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Martial Arts Styles – M:



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Maharlika Kuntaw By Morgan Davis


Entrance Requirements: None
Skill Cost: 10 years (7 years as a secondary form)
Costume: Black Karate Style Gi (Usually a heavier weight), the gi is short sleeved with red stripes at the ends of the sleeves. Also in some cases, a black vest is worn in place of the typical karate style gi top.
Stance: There is no set stance, it usually done from a normal walking stance, or a stance similiar the "on gaurd" stance popular to the JKD style created by the legendary Bruce Lee.
Stance Description: The on gaurd stance is one with the leading foot out in front, both legs bent slightly at the knees, the leading hand covers the face and upper body and the other arm is slightly bent so as the elbow can protect the ribs, and kidney area.


CHARACTER BONUSES


Add 5 to CHI


Add 2 to P.P.


Add 1 to M.E.


Add 1 to M.A.


Add 10 to SDC


COMBAT SKILLS Attacks Per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Power Block/Parry, Disarm, Automatic Offline Step(SPECIAL!)
Hand Attacks: Strike (punch), Knife Hand, Back Hand, Fingertip Attacks, Palm Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
Special Attacks: Death Blow, Knee, Elbow, Body Flip/Throw
Holds/Locks: Arm, Leg, wrist, and elbow locks, Arm Holds, Body Holds
Weapon Katas: None
Modifiers to Attack: Pull Punch, Knock out/stun, Critical Strike, Critical Strike from rear.


SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of three powers from Atemi Abilities, Chi Mastery, or Body Hardening Exercises. If desired, these powers may be exchanged, one for one, for basic skill programs (excluding physical)
The character can choose three of the following: W.P. Escrima Stick(1d8 damage), W.P. Paired Weapons, W.P. Nunchuku, W.P. Staff, W.P. Kris (that wavy bladed knife that looks really cool), W.P. Sa Tjat Koen(three sectioned Staff that looks like nunchuku with an extra "chuck"), W.P. Sword.


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


Offline Step(SPECIAL!)


The offline step, is one of the most practiced techniques of Kuntaw. It is studied that everybody has a center line that travels down their person. Getting to the outside of the person, and disrupting this line makes it easier to throw, and/or strike vital parts of the body. To use this ability, the character makes a roll against the attackers as normal. If the roll exceeds, then the attack has missed, and the defender is now on the "outside" of the attackers center line, any throw that is attempted is +4 to strike, and any strike made is +2 to damage. Other things may be possible from this position, but that is up to the GM.


If an offline step roll fails, then the attack hits, full damage is done, and there is no chance to roll w/ punch/fall/impact.


Why Study KUNTAW?


Maharlika Kuntaw is a very balanced art, it deals with weapons combat, and relies on techniques that deal with incapacitating the opponent as quickly as possible, a good art against multiple attackers.



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.



Maniwa Nen Ryu By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 15 years (8 years as a Secondary Martial Art Style).


This style was founded in 1368 by Soma Shiro Yoshimoto (who was later known as Nen Ami Jion). In 1494, this art was taken to the village of Maniwa by Higuchi Kaneshige. After this period, the style gradually became associated with the village and was style taught to inhabitants for the village's defense. This school is widely known for its strong swordsmen. The primary sword used by this school is the daito (long sword). This school also teaches Naginatajutsu (naginata techniques), Sojutsu (spear techniques), and Kusarigamajutsu (Kusarigama techniques). Unarmed combat techniques are based off Jujutsu. Yadomejutsu is also taught by this school. Maniwa Nen Ryu focuses on extremely strong kokyu and kiai training. The school is also marked by seemingly clumsy postures and footwork which look awkward to the untrained, but are actually performed by a great deal of subtle technique. Training employs the fukuro shinai, quilted gauntlet, and padded headgear for protection. Techniques of this style work well against both armored and unarmored opponents. Since the death of the previous headmaster, Higuchi Sadahiro, the school has been led by the Maniwa Nen Ryu Hozonkai, under the direction of the Higuchi family. Training for this style can be found in Maniwa Village, Gunma Prefecture Japan.


Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
Stance: Their stances are often extremely low and the front leg is severely bent, while the back leg is straight.
CHARACTER BONUSES Add +10 to Chi
Add +2 to P.E.
Add +2 to P.P.
Add +4 to Spd.
Add +5 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: Breakfall, 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: Backward Thrust (New!), Death Strike (New!), Elbow, Hilt Strike (New!), Knee, Shoulder Throw (New!).
Holds/Locks: None
Weapon Kata (Select three): W.P. Daito (Large Sword), W.P. Fukuro Shinai (Blunt), W.P. Kusarigama (Axe & Chain), W.P. Naginata (Polearm), W.P. Yari (Spear).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Yadomejutsu Kata. Select a total of ONE (1) Martial Art Power from among Martial Art Techniques or Special Kata. 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).
Languages: Japanese
Weapon Proficiencies: W.P. Daito (Large Sword), W.P. Fukuro Shinai (Blunt), W.P. Kusarigama (Axe & Chain), W.P. Naginata (Polearm), W.P. Yari (Spear).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Isshin Ryu Kusarigamajutsu (3 Years), Kogusoku (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +2 to Parry, +2 to Maintain Balance.
3rd: +1 Attack per Melee, Gains Kiaijutsu Martial Art Technique.
4th: +2 to Strike.
5th: +1 Attack per Melee, Critical Strike on a Natural 18, 19, or 20.
6th: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
7th: +1 to Strike, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
8th: +1 Attack per Melee, +2 to Maintain Balance.
9th: Add +10 to Chi.
10th: +1 Attack per Melee, +1 to Strike.
11th: +2 to Parry, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
13th: +1 Attack per Melee.
14th: +2 to Dodge, Knockout/Stun on a Natural 19 or 20.
15th: +1 Attack per Melee, Select One (1) Chi Mastery Power
Why Study Maniwa Nen Ryu? A well rounded style that teaches a variety of techniques.



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


Skill Cost: Three "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), palm strike (1D6 damage), power/karate punch (2D4 damage), kick attack (2D4 damage), snap kick (1D6 damage), roundhouse kick (2D6 damage), multiple dodge, circular parry, and automatic parry in addition to the usual strike, parry and dodge.
Special Attacks: Forearm strike (1D4 damage), knee and elbow strikes (1D6 damage), body flip/throw
Locks/Holds: Arm hold, leg hold, wrist hold.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike or knock out from behind, death blow.


Character Bonuses: +1 to P.S. and P.E., +2 to Spd, +2D4 to S.D.C.
Additional Skills: Select one Ancient Weapon Proficiency.


Level Advancement Bonuses: Level 1: Add two additional attacks per melee, +1 on initiative, +3 to roll with punch/fall/impact, +3 to pull strike, critical strike on natural 20.
Level 2: +2 to strike, +2 to parry and dodge, +1 to disarm.
Level 3: Front Kick Attack does 1D8+2 damage and can learn any four of choice (as many as two can be exchanged for hand attacks, locks, or holds, if desired), +1 to body flip/throw.
Level 4: Add on additional attack per melee, +1 on initative.
Level 5: Learns Entangle, Learns Jump Kick (automatic critical strike), +1 to entangle.
Level 6: +1 to parry, critical strike on natural 18 to 20.
Level 7: Select one ancient Paired Weapons skill, +2 to disarm.
Level 8: Leap attacks (automatic critical strike).
Level 9: Add one additional attack per melee.
Level 10: +1 to body flip/throw (2D4 damage), +1 on initative, +1 to entangle.
Level 11: +4 to damage.
Level 12: +2 to parry and dodge.
Level 13: Knock-out/stun on natural 18 to 20, +1 to entangle.
Level 14: Add one additional attack per melee, +1 on initiative.
Level 15: Death blow on natural 20.



Hand to Hand: Martial Arts By Mantisking Entrance Requirements: None
Skill Cost: 3 Years
COMBAT SKILLS
Attacks per Melee: Two (2)
Escape Moves: Roll with Punch/Fall/Impact
Basic Defense Moves: Dodge, Parry, Automatic Parry
Hand Attacks: Strike (Punch), Knife Hand, Power Punch
Foot Attacks: Kick Attack (Does 1D6 Damage), Roundhouse Kick, Drop Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Deathblow, Leap Attack
Weapon Kata: W.P. Nunchaku
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch
2nd: +1 Attack per Melee
3rd: +2 to Parry/Dodge
4th: +2 to Strike
5th: Kick Attack now does 2D4 Damage, +1 to Roll with Punch/Fall/Impact
6th: +1 Attack per Melee, Knockout/Stun from Behind
7th: Knockout/Stun on a Natural 18+, Critical Strike from Behind, +1 to Pull Punch
8th: +2 to Damage
9th: +1 Attack per Melee
10th: Critical Strike on a Natural 19+, +1 to Roll with Punch/Fall/Impact
11th: +2 to Parry/Dodge
12th: +2 to Strike
13th: +1 Attack per Melee
14th: Deathblow on a Natural 20, +1 to Pull Punch
15th: +2 to Damage
Why Study HAND TO HAND: MARTIAL ARTS?



Masaki Ryu Kusarijutsu By Kuseru
Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10.
Skill Cost: 13 Years (7 Years as a Secondary Martial Art Style).


Created by Masaki Toshimitsu Dannoshin, head sentry at Edo Castle during the early part of the 18th century to prevent unnecessary bloodshed on the part of the castle defenders.. He added two weights to the ends of a two foot long chain and devised a series of skillful ways to disarm and subdue opponents. He named the weapon Manriki gusari (10,000 power chain) because he believed that it contained the power and ingenuity of 10,000 people. Masters of this style are renowned for being able to fight multiple opponents.


Costume: Kamishimo Zashi.(Ceremonial dress of stiffened hemp worn by samurai during the Edo period. Formal samurai attire consisting of a Kimono, Hakama, and Kataginu During the Edo Period, kamishimo become more 'everyday wear'.)
Stance: None.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +2 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, Entangle, Parry.
Advanced Defenses: Breakfall, Circular Parry, Disarm, Multiple Dodge.
Hand Attacks: Punch.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Choke, Death Strike (New!), Sweeping Throw (New!), Trip/Leg Hook (This is considered a special attack because it uses the chain, rather than the feet to perform a trip or leg hook).
Holds/Locks: Arm Lock, Wrist Lock.
Weapon Kata: W.P. Manriki-gusari (Chain).
Modifiers to Attack: Critical Strike, Knockout/Stun.
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).
Other Skills: Hojo-jutsu.
Language: Japanese.
Weapon Proficiencies: W.P. Manriki-gusari (Chain).
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), Gyokushin Ryu (7 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Ittasu Ryu (2 Years), Kashima Shin Ryu (3 Years), Kito Ryu (4 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Masaki Ryu Kusarijutsu (4 Years), Sosuishitsu Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact.
2nd: +1 to Parry, +1 to Maintain Balance.
3rd: Select One (1) additional Martial Art Power from Body Hardening or Martial Art Techniques.
4th: +1 Attack per Melee, +1 to Strike.
5th: Critical Strike on a Natural 18, 19, or 20.
6th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19 or 20.
7th: Select One (1) additional Martial Art Power from Body Hardening or Martial Art Techniques.
8th: +1 Attack per Melee, +1 to Maintain Balance.
9th: Receives Automatic Hold and Automatic Lock.
10th: +1 Attack per Melee, +2 to Parry.
11th: Select One (1) additional Martial Art Power from Body Hardening or Martial Art Techniques.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
13th: +1 Attack per Melee
14th: +2 to Dodge, Death Strike on a Natural 20.
15th: +1 Attack per Melee, Select One (1) Zenjorike.
WHY STUDY Masaki Ryu Kusarijutsu? In exchange for learning a variety of hand to hand moves, one learns a variety of mostly non-lethal moves to incapacitate opponents with a chain. Useful against single foes or multiple attackers.



Masaki Ryu Kusarijutsu (Masaki's School of the Art of the Chain)
By
Ray Bull


Masaki Ryu is one of Japan's older and more obscure martial arts. Masaki Toshimitsu Dannoshin was a guard at a Buddhist temple gate in Edo in the 1600's. He created the manriki-gusari so he could do his job and not break the Buddhist prohibition against spilling blood. He also developed the techniques for it's use and founded the school that teaches these techniques and bears his name.


A manriki-gusari can range from three to twelve feet long, with the average about six feet. The chain itself is called kusari and the weights are called fundo. Students of Masaki Ryu will use the manriki-gusari to entangle an opponent's weapon or limb, and then apply a lock or choke with the other end of the chain. Sometimes the manriki-gusari will be used to entangle and sweep the opponent's legs. With the manriki-gusari possessing the two qualities of adding to a martial artist's reach and being very concealable, it can be a devastating weapon in the right hands.


Training in Masaki Ryu can be obtained only in Japan. Even there it is not a popular and widely practiced art.


