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Martial Arts Styles – N:


http://web.archive.org/web/20091027113840/http://geocities.com/kuseru/PMAN/StyleN.htm


Nagareboshi Ryu - The Falling Star School (Exclusive)
By Tinker Dragoon
Entrance Requirements: None
Skill Cost: 14 Years
This style from a remote mountain in Japan was created by an aged Buddhist monk in the year 1412 A.D. One night, while meditating under the open sky, the monk observed a falling star and was inspired to formulate a system of combat which emulated the speed and power of a meteor. This style has a legendary reputation for agility, and strongly focuses on swift motion.
Training in this style improves the practitioner's strength and dexterity. This style integrates hand strikes with locks and close-in striking techniques. Weapons training in this style includes the Ken (sword), Masakari (battle axe), Otsuchi (large hammer), and Shakujo (staff). Practitioners are schooled in the mastery of simultaneous attack and defense. When confronted with a fight, masters of this style enter combat aggressively, leaping or charging the opponent as soon as possible. Survival skills are also taught in this style. Advanced training in this styles focuses on Body Hardening Exercises and Special Katas.
Training in Nagareboshi Ryu is only available in Japan.
Costume: Standard Karategi
Stance: A solid two-legged stance where both legs are bent forward and both feet are pointed slightly outward. Arms are held in a wide wrestler-style position, with hands cupped forward in knife-hand position.
CHARACTER BONUSES
+5 to CHI
+2 to P.S.
+2 to P.P.
+3 to Spd.
+2D6 S.D.C.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Back Flip, Roll with Punch/Fall/Impact.
Attack Moves: Back Flip, Forward Spin, Leap, Roll.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defensive Moves: Combination Parry/Attack, Power Block/Parry.
Hand Attacks: Backhand, Knife Hand, Fore-Knuckle Fist, Power Punch.
Basic Foot Attacks: Drop Kick, Kick Attack.
Jumping Foot Attacks: Flying Reverse Spinning Kick.
Special Attacks: Body Block/tackle, Combination Grab/Head Bash, Death Blow, Headbutt.
Holds/Locks: Ankle Lock, Arm Lock, Finger Lock.
Weapon Kata: (Choose one) W.P. Ken (Sword), W.P. Masakari (Axe), Otsuchi (Blunt), W.P. Shakujo (Staff).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers
: Select a total of two (2) Powers from among Body Hardening Exercises (Including Demon Hunter) and Special Kata. If desired, any number of Martial Art Powers can be traded, one-for-one, for Basic Skill programs (excluding physical).
Languages: Japanese.
Physical: Gymnastics, Running.
Survival: Holistic Medicine, Mountaineering, Wilderness Survival.
Temple: Meditation.
Weapon Proficiencies: W.P. Ken (Sword), W.P. Masakari (Axe), Otsuchi (Blunt), W.P. Shakujo (Staff).
Philosophical Training: Mikkyo Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Fong Ngan (3 Years), Jujutsu (3 Years), Kyokushinkai (4 Years), Tae Kwon Do (3 Years), Taido (6 Years), T'ang-Su (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +2 to Initiative, +1 to Roll with Punch/Fall/Impact.
2nd: +1 Attack Per Melee, +2 to Parry, +2 to Leap (add 6 ft. to Leap Distance).
3rd: +2 to Dodge, +2 to Back Flip, Critical Strike on Natural 19 or 20.
4th: Add One Martial Art Power from Body Hardening Exercises (including Demon Hunter) or Special Katas.
5th: +2 Strike, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
6th: +1 Attack Per Melee, +2 Damage, +2 to Initiative.
7th: +2 to Dodge, Critical Strike on Natural 18, 19, or 20.
8th: Add One Martial Art Power from Body Hardening Exercises (including Demon Hunter) or Special Katas.
9th: +1 Attack Per Melee, +2 Strike, +2 to Leap (add 6 ft. to Leap Distance).
10th: +2 Damage, +2 to Back Flip, Death Blow on Natural 20.
11th: +1 Attack Per Melee, +2 Parry, +1 to Roll with Punch/Fall/Impact.
12th: Add One Martial Art Power from Body Hardening Exercises (including Demon Hunter) or Special Katas.
13th: +2 Initiative, +2 to Damage, +1 to Roll with Punch/Fall/Impact.
14th: +1 Attack Per Melee, +2 to Leap (add 6 ft. to Leap Distance).
15th: Critical Strike on Natural 17, 18, 19, or 20, 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).
Why Study NAGAREBOSHI RYU? A student of this style will become faster and more powerful, and he will be able to fully defend himself in many situations (though for lower level students multiple attackers could be a problem). Your average practitioner is also tough as nails and altogether intimidating. It's also flexible in combat distance, with leaps and jump kicks for long distance, a full range of combat distance strikes, and locks for grappling distance, however, However, those looking for a balanced approach to combat may be disappointed with the lack of attention to the defensive side of things.



