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Martial Arts Styles – P:


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PANANTUKAN (FILIPINO BOXING) By Hengest Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 8 Years (6 Years as Secondary Martial Art).


Panantukan, or Filipino boxing, differs from the other Southeast Asian boxing styles in a number of ways. First of all, it is probably the style that most resembles western boxing. It uses very few kicks (those it does use are always low line) and, in terms of strikes, relies mainly on western-style punches, mixed in with the occasional open handed slap and the odd elbow or forearm.


However, it differs from western boxing in a couple of notable ways. One of these ways is what it calls gunting, a system of defence where, instead of simply blocking or dodging attacks, the incoming limbs are struck with punches or other blows to damage the opponent's limbs.


Another fundamental difference is that a Panantukan fighter will constantly be manoeuvring his opponent into positions where he is easier to hit. This manipulation makes Panantukan's already powerful strikes all the more dangerous.


Teaching is fairly hard to come by, but can be found outside the Philippines, mainly in the US and the UK.


Costume: Usually sweats or just shorts. Stance: Standard boxing stance.


CHARACTER BONUSES Add +1 to P.S. Add +2 to P.P. Add +2 to P.E. Add +2 to Spd. Add +10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Combination Parry/Attack, Gunting (Special! When defending, the character may elect to use a Gunting against any punch or kick. This involves punching the incoming attack. It costs one attack, but if the Gunting roll is successful the attack is blocked and the attacker takes 1D4 damage), Manipulate (Special! Once a melee round, the character may use a Manipulate in defense. This involves parrying and moving the attacker into a position where he may be more easily hit. It takes the place of an Automatic Parry and, if successful, blocks the attack. In addition, the defender may add +2 to Strike and Damage on the next attack on his assailant, providing it directly follows the Manipulate), Multiple Dodge. Hand Attacks: Backhand, Hook, Jab, Knife Hand, Palm Strike, Power Punch , Punch (Human Fist), Uppercut. Foot Attacks: Snap Kick, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Death Blow, Elbow, Forearm, Headbutt, Knee. Holds/Locks: None. Weapon Kata: None. Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knock-out/Stun, Pull Punch.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of Two (2) Powers from among Body Hardening Exercises (including Demon Hunter Body Hardening Exercises), Martial Art Techniques, or Special Katas (no Weapon Katas). Languages: Tagalog If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Lethwei (4 Years), Bando (4 Years), Choy Li Fut (4 Years), Jeet Kune Do (3 Years), Kyokushinkai (5 Years), Li Chia (4 Years), T'ang Su (4 Years)


LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Dodge, +2 to Manipulate, Critical Strike or Knockout/Stun from Behind. 2nd: +1 Attack per Melee, +1 to Strike. 3rd: +1 to Parry/Dodge, +1 to Damage. 4th: Knockout/Stun on a Natural 19+, +2 to Gunting. 5th: +1 to Roll with Punch/Fall/Impact, +1 to Manipulate. 6th: +1 to Strike, +1 to Damage, Critical Strike on 18+. 7th: +1 Attack per Melee, Select one (1) Power from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques and Special Kata. 8th: +1 to Strike, +1 to Roll with Punch/Fall/Impact. 9th: +1 to Parry/Dodge, +1 to Gunting. 10th: +1 to Manipulate, +1 to Damage. 11th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 12th: +1 to Strike, +1 to Damage, +1 to Gunting. 13th: +1 to Parry/Dodge, Select one (1) Power from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques and Special Kata. 14th: +1 Attack per Melee, +2 to Strike, +1 to Manipulate. 15th: Deathblow on a Natural 20, +1 to Parry, +2 to Gunting. Why Study ? A subtle but powerful style that uses angles of attack and defensive manuevers to set up its powerful blows. For the fighter who prefers intelligence over brawn.



PANKRATION By Kuseru Entrance Requirements: None. Skill Cost: 12 Years (10 Years as a Secondary Martial Art style). Over 2000 years ago, the ancient Greeks had developed a savage martial art called Pankration First introduced at the Olympic Games in 648 B.C., Pankration became the most popular and demanding of all athletic events. Only biting and gouging were prohibited, anything else went, although the Spartans allowed these in their local athletic competitions. Kicking is an essential part of Pankration, especially groin and stomach kicks, and powerful leg sweeps meant to knock an opponent off his feet. Kicks above the belt were used sparingly, with blows aimed to the head or face only when an opponent was on the ground and unable to block or catch the attacker's foot. Pankration bouts were extremely brutal and life-threatening. Masters were skilled grapplers and who applied an effective number of knockdowns, chokes, and joint locks. Strangulation was most feared during combat, as it was the leading cause of death in matches. Costume: No clothes or a simple loincloth and sandals. Stance: None. 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, Automatic Parry. Advanced Defenses: Breakfall. Hand Attacks: Punch Basic Foot Attacks: Trip/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Body Flip/Throw, Body Block/Tackle, Critical Flip/Throw, Choke, Pin/Incapacitate, Crush/Squeeze. Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Automatic Hold, Finger Lock, Wrist Lock, Elbow Lock, Automatic Lock, Leg Lock. Weapon Katas: None. 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 Atemi Abilities, Body Hardening or the Tamashiwara Martial Art Technique. Language: Greek. Physical Skills: Boxing and Wrestling. LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Flip/Throw on a Natural 20. 2nd: +3 to Maintain Balance, +2 to Body Flip/Throw (2D6 Damage). 3rd: +1 to Parry, Select One (1) Additional Martial Art Power from Atemi Abilities or Body Hardening. 4th: +2 to Damage, +1 to Choke. 5th: +1 Attack per Melee, Knockout/Stun on a Natural 18, 19, or 20. 6th: +2 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20, Critical Flip/Throw on a Natural 19 or 20. 7th: +1 to Maintain Balance, +1 to Body Flip/Throw. 8th: +1 Attack per Melee, +1 to Choke. 9th: +1 to Parry, Select One (1) Additional Martial Art Power from Atemi Abilities or Body Hardening. 10th: +2 to Punch. 11th: +1 to Maintain Balance, +1 to Body Flip/Throw. 12th: +1 to Roll with Punch/Fall/Impact, +1 to Parry. 13th: +1 Attack per Melee, +1 to Choke. 14th: Select One (1) Additional Martial Art Power from Atemi Abilities or Body Hardening. 15th: +1 to Maintain Balance, +1 to Body Flip/Throw, Critical Body Flip/Throw on a Natural 18, 19, or 20. WHY STUDY PANKRATION? Powerful strikes and lethal grappling skills make Pankration a good martial art. While weak on mental skills, Atemi more than makes up these deficiencies. Not great against multiple attackers but whoever gets attacked is going to get hurt (or worse).




Pankration (Exclusive) By Lee Casebolt


Meaning "total victory" or "all-powers" (auth. note - from context, I would translate it to "complete style", but my area is martial arts, not languages), the Pankration was the third combat sport to be added to the original Olympics. The other two, boxing and wrestling, were brought back with the modern Games, but Pankration would not re-emerge as a major event until the mid 1990s.


As the name implies, Pankration is a complete fighting event, with biting and eye gouging the only fouls; all other tactics were legal, and even those rules were not enforced as strictly as they might have been. Victory was achieved by knocking an opponent unconcious or forcing his surrender. Death was by no means an impediment to victory - the most famous story of pankration tells how a fighter locked in a choke hold forced his opponent to surrender with an ankle lock, only to die from the choke as his victory was announced. Modern competitions are rugged affairs, but somewhat more closely regulated.


Technically, the Pankration encompassed kicking, punching, and throwing techniques while standing, and a variety of joint locks and chokes while prone. In form, it is not very different from Japanese jujutsu, or certain Chinese styles. Training consists of many of the same exercises used in Oriental arts - shadowboxing/forms practice, sparring, and body strengthening exercises. As primarily a sportive form, formal Pankration training is not particularly concerned with weapons work, multiple opponents, or "internal power" development.


Classical Pankration training is not available in modern times, but forms similar enough in function to be considered identical are becoming more and more available in the US (primarily the West Coast), Canada, and Japan.


Entrance Requirements: P.S. and P.E. of 12. Skill Cost: 8 years Costume: Classical Pankration was practiced in the nude, as were most Greek sports. Modern equivalents may wear any costume. Stance: Generally similar to a boxer's stance. Like the costume, the stance will vary with the preference of the fighter.


CHARACTER BONUSES


Add 2 to P.S.


Add 1 to P.P.


Add 2 to P.E.


Add 15 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defensive Moves: Parry, Dodge, Automatic Parry Advanced Defenses: Automatic Roll, Breakfall, Combination Parry/Attack Hand Attacks: Strike (Punch), Palm Strike, Power Punch Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hooks Special Attacks: Body Flip/Throw, Critical Flip/Throw, Choke, Neck Hold/Choke, Crush/Squeeze, Knee, Elbow, Death Blow Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Elbow Lock, Ankle Lock (Special! Treat as Wrist Lock, applied to the ankle. Takes both hands), Knee Lock (Special! Treat as Elbow Lock, applied to the knee) Weapon Katas: None Modifiers to Attacks: Pull Punch, Critical Strike, Knock-Out/Stun, Critical Strike from Rear.


SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select two (2) from Body Hardening Exercises or Special Katas (Chi Katas not allowed). If desired, any number of Powers may be traded, one for one, for Basic Skill Programs (excluding Physical program). Languages: (Classical) Greek; (Modern) English or Japanese Philosophical Training: (Classical) Stoicism (auth. note - Stoism?) or Hedonism; (Modern) None


If this is your primary form, then the following other forms can be learned in a shorter time: Jujutsu (3 years), Ch'in Na (3 years), or T'ang Su (4 years).


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, +1 to Parry/Dodge Level 2: +1 to Strike, +1 to Body Flip/Throw Level 3: +1 to Parry/Dodge, +1 to Damage, Critical Strike from behind Level 4: +1 Attack per Melee, Critical Strike on Natural 18, 19, or 20 Level 5: +2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on Natural 20 Level 6: Select one (1) additional Martial Arts Power from Body Hardening Exercises or Special Katas Level 7: +1 to Strike, +1 to Body Flip/Throw, +1d6 damage to Body Flip/Throw Level 8: +1 Attack per Melee, +1 to Parry/Dodge Level 9: +2 to Roll with Punch/Fall/Impact, +1 to Damage Level 10: +2 to Maintain Balance Level 11: +1 Attack per Melee, Select one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Special Katas Level 12: +1 to Parry/Dodge, +1 to Strike Level 13: +2 to Roll with Punch/Fall/Impact, +1 to Damage Level 14: +1 Attack per Melee, Knock-Out/Stun on Natural 20 Level 15: Select one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Special Katas, Death Blow on Natural 20


Why Study PANKRATION?


Much like Jujutsu, it's designed to get the job done. A complete unarmed combat style comfortable at any range of combat. Weaknesses are a lack of weapons and internal training; an intense toughening program and variety of offenisve options are strengths.