Entrance Requirements: None
Skill Cost: 10 Years (5 as a Secondary)
Costume: Standard Gi
Stance: None


CHARACTER BONUSES


Add +5 to Chi


Add +2 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 Defense Moves: Disarm, Multiple Dodge
Hand Attacks: Strike (Punch), Palm Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook
Special Attacks: Choke, Knee, Elbow, Body Flip/Throw, Crush/Squeeze, Body Block/Tackle, Death Blow
Weapon Katas: W.P. Manriki-gusari (Note: The Manriki-gusari can be used to perform Body Flip/Throw, Choke, Disarm, Holds, Locks, and Trip/Leg Hook.)
Holds/Locks: Arm Hold, Body Hold, Leg Hold, Elbow Lock, Wrist 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 two (2) Martial Arts Powers from Martial Arts Techniques, and Special Katas.
Languages: Japanese
Cultural: Hojo-Jutsu
Weapon: W.P. Manriki-gusari
Philosophical Training: Buddhism


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Jujutsu (4 years)


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Maintain Balance, +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
Level 2: +1 to Strike, +1 to Disarm
Level 3: +1 to Body Flip/Throw, Select one (1) Martial Arts Power from Martial Arts Techniques or Special Katas
Level 4: +1 Attack per Melee, Critical Strike from Behind
Level 5: +1 to Parry/Dodge, Knockout/Stun from Behind
Level 6: +1 to Damage, +1 to Roll with Punch/Fall/Impact
Level 7: +1 Attack per Melee, +1 to Maintain Balance
Level 8: Knockout/Stun on a Natural 20, Critical Strike on a Natural 19+, Select one (1) Martial Arts Power from Martial Arts Techniques or Special Katas
Level 9: +1 to Parry/Dodge, +1 to Disarm with W.P. Manriki-gusari
Level 10: +1 to Strike, +1 to Roll with Punch/Fall/Impact
Level 11: +1 Attack per Melee, Knockout/Stun on a Natural 19+
Level 12: Critical Strike on a Natural 18+, +1 to Body Flip/Throw with W.P. Manriki-gusari
Level 13: +1 to Parry/Dodge, Select one (1) Martial Arts Power from Martial Arts Techniques or Special Katas
Level 14: Deathblow on a Natural 20, +2 to Roll with Punch/Fall/Impact
Level 15: +1 to Damage, +1 to Disarm with W.P. Manriki-gusari


Why Study MASAKI RYU KUSARIJUTSU?


The techniques of this style revolve around an easily constructed and concealed weapon. An art dedicated to peaceful resolution of conflicts, Masaki Ryu is a simple style, but it can also destroy an opponent and his weapon.



Masaki-Ryu By Tinker Dragoon
Entrance Requirements: Alignment must be Principled, Scrupulous, Unprincipled, or Aberrant. P.P. 12 or higher. Skill Cost: 9 Years (6 years as a secondary Martial Art).


This style was created several centuries ago by Masaki Toshimitsu Dannoshin, a guard at Japan's Edo Palace. Though a proficient swordsman himself, Masaki considered it sacrilege to shed blood on the palace grounds, so he began searching for a less violent way of subduing intruders. Ultimately, he hit upon the idea of adding two weights to the end of a long chain, which he dubbed the ""manriki-gusari"" or ""10,000-power chain.""
The style subsequently became very popular with other palace guards, as well as policemen, for its ability to take down armed opponents with minimal harm. This style uses the manriki-gusari almost exclusively (the kusari-gama and kusari-fundo are also used, but rarely), and is not particularly effective when unarmed.
A Masaki-Ryu practitioner will typically enter combat twirling his chain while dodging and weaving between his opponents, and is quite proficient at striking and parrying against opponents on all sides.


Costume: Typically a gray or white karate uniform with black hakama.
Stance: Feet shoulder width apart, left hand at side holding one end of chain, right hand held out either twirling other end of chain in figure eight pattern, or holding chain wrapped in hand with handle pointing down (disguising length of chain, and providing extra power to a fore-knuckle fist)
CHARACTER BONUSES Add 5 to CHI
Add 2 to M.E.
Add 2 to P.P.
Add 1 to P.E.
Add 4 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall
Attack Moves: None.
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Circular Parry, Disarm, Automatic Entangle (New!)
Hand Attacks: Strike (Punch), Fore-Knuckle Fist (usually done with chain-grip in hand)
Foot Attacks: Kick Attack, Snap Kick
Jumping Foot Attacks: None.
Special Attacks: Body Flip/Throw, Critical Flip/Throw, Choke, Death Blow, Knee, Ensnaring Chain (Special! Counts as an entangle, but can be used to attack as well as defend. Costs 1 attack. Opponent may attempt to dodge, but not parry. If attack is successful, opponent is knocked down as per standard rules and cannot get back up without making a successful dodge roll at -4 against the entangle, unless the wielder chooses to release the chain himself), Spinning Chain Strike (Special! This attack involves spinning the chain either to one side or overhead, and can even hit opponents behind the wielder. Counts as a Critical Strike and cannot be parried without a shield, but can be dodged. Costs two attacks, and can only be used once per melee)
Holds/Locks: Arm Hold, Leg Hold, Neck Hold, Automatic Hold
Weapon Kata: W.P. Manriki-Gusari (Chain), at 3 levels above one's level of Masaki-Ryu
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically starts with the Zanshin Technique. Also choose two (2) powers from among Body Hardening, Martial Arts Techniques, and Special Katas.
Languages: Japanese
Cultural (choose 2): Ikebana, Bonsai, Calligraphy, Haiku, Ukio-E, or Go
Other: Hojo-Jutsu (can be done with chain as well as rope)
Weapon Proficiencies: W.P. Manriki-Gusari
Philosophical Training: Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:Jujutsu (4 Years), Lee Kwan Choo (4 Years), Moo Gi Gong (4 Years), Taido (5 Years), and Zanji Shinjinken-Ryu (3 Years)
If your primary Martial Art Form is one of those listed below, Masaki-Ryu may be learned in the time listed: Aikido (3 Years), Ninjutsu (4 Years), Zanji Shinjinken-Ryu (2 Years)
LEVEL ADVANCEMENT BONUSES 1st: +3 to Roll with Punch/Fall/Impact, +1 to Parry and Dodge, +1 to Breakfall
2nd: +1 to Disarm, +1 to Body Flip/Throw, +2 to Entangle/Ensnare
3rd: +1 attack per melee, +2 to Parry and Dodge
4th: +2 to Damage with Chain, Knockout/Stun on Natural 18, 19, or 20
5th: Choose an additional Martial Arts Power from Body Hardening, Techniques, or Katas
6th: +1 to Parry/Dodge, +2 to Body Flip/Throw (does 2D6 damage instead of 1D6)
7th: +2 to Strike, +1 to Breakfall, Critical Strike on Natural 18, 19, or 20
8th: +1 attack per melee, +2 to Disarm, +2 to Entangle/Snare
9th: Choose an additional Martial Art Power from Techniques, Katas, or Chi Mastery
10th: Double Existing Chi, +1 to Body Flip/Throw, +2 to Damage with Chain
11th: +1 attack per melee, +1 to Strike, Critical Strike/Flip from behind
12th: +2 to Roll with Punch/Fall/Impact, +1 to Breakfall
13th: Choose one additional Martial Art Power from Techniques, or Chi Mastery
14th: +1 to Damage with Chain, +2 to Body Flip/Throw (does 4D6 damage, instead of 2D6)
15th: Death Blow on Natural 19 or 20, Choose one Zenjorike power



Maschine Klatch By RMHOWA01@ulkyvm.louiseville.edu


A similar technique to Panzer Kunst, is the Maschine Klatsch ("machine clash"). Maschine Klatsch is another cyborg fighting method, much more common than Panzer Kunst. Any cyborg OCC can learn the Maschine Klatsch


Techniques known at first level: Break fall, roll with punch/fall/impact, pull punch, kick attack (1d4x10), karate kick (1d6x10), karate strike (1d4x10), knee/elbow strikes (5d6), body flip/throw, disarm


Bonuses: +1d4 M.E., +2d4 PPE, damage is 5 times base due to greater cybernetic strength


LEVEL ADVANCEMENT BONUSES


Level 1: 2 attacks to start, snap kick (5d6), knife hand (1d4x10), +1 initiative, +2 roll with punch/fall/impact, +2 parry, +1 dodge, +1 break fall, +2 disarm
Level 2: +2 strike, tripping/leg hooks, backward sweep kicks
Level 3: +2 damage, wheel kick (1d6x10)
Level 4: +1 attack, +1 initiative, +1 disarm, leap attack
Level 5: Power punch, power kick, critical flip on natural 19-20
Level 6: Critical on 18-20, critical from behind, +2 pull punch
Level 7: Roundhouse kick (2d4x10+10), axe kick (1d6x10), +2 roll with punch
Level 8: +1 attack,
Hertza Haeon, crescent kick (1d4x10+10),
Level 9: Jump kick (3d6x10), Death blow on natural 20
Level 10: Double PPE and leap attacks, +1 parry
Level 11: +1 attack, +1 strike, +1 dodge
Level 12:
Penetrating Strike, +1 initiative, +3 damage
Level 13: Death Blow!
Level 14: +1 attack, +2 punch attacks
Level 15:
Final Blow, +2 disarm, +1 break fall


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.


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.


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.



MASSAI By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style)
The Massai (also known as Masai, Maasai, Maasaï, and Masi) are one of the best known tribes of Africa, inhabiting the Great Rift Valley of East Africa, particularly western and central Kenya, and northern Tanzania. They are semi-nomadic pastoralists, rearing cattle, which sometimes requires them to find new pastures. Massai belive that Ngai, their rain god, granted them all cattle, which they use to justify raiding cattle from other tribes.
The warriors of the Massai are known as Moran, and they are chosen as a group every six to ten years by the clan elders. This age-related group then lives together, apart from the tribe, in a Manyatta from eight to twelve years, learning and developing the skills of survivors and warriors. All boys in the group are circumcised then dress in black while painting their faces with white chalk. Eight to twelve months later, they undergo the Eunoto, a sacred ritual which begins their status as veteran warriors, shaving their head and coloring their hair ochre. There are three classes of warriors among the Massai: the young, untried warriors; the veteran Moran; and the Lion Hunters. The Lion Hunters earn this privilege by killing a lion armed with nothing more than a spear.
Massai warriors are renowned for their agility, arrogance, fierce bravery, grace, speed, strength, and stubbornness, as well as a "jumping" dance in which they leap into the air from a standing position. Tight social organization, as well as their cattle raids and offensive warfare, combined with the mobility of cattle herding allows the Massai to go where the please and take what they want. A Moran protects his village and cattle, from other tribes as well as predators. He is also responsible for finding new pastures as well as possible cattle raids against other tribes.
Costume: Massai wear the shuka, a blood-red shoulder cloak, sandals, and may wear an elaborate pelt or head-dress, particularly from a lion. Massai wear earrings and take pride in creating large holes in their ear lobes.
Stance: Facing opponent, with one foot forward and the other back, arms extended forward and holding the spear in the right hand and shield on the left arm.
CHARACTER BONUSES Add +1 to M.E.
Add +2 to P.S.
Add +2 to P.P.
Add +1 to P.E.
Add +4 to Spd.
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: Combination Parry/Attack
Hand Attacks: Punch (Human Fist)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: Jump Kick
Special Attacks: Backward Thrust, Death Strike, Death Blow, Death Blow from Behind, Leap Attack, Trip/Leg Hook - Weapon (NEW!)
Holds/Locks: None.
Weapon Kata: W.P. Spear, W.P. Shield
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Weapon Tap
SKILLS INCLUDED IN TRAINING Martial Art Powers: None.
Languages: Maa (Ol Maa, Kimaa, or simply Massai).
Cultural: Herding Cattle, Play Musical Instrument: Kudu Horn
Survival: Camouflage, Prowl, Wilderness Survival
Weapon Proficiencies: W.P. Bow, W.P. Spear, W.P. Shield, 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: Peul (6 Years), Zulu Stick Fighting (8 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Damage, +2 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Dodge/Parry, +1 to Leap (add 6 feet to Leap Distance).
3rd: +1 to Initiative, +1 to Leap (add 6 feet to Leap Distance).
4th: +1 Attack per Melee.
5th: Death Strike on a Natural 20.
6th: +1 to Strike, +1 to Damage, +1 to Maintain Balance.
7th: +1 to Dodge/Parry, +1 to Leap (add 6 feet to Leap Distance).
8th: +1 Attack per Melee.
9th: Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
10th: +1 to Strike, +1 to Damage, +1 to Maintain Balance.
11th: +1 to Dodge/Parry, +1 to Leap (add 6 feet to Leap Distance).
12th: +1 Attack per Melee.
13th: Critical Strike on a Natural 19 or 20.
14th: +1 Attack per Melee.
15th: Death Blow from Behind.
Why Study Massai? The purpose of this style is to kill, plain and simple. A solid, combat effective form that stresses quickness and power. The perfect outdoor martial art. Like most weapon styles, this style can be used without weapons but it loses a great deal of its effectiveness.