Naha Te By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 13 Years (11 Years as a Secondary Martial Art Style).



The early Okinawan martial art of Naha-Te was created by Kanryo Higaonna (Higashionna?) (1853-1915). It is a synthesis of several styles of Chinese Chuan Fa. Higaonna studied in China under Ryu Ryuko (aka, Xie Chongxian (1852-1930), teacher of Whooping Crane (Minghe Quan) and his assistant Wai Shin Zan (aka Wan Shin Zan/Wai Xinxian, alleged to have been teaching a composite style composed of Lohan (Monk Boxing), Tat Chun (Tamo iron body), and Peho (Fukien White Crane)). Naha-Te is named after the port city (and present capital) of Okinawa, Naha. Due to the influence of Chinese styles in the development of this art, Naha-Te (Naha Hands) is often referred to as "To-De" (Chinese Hands).


Due to it's Chinese roots, particularly the influence of Ryu Ryuko's crane style, Naha-Te concentrates on defensive techniques, high stances, round moves and circular breathing emphasis. This style is rather more eclectic than traditional Chinese styles, possibly due to the influence of Tamo iron body training and Lohan boxing. Higaonna developed his teaching style to improve both mind and body, through physical training and spiritual training.


Costume: Black Karate Gi.
Stance: Feet a shoulder's width apart, both knees partly bent, forward fist extended at navel level, and rear fist pulled tightly back to waist.
CHARACTER BONUSES Add +1 to P.S.
Add +2 to P.E.
Add +2 to Spd.
Add +10 S.D.C. COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Multiple Dodge.
Hand Attacks: Draw Hand (New!), Hammer Fist (New!), Knife Hand, Palm Strike, Powered Punch (New!), Ridge Hand (New!), Spear hand (New!), Two-Finger Strike (New!).
Basic Foot Attacks: Backward Sweep, Kick Attack, Roundhouse Kick, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Strike/Parry, Death Strike (New!).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of THREE (3) Martial Art Powers from among Body Hardening Exercises, Martial Art Techniques, or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural (Choose One): Bonsai, Calligraphy, Go, or Ikebana.
Philosophical Training:
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Goju Ryu (3 Years), Kobujutsu (2 Years), Shukokai (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind.
2nd: +1 Attack per Melee.
3rd: +1 to Damage, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
4th: +2 to Roll with Punch/Fall/Impact.
5th: +1 Attack per Melee, Knockout/Stun on a Natural 20.
6th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
7th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
8th: +1 Attack per Melee.
9th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
10th: +1 to Parry/Dodge.
11th: +1 Attack per Melee, Critical Strike on a Natural 18, 19, or 20.
12th: +1 to Strike.
13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
14th: +1 Attack per Melee, + 1 to Parry/Dodge.
15th: +2 to Damage, Death Strike on a Natural 20.
Why Study Naha Te? This predecessor to modern karate is a good, strongly offensive form of martial arts that also includes weapon skills
.



Ngon On Saan Pai (Quiet Mountain System) By Mantisking
Entrance Requirements: None.
Skill Cost: 12 Years (Primary), 7 Years (Secondary).



This Southern Chinese style is composed of elements from the Emei school and from the five families of Southern Chinese martial arts. More interesting is it's use of the spear, which is a less than common weapon in Southern China. Emeishan (High Eyebrow Mountain) is known, along with Songshan and Wutangshan, as one of the three martial mountains. It is also known as one of the four Buddhist mountains. The founder of this style is Lim Yi Leui whose family originally came from the Szechuan Province of China.


When the Koumintang fled from Szechuan Province to Taiwan, the Lim family fled to Hong Kong and the protection of the British Empire. Yi Leui grew up very quickly after his family moved. A young, country boy exposed to a loud, raucous city found many ways to get into trouble. Relying on the martial art skills that his family had cultivated for centuries pulled him through every street fight and martial art duel. Over time, Yi Leui modified the spear techniques of his family style to work in the confining alleyways of the city and on small boats that dotted the harbor. But he never forgot his family's original home and named his new style in honor of the mountain that he was born a short distance from.


An Shan Pai -the name of the style in Mandarin--, like other southern kung fu styles, is a short range system although it is less aggressive than other styles. It relies mainly on hand and arm strikes when not using a weapon. This style also uses low stances and short steps while fighting. An Shan Pai stylists will avoid groundfighting. Eventually the system progresses from external to internal, teaching techniques of chi mastery as more experience is gained.