Panzer Künst




Hand to Hand Cyborg: Panzer Künst


The cyborg body is stronger than the human body. The cyborg body is faster than the human body. The cyborg body is tougher than the human body. The cyborg is constructed of Mega-damage capacity materials able to withstand great temperature extremes, the pressure of ocean depths, and weapons that would blast a human being to atoms. To fully accept the cyborg body is to become one with the machine. Tetsu-Ro, the Iron Man. This ideal predates the use of cybernetics and achieves its ultimate expression in the martial arts form known as Panzer Künst, the Tank Thrust. While this is not the only martial arts form practiced by cyborgs, it is the most developed form specifically designed for cyborgs. Robots, humans, mega-damage beings and even juicers and crazies cannot learn Panzer Künst. Most of it’s techniques rely on mechanical vibration and computer control dynamics. Note: When creating a cyborg character roll Physical Endurance and hit points as normal. While the cyborg does lose all physical S.D.C., a partial conversion cyborg retains his full hit points and P.E. and a full conversion cyborg will have half his hit points and P.E. (round down). This is important in determining the effects of some attacks that ignore armor and cyborg systems. Full conversion cyborgs receive 1D4 hit points per level. Basic and Special Moves: Automatic Dodge, Back flip, Body Block/Tackle, Break fall, Cartwheel, Disarm, Maintain balance, Jump kick, Leap Attack, Roll with blow/fall/impact, Roundhouse Kick (+3D6 M.D.), Simultaneous attack, Entangle, Strike, Parry, Dodge and Pull punch are all available at first level. Cyborg abilities: Practitioners of Panzer Künst know the Resonate Harmonics ability of Vibrating Palm, the Machine Weapon ability Lightning Palm and the Iron Flesh ability Iron Ram at first level. Additionally any Four abilities from any category except Ghost in the Machine are also learned at this stage. Of course the cyborg body must meet with the requirements of each ability. Bonuses: +10 hit points, +4 to M.E., +2 to bionic P.P., +22 to bionic Speed, +4 to Saves vs. all magic, +2 to Saves vs. Horror Factor and Insanity, Horror Factor 6 if cultivating a benign appearance, 9 if deliberately menacing. Level 1 Four attacks per melee, +3 to roll with blow/fall/impact, +2 to strike, +2 to parry, +3 to dodge, +4 to initiative and +1D6 to M.D. 2 +2 to pull punch, +2 to Body block/tackle, Paired Weapons. 3 +1 to disarm, +1 to initiative, +1 to Saves vs. Horror Factor, +1 to Horror Factor, One additional Cyborg ability from the Resonate Harmonics, Machine Weapon, E.M.P. or Iron Flesh categories. 4 One additional attack per melee, and +1D6 to M.D. 5 Wheel Kick, Critical Strike on a roll of 18, 19 or 20. 6 +1 to initiative, +2 to Body block/Tackle, One additional Cyborg ability from the Resonate Harmonics, Machine Weapon, E.M.P. or Iron Flesh categories. 7 One additional attack per melee, +1 to Horror Factor. 8 Death Blow on a roll of 18, 19 or 20, +2 to maintain balance. 9 Backward sweep and Tripping leg hook, +2 to Saves vs. Horror Factor, One additional Cyborg ability from the Resonate Harmonics, Machine Weapon, E.M.P. or Iron Flesh categories.. 10 One additional attack per melee, +2 to maintain balance and roll with blow/fall/impact, +1D6 to M.D., +1 to Horror Factor. 11 One additional Cyborg ability from the Ghost in the Machine, E.M.P. or Iron Flesh categories. 12 Critical Strike on a successful Called Shot (Dice roll of 13 to 20 that hits). 13 One additional attack per melee, +1 to strike, parry and dodge, +1 to Horror Factor 14 +1 to Body block/Tackle, +2 to all Saving Throws, + 1D6 to M.D. 15 One additional attack per melee, One additional Cyborg ability from the Machine Weapon, E.M.P. or Ghost in the Machine categories. Cyborg Abilities Resonate Harmonics Vibrating Palm Resonating Palm Piercing Hand Distant Resonance Machine Weapon Lightning Palm Plasma Shield Phoenix Claw E.M.P. Inner Blast Languishing Blow Jagged Strike Tempest Edge Iron Flesh Iron Shield Steel Skeleton Iron Temple Iron Ram Ghost in the Machine Machine Awareness Warrior Ghost Union with the Machine Computer Essence Immortal Steel Resonate Harmonics The abilities of resonate harmonics take advantage of the vibrations produced by the mechanical systems of the cyborg. All Resonate Harmonics abilities require that the cyborg body possess the following systems: Micro-tendril Capacitator Muscles, Amplified Hearing, Ultra-ear and a Sound filtration system. Vibrating Palm The Vibrating Palm concentrates the vibrations into a Vibro-field, like those of Vibro-blades, around the striking surface. This attack requires an energy source to maintain the high frequency of vibrations such as an Internal Energy Supply or the E-clip of a cyborg weapon. The energy supply can maintain the vibrating palm indefinitely or one hour of continuous use per E-clip. Adds 2D6 M.D. to the attack. Resonating Palm The Resonating Palm focuses the vibrations into the opponents body affecting the brain and other internal organs by vibrating them until they combust. Resonating palm requires a called shot and can affect cyborgs, mega-damage creatures and people inside Power Armor. The attack does its normal amount of mega-damage as hit point damage directly to hit points. Against mega-damage creatures the attack does double mega-damage and the disruption is such that the damage cannot be regenerated for 1D4 hours. Piercing Hand Piercing Hand uses the vibrations of the cyborg to create weak spots in the opponent through micro-fractures and thermal stress. The piercing hand has the same special requirements as vibrating palm. This attack uses up two melee attacks and inflicts double damage, triple damage against mega-damage capacity armor and materials. Distant Resonance Distant Resonance projects the vibrations into a blast of sonic force. This attack requires that the cyborg have an Inaudible Frequency Transmitter (Rifts Sourcebook 1, pg.103). The attack inflicts 4D6 damage directly to hit points against cyborgs and S.D.C. characters. Against mega-damage creatures it inflicts 4D6 M.D. that cannot be regenerated for 1D4 hours. Characters inside Robots and Power Armor receive full damage. The attack is invisible and normally inaudible (Some mutant animals and those who have Ultra-ear can hear it but won’t see it) and is +3 to strike. Range of the blast is 30 feet plus 3 feet per level. Machine Weapon The abilities of machine weapon rely on the bionic weapon systems of the cyborg. Usually forearm or palm mounted energy blasters. In Japan palm blasters are the weapon of choice. Only integral weapon systems meant for ranged combat are used in machine weapon abilities. Lightning Palm Lightning Palm uses the weapon in concert with the martial abilities of the cyborg. When attacking with lightning palm add the damage of the weapon to the damage of the unarmed attack of the cyborg. The attack enjoys all the bonuses to strike of a hand to hand attack and does the damage of both. The only limitation is that the limb that holds the weapon is the limb that strikes the blow. For example you cannot combine a kick attack with a forearm weapon. Plasma Shield Plasma Shield requires an energy weapon system, not necessarily plasma but it cannot be a machinegun or mini-missile launcher. It is a defensive move and the cyborg rolls to parry as normal. If successful the attack is parried with concentrated energy blasts. If the attack was from a hand held weapon the weapon receives damage as if it had been hit by the cyborg’s weapon. If the attack was from the unarmed blow of a creature then that creature receives damage as if it had been attacked. Plasma Shield cannot parry energy beams or magic energy attacks but does reduce the damage of Rail guns and machineguns by as much damage as the energy weapon inflicts. To parry ranged attacks is at -4 to parry. For example, if a rail gun burst that does 1D4X10 M.D. is parried and the cyborg has two plasma ejectors that on a dual blast do 1D4X10 M.D. then it is possible he could avoid all damage if he rolled higher than the attackers damage. Phoenix Claw By passing the bionic weapon over the opponents vital areas while firing at full capacity it is possible to inflict grave amounts of damage. While using the phoenix claw all attention is focused on causing damage and little effort is made for defense. The attack does double the maximum damage of the weapon to any one location on the opponent’s body. Against living creatures this can mean dismemberment and death. But mostly this is used to incapacitate the sensor and other vital areas of giant robots and other cyborgs. While using phoenix claw the cyborg is -4 to parry, dodge and roll with blow/fall/impact. E.M.P. E.M.P. stands for electromagnetic pulse and comes from the many magnetic and nuclear systems common in cyborgs. To use E.M.P. abilities the cyborg must have either magnetic hydraulics or micro-tendril capacitator muscles (a bionic weapon rail gun can substitute), an electromagnetic psionic dampener and an internal energy supply. E.M.P. abilities are designed to overcome the advanced shielding that protects most robot and computer systems, so fully environmental armor is no protection against these attacks. Inner Blast This attack focuses the electromagnetic psionic dampener field into the body of a psychic traumatizing the psychic ability at its source. On a successful attack no damage is done but the psychic loses all his psychic abilities and I.S.P. for 1D4 hours, even those abilities that are natural and use no I.S.P. (like the mind controlling bite of a vampire). I.S.P. begins to return at the end of this period but must be regained in the normal manner. Whether the attack is successful or not the cyborg cannot use the electromagnetic psionic dampener again for 1D4 minutes until it recharges. Languishing Blow This attack is like inner blast but focuses instead on the paranormal energies of supernatural creatures. All conditions are the same as for Inner Blast but on a successful hit the creature loses all magic abilities, natural abilities and P.P.E. for 1D4 hours (abilities such as regeneration and limited invulnerability are lost during this period as well as night vision and other mundane abilities). Practitioners of magic and magic using creatures cannot cast spells during this period even if using P.P.E. from an alternate source. P.P.E. can only be recovered and channeled after the 1D4 hours are up. Jagged Strike Jagged Strike is a direct assault on the electrochemical systems of the brain and the more electrical systems of cybernetics and computers. No attack roll is needed the victim must roll a saving throw vs. Pain (14+) or is paralyzed and suffers 1D6 damage direct to hit points or M.D.C. Only the crazy and juicer have bonuses against this attack (same as bonus vs. Mind Control). This attack is equally effective against cyborgs, power armor, robots, supernatural creatures (vampires go into torpor) and normal humans. After the attack the cyborg must shut down his internal energy supply for 1D4 minutes to cool the nuclear systems or he will suffer a meltdown. During this period all internal weapons are inoperable and mega-damage from punches and kicks are reduced by half. Tempest Edge This attack is the same as Jagged strike except that it affects an area up to 30 feet in radius. This attack takes up all the melee attacks/actions of the cyborg and must be maintained the entire melee. Everyone within range is affected so there is usually no time to evacuate allies and friends from the attack zone. The cool off period for the nuclear system is 1D4X10 minutes and all other penalties apply. Iron Flesh The abilities of Iron flesh stem from the disassociation of the cyborg from his body. If he cannot feel the pain then it must not exist. For practitioners of Iron Flesh the maxim ‘Pain is an illusion’ takes on new meaning when all sensation is actually a feedback induced illusion. All cyborgs can use Iron Flesh abilities. Iron Shield This is a combination of Parry and Roll with Blow. Instead of defending against an attack the cyborg can elect to receive the damage across the strong sturdy plates of his armor. The cyborg receives one quarter damage to his main body even from area effect attacks and called shots. Each Iron Shield uses up one melee attack/action per attack deflected. Steel Skeleton The cyborg, in anticipation of massive amounts of mega-damage that will literally vaporize him if it hits, elects to sacrifice some portion of his body to minimize the damage. On a successful parry, the cyborg can escape damage from multiple missile launches, bursts of grenades and barrages of laser blasts, by putting his limbs in the path of the attack and detaching the armor at the last moment. Each use of this ability reduces the M.D.C. of two hit locations (Head, arm, leg, hand, weapon or foot) by half. This reveals the cybernetic structure in grisly fashion and adds a bonus of +2 to the cyborg’s Horror Factor. Obviously this can only be done twice for each location before it is destroyed. Alternately one location can be destroyed in a single blast. The cyborg who practices steel skeleton suffers only the loss of automatic parry and dodge with the loss of a limb and can lose as many as three limbs, his lower abdomen, waist and groin, and still be able to fight effectively. When all or most hit locations have been destroyed the cyborg can elect to sacrifice parts of his Main body such as the lower abdomen and waist/groin area. This means that the cyborg can lose as much as two thirds of the M.D.C. of his main body without sacrificing combat ability. Losing legs and feet however will reduce running speed commensurate with the loss. Loss of a foot reduces Speed by 11; loss of a leg reduces Speed by one third. Even if both legs are lost the cyborg can still move quite fast by walking on his hands. The cyborg is so inured to the damage his body suffers that he can function even if reduced to minus one quarter his total M.D.C. (i.e. a cyborg with 280 M.D.C. could function if reduced down to a maximum of -70 M.D.C.). After that the cyborg dies and there is no chance to save his bio-system. To use this ability the cyborg must modify his armor for easy detachment. This costs 1000 credits per 10 M.D.C. of armor and adds 5 M.D.C. to hands/feet, 10 M.D.C. to arms/legs and head, plus 10% additional M.D.C. to the Main body. Iron Temple This is an advanced form of Iron Shield where the cyborg learns to parry energy beams and magical energy attacks. The parry is conducted as normal without penalty and the limb used to parry only suffers one M.D. point per successful parry. Call Lightning can only be parried with a modified roll of 19 or higher. Area effect and missle attacks cannot be parried. Iron Ram Using his body as a mega-damage battering ram the cyborg can cause considerable amounts of damage considering the speed he can achieve and the mass he carries. This Body block/Tackle uses up two attacks and causes twice as much damage as a power punch from the borg. Also it will automatically knock the opponent to the ground unless he is twice as large and heavy as the cyborg (Remember to include cyborg armor in weight). beyond that the chance drops to 70%, but only creatures or objects ten times larger or heavier than the cyborg cannot be knocked over by this attack. If the opponent is the same size as the cyborg he loses an additional melee attack besides other penalties. Ghost in the Machine These abilities are quasi-mystical insights obtained by cyborgs who truly become ‘One with the Machine’. Their spirits or ghost as the Japanese call it is more receptive to the mechanical and computer aspects of their modified bodies. They have achieved a sort of Zen state of awareness where they are part of the machine and the steel is an expression of their soul. Machine Awareness State of the art sensory equipment goes into the making of the cyborg. This ability enables the cyborg to interpret that input as if it where the natural senses of his body. This ability requires Radar (Rifts Sourcebook pg. 103-104), multi-optics eye and amplified hearing. In addition to the benefits outlined under each system the cyborg has the following: Ability to Interpret Shapes of Objects: 50% +8% per level Estimate Distances and Direction: 60% +8% per level Estimate Speed and Exact Location: 40% +8% per level Simulated Sense of Touch: Bonus of +8% per level +4 to initiative, +3 to strike, +4 to parry and dodge, One additional attack per melee. Cannot be surprised and has an automatic dodge or parry on all attacks even those from behind or surprise. All these abilities extend to a range of one mile for Partial and Light Borgs or 50 miles for Full and Heavy Borgs. There is no limit to the number of targets the subject is aware of but it takes one melee action/attack to focus on an invisible or intangible target. Warrior Ghost The cyborg has developed an aura that he can project even from within his cybernetic encasement. Base P.P.E. is 4D6 and can be seen by those with See Aura. The cyborg does not have to project his aura but can do so if he desires. The aura is unnerving and projects an inhuman confidence and poise. Adds a bonus of +6 to the Horror Factor of the cyborg. Those who fail to save vs. Horror Factor suffer the normal consequences and in addition have a -4 penalty to strike the cyborg the remainder of the fight. The cyborg himself is immune to Fear and Horror Factor while projecting the Warrior Ghost. This ability requires that the cyborg have an electromagnetic psionic dampener but he cannot use it while using this ability. Union with the Machine The cyborg achieves total release from the concerns of the flesh and is free to develop his mental and spiritual self without hindrance from his cyborg body. Base P.P.E. is 6D6 and base I.S.P. is M.E. x10 plus 4D6 and 1d4 I.S.P. per level. Is Considered a minor psionic with the powers Total Recall, Object Read, Mind Block and Telemechanics. This ability requires that the cyborg have an electromagnetic psionic dampener but he cannot use it while using this ability. Computer Essence The cyber soul is naturally drawn to the realm of cyberspace. Here unfettered by a meat body the cyborg is truly in his element. Bonuses: +20% to all computer skills, +4 to strike, dodge and initiative in VR combat. This ability requires that the cyborg have a VR interface and Internal VR Computer with one extra memory module that cannot be used to store programs or data. Immortal Steel The steel endures long after the flesh. The cyborg becomes ever more attuned to his mega-damage body as time goes by. Add 200 +5D6 years to life expectancy. This ability requires that the cyborg have a Nanobot Repair Facility and an Independent Biosystem.