Menadot-Valek Ga By danzig138


Menadot-Valek Ga, the Way of Inner Peace and Outer Force, is the martial art form developed and used by the Monks of Sh'Dha-Kor. It is an ancient style, developed millennia ago by the First Monk. According to legend, the First Monk was a mighty ruler, powerful and ruthless. One night, spirits stole into his chambers and abducted him. He awoke in the middle of the woods, alone, naked and with a different face. He wandered for days, trying to convince everyone he met that he was the ruler of the kingdom. Of course, no one believed him, and he was constantly mocked, ridiculed, and beaten. Tired of this treatment, he retreated back into the woods to live as a hermit.


He eventually taught himself to survive, and even prosper. After several years of this lifestyle, he wandered into a cave one night seeking shelter from a storm. He set about making a tiny camp, and built a fire. He then decided to explore the cave. As he explored the cave, he discovered that it opened up into a vast forest with alien vegetation and animals. Curious, he explored further. During this exploration, he was attacked by a bizarre creature that bit him. He felt the creature's venom coursing through his veins and thought he would die. He awoke later, in great pain, but relieved that he was still alive.


For the next several days, he tried to find his way out of the cave but had no success. He resigned himself to the fact that he would live out the rest of his life and die in this strange environment. He was soon attacked by some sort of humanoid creatures, but managed to fight the beast off, using skills that he had not previously possessed. He realized that somehow, he had been given a great gift. So he began to train, to hone his newfound skills even further. For many years, he trained, and thought, and meditated. He eventually realized that his previous life had been wasted in the acquisition of power and the oppression of others. This discovery gave him a new sense of purpose and dedication. He decided that he would find a way out of the cave, and that when he did, he would dedicate his life to helping others, and defending the weak and helpless. Then, by a stroke of luck ( or so he believed ), he found the opening back into the cave.


When he re-entered the cave, it was storming outside, and there was a small fire burning, but he could find no other beings. He found tracks that led from the fire to the back of the cave, but no others.


He left the cave, and soon realized that no time had passed in the outside while he had trained inside the cave. So he set about helping others, and eventually recruited others to aid in his quest.


The Monks of Sh'Dha-Kor neither seek out, or avoid combat. When combat is engaged, the Monk will respond to the opponent. If the opponent is aggressive, the Monk will act defensively, parrying attacks, and lashing out with snap kicks and tripping/leg hooks when safe. If the opponent is cautious and defensive, the Monk will react aggressively, using hand strikes, and jumping kicks.


Entrance Requirements: As per the Monk of Sh'Dha-Kor O.C.C.
Skill Cost: 15 years
Costume: Only the robes worn by the Monks.
Stance: Feet are spread about shoulder's-width apart, width the back foot at an angle, and the front foot pointing forward. The front knee has a slight bend. The back arm is held at waist-level with the hand in a fist, and the front arm is held at chest level, with the fist close to the chest in a backhand position.


CHARACTER BONUSES


Add 1 to P.S.


Add 1 to P.P.


Add 1 to P.E.


Add 5 to Spd.


Add 15 to P.P.E. ( or Chi )


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Circular Parry, Breakfall, Disarm
Hand Attacks: Strike ( Punch ), Knife Hand, Back Hand, Palm Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook, Backward Sweep, Reverse Turning Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Spinning Kick ( see Taido in Ninjas and Superspies, page 115 )
Special Attacks: Death Blow, Leap Attack, Forearm, Elbow, Knee Strike, Spinning Leap Attack ( See Taido, in Ninjas and Superspies, page 115 ), Spinning Kick/Neck Hold Choke ( SPECIAL! Used against two opponents, the Monk attempts a Neck Hold/Choke on one of the opponents, and, while maintaining the hold, immediately launches a spinning kick attack at the second opponent. This uses four attacks, and requires a strike roll at both opponents, each with a -3 penalty. If successful, the choked opponent suffers 1D6 damage direct to Hit Points, and the kicked opponent suffers 1D8+1 damage. If the attack misses, the Monk loses initiative and one additional attack for the melee. NOTE: The choke attack MUST succeed for the kick to be launched! )
Holds/Locks: Arm Hold, Body Hold, Neck Hold/Choke
Weapon Katas: Pick any three melee weapons.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select two powers from among Chi Mastery, Martial Art Techniques, orSpecial Katas ( including Chi Katas ).
Physical: Climbing
Philosophical: Menadot-Valek Ga ( This philosophy is similar to a combination of many Oriental philosophies, combining Shinto, Zen, and Buddhism ).


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Strike
Level 2: +2 to Parry/Dodge, +1 to Breakfall/Maintain Balance
Level 3: +1 to Flying Reverse Spinning Kick/Spinning Leap Attack, and Spinning Kick/Neck Hold Choke
Level 4: +1 Attack per Melee, Critical Strike on a Natural 19-20
Level 5: +2 to Strike, Knock-Out/Stun on a Natural 19-20
Level 6: Select one additional Martial Art Power from among Chi Mastery, Martial Art Techniques, and Special Katas ( including Chi Katas )
Level 7: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 8: Double existing P.P.E. ( or Chi )
Level 9: +1 Attack per Melee, Critical Strike on a Natural 18-20
Level 10: +2 to Parry/Dodge, +1 to Breakfall
Level 11: +1 to Flying Reverse Spinning Kick/Spinning Leap Attack, and Spinning Kick/Neck Hold Choke
Level 12: +2 to Strike, Knock-Out/Stun on a Natural 18-20
Level 13: Select one additional Martial Art Power from among Chi Mastery, Martial Art Techniques, and Special Katas ( including Chi Katas )
Level 14: +1 Attack per Melee, Death Blow on a Natural 20
Level 15: Double existing P.P.E. ( or Chi )



Mensur: German Fraternity Dueling By FlashFire
Entrance Requirements: Minimum of 4 Years of College on Education Level. No Alignment Restrictions, though the form doesn't appeal to backstabbers and cutthroats.
Skill Cost: 4 Years (2 Years as a Secondary Form)
"Nestled in the scenic rolling hills of Southern Germany lies the town of Tübingen. What separates Tübingen from other scenic towns in Southern Germany is its university founded during the 16th century. Fortunately, many old university buildings remain to this day since Tübengin's small size enabled it to avoid the general destruction of World War II."


"Tübengin's oldness goes beyond the age of its buildings. Unknown to most tourist, Tübengin still perpetuates the ancient art of sword dueling. Unlike many places in the world, where mock combats cater for tourists and movie crews, Tübingen's sword duels are painfully real."


Ancient Tradition Still Lives On, Thane B. Terrill, 1996


From settling gentlemanly disputes to tearing highwaymen new orifices, swordsmanship was considered a vital skill for the educated gentleman in 1500's Germany. For five hundred years, dueling has been part of the tradition and education of young Germans, surviving countless wars, numerous political regimes, and the current anti-militaristic movement of modern Germany. Though the tradition is restricted to only a few fraternity houses across Germany, its not likely to die out soon.


Saying that Mensur, the traditional fraternity dueling form, is somewhat restrictive is like saying that the average nuclear bomb will knock down a few houses. Opponents stand three feet apart opposite one another, plant their feet, and do not move from that position for any reason. The arm is held straight out at a ninety-degree angle with all blows and parries performed by wrist action and slight forearm movement. There are three blows in the form, one to the top, one to the left side, and one to the right side of the head. The parries are equally simple. The speed at which these moves are delivered, though, is tremendous with blows and parries flying faster than the eye can follow.


Armor is restricted to shoulder padding and neck braces, just in case an accidental blow lands there. The weapon of choice in this form is a three inch wide single edged sword that is about two and a half feet long and has a dull point and plain handle. Overall, the sword looks more like a South American machete than a traditional weapon.


One might think that this form is a little on the pointless side, due to its restrictions on attack locations and inability to move. However, the main purpose of the duel is not to demonstrate skill with a sword, but to prove one's bravery and ability to act under pressure. More of a psychological game, Mensur provides its practitioners with far more psychological benefit than physical, unless one counts the impressive scars.
Costume: Shoulder and neck padding
Stance: Feet planted squarely on the ground, flat-footed and solid. Off-weapon hand is planted on the hip and is not moved.
Character Bonuses
+3 to ME
+1 to PP
+10 to SDC
Combat Skills Attacks per Melee: Six
Escape Moves: Maintain Balance
Basic Defensive Moves: Parry, Automatic Parry
Advanced Defenses: Circular Parry
Hand Attacks: None
Foot Attacks: None
Special Attacks: Combination Parry/Attack, Power Block/Parry
Permanent Critical Strike (Special!) Every blow in Mensur is to the head. All of them. You either strike from above or the sides, but you always strike at the head. Therefore, every successful strike in Mensur is a Critical Strike and does double damage. Alternately, Heroes Unlimited states that head shots do damage straight to hit points, so that rule could replace this.
Holds/Locks: None
Weapon Katas: WP: Sabre
Modifiers to Attacks: Critical Strike
No Movement Clause (Special)


You can't move, not even to dodge, while using Mensur. Dodging requires dropping the form and its bonuses to go at the enemy like an untrained fighter.
Skills Included in Training Martial Art Powers: Wrist Hardening. This can be traded for any Basic Skill Program (excluding Physical)
Languages: German
Physical Skills: Fencing
Level Advancement Bonuses 1st: +1 to Strike, -2 (yes, that's *minus* 2) to Parry, Critical Strike, Permanent Critical Strike
2nd: +2 to Initiative
3rd: +1 to Parry, +1 to Save vs Pain.
4th: Warrior Spirit Kata (SK)
5th: One additional attack per melee
6th: +2 to Strike, +1 to Save vs Pain.
7th: Dam Sum Sing (BHE) and select one from Special Katas
8th: +1 to Parry
9th: One additional attack per melee
10th: Select one martial art power from Special Katas
11th: +2 to Strike, +1 to Save vs Pain.
12th: One additional attack per melee
13th: +1 to Parry, +2 to Initiative
14th: Select one martial art power from Special Katas
15th: +1 to Parry, one additional attack per melee
Why Study Mensur?
To connect with a tradition going back five hundred years, as well as to prove one's bravery and strength of will without getting one's head completely lopped off.



Hand to Hand: Military
By Mantisking Entrance Requirements: None
Skill Cost: 2 Years
COMBAT SKILLS
Attacks per Melee: Two (2)
Escape Moves: Roll with Punch/Fall/Impact
Basic Defense Moves: Dodge, Parry, Automatic Parry
Hand Attacks: Strike (Punch), Palm Strike
Foot Attacks: Kick Attack (Does 1D6 Damage)
Special Attacks: Bodyblock/Tackle, Bodyflip/Throw, Crush/Squeeze
Holds/Locks: Arm Hold, Body Hold
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch
2nd: +1 To Parry/Dodge
3rd: +1 to Strike
4th: +2 to Damage
5th: +1 to Roll with Punch/Fall/Impact
6th: Kick Attack now does 2D4 Damage
7th: Knockout/Stun from Behind
8th: Knockout Stun on a Natural 19+, Critical Strike from Behind
9th: +1 to Parry/Dodge
10th: Critical Strike on a Natural 19+
11th: +1 to Strike
12th: +1 to Damage
13th: +1 to Parry/Dodge
14th: +1 to Strike
15th: Deathblow on a Natural 20
Why Study HAND TO HAND: MILITARY? A solid, physical style with little in the way of frills.



