buddhas; for example, Amaterasu omikami is viewed as equivalent to Dainichi Nyorai (Mahavairocana). This school of thought was said to have been initiated by Kukai (773-835), the founder of the Shingon sect in Japan, but it is in fact a later development. Kukai was, however, a strong believer in Shinto deities, and established the shrine Nibutsuhime Jinja as the tutelary deity of Koyasan, the mountain monastery which he founded. Also called Shingon Shinto.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Shinden Fudo Ryu (7 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge, Critical Strike from Behind.
2nd: +1 to Roll with Punch/Fall/Impact, +1 to Breakfall.
3rd: +1Attack per Melee.
4th: +1 to Roll with Punch/Fall/Impact, +1 to Strike.
5th: Select One (1) additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques.
6th: +1 to Breakfall, Death Strike on a Natural 20.
7th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw.
8th: +1Attack per Melee.
9th: Select One (1) additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques.
10th: +1 to Breakfall, +1 to Body Flip/Throw.
11th: +1 to Strike, +1 to Parry/Dodge.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Breakfall.
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: +2 to Body Flip/Throw, Critical Strike on a Natural 18, 19, or 20.
15th: Select One (1) additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques.
Why Study Koto Ryu Ninjutsu? To become a shadow warrior with a style designed to get the job done! There's no such thing as an "unfair" move in Koto Ryu, anything that works against the enemy is acceptable. It's also great for close in attacks, deadly moves, flexibility, and surprising attacks in addition to all of the usual Ninja's trademarks.


KRABI KRABONG (EXCLUSIVE) By Kuseru
Entrance Requirements: Restricted to Honorable Alignments. Attribute Restrictions are: M.E.: 10.
Skill Cost: 10 years.
Krabi-Kabrong, the predecessor Thai Kick Boxing, an ancient weapons based art is taught to the Thai Military and many other martial artists. Krabi-Kabrong teaches six different weapons: Staff, Gnow (bladed staff), single sword, double sword, Mai Sau (wooden club worn on the forearm), and the combination of spear and shield. During training the student will start learning to use the weapons against the same type of weapon. After time and learning have progressed, weapons will then be matched against the other types in order to learn the strengths and weaknesses of each. Krabi-Kabrong employs unarmed techniques that are precursors of Thai Kick Boxing. Buddhism is an integral part of the training.
Krabi-Kabrong also involves spirituality and tradition that is very important to the Thai people. Initially students go through a ceremony in which they will be protected from injury, during this ceremony they promise to uphold five principles of Krabi-Krabong: 1) always speak the truth and never seek to deceive others, 2) never steal, 3) never take life in vain (both human and animal), 4) never engage in wrongful sex, and 5) do not use alcohol and other mind altering drugs. Additionally each student must perform the dance-like Wai Kru before a fight. The Wai Kru is deeply embedded in Thai culture due to their Buddhist beliefs because it pays homage to the students' deities, their ancestors, their instructor and all those who have passed away teaching the art.
Costume: Bright blue pants and tunic.
Stance: Facing opponent with one foot forward and the other back, shifting balance from foot to foot in preparation to kick. Arms extended forward grasping weapon.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
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: Automatic Parry, Dodge, Parry
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Break fall.
Hand Attacks: Punch, Power Punch, Backhand, Palm Strike.
Basic Foot Attacks: Kick, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Leap Attack, Death Blow, Combination Strike/Parry, Knee, Elbow, Forearm.
Holds/Locks: None
Weapon Katas: WP Gnow(bladed staff), WP Mai-Sau(wood club worn on forearm), WP Paired--Spear and Shield, WP Paired--Swords, WP Staff, WP Sword.
Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening, Martial Art Techniques, and Special Katas.
Language: Thai.
Cultural Skills: Ritual Dancing.
Weapon Proficiencies: WP Gnow(bladed staff), WP Mai-Sau(wood club worn on forearm), WP Paired--Spear and Shield, WP Paired--Swords, WP Staff, WP Sword.
Philosophical Training: Buddhism.
LEVEL ADVANCEMENT BONUSES 1st: +2 to Parry, +1 to Dodge, +2 to Strike, Critical Strike from Behind.
2nd: +2 to Roll with Punch/Fall/Impact.
3rd: +1 to Maintain Balance, Knockout/Stun on a Natural 19 or 20.
4th: +2 to Damage with weapon, Critical Strike on a Natural 18, 19, or 20.
5th: +1 Attack per Melee, +1 to Damage.
6th: +1 to Strike, +1 to Maintain Balance.
7th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Katas.
8th: +1 to Roll with Punch/Fall/Impact, +2 to Damage with weapon.
9th: +1 to Maintain Balance.
10th: +1 to Attack per Melee, +2 to Parry/Dodge.
11th: +2 to Damage with weapon.
12th: +1 to Damage, +1 to Maintain Balance.
13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Katas.
14th: +1 Attack per Melee, +1 to Parry.
15th: Death Blow on a Natural 19 or 20.
WHY STUDY KRABI KRABONG? A dangerous martial art with its use of weapons and good unarmed techniques make up for its lack of mental powers.


' 'Krav Maga By danzig138


This is a relatively unique style of fighting developed by Imi Lichtenfeld in the 1940's ( around 1948 ), in Israel. Lichtenfeld felt that existing martial arts were not quite adequate for streetfighting, so he began to study how people responded to attacks, and developed this style based on the body's natural movements.


Krav means " combat", "fighting", or "battle". Maga translates as "touching" or "in contact", and Krav Maga is usually translated as "Combat Contact". This is the official fighting style of the Israeli Defense Forces, and was initially secret. But in 1963-64, the style became open to civilians, and has since spread to places such as Brazil, the USA, France, Norway, and England. It teaches it's students a philosophy of independence and self-confidence. It has four main principals: Courage, Emotional Stability, Patience, and Self-Respect. In combat, the philosophy ranges from "don't get hurt", to" kill the other guy before he kills you". One of the more unique aspects of Krav Maga is that it adapts to the student, instead of the student adapting to it. This is part of what makes it popular.


Today, the style is taught to all kinds of people, from children to elderly people. Most of the students study the self-defense aspects, but never really get into the streetfighting techniques. It has become popular with many law-enforcement officials and military personnel, including the F.B.I., the C.I.A., and several Brazillian Special Forces units.


Entrance Requirements: None
Skill Cost: 3 years
Costume: Standard Gi
Stance: Initially none. Students are taught to react from various natural positions, such as sitting, or lying down. Once combat starts, the student assumes a stance with his feet spread shoulder's-width apart. The majority of his weight is carried on the front foot. His body is turned slightly ( providing a smaller target, and protecting the groin ), and his hands are at shoulder level, in front of his face.


CHARACTER BONUSES


Add 1 to M.A.


Add 1 to P.S.


Add 1 to P.P.


Add 1 to P.E.


Add 5 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 Defenses: Breakfall, Circular Parry, Combination Parry/Attack, Disarm.
Hand Attacks: Strike ( Punch ), Knife Hand, Power Punch, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick, Tripping/ Leg Hook.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Death Blow, Knee, Forearm, Elbow, Body Flip/Throw, Combination Grab/Kick, Groin Slap ( used against someone who is holding you, this is a "slap" to the groin. Requires a strike roll of 13 or better, inflicts 1D6 damage, plus the victim must Save vs. Pain, or lose Initiative and 1-2 attacks ), Groin Kick with Hammer Strike ( This requires two strike rolls. The first is for a kick to the groin, which, if successful, inflicts 1D8 damage, and a Save as per the Groin Slap, followed up by a Hammer Fist to the face or back of the neck for 1D8 damage ).
Holds/Locks: Choke, Crush/Squeeze, Neck Hold, Neck Hold/Choke, Arm Hold, Wrist Lock, Elbow Lock, Paralysis Attack.
Weapon Katas: Knife, Short Staff, Long Staff ( Military personnel learn to use their riflesas staffs also ).
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Blood Flow Atemi, Grasping Hand Atemi.
Physical: Athletics, Pressure Point Control Tactics ( by Lee Casebolt ).


LEVEL ADVANCEMENT BONUSES
Level 1: +2 Roll with Punch/Fall/Impact, +1 Dodge.
Level 2: +1 Strike, +2 Parry.
Level 3: +1 Attack per Melee, +1 Maintain Balance, Knock-Out/Stun on Natural 20.
Level 4: +1 Damage, +1 Dodge, +1 Disarm.
Level 5: +1 Strike, +2 to Holds*.
Level 6: +1 Attack per Melee, +1 Parry, Critical Strike on Natural 19-20.
Level 7: +2 Roll with Punch/Fall/Impact, +1 Dodge, knock-Out/Stun on Natural 19-20.
Level 8: +1 Maintain Balance, Death Blow on Natural 20.
Level 9: +1 Attack per Melee, +2 Disarm.
Level 10: +2 Parry/Dodge, and Roll with Punch/Fall/Impact.
Level 11: +1 Strike, Knock-Out/Stun on Natural 18-20.
Level 12: +1 Attack per Melee, Critical Strike on Natural 18-20.
Level 13: +2 to Holds*, Death Blow on Natural 19-20.
Level 14: +2 Roll with Punch/Fall/Impact, +1 Dodge.
Level 15: +1 Strike/Parry, +2 Disarm, Knock-Out/Stun on Natural 17-20.
* Applies to all of the manuevers listed under Holds, above.


Why Study Krav Maga?