PARADOX OF DEFENCE By Kuseru Entrance Requirements: No alignment or attribute restrictions. Skill Cost: 13 Years (11 Years as a Secondary Martial Art Style) This is the style of English Swordsmanship advocated by the mercenary George Silver in his 1599 book, Paradoxes of Defence. Silver developed this style to counter the growing influence of Spanish and Italian styles. An advanced form of the Old Style of medieval swordsmanship, this style remained in vogue in England long after many other European countries adapted more modern fencing styles of swordplay. The weapons used in this style include the bastard sword, battle axe, buckler, black-bill, cutlass, dagger, forest bill, glaive, halberd, half pike, javelin, long staff, long sword, morris pike, partisan, short staff, two-handed sword, and Welch hook. Primary methods of combat included single sword, sword & dagger, sword and targe, and sword and buckler. Since this style used heavier and wider swords than the rapier, physical strength was more of an asset than finesse or dexterity. A combination of slashes with the edge of the blade was well as strikes with the flat of the blade and thrusts with the point of the blade were used. This style emphasizes deliberate, steady movements, strong stances, solid blocks, parries, cuts, slashes, and even incorporates some wrestling maneuvers. Costume: None, though European Armor and Musketeer Outfits were commonly worn. Stance: Weapon hand should always be on the grip of the weapon, whether it is drawn or not. The other hand is open, fingers toward the ground, palm up and out. The forward foot (same side as sword hand) is flat on the ground, extended out, while the other leg is raised, with only the ball of the foot touching the ground. CHARACTER BONUSES Add +2 to P.S. Add +3 to P.E. COMBAT SKILLS Attacks per Melee: 5 Escape Moves: Cob's Traverse (NEW!), Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Combination Dodge/Attack (NEW!), Combination Dodge/Slash(NEW!), Disarm. Hand Attacks: Punch (Human Fist). Basic Foot Attacks: Kick Attack. Jumping Foot Attacks: None. Special Attacks: Body Block/Tackle, Combination Strike/Parry, Death Strike (NEW!), Pin/Incapacitate. Holds/Locks: None. Weapon Kata (Pick Four): W.P. Long Sword, W.P. Bastard Sword, W.P. Two-Handed Sword, W.P. Paired-Long Sword & Dagger, W.P. Dagger, W.P. Paired-Long Sword & Buckler, W.P. Cutlass, W.P. Paired Long Sword & Targe. Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. Languages: English Weapon Proficiencies: W.P. Long Sword, W.P. Bastard Sword, W.P. Two-Handed Sword, W.P. Paired-Long Sword & Dagger, W.P. Dagger, W.P. Paired-Long Sword & Buckler, W.P. Cutlass, W.P. Paired Long Sword & Targe, W.P. Axe, W.P. Staff, W.P. Polearm. Philosophical Training: None, though some practitioners ascribe to the Code Duello or Code of Chivalry. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte Dello Spadone (8 Years), Destreza (10 Years), Escrime (7 Years), Hungarian Saber (7 Years), Ringen am Schwert (10 Years), Ritterliche Kunst (6 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +2 to Dodge 2nd: +2 to Disarm, +2 to Parry 3rd: +1 Attack per Melee 4th: Critical Strike on a Natural 19 or 20 5th: +2 to Damage with Sword, +2 to Roll with Punch/Fall/Impact 6th: +1 Attack per Melee 7th: Critical Strike on a Natural 18, 19, or 20 8th: +2 to Strike, +2 to Dodge 9th: +2 to Disarm, +2 to Parry 10th: +1 Attack per Melee 11th: Death Strike on a Natural 20 12th: Critical Strike on a Natural 17, 18, 19, or 20 13th: +1 Attack per Melee 14th: +2 to Damage with Sword, +2 to Roll with Punch/Fall/Impact 15th: +2 to Damage with Sword Why Study PARADOX OF DEFENCE? Offers a full range of weapons that can be used in conjunction with a martial art. To train in this style is also to develop a body carved out of granite, as well as a powerful fighting ability that can tackle most situations. Provides excellent physical training as well. It's more effective than most against non-martial artists but lacks the defenses of most other arts.



Path of the Mind ( HTH: Cyber-Knight ) By danzig138


"The Path of the Mind" is the name of the fighting style utilized by Cyber-Knights. But it is not just a martial art, it is also a method of teaching discipline and respect.


This fighting style is taught to all Knights, starting in their second year of training. This is also the time when a Knight begins to develop his Psi-Sword. The meditation skills that the Knight learns during this period helps to focus his mind so he will be able to one day manifest his sword.


The Knight's approach to combat varies, some will assume a more aggressive posture, some will try to avoid a conflict if they can. The training involved is designed to enhance the Knight's individual personality, so no two Knight's will fight in the same way.


Entrance Requirements: As per the Cyber-Knight O.C.C. Costume: None Stance: Feet spread a little more than shoulder's-width apart, with the off-foot leading. The empty hand is held forward a little above waist-level, in a Knife Hand. The sword hand is held low and close to the body.


CHARACTER BONUSES


Add 1D6 to I.S.P. if psionics are possessed.


COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Circular Parry, Combination Parry/Attack Hand Attacks: Strike ( Punch ), Knife Hand, Palm Strike Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook Special Attacks: Death Blow, Leap Attack, Combination Parry/Attack, Combination Grab/Slash, Knee, Elbow Weapon Katas: Psi-Sword Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.


SKILL INCLUDED IN TRAINING Only those skill provided by the O.C.C. and Meditation


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Strike, +1 to Roll with Punch/Fall/Impact Level 2: +2 to Parry, +1 to Damage, Knock-Out/Stun on a Natural 20 Level 3: +1 Attack per Melee, +1D6 damage with Psi-Sword Level 4: +1 to Parry, +2 to Dodge Level 5: +1 to Strike, +1D6 damage with Psi-Sword Level 6: +1 Attack per Melee, Critical Strike on a Natural 19-20 Level 7: +2 to Parry, Knock-Out/Stun on a Natural 19-20 Level 8: +1 to Strike, Parry, +1D6 damage with Psi-Sword Level 9: Death Blow on a Natural 20 Level 10: +1 to Strike, Critical Strike on Natural 18-20 Level 11: +2 to parry, Knock-Out/Stun on Natural 18-20 Level 12: +1 Attack per Melee, +1D6 damage with Psi-Sword Level 13: +1 to Strike, Death Blow on Natural 19-20 Level 14: Manifest Dual Psi-Swords ( split the damage ) Level 15: +1 Attack per Melee, Critical Strike on Natural 17-20


Why Study the Path of the Mind?


It is necessary to study if one wishes to become a Cyber-Knight.



Pax Regat


By Phenom


Pax Regat, which means "May peace reign" in Latin, is a martial art which I recently designed. It is loosely based on the episode of Highlander after Richie dies.


Hand to Hand Pax Regat (Peacemaker)


Description: Latin for "May peace reign," this style emphasizes non-violent resistance. Attacking is highly discouraged, although objects and weapons can be damaged when necessary. Killing is forbidden, and is punished by exile from the Peacemakers. Practitioners of Pax Regat call themselves Peacemakers.


A master Peacemaker, when threatened, will defend himself and run away as soon as possible. When defending another person or a location, he will attempt to destroy the attacker's weapons. Against multiple attackers, he will disarm, knock down, and knock out as many as possible. A knockout from behind can be attempted on anyone who has been knocked down, but the opponent can dodge or parry as normal.


Peacemakers are trained to jump in front of bullets to protect others. They highly value self-sacrifice. However, in a hostage situation, they will meet only the demands, which cause no further death.


Entrance Requirements: ME 10, PE 9. Honorable Alignments only. Peacemakers must swear not to kill opponents.


Costume: Loose-fitting street clothes, only cloth or flexible plastic armor.


Stance: Facing the side with hands in loose fists by the forward shoulder. Heels are slightly off the ground, feet are shoulder-width apart.


Character Bonuses: +1 PP +1 MA +20 SDC


Combat Skills:


Attacks per Melee: 2


Escape Moves: Roll with punch/fall/impact, and maintain balance.


Basic Defensive Moves: Dodge, parry, and automatic parry.


Advanced Defenses: Disarm, Multiple Dodge, Entangle, Auto Body Flip/Throw, Auto Dodge at 10th level


Hand Attacks: Strike (Punch), Forearm, Elbow


Basic Foot Attacks: Snap Kick, Kick Attack, Tripping Leg Hook (knockdown, no damage).


Jumping Foot Attacks: None


Special Attacks: None


Holds/Locks: Arm Hold


Weapon Katas: WP Blunt (paired)


Modifiers to Attacks: Pull punch, knockout/stun, and critical strike.


Bonus Skills and Abilities:


Martial Art Abilities and Powers: Martial Art Awareness and one Body Hardening


Language Skill: English, Latin


Training Skills: Plyometrics, Running, and Anticipation


Philosophical Training: Pacifist


Level Advancement Bonuses: 1st: +2 parry/disarm, KO from behind 2nd: +3 roll with punch, +1 initiative 3rd: +1 attack, one Body Hardening or Martial Art Technique 4th: +2 dodge, Learns Enduring Peace Kata: double normal attacks, +1 initiative, parry, roll with punch. Cannot strike or kick (people). Can hit objects. 5th: +1 attack, +2 maintain balance 6th: +2 strike/parry 7th: +1 initiative, one Body Hardening (can be Demon Hunter) 8th: +1 attack, +2 strike 9th: +2 entangle/dodge 10th: Learns Auto Dodge +1, +2 Auto throws 11th: +2 attacks, +1 roll with punch 12th: One Martial Arts Technique or Special Kata, +1 strike 13th: +1auto dodge, Critical Strike on 18+ (can't use on people) 14th: +1 attack, +2 parry 15th: One Zenjorike Power, +2 auto dodge


Why study Pax Regat? The way of peace is powerful and guilt-free. Excellent defense combines with good bonuses. Game Masters love (tormenting) true heroes.