Ming Jing, the Hell Mirror Martial Art (also known as the Martial Art of the Self-Mutilators)
By LordZaboem
Entrance Requirements : ME 12, PS12, and the character must have a PE of 13 or supernatural endurance (see Nightbane RPG for details about SN Endurance). This form is only taught to human inhabitants of the Nightlands or the doppelgangers who live there naturally.
Skill Cost : 6 years as a primary martial art, 4 years as a secondary
Author's Note : This martial art form is designed for use with standard N&SS/MC rules. Use in a Nightbane 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 certain characters at the same costs as Hand to Hand: Martial Artist. Humans use all of the martial arts powers normally, but the supernatural attributes of doppelganger characters prevent them from taking Body Chi or Kokyu. "Ming Jing" translates as "Hell Mirror." Although the origin of the name is a mystery, it is ironically appropriate. Hell Mirror Fighting was developed in the hellish Nightlands which are hidden from Nightbane Earth by the Mirror Wall.
Practiced by nomads deep in the Wastes, Ming Jing is perhaps the most unsettling martial arts style to come from the worlds of the Nightbanes. Waste wandering tribes are composed of escaped (or forgotten) doppelgangers, rogue hollow men, and the occasion very lost human. These barbarians face not only the harsh dry environment but also unrelenting attacks from monsterous predators like Lizard Kings. Even more dangerous are the incorporal predators which can not be fought with conventional weapons. The impoverished transients often own little to combat these threats other than their own bodies.
Many nomads have learned over time to gather and focus their own chi by wounding their own bodies. Their self-inflicted wounding is controlled but still very painful and disfiguring. Very many of the Waste Nomads learn at least the basics of Ming Jing under the cloaked sky of the Nightlands. Almost none live long enough to perfect the advanced techniques. Only a handful of Ming Jing masters (level 12 or higher) have existed over the last three thousand years. Although of these masters have been human or doppelganger, they are often mistaken for Nighbane due to their great power and the repulsive scars covering their bodies.
According to nomadic legends, a particularly long lived doppelganger created Ming Jing three millennia ago. Shang Po was a doppelganger who wandered the Wastes with a small tribe of humans. Shang Po's mortal reflection was the human Shang Po who resided on Nightbane Earth. Each was the ying-yang of the other without knowing of the others existence. Shang Po the human had somehow achieved a form of immortality. Whatever power preserved Shang Po the human also preserved Shang Po the doppelganger. Shang Po was already two hundred years old when he first challenged Hong.
Hong, a human, had been acting as the leader of Shang Po's tribe despite being a much younger and weaker man. Hong had decided to sell some of the tribespeople to a community of vampires in exchange for weapons and safe passage through their territory. All of the people in the tribe were horrified by Hong's plan, but only Shang Po the doppelganger had courage enough to oppose Hong.
What Shang didn't realize was that Hong had already sold his people out to the vampire intelligence. Hong had been transformed into a master vampire.
Hong quickly dispatched Shang Po by running him through the chest with a dull bronze sword. Hong marched his people into the vampires' sanctuary. Shang was left bleeding into the sand.
Despite his grievous wound, Shang Po the doppelganger could not die so long as his earthly twin remained immortal. Summoning his supernatural endurance, Shang pulled himself to shelter. He began to slowly recover.
Shang came to understand that his damaged body was channeling positive chi energy to the wound. He discovered that healing required positive chi. Shang taught himself how to borrow parts of this chi energy to augment the strength in the rest of his body. Like a broken bone growing back stronger than ever before, Shang was making his entire body stronger. Shang also learned he could gather smaller pools of positive or negative chi by inflicting minor flesh wounds on his body.
He slowly recovered over the next forty years. He never, however, allowed his chest wound to fully close. So long as the wound remained open, Shang Po grew substantially stronger.
Shang Po spent the next forty years tracking Hong. When the met again, Hong had not aged a day. By this time, Hong had created an army of vampires by kidnapping humans from earth one at a time. Five hundred secondary vampires and an uncounted number of wild vampires together had raided a Nightlands city and captured three thousand unarmed doppelgangers. They had been gathered for a blood sacrifice which was supposed to bring the Vampire Intelligence to their realm.
Shang Po challenged Hong to another duel. Not recognizing Shang, Hong gleefully accepted. Shang Po destroyed Hong with one mighty blow. Hong had been the Vampire Intelligence's only link to the Nightlands. Without Hong, all the other vampires immediately crumbled and fell into dust. Three thousand hostages stared in awe at the single doppelganger who destroyed thousands of vampires in one punch.
After that day, Shang Po the doppelganger wandered the Wastes for another eighty years. He aided other nomads whenever he could. He always remembered to teach them the basics of his techniques before leaving. At the end of this period, Shang Po simply vanished.
Training in Ming Jing relies upon basic strikes and kicks, but focuses most strongly on the ability to control pain. Ming Jing students are taught several techniques to handle pain. Students then continue the lessons by subjecting themselves to various forms of torture. A common technique is to visualize the chi energy radiating from the navel which Ming Jing calls the "birth wound." The visualization continues as the chi energy washes away the pain out of the body.
A constant danger to the student is addiction. Some students actually become addicted to pain. Every time a Ming Jing martial artist gains an experience level after the first, he must make three saving throws versus insanity. If all three rolls fail, the martial artist becomes addicted and will begin injuring himself not to gather chi but just to do it. Reduce the addict's ME to 1 and roll for one extra random insanity with each experience level afterward. Like any other addiction, an addiction to pain can be broken, but the addict can relapse at any time.
Costume: The chest may be clothed and even armored, but the arms and legs must be kept bare for access when performing self-mutilations. Traditionally, the miserable creatures who practice this style wear rags but not by choice.
Stance: Standing upright with legs slightly wider apart than shoulders, the martial artist holds his arms loosely at the sides. A knife or razor blade is held in the off hand. The primary hand is usually balled into a fist. Shoulders are drawn back. The mouth is either blank or frozen in scowl or grimace. When using negative chi, the artist will growl lowly and twich. When using positive chi, he will tend to stand still as a statue and not blink. The primary hand is held in a claw shape when negative chi is channeled into it and flattens into a knife hand when positive chi is focused on it.
CHARACTER BONUSES Add +3 PE
Add +10 hit points (not SDC!)
Add +10 base Chi
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact
Basic Defense Moves: Dodge, Parry, & Automatic Parry
Hand Attacks: Strike, Knife Hand
Basic Foot Attacks: Kick, Snap Kick
Special Attacks: Automatic Roll with Punch/Fall/Impact (new! - Because a Ming Jing fighter is so accustomed to pain and damage, they are better able to shake off the effects of a hard blow. He may roll with an impact to decrease damage as normal, but it does not cost him an attack per melee. He may do this as many times as he is struck, but he may not apply this move to self-inflicted damage.)
Holds/Locks: Choke
Weapons Katas: Knife (primarly used for inflicted wounds to self and less often used to parry, almost never used to attack)
Modifiers to Attacks: Critical Strike on a natural twenty, Pull Punch
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: A character will begin with Chi Healing at first level. He will need this power to heal damage from self-inflicted wounds. The Chi Healing of these wounds does, however, leave unsightly scars.
He also gets two new powers, Releasing the Chi and Charging the Flesh
Releasing the Chi (new! - As a single melee attack, the martial artist may self-inflict a wound on the arm or leg to release a quick supply of positive chi. Only self inflicted wounds will release the chi, but the martial artist can not miss so a roll to Strike isn't required. The artist can not Roll with the Impact of this blow to reduce damage. This wounding is usually done with the knife in the off hand which does 1D6 damage. Because only certain types of nasty wounds will work, damage is applied directly to hit points instead of SDC. A bite may be used in place of of a knife wound, but the only does 1D4 damage and takes 2 melee attacks. The benefit is that the artist gains a temporary bonus of chi points equal to x2 the damage of the wound. Add this chi to the character's own chi pool. That bonus exceeds the cost of healing those same hit points. Yes, a character may kill himself this way if he goes too far, but a high level martial artist can generate great amounts of chi from nothing other than the plundering of his own body's natural healing energy.
Charging the Flesh with Chi (new! - Similar to Charge Object with Chi, this technique allows martial artist to focus positive or negative chi into a single limb before attacking. This ability will allow the martial artist to directly attack creatures which are not normally harmed by physical attacks like vampires and ghosts. Limitations are the same as with Charge Object.)
When other Martial Arts Powers become available at later levels, choose from this list. Powers (except Chi Healing) may be traded for any skill package but only if the training takes place on Earth instead of the Nightlands.
Body Chi or Kokyu
Hardened Chi or Shi Jin
Soft Chi or Chao Jin
One Finger Chi or Negative Empty Chi
Radiate Positive Chi
Control Negative Chi
Control Revulsion
Blind Man's Kata
Chi Ball Kata
Any Body Hardening Technique from Ninjas and SuperSpies
Any Martial Arts Techniques from Ninjas and SuperSpies
Languages: none
Cultural: First Aid
Physical: athletics
Survival: Wilderness Survival
Philosophical Training: Ming Jing teaches an unusual combination of anatomy similar to yogic theory, a dark and cynical version of Zen, and the general concept that victory comes by way of sacrifice
LEVEL ADVANCEMENT BONUSES
1st: Two attacks per melee, +2 to Automatic Parry and Parry, and don't forget Chi Healing
2nd: +2 to Roll with Punch/Explosion/Impact, select a Martial Arts Power from the list above
3rd: +1 to Strike, +1 Attack per melee but this extra attack may only be used to perform Releasing the Chi
4th: +10 SDC, +1 Dodge, +1 PE, -1 PB
5th: Select another Martial Arts Power from the above list
6th: +1 Attack per Melee, -1 MA
7th: +2 to Parry, +1PS, -1PB
8th: +2 to Roll with Punch/Explosion/Impact, +1 ME, -1MA
9th: +10 Chi, +2 Dodge, -1 PB
10th: At this level, the character intuitively learns how to draw chi from a nearly mortal wound to the abdomen or head. Unlike the cuts from Releasing the Chi, this wound need not be self-inflicted. Some healing is allowed to keep the martial artist from bleeding to death or gaining infections, but the wound should be kept open. By keeping the wound from ever fully healing, the body is over-charged with positive chi. Hit Points lost from the injury which created the wound are not regained until the wound is fully healed. The tradeoff is that the martial artist gains a number of positive chi points equal to the lost hit points every day. In this survival mode, the body may store up to twice the normal limit of chi.
11th: +1 to Initiative, +1 PP, -1 PB
12th: +3 to Parry, +1 PE, -1 PB
13th: Select another Martial Arts Power from the list above
14th: Death Blow on natural 20, +1 IQ, -1 MA
15th: +1 Attack per melee, +3 to Strike, -1 PB
Why Study Ming Jing? There is no real reason to do it. No sane and healthy person would want to develop chi abilities by slicing themselves to ribbons. The cost, physically and mentally, is substantial. Fortunately, the Nightlands are filled with denizens who are neither sane nor healthy.
On the other hand, Mind Jing does offer an excellent edge to survival oriented characters. It also offers an interesting mixture of physical and chi powers. The Charge Flesh with Chi special power comes in handy against disembodied pests.
The style's weakness is in its own self-reliance. The martial artist is unable to draw on any other source of chi.



Mishima Ryu KARATE


By Himura_Battosai


Entrance Requirements: none


Skill Cost: 8 years(5 years as a secondary martial Art Form)


Mishima was created by Mishima Heihachi. Based on the Okinawan Art Form, Te, with additions from Jujitsu and other karate forms in Nippon (Japan). it is a very aggressive and hard style. It is made to fight one on one with other martial artists. In a fight, a master will attack aggressively, all defenses will be replied with hard counter-attacks. The goal is to do the most damage in the least amount of time.


Costume: Standard karate outfit. Do family nature of this art form, there is no formal rank structure or belt system. Mastery is achieved by beating ones master.


Stance: legs shoulder width apart, feet facing forward. One hand pulled back to the chest under armpit. the other forming a block with the hand level with the top of the shoulder, both hands clenched in fists.


CHARACTER BONUSES
Add 10 to Chi
Add 1 to P.S.
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 Defense: Dodge, Parry, Automatic parry


Advanced Defenses: multiple Dodge, Combination parry/Kick (special) used to parry with kicks, reply with a kick attack, axe kick, or Crescent kick, Break fall


Hand Attacks: Strike (punch), Power Punch, Fore-Knuckle Strike, Palm Strike, Demon Strike (special) a double palm strike that does 2D6 damage and can be used to funnel negative chi attacks., back hand


Basic Foot Attacks: kick attack, snap kick, Axe kick, crescent kick, reverse turn kick


Jumping Foot Attacks: jump kick


Special Attacks: death blow, Leap attack, Powerful Noogie (special) This is a head/neck hold that in combined with a noogie that does 2D6 per melee as long as the hold is unbroken, body Flip/Throw


Weapon Katas: None


Modifiers to Attacks: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from behind, Knock out/stun from behind.


SKILLS INCLUDED IN TRAINING


Martial Arts Powers: Three from Martial art Techniques, body hardening (including Demon Hunter from mystic China) 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 and Go


Philosophical Training: Bushido


If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Zanji Shinjinken Ryu (5 years), te (3 years), Tae Kwan Do (3Years)


LEVEL ADVANCEMENT BONUSES
1st + 1 Roll with punch/fall/impact, + 2 damage, + 1 Strike, Critical Strike from behind, knock Out from behind.
2nd + 1 Attack per Melee, + 1 Dodge/parry
3rd +1 Strike, + 2 Damage
4th + 1 Attack per melee, Critical Strike 19 -20
5th + 1 Strike, knock out19 -20, Select one additional martial arts powers from body hardening, Martial art techniques, or Special Katas.
6th + 1 Attack per Melee, + 2 strike
7th +1 parry/dodge, Critical Strike 18 -20
8th + 1 Attack per melee, + 1 Strike, + 2 damage
9th + 2roll with punch/fall/impact, Select one additional martial arts powers from body hardening, Chi mastery, or Special Katas.
10th + 1 Dodge/parry, + 1 attack per melee
11th + 1 damage, death blow 19-20
12th + 1 roll with punch/fall/impact, Select one additional martial arts powers from body hardening, Chi mastery, or Special Katas.
13th + 1 Strike, + 1 Damage
14th + 1 Attack per Melee, Double Chi
15th + 1 Strike, +2 damage, + 1 parry


WHY STUDY Mishima Ryu Karate? It is a destructive art, well suited for one on one confrontations. hefty amounts of damage teamed with fast strikes is highly effective. has some trouble with multiple attackers. but is still very well rounded. Limited Chi ability at lower levels does give it a disadvantage to arts with high chi use.