For practical self-defense that can be learned in a short time, this is hard to beat. Unfortunately, it is weak on the mystical, inner aspects.


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KRAV MAGA By Kuseru
Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: I.Q.: 8, P.P.: 10.
Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style).
Krav Maga first appeared about 40 years ago. It was created by the Israeli Defense Forces to teach self defense to many people with varying abilities in a short amount of time. Krav Maga utilizes techniques from Aikido, Boxing, Judo, Jujitsu, and Karate. The style builds on natural reflexes so the student can build up a number of simple, effective techniques for different situations, especially grappling. Krav Maga has no Katas or specific sequences that must be followed. Students use the basic sequence of moves with dynamic moves to fend off an attack, the idea being to adapt and improvise. Students are also taught effective striking techniques. Punching is taken from boxing as opposed to the traditional martial art styles and low kicks to knee and groin are emphasized. Defense against stick, knife, gun, and bayonet rifle are also taught. As training continues, techniques to deal with multiple armed opponents are introduced. Situations do not have specific sequences since predicting the actions of people is nearly impossible, so the student is taught to cope with any situation. In addition, hostage situations, covert debilitation, and assassination are taught.
Costume: Casual sweat pants, tennis shoes, and a white t-shirt.
Stance: None.
CHARACTER BONUSES Add +2 to P.S.
Add +2 to P.P.
Add +2 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: None
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Disarm.
Hand Attacks: Punch, Knife Hand, Palm Strike.
Basic Foot Attacks: Kick, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Blow, Choke.
Holds/Locks: Neck Hold, Wrist Hold, Wrist Lock.
Weapon Kata: W.P. Stick (Blunt), W.P. Knife.
Modifiers to Attack: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of ONE (1) Martial Art Power from among Martial Art Techniques and Body Hardening.
Language: Hebrew.
Weapon Proficiencies: W.P. Stick (Blunt), W.P. Knife.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Chito Ryu (3 Years), Chuong Nhu (2 Years), Gensei Ryu (3 Years), Goju Ryu (3 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Isshin Ryu (4 Years), Kajukenbo (4 Years), Kito Ryu (4 Years), Kodokan Judo (4 Years), Kokikai Aikido (4 Years), Sankukai (4 Years), Seidokan Aikido (6 Years), Shito Ryu (3 Years), Shorei Ryu (3 Years), Shorin Ryu (4 Years), Shorinji Ryu Karate (4 Years), Shotokan (4 Years), Shukokai (3 Years), Sosuishitsu Ryu (4 Years), Tomiki Ryu Aikido (3 Years), Uechi Ryu (4 Years), Wado Ryu (5 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Doge, +1 to Strike.
2nd: +1 to Disarm, +1 to Roll with Punch/Fall/Impact.
3rd: +1 to Damage, +1 to Parry/Dodge.
4th: +1 Attack per Melee.
5th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Body Hardening.
6th: +1 to Disarm, Critical Strike on a 19 or 20.
7th: +1 to Damage
8th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
9th: +1 Attack per Melee.
10th: +1 to Damage, Select One (1) Additional Martial Art Power from Martial Art Techniques or Body Hardening.
11th: +2 to Disarm, Death Blow on a Natural 20.
12th:+1 to Parry/Dodge.
13th: +1 Attack per Melee.
14th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
15th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Body Hardening.
WHY STUDY KRAV MAGA? A modern, effective self defense art that deals well with multiple attackers and new or unexpected situations. Good overall technique for those in a hurry.


Kuk Sool Won ( Exclusive )
By
danzig138


Kuk Sool Won is a martial art form that has it's roots in the very ancient martial traditions of Korea. It derives it's techniques from the arts, Sado Mu Sool ( Tribal/Family martial Arts ), Bulkyo Mu Sool ( Buddhist Martial Art ), Koong Mu Sool ( Royal Court Martial Arts ).


These were the first martial arts developed in Korea. Kuk Sool Won was founded in 1961 by Grandmaster In Hyuk Suh after more than one-half of a century of research. He brought Kuk Sool to the United States in 1974.


Kuk Sool is a "Hard-Soft" style, meaning it combines soft, circular techniques with hard, straight-line techniques. The style places a strong emphasis on speed and grace, and the development of internal, ki, or chi energy.


The approach to combat will vary with the practitioner. Some will react in a circular, defensive manner, attempting to use the opponent's energy against him, while some will simply lash out with strong, fast attacks, intending to disable the opponent as soon as possible.


Training in Kuk Sool is readily available in many parts of the world.


Entrance Requirements: None
Costume: Standard karate gi, with minor differences that vary by standing
Stance: Varies. Kuk Sool uses several different stances that are used in different situations.


CHARACTER BONUSES


Add 1 to P.S.


Add 1 to P.P.


Add 1 to P.E.


Add 10 to S.D.C.


COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: Back Flip, Cartwheel
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Combination Parry/Attack, Circular Parry
Hand Attacks: Strike ( Punch ), Palm Strike, Fore-Knuckle Fist, Knife Hand, Fingertip Attack
Basic Foot Attacks: Kick Attack, Snap Kick, Axe Kick, Roundhouse Kick, Tripping/Leg Hook, Reverse Turn Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
>Special Attacks: Death Blow, Leap Attack, Body Block/Tackle, Body Flip/ Throw, Elbow, Knee, Choke Hold
Holds/Locks: Arm Hold, Body Hold, Wrist Lock, Elbow Lock
Weapon Katas ( Pick three ): W.P. Sword, W.P. Staff, W.P. Spear, W.P. Rope ( equal to W.P. Chain ), W.P. Fan ( see below )
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear


SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select two from Atemi Abilities, Chi Mastery, Martial Art Techniques, or Specialty Katas
Physical: Gymnastics
Philosophical Training: None or Buddhism


LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Strike
Level 2: +1 to Parry/Dodge
Level 3: Knock-Out/Stun on a Natural 19-20, +1 to Back Flip/Cartwheel
Level 4: +1 Attack per Melee, +1 Damage
Level 5: Critical Strike on a Natural 19-20, +1 to Maintain Balance
Level 6: Select one additional Martial Art Power from Atemi Abilities, Chi Mastery, Martial Art Techniques, or Specialty Katas
Level 7: +1 to Strike, Parry, Dodge
Level 8: +1 Attack per Melee, Knock-Out/Stun on a Natural 18-20
Level 9: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 10: Critical Strike on a Natural 18-20
Level 11: Select one additional Martial Art Power from Atemi Abilities, Chi Mastery, Martial Art Techniques, or Specialty Katas
Level 12: +1 Attack per Melee
Level 13: +2 to Parry/Dodge
Level 14: +1 to Strike/Damage
Level 15: Death Blow on a Natural 20


Why Study KUK SOOL WON?


Kuk Sool Won is a well-balanced art, providing long-range attacks, short-range attacks, and grappling skills, combined with a fair degree of internal, chi training.


W.P. Fan
( From Rifts Japan )
Bonuses: +1 to parry at levels 1,3,6,9,12,and 15.
Damage: 1D4
It can be used in place of a sword or knife to parry attacks.


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Kukishinden Ryu Ninjutsu By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum Attributes include P.S. 12 and P.E. 10.
Skill Cost: 18 Years (16 Years as a Secondary Martial Art Style).


The Japanese ninjutsu style of Kukinshinden Ryu has it's origins in the Kukishin Ryu. The Kukishin Ryu got it's name from the founder, Izumo Kanja Yoshiteru/Kurando, defended Emperor Go-Daigo (1319-1339) by "fighting like nine devils." Several techniques of the style are said to come from China. Kukishinden Ryu currently differes from Kukishin Ryu in that Kukishin Ryu is composed of many different sub-styles, while Kukishinden Ryu is a total style.


Kukishinden Ryu is a battlefield martial art style specializing in the Happo Hikenjutsu (eight hidden ways of the sword). This fighting style reflects wearing armor, and has strong and direct attacks directed against certain unarmed points. The Jujutsu techniques of this style have been streamlined and organized, featuring arm-twisting, atekomi (Atemi), chokes, counters against multiple opponents, jumping, kicking, punching, and rolls. Other areas of study in this style are broken down into two military sciences, Dai-no-Hyoho (large scale warfare) and Sho-no-Hyoho (individual combat). Training in these two areas includes astrology, Bajutsu (horsemanship), Bo Ryaku (special kind of strategy), Chikujo (castle building), effective positioning on the field, Hensojutsu (disguise), Kuji-kiri (mystic hand signs), maneuvering, Nawanage (rope use), Onshin jutsu (hiding), Sui Ren in Ka Ren (use of water and fire), Suijutsu (swimming), topography, and weapons. Swimming and Horsemanship study has somewhat declined currently, and been dropped from the modern curriculum.


Weapons study stresses Bojutsu (staff fighting), Hanbojutsu (stick fighting), Kenpo (Kukishinden Ryu's name for Kenjutsu, or sword fighting), Naginatajutsu (halbard fighting), and Sojutsu (spear fighting). Several other weapons and weapon techniques are also studied, including Bisento, Daisharin, Hayanawa, Jutte, Jo, Kaginawa, Kodachi, Kusarigama, Nagebo (thrown staff), Nyo Ibo (ship mast, it is believed that practitioners used a mast top for fighting), Shuriken (especially Senban and Teppan), Tanbo, and Token (throwing knives/swords).


Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Doko no Kamae: This is the basic fighting stance. The body is sideways to the opponent, with the left leg forward, right leg back (body weight 50/50 on each leg) with foot at 90 degrees to body. The left hand is leading, but still fairly close to the body, the fist clenched. The right hand is clenched into a fist and level with the left shoulder just outside of the chin.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.P.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Multiple Dodge, Power Block/Parry.
Hand Attacks: Fore-Knuckle Fist, Knife Hand.
Basic Foot Attacks: Backward Sweep, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Choke, Death Blow (REVISED!), Death Strike (NEW!), Elbow, Knee, Leap Attack, Roll/Knockdown.
Holds/Locks: Arm Hold, Wrist Lock.
Weapon Kata (Pick Four): W.P. Bo (Staff), W.P. Hanbo (Blunt), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Yari (Speer).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives the Martial Art Power of Inpo. Select a total of ONE (1) Martial Art Power from among Atemi, Martial Art Techniques, and Special Kata. Except for Inpo, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural: Fortress Design & Penetration (New!), Hojojutsu, Strategy.
Temple: Astrology
Weapon Proficiencies (Pick Six): W.P. Bo (Staff), W.P. Bisento (Polearm), W.P. Daisharin (Polearm), W.P. Hanbo (Blunt), W.P. Hayanawa (Demon Snare), W.P. Jutte (Forked), W.P. Kaginawa (Grappling Hook), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusarigama (Axe & Chain), W.P. Nagebo (Thrown), W.P. Naginata (Polearm), W.P. Nyo Ibo (Staff), W.P. Shuriken (Thrown), W.P. Tanbo (Blunt), W.P. Token (Thrown), W.P. Yari (Speer).
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
Mikkyo Buddhism: This form of Buddhism is also known in Japanese as mikkyo, meaning "secret teaching". Mikkyo is one of several streams of practice within the Mahayana Buddhist tradition. Mikkyo blends many doctrines, philosophies, deities, religious rituals, and meditation techniques from a wide variety of sources. Assimilation of Hindu and local deities and rituals was especially marked in the Buddhism that became Mikkyo. Such diverse elements came together over time and, combining with Mahayana philosophical teachings, formed a comprehensive Buddhist system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai and Shingon schools, also contributed to Buddhism's eventual broad acceptance. These teachings, termed "esoteric" because they were transmitted orally and in secret from master to qualified disciple, were designed to lead a practitioner to Buddhahood in his present life. In this sense esotericism was highly elitist, but it was also laced with folk elements, such as techniques of healing and magic, that enhanced the appeal of Buddhism to simple people. Aristocrats and commoners alike were also attracted by the expressions of esoteric Buddhism--Sanskrit syllables uttered as charms, splendid and colorful rites, and images of the buddhas carved on mountain cliffs. The Tendai and Shingon schools, two new versions of Buddhism introduced from China, both established their most important monasteries in the mountains, and mountain temples soon became quite common.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Ittasu Ryu (2 Years), Koto Ryu (5 Years), Kumogakure Ryu (6 Years), Masaki Ryu Kusarijutsu (4 Years), Shinden Fudo Ryu (7 Years), Shinmuso Hayashizaki Ryu (5 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge, +1 to Roll/Knockdown, Critical Strike from Behind.
2nd: +1 to Roll with Punch/Fall/Impact, +1 to Leap (add four feet of distance).
3rd: Gains Hensho-jutsu.
4th: +1 to Roll/Knockdown, Critical Strike on a Natural 19 or 20.
5th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Leap (add four feet of distance).
6th: +1 to Strike, Death Strike on a Natural 20.
7th: Select One (1) additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
8th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
9th: +1 to Strike, +1 to Leap (add four feet of distance).
10th: +1 Attack per Melee, +1 to Roll/Knockdown.
11th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
12th: Select One (1) additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
13th: +1 to Leap (add four feet of distance), Critical Strike on a Natural 18, 19, or 20.
14th: Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
15th: +1 Attack per Melee, Select One (1) Mudra from the Kuji-Kiri.
Why Study Kukishinden Ryu Ninjutsu? You may be a ninja, but that doesn't mean you have to sneak around instead of kicking ass and taking names with the best of them.


Kumi Uchi Ninjutsu(Kunoichi-jutsu) (EXCLUSIVE)
By
Kuseru Entrance Requirements: Females only! Minimum Attributes include P.S.: 8 and P.B.: 12.
Skill Cost: 12 Years.


Kunoichi-jutsu revolves around the art of deception. These warrior-women base their training on surprise tactics and hidden weapons. A Kunoichi never wastes time or energy in combative situations. Their unarmed fighting and weaponry skills make use of strategically placed vital attacks that are designed to incapacitate their opponents very quickly. The art of Kumi uchi involves dance-like combative technique sequences that flow from one movement to the next. These techniques are based on a variety of forces found in nature, such as Full moon, Half moon, Soft breeze, Rain, Lightning and Storm. The fluid motions used in these techniques include circular spirals, deep lunges, limb extensions and joint locks that not only provide highly efficient self-protection skills, but are also designed to release anxiety and tension, tone muscles, enhance stamina as well as center the body's energy.


From their garb they developed four unique weapons. Their Senssu (folding fan) was used to initiate deadly bone attacks and powerful entangling maneuvers. The Obi (sash) provided them with a flexible weapon that could be used to entangle and control their enemy's limbs. A non-threatening Kushi (umbrella) was used to shield them from attack long enough to unleash one of their concealed weapons. From their hidden arsenal of small weapons, the Kunoichi was able to unleash vicious attacks. The Kakute (spiked ring) was worn reversed so its small spikes could not be seen, but when exposed, its strike left painful tears in the flesh. The Kaiken (small dirk) is a double edged dagger that the female Ninja is extremely efficient with. A small pouch containing ten Nekote (steel claws) provided the Kunoichi with the ability to turn her fingers into sharpened blades. These female warriors were also armed with two hindrance weapons: first, a thin container that housed a handful of Hari (sharpened needles) that could be hurled at the enemy; Second, a pouch of Metsubishi (blinding powder) that when thrown in the enemy's face, caused the eyes to blur and restricted the respiratory system. Their preferred sword is the Kogatana.


Costume: Kunoichi are typically garbed in an elaborate women's kimono, complete with Obi, under-kimono, tabi, and geta. They also typically carry a Kushi. Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Right leg bent out to the right and forward, left leg at a right angle, with knee bent out to the back. Shoulders twisted at angle from the waist. Right arm extended and curved back, left arm back and curved upward and forward.
CHARACTER BONUSES Add +1 to P.P.
Add +2 to P.S.
Add +1 to P.B.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact, Turn with Punch/Fall/Impact.
Attack Moves: Forward Spin.
Basic Defensive Moves: Automatic Parry, Backward Turn, Dodge, Entangle, Parry.
Advance Defensive Moves: Circular Parry, Spinning Evasion.
Hand Attacks: Claw Hand, Palm Strike, Two-Finger Strike (New!).
Basic Foot Attacks: Crescent Kick, Reverse Turning Kick, Trip/Leg Hook.
Jumping Foot Attacks: None
Special Attacks: Death Blow from Behind (New!), Death Strike (New!), Hip Throw (New!), Joint Throw (New!), Pommel Strike (New!), Roll/Knockdown, Shoulder Throw (New!), Shuriken Stab (New!).
Holds/Locks: Elbow Lock, Neck Hold/Choke, Wrist Lock.
Weapon Kata (pick two): W.P. Chain, W.P. Knife, W.P. Kogatana (Knife), W.P. Senshu (Fan), W.P. Shield.
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of THREE (3) Martial Art Powers from among Arts of Invisibility, Atemi and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Other Skills: Gymnastics, Prowl, Seduction, Prepare Doku.
Weapon Proficiencies: W.P. Chain, W.P. Knife, W.P. Kogatana (Knife), W.P. Senshu (Fan), W.P. Shield.
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
Ryobu Shinto: Dual Shinto, a term used to refer generally to Shinto as syncretized with Buddhism, and specifically to that syncretic Shinto as interpreted by the Shingon sect, in contrast to Tendai Shinto. In the esoteric Shingon sect, the unity of the metaphysical world with the phenomenal and natural world is explained via the dualistic principles of the Kongokai (vajradhatu or diamond world) and Taizokai (garbhadhatu or womb world). According to this interpretation, the relative is equivalent to the absolute and phenomenon is equivalent to noumenon. This principle was extended to assert that the native Japanese deities are equivalent to the Buddhas; for example, Amaterasu omikami is viewed as equivalent to Dainichi Nyorai (Mahavairocana). This school of thought was said to have been initiated by Kukai (773-835), the founder of the Shingon sect in Japan, but it is in fact a later development. Kukai was, however, a strong believer in Shinto deities, and established the shrine Nibutsuhime Jinja as the tutelary deity of Koyasan, the mountain monastery which he founded. Also called Shingon Shinto.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Araki Ryu Kusarijutsu (3 Years), Fuma Ryu (5 Years), Gyokko Ryu (6 Years), Kashima Shin Ryu (3 Years), Kogusoku (3 Years), Masaki Ryu Kusarijutsu (4 Years), Tendo Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +3 to Turn (either with Punch/Fall/Impact or Forward/back), Critical Strike from Behind.
2nd: +2 to Back Flip, +1 to Strike.
3rd: Death Strike on a Natural 20.
4th: +1 to Spin, Knockout/Stun on a Natural 19 or 20.
5th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Atemi and Martial Art Techniques.
6th: +1 to Back Flip, +1 Parry/Dodge.
7th: +1 Attack per Melee, +1 to Spin.
8th: Critical Strike on a Natural 19 or 20.
9th: +1 to Turn (either with Punch/Fall/Impact or Forward/back).
10th: +1 to Back Flip, +1 to Parry/Dodge.
11th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Atemi and Martial Art Techniques.
12th: +1 to Spin, Select One (1) Additional Martial Art Power from from Chi Mastery or Zenjorike.
13th: +1 to Turn (either with Punch/Fall/Impact or Forward/back), Death Blow from Behind.
14th: +1 to Parry/Dodge.
15th: Select One (1) Additional Martial Art Power from Chi Mastery or Zenjorike.
WHY STUDY Kumi Uchi Ninjutsu? Ever-vigilant, the Kunoichi is never a victim. Although she may appear weak and helpless, it is a ruse. In reality, the Kunoichi uses her outward appearance and conditioned emotional responses to manipulate those who would cause her harm.