Schools (Kwoon) of this style can be found in Hong Kong, Taiwan, the United Kingdom, and the United States.


Costume: Standard kung fu uniform.
Stance: Horse Stance.
CHARACTER BONUSES Add 5 to Chi.
Add 1 to M.E.
Add 1 to P.S.
Add 1 to P.P.
Add 1 to P.E.
Add 10 to S.D.C.
COMBAT SKILLS Attacks per Melee: Two (2).
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact, Breakfall.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Disarm, Automatic Bodyflip/Throw.
Hand Attacks: Strike (Punch), Palm Strike, Backhand.
Foot Attacks: Sweep Kick, Trip/Leghook.
Special Attacks: Combination Strike/Parry, Paralysis Attack, Elbow, Forearm, Shoulder Ram.
Weapon Kata: W.P. Chiang (Spear) (This W.P. starts at third level. The combat skills Plant Spear (The character sticks the butt end of the spear into the ground. Any opponent making a Leaping, Jumping or Charging Attack takes 2D8 damage if the character rolls higher then the opponent's Strike roll.), Pinning Strike (This is an attempt to use a bladed weapon to stick an opponent's limb or clothing to a wall or floor. This attack only does ½ damage if it strikes a limb, as injury is not the primary intent of this attack. If successful this prevents the opponent from moving until the limb or clothing is freed. If clothing is pinned the opponent must spend an Attack to free themselves. While the clothing is pinned the opponent is at -2 to Parry, Dodge, and Strike. If a limb is pinned the opponent must spend two Melee Rounds and make a Saving Throw vs. Pain to free themselves. While the limb is pinned the opponent is -4 to Parry, Dodge, and Strike.), Choke, Trip/Leghook, Backward Sweep, Neck Hold, and Automatic Bodyflip/Throw can be performed with this weapon.)
Modifiers to Attacks: Critical Strike, Knock-Out/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of three (3) Powers from among Martial Art Techniques and Special Kata.
Languages: Chinese (Cantonese).
Cultural: Calligraphy, Shogi.
Temple: Meditation.
Weapon Proficiencies: W.P. Chiang (Spear) (Starts at the third level of proficiency).
Philosophical Training: Taoism or Buddhism.
If this is your Primary Martial Art style then the following other styles can be learned in a shorter time: Bak Mei Kuen (6 Years), Choy Li Fut (4 Years), Gui Long Chuan (7 Years), Li Chia Chuan (4 Years), and Shaolin Chuan (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, +1 to Parry/Dodge.
2nd: +1 to Maintain Balance, Critical Strike on a Natural 20.
3rd: +1 Attack per Melee, +1 to Strike.
4th: +1 to Parry, +1 to Damage.
5th: +1 to Breakfall, Select one (1) Martial Art Power from Martial Art Techniques or Special Kata.
6th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18+.
7th: +1 Attack per Melee, +1 to Strike.
8th: +1 to Maintain Balance, +1 to Parry/Dodge.
9th: +1 Attack per Melee, Select one (1) Martial Art Power from Martial Art Techniques or Special Kata (including Chi Kata).
10th: +1 to Damage, Select one (1) Martial Art Power from Chi Mastery or Special Kata (including Chi Kata).
11th: +1 to Breakfall, +1 to Strike.
12th: Knockout/Stun on a Natural 19+, Double Existing Chi.
13th: +1 Attack per Melee, +1 to Parry/Dodge.
14th: +1 to Damage, Select one (1) Martial Art Power from Chi Mastery or Special Kata (including Chi Kata).
15th: +2 to Strike, +1 to Damage.
Why Study AN SHAN PAI? A short range fighting style that eventually expands to become a multi-faceted martial art.