Pentathlon By Kuseru Entrance Requirements: No Alignment Restrictions. Requires a Minimum P.S. 14, P.E. 14, P.P. 12, and Spd. 14. Skill Cost: 8 Years (4 Years as a Secondary Martial Art Style) The pentathlon is a five even sport created in 1948 to replace the old Olympic event of the same name. It consists of five military skills--fencing, riding, running, shooting and swimming. The shooting event was originally a 22-caliber pistol shoot from 25 meters at a turning target. Competitors fire 20 shots at 20 targets from a distance of 25 meters with a time limit of 40 seconds for each shot. Fencing is a series of one-touch bouts with epee swords. As in 1912, the fencing portion of the modern pentathlon is a round robin-tournament, with a single touch deciding each match. The swimming event is a free-style race over 200 m. The riding event (equestrian show jumping) included in the modern pentathlon competition involves jumping over hurdles of a maximum height of 1.20m. The hurdles course has a length of 350 to 450m length, and includes 12 hurdles (15 jumps) with one double and one triple jump. This event consists of a cross-country race conducted on an uneven terrain or on a public road and over a distance of 3 km (3,000 m) for both men and women. Costume: Typically wears custom sports clothing, in colors representing the character's nation. Stance: Standard Weaver Pistol-shooting stance. CHARACTER BONUSES Add +2 to P.S. Add +2 to P.E. Add +1 to P.P. Add +4 to Spd Add +1D10 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: None. Hand Attacks: Strike (Punch) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: None. Special Attacks: Aimed Shot, Called Strike. Holds/Locks: None. Weapon Kata: W.P. Automatic Pistol, W.P. Epee (Short Sword). Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. This style offers no Martial Art Powers or Abilities. Languages: Cultural: Horsemanship Physical: Fencing, Long Distance Running, Swimming Weapon Proficiencies: W.P. Automatic Pistol, W.P. Epee (Short Sword). Philosophical Training: Sportsmanship If this is your Primary Martial Art then the following other styles can be learned in a shorter time: LEVEL ADVANCEMENT BONUSES 1st: +3 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact. 2nd: +2 to Parry/Dodge. 3rd: +1 to Strike with Aimed Shot. 4th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 5th: +1 to Strike with Aimed Shot. 6th: Called Strike on a Natural 20. 7th: +1 to Strike with Aimed Shot. 8th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 9th: +1 to Strike with Aimed Shot. 10th: +1 to Parry/Dodge. 11th: +1 to Strike with Aimed Shot, +1 Attack per Melee. 12th: Called Strike on a Natural 19 or 20. 13th: +1 to Strike with Aimed Shot. 14th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 15th: +1 to Strike with Aimed Shot. Why Study Pentathlon? Provides excellent physical training as well. On the other hand, it's not very aggressive. A sound body is the perfect weapon, why should this style offer any mind-oriented abilities? A character with this training and the right weapons is a deadly threat.



NOTE 1: All of the gun styles use their superior level advancement bonuses in place of the weapon proficiency bonuses for modern weapons.


NOTE 2: Gun Styles use these Modern Combat Rules.


NOTE 3: Gun Styles use these Modern Weapon Proficiencies.



( Hand to Hand: Martial Arts ) Pentjak Silat By Billy Bardo


Pentjak Silat is a Malaysian (Balinese I think) martial art similar to Tai-jutsu but with a heavy emphasis on the use of blade weapons.


The following techniques are known at first level: Maintain Balance, Back Flip, Body Block/Tackle, BodyFlip/Throw, Arm Hold, Leg Hold, Neck Hold, Drop Kick, Knee attack, Elbow strike, Paired Weapons, Disarming, and Auto-parry. Katas: Knife and Sword Katas may be substituted one for one, for any of the following: Staff Kata (Kuntao) Spear Kata (a favorite weapon is the Parang, similar to the Berdiche) Tjambuk (a form of honor combat with whips and chains where each combatant takes turns striking at the other, only marks to the face count towards a win) Choose one discipline from among Body-Hardening


Starting attacks: 2 Bonuses: +2MA,+1PS, +1PE, +1PP, +4 to speed.


Level Advancement Bonuses Level 1: +2attacks, snap kick,Knife hand, +2 to Roll, +2 to Initiative, +1 parry, +2 dodge, +2 pull punch. Level 2: +1 strike, cartwheel, Pull punch (with bladed weapons) Level 3: +1 attack, palm strike, Chi-Gung (body-hardening) Level 4: leap attack, axe kick, +2 strike on flip and cartwheel Level 5: tripping leg hooks, backward sweep kick, +2 damage Level 6: +1 attack, Roundhouse kick, combination grab/slash, Tamashiwara (art of breaking) Level 7: Critical strike 18-20, critical strike from rear 18-20, death blow on 20 Level 8: +1 to initiative, +1 strike and parry, +1 roll, +1 maintain balance Level 9: Death blow! (called) Level 10: +1 attack, +2 pull punch Level 11: Prisai Saki Silat (kata with combat pincers, see Compendium of Weapons, Armour, and Castles©), combination grab/tear Level 12: +1 Initiative, +2 roll Level 13: +2 damage, +1 disarm Level 14: Jump kick, +2 to flip and cartwheel, +2 damage Level 15: +1 attack


Why study Pentjak Silat?


It is among the most offensive and 'dirty' martial arts available. This form is into heavy damage and in rude ways. Some unique weapon styles can also be found here. However, Pentjak Silat has almost no defensive maneuvers and while several opponents could be man-handled, the cost to the Pentjak Silat artist could be high.



PENTJAK SILAT(EXCLUSIVE) By Kuseru Entrance Requirements: No Alignment or Attribute Restrictions. Skill Cost: 10 years. Pentjak Silat means the formal movements of fighting. It is an encompassing term for the martial arts of Indonesia where there are regional styles such as the kicking and ground fighting of Sumatra or the hand work of Bali and Java. Although it has ranged attacks, Pentjak Silat concentrates on close fighting. Most strikes are with short punches, kicks, knees, elbows and the head. Throws, sweeps, and knockdowns are also taught. While joint locks are used it is more common for limbs to be broken than to inflict pain. A typical combat might begin with punches or kicks in conjunction with the attacker moving to grappling range, then knee and elbow strikes, followed by a throw or joint break. After the opponent is on the ground, the attacker will finish them off. Speed and strength are not emphasized as it is assumed that your assailants will be larger, stronger, faster and more numerous than you and armed. The eyes are used to keep track of opponents out of range. Although blocking and parrying is taught, a master does not ascribe importance to them. It is, the student is told, better to have a good offense than concentrate solely on defense. As combat is chaotic and unpredictable, one should be prepared to block, but only as necessary. Costume: None. Stance: Right leg bent out to the right and forward, left leg at a right angle, with knees bent out to the back. Shoulders twisted at angle from the waist. Right arm extended and curved back, left arm back and curved forward and up. CHARACTER BONUSES Add +2 to P.P. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Breakfall. Attack Moves: None Basic Defensive Moves: Dodge, Parry. Advanced Defenses: Multiple Dodge. Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand. Basic Foot Attacks: Kick, Snap Kick, Trip/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Body Block/Tackle, Body Flip/Throw, Death Blow, Elbow, Headbutt, Knee. Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Automatic Lock. Weapon Katas: None Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of THREE (3) Martial Art Powers from among Atemi Abilities, Martial Art Techniques, and Special Katas. Language: Malay. Cultural Skills: None. Philosophical Training: Buddhism, Taoism, or Hinduism. LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll, +1 to Strike, Critical Strike from Behind. 2nd: +1 to Damage, Knockout/Stun on a Natural 20. 3rd: +1 Attack, +1 to Body Flip/Throw. 4th: Death Blow on a Natural 20. 5th: +1 to Strike, +1 to Maintain Balance. 6th: +1 to Roll, +1 to Strike. 7th: Select One (1) Additional Martial Art Power from Atemi Abilities, Martial Art Techniques, or Special Katas. 8th: +1 Attack, +1 to Damage. 9th: Knockout/Stun on a Natural 19 or 20. 10th: +1 to Strike, +1 to Body Flip/Throw. 11th: +1 to Roll, Select One (1) Additional Martial Art Power from Atemi Abilities, Martial Art Techniques, or Special Katas. 12th: +2 to Damage, Critical Strike on a Natural 18, 19, or 20. 13th: +1 Attack, +1 to Maintain Balance. 14th: +1 to Strike, +1 to Body Flip/Throw. 15th: Select One (1) Additional Martial Art Power from Atemi Abilities, Martial Art Techniques, or Special Katas. WHY STUDY PENTJAK SILAT? Atemi skills and Joint Locks/Breaks with close range strikes make this great for inflicting damage. The Ability to deal with multiple attackers is a definite plus, however its lack of concentration on strengthening makes for a weaker attacker.



PEUL By Kuseru Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions. Skill Cost: 10 Years (8 Years as a Secondary Martial Art Style) Peul is the martial art style of the African tribes of Guinea. These people are known by many names: Foulah, Fula, Fulani, FulBe, Fulbe, Fulfulde, Peul, and Peulh. They are nomadic herders with a distinct code of honor. Raised from a young age for the rigors or herding cattle and sheep, the Peul learn agility, bravery, direct aggression, endurance, great discipline, independence, obedience, respect for authority, responsibility, self-control, self-reliance, and strength, as well as to endure fatigue, hunger, and thirst. Also learned are acrobatic dance forms involving cartwheels, flips, handstands, and spins. Since the Peul are expected to defend their honor against insults or cattle raids by other tribes or predators, weapons are also taught in this style, including bow with poisoned arrows, herder's stick, and knife. As a final test of their manhood, Peul undergo a ritual known as Soro. In the Soro the applicants are to stand motionless inside a circle formed by the clan where they wait either with their hands on their head or holding a mirror. The tester, armed with a club of the tamarind plant then circles around the candidate, feinting blows at them until they suddenly strike the applicant. The candidate must take the blows without so much as the flicker of an eyelid (hence the use of mirrors, so the applicant can check their face to ensure no sign of emotion shows) to prove their courage. Since the tester applies many blows, many great weals or open wounds occur on the candidate, and accidental disembowelment has been known to occur. Costume: The traditional dress of the Peul in most places is a long colorful flowing kilt, modestly embroidered or otherwise decorated. Stance: None. CHARACTER BONUSES Add +2 to M.E. Add +2 to P.S. Add +1 to P.P. Add +2 to P.E. Add +2D4 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Back Flip, Handstand, Maintain Balance, Turn with Punch/Fall/Impact. Attack Moves: Back Flip, Forward Spin, Handstand. Basic Defense Moves: Automatic Parry, Backward Turn, Dodge, Parry Advanced Defense Moves: Circular Parry, Spinning Evasion Hand Attacks: Backhand, Punch (Human Fist) Basic Foot Attacks: Kick Attack, Snap Kick Jumping Foot Attacks: None. Special Attacks: Death Strike (NEW!), Elbow, Forearm. Holds/Locks: None. Weapon Kata: W.P. Bow & Poisoned Arrows, W.P. Herder's Stick (Staff), W.P. Knife Modifiers to Attacks: Critical Strike, Critical Strike from Behind SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises (including Demon Hunter). Automatically receives Soro Body Hardening Exercise. Soro: Ritual beating with a club where no emotion can be shown. Bonuses: +1 to P.E., +4 to save vs pain, +20 to S.D.C. Languages: Pulaar, Noddal Ba'i (cattle calls) Cultural: Cattle Herding, Rope Use, Sheepherding Survival: Wilderness Survival Weapon Proficiencies: W.P. Bow & Poisoned Arrows, W.P. Herder's Stick (Staff), W.P. Knife Philosophical Training: Pulaaku: A reflexive honor code which demands that a man whose honor has been impugned must expunge the insult by attacking the insulter. Offensive against honor include insults against the genitals of the parents, stealing cattle, disobedience from a younger family member, insults towards a younger family member, among others. If this is your Primary Martial Art then the following other styles can be learned in a shorter time:Massai (6 Years), Zulu Stick Fighting (8 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Damage, +1 to Spin, +1 to Back Flip/Handstand, +2 to Maintain Balance 2nd: +1 to Strike, +1 to Parry/Dodge 3rd: +1 to Damage, +1 to Spin, +1 to Back Flip/Handstand 4th: +1 Attack per Melee 5th: +1 to Strike, +1 to Parry/Dodge 6th: +1 to Damage, +1 to Spin, +1 to Back Flip/Handstand 7th: +1 to Strike, +1 to Parry/Dodge 8th: +1 Attack per Melee 9th: Select One (1) Additional Martial Art Power from Body Hardening Exercises (including Demon Hunter). 10th: +1 to Damage, +1 to Spin, +1 to Back Flip/Handstand 11th: +1 to Strike, +1 to Parry/Dodge 12th: +1 Attack per Melee 13th: Death Strike on a Natural 20 14th: Critical Strike on a Natural 19 or 20 15th: +1 to Damage, +1 to Spin, +1 to Back Flip/Handstand Why Study Peul? It's very impressive, it's highly effective and it also has a strong moral background. Like most weapon styles, this style can be used without weapons but it loses a great deal of its effectiveness. Plus, any characters who really want to "bulk up" will be pleased with a solid diet of Body Hardening Techniques. It's more effective than most against non-martial artists but lacks the defenses of most other arts.