Kumogakure Ryu Ninjutsu By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum Attributes include P.P.: 12 and Spd: 12.
Skill Cost: 13 Years (11 Years as a Secondary Martial Art Style).


Kumogakure Ryu, or the Hidden Cloud School, is a Japanese ninjutsu martial art created by Toda Kenjiro (????-ca1250). This style specializes in Shojo Taijutsu, a form of combat which specializes in fighting in armor and tight clothing. Combat techniques include many jumps and multiple parries. Armored sleeves are typically worn by practitioners to protec themselves. Some members also wear a Demon Mask which makes their Demon Horn Fist (Kikaku-Ken) more effective. Weapons used include Kamayari, Ninjato, and Shuriken, as well the Ippon Sugi Nobori. Other training includes survival and being able to light fires in all conditions. Shinobi Mikkyo school


Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) They may also wear demon masks and chain kote (armored sleeves) A.R. 10 and S.D.C. 25 if wearing shinobi shozoku with demon mask and chain kote. The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Nage Uchi no Kamae: The body is sideways to the opponent, with the left leg forward, right leg back (body weight 50/50 on each leg) with foot at 90 degrees to body. The left hand is extended until parallel with the ground, the fist is rotated until flat. The right hand comes up to nose height and is rotated so the back of the fist is facing the nose.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to P.P.
Add +4 to Spd.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry
Advanced Defense Moves: Breakfall, Circular Parry.
Hand Attacks: Claw Hand, Palm Strike, Thumb Drive Fist (New!).
Basic Foot Attacks: Kick
Jumping Foot Attacks: Flying Jump Kick, Jump Kick.
Special Attacks: Choke, Death Blow (REVISED!), Death Strike (NEW!), Headbutt/Gore (Kikaku Ken/Demon Horn Fist; If wearing a Demon Mask, the Headbutt does 2D6 damage, without the mask, a Headbutt does 1D4 damage.), Hip Throw (New!), Leap Attack, Shoulder Throw (New!), Springboard Leap Attack (New!).
Holds/Locks: None.
Weapon Kata: W.P. Ippon Sugi Nobori (Chain), W.P. Kamayari (Polearm).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives the Mokutonjutsu Martial Art Power. Select a total of ONE (1) Martial Art Power from among Arts of Invisibility and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese.
Cultural: Dance.
Weapon Proficiencies: W.P. Ippon Sugi Nobori (Chain), W.P. Kamayari (Polearm), Ninjato (Short Sword), Shuriken (Thrown).
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
Mikkyo Buddhism: This form of Buddhism is also known in Japanese as mikkyo, meaning "secret teaching". Mikkyo is one of several streams of practice within the Mahayana Buddhist tradition. Mikkyo blends many doctrines, philosophies, deities, religious rituals, and meditation techniques from a wide variety of sources. Assimilation of Hindu and local deities and rituals was especially marked in the Buddhism that became Mikkyo. Such diverse elements came together over time and, combining with Mahayana philosophical teachings, formed a comprehensive Buddhist system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai and Shingon schools, also contributed to Buddhism's eventual broad acceptance. These teachings, termed "esoteric" because they were transmitted orally and in secret from master to qualified disciple, were designed to lead a practitioner to Buddhahood in his present life. In this sense esotericism was highly elitist, but it was also laced with folk elements, such as techniques of healing and magic, that enhanced the appeal of Buddhism to simple people. Aristocrats and commoners alike were also attracted by the expressions of esoteric Buddhism--Sanskrit syllables uttered as charms, splendid and colorful rites, and images of the buddhas carved on mountain cliffs. The Tendai and Shingon schools, two new versions of Buddhism introduced from China, both established their most important monasteries in the mountains, and mountain temples soon became quite common.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Goshinjutsu (3 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Kogusoku (3 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Tatsumi Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +2 to Parry, +1 to Body Flip/Throw, Critical from Behind.
2nd: +1 to Dodge, +1 to Leap (add four feet of distance).
3rd: +1 Attack per Melee, +2 to Damage.
4th: +1 to Strike, Death Strike on a Natural 20.
5th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Chi Mastery, or Martial Art Techniques.
6th: +1 to Roll with Punch/Fall/Impact, +1 to Body Flip/Throw.
7th: +1 Attack per Melee, +1 to Leap (add four feet of distance).
8th: Critical Strike on a Natural 18, 19, or 20.
9th: +2 to Dodge, +1 to Leap (add four feet of distance).
10th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Chi Mastery, or Martial Art Techniques.
11th: +1 Attack per Melee, +2 to Parry.
12th: +2 to Body Flip/Throw.
13th: +1 to Roll with Punch/Fall/Impact, +1 to Leap (add four feet of distance).
14th: Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
15th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Chi Mastery, or Martial Art Techniques.
Why Study Kumogakure Ryu Ninjutsu? You may look unarmed and constricted, but you're actually quite at ease with tight clothing. Surprise attacks at close range in situations someone wouldn't normally expect is the hallmark of this ninja style.


Kurama Ryu Kenjutsu By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.P.: 12, and Spd.: 12.
Skill Cost: 16 years (10 years as a Secondary Martial Art Style).


Kurama-Ryu is a Japanese sword art developed by Ono Shokan between 1573-1593. Later, this style was taught by the Shibata family who have been prominent sword instructors for the Imperial guards and the police for over one hundred years. This style deals only with the katana. The school is characterized by its frequent use of Ochiotoshi, a technique of cutting through the opponent's sword with your own. Training can be found from headmaster Shibata Tetsuo in Tokyo Prefecture Japan.


Costume: Keikogi and Hakama
Stance: Daijodan Kamae: In this stance, the body and head firmly face the opponent, with the left leg advanced a half step and the right leg to the rear, at a 90 degree angle. The sword is held above the head with the right hand gripping near the sword guard, over the head, and the left hand gripping near the end of the sword in front of the forehead.
CHARACTER BONUSES Add +5 to Chi
Add +3 to P.P.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact, Somersault.
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: Jump Kick
Special Attacks: Backward Thrust (New!), Combination Grab/Attack (New!), Death Strike (New!), Hilt Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Katana (Large Sword).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun.
Martial Art Technique: Ochiotoshi: This technique involves striking an opponent's weapon with enough force to cut through it. This technique only works against a successful parry. If the defender successfully parries, the attacker using this technique rolls a D20 to determine whether or not the defending weapon was cut through (and likely broken). A Natural 12 or higher, with no bonuses, must be rolled to successfully cut through an opponent's weapon.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese.
Weapon Proficiencies: W.P. Katana (Large Sword).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Initiative, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: Add one die of damage to W.P. Katana.
3rd: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
4th: +1 Attack per Melee, +1 to Initiative.
5th: +2 to Maintain Balance, Somersault, and Back Flip.
6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
7th: +1 Attack per Melee, +1 to Initiative.
8th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
9th: +2 to Strike, +1 to Maintain Balance, Somersault and Back Flip.
10th: Add one die of damage to W.P. Katana, Knockout/Stun on a Natural 19 or 20.
11th: +1 Attack per Melee, +2 to Parry/Dodge.
12th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
13th: Death Strike on a Natural 19 or 20.
14th: +1 Attack per Melee, +1 to Strike.
15th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
Why Study Kurama Ryu Kenjutsu? A deadly martial art that has the disadvantage of being dependent upon a single weapon for effective combat.




Kung Jung Musul (Palace Martial Skill)
By
Ray Bull


This style dates from about 625 A.D., having been founded in the pre-Korean kingdom of Silla. Created as a martial art for palace guards, it has survived until modern day by teaching skills that any bodyguard would find valuable. Even the Hwarang adapted some of it's training methods for use in Hwarang Do. To survive the periods in Korean history when martial arts were out of favor or banned by conquering foreigners, Kung Jung Musul became a secret style. It was passed from master to student in the strictest secrecy, down through the ages. In fact the existence of this style is one of the greatest secrets of the bodyguard community.


To learn Kung Jung Musul, one must go to Korea and seek out the grandmaster of this style. Any freelance bodyguard who knows this style will not teach it to the general public as it represents his, and his brothers in arms, edge against the enemy.


In combat, a Kung Jung Musul stylist will instantly assess his opponent. If a threat they will be eliminated as fast as possible. If not they will be verbally pacified, and shuffled out of the way. Ancient weapons are taught as part of the curriculum to encourage proficiency in using both hands and to enhance the effectiveness of the art.