Mi Zong Quan- Lost Track Fist By HibikAlso known as Yan Qing Quan, the origin of Mi Zong Quan (Mai Zung Kyun in Cantonese) is kind of a mystery. Some contribute the creation of Mi Zong Quan to a man named Sung Tung, during the Qing Dynasty. Sung Tung was a revolutionary who had learned Kung Fu from Master Cheng of Shantung Province for a few years, before following a monk to Shaolin where he learned the Mi Zong Lohan Style of Kung Fu. He thereafter traveled China, perfecting his art of Mi Zong Quan.
Others say the art of Lost Track goes back to the Song Dynasty, to a man named Yun Qing. Yun Qing had learned Mi Zong Lohan Style from
Lu Junyi, who himself had learned it from Shaolin. Yun Qing was part of a group known as the Water Margin, a Robin Hood like group of 108 Martial Artists, who stole from the rich and gave to the poor. His art was known as Lost Track Fist after officials were unable to distinguish his style. Students often call the art Yun Qing Quan to pay respect to Yun Qing.
Lack of an accurate history or not, Mi Zong Quan remains one of the more popular styles of Kung Fu in Northern China, although being practically unheard of outside of China. This style, like its name, focuses on odd, unpredictable, inconsistent and almost illogical movement. Like in Zui Quan (Drunken Boxing), these movements serve to confuse and distract an opponent. There is also a fair amount of acrobatics to go along with the 'lost' footwork, involving leaps, jump kicks, rolls, and the like.
In combat, a master of Mi Zong Quan will use his confusing footwork and body movement to disorient an opponent. The Master will focus mainly on avoidance techniques for defense, while striking out with a palm or a punch, drawing power from Mi Zong Quan's considerable use of Internal Energy, when the confused opponent least expects it. Upper body attacks include toss, slap, roll, and capture, while lower body movements include leap, cut, hang, and tangle. Also, like Ba Gua Zhang, the style favors short, circular movements.
Training for Mi Zong Quan is almost exclusively available in Northern China. There are also roughly 8 sub styles of Mi Zong Quan.
Entrance Requirements: None.
Skill Cost: 14 Years (8 Years as a Secondary)
Costume: Standard Kung Fu outfit.
Stance: Bow Stance with the right arm raised up, hand closed into an inward fist, and the left arm almost straight down in a fist turned into the body.
Character Bonuses Add 10 to Chi
Add 2 to M.E.
Add 2 to P.P.
Combat Skills Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall, and Maintain Balance.
Attack Moves: Leap, and Backflip.
Basic Defense Moves: Dodge, Parry, and Auto Parry.
Advanced Defenses: Multiple Dodge, Roll, and Swaying Waist (Special! Similar to Zui Quan, this is a special form of weaving and ducking that is considered a Dodge, it cannot be combined with any other defensive move.),
Hand Attacks: Punch, Knife Hand, Palm Strike, and Backhand.
Basic Foot Attacks: Kick, Snap Kick, Crescent Kick, Tripping/Leg Hook, and Backward Sweep.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Deathblow, Forearm, Body Flip/Throw,
Holds/Locks: Elbow Lock.
Weapon Katas (Select Two): W.P. Gun (Staff), W.P. Qian (Spear). WP Jian (Straight Sword), WP Dao (Broadsword), WP Shan (Fan), and WP San Jie Gun (3 Sectional Staff). Add a new weapon Kata as per O.C.C. advancement bonus, or, if none, add one at Levels 4, 8, and 12.
Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, and Critical Strike from Rear.
Skills Included in Training Martial Arts Powers: Select a total of two (2) powers from among Chi Mastery Specialty Katas (Including Chi Katas), or Martial Art Techniques. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs.
Languages: Chinese (Mandarin or another Northern dialect)
Physical: None
Philosophical Training: Buddhism or Taoism (varies upon sub-styles, choose one.
If this is your primary martial art form, then the following other forms can be learned in shorter time: Drunken Style Kung Fu (7 Years), Baguazhang (6 Years), Zui Quan (7 Years), and Monkey Style Kung Fu (6 Years).
Level Advancement Bonuses 1st: +1 to Parry and Strike, +2 to Roll with Punch/Fall/Impact.
2nd: +2 to Dodge, +1 to Strike.
3rd: +2 to Roll and Backflip, +2 to Swaying Waist.
4th: +1 Attack per Melee, +1 to Dodge.
5th: Select an Ability from Chi Mastery, or Specialty Katas (including Chi Katas).
6th: Double Existing Chi.
7th: +1 to Flip and Backflip, +1 to Swaying Waist.
8th: Critical Strike on Natural 19-20.
9th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
10th: +1 Attack.
11th: Select an Ability from Chi Mastery (Including Advanced) or Martial Art Techniques.
12th: Select a Zenjorike.
13th: +1 to Roll and Backflip, +1 to Dodge.
14th: Double Existing Chi.
15th: +1 Attack, +1 to Roll with Punch/Fall/Impact.
Why Study Mi Zong Quan? A beautiful, sophisticated, and deceptively effective style. Mi Zong Quan effectively combines confusing footwork, smooth and fluid avoidance techniques, and swift attacks coupled with internal energy (Chi) to form a solid, effective style. An art favored more by those who prefer speed and grace over power.


Molson-Fu By ?


"Get back you pot-bellied Canadian freak" the American screamed in terror.


"No, you American scum, take your dollar and stick it!" the Canadian martial artist shouted with defiance as he began a devastating assault with his nunchaku-cans. The next day the American was found in a ditch ... beaten, broken and smelling of poutine and stale beer.


Entrance Requirements: Canadian birth only.
Skill Cost: None, all abilities are innate.
Costume: plaid lumberjack coat and maple leaf or canadien winter cap
Stance: hands in pockets with legs shoulder width apart or with one hand in front waistline with other hanging free for ease of holding beer.


CHARACTER BONUSES


Add 2D6 to S.D.C.


Add 2 to P.E.


Subtract 2 from Spd.


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: drunken stumble, drunken collapse, the snow shoe shuffle
Basic Defensive Moves: dodge, parry, automatic parry (with submarine sandwich), belly ice-slide
Advanced Defenses: flying beer grab, disarm
Hand Attacks: drunken arm flail
Basic Foot Attacks: lack-of-snowtires kick of frustration, flying oh-damn-ice-ass-over-teakettle flying two legged kick.
Special Attacks: hockey-player-mouth gumming bite, polar bear charge, Canada goose peck strike, beer belly roll over, final- Maple Leaf Gardens-tickets-scalper body block.
Holds/Locks: Its-my-beer-not-yours-hold, last beer hold,
Weapon Katas: Nunchaku-cans, submarine sandwich swords, poutine forks, snowball, hockey stick
Modifiers to Attack: critical beer strike, beer death blow, bonus to shock Americans with explantion of what poutine is.


SKILLS INCLUDED INTRAINING Martial Arts Powers: Body Hardening: beer belly of iron, cold resistance, puck biting/teeth hardening.
Languages: English, French-Canadian, proper use of the word "eh"
Survival: Extreme cold, extreme American ignorance of Canadian lifestyle
Physical: "line racing" (only hockey players will understand this one), polar bear wrestling, seal swimming
Philisophical Training: the Zen of Don Cherry


LEVEL ADVAMNCEMENT BONUSES None: these abilities are innately as high as the universe will allow in any single individual.



MOO DUK KWAN TANG SOO DO SOO BAK DO By SeonJin108
Entrance Requirements No Attribute or Alignment restrictions.
Skill Cost 8 Years (5 Years as a Secondary Martial Art Form)


The original art created by Hwang Kee, Tang Soo Do combines the circular techniques of Chinese Chuan Fa and the direct force attacks of Japanese Shotokan Karate with the diverse kicking tactics of Korean Tae Kyon. Unlike Tae Kwon Do, which focuses on speed and agility, Tang Soo Do values damaging strength. Tang Soo Do means "Tang Hand Way", after the Tang Dynasty of China, from which Tang Soo Do gets its Chinese techniques. It is also known as Soo Bak Do. Soo Bak is a now extinct classical Korean striking art related to Tae Kyon, and Hwang Kee took the name Soo Bak Do to venerate this ancient Korean art. A school of harsh discipline, training combines martial art techniques with wilderness survival. Students often have to run through snow, climb mountains, and swim rivers, all while in their skimpy dobok. Schools are found in both North and South Korea, usually in fairly remote regions. This school has spread through out the world, though in numbers far less than Kukkiwon Taekwondo has. Its popularity in the US is owed to the martial artist known as Chuck Norris, who studied this art while he was stationed in South Korea as a Air Force policeman.


Costume A white dobok similar to a karate gi, with midnight blue trim. Tang Soo Do does not issue black belts, but midnight blue belts, as black is seen as the color of perfection, and no one can achieve perfection.
Stance Dae Ryun Jase, a high back stance with the arms bent, the lead fist roughly at chin level, the rear fist pulled back, guarding the mid-section.
CHARACTER BONUS
Add 2 to PS
Add 15 to S.D.C.
COMBAT SKILLS
Attacks per Melee 3
Escape moves Roll with Punch/Fall/Impact
Basic Defensive Moves Automatic Parry, Dodge, Parry
Advanced Defensives Disarm, Multiple Dodge, Power Block/Parry (does damage!)
Hand Attacks Backhand, Duo-Fist Strike, Knife Hand, Power Punch, Punch
Basic Foot Attacks Axe Kick, Crescent Kick, Reverse Turning Kick (Combination Dodge/Kick), Roundhouse Kick, Side Kick, Snap Kick, Wheel Kick
Jumping Foot Attacks Flying Jump Kick, Flying Reverse Turning Kick, Jump Kick
Special attacks Combination Grab/Head Bash (SPECIAL! First the attacker rolls for a successful Strike. That's followed by a second Strike roll that represents a bash of the attacker's forehead directly into the victim's face or head. Damage is 2D6. No Parry or Dodge possible during the attack. Normal Critical Strike Rolls apply.), Combination Grab/Kick, Combination Strike/Parry, Death Blow, Elbow, Forearm, Knee, Leap Attack
Modifiers to Attacks Critical Strike, Critical Strike From Rear, Knock-Out/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING
Martial Art Powers Automatically receives the Special Hyung, Basahee (Bassai). Select a total of two (2) powers from among Body Hardening Exercises, Martial Art Techniques, and Special Hyung. If desired, any number of Powers can be traded one-for-one for any Basic Skill Program (excluding physical). Recommended Martial Art Powers are: Chagi, Combination of Winter and Summer Training, Iron Hand, Kihapsul, Kyukpasul
Code of Honor Ten Creeds of Moo Duk Kwan
Language Korean
Physical Climbing, Prowl
Philosophical Son
Survival Fasting, Wilderness Survival
Temple Meditation
If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time: Isshin-Ryu Karate (5 years), Kyokushinkai Karate (4 years), Moo Duk Kwan Tae Kwon Do (2 years), and Te (4 years)
LEVEL ADVANCEMENT BONUSES
1st +2 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind
2nd Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, and Special Hyung.
3rd +1 Attack per Melee
4th +1 to Parry/Dodge, Critical Strike on Natural 18 or better.
5th +1 to Roll with Punch/Fall/Impact, +2 to Damage
6th +1 Attack per Melee, Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, and Special Hyung.
7th +1 to Parry/Dodge, Knock-Out/Stun on Natural 19 or 20.
8th +1 to Maintain Balance, Death Blow on roll of Natural 19 or 20.
9th +1 to Roll with Punch/Fall/Impact
10th +1 Attack per Melee, +1 to Maintain Balance
11th Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, and Special Hyung.
12th +1 to Parry/Dodge, +1 to Strike
13th +1 Attack per Melee, +1 to Maintain Balance
14th +1 to Roll with Punch/Fall/Impact, +2 to Damage
15th Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, and Special Hyung.
Why Study MOO DUK KWAN TANG SOO DO?Good offensive abilities combined with a toughening program that involves wilderness survival and strength development.



MOO DUK KWAN TAE KWON DO
By SeonJin108
Entrance Requirements Must be of an good or honorable alignment.
Skill Cost 8 years


Moo Duk Kwan Tae Kwon Do was the result of the failed attempt to unite the Soo Bahk Do Association and the Korean Tae Kwon Do Association. After the union failed, members of the Soo Bahk Do Association left to join the KTA and formed Moo Duk Kwan Tae Kwon Do. The art evolved to reflect this, although the traditional Moo Duk Kwan still has much in common with Tang Soo Do. It has adopted the sporting aspect of the WTF, but in the traditional Moo Duk Kwan, sport has very little emphasis, and is merely one part of a much larger whole. Over the decades, several attempts were made to bring Moo Duk Kwan Tae Kwon Do back together with Moo Duk Kwan Tang Soo Do. Unfortunately, none have been successful, though a few instructors teach both arts. In combat, a Moo Duk Kwan Tae Kwan Do master will attack very quickly, most likely with a kick attack, aimed at a vital point for maximum damage. Though Moo Duk Kwan Tae Kwon Do shares the emphasis on speed of attack as other schools of Tae Kwon Do, efficiency is also included to quickly disable an attacker. Like all of the kwans, and Korean arts in general, kicking is the preferred method of attack in Moo Duk Kwan. The master will attack using his feet, moving closer to the opponent to quickly finish him off. If kicks at long range do not work, then he will move closer to disable with hand strikes. Finding a traditional Moo Duk Kwan school in America can be difficult, as most Tae Kwon Do schools in America are mainline sport schools. However, they can be found in most large cities, and in areas where there is a sizable ethnic Korean population. As with many other arts, for truly advanced teaching, you will have to go to South Korea.