Ngo Cho Kun - Five Ancestor Fist Kung Fu By SeonJin108
Skill Cost: 10 years
Relatively unknown still in the West, Ngo Cho Kun is very prevalent in China and throughout South Asia. It is a hard, linear style, and it is believed many Okinawan Karate styles evolved out of Ngo Cho Kun. Indeed, it seems to share more with Okinawan Karate than many of the soft, circular kung fu styles.
An offshoot Shaolin style from Fukien, China, Ngo Cho Kun combines the techniques of five different chuan fa; Crane, Monkey, Tai Chi, Lohan, and Tat Chun. It was created by Chua Giok Beng nearly two hundred years ago. From there, it spread throughout Fukien to Hong Kong, Taiwan, and to the Philippines.
In combat, the master will attempt to close the distance to his opponent and overwhelm him with brutal hand strikes. Ideally, only one strike will need to be made. Failing a one hit victory, he will continue to press the attack with further hand strikes, sweeps, and take downs.
Ngo Cho Kun also includes weapon training with several melee weapons. Some weapons that are commonly thought to be of Okinawan origin, such as the sai, actually came from Ngo Cho Kun.
The Creed of Ngo Cho Kun, which all practitioners must follow, is:
· Your personal enemy is not as important as the people's enemy.
· Vengeance for the nation before vengeance for one's self.
· Act righteously, and persevere through hardship.
· Do not fight over words.
· You must love yourself before you can love others and serve your nation.
Schools of Ngo Cho Kun can be found in China, Hong Kong, Taiwan, and the Philippines. There are only a few schools in the US.
Entrance Requirements: No alignment or attribute restrictions, but prefers good, unprincipled, or aberrant alignments.
Stance: Called Chien Be. A sort of back stance, one foot in front, one in back. Sixty percent of the weight is on the back leg. Lead hand extended at chest level, open, rear hand pulled back at chest level, open.
Costume: A blue cotton kung fu outfit.
Character Bonuses Add +5 to Chi
Add +2 to PE
Add +1 to PP
Add +3 to Spd.
Add +10 to S.D.C.
Combat Skills Attacks per Melee: Two
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact
Basic Defensive Moves: Automatic Parry, Dodge, Parry
Advanced Defenses: Circular Parry, Combination Parry/Attack
Hands Attacks: Backhand, Double Fist Punch, Double-Knuckle Fist, Knife Hand, Palm Strike, Power Punch, Punch, Uppercut
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Tripping/Leg Hooks
Special Attacks: Body Block/Tackle, Combination Strike/Parry, Elbow, Forearm
Weapon Forms: (Choose three): Chang Bahn (Staff), Chang Bahn Jin (Staff), Giau Chiz (Staff), Giau Chiz Jin (Staff),
Leiu Yeh Dau (Large Sword), Sai (Forked - Paired), Shi-Zi Jen (Sword), Tonfa (Blunt - Paired), Tien Tzu (Blunt)
Modifiers to Attacks: Critical Strike, Critical Strike From Rear, Knock-Out/Stun, Pull Punch
Skills Included in Training Martial Art Abilities and Powers: Select two abilities from among Body Hardening Exercises (including Demon Hunter Exercises), Martial Art Techniques, and Specialty Forms (including Chi Forms). Automatically receive the Body Hardening Exercise of Dam Sum Sing.
Languages: Chinese (Mandarin)
Philosophical Training: Buddhism
Code of Honor: The Creed of Ngo Cho Kun
Level Advancement Bonuses 1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +2 to Maintain Balance, Knock-Out/Stun on Natural 20.
2nd: +1 to Strike, +1 to damage, Critical Strike or Knock-Out from Behind
3rd: +1 attack per melee, select one additional Body Hardening Exercises (including Demon Hunter Exercises), Martial Art Techniques, and Specialty Forms (including Chi Forms).
4th: +2 to Maintain Balance
5th: +2 to damage, critical strike on natural 18, 19, or 20.
6th: +2 to roll with punch/fall/impact, +1 to parry/dodge
7th: +1 to maintain balance, select one additional Body Hardening Exercises (including Demon Hunter Exercises), Martial Art Techniques, and Specialty Forms (including Chi Forms).
8th: +1 attack per melee, +1 to parry and dodge
9th: Knock-Out/Stun on natural 18, 19, or 20
10th: +1 to Maintain Balance, +1 to strike
11th: +2 to Roll with punch/fall/impact, select one additional Body Hardening Exercises (including Demon Hunter Exercises), Martial Art Techniques, and Specialty Forms (including Chi Forms).
12th: +2 to damage
13th: +1 attack per melee
14th: Select one additional Body Hardening Exercises (including Demon Hunter Exercises), Martial Art Techniques, and Specialty Forms (including Chi Forms).
15th: +1 to strike, +1 to maintain balance
Why Study Ngo Cho Kun? A terrific action-packed self-defense form. Capable of dealing with multiple attackers with ease, but has relatively few special abilities.




Nhahn Tay (Swift Hands) By Ray Bull


The history of Nhahn Tay begins in 1970 with Nyugen Van Khoi and the Viet Nam War. Khoi, at the age of 15, began learning martial arts from U.S. servicemen stationed near his home village. He learned various things as different soldiers left and arrived. Suddenly, in 1975, tragedy struck and South Viet Nam fell. Nyugen Van Khoi and his family escaped with just the clothes on their backs. After seeing his home and his country stolen from him, Khoi swore nothing would ever be taken from him again. With his wife and newborn son safe in the United States, Nyugen Van Khoi began to roam the world. Journeying from country to country, working menial jobs, sending money home to his family every chance he could. Learning, borrowing, or stealing all he could from every martial tradition, Khoi formed the nucleus of his new martial art. Finally after 15 years he settled at home with his family in San Francisco.