Entrance Requirements: Anyone seeking to learn Kung Jung Musul must have the Bodyguard skill package
Skill Cost: 9 years (Primary), 4 years (Secondary)
Costume: Normal Clothing
Stance: None


CHARACTER BONUSES


Add +5 to Chi


Add +1 to M.E.


Add +1 to P.E.


Add +1 to Spd.


Add +10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Leap, Maintain Balance
Attack Moves: Leap, Somersault
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Disarm, Circular Parry, Combination Parry/Attack
Hand Attacks: Strike (Punch), Backhand, Palm Strike, Knife Hand
Basic Foot Attacks: Kick Attack, Crescent Kick, Wheel Kick, Backwards Sweep, Reverse-Turning Kick
Special Attacks: Deathblow, Body Block/Tackle, Automatic Body Flip/Throw, Critical Body Flip/Throw, Crush/Squeeze, Choke, Combination Grab/Kick, Paralysis Attack, Leap Attack
Weapon Katas: W.P. Dan Sang Gum, W.P. Dan Sang Gum (Paired), W.P. Dan Bong, W.P. Dan Bong (Paired)
Holds/Locks: Neck Hold/Choke, Arm Hold, Automatic Arm Lock
Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: You may select a total of three (3) Powers from among Body Hardening Exercises, Martial Arts Techniques, and Special Katas.
Languages: Korean
Survival: Interrogation, Concealment
Cultural: Holistic Medicine
Weapon: W.P. Dang Sang Gum, W.P. Dang Sang Gum (Paired), W.P. Dan Bong, W.P. Dan Bong (Paired)
Temple: Fasting
Philosophical Training: Buddhism


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Moo Gi Gong (5 Years), Sankukai (6 Years), Tae Kwon Do (4 Years), Tai Chi Ch'uan (5 Years), Taido (7 Years), Te (4 Years), Yu Sool (7 Years)


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Disarm, Critical Strike on a Natural 20, Critical Strike from Behind
Level 2: +1 to Parry/Dodge, +1% to Detect Concealment, Knockout/Stun from Behind
Level 3: +1 Attack per Melee, +1 to Strike
Level 4: +1 to Holds/Locks, +1% to Detect Ambush, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas
Level 5: +1 to Body Flip/Throw (Body Flip/Throw now does 2d6 Damage), Critical Strike on a Natural 18+
Level 6: +1 to Roll with Punch/Fall/Impact, +1 to Rear Attacks
Level 7: +1 Attack per Melee, +1% to Detect Concealment, Select one (1) Martial Arts Power from Body Hardening Exercises, Chi Mastery, or Martial Arts Techniques
Level 8: +1 to Parry/Dodge, Add one (1) Level to Weapon Kata: W.P. Dan Sang Gum (Paired)
Level 9: +1 to Damage, +1 to Disarm, +1% to Detect Ambush
Level 10: +1 to Body Flip/Throw, Double Existing Chi
Level 11: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, Chi Mastery, or Martial Arts Techniques
Level 12: +1 Attack per Melee, +3% to Detect Concealment, Add one (1) Level to Weapon Kata: W.P. Dan Bong (Paired)
Level 13: +1 to Strike, +1 to Rear Attacks
Level 14: +1 to Parry/Dodge, +3% to Detect Ambush, Knockout/Stun on a Natural 19+
Level 15: +1 to Damage, +1 to Holds/Locks


Why Study KUNG JUNG MUSUL?


Kung Jung Musul stylists are dedicated to one thing, becoming exemplary bodyguards. As a martial art Kung Jung Musul lacks focus. But as an enhancement for bodyguarding skills, it is unequaled.
Note: The Dan Sang Gum is the Korean version of the Butterfly Sword. The Dan Bong is the Korean version of the Escrima stick.


Kuno Ryu


By Himura_Battosai


Entrance Requirements: Limited to honorable minimum attributes include I.Q. 9, P.P. 10


Skill Cost: 8 years (5 years as a secondary form)


Kuno Ryu is a school of swordsmanship formed in the 1700's, founded by Kuno Taro. Kuno Ryu is a Katana style of sword play and does not use the daisho as paired weapons. Over the years it has become an effective form when used in Kendo.


Costume: Keikogo (quilted navy blue jacket) and a hakama


Stance: Facing opponent with one foot forward and the other back. arms extended forward with sword in a two handed grip.


CHARACTER BONUSES
Add 5 to Chi
Add 2 to M.E.
Add 2 to M.A.
Add 1 To P.E.


COMBAT SKILLS


Attacks per Melee: 4


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


Basic Defense: Dodge, Parry, Automatic Parry


Advanced Defenses: Multiple Dodge, Combination parry/attack, power block/parry, Automatic Roll, Breakfall


Hand Attacks: Strike (punch)


Basic Foot Attacks: Kick attack, Backwards Sweep, Leg hook/trip


Jumping Foot Attacks: Jump kick


Special Attacks: Death Blow, Leap Attack, Combination strike/parry, Combination grab/slash, Forearm, Thousand stabs (special) All attacks are delivered in the first melee attack. for the rest of the melee cannot dodge, only parry


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


Modifiers to Attacks: Pull Punch, Knock out/stun, Critical Strike, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING


Martial Arts Powers: Select Three powers from among Body Hardening, Martial Art Techniques, or Special Katas. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.


Language: Japanese


Cultural Skills: haiku, Calligraphy, Ukio-E (ink brush painting)


Physical Skills none


Philosophical Training: Zen


If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Zanji Shinjinken Ryu (4 years), Te (3 years), Hiten Misurugi Ryu (6 years), Jujutsu (3 years)


LEVEL ADVANCEMENT BONUSES
1st + 2 Strike, + 1 parry/Dodge, + 1 Roll with punch/fall/impact, Critical strike or Knock out from Behind
2nd + 1 dodge, + 2 maintain Balance
3rd + 1 Attack per Melee, + 1 Roll with Punch/fall/impact
4th + 1 Strike, Select one additional martial art power from body hardening, martial art techniques, or special katas
5th + 1 dodge/parry, + 1 roll with punch/fall/impact
6th + 1 Attack per melee, + 2 maintain Balance
7th + 2 break Fall, + 1 strike, + 1 dodge
8th + 1 Attack per melee, Critical Strike 18-20
9th double Chi, knock out/stun, 19-20
10th + 1 attack per melee, + 1 strike, + 1 parry
11th + 1 dodge, Select one additional martial art power from body hardening, Chi Mastery, or special katas
12th + 1 break fall, + 1 roll with punch/fall/impact
13th + 1 Attack, Death 18 - 20
14th + 1 dodge, knock out/stun 19-20
15th + 1 dodge/parry, + 1 attack per melee, One Zenjorike power


WHY STUDY Kuno Ryu? Uh! To be like Kuno Tatewaki. A sword from that blends the aggressive approach of Zanji Shinjinken Ryu with more defensive moves. Has problems dealing with multiple attackers. It works well as a dueling Form.


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KUNTAO By Kuseru
Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: P.S.: 8, P.E.: 8, and Spd.: 8.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style)
The Fukien Chinese word for fist way or law is Kuntao (also spelled Kuntau or Cuntao). Movements are composed of jumping and swinging shoulders with the body's joints and muscles locked in forming one unit. The student of Kuntao will strike his opponent before the opponent can respond. He stands like a tree, then explodes like a force of nature. A Kuntaoist's hands are known as "fire hands" because of the kind of strikes executed. The master believes that if he has one finger on his body that can move, he has one finger he can kill with. All strikes are delivered in a bull whip fashion and the body cracks like an alligator's tail. If done properly the enemy will fall without having seen the strike. Students of Kuntao train the left side of the body for speed and the right side for power. This system trains the student's feet to step on the enemy's body, and his hands to strike in a similar way. A master will insure that his attacks stay with the enemy as he falls. As with physical and mental training, there is a spiritual focus for the student to follow throughout the day; wherever he is, he has to live a prayer, knowing that everything in this world is totally dependent on the eternal mind. Yet, a master drives himself hard every day, believing that everything in the world depends on himself.
Costume: Street clothes.
Stance: None.
CHARACTER BONUSES Add +2 to P.S.
Add +2 to P.E.
Add +2 to Spd.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: Leap.
Basic Defensive Moves: Dodge, Parry, Auto Parry.
Advanced Defenses: None.
Hand Attacks: Palm Strike, Backhand, Duo Knuckle Fist, Knife Hand, Uppercut, Power Finger Tip Attack (Special! Does 1D6 Damage directly to Hit Points).
Basic Foot Attacks: Kick, Trip/Leg Hook, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Leap Attack, Death Blow, Knee, Elbow.
Weapon Kata: None.
Modifiers to Attack: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Chi Mastery, Body Hardening, and Special Kata.
Language: Chinese.
Other Skills: Streetwise.
Philosophical Training: Taoism.
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), Jeet Kune Do (8 Years), Lee Kwan Choo (5 Years), Tai Chi Chuan (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike.
2nd: +1 to Damage, +1 to Initiative.
3rd: +1 Attack per Melee, Critical Strike on a Natural 19 or 20.
4th: Death Blow on a Natural 20.
5th: +1 to Damage, +1 to Initiative.
6th: +1 to Roll with Punch/Fall/Impact, +1 to Strike.
7th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening, or Special Kata.
8th: +1 Attack per Melee, +1 to Damage.
9th: +1 to Strike, +1 to Parry/Dodge.
10th: Critical Strike on a Natural 18, 19, or 20.
11th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening, or Special Kata.
12th: +2 to Damage, +1 to Initiative.
13th: +1 Attack per Melee.
14th: +1 to Roll with Punch/Fall/Impact.
15th: Select One (1) Additional Martial Art Power from Atemi Abilities.
WHY STUDY KUNTAO? A Dangerous martial art that has good offensive abilities. While Kuntao provides Chi skills it is also relatively inflexible.