Pigua Zhang- Chop Hanging Palm By Hibik



"When Baji is added to Pigua, heroes will sigh knowing they are no match against it." -Old Martial Art proverb


Pigua Zhang was mentioned in "A New Essay of Wushu Arts" during the Ming Dynasty, under the name Armor Wearing Boxing, due to the usefulness of the style for armored soldiers. Later in the Qing Dynasty, some considered Pigua an art related to Tongbei Quan (Through the Back Boxing).


Like Baji (Eight Extremes) Boxing, Pigua can be traced back to a man named Wu Zhong, who lived during the Qing Dynasty in Hebei province's Cang County. Wu Zhong had learned Baji and Pigua, as well as the Art of the Spear, from a pair of Taoist monks. He later taught the combined form of Baji and Pigua to his daughter, Wu Rong. Wu Rong, who taught both styles to her husband in Luotong Village, for some reason divided the styles. The styles remained separate in lineage until very recently.


Pigua is a very open and circular style. The Waist (containing the lower Dantien) is the center of movement for the rest of the body. The art consists of long armed opening and closing movements, which extend out from the body, enabling an artist to react to danger at any moment. Palm strikes are the primary hand attack of the form, consisting of either attacking with the front of the palm (known as Pi, or Chopping), or the back of the hand, (Gua, or Hanging). Pi and Gua strikes are alternated in a continuous cycle. Holding wide, deep stances, a Pigua artist will react to an attack with circular palm movements. Movements are complementary, with soft movements followed up by swift and fast movements. Where Baji focuses on elbow strikes, Pigua concentrates on straight arms for forearm strikes. Also, like Baji, Pigua employs extensive use of Jing (Scared) power from the Waist and Back, which enable the seemingly soft long arm movements to deliver explosive amounts of power.


Training for Pigua is available in Central China, Hong Kong, and Taiwan. Pigua is often available along with Baji.


NOTE: Pigua Zhang and Baji Quan are two very complementary styles. Baji's straight forward, powerful, short handed strikes are contrasted by Pigua's soft, circular, long arm palm techniques. While they fit perfectly as paired arts, it is still unknown why the lineages of Baji and Pigua split away from each other hundreds of years ago.


Entrance Requirements: PP of 10 or higher. Skill Cost: 14 Years (7 Years as a Secondary) Costume: Standard Kung Fu outfit. Stance: A deep stance with arms away from 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: None. Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Circular Parry. Hand Attacks: Backhand, Palm, Rotary Palm Strike (as per Bagua) and Lau (as per Mantis Style). Basic Foot Attacks: Kick, Backward Sweep, and Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Combination Parry/Strike, Deathblow, and Forearm. Holds/Locks: None Weapon Katas (Select Two): WP Dao (Broadsword), WP Jian (Straight Sword), WP Gun (Staff), WP San Jie Gun (3 Sectional Staff), and/or WP Qiang (Spear). Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, and Critical Strike from Rear.


SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select TWO (2) from among Chi Mastery, Martial Art Techniques, or Specialty Katas (including Chi Katas). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Languages: Chinese (Mandarin, Cantonese or Taiwanese) Philosophical Training: Islam or Taoism (choose one). If this is your primary martial art form, then the following other forms can be learned in shorter time: Bagua Zhang (6 Years), Choy Li Fut (4 Years), Baji Quan (5 Years), and Taiji Quan (6 Years).


LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Parry, and Critical Strike from Rear. 2nd: +1 to Dodge and Strike. 3rd: +1 to Parry, +1 to Damage. 4th: Select One from Chi Mastery, Martial Art Techniques, or Specialty Katas (including Chi Katas). 5th: Double Existing Chi, +1 to Circular Attacks (Lau and Rotary Palm Strike). 6th: +1 to Parry and Dodge, +1 to Roll with Punch/Fall/Impact. 7th: +2 to Roll with Punch/Fall/Impact. 8th: Critical Strike on a Natural 19-20. 9th: +1 to Strike, +2 to Damage. 10th: Select One from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas). 11th: Double Existing Chi, +1 to Parry and Dodge. 12th: Select a Xian Chi. 13th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact. 14th: Select One from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas). 15th: +1 Attacks per melee, Deathblow on a Natural 20.


Why Study Pigua Zhang? A beautiful, intricate, sophisticated style. Pigua's soft long arm movements are combined with powerful internal energy which is delivered in powerful strikes through use of Jing. Pigua is also the long range counterpart of Baji Quan.



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.



Pistol Duelist By Kuseru Entrance Requirements: Requires a Minimum M.E. of 14 and P.P. of 12. Must be of Honorable Alignment, but tends to be avoid Good alignments. Skill Cost: 7 Years (5 Years as a Secondary Martial Art Style) A duel is a fight which takes place between two opponents usually armed with weapons, and in the presence of witnesses, to settle an argument or point of honor. In Roman times, there were the gladiators, who made their way up from ignominy to fame through their individual skill alone. Around 501 AD, trial by battle or judicial duel, was established and came to be the accepted method of settling feuds throughout western Europe. The spread of knighthood led to the development of the duel of chivalry. A strictly enforced code of conduct (the Code Duello) was eventually introduced, from which the duel of honor evolved by the late 15th century. Dueling reached its peak in the mid-17th century, when gentlemen challenged each other to fight on the slightest pretext. In the 18th and early 19th centuries 'hired guns' (typically of the "Old West") wandered about, fighting for glory, or money, or for lack of a better calling in life. After the initial challenge, each duelist chose a friend, called a second, to witness and assist at the event. Swords, and later pistols, were the most popular weapons employed, though some notable duels occurred involving weapons such as harpoons. Duels did not always result in the death of a combatant; occasionally they were fought to the drawing of blood. Women also engaged in dueling, called "petticoat duels." Entering into this form of conflict are specialists who would sell their prowess at dueling. Often they are loners or even outcasts, disaffected people whose only claim to fame is their reputation with their gun or blade. Though their profession is often illegal, duelists adhere to a code of honor. This code is mostly composed of the strictures of the Code Duello, but duelists, by their very nature have additional interest in maintaining the appearance of honor. They adhere strictly to their contracts and take professional pride in their work. They engage in fair play in combat, not because of any misplaced knightly virtue, but because they consider themselves highly professional and do not stoop to using trickery, sneak attacks, ambushes, or indirect attacks in their line of work. Costume: Typically wears fine suits of dark-colored clothing without a trace of color with which to give an opponent a target to shoot at. Stance: Typically stand perpendicular to target, pistol arm pointing straight down at side with the gun muzzle pointed at the grass. The weapon is brought up to shoulder height while aiming at the target when the Duelist has begun. CHARACTER BONUSES Add +2 to M.E. Add +2 to P.P. Add +10 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: Combination Dodge/Attack, Combination Parry/Attack. Hand Attacks: Strike (Punch) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: None. Special Attacks: Aimed Shot, Called Strike, Pistol Whip (Does 1D6 damage), Head Shot/Death Blow. Holds/Locks: None. Weapon Kata (Pick One): W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol. Automatically gets W.P. Quick Draw: Hand Guns & Rifles. Modifiers to Attacks: Critical Strike, Pulled Shot. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. This style offers no Martial Art Powers or Abilities. Cultural: Etiquette Weapon Proficiencies: W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles. Philosophical Training: Code Duello. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: LEVEL ADVANCEMENT BONUSES 1st: +1 to Quick Draw Initiative, +4 to Strike with Aimed Shot, +2 to Roll with Punch/Fall/Impact, Called Strike on a 20. 2nd: +1 to Damage with one round, +1 Attack per Melee, +1 to Strike with Burst, +2 to Parry/Dodge. 3rd: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, Ambidextrous Training Complete, +1 to Pulled Shot. 4th: +1 to Damage with one round, Walking Aim, Called Strike on a 19 or 20. 5th: +1 to Quick Draw Initiative, +1 to Parry/Dodge, Head Shot Death Blow on a Natural 20. 6th: +1 to Strike with Aimed Shot, +1 to Damage with one round, +1 Attack per Melee, Reputation (Horror Factor 8). 7th: +1 to Quick Draw Initiative, +1 to Strike with Burst, Called Strike on a 18, 19, or 20. 8th: +1 to Damage with one round, +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, Reputation (Horror Factor 9). 9th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Parry/Dodge, +1 to Pulled Shot. 10th: Add one additional die of pistol damage with one round, +1 Attack per Melee, Reputation (Horror Factor 10). 11th: +1 to Quick Draw Initiative, Blind Shooting, Called Strike on a 17, 18, 19, or 20. 12th: +1 to Strike with Aimed Shot, +1 Attack per Melee, +1 to Strike with Burst, Reputation (Horror Factor 11). 13th: +1 to Quick Draw Initiative, +1 to Dodge, Head Shot Death Blow on a Natural 19 or 20. 14th: Add one additional die of pistol damage with one round, +1 Attack per Melee, Reputation (Horror Factor 12). 15th: +1 to Quick Draw Initiative, +1 to Roll with Punch/Fall/Imapct, +1 to Pulled Shot, Called Strike on a 16-20. Why Study Pistol Duelist? To join this style is to fully exploit the destructive power of the human body. Fast and deadly with a gun takes on new meaning among these professional killers. A deadly martial art that has the single disadvantage of being dependent on a weapon for effective combat. Weaknesses are a difficulty with multiple attackers and a lack of "internal" training.



NOTE 1: All of the gun styles use their superior level advancement bonuses in place of the weapon proficiency bonuses for modern weapons.


NOTE 2: Gun Styles use these Modern Combat Rules.


NOTE 3: Gun Styles use these Modern Weapon Proficiencies.