Nyugen Lon Tran, Khoi's son, enters the picture at this point, learning the basics of the art of Nhahn Tay. Ten years later, after Nyugen Van Khoi died fighting another martial arts master, Tran has inherited the system. Khoi's pain and anger over the loss of his home still infect the teachings of Nhahn Tay. Every student is taught to take all he can from every other martial artist he can find. Feared by many, respected by few, scorned by others, Nhahn Tay students are outcasts from the martial brotherhood. Fighting, for a master of Nhahn Tay, consists of a quick closure to combat range. He then attempts to eliminate the opponent as fast as possible, using a flurry of techniques escalating in lethality. Nhahn Tay may look unusual in it's practice due to it's origin in many different martial arts styles. But that in no way diminishes it's effectiveness. There are many small Nhahn Tay schools across the United States. Anyone who wishes to learn from the Grandmaster though, must go to San Francisco.


Entrance Requirements: M.E. 9+
Skill Cost: 10 years(primary), 5 years(secondary) Costume: Street Clothes


CHARACTER BONUSES


Add 1 to M.E.


Add 2 to P.S.


Add 1 to P.P.


Add 1 to Spd.


Add 15 to S.D.C.


COMBAT SKILLS
Attacks per Melee: 4 Escape Moves: Roll w/Punch/Fall/Impact, Leap Defense Moves: Parry, Dodge, Automatic Parry Advanced Defenses: Combination Parry/Attack, Multiple Dodge, Disarm Hand Attacks: Punch(Strike), Palm Strike, Single-Knuckle Fist Basic Foot Attacks: Snap Kick, Trip/Leg hook Special Attacks: Elbow, Knee, Death Blow, Leap Attack, Paralysis Attack, One-Hand Choke, Grab/Kick, Grab/Head Bash, Sticky Hands, Hand Hold/Strike, Combination Strike/Parry Holds/Locks: Arm Hold, Neck Hold, Wrist Lock, Elbow Lock Modifiers to Attacks: Pull Punch, Critical Strike


SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Automatically receive Martial Arts Technique: Jeet Kune Do Concepts at Level 1. You may also select 1 power from Body Hardening Exercises, and 1 power from Atemi Abilities. Languages: Vietnamese Physical: Body Building Philosophical Training: Survival is the ultimate ideology.


If this is your Primary Martial Art Form then No other forms can be learned in a shorter time, due to the actions of the founder of Nhahn Tay.


LEVEL ADVANCEMENT BONUSES
Level 1: Critical Strike from Behind, +1 to Initiative, +1 to Strike Level 2: +1 to Parry, +l to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20 Level 3: +1 Attack/Melee, +1 to Strike, +1 to Strike with One-Hand Choke Level 4: Gain 1 Martial Arts Power from Body Hardening Exercises, or Atemi Abilities, +1 to Disarm, +1 to Strike with Grab/Kick Level 5: Critical Strike on a Natural 19+, +1 to Parry, +1 to Damage Level 6: +1 Attack/Melee, +1 to Roll with Punch/Fall/Impact, +1 to Strike with Grab/Head Bash Level 7: +1 to Strike, +1 to Strike with Hand Hold/Strike, Gain 1 Martial Arts Power from Body Hardening Exercises, or Atemi Abilities Level 8: +1 to Roll with Punch/Fall/Impact, +1 to Damage, +1 to Leap(add 8 ft. to Leap distance) Level 9: +1 to Strike, Critical Strike on a Natural 18+, +1 to Strike with Sticky Hands Level 10: +1 Attack/Melee, +1 to Strike with One-Hand Choke, Gain 1 Martial Arts Power from Body Hardening, or Atemi Abilities Level 11: +1 Initiative, +1 to Parry, +1 to Damage Level 12: Critical Strike on a Natural 17+, +1 to Disarm, +1 to Strike with Grab/Kick Level 13: +1 Attack/Melee, +1 to Strike, Gain 1 Martial Arts Power from Body Hardening Exercises, or Atemi Abilities Level 14: +1 to Parry, +1 to Damage, +1 to Strike with Grab/Head Bash Level 15: +5 to SDC, +1 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20


Why Study NHAHN TAY?


Possibly the best close combat style, Nhahn Tay has stolen most of the special attacks from other styles. Unfortunately this has left it lacking in weapon skills and mystic abilities.



Hand to Hand: Nikar Lo By Brett Hegr


This is a martial art form that many D-Bee magicians and psychics practice. Earth mages and psychics have also begun to practice it. It is a combination of mental discipline and physical combat. It focuses on greater defensive ability and mental power. Physical attacks are present, but not emphasized.