Kurama Ryu Kenjutsu By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.P.: 12, and Spd.: 12.
Skill Cost: 16 years (10 years as a Secondary Martial Art Style).


Kurama-Ryu is a Japanese sword art developed by Ono Shokan between 1573-1593. Later, this style was taught by the Shibata family who have been prominent sword instructors for the Imperial guards and the police for over one hundred years. This style deals only with the katana. The school is characterized by its frequent use of Ochiotoshi, a technique of cutting through the opponent's sword with your own. Training can be found from headmaster Shibata Tetsuo in Tokyo Prefecture Japan.


Costume: Keikogi and Hakama
Stance: Daijodan Kamae: In this stance, the body and head firmly face the opponent, with the left leg advanced a half step and the right leg to the rear, at a 90 degree angle. The sword is held above the head with the right hand gripping near the sword guard, over the head, and the left hand gripping near the end of the sword in front of the forehead.
CHARACTER BONUSES Add +5 to Chi
Add +3 to P.P.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact, Somersault.
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: Jump Kick
Special Attacks: Backward Thrust (New!), Combination Grab/Attack (New!), Death Strike (New!), Hilt Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Katana (Large Sword).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun.
Martial Art Technique: Ochiotoshi: This technique involves striking an opponent's weapon with enough force to cut through it. This technique only works against a successful parry. If the defender successfully parries, the attacker using this technique rolls a D20 to determine whether or not the defending weapon was cut through (and likely broken). A Natural 12 or higher, with no bonuses, must be rolled to successfully cut through an opponent's weapon.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese.
Weapon Proficiencies: W.P. Katana (Large Sword).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Initiative, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: Add one die of damage to W.P. Katana.
3rd: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
4th: +1 Attack per Melee, +1 to Initiative.
5th: +2 to Maintain Balance, Somersault, and Back Flip.
6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
7th: +1 Attack per Melee, +1 to Initiative.
8th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
9th: +2 to Strike, +1 to Maintain Balance, Somersault and Back Flip.
10th: Add one die of damage to W.P. Katana, Knockout/Stun on a Natural 19 or 20.
11th: +1 Attack per Melee, +2 to Parry/Dodge.
12th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
13th: Death Strike on a Natural 19 or 20.
14th: +1 Attack per Melee, +1 to Strike.
15th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
Why Study Kurama Ryu Kenjutsu? A deadly martial art that has the disadvantage of being dependent upon a single weapon for effective combat.


KURESH By Kuseru
Entrance Requirements: Limited to Honorable alignments. Requires a minimum P.S. of 14 and P.E. of 14.
Skill Cost: 12 Years (10 Years as a Secondary Martial Art Style)
Kuresh, also known variously as Gurassu (Azerbaidjani), Koshti (Persian), Kurash (Uzbek), Kures (Kazakh), Moussarrao (Arabic), Yaghliguresh, Yagli, Yagli Gures ('yaw-luh gresh,' literally "greasy wrestling" or "oiled wrestling"), and Yahgli Gures, is the national wrestling style of Turkey.
Turkish Oil Wrestling traces it's origin back to the Parthian Empire (238BC-224AD) in Iran, where the legendary Rostam was first named "Pehlivan" (likely the Turkish spelling of "Pahlivan"). The ceremonial opening dance of Kuresh, the Peshrev can clearly trace it's origin to the zurkhane (Zoorkaneh, Persian for "House of Strength") with it's ostad ("master") or Morshed (spiritual leader) playing the ritual music. National variation in this style of wrestling occurred during a 17th century campaign launched by Ottoman Sultan Orhan Gazi in his bid to capture Thrace. After capturing a fort on the Greek/Turkish/Bulgarian border, the troops passed the time by wrestling. Two evenly matched wrestlers competed for hours, with neither being the clear victor. Suleyman Pasha (Gazi's brother) offered the winner a leather pant (kispet) if they would continue their match during the Spring Festival (May 6). The wrestlers competed at what is now Eridne, Turkey from morning to midnight, both becoming exhausted and dying and being buried under a fig tree. Years later, soldiers visiting the site noticed that many springs had sprung up and renamed the site Kirkpinar ("Forty Springs"). This became the location for annual wrestling tournaments in Turkey. The style became embraced as the basic conditioning method of the Ottoman Jannissaries. In 1640 an annual championship was established which continues to this day.
Turkish oil wrestling is more about endurance and strength than clever moves, and Pehlavani are renown for being extremely agile and strong as well as having exceptional endurance as a result of constant wrestling practice from an early age. The majority of throws and holds are very easy and simple to learn and few strikes or kicks are taught in the style. With few forbidden holds, matches are often won by grasping the kispet. Crushes, lifts, pins and throws are all used to ensure victory in a match. Open hand blows, typically to the opponent's neck or face, are also often seen.
The Turks have taken the ancient Muslim adage which states, "Men should be lifelong wrestlers from seven to seventy," to heart, making Kuresh the favorite pastime for centuries, and a wrestling club where the ogretmen (teacher) instructs ogrenci (students) in Oil Wrestling, can be found in nearly every community. Kuresh is so popular that there are roughly forty major wrestling tournaments held in Turkey throughout the year, culminating in the Annual event at Kirkpinar. Each tournament is like a big fair, with roasted lamb, belly dancing, traditional Turkish music played on the Davul (drum) and Zurna (flute) as well as singing. Each match is begun when the wrestlers line up on the side of the field to be introduced by the Cazgir (Master of Ceremonies) who recites the career and exploits of each combatant in a flamboyant manner to excite the audience and then pairs off opponents to begin the tournament with the cry of, "May Allah guide you to victory!" This signals the drummers and flutists to begin playing for the Peshrev ("Walk Forward"), a traditional ritual dance which symbolizes the heroic quest of the wrestler, allowing pehvalani to warm up and offer prayers to Allah. Unlike the more traditional weight categories of western wrestling, Kuresh has thirteen Boy (categories of wrestlers:; Bas Pehlivan (chief wrestler), Bas Alti (under chief), Buyuk Orta (big medium), K. Orta Buyuk Boy (small medium big size), K. Orta Kucuk Boy (small medium small size), Deste Buyuk Boy (supporting big size), Deste O. Boy (supporting medium size), Deste Kucuk Boy (supporting small size), Toz Koparan ("kickers up of the dust") Tesvik ("encourager"), Minik 2 ("small and sweet 2"), Minik 1 ("small and sweet 1"), and En Iyi Pesrev (best beginner). Pehvalani are categorized based on their wrestling record. Master wrestlers are expected to have a Cirak (apprentice) which he trains. When a master wrestler finally retires from the "arena of the brave," his apprentice is expected to continue the wrestling tradition. Tournaments are paid for by a sponsor known as Aga (lord) who is chosen by placing bids on a ram before the final match of a tournament. The Aga are primarily responsible for paying out the awards and Yolluk (travel expenses) of the various wrestlers in a tournament. Presidents as well as prominent politicians also give awards at the annual Kirkpinar tournament, including the Bas Pehlivan of the Year award (which includes roughly 100,000USD in cash and the title "Champion of Turkey"). A wrestler who wins this award for three consecutive years is also awarded the Golden Belt, which is 3 pounds (1.5 kg) of 14 carat gold.
Costume: Pehvalani only wear two key items. The first is the Kispet, 28.6 pound (13 kg) leather trousers which range from the waist to below the knees, made from 58 meters of hand stiched water buffalo hide. The kispet is carefully inspected and given great care, typically inscribed with the wrestler's name, and often with metal studs on the butt indicating the sponsoring club or home town. Coarse cloths are wrapped around the knees in order to block the opening cuffs from an opponent's grasp. In addition to this, olive oild is poured over each wrestler before a match, to signify "balance" in competitions and protect against the heat.
Stance: None. Each match is begun with the Peshrev dance and typically initiated with the Elense neck hold.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.E.
Add +4 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry
Advanced Defense Moves: None.
Hand Attacks: Punch (Human Fist), Palm Strike
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook (Elense Dis Tirpan).
Jumping Foot Attacks: None.
Special Attacks: Pin/Incapacitate, Carrying Pin (NEW!), Crush/Squeeze, Lifting Throw (NEW! Paca Kazik), Rolling Sacrifice Throw (NEW!)
Holds/Locks: Arm Hold (Budamah), Leg Hold (Cift Dalmak), Body Hold (Ic Kazik Paca Ovundu), Clothing Hold (NEW! Kilcih Oynuna Girmeh), Neck Hold (Elense), Arm & Torso Hold (NEW! Ic Kazik), Arm & Leg Hold (NEW! Dalmah Haz Hanadu), Arm & Neck Hold (NEW! Goguz Caprazi).
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Pull Punch
SKILLS INCLUDED IN TRAINING Martial Art Powers: None.
Languages: Turkish.
Cultural: Dancing
Weapon Proficiencies: None.
Philosophical Training: Islam.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Pankration (8 Years), Varzesh-e Pahlavani (12 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Hold, +2 to Body Flip/Throws (all Throws)
2nd: +2 to Maintain Balance, +1 to Pull Punch
3rd: +2 to Strike, +1 to Dodge/Parry
4th: +1 Attack per Melee
5th: +2 to Hold, +2 to Body Flip/Throws (all Throws)
6th: +1 to Maintain Balance, +1 to Pull Punch
7th: +1 to Strike, +2 to Dodge, +1 to Parry
8th: +1 Attack per Melee
9th: +2 to Hold, +2 to Body Flip/Throws (all Throws, Throws do 2D6 damage instead of 1D6)
10th: +1 to Maintain Balance, +1 to Pull Punch
11th: +1 to Strike, +1 to Dodge, +2 to Parry
12th: +1 Attack per Melee
13th: +2 to Hold, Throws do 3D6 Damage instead of 2D6
14th: +1 to Maintain Balance, +2 to Pull Punch
15th: +1 Attack per Melee
Why Study Kuresh? It tends to be very aggressive, and poor defensively. A powerful grappling style that focuses on power and intimidation. One great disadvantage of this style is that it does not do well when dealing with multiple attackers. On the other hand, there are few/no special powers or abilities, so it's pretty limiting in any other circumstances.