Pistol Soul (Gunslingers of all gunslingers)(Exclusive) By Poiuy Wired Entrance Requirements: Any Alignment PP 18 Skill Cost: 8 years. (Rifts: Half the time If the Character is a Gun-Slinger related OCCs) Costume: Officially None, though most wear a Tough (MDC) Vambrace for Parrying(usually armed with studs and sometimes even retractable claws), and most take to wear MDC trenchcoats. Stance: Upright Stance, with Pistols Pointing at the Target. All city rats would want to one day become heros, like those in the pre-rifts movies. Many have tried to imitate the various shooting styles from these ancient records. Some tried they new skills in real combat, with disappointing results. Then again, most did not return to tell the tale. There was a rumor amongst the city rats that hidden amongst the piles and piles of pre-rifts movies and flicks is the real ultimate way to use a pistol, something that would make a gun-slinger's skills look like child's play. So far none succeed in finding it. Yet, thousands are searching for it everyday. The Silver Blaster gang is amongst those who try to find this ultimate way of the pistol. Everyday they practise their skills with nerf laser, and flicks through tons of pre-rifts movies and flicks, learning from everyone of them. But the more the go through, the more disappointing they are. As their skills grew, something becomes disturbingly apparent: most of the movie gunfights are flawed. It was then, that miracle happens. Davy Boy, A brother of a member came back to the 'burbs for a visit. An amature gun-slinger, he was wounded in a firefight, and need to "lay low" for a while. Being bored in the safe-house, he flicks through the mountains of movies. It was then, that miracle DO happen. From one of those dusty old tapes with poor quality comes a short training video from a person called Saih. The video is short, with nothing other than a few simple shots being fired. But being a 'slinger Davy realize the extreme skills needed in executing such shots. For the weeks and months that followed, Davy would practice his skills acording to the video. The boys in the Silver Blaster gang may reguard it being a crazy idea, the legendary tape just CAN NOT be this simple! But Davy IS a 'slinger, and even an amature 'slinger is way better then the city rats in skills. So, they follow the training, of only to amuse themselves. It takes a long time before they can fully utilise the skils in the energy pistols they use, but it is possable. If fact, it is easier since energy pistols gives little recoil, and that partially speeds up the learning process. With a few skills "borrowed" from the gun-slinger training, a new style is born. The new style focus on becoming one with the pistol, a weird concept from the Silver Blaster gang, definitely something they picked up from old movies. But for whatever the reason, it works! In the past some may consider this a dishonorable way of becoming a martial Artist, but the fact is, Who Cares? It Works, thats all it matters. The growing size of the Silver Blaster gang shows its effectiveness, as the style spreads, slowly, and selectively. Next time, when you see some kiddo swinging around two pistols, don't call him a fool... he may just be the ones who know the Pistol Soul. CHARACTER BONUSES +2 PP +2 Speed +5 S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: Leap. Basic Defense Moves: Dodge, Parry, Automatic Parry. Advanced Defensive Moves: Automatic Dodge. Hand Attacks: Strike(punch), Pistol Whip(1D8 Damage) (Note: Non-ranged attacks have their own set of bonus under the "Melee Attack" entry) Basic Foot Attacks: Kick Attack, Roundhouse Kick. Jumping Foot Attacks: NONE Special Attacks: NONE Holds/Locks: NONE Weapon Kata: W.P. Knife, W.P. All Pistols(character do not use W.P. bonuses, instead use the ones listed here), W.P. Paired Firearms(Pistols). (Found in RGMG) Modifiers to Attacks: NONE SKILLS INCLUDED IN TRAINING Martial Art Powers: One Life, One Hit, One Shot, One Kill. Languages: NONE Cultural: NONE Others: Sniper. Weapon Proficiencies: W.P. Knife, W.P. All Pistols, W.P. Paired Firearms(Pistols), W.P. Sharpshooting Specialty. (Found in RGMG) Philosophical Training: NONE LEVEL ADVANCEMENT BONUSES NOTE: Like the Triad Assassin Style in Mystic China, Bonuses in this Advancement table are NOT cumulative. Each Level lists all the character's bonuses exactly. Unlike Triad Assassin Style Pistol Spirit Works on most pistols, as long as they are capable of "standard" rate of fire, and have a payload of more than 10. The use of Knives allows for better parrying when only one pistol is used. 1st: 2 Attacks per melee. +4 to strike with aimed shot: Normal Single-Shot Damage +2 to strike with three shot burst: Single-Shot Damage X 2 +2 to strike with five shot burst: Single-Shot Damage X 5 +1 to strike with all melee attacks, including Pistol Whip +2 to Roll with Punch/Fall/Impact +2 to parry/dodge 2nd: 2 Attacks per melee. +4 to strike with aimed shot: Normal Single-Shot Damage +2 to strike with three shot burst: Single-Shot Damage X 2 +2 to strike with five shot burst: Single-Shot Damage X 5 +1 to strike with all melee attacks, including Pistol Whip +2 to Roll with Punch/Fall/Impact +2 to parry/dodge +1 to Automatic Dodge 3rd: 3 Attacks per melee. +4 to strike with aimed shot: Normal Single-Shot Damage +3 to strike with three shot burst: Single-Shot Damage X 2 +3 to strike with five shot burst: Single-Shot Damage X 5 +1 to strike with all melee attacks, including Pistol Whip +2 to Roll with Punch/Fall/Impact +2 to parry/dodge +1 to Automatic Dodge 4th: 3 Attacks per melee. +5 to strike with aimed shot: Normal Single-Shot Damage +3 to strike with three shot burst: Single-Shot Damage X 2 +3 to strike with five shot burst: Single-Shot Damage X 5 +1 to strike with all melee attacks, including Pistol Whip +2 to Roll with Punch/Fall/Impact +2 to parry/dodge +1 to Automatic Dodge 5th: 4 Attacks per melee. +5 to strike with aimed shot: Normal Single-Shot Damage +1 +3 to strike with three shot burst: Single-Shot Damage X 2 +4 +3 to strike with five shot burst: Single-Shot Damage X 6 +2 to strike with all melee attacks, including Pistol Whip +2 to Roll with Punch/Fall/Impact +2 to parry/dodge +1 to Automatic Dodge 6th: 4 Attacks per melee. +5 to strike with aimed shot: Normal Single-Shot Damage +1 +3 to strike with three shot burst: Single-Shot Damage X 2 +4 +3 to strike with five shot burst: Single-Shot Damage X 6 +2 to strike with all melee attacks, including Pistol Whip +3 to Roll with Punch/Fall/Impact +3 to parry/dodge +1 to Automatic Dodge 7th: 5 Attacks per melee. +6 to strike with aimed shot: Normal Single-Shot Damage +1 +4 to strike with three shot burst: Single-Shot Damage X 2 +4 +4 to strike with five shot burst: Single-Shot Damage X 6 +2 to strike with all melee attacks, including Pistol Whip +3 to Roll with Punch/Fall/Impact +3 to parry/dodge +1 to Automatic Dodge 8th: 5 Attacks per melee. +6 to strike with aimed shot: Normal Single-Shot Damage X 1.5 +4 to strike with three shot burst: Single-Shot Damage X 3 +4 to strike with five shot burst: Single-Shot Damage X 9 +3 to strike with all melee attacks, including Pistol Whip +3 to Roll with Punch/Fall/Impact +3 to parry/dodge +1 to Automatic Dodge 9th: 5 Attacks per melee. +6 to strike with aimed shot: Normal Single-Shot Damage X 1.5 +4 to strike with three shot burst: Single-Shot Damage X 3 +4 to strike with five shot burst: Single-Shot Damage X 9 +3 to strike with all melee attacks, including Pistol Whip +3 to Roll with Punch/Fall/Impact +3 to parry/dodge +2 to Automatic Dodge 10th: 6 Attacks per melee. +6 to strike with aimed shot: Normal Single-Shot Damage X 1.5 +4 to strike with three shot burst: Single-Shot Damage X 3 +4 to strike with five shot burst: Single-Shot Damage X 9 +3 to strike with all melee attacks, including Pistol Whip +3 to Roll with Punch/Fall/Impact +3 to parry/dodge +2 to Automatic Dodge 11th: 6 Attacks per melee. +7 to strike with aimed shot: Normal Single-Shot Damage X 1.5 +5 to strike with three shot burst: Single-Shot Damage X 3 +5 to strike with five shot burst: Single-Shot Damage X 9 +3 to strike with all melee attacks, including Pistol Whip +3 to Roll with Punch/Fall/Impact +3 to parry/dodge +2 to Automatic Dodge 12th: 6 Attacks per melee. +7 to strike with aimed shot: Normal Single-Shot Damage X 2 +5 to strike with three shot burst: Single-Shot Damage X 3 +5 to strike with five shot burst: Single-Shot Damage X 10 +3 to strike with all melee attacks, including Pistol Whip +3 to Roll with Punch/Fall/Impact +3 to parry/dodge +2 to Automatic Dodge 13th: 7 Attacks per melee. +7 to strike with aimed shot: Normal Single-Shot Damage X 2 +5 to strike with three shot burst: Single-Shot Damage X 4 +5 to strike with five shot burst: Single-Shot Damage X 10 +3 to strike with all melee attacks, including Pistol Whip +4 to Roll with Punch/Fall/Impact +4 to parry/dodge +2 to Automatic Dodge 14th: 8 Attacks per melee. +8 to strike with aimed shot: Normal Single-Shot Damage X 2 +5 to strike with three shot burst: Single-Shot Damage X 4 +5 to strike with five shot burst: Single-Shot Damage X 11 +4 to strike with all melee attacks, including Pistol Whip +4 to Roll with Punch/Fall/Impact +4 to parry/dodge +2 to Automatic Dodge 15th: 8 Attacks per melee. +8 to strike with aimed shot: Normal Single-Shot Damage X 2 +6 to strike with three shot burst: Single-Shot Damage X 4 +6 to strike with five shot burst: Single-Shot Damage X 11 +4 to strike with all melee attacks, including Pistol Whip +4 to Roll with Punch/Fall/Impact +4 to parry/dodge +3 to Automatic Dodge Why Study Pistol Soul? Do you really want to run between in-coming enemy fires to deliver a punch? Do you really want to even get close to those nightmarish creatures? What else teaches you to kill without getting your clothes dirty? [Designers Notes: To be announced]




Hand to Hand: Primordial By GrimtoothX@aol.com


Hand to Hand: Primordial is a loosely bound group of skills learned by mutant animals, and groups of people that have completely abandoned technology of any kind and have let their inner instincts run wild.


Hand to Hand: Primordial is a damage heavy form of combat, with very little concern in protection. The creature is to hit hard, and try to kill it's enemy with as little difficulty and strain as possible.


Hand to Hand: Primordial is a strong skill to have in beginning levels, but the longer the creature lives, the slower and slower he advances in combat. In the later levels, the creature is virtually the same as he was when he was a lower level fighter. Weapons can be used, but rarely are, and all carnivorous, intelligent animals should be allowed into Hand to Hand: Primordial, along with certain others. Judgment must be used as to whether or not the creature seems the type that would fight this way. Exceptions include apes, bears, and humans.


Entrance Requirements: Either be an animal and pay 15 Bio-E, or a human with an IQ of 10 or less. Each step above 10 lowers the max level able to be reached by one. Skill Cost: Animals are born with it at a cost of 15 BIO-E, humans must spend 6 years clearing their minds and letting their instinct flow. Costume: None, literally. Most HtoH: Primordial fighters wear no clothing at all, since clothing restricts certain moves and just gets in the way. Stance: Whatever works. Usually HtoH: Primordial fighters have their weapon of choice ready and bodies in constant motion.


LEVE ADVANCEMENT BONUSES Level 1: +2 to damage. Special! Pain Immunization: The attacker is immune to pain in the heat of battle. The body still reacts, and the creature may be physically unable to use a body part, but the creature feels no pain until the battle is over. Level 2: +2 to parry/dodge. Special! Good Fear Reaction: The creature fears as normal, but is calm and clearminded about it, and thus all effects of fear are halved. Level 3: Special! Intimidate: Intimidate the enemy (20%+3). Two Intimidate moves cancel each other out. An intimidated person/creature loses 1 melee attack for the rest of the fights rounds. A creature/person thus intimidated must use another (Yes, in addition to the one already lost that round) melee attack to regain composure. Level 4: Special! Lunge Attack: +3 to damage for any physical attack that doesn't use a weapon. Natural weapons such as claws, teeth, and fists can be used. Level 5: +1 Roll with punch/fall, Special! Death Fight: The creature can fight even after they drop below 0 HP. The person's attacks have no thought behind them, and just hit with whatever is in hand. The creature fights this way until their HP drops to half of what the creature can take until they actually die (Remember that HP can drop to the negatives equal to the PE rating). Once this is reached, the creature falls in a coma as normal. Level 6: +2 to damage Level 7: +1 attack per melee Level 8: +1 to damage Level 9: +1 to Strike Level 10: Critical strike on roll of 17-20 Level 11: +1 attack per melee Level 12: +1 to pary/dodge Level 13: +1 to damage Level 14: Critical Strike from behind Level 15: Death blow on roll of Natural 18-20


Why Study Hand to Hand Carnivore?


It is a fast and relatively easy way to kill something, if not inaccurate and weak in later levels. Also note that a creature that fights so dangerously rarely makes it to the higher levels.



( Hand to Hand ) Pro Wrestlin By the Xaowolf


This skill is learned from the Wrestlars. In order to learn this skill the P.C. must have a high P.S. or P.P. (17+). Bonuses: +1 to P.S. or P.P., +2D6 S.D.C., gains W.P. Blunt.


Description of moves: The Clothse Line: The art of extending one's arm into the face and neck of an on comming opponent. Damage is 1D6 sdc and opponent is knocked down. The Suplex: This is where the wrestler hoists the opponent into the air and bring him to the ground behind him. It deals 1D6+3 sdc and opponent is knocked down. (that is a simple description, but any type of suplex can be used from the german to a belly to belly suplex) Finishing Moves: This is like a death blow, only it involves some kind of throw or hit. Each wrestlar has a different move(for ideas, watch the WWF). Other than than, standard death blow rules apply.


