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Hebemi Arashikage (Silent Master)



Martial Arts Styles – S:


http://web.archive.org/web/20091027113827/http://geocities.com/kuseru/PMAN/StyleS.htm


Hand to Hand: Seal By Jeff Nielsen


The following techniques are known at first level: Break Fall, Disarm, Body Block/Tackle, Roll with Punch/Fall/Impact, Pull Punch, Body Flip (1d6), Punch (1d4), Elbow/Forearm (1d6), Kick Attack (2d4), Snap Kick (1d6), Knee (1d6), and the usual strike, parry, and dodge.


Bonuses: +4d6 S.D.C., +1d4 P.S., +2 P.E. and P.P., and + 2d4 Spd.


LEVEL ADVANCEMENT BONUSES Level 1: 3 attacks per melee round to start, Critical Strike from behind
Level 2: +2 to strike, +3 to parry and dodge, Karate Kick (2d6), Karate Punch (2d4)
Level 3: +1 attack, Drop Kick, Knife Hand (2d4), Back Hand (1d6)
Level 4: +1 initiative, +1 Disarm and Break Fall, Roundhouse Kick (3d6), Palm Strike (2d4), +1d6 S.D.C.
Level 5: Power Punch, Backward Sweep, Tripping Leg Hook, +1 Disarm and Break Fall
Level 6: +1 attack, +1 to strike, Arm Hold, Leg Hold, Body Hold, and Neck Hold
Level 7: Wheel Kick (2d6), Leap Attack, +1 Disarm and Break Fall, +1d6 S.D.C.
Level 8: Critical Strike 18-20, Paired Weapons
Level 9: +1 attack, Power Kick, +1 to parry and dodge
Level 10: Jump Kick (6d6), +1 to strike, Disarm and Break Fall
Level 11: +1 initiative, Critical Strike from behind (triple damage!)
Level 12: +1 attack, Knock-Out/Stun 17-20
Level 13: Death Blow!, +2d6 S.D.C.
Level 14: +2 to strike, parry, dodge, Disarm and Break Fall.
Level 15: +1 Attack, +3d6 S.D.C.



Sabot By Sinestus



While digging through my old D&D archives, I discovered a monk my brother had created a while ago, Jaques, who was a 'foot fighting' specialist and used the style Sabot. Unfortunately, the list of abilities was rather vague, and the best I could tell was it was a softer form of Kick Boxing, enhanced with a few holds. Either way, the character was rather interesting, thus I've decided to put the style up...



Entrance Requirements: P.S.: 10, P.P.: 11, and P.E.: 12
Skill Cost: 4 years
Outfit: loose pants and shirt.
Character Bonuses +2 to P.S.
+1 to P.P.
+1 to P.E.
Stance: Similar to Kickboxing, the fighter faces the opponent slightly askew, standing tall on the balls of the feet. Both hands are kept at chest level, about half the arm's length from the body. forward hand is always open, the other in a fist.
Combat Skills Attacks per Melee: 3
Escape Moves: Roll with impact, maintain balance, counter-grip (roll as per breaking holds, on success can enact a hold on opponent in the same action)
Basic Defensive Moves: Dodge, Parry, automatic parry,
Advanced Defenses: automatic hold, body flip/throw
Hand Attacks: Punch, backhand, power punch
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Crescent Kick, Backward Sweep.
Jumping Foot Attacks: none, (gains later)
Special Moves: Knee, drop kick, turning kick
Holds/Locks: Arm hold, leg hold, wrist lock, automatic wrist hold
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Critical Strike, Knock-out/Stun.
Additional Skills: Boxing, running, Language: French
Martial Arts Abilities: Select two abilities from Body Hardening or Specialty Katas
Level Advancement Bonuses
Note: Where there are Roll bonuses, also consider those 'pull punch' bonuses
1st: Automatic wrist lock, +1 to dodge and parry, knockout on natural 17+
2nd: +1 to strike, +3 to roll
3rd: +1 to parry, dodge, counter-grip and maintain balance
4th: +1 attack, gains Jump Kick, and select one power from Atemi or Body Hardening
5th: +1 to strike, +1 to holds and locks (including automatic)
6th: +2 to damage, +1 to initiative and maintain balance
7th: +1 to roll, parry, dodge, and throw
8th: Critical on 18+, knockout on 16+
9th: +1 attack, gains Scissors Kick (see Smigs Capoiera), select one Body Hardening or specialty Kata
10th: +2 to throws, +1 to strike
11th: +1 to damage, Critical or Knockout Flip/throw on natural 20
12th: +1 to maintain balance, counter-grip, and parry
13th: +1 attack, +1 to dodge and roll,
14th: gains automatic Flip/throw, and automatic holds (all)
15th: select two chi mastery, martial arts techniques, body hardening or specialty katas (May select Kick Boxing's Lightning Kata)
Why Study Sabot?
Because you can't study kick boxing but still wanna be a kick boxer.