' 'Kyodai na Keru Do (Way of the Giant Kick)
By
Ray Bull


This style was founded in 1989 by Matayoshi Takeda. Takeda was originally a Taido stylist, but while watching a Capoeira demonstration he was amazed by the grace, beauty, and originality of the style. Breaking away from the Taido teachings, Takeda began to follow his own path. Combining what he knew with what he learned of Capoeira, Takeda then formed his own school. Tragedy struck in 1995. The massive Kobe earthquake demolished the school. Master Matayoshi was believed to be in the school, but no-one knows since his body has never been found. His -hopeful- students believe him to be on a muso-shugyo (Warrior's pilgrimage) since he was enamored of Japan's Warring States Period. Others believe him to be on a pilgrimage to all of the Buddhist temples in Japan, because Takeda was a devout Buddhist and talked about this often.


A student of Kyodai na Keru Do (KnKD), is a whirlwind of motion in combat. Leaping and moving at every possible angle, a KnKD stylist buries his opponent underneath a flurry of kicks.


The only school of Kyodai na Keru Do is in Kobe, Japan and is currently being run by the most senior student.


Entrance Requirements: P.P.: 12+
Skill Cost: 8 years (Primary), 4 years (Secondary)
Costume: standard Karate Gi
Stance:


CHARACTER BONUSES


Add +1 to P.S.


Add +2 to P.P.


Add +1 to P.E.


Add +3 to Spd.


Add +10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Leap, Cartwheel, Backflip
Attack Moves: Backflip, Cartwheel, Handstand, Leap
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Breakfall
Hand Attacks: Strike (Punch), Backhand, Palm Strike, Knife Hand
Basic Foot Attacks: Kick Attack, Snap kick, Roundhouse Kick, Crescent Kick, Wheel Kick, Axe Kick, Sweep Kick, Trip/Leg hook, Backwards Sweep, Drop Kick, Reverse Turning Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick, Flying Reverse Spinning Kick (see Taido: page 115, N&SS), Double Jump Kick (New! Special! The character jumps up a kicks out with both legs at the same time, striking two different targets. It deals a 1d8 damage Critical Strike to each target. This must be the first and only attack of the melee round.)
Special Attacks: Knee, Deathblow, Leap Attack, Spinning Leap Attack (see Taido: page 115, N&SS)
Modifiers to Attacks: Pull Punch, Pull Kick, Critical Strike, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Body Hardening Exercise: Kick Practice. You may select a total of two (2) Powers from among Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed).
Languages: Japanese
Physical: Aerobics, Plyometrics
Philosophical Training: Buddhism


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Cha Chuan (5 Years), Kuk Sool (4 years), Tae Kwon Do (4 years), Taido (7 Years)


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Damage, Critical Strike from Behind, Critical Strike on a Natural 20
Level 2: +2 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed)
Level 3: +1 to Maintain Balance, +1 to Parry/Dodge
Level 4: +1 to Leap (Add 6 feet to Leap distance), +1 to Strike with Jump Attacks
Level 5: +1 Attack per Melee, +1 to Strike
Level 6: Deathblow on a Natural 20, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed)
Level 7: +1 to Damage, +1 to Roll with Punch/Fall/Impact
Level 8: Critical Strike on a Natural 18+, +1 to Strike with Jump Attacks
Level 9: +1 Attack per Melee, +1 to Parry/Dodge
Level 10: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed)
Level 11: +1 Attack per Melee, +1 to Strike
Level 12: +1 to Leap (Add 6 feet to Leap distance), +1 to Strike with Jump Attacks
Level 13: +1 to Maintain Balance, +1 to Damage
Level 14: +1 to Roll with Punch/Fall/Impact, Select either Chi Mastery [Positive]: Body Chi or Chi Mastery [Positive]: Lightning Speed
Level 15: +1 Attack per Melee, +1 to Parry/Dodge


Why Study KYODAI NA KERU DO?


A fast, dynamic martial art that is the ultimate in kicking styles. While Kyodai na Keru Do is able to deal with multiple attackers, it has problems confronting grappling stylists.


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Kyokushinkai Karate By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 9 Years (6 Years as a Secondary Martial Art Style).


Kyokushinkai is a Japanese Karate style created by Sosai Masutatsu Oyama (1923-1994) in 1955. Kyokushinkai is compose of three words; Kyoku (ultimate), Shin, (truth or reality), and Kai (to meet, join, associate), taken together this translates as "Association of Ultimate Truth."


Kyokushinkai focuses on strenuous physical training, especially kumite (sparring) and tamashiwara, though it also inludes kihon (basic techniques), kata, self-defense techniques, and weapons training. Unlike more traditional styles of karate, Kyokushinkai uses circular movements to perform techniques. Strenuous training and conditioning as well as full contact sparring are hallmarks of Kyokushinkai training. Training also emphasizes good theoretical and practical knowledge of the Karate stances and techniques, balance when both stationary and moving, coordination with controlled balance in performance of techniques, speed, power, and quick reflexes.


Spiritual training is known as osu no seishin (the spirit of Osu). The word Osu is a contraction oshi shinobu, which means "to persevere whilst being pushed". It means patience, determination and perseverance.


Costume: White Karate Gi that is well kept and clean, except for the Obi (belt), which should never be washed to reflect experience that is never lost. The kanji characters for "Kyokushinkai" are present on the front of the Gi. The emblem of Kyokushinkai Karate is called the Kanku. The symbol of Kyokushin Karate is the Kanku, derived from Kanku Dai kata, the Sky Gazing form. In this kata, the hands are raised and the fingers meet to form an opening through which the sky is viewed. The top and bottom points of the Kanku represent the first fingers of each hand touching at the top and the thumbs touching at the bottom, symbolizing ultimate points or peaks. The thick sections at the sides represent the wrists, symbolizing power. The center circle represents the opening between the hands through which the sky is viewed, symbolizing infinite depth. The whole Kanku is enclosed by a circle, symbolizing continuity and circular action.
Stance: Legs shoulder-width apart, feet at right angles, body at a 45 degree angle to the opponent. One hand pulled back tightly to waist, the other loosely extended at naval level, both hands clenched into fists and facing toward the enemy with palms down.
CHARACTER BONUSES Add +2 to P.S.
Add +2 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry.
Hand Attacks: Fore Knuckle Fist, Hammer Fist (New!), Knife Hand, Roundhouse, Spear Hand (New!).
Basic Foot Attacks: Backward Sweep, Kick Attack, Roundhouse Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives the Tamashiwara Martial Art Technique. Select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises, Martial Art Techniques, and Special Kata. Except for Tamashiwara, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural(Choose One): Calligraphy, Go, Haiku, Hojo-Jutsu, Play Musical Instrument, or Singing.
Philosophical Training: Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Goju Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Parry/Dodge, +2 to Damage.
3rd: Knockout/Stun on a Natural 19 or 20.
4th: +1 Attack per Melee, +1 to Strike.
5th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata.
6th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20.
7th: +1 to Parry/Dodge, +1 to Maintain Balance, +2 to Damage.
8th: +1 Attack per Melee, +1 to Strike.
9th: Death Strike on a Natural 20.
10th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata.
11th: +1 to Parry/Dodge, +2 to Damage.
12th: +1 Attack per Melee, +1 to Strike.
13th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact.
14th: +1 to Parry/Dodge, +2 to Damage.
15th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata.
Why Study Kyokushinkai Karate? To join Kyokushinkai is to fully exploit the destructive Power of the human body and learn the full depths of human endurance. Each blow or kick becomes an instrument of sheer destruction.


Kyokutan Chagi By Sinestus


Unlike many styles which train fighters in a variety of complex maneuvers which allow them to throw a multitude of attacks all ending in the same basic result, Kyokutan Chagi emphasizes knowing functional techniques that require little imbalance to the fighter. This style focuses on the control of the fighters movements to compliment the opponent in such a way that although it seems an even umber of blows are exchanged, only the opponent suffers excessive damage.
Students are taught to respect violence and never treat it as a game. Physical conflicts are to be avoided whenever possible; however, if avoidance is proven impossible or unlikely, then one is to deal with the source quickly. Opponents are to be incapacitated, then discouraged from seeking further combat. Maiming is encouraged. Often, once an opponent is rendered unconscious, a few fingers are removed from a hand as a reminder of what violence brings about.