Level Advancement Bonuses Level 1: Starts with 2 attacks, -1 to hit(hey their trainer don't need to actually hit, so it is reflected in the skill), body block/tackle Level 2: +1 attack a melee, +1 to initiative, +2 save vs H.F., The Clothes Line Level 3: Karate style kick 2D6 sdc Level 4: Drop Kick does 2D6+3 counts as 2 attacks, +2 damage Level 5: +2 attack when using chairs or other blunt instruments, auto dodge Level 6: Disarm, suplex, +1 roll with punch/fall Level 7: +1 hit/auto dodge/horror factor Level 8: +1 attack a meele, +2damage Level 9: +2 disarm, +1 roll with punch/fall/suplex Level 10: Finishing Move on natural 18-20 Level 11: +1 initiative/ auto dodge/ horror factor Level 12: +1 attack a melee Level 13: +1 P.S. or P.P. Level 14: +2 drop kick/suplex/clothes line Level 15: Critical Strike on natural 17-20



Professional Wrestling By danzig138


This is a big money maker, and while everybody knows that the matches are staged, some of the moves and physical training can be useful in real-world engagements. And besides, it's a big money maker.


Entrance Requirements: None Skill Cost: 2 years Costume:??? Stance:???


CHARACTER BONUSES


Add 1 to P.S.


Add 1 to P.E.


Add 10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defense Moves: Dodge, Parry Advanced Defenses: Multiple Dodge Hand Attacks: Strike ( Punch ), Palm Strike, Knife Hand Basic Foot Attacks: Kick Attack, Drop Kick , plus any two kick attacks Special Attacks: Body Block/Tackle, Body Flip/Throw, Crush/Squeeze, Elbow, Knee, Pile Driver ( Special! Pick the opponent up and drop him on his head. Uses 3 attacks. Inflicts 2D6 damage, and Knock-out for 1D4 melee rounds ), Clothesline (Special! From Long or Combat range, inflicts 1D6 damage, and knock the target down. Can be dodged, but not parried. Get a short start and hit the opponent around the throat with your arm), Splash (Special! When the opponent is prone, jump on him. Uses 3 attacks, and inflicts 1D6 damage per 100 lbs. of weight). Holds/Locks: Arm Hold, Body Hold, Sleeper Hold (Special! Inflicts no damage, but the victim must roll under his P.E. with a cumulative -1 penalty per melee round or pass out for 1D8 melee rounds) Modifiers to Attacks: Pull Punch, Knock-out/Stun Multiple Attackers: 2 Preferred Range: Grappling


SKILLS INCLUDED IN TRAINING Physical: Body Building


LEVEL ADVANCEMENT BONUSES Level 1: +2 Body Block/Tackle, +1 roll with punch/fall/impact Level 2: +1 strike Level 3: +1 dodge, +1 crush/squeeze Level 4: +1 attack per melee, +1 maintain balance Level 5: +1 damage Level 6: +2 roll with punch/fall/impact Level 7: +3 maintain balance Level 8: +1 clothesline Level 9: +1 dodge Level 10: +2 drop kick Level 11: +1 attack per melee Level 12: +1 parry Level 13: +2 strike Level 14: +2 splash Level 15: +1 strike, +2 dodge


Why Study Pro. Wrestling?


Well, it's a big money maker, and some of the moves can be damaging in a street fight.



Professional Wrestling HTH Combat Training By George the Green M&M (Stephen P. Dragoo)


Professional Wrestling is a time-honored tradition, known for bringing entertainment to the masses for many years. Although often accused of being "staged" or "orchestrated," most wrestlers will still reply "We still have all of our equipment." In modern times, though, there has been an increasing amount of wrestlers from Japan making their way to the US, as well as a number of American wrestlers integrating martial art knowledge into the sport. With a number of wrestling leagues providing TV exposure, wrestling is stronger than ever. Entrance Requirements: P.E. 10, P.S. 10. P.B. and M.A. should either be less than 8 or higher than 13. This represents the fact that a wrestler must either command fan adulation or incur vitriolic hatred from the fans (the "faces" versus the "heels"). While it is possible for a wrestler to have P.B. and M.A. scores of 9 to 12, they will have to gain attention from the fans by either winning most of their matches, or by losing in interesting ways.


There are no alignment restrictions, but the wrestler must choose 2 alignments. The first alignment, of course, is his or her actual alignment. The second alignment represents the kind of persona the wrestler will present to the fans. Obviously, the farther to the extreme the alignment is, the more noticeable the wrestler becomes. This second alignment can be changed by the wrestler at any time, and represents the "reversal" or "betrayal". However, it is normally reserved for dramatic points in a wrestler's career, when a career begins to show signs of decline, or if the organization decides that a dramatic event needs to occur to increase ticket sales. Skill Cost: varies. It's fairly easy to learn, since walk-ons and other athletes have had no trouble entering wrestling. This applies to athletes who are already well-known, however. Other people ("no-names") will have to spend some time in wrestling training (minimum of 4D6 months), as well as time in "minor league" wrestling promotions. These smaller promotions are typically "starter" groups for the larger leagues, or are regional entities that do not enjoy a national or international appeal (Note that most regional leagues only exist in the Midwest, Northeast, and Southern portions of the country. This is due to the higher concentrations of rural and farm communities, which have always been fans of "rasslin'". While wrestling events do take place towards the West Coast -- as well as always selling out the stadiums and arenas -- they are almost exclusively run by the big 2: WCW and WWF). Typically, a wrestler must spend 4D6 months in his first promotion before s/he can move on to a larger organization, and another 6D6 months before s/he can move to one of the "premier" leagues (in modern times, 2 well-known examples are WCW and the WWF). Exceptions are sometimes made, however, for "exceptional" wrestlers. This is determined somewhat by the athlete's attributes (very high/low P.B. and M.A., high P.S., P.E., or P.P., etc.), but is more dependant on a wrestler's ability to elicit crowd response. Ultimately, the wrestling promoters are the ones who determine when an offer for advancement should be made to a wrestler. Costume: There is no required costume. "Standard" wrestling attire, of course, includes wresting trunks and/or tights and/or wrestling singlet (with 1 or 2 shoulder straps), with boot being optional. However, wrestlers have also been known to wear modified tuxedoes and business suits, as well as mortician's apparel or blue jeans and cowboy boots, while in the ring. Generally, their are four rules to choose from for attire: 1. Use black as either a main color, the only color, or an accessory. 2. Wear bright, clashing colors (reds, greens, yellows, etc.). 3. Dress in "normal" clothes. 4. Or, wear a mask. Note: spikes must be removed from clothing before wrestling, or the spiked portion of the outfit must be removed (a la the Road Warriors). However, they can still be used later as foreign objects during the match. Stance: Slightly crouched, knees bent, facing your opponent. Hands are held open between waist and head level, and extended towards the opponent. CHARACTER BONUSES


Add +1 to P.E.


Add +1 to P.P.


Add +2 to M.A.


Add +1D4 to P.S.