Practitioners tend to use their more formidable magical and/or psychic powers for offensive purposes anyways. The name Nikar Lo comes from an ancient and powerful mystic that was said to have been granted godhood eons ago. He was a champion of magic and psychic powers and the good that they could be used for. Nothing has been written of him in over 20,000 years, so if he exists his whereabouts are unknown. Like the god, this martial art form is rarely found. Mages and psychics are generally the only practitioners and there is only a 1 in 200 chance of running into a mage or psychic that knows it.


Skill Cost: Equivalent to Hand to Hand: Expert. Not suggested for any genre besides Rifts, but it counts as one Physical skill if used in a genre that isn't O.C.C. oriented (plus, only mages and psychics can select it).
Skill Requirements: None
Attribute Requirements: None
Techniques Known at First Level: Automatic parry, dodge, and roll with punch/fall/impact. The only attacks known are a punch (1d4 damage) and a kick (1d6 damage).


Bonuses: +1d6+4 S.D.C., and either a +1 to M.E. and +10 I.S.P. or +1 to P.E. and +10 P.P.E. (player's choice).


LEVEL ADVANCEMENT BONUSES Level 1: Two attacks per melee, +1 vs horror factor, and +3 to roll with punch/fall/impact.
Level 2: +2 to parry, and +2 to dodge.
Level 3: +1 attack per melee and +1 to perception.
Level 4: +1 vs mind control (psionic, magic, and chemical) and +1 vs possession.
Level 5: +1 on initiative and +2 to strike.
Level 6: +1 to save vs magic and +1 to save vs psionic attack.
Level 7: +1 magical or psionic attack per melee (an attack that can be used only for one of those purposes)
Level 8: +2 to parry and +2 to dodge.
Level 9: Automatic dodge and +1 attack per melee
Level 10: +10 P.P.E. or +10 I.S.P. (player's choice).
Level 11: +1 vs horror factor and +1 to perception.
Level 12: +1 to save vs magic and +1 to save vs psionic attack, or add +1 to spell strength or add +10% to the skill level of psionic powers like Clairvoyance, Object Read, and other psionic sensitive abilities (choose one of the three option).
Level 13: +1 magical or psionic attack per melee (an attack that can be used only for one of those purposes)
Level 14: Critical strike from behind (double damage) and knockout/stun from behind.
Level 15: +10 P.P.E. or +10 I.S.P. (player's choice).



Self Defense Ninjutsu By Kuseru
Entrance Requirements: Minimum Attributes include P.S.: 10 and P.E.: 8.
Skill Cost: 5 Years (3 Years as a Secondary Martial Art Style).


This style has adapted to keep pace with the current attacks and weapons being used on the streets today. Self Defense Ninjitsu uses striking and grappling to counter the fighting techniques of Jujutsu and other martial arts being practiced. Physical training focuses on the use of refined body movement to facilitate self-protection techniques, as opposed to using techniques of muscle strength or speed. Training focuses on partners so the correct timing, distancing, and body mechanics are achieved. Since strength and speed decline over time and skill improves, this training is useful against stronger, faster, and younger opponents.


Costume: Black Karate gi, black ski mask, and black tabi.
Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside, rear foot pointed out and the front, knees bent. Forward fist rigidly extended on a straight line from the shoulder, rear fist tight against the waist.
CHARACTER BONUSES Add 2 to P.S.
Add 2 to P.E.
Add 10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: None.
Basic Defensive Moves: Dodge, Parry, Entangle, Automatic Parry.
Advanced Defenses: None.
Hand Attacks: Punch, Knife Hand.
Basic Foot Attacks: Kick, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Death Blow, Roll/Knockdown, Body Flip/Throw.
Holds/Locks: Neck Hold, Wrist Lock.
Weapon Kata (Pick Two): W.P. Jo Stick, W.P. Knife, W.P. Hanbo, W.P. Tonfa, W.P. Nunchaku.
Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: None.
Language: Japanese
Other Skills: Athletics, Meditation, Swim: Advanced, W.P. Jo Stick, W.P. Knife, W.P. Hanbo, W.P. Tonfa, W.P. Nunchaku .
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge, Critical on a Natural 20.
2nd: +1 to Roll/Knockdown.
3rd: Ko/Stun on a 19 or 20.
4th: +1 Attack per Melee.
5th: +1 to Damage.
6th:+1 to Strike.
7th: +1 to Roll with Punch/Fall/Impact.
8th: +1 to Maintain Balance.
9th: +1 to Roll/Knockdown.
10th: +1 Maintain Balance, +2 to Parry/Dodge.
11th: +1 Attack per Melee.
12th: +1 to Damage, +1 to Strike.
13th: Death Blow on a Natural 20.
14th: Critical Strike on a Natural 19 or 20.
15th: +1 to Roll/Knockdown.
WHY STUDY Self Defense Ninjitsu? The evolution of Ninjitsu into the modern age where 'Self Defense' arts and healthy lifestyles are prevalent, SD Ninjitsu still maintains some of the power and tradition of the most speculated about martial art.