Like Drunken Style Kung-fu, the big power in this style in the use of the Roll Attacks. Roll attack are only optional following a successful roll maneuver. The move takes two actions, but it occurs in a single exchange. (Thus opponent strikes, defender rolls with impact and immediately performs a roll-kick after.) Roll attacks cannot be automatically defended against (except for automatic rolls), and get both the Roll and Strike bonus to the attack (but only half the damage bonus). Roll Attacks can only use basic hand strikes, snap kicks, kick attacks, tripping leg hooks, and crescent kicks.
Requirements: P.P.: 12, P.E.: 10, M.A.: 13
Training: 8 years
Character Bonuses +1 to P.E.
+2 to P.P.
+5 to Spd
+10 to Chi
Stance: Relaxed, sidelong with opponent, weight shifting from foot to foot, usually with one hand in a pocket (holding a concealed weapon).
Outfit: Normal clothing
Combat Skills Attacks per Melee: 3
Hand Attacks: slap/palm strike (only deals 1D4), backhand.
Foot Attacks: tripping leg hook, backward sweep, axe kick, crescent kick, kick attack, snap kick, roundhouse, turning Kick (dodge/kick)
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: automatic roll, automatic dodge, multiple dodge
Holds/Locks: leg hold
Escape Techniques: roll
Modifiers to Attack: critical, critical from behind, knockout from behind, knockout from roll attack
Special Moves: Roll Attack (described above), leg hook/drop (a hooking kick targeting the head, requires 15+ for success, pulls both combatants to ground as per a throw, but cannot maintain balance, deals 2D4 to victim, KO on natural 19+.)
Weapon Katas: Knife (specializing in single edged folding blades)
Additional Skills: plyometrics, anticipation (snap kicks only)
Martial Arts Powers: Select either Chagi (Kick Practice) or the Art of Escape, and select two powers from Arts of Invisibility, Body Hardening, or Martial Arts Techniques.
Level Advancement Bonuses
(use dodge bonus with P.P. for auto dodge)
1st: +2 to Roll Attack, +2 to Automatic Roll/roll with impact.
2nd: +2 to strike, +1 to initiative and dodge, critical from behind
3rd: +1 attack, +1 to anticipation with kicks, knockout from behind
4th: +1 to roll attack, +2 to parry, +1 dodge
5th: Select one power from Arts of Invisibility or body Hardening
6th: +2 to automatic roll/roll with impact, Successful roll with impact reduces damage to one-third.
7th: Critical on 18+, +1 dodge, Automatic Knockout on Natural 20 with Roll attacks
8th: Gains Backflip defend/attack (use Roll attack bonus only)
9th: +1 attack, +1 to anticipation with kicks, +2 to damage Can Use Roundhouse with Roll Attacks
10th: Select one power from Specialty Katas or Chi Mastery, successful roll with impact reduces damage to one-quarter.
11th: Critical 17+, Automatic Knockout on natural 18+ with Roll Attack
12th: +1 to strike, +1 attack, +1 to dodge
13th: Can parry sweeps/leg hooks with snap kicks
14th: Gains Leap Attack, successful roll with impact negates damage.
15th: +1 to automatic roll/roll w/impact, +1 to roll attacks.


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Kyudo (The Way of the Bow) By Ray Bull


The bow has always been a highly respected and venerated part of Japanese culture. It is used in a ritual dance to open every Sumo tournament. The vibration of it's string is thought to drive away ghosts. It is also featured in many Shinto rituals. Kyudo was developed from Kyujutsu (The Art of the Bow) in the 16th century when firearms were introduced to Japan and the bow was made obsolete in warfare. Now the bow is the central part of a system of spiritual and physical development.


A student of Kyudo will always enter combat slowly and deliberately. Never rushing or hurrying, but always ready before the opponent arrives. Using slow and graceful movements the archer will prepare to shoot at the target. A whistle arrow (Kabura-ya) is always fired first to unnerve opponents and to scare any spirits that might be in the area. If the intent is to stun instead of wound then arrows with wooden balls on the tip instead of arrowheads (Hikime) can be used.


A person seeking to learn Kyudo must go to Japan, where there are a large number of schools.


Entrance Requirements: None
Skill Cost: 12 years (Primary), 6 years (Secondary)
Costume: Black Gi top with white Hakama
Stance: Weak side toward the target, feet slightly wider than shoulder width. Weak hand extended holding the bow toward the target. Strong hand holding the nocked arrow, with another arrow held between the ring and little fingers.


CHARACTER BONUSES


Add +5 to Chi


Add +1 to M.E.


Add +1 to P.P.


COMBAT SKILLS Attacks per Melee: 1
Escape Moves: Maintain Balance
Basic Defense Moves: None
Advanced Defenses: None
Hand Attacks: None
Basic Foot Attacks: None
Special Attacks: String Pluck (New! Special! Any ghost, spirit, or demon within 10 feet of the bow holder must save against Horror Factor: 11 or flee in terror.)
Special Katas: W.P. Yumi (Japanese Longbow. The bow is 2.2 meters long and is held 1/3 of the way up from the bottom.)
Modifiers to Attacks: Knockout/Stun, Critical Strike


SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically recieve Body Hardening Exercise: Wrist Hardening, and the Mudra of Tranquility and Collection.
Languages: Japanese
Cultural: Arrow Making (45% + 3%/level), Bow Making (35% + 3%/level)
Temple: Meditation
Weapon: W.P. Yumi (Japanese Longbow)
Philosophical Training: Zen Buddhism


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Tai Chi Chuan (5 Years)


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Maintain Balance, Critical Strike or Knockout/Stun on a Natural 20 with W.P. Yumi
Level 2: Recieve Martial Arts Technique: Zanshin
Level 3: +1 to Strike with W.P. Yumi
Level 4: +1 Attack per Melee
Level 5: +2% to Meditation skill
Level 6: +1 to Strike with W.P. Yumi
Level 7: Critical Strike or Knockout/Stun on a Natural 19+ with W.P. Yumi
Level 8: Recieve Chi Mastery: Find Weakness
Level 9: +3% to Meditation skill
Level 10: +1 to Strike with W.P. Yumi
Level 11: +4% to Meditation skill
Level 12: +1 Attack per Melee
Level 13: Critical Strike or Knockout/Stun on a Natural 18+ with W.P. Yumi
Level 14: Recieve Zenjorike: Mindwalk
Level 15: +2 to Strike with W.P. Yumi, +5% to Meditation skill


Why Study Kyudo?


As a fighting style Kyudo doesn't have a lot to offer. But, if you are looking for a method of meditation and a path to self-realization then Kyudo could be the martial art for you.


Special Arrows Kabura-ya (Whistle Arrow): Any person within 10 feet of this arrow after it is fired must save against Horror Factor: 7 or be at -2 on all combat rolls. Any ghost, spirit, or demon within 10 feet of this arrow must save against Horror Factor: 14 or flee the area.
Hikime (Blunt Arrow): When this arrow is used the number needed to achieve Knockout/Stun is lowered by 2.


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Kyuk Too Ki By Ray Bull


Entrance Requirements: P.S.: 6, P.P.: 8, P.E.: 6, and SPD.: 6
Skill Cost: 7 years(primary), 3 years(secondary)
CHARACTER BONUSES


Add 1 to P.E.


Add 1 to P.P.


Add 2 to P.S.


Add 3 to Spd.


Add 12 to S.D.C.


COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll w/Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Breakfall, Combination Parry/Attack, Multiple Dodge, Power Block/Parry
Hand Attacks: Strike(Punch), Backhand, Knife Hand, Palm Strike, Power Punch, Double-Fist Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Trip/Leghook, Backward Sweep, Drop Kick, Reverse Turning Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick
Special Attacks: Knee, Elbow, Forearm, Death Blow, Leap Attack, Combination Grab/Kick, Combination Strike/Parry
Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Rear


SKILLS INCLUDED IN TRAINING
Martial Art Powers: Choose a total of 2 martial art powers from Body Hardening Exercises, Martial Art Techniques, or Special Katas(no weapon Katas)
Language: Korean
Philosophical Training: Bushido


If this is you Primary Martial Art Form then the following other forms can be learned in a shorter time. Choy Li Fut(2 years), Tae Kwon Do(4 years), T'ang Su(4 years), Xing Chiao(3 years)


LEVEL ADVANCEMENT BONUSES
Level 1: +1 to Roll with Punch/Fall/Impact, +2 to Damage, +2 to Strike
Level 2: +1 Attack per Melee, +2 to Parry/Dodge
Level 3: +1 Attack per Melee, +1 to Strike
Level 4: +2 to Maintain Balance, Critical Strike on a Natural 18+
Level 5: +2 to Damage, Knockout/Stun on a Natural 18+
Level 6: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact
Level 7: +1 Attack per Melee, Gain 1 Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Katas
Level 8: +1 to Maintain Balance, +1 to Parry/Dodge
Level 9: +1 to Damage, +1 to Strike
Level 10: +2 to Roll with Punch/Fall/Impact, Gain 1 Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Katas
Level 11: +1 to Strike
Level 12: +2 to Maintain Balance, +1 to Parry/Dodge
Level 13: +1 Attack per Melee, Gain 1 Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Katas
Level 14: +1 Attack per Melee, Death Blow on a Natural 19+
Level 15: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact


Why Study KYUK TOO KI?


An impressive combination of Tae Kwon Do and Muay Thai, this style deals well with multiple attackers.

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