Add +1D4 to Spd


Add +6D6 to S.D.C. COMBAT SKILLS Notes: Wrestling moves can be used with other HTH types; however, only PP bonuses will apply unless the character spends time (1D6 months of game time) practicing the move(s) with his normal HTH skill. Note on using other martial arts: moves from other martial arts can be used with and combined with wrestling moves. However, the only wrestling bonuses that can be combined with them are the bonuses for "fake" moves. Attacks per Melee: 3. Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Impact Sponge (Special: identical to the Chao Ta Kung Fu ability, the wrestler will fold up around the blow, falling to the ground, and appearing as though he is gravely injured. It looks like maximum damage is inflicted; if successful, no damage is taken, otherwise the wrestler takes half damage. At least 1 AT must be used, more if the wrestler wants to appear more injured). Basic Defensive Moves: Dodge, Parry, Automatic Parry, Reversal (Special Combination Parry/Strike where a wrestler can reverse his opponent's attack. Takes at least 2 AT's: 1 or more to parry the opponent's attack, and 1 to perform the reversal. Also gives the wrestler the initiative). Hand Attacks: Strike (punch), Power Punch, Forearm Strike, Elbow Strike, Double Fist Strike, Palm Slap/Chop (1D4, done with the flat of the palm or the side of the hand, either normal or backhanded, to the upper chest area; if a critical strike is rolled, the opponent must maintain balance or roll with punch to avoid knockdown). Basic Foot Attacks: Snap Kick, Knee, Drop Kick. Jumping Foot Attacks: Jumping Drop Kick (also known as a "Missile" or "Suicide" Drop Kick; critical strike, must be performed from a higher elevation than an opponent, such as from the top turnbuckle). Special Attacks: Pin/Incapacitate, Leap Attack, Clothesline/Lariat (1D6, done with the forearm to the throat area; on a critical strike, must roll with punch or maintain balance to avoid knockdown), Body Flip/Throw and Arm Drag Takedown (wrestler hooks the opponent in the armpit and flips them onto the mat while spinning back onto the mat; can be a normal Body Flip/Throw, or can be used to go immediately into an Arm Hold), Hip Toss (hooks his arm into the opponent's armpit, then turns slightly to throw them over his hip; Body Flip/Throw), Body Block/Tackle (includes the Body Slam - wrestler picks opponent up by grabbing them by the shoulder and crotch area, lifting them up, and throwing them down onto their back), Leg Drop (wrestler jumps up into the air and lands with his leg over the chest/neck area of his opponent while they are on the mat; 1D6), Irish Whip (wrestler pulls opponent's arm, causing them to run in a certain direction; no damage unless they run into something, but opponent loses 1 AT), Head Butt (wrestler smashes forehead into opponent's; Grab attack plus Head Bash, 2D6, uses 1 AT), Sleeper Hold (wrestler gets behind opponent, wraps 1 forearm around their neck and grabs other forearm, while the other hand holds the opponent's forehead. Modified Paralysis attack; wrestler rolls against knockout chance for every AT used. For every success, the opponent is at -1 to all HTH rolls, until all are at +0 or less, at which time the victim will also not be able to strike, except for reversals, for 1D4 AT's [other actions allowed]. Victim can try to break the hold by rolling a PS check against the wrestler), Suplex (Wrestler has opponent bent over in front of him, reaches around and grabs the chin, throws the victim's other arm over his own head, grabs the tights at the hip, lifts the victim over his head, and then falls backward; Combination Grab with Body Flip, does 2D4 S.D.C; one way to make the move impressive is to hold your opponent over your head for 5 or more seconds before falling backwards, although the opponent can reverse the hold from here into a normal Body Block attack), Snap Suplex (similar to the Suplex, but the wrestler doesn't hold the victim above his head; 1D6 S.D.C, cannot have the Body Block reversal applied), Neck Hold/Choke (1-handed choke attack), Choke (standard 2-hand choke attack). Holds: Arm Hold, Leg Hold, Neck Hold, Body Hold, Boston Crab (Victim is lying on the mat; wrestler grabs both the ankles, turns the victim onto his back, bends the knees back, and then "sits" down over the victim's lower back while holding the calves; 1D4 per melee, plus a save vs. pain per AT used to apply the move, requires a Grab and a Strike roll and uses 2 AT's). Note: all normal Holds can also be used to inflict pain (save vs. pain required [+4 bonus] per AT). Locks: Head Lock (similar to the hold used to inflict Dutch Rubs and Noogies, can also be applied where the wrestler stands facing the opponent. Does 1 S.D.C, or can cause a save vs. pain at +6). Weapon Katas: Choice of W.P. Foreign Object or W.P. Folding Chair. Choosing both costs 1 extra skill. Modifiers to Attack: Pull Punch, Fake Attack (Special: similar to the Chao Ta ability, wrestlers applies effort to make the attack look like it did maximum damage. Opponents who use Impact sponge automatically take no damage; everyone else takes half damage as standard, 1/4 if they roll with punch). Special Wrestling Katas: same as for Chao Ta Kung Fu. Greased Lightning: can do all melee AT during the first attack sequence, but are at half damage and -4 strike. Kung Sao: holding back during the melee to deliver a spectacular-looking attack, allowing double normal leap distances and a +4 strike bonus, but damage is normal. Ni Huei: Composed of 2 parts: making the attack look like it was really life-threatening and devastating, and also looking like nothing will allow you to be defeated. Confers a HF of 12 for purposes of awe/horror to the audience and opponent(s), plus a +4 to roll with punch or impact. This is also used for the infamous "hulking up" by Hulk Hogan. Special Optional Moves: These are moves in wrestling that the wrestler may choose to learn (as is detailed later). Basic Attacks: Tripping/Leg Hooks (aka "Spinning Toe Hold" or "Drop Toe Hold"; can also be used to go into a Leg Hold), Backwards Sweep, Claw Hand. Special Attacks: Entangle, Combination Grab/Kick, Crush/Squeeze, Critical Flip/Throw, Automatic Flip/Throw, Automatic Hold, Somersault, Neckbreaker (2 types. Swinging -- start as for the Suplex, then swings his body around, causing the victim's head to do a 180, body following after, and landing on the back of the neck on the mat. Standard -- wrestler and victim are back to back, holding victim's head and forehead, then the wrestler drops down on his butt to the mat. Does 2D4, chance for KO/Stun as normal for the wrestler, but does not need to be called), Belly-to-Belly Suplex (suplex where victim is grabbed in a bear hug, then tossed over the wrester's back onto the victim's back. Does 2D4), Belly-to-Back Suplex (wrestler stands behind the wrestler, all else as for Belly-to-Belly), Double Underhook Suplex (instead of grabbing the head, the wrestler hooks both of the victim's arms. 2D4, all else as a Standard Suplex), Gutwrench Suplex (wrestler grabs victim around the waist, picks them up, turns them over, and slams them onto their back; 2D4), German Suplex (same as Belly-to-Back, but wrestler holds onto the victim; 2D4 plus check vs. Pin/Incapacitate), Reverse Suplex (opponent is slammed onto their stomach instead of their back; 2D6, all else as for standard suplex), Perfect Plex (similar to Snap Suplex, but wrestler grabs and holds onto the opponent's knee instead of the hip area; 1D6 plus Leg Hold and check vs. Pin/Incapacitate), DDT (Wrestler grabs victim in a front Head Lock, then falls back, driving the head into the mat; Grab plus 1D6, critical strike, check vs. KO/Stun, 2 AT), Bulldog (standard head lock on victim, wrestler runs forward, jumps up, and drives the victim's face into the mat; Grab plus 1D6, critical strike, check vs. KO/Stun, 2 AT), Pile Driver (victim's head is held between the wrestler's knees, then the wrestler drops to his knees, driving the victim's head into the mat; Grab plus 1D6, critical strike, check vs. KO/Stun), Figure-4 Leg Lock (victim's legs are tied up on the mat into a Figure 4; 1D6 per melee, plus save vs. pain per AT/action used on the lock. If reversed, the wrestler takes the damage instead. 2 AT to apply), Texas Cloverleaf (standing version of the Figure-4), Scorpion Death Lock (aka Sharpshooter; victim lies on his back, wrestler stands at feet, steps through and to the side with 1 leg, crosses victim's legs over his, then turns over like doing the Boston Crab. Same damage and effect as for the Figure Four Leg Lock, but cannot be reversed the same way), European Uppercut (1D8, check vs. KO/Stun if called first), Choke Slam (first apply the Neck Hold/Choke, then pick opponent up in the air and slam them down on their back; 1D4 from choke, then Critical Flip/Throw, check vs. KO/Stun, 2 AT), Iron Claw (Combination Grab and Claw Hand attack - Claw Hand required - to inflict Claw Hand damage and a save vs. pain at +3 per AT/action used), Heart Punch (modified Death Blow attack to the heart area; Grab plus Power Punch, critical strike, check vs. KO/Stun, 2 AT), Diamond Cutter (basically a Bulldog maneuver without the running start, this special move can also be started from a suplex position, as well as being a reversal move against a leap attack; Grab/neck hold plus 1D6, critical strike, check vs. KO/Stun), Frankensteiner (Victim is grabbed at the neck with the wrestler's legs, then flipped over to land on the top of their head; Grab/Neck Hold plus Critical Flip, check vs. KO/Stun), Power Bomb (similar to a gutwrench suplex, but victim is pulled up to the wrestler's shoulder or higher, then slammed on his back into the mat. Normally reserved for extremely strong or tall characters - must be able to lift opponent that high - Grab/Body Hold plus Body Throw, critical strike, check vs. KO/Stun). Any other martial art moves (including specialized moves) can also be chosen. SKILLS INCLUDED IN TRAINING Martial Art Abilities and Powers: Select 1 Pro Wrestling Specialty Kata from the 3 mentioned above (no other specialty katas or Chi katas allowed). Select 1 Body Hardening or Demon Hunter Body Hardening Exercise (except Demon Wrestling). Any basic skill program (including Physical) can be chosen in place of a power. Language Skills: in addition to the wrestler's native tongue, he will also know the official language of the country in which his wrestling league is based. Currently, major federations are based in the US, Japan, Western Europe, and Latin America. Training Skills: Screen Acting (25% + 5% per level; includes a knowledge of where the arena cameras are), Feign Injury (30%+4% per level, plus any MA bonus, to be successful), Conceal Illegal Move (20% plus any MA bonus), Body Building (concerned somewhat more with toning and shaping the body). Philosophical Training: none (unless you count worshipping the Almighty Dollar). Weapons: W.P. Foreign Object (new: same advancement as W.P. Improvised Weapon; wrestler chooses whether the strike bonus or the damage bonus is used. Strike bonus only counts towards KO/stun attempts, however), W.P. Folding Chair (new: same as for W.P. Foreign Object). LEVEL ADVANCEMENT BONUSES Level 1: +1 pull/roll with punch, +1 save vs. pain, +1 to perform "fake" and "illegal" moves; KO/stun on natural 20. Level 2: +1 to parry/dodge, +1 strike; choose 2d6 optional moves from the list above. Level 3: +1 to save vs. pain, KO/Stun from Behind, +1 AT/melee, +1 to maintain balance. Level 4: KO/stun on a natural 19 or 20, Critical Strike from behind, Pin/Incapacitate on a natural 17-20. Level 5: +1 to pull/roll with punch, + 1 to parry/dodge; Choose 1 additional Pro Wrestling Kata or additional Pro Wrestling Weapon Kata, or 1 Body Hardening Exercise (except Demon Wrestling). Level 6: +1 to perform "fake" moves, +1 to maintain balance; choose 2d6 more optional moves. Level 7: +1 to roll with punch, +1 strike; Critical Strike on a natural 19 or 20. Level 8: +1 to parry/dodge, +1 to save vs. pain, KO/Stun on a natural 18-20. Level 9: +1 AT/melee, +1 to perform "fake" and "illegal" moves, Pin/Incapacitate on a natural 16-20. Level 10: +1 roll with punch, +1 to maintain balance; choose 2d6 more optional moves. Level 11: Critical Strike on a natural 18-20; choose 1 additional Pro Wrestling or Pro Wrestling Weapon Kata, or 1 Body Hardening Exercise (except Demon Wrestling). Level 12: +1 to parry/dodge, +1 to save vs. pain; Death Blow on a natural 20. Level 13: Pin/Incapacitate on a natural 15-20; choose 2d6 more optional moves. Level 14: +1 AT/melee, +1 to perform "fake" moves, +1 to parry/dodge. Level 15: +1 to strike, +1 to roll with punch, +1 to maintain balance. Max out at level 15: 6 AT/melee, +3 strike, +5 parry/dodge, +2 pull punch, +5 roll with punch, +4 maintain balance, +4 save vs. pain, +4 to "fake" moves, +2 to "illegal" moves, Pin/incapacitate on a natural 15-20, KO/Stun from behind or on a natural 18-20, Critical Strike on a natural 18-20 or from behind, Death Blow on a natural 20. Note on "fake" and "illegal" moves: "fake" moves are moves that use Impact Sponge, Fake Attack, the special katas, or are simply faked moves for a wrestling match. They get added to the normal bonus to strike, parry, dodge, etc. "Illegal" moves are moves that are "against the rules" during a match, but may or may not result in the wrestler being disqualified (DQ'ed). Generally, "good" wrestlers will only use illegal moves against really "evil" opponents, while "evil" wrestlers will use them against anybody. Note on KO/Stun: When using a "fake" move, a successful KO/Stun has a duration of 1D6 attacks (*not* melees). Bonuses for "fake" or "illegal" moves (as well as Weapon Kata bonuses) are added to the attack role, and count as part of the "natural" roll. When using a "real" move, however, the KO/stun lasts for the normal duration, and depends on the natural strike roll (plus any WP bonuses). Why study Professional Wrestling? It's fun! It teaches a lot of different techniques, it can generate a lot of crowd response for the matches, it can inflict pain, and it's harder to defend against in close. It has some drawbacks, however:

  • It's best at grappling range, and pretty good at combat range and "long range" combat. But, it is not meant for use against ranged weapons.
  • It only teaches the use of "weapons" that are rather unwieldy and cumbersome.
Note for Rifts: Juicers and Crazies will probably love this MA, since it involves getting close and personal with your opponents. Pretty much all they would need to learn the basics is access to a collection of old wrestling videos. Generally, though, the "fake" stuff will only be used for these reasons: Titan Juicers, Mega-Juicers, Maxi-Killer Juicers, Dragon Juicers, supernatural M.D.C. creatures in matches, and fighting against squishies. For straight regular Juicer vs. Juicer combat, though, they will most likely stick to using real attacks doing real damage. Although Weapon Katas are still not allowed, though, they will probably find ways to combine different moves with using a weapon (i.e. the promo commercial for Van Damme and Rodman's movie showed Van Damme doing some sort of cartwheel/dodge/roll move to avoid some bullets, then firing his gun at the bad guys as he rolls back to his feet).



Psu-Doe Fu By GeronimoGM Entrance Requirements: Must have seen Enter the Dragon a minimum of 300 times. Skill Cost: ? Years (Primary), ? Years (Secondary) However long it takes. Background/History: This martial art, if you want to call it that, is what happens when some-one has never had a martial arts class but as watched too many Bruce Lee films. It has been practiced in many forms all over the word. It is an effective art as long as no actual combat is involved. Costume: Any Stance: Always a very off-balance and clumsy imitation of Bruce Lee Character Bonuses Add +4 to M.A. Subtract -3 from I.Q. Combat Skills Attacks per Melee: 1 Escape Moves: run away 10% to speed when running away. Attack Moves: very clumsy punch, bad form kick. Basic Defense Moves: curl up into a ball, cry like a baby. Advanced Defense Moves: Begging for mercy and profuse apologies. Hand Attacks: Girly-man punch, Psu-Doe Chop. Foot Attacks: Stomp to the toes( followed by running away) Jumping Foot Attacks: jumping kick to the groin( followed by running away) Special Attacks: hitting while their back is turned (followed by running away). Holds/Locks: Hugging their knees (followed by begging for mercy OR profuse apologies) Weapon Kata: can Spin nunchaku overhead, almost without causing too much damage to self (50/50 chance) Modifiers to Attacks: Automatic +7 Pull Punch, -5 Critical Strike, -1 Critical Strike From Behind, -3 Knock-Out/Stun, +2 Stun from Behind( followed by running away) Skills Included in Training Martial Art Powers: Able to talk trash and fake out people with no training +3 to roll for intimidation. Languages: Can pronounce any Chinese food from the menu. Cultural: Knows where China is. Physical: God at sitting in front of a TV Survival: None Temple: none Weapon Proficiencies: none Philosophical Training: Saw Enter the Dragon 300 times, and can quote it word for word. Level Advancement Bonuses 1st: +1 to run away 2nd: +3 to fake out non-trained fighters with squeaks and howls in te fashion of Bruce Lee. 3rd: Cry at will and beg for Mercy.(40% chance that the enemy will just laugh and let him live after a few punches) 4th: Faint and play dead.( 25% chance of success) 5th: +4% to Run Away 6th: Automatic success on hugging knees for the purpose of groveling. 7th: Effective Automatic tears and begging for mercy (+15% chance that enemy will just laugh and rough him up a bit) 8th: +20% Run Away, +10% Play Dead 9th: +1 to hit from behind 10th: +5% to begging for Mercy Skill 11th: +2 to strike for the Jumping kick to the groin. 12th: negative penalty to strike reduced by 2 13th: +1 attack, +10% to Play Dead 14th: +10% to begging for mercy skill 15th: Automatic success to run Away, +15% to Beg for Mercy Why Study Psu-Doe Fu? It's pretty easy to do.

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