Street Ninjitsu
By
Kuseru
Entrance Requirements: Minimum Attributes include P.S.: 10 and P.E.: 8.
Skill Cost: 4 Years (2 Years as a Secondary Martial Art Style).
A style of hand to hand combat typically taught as a "down-and-dirty" version of Ninjutsu, without all the "metaphysical psycho-babble."



Costume: Black Karate gi, black ski mask, and black tabi.
Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside, rear foot pointed out and the front, knees bent. Forward fist rigidly extended on a straight line from the shoulder, rear fist tight against the waist.
CHARACTER BONUSES Add 1 to P.S.
Add 2 to P.E.
Add 10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: None.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: None.
Hand Attacks: Punch, Knife Hand.
Foot Attacks: Kick, Trip/Leg Hook.
Jumping Foot Attacks: None
Special Attacks: Death Blow, Roll/Knockdown, Body Flip/Throw.
Holds/Locks: Arm Hold, Leg Hold.
Weapon Kata (Pick one): W.P. Sword, W.P. Thrown, W.P. Chain, W.P. Knife.
Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: None.
Other Skills: Athletics, Meditation.
Weapon Proficiencies: W.P. Sword, W.P. Thrown, W.P. Chain, W.P. Knife.
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES 1st: +3 to Roll with Punch/Fall/Impact, +3 to Pull Punch, Critical Strike from Behind.
2nd: +1 to Parry/Dodge, +2 to Strike, +1 to Disarm.
3rd: +1 to Damage.
4th: +1 Attack per Melee.
5th: +1 to Leap (add four feet of distance).
6th: Critical Strike on a Natural 18, 19, or 20.
7th: Gain W.P. Paired Weapons, +2 to Disarm.
8th: +2 to Leap (add eight feet of distance).
9th: +1 Attack per Melee.
10th: +2 to Body Flip/Throw (2D6 damage).
11th: +2 to Damage.
12th: +2 to Parry/Dodge.
13th: Knockout/Stun on a Natural 18, 19, or 20.
14th: +1 Attack per Melee.
15th: Death Blow on a Natural 20.
WHY STUDY Street NINJITSU? A step above the average martial art taught on the street, Street Ninjitsu tries to incorporate the more spiritual side of the martial art, but corrupt instructors and con artists have destroyed too much of the credibility and curriculum of the art
.


Niten Ryu Kenjutsu (Exclusive) By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 10, P.P.: 12, and Spd.: 10.
Skill Cost: 12 Years.



Also called Hyoho Niten Ichi Ryu and Nito Ryu. Niten Ryu was founded in the first half of the 17th century by Miyamoto Musashi Fujiwara Genshin (1584-1645). Niten Ryu techniques are economical, without flashy or exaggerated movements. Targeting is precise, and the distance and timing is tight and without wasted movement. The bokuto used in Niten Ryu are thin and light, to allow proper one-handed control, and to prevent excessive tiring during extended practice holding the bokuto at shoulder level.


Costume: Keikogi and Hakama
Stance: When carrying both swords, they are held together in the left hand, the daito is held most left by the pinkie and the shoto with the other fingers in such a way that the shoto tsuka points up more than the daito tsuka. The left arm is held straight down, the swords are brought to the hip only when something happens, like a bow for example or when you're about to draw the sword. When the shoto is inserted in the belt (which it is before starting the nito set), the daito tsuka is higher. To draw, the right hand grasps the daito, the left hand takes the shoto from below and both are drawn together so as not to cut a hand off.
CHARACTER BONUSES Add +2 to P.S.
Add +2 to P.P.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: None.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Automatic Roll, Breakfall, Disarm.
Hand Attacks: Punch, Knife Hand, Palm Strike.
Basic Foot Attacks: Kick, Snap Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap, Body Flip/Throw, Knee, Elbow, Forearm.
Holds/Locks: None.
Weapon Kata (Pick two): W.P. Bokuto, W.P. Katana , W.P. Wakizashi, W.P. Daisho.
Modifiers to Attack: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Automatically receives Iaijutsu. Select a total of two (2) Powers from among Body Hardening, Special Kata, or Martial Art Techniques.
Language: Japanese.
Cultural Skills: Calligraphy, Shodo, Meditation.
Weapon Proficiencies: W.P. Bokuto, W.P. Katana , W.P. Wakizashi, W.P. Daisho.
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Itto Ryu Kenjutsu (4 Years), Kashima Shin Ryu (3 Years), Kashima Shinden Jikishinkage Ryu Kenjutsu (4 Years), Kinzoku Shurikenjutsu (2 Years), Kurama Ryu Kenjutsu (8 Years), Muso Jukiden Eishin Ryu Kenjutsu (8 Years), Suio Ryu Kenjutsu (6 Years), Tenshin Shoden Katori Shinto-ryu Kenjutsu (6 Years), or Zanji Shinjinken Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st : +1 to Roll with Punch/Fall/Impact,+2 to Disarm, Critical Strike from Behind.
2nd: +3 to Strike, +2 to Parry/Dodge.
3rd: +1 Attack per Melee, Critical Strike on a Natural 19 or 20.
4th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
5th: +2 to Strike, +1 to Maintain Balance.
6th: +1 Attack per Melee, Death Blow on a Natural 20.
7th: +1 Attack per Melee, +1 to Disarm.
8th: +2 to Strike, +1 to Damage.
9th: +1 Attack per Melee, +1 to Parry/Dodge, +1 to Maintain Balance.
10th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
11th: +1 Attack per Melee,+1 to Damage.
12th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
13th: +2 to Strike, +1 to Disarm.
14th: Critical Strike on a Natural 18, 19, or 20.
15th: +1 Attack per Melee.
WHY STUDY Niten Ryu? To learn the swordsmanship skills of one of the greatest swordsman of all time is truly an honor
.