Costume A white dobok, similar to a karate gi except that the top is a v-neck pullover style shirt. Black belts have a black trim along the edges and neckline of their uniform.
Stance A back stance, feet one step apart, with the front foot pointed forward and the back foot turned ninety degrees from the front. Most of the weight is on the back leg, and the knees are bent, though not crouching. Front arm is held out with the fist slightly below the chin, back arm is held low guarding the mid-section.
CHARACTER BONUSES
Add 1 to PS
Add 2 to PE
Add 1 to PP
Add 4 to Spd
Add 15 to S.D.C.
COMBAT SKILLS
Attacks per Melee 4
Escape moves Maintain Balance, Roll with Punch/Fall/Impact
Basic Defensive Moves Automatic Parry, Dodge, Parry
Advanced Defensives Automatic Roll, Breakfall, Disarm, Multiple Dodge, Power Block/Parry (does damage!)
Hand Attacks Backhand, Double Fist Punch, Knife Hand, Palm Strike, Power Punch, Punch, Roundhouse Punch, Uppercut
Basic Foot Attacks Axe Kick, Backward Sweep, Crescent Kick, Drop Kick (Combination Fall/Dodge/Kick), Reverse Turning Kick (Combination Dodge Kick), Roundhouse Kick, Side Kick, Snap Kick, Tripping/Leg Hook, Wheel Kick
Jumping Foot Attacks Flying Jump Kick, Jump Kick, Reverse Turning Kick
Special attacks Body Flip/Throw, Butjapgo-Chagi (Special! One opponent is grabbed and another is kicked simultaneously. Only takes one melee action, but requires two successful strike rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked.), Combination Grab/Kick, Death Blow, Elbow, Forearm, Knee, Leap Attack
Holds/Locks Ankle Lock, Elbow Lock, Wrist Lock
Modifiers to Attacks Critical Strike, Critical Strike from Rear, Knock-Out/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING
Martial Art Powers Select a total of two (2) Powers from among Body Hardening Exercises, Martial Art Techniques, or Specialty Hyung. Unlike Tang Soo Do, Moo Duk Kwan Tae Kwon Do does teach weapons. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical). Recommended powers are Chagi, Iron Hand, Kiaijutsu, and Tamashiwara.
Code of Honor 10 Creeds of Moo Duk Kwan
Languages Korean
Philosophical Training Son
Physical Acrobatics
Temple Meditation
Weapons Taught Bong (WP Staff), Joong Bong (WP Blunt), WP Knife Note: I have added this category so that players have an idea of what weapon forms they can select if they choose the Weapon Kata option. These are not automatically taught.
If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time: Isshin-Ryu Karate (5 years), Kyokushinkai Karate (4 years), Moo Duk Kwan Tang Soo Do (2 years), and Te (4 years).
LEVEL ADVANCEMENT BONUSES 1st +2 to Maintain Balance, Critical Strike from Behind, Death Blow on roll of Natural Twenty.
2nd +2 to Roll with Punch/Fall/Impact, +1 to Damage
3rd +1 Attack per Melee
4th +2 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better
5th +2 to Maintain Balance, +1 to Strike, , Select One (1) Additional Martial Art Power from Martial Art Techniques, Body Hardening Exercises, or Special Kata.
6th +2 to Roll with Punch/Fall/Impact, +1 to Damage
7th +1 Attack per Melee
8th +1 to Parry/Dodge, Critical Strike on Natural 18, 19, or 20.
9th +1 Attack per Melee, +2 to Maintain Balance
10th +2 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Martial Art Techniques, Body Hardening Exercises, or Special Kata.
11th +1 to Strike, +2 to Damage
12th +1 to Parry/Dodge
13th +1 Attack per Melee, +1 to Maintain Balance
14th +1 to Roll with Punch/Fall/Impact, Death Blow on roll of Natural 19 or 20.
15th Select One (1) Shin Gong (Zenjorike).
Why Study MOO DUK KWAN TAE KWON DO? In addition to being an effective form of unarmed combat, Moo Duk Kwan also offers something for those who wish to improve themselves mentally as well as physically.



MOO GI GONG Redux
By Mephisto
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 10 Years (6 years as a secondary martial art)


The description of this style is the same as that found in Ninjas and Superspies. If you don't own it then buy the damn book!


Important Note: Although this character may have more weapon skills than other characters, the character will not be as skilled in certain weapons as one with more specific weapon proficiencies. For this reason, W.P. Weapon Improvisation will not have bonuses as impressive as other W.P. skills, but it is more encompassing. Another important reminder is that if the character knows other W.P. skills or other martial arts that provide Weapon Kata's then those bonuses do not apply to the abilities presented below. The only bonuses that apply to the weapon abilities below are part of the Hwang-Do martial art.


Costume: Same as Ninjas and Superspies.
Stance: Same as Ninjas and Superspies.


CHARACTER BONUSES
Add +1 to P.E.
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, Leap, Back Flip.
Attack Moves: Leap, Roll.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defense Moves: Multiple Dodge.
Hand Attacks: Strike (Punch), Knife Hand, Back Hand.
Foot Attacks: Kick Attack, Crescent Kick, Backward Sweep, Tripping Leg/Hooks.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack.
Holds/Locks: None
Weapon Kata: W.P. Targeting, W.P. Weapon Improvisation (Modified), W.P. Weapon Improvisation - Paired (Modified).
Modifiers to Attacks: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Behind.


SPECIAL KATA: W.P. All Ancient Weapon (this Kata allows the Moo Gi Gong practioner to use W.P. Weapon Improvisation bonuses on all ancient weapons although damage bonuses from W.P. Weapon Improvisation do not apply to conventional ancient weapons). Also note that normal W.P. skill bonuses to strike, parry, and damage do not apply to anyone using Moo Gi Gong! W.P. All Ancient Weapons - Paired (this Kata is similar to above, but can be used in both hands. The damage bonus limitation as above still applies).


SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select one (1) power from among Body Hardening Exercises or Martial Art Techniques. If desired any power can be traded one on one for a basic skill program (excluding physical).
Languages: Korean
Cultural: None
Physical: W.P. Targeting, Athletics (General).
Survival: None
Temple: None
Weapon Proficiencies: Targeting, Weapon Improvisation, Weapon Improvisation - Paired
Philosophical Training: Buddhism or Zen Buddhism
If this is your Primary Martial Art Style then the following styles can be learned in a shorter time: Jujitsu (3 Years), Te (3 Years), Ch'in-Na (5 Years), or Shao-Lin (6 Years).


LEVEL ADVANCEMENT BONUSES
1st: W.P. Improvisation and W.P. Improvisation - Paired gain the following initial abilities. Bonuses to strike are listed as Strike bonuses (unarmed combat bonuses are listed as Unarmed Strike, Unarmed Parry and Dodge), while bonuses listed as Secondary Bonuses apply to one of the following areas: Parry, Throw, or Entangle. All secondary bonuses must be of the same type (they must all be either Parry, Throw, or Entangle bonuses no mixing bonuses through level advancement). Small objects not normally considered a weapon become 1D6 Damage weapons when used by this character. Throwing damage is 1D4 damage. Damage bonuses only apply to weapon attacks. Critical Strike with Improvised Weapons on 19/20 and Secondary Bonuses also apply to the Targeting Weapon Kata (if applicable).
2nd: +1 Strike, +1 Weapon Damage.
3rd: +1 Secondary Bonus, +1 Attack per melee.
4th: Choke attack applies with appropriate Improvised Weapon (must be a flexible item suitable for a choke attack), +1 Unarmed Strike.
5th: +1 Unarmed Parry and +1 Dodge, +1 Secondary Bonus.
6th: Select one (1) Additional Martial Art Power from among Body Hardening Exercises or Martial Art Techniques.
7th: +1 Weapon Damage, +1 Attack per melee.
8th: +1 to Back Flip
9th: Critical Strike with weapon on 18/19/20. This applies to all Improvised Weapons and the Targeting Weapon Kata.
10th: Select one (1) Additional Martial Art Power from among Body Hardening Exercises or Martial Art Techniques, +1 Unarmed Strike.
11th: +1 Unarmed Parry and +1 Dodge, +1 Secondary Bonus.
12th: +1 Weapon Damage, +1 Attack per melee.
13th: +1 Strike, +1 to Back Flip.
14th: Death Blow on roll of Natural 20.
15th: Select one (1) Additional Martial Art Power from among Body Hardening Exercises or Martial Art Techniques. Add +1 Secondary Bonus and +1 Weapon Damage.


Why Study MOO GI GONG?
By itself it offers the perfect espionage or martial art ability, that of using any object as an effective weapon. Combined with Hwang-Do it becomes a composite martial art the equal of any other in offensive capabilities.



Mountain Spirit Fighting Style By No Beard Pete


As in most Kankoran tribes, in the Mountain Spirit tribe of the Great Northern Wilderness in the Palladium world, one's ability to handle oneself in the wilderness and in combat are two of the main measures of a person's worth. While most all Kankoran can handle themselves in a fight, and most of them are even capable warriors, there are a few who go farther, who make a study out of combat. Their fighting style is freely taught to all members of the Mountain Spirit tribe who would learn. Other Kankoran, and even members of other races will be taught too, if they prove themselves worthy.


The Kankoran of the Mountain Spirit tribe don't really recognize their fighting style as being a "martial art" in the same way that humans recognize the fighting styles of Earth's east as martial arts. To them it's just the way many of their better fighters fight. As such it is considerably less formal. However, the practicioners do tend to be the more tradition minded members of the tribe, so in the process of learning it, practitioners tend to pick up a fair bit of the history of the tribe, moral training, and other random cultural tidbits. If you aren't a Kankoran and you go live with them to learn this fighting style (as more than a few warriors have done over the years), expect to leave thinking and acting a lot more like a Kankoran than you did when you started.


In combat, the martial art tends to be fast paced and deadly. Good use is made of claws and teeth, and weapon training includes use of the spear and knife. The Kankoran do not normally enter a fight without intent to kill or at least seriously injure. For some of the more squeamish humans who learn Mountain Spirit tribe style, this is less of a problem, as they likely practice with fists instead of claws. Some of the more savage or combat oriented humans who learn it, however, like this aspect and use some sort of claw like weapon.


The Mountain Spirit style of fighting is very acrobatic and involves a lot of movement and evasion. Blocks are not typically made unless movement is impeded or weapons are being used. When unarmed, lots of sweeping clawing attacks and kicks are favored, with bites coming into play at grappling range or in ground fighting. Training typically involves quite a bit of practice with knives and spears, both as weapons, tools, and movement aids.


Entrance Requirements: PP 13 and must be accepted by the Kankoran
Costume: Most Kankoran either wear or loin cloth or go nude, weather permitting. Note that a Kankoran's idea of permissive weather is likely quite a bit different that yours.


Stances:


Unarmed: Crouching, feet a shoulder's width apart laterally, one half a shoulder's width behind the other, with the hand corresponding to the rear leg touching the ground, torso inclined forwards


Knife: As above, with knife in the hand that's not on the ground


Spear: Crouching, feet a shoulder's width apart laterally, one half a shoulder's width behind the other. The spear is held either in the hand corresponding to the rear leg, with the butt on the ground, or diagonally across the body, with the hand corresponding to the rear leg towards the rear of the spear.


CHARACTER BONUSES


Add 2 to P.E.


Add 1 to P.P.


Add 6 to Spd.


Add 10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance, Backflip, Leap
Attack Moves: Leap, Cartwheel
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Multiple Dodge, Auto Dodge
Hand Attacks: Claw (1d8), Backhand (, and, if learnt by a non-claw having species, Punch, and Claw Hand [1d6])
Basic Foot Attacks: Kick attack, snap kick, roundhouse kick, crescent kick, backward sweep, tripping leg/hook, Reverse turning kick, drop kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turn Jump Kick, Vaulting Jump Kick (Special! The character runs and uses their spear to perform a pole vault-esque maneuver to propel themselves into the air, and then their opponent. Does 3d6 damage and a critical strike, if successful, but only use 1/2 bonuses when rolling to strike.)
NOTE: The roundhouse and crescent kick are performed by Kankoran quite differently than by humans, but still behave the same in terms of game mechanics.
Special Attacks: Leap Attack, Bite (1d8 for Kankoran or Coyles, 1d12 for Wolfen, and 1d4 for humans, elves, dwarves, or similar)
Holds: Arm Hold, Neck Hold
Weapons Katas: Spear, Knife
Modifiers to Attacks: Pull Punch/Claw, Critical Strike, Critical Strike from Rear


SKILLS INCLUDED IN TRAINING Martial Art Powers: Recieves Kangeiko and Shochu Geiko (Special: for Kankoran practicioners, double all exposure times only as they apply to cold and winter weather), and select either two additional powers from body hardening, MA techniques, or Special Katas _or_ one addition power from arts of invisibility, chi mastery, or atemi.
Languages: Wolfen
Physical: Gymnastics, Prowl, Climb
Survival: Fasting, Wilderness Survival
Cultural: Lore: Kankoran History and Legends


LEVEL ADVANCEMENT BONUSES Level 1: +2 maintain balance, roll, and dodge
Level 2: +2 strike, +1 parry and holds
Level 3: +1 APM, +2 initiative
Level 4: Select one additional MA Power from Body Hardening, MA Techniques, or Special Katas _or_ two weapons katas
Level 5: +2 dodge, +1 strike
Level 6: Death Blow on a natural 20, Critical Strike natural 18-20
Level 7: +1 parry, hold, initiative
Level 8: +1 APM, +2 initiative
Level 9: +2 maintain balance and roll
Level 10: +2 dodge, strike
Level 11: Select one addition MA Power from Body Hardening, MA Techniques, or Special Katas _or_ two weapons katas
Level 12: Death Blow on a natural 19-20
Level 13: +1 APM, +2 initiative
Level 14: +1 parry, hold, balance
Level 15: +2 dodge, strike


Why Study Mountain Spirit Fighting Style?