NUBA By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style)
Nuba Wrestling, also known as Sura, is the ancient wrestling style of the Nubians. Until the time of the Ancient Greeks, the Nubians were known as the greatest fighters in the world. This style is still a ritual of manhood in present day Sudan.
Practitioners of this style (who are also referred to as Nuba) train with weapons and also use an empty hand technique similar to Aikido. Grappling skills include balance, holds, locks, throws, and tripping. The style imitates young baboons or monkeys as well as certain other animal and insect characteristics. Nuba begin their training as young boys at cattle-wrestling camps where they learn to herd cattle, endure pain, meditate, wrestle, and use weapons.
Costume: Loincloth; If a shirt is worn, it is long and hangs outside the lower garment. Footwear is sandals. Some wrestlers wear gourds on their waist to prove their skill, as a broken gourd is both embarrassing and painful. Other wrestlers may wear a tail-like protrusions and/or animal tails bound to the legs below the knees.
Stance: Starting position is usually squatting on the ground, with elbows on knees, arms up and hands bent down.
CHARACTER BONUSES Add +1 to M.E.
Add +1 to P.S.
Add +2 to P.P.
Add +1D4 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Leap, Roll with Punch/Fall/Impact, Somersault
Attack Moves: Back Flip, Leap, Roll
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge, Breakfall, Disarm.
Hand Attacks: Knife Hand, Punch (Human Fist).
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Automatic Flip/Throw, Body Block/Tackle, Combination Grab/Face Punch (New!), Critical Flip/Throw, Elbow, Entering Throw (New!), Forearm, Hip Throw (New!), Knee, Leap Attack, Reverse Hold/Throw (New!).
Holds/Locks: Ankle Lock, Leg Hold.
Weapon Kata: W.P. Spear, W.P. Blunt, W.P. Staff
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility, Body Hardening Exercises, or from Monkey Kata (See Tai Sing Pek Kwar - Monkey Style Kung Fu). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Arabic
Cultural: Cattle Herding
Temple: Meditation
Weapon Proficiencies: W.P. Spear, W.P. Blunt, W.P. Staff
Philosophical Training: Traditional beliefs include ancestor worship, animism, and fertility rites.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gladiator (8 Years), Laamb (4 Years), Pankration (8 Years), Kiunga Cha Mkono (8 Years), Re-Efi Areh-Ehsse (1 Year), Sebekka (6 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +2 to Parry/Dodge
2nd: +2 to Roll with Punch/Fall/Impact
3rd: +2 to Body Flip/Throw (all Throws)
4th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening Exercises or Monkey Kata.
5th: +1 Attack per Melee
6th: Critical Strike on a Natural 19 or 20
7th: +2 to Leap/Back Flip
8th: +2 to Breakfall
9th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening Exercises or Monkey Kata.
10th: +1 Attack per Melee
11th: Critical Body/Flip Throw
12th: +2 to Holds/Locks
13th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening Exercises or Monkey Kata.
14th: +1 Attack per Melee
15th: Critical Strike on a Natural 18, 19, or 20
Why Study Nuba? Combination of good martial art moves and an impressive collection of weapon skills. A good style with a balance of offensive and defensive moves. A good all-around style with some nice moves and a solid basis. Plus, any characters who really want to "bulk up" will be pleased with a solid diet of Body Hardening Techniques.

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