Well, if you are a Kankoran from the Mountain Spirit tribe, this is all about your heritage and being a part of your heritage. Even if you aren't it's a fun, acrobatic style that lets you jump and flip all over the place. It provides good weapons training, and a lot of wilderness and survival training to boot.



MSHINDI VITA SAANA By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style)
Also known as "Champion War Art" or "Victor's War Art," this style is a system of self defense developed for Africans. Using agility, coordination, rhythm and strategy to augment contemporary as well as traditional movements, this style can trace its origin to the elaborate polyrhythms found in African dance and music.
Costume: Street Clothes
Stance: A natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +2 to P.E.
Add +3D6 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Roll with Punch/Fall/Impact, Turn with Punch/Fall/Impact.
Attack Moves: Back Flip, Forward Spin.
Basic Defense Moves: Automatic Parry, Backward Turn, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Multiple Dodge, Spinning Evasion.
Hand Attacks: Double-Knuckle Fist, Duo-Fist Strike, Fore-Knuckle Fist, Knife Hand, Punch (Human Fist), Palm Strike, Power Punch.
Basic Foot Attacks: Axe Kick, Backward Sweep, Crescent Kick, Kick Attack, Roundhouse Kick, Tripping/Leg Hook, Wheel Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Strike, Combination Grab/Kick, Knee, Elbow, Forearm, Spinning Leap Attack.
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: None.
Languages: Kiswahili.
Cultural: Dance, Play Musical Instrument, Singing
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: 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 Strike, +1 to Parry/Dodge.
2nd: +1 Attack per Melee, +1 to Spin.
3rd: +1 to Damage, +1 to Back Flip, +1 to Roll with Punch/Fall/Impact.
4th: +1 to Strike, +1 to Parry/Dodge.
5th: +1 Attack per Melee, +1 to Turn.
6th: +1 to Damage, +1 to Back Flip, +1 to Roll with Punch/Fall/Impact.
7th: +1 to Strike, +1 to Parry/Dodge.
8th: +1 to Damage, +1 to Back Flip, +1 to Roll with Punch/Fall/Impact.
9th: +1 Attack per Melee, +1 to Spin.
10th: +1 Attack per Melee, +1 to Turn.
11th: Death Strike on a Natural 20.
12th: +1 Attack per Melee.
13th: +2 to Spin, +2 to Turn.
14th: +1 Attack per Melee.
15th: +1 Attack per Melee.
Why Study Mshindi Vita Saana? Since this form has a great number of new and unusual techniques, it is often baffling to students of other martial arts. Main disadvantage is in close combat and grappling situations where this style's best strikes can't be used. Best used on non-martial artists. A sound body is the perfect weapon, why should this style offer any mind-oriented abilities?



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).



MUKI By Kuseru
Entrance Requirements: No Attribute or Alignment Restrictions.
Skill Cost: 16 Years (14 Years as a Secondary Martial Art Style)
Muki is an Indian form of pugilism more than 300 years old, still practiced in the area of Uttar Pradesh. Striking techniques in this style use all the customary hand and foot strikes. Hand strikes include the finger tips, fore-knuckles, hand edge, palm, and elbow. In northern schools, high kicks are preferred, while in southern schools kicks are seldom above the waist. Sequences of techniques similar to Japanese kata are also used. Marma Adi (atemi strikes) and Marma shastra (atemi healing) are also taught in this style. Hand exercises, such as breaking rocks and coconuts, as well as jabbing the fingers into strips of leather, wooden walls, or buckets full of sand are also taught to increase hand strength.
Costume: Loincloth; If a shirt is worn, it is long and hangs outside the lower garment. Footwear is sandals. A turban is worn on the head.
Stance: Prefer a forward stance, with legs bent and shoulder-width apart. One hand extended loosely and held at the stomach in a fist.
CHARACTER BONUSES Add +2 to P.S.
Add +3 to P.P.
Add +1 to P.E.
Add +3D6 to S.D.C.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None
Basic Defense Moves: Automatic Parry, Dodge, Parry
Advanced Defense Moves: Power Block/Parry
Hand Attacks: Dart Strike (Spear hand), Dragon Fist Strike (Power Punch), Fingertip Attack, Fore-Knuckle Fist, Knife Hand, Mantis Strike (Gou Strike), Palm Strike, Punch (Human Fist), Snake Strike (Two-Finger Strike)
Basic Foot Attacks: Axe Kick, Backward Sweep, Crescent Kick, Kick Attack, Reverse Turning Kick, Roundhouse Kick, Snap Kick, Tripping/Leg Hook, Wheel Kick.
Jumping Foot Attacks: None.
Special Attacks: Death Strike, Elbow, Paralysis Attack
Holds/Locks: None
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of THREE (3) Martial Art Powers from among Atemi (including Advanced Atemi) and Special Kata (Note: Weapon Kata not available). Automatically receives Kanshu Body Hardening Exercise. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Eastern Hindi, Nepali
Cultural: Massage, Acupuncture & Moxibustion
Weapon Proficiencies: None.
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), Kalari Payit (7 Years), Silambam (5 Years), Thang-Ta (2 Years), Thoda (1 Year), Vajra-Musti (8 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Parry/Dodge, +1 to Damage.
2nd: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
3rd: +1 to Strike, +2 to Parry/Dodge, +1 to Damage.
4th: Select One (1) Additional Martial Art Power from Atemi (including Advanced Atemi) or Special Kata (Note: Weapon Kata not available).
5th: Knockout/Stun on a Natural 20.
6th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
7th: +1 to Initiative, Select One (1) Additional Martial Art Power from Atemi (including Advanced Atemi) or Special Kata (Note: Weapon Kata not available).
8th: Critical Strike on a Natural 19 or 20.
9th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
10th: +1 to Strike, +1 to Parry/Dodge, +2 to Damage.
11th: +1 Attack per Melee, Critical Strike on a Natural 18, 19, or 20.
12th: Add the Tamashiwara Martial Art Technique.
13th: Death Strike on a Natural 20.
14th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
15th: Select One (1) Additional Martial Art Power from Atemi (including Advanced Atemi) or Special Kata (Note: Weapon Kata not available).
Why Study Muki? One great disadvantage of this style is that it does not do well when dealing with multiple attackers. The strongest thing about this style is the easy Knockouts and Critical Strikes as one advances in levels of experience. A solid, combat effective form that stresses quickness and power. However, those looking for a balanced approach to combat may be disappointed with the lack of attention to the defensive side of things.



Deus Ex Multi-Fracto By Sinestus with L'Dogg


Often developed from solitude, boredom, and medical books, Multi Fracto is one of the deadliest combat styles ever developed. Unlike most styles, Multi Fracto does not teach in Dojo (as the students often spend most of their time in the hospital.) Nor does Multi Fracto focus on strength and agility. Instead, masters will select a single student deserving of their training, and meticulously instruct them the exacting techniques.
The philosophy of Multi Fracto is that the body's perfection should not be damaged externally. To shed blood in battle is simply inappropriate. The old Fists and Feet methods are too barbaric to serve any real purpose other than to bruise the body and anger the opponent. Pain is what really stops a man in his tracks, and thus pain is the most important aspect of the fight. Thus Multi Fracto does not leave bruised, battered bodies after the fight, only broken bones and internal bleeding.
General this style is NOT honorable, as it teaches the importance of kicking a downed opponent, and breaking the neck of an unconscious one. Many Arcade Jockeys and S-Techies are believed to have developed this style on their own while spending time in their cubes or prison. (If allowed this way, the two Martial Arts Powers are automatically: Resist Pain and Laugh At Pain.)


Requirements: I.Q.: 10, P.S. between 10 and 20.
Training: 10 years
Bonuses: +1 to I.Q., +2 to P.P. and P.E., +2D4 H.P..


Stance: Varies. There are two primary fighting stances:
Outfit: anything, usually comfortable clothes.
Combat Skills Attacks per Melee: 0 (only has the normal 2 for being human ... or whatever...) - CANNOT Gain the additional attack from BOXING
Hand Attacks: *knife hand, palm strike, elbow, *power punch.
Foot Attacks: tripping leg hooks, *snap kick, axe kick.
* NOTE: If NOT a successful break, only deals half normal damage. Breaks can only be attempted with these moves.
Jumping Attacks: Jump Kick
Basic Defense Moves: parry, dodge, auto parry, roll.
Advances Defense Moves: parry/break (one action, goes to arm or ankle lock and breaks, two rolls, roll for parry/grab, roll for break (must roll successful break to cause damage), immediate release after), Breaking disarm (Normal Strike bonus, attempt to break bones in hand), power parry
Holds/Locks: wrist lock, arm lock, ankle lock, leg hold, head lock
Escape Techniques: roll.
Modifiers to Attack: Critical, Critical from Behind, Break (Special, all strikes are an attempt to Break a bone, break is calculated separately and does not affect the strike bonus. If a strike is successful [meaning it hits], and the BREAK bonus added to the natural roll is Critical, the bone is broken, and the attack deals half normal damage, directly to Hit Points, a second successful strike to the same bone will either push it through an organ or the skin)
Special Moves: see Break.


Braking Dim Mak (Special Martial Arts Power) - Useable only as the character's first strike in a melee, and only once per combat. Critical/break of 15+, if successful, collapses the target's chest, fairly instant death (all internal organs destroyed, spine severed). If failed, but strike hits, only causes knock down. Takes three attacks. (Not available at first level.)
Weapon Katas: None, will never use weapons in close combat.
Additional Skills First Aid (+20%).
Martial Arts Powers: Select Two from Body Hardening, Martial Arts Techniques, or Atemi. (NOTE: can trade one in for Anticipation)
Level Advancement Bonuses 1st: +1 to Break, Critical on 19+, +2 to strike
2nd: +2 to Parry, +1 to dodge
3rd: +1 to damage, Select one Body Hardening, Martial Arts Technique or Atemi Power
4th: Critical 18+,
5th: +1 Parry, Dodge, and strike
6th: +1 Break, Select one Body Hardening or Breaking Dim Mak
7th: Critical 17+, +1 attack
8th: +1 to Roll, and parry
9th: +1 strike, Select one Body Hardening or Demon Hunter Body Hardening
10th: +1 to damage and parry, Critical from Behind
11th: +1 to Break, gain Paralysis Strike (attack)
12th: +1 to parry and dodge
13th: +1 attack, Critical 16+
14th: +2 damage, Death Blow on Natural 20 (automatic, no need to call, but no break bonus)
15th: +1 to break and strike.



Muso Shinden Ryu By Kuseru
Entrance Requirements: Restricted to Honorable Alignments. Minimum P.S. of 10, P.P. of 12, P.E. of 10, and Spd of 11.
Skill Cost: 14 years (10 years as a Secondary Martial Art Style).


Muso Shinden Ryu is a Japanese Kenjutsu style concentrating on Iaido and Battodo techniques. The origins of this style can be traced back to Hayashizaki Jinsuke Shigenobu (1546-1621), a somewhat mythological figure who is believed to have engaged in intense swordsmanship study for many years, as well as at least one Musha-Shugyo. It is said he developed the original Battodo techniques (though many other, older schools had similar iaijutsu techniques already established) after receiving enlightenment from praying Hayashi Myojin at Hayashizaki shrine in Okura village (in modern Yamagata prefecture). His style came to be known by various different names; Junpaku Den, Hayashizaki Ryu, Shin Muso Hayashizaki Ryu, Shimmei Muso Ryu, Shigenobu Ryu, etc. During the Meiji era, Nakayama Hakudo (Hiromichi, 1869-1958), an already excellent swordsman who had studied numerous shools, including Omori Ryu, Muraku Ryu, Muso Jikiden Eishin Ryu, Shindo Munen Ryu and Yamaguchi Itto Ryu, reorganized the style he inherited and formulated the principles and techniques of Muso Shinden Ryu. Aside from Hayashizaki Ryu, his primary techniques were from Omori ryu and Eishin ryu.


Muso Shinden Ryu concentrates on a variety of daito (long sword) combat techniques, especially iaijutsu and battojutsu techniques. Many seated as well as standing kata are also taught. Advanced practice includes duels with bokken and tameshigiri (test-cutting). It is believed that Hayashizaki himself stressed the spiritual side of training. Nakayama Hakudo also stresses the importance of sword training, no longer as a practical art, but as an method of improving oneself.


Training in Muso Shinden Ryu can be found in Finland, Japan, and the United States.


Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
Stance: Jodan 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. This posture is not usually advantageous against an enemy of greater skill.
Hidari (Left Hand) Jodan no Kamae: The left foot is advanced about a half step forward with the heel of the right, rear foot touching the floor, feet are parallel to each other with the weight on the balls of both feet. The body is held erect, facing squarely forward with the head held straight and looking into the opponent's eyes. The sword is held high above the head, pointing at the right ear. The left hand is held about four inches from the center of the body. The hands and shoulders are relaxed.
Migi (Right Hand) Jodan no Kamae: The right foot is advanced about a half step forward with the heel of the left, rear foot touching the floor, feet are parallel to each other with the weight on the balls of both feet. The body is held erect, facing squarely forward with the head held straight and looking into the opponent's eyes. The sword is held high above the head, pointing at the left ear. The left hand is held about four inches from the center of the body. The hands and shoulders are relaxed.
CHARACTER BONUSES Add +10 to Chi
Add +2 to P.S.
Add +1 to P.P.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Combination Parry/Attack, Multiple Dodge, Power Block/Parry.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Backward Thrust (New!), Combination Grab/Slash, Death Strike (New!), Hilt Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Bokken (Blunt), W.P. Daito (Large Sword).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Battojutsu. Select a total of ONE (1) Martial Art Power from among Martial Art Techniques or Special Kata. Except for Battojutsu, 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. Bokken (Blunt), W.P. Daito (Large 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: Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind.
2nd: +2 to Parry/Dodge, +1 to Maintain Balance.
3rd: Gains Iaijutsu Martial Art Technique.
4th: Select One (1) Additional Martial Art Power from Chi Mastery, or Martial Art Techniques, or Special Kata.
5th: +1 to Attack per Melee.
6th: Gains Suwariwaza Martial Art Technique.
7th: Select One (1) Additional Martial Art Power from Chi Mastery, or Martial Art Techniques, or Special Kata.
8th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20.
9th: Gains Kiaijutsu Martial Art Technique.
10th: +1 to Strike, +1 to Parry/Dodge, +1 to Damage.
11th: Select One (1) Additional Martial Art Power from Chi Mastery, or Martial Art Techniques, or Special Kata.
12th: +1 Attack per Melee, Death Strike on a Natural 20.
13th: +2 to Strike, +1 to Roll with Punch/Fall/Impact.
14th: +1 to Parry/Dodge, +2 to Maintain Balance.
15th: Select One (1) Zenjorike.
Why Study Muso Shinden Ryu? A deadly sword art combined with spiritual training. Muso Shinden Ryu's limited teaching of alternate weapons or techniques does hamper this style.


Muso Jukiden Eishin Ryu Kenjutsu Variant:
An early style created by Hayashizaki Jinsuke Shigenobu. Replace Bokken with Yari (Spear) for both Weapon Kata and Weapon Proficiency.


If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Hozo-In Ryu (3 Years), Muso Shinden Ryu (5 Years), Shinmuso Hayashizaki Ryu (4 Years).


Shinmuso Hayashizaki Ryu Variant:
Another early style created by Hayashizaki Jinsuke Shigenobu. Replace Bokken with Shoto (Short Sword) for both Weapon Kata and Weapon Proficiency. Replace Kiai Martial Art Technique with Sanpo Giri/"Three Directional Cut"Kata .


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), Hontai Yoshin Ryu (5 Years), Kaze Arashi Ryu (5 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Muso Shinden Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Sosuishitsu Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Tatsumi Ryu (5 Years).



Mu Te (Nothing Hand) By Mantisking Entrance Requirements: Character must take a vow of silence. If the character speaks just one word they cannot use any Chi Mastery or Zenjorike Powers, plus all bonuses and skills acquired from this martial art are at 1/2 effectiveness. To return to normal levels of ability, the character must return to the Temple and retake their vow of silence.
Skill Cost: 18 Years (Exclusive).
This style originates in a small temple on Owi Island off the coast of Japan. The inhabitants of this temple are dedicated to the worship of the Maitreya Buddha, the last of the five buddhas to appear on Earth. The members of this order have taken a vow not to speak until he has arrived. This sect may have originated in Korea with the Hwarang back in the 9th Century. It may also have connections with the Yellow Turban Rebellion of 184 A.D. in China.
The founders of this style were religious outcasts, sent to Owi Island by the Shogun in the 1700's. They developed this martial art to protect themselves from the other prisoners, political or otherwise, on the island. This style evolved as new inhabitants were accepted into the order, each bringing with them some sort of martial knowledge. Every new technique was evaluated for inclusion into the slowly growing art.
The inhabitants of the temple spend their day doing simple chores, cooking, cleaning, copying sutras, meditating, and other such activities. Martial arts practice is held twice daily. Once in the morning before the first meal of the day, and once in the evening after the last meal.
Students of this style try to follow the tenets of Buddhism, so combat is generally avoided. But if a confrontation is unavoidable a defensive attitude is assumed. The opponent will be allowed the first move and then will be quickly subdued.
Costume: Buddhist Robes.
Stance: A natural stance, feet at shoulder width and hands held open at waist level.
CHARACTER BONUSES: Add 15 to Chi.
Add 2 to M.E.
Add 1 to M.A.
Add 1 to P.P.
Add 1 to Spd.
COMBAT SKILLS: Attacks per Melee: One (1).
Escape Moves: Roll with Punch/Fall/Impact, Leap, Backflip.
Attack Moves: Leap, Backflip, Cartwheel.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defense Moves: Disarm, Breakfall, Circular Parry, Automatic Bodyflip/Throw.
Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Power Punch.
Basic Foot Attacks: Trip/Leg Hook, Crescent Kick, Axe Kick, Wheel Kick, Roundhouse Kick.
Jumping Foot Attacks: None.
Special Attacks: Roll/Knockdown, Paralysis Attack, Bodyflip/Throw.
Holds/Locks: Finger Lock, Wrist Lock, Arm Hold, Automatic Hold.
Weapon Kata: W.P. Bo (Staff).
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Knockout/Stun from Behind, Critical Strike, Critical Strike From Behind.
SKILLS INCLUDED IN TRAINING:
Martial Art Powers: Select a total of four (4) Powers from among Arts of Invisibility, Atemi Abilities, and Chi Mastery.
Languages: Japanese Sign Language.
Cultural: Read/Write Japanese, Cooking.
Physical: Gymnastics.
Survival: Fasting.
Temple: Meditation.
Weapon Proficiencies: W.P. Bo (Staff).
Philosophical Training: Maitreya Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Isshin Ryu (5 Years), Mien Ch'uan (9 Years), Pao Chih (9 Years), Sankukai (6 Years), Yu Sool (7 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, Critical Strike or Knockout/Stun from Behind, Critical Strike or Knockout/Stun on a Natural 20.
2nd: +1 to Strike, +1 to Breakfall.
3rd: +1 to Roll with Punch/Fall/Impact, Select one (1) Zenjorike Power.
4th: +1 to Parry/Dodge, +1 to Disarm, Double Existing Chi.
5th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
6th: +1 to Bodyflip/Throw (Bodyflip/Throw now does 2D6 damage), Select one (1) Martial Art Power from Arts of Invisibility, Atemi Abilities, or Chi Mastery.
7th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
8th: +1 Attack per Melee, Critical Strike on a Natural 18+ (Critical Strike now does Triple Damage), Double Existing Chi.
9th: +1 to Backflip/Cartwheel, +1 to Roll with Punch/Fall/Impact.
10th: +1 to Parry/Dodge, +1 to Leap (Add 5 feet to Leap distance).
11th: +1 to Breakfall, +1 to Roll/Knockdown.
12th: Double Existing Chi, Select one (1) Martial Art Power from Arts of Invisibility, Atemi Abilities, or Chi Mastery.
13th: +1 to Parry/Dodge, Select one (1) Zenjorike Power.
14th: +1 to Strike, +1 to Bodyflip/Throw.
15th: +1 to Damage, +1 to Backflip/Cartwheel.
Why Study MU TE?
This style is a perfect balance of physical, mental, and spiritual techniques. Mu Te is well-rounded, but not exemplary in any one area.


Myo Na Kunren (queer, meaning odd of course, training for weaklings)
By L'Dogg


This the ancient martial art of being a wuss. developed by a librarian who always got his ass whooped by the real martial artist coming home from work. one day the librarian, okii myo na, was getting his ass whooped and he decided that it would go no longer. so he locked himself up in the basement of his library with nothing to eat but the ancient rat poison inserted in the cheese. unfortunately eating this poison led okii to have continual dreams and hallucinations of grandeur and ass kicking. on one of this hallucinogen filled days he dreamed about a martial art so effective that it did its primary damage when getting it's ass whooped on hard thus was born myo na kunren.
Requirements: ummm... you gotta be a wuss have a high tolerance for pain and have a high M.E.
Training: "a minute to learn a life time to master"-shen meng (note: no other style can be coupled with this style under any circumstances)
Character Bonuses +1 P.P.
+3 P.E.
Stance: Arched over with slumping shoulders wavering stance mostly stands sorta angled so as to evade most attacks
Costume: ummmm... anything you want
Combat Skills Attacks per melee: 1
Hand Attacks: taunting slap(special), punch, back hand
Foot Attacks: snap kick, falling tripping leg hook, nad kick(special), neck stomp(special)
Basic Defense: dodge, auto parry, auto dodge, breakfall
Advanced Defense: disarm/rearm(special), disarm
Escape Moves: roll out, flee like coward(special)
Modifiers to Attack: auto flip throw, auto disarm(Note: myo na kunren master can use P.P. bonuses with autos and breakfall) critical from behind
Special Attacks: head butt, knee
Holds/Locks: wrist lock, finger lock, arm hold, leg hold, elbow lock
Weapon Katas: None
Skills: tumbling, running, prowl, prone fighting, blend(note no physical skills that give bonuses may be taken)
Martial Art Powers: At first level automatically receives Zenjorike technique Pin Ten Shogai (Giko No Kowaweru Kobushi To Issho Ni Kao)(Special). Select one body hardening.
Level Advancement Bonuses 1st: +2 auto anything +1 dodge
2nd: +1 strike and parry
3rd: +3 breakfall +2 disarm/rearm
4th: +1 breakfall triple damage from behind
5th: +1 attack, strike, parry
6th: +2 auto anything, dodge, breakfall
7th: Weapon kata: weapon improvisation(special)
8th: One additional body hardening
9th: +1 attacks, auto everything, critical 19-20
10th: +1 disarm, strike
11th: +1 auto, breakfall
12th: +1 attack +1 disarm/rearm
13th: One additional body hardening
14th: Automatic lock and auto hold
15th: Calm Minds Zenjorike


List O' Specials


Taunting Slap: opponent must save with 8(+1 per following slap) or higher to withstand the taunting slap. if opponent fails to save he becomes enraged and uncontrolled -1 strike, parry, dodge, initiative, and roll(note: minuses are not cumulative)


Nad Kick: nad kick does 1D4 direct to H.P. opponent must save vs. pain(12). if opponent saves he is stunned (-3 Spd -1 attacks for 1D4 melees) unless a natural 20 is rolled in which case no adverse effects occur. a failed save means the opponent is knocked unconscious for 1D4 melees


Neck Stomp: this move can only be performed after a successful nad kick and can only be done once per melee 2D4 direct to H.P.


Disarm/Rearm: this an enhanced version of disarm that allows the character to disarm somebody and put into their own hand. (only disarm/rearm bonuses apply) can be used in place of a dodge. afer a successful D and R the character cannot use the weapon until next action


Flee Like Coward: is a last resort escape move for those who have given up all hope of surviving combat and flee like cowards. this technique is used more often then not. some masters have been quoted screaming,"ouch, ouch I'm allergic to pain" while fleeing. this move gives the fleeing character +4 to dodge and +10 to SPD although the character can do nothing but flee and dodge.


Pin Ten Shogai: this is a special zenjorike power that creates a pseudo force field around areas being struck this barrier provides the following abilities:
-parry +2
-successful parry means the wuss takes nno ddamage
-redirects the damage bonus of the attacckerr back into the attacker
-if critical is rolled and parried the aattaackers attacking limb is broken in several places roll for saving throw v.s. pain at -3
Note: pin ten shogai takes little concentration but the wuss is so afraid that he can perform no other actions while using pin ten shogai. also before pin ten shogai can be used the wuss must survive one melee of combat


Why Take Myo Na Kunren? Because you are a wuss with a capital "W."

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