Sagara Ryu Karate



By Himura_Battosai



Entrance Requirements: Honorable Alignment



Skill Cost: 9 years ( 5 As a secondary Martial Art)



The Creator of Sagara Ryu Karate was Sagara Sanosuke, a friend of Himura Kenshin. This form was created be combining a number of techniques from a number of sources by Sanosuke after being befriended by Kenshin. Sanosuke open a Dojo as part of settling down and so he stopped mooching of Karou. He decided to train those who did not have some one to protect them to protect themselves. The school maintains a strong belief in protecting the weak, and no member of the school would ever run if someone could not protect themselves. The school also has a strong rivalry with Kyokushinkai Ryu karate because of that's school's similarity with Sagara and because the Sagara school came First.



Costume: Standard Karate Gi with Red head band and optional cloth wrapping for hands and feet.



Stance: legs shoulder with apart, Right arm out at chest level in a block, left pulled back and chest height.



CHARACTER BONUSES
Add 5 to Chi
Add 2 to P.S.
Add 1 to P.E.
Add 25 to S.D.C.



COMBAT SKILLS



Attacks per Melee: 3



Escape Moves: Roll with Punch/Fall/impact



Basic Defense: Dodge, Parry, Automatic Parry



Advanced Defenses: multiple dodge, Circular parry, Power Block, Break fall



Hand Attacks: Strike (punch), Knife Hand, Double Knuckle Fist, Power punch



Basic Foot Attacks: kick Attack, Snap kick, Axe kick, Crescent kick, Roundhouse kick



Jumping Foot Attacks: Jump Kick



Special Attacks: Death Blow, Leap attack, Combination Grab/Kick



Weapon Katas: none



Modifiers to Attacks: Pull punch, Knock out/Stun, Critical Strike, Critical Strike from behind



SKILLS INCLUDED IN TRAINING



Martial Arts Powers: Automatically receives Martial Art technique Tamashiwara and Stubborn Ox (special Body Hardening) Stubborn Ox allows the Martial Artist to withstand incredible amounts of damage. It cost 10 Chi to activate and it lasts for ten rounds. While active the martial Artist is IMMUNE TO DEATH BLOW instead they do damage as a critical strike. The Martial Artist also gets 50 S.D.C. while the power is active. After being reduced to 0 H.P. while under the affects of this power the martial Artist can save vs. pain (base 10 this martial Art form only) to remain upright and continue to fight. If still below 0 H.P. at the end of this powers effect treat as if the Martial Artist was a 0 H.P. for the purposed of save vs. Coma/death. Also select one other martial art power from Body hardening (including Demon hunter), Martial Art Techniques or Special katas. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.



Language: Japanese



Cultural Skills: none



Physical Skills Swimming



Philosophical Training: Shinto and Bushido



If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Zanji Shinjinken Ryu (5 years), Taido (6 Years), Te ( 3 years), Kuno Ryu (4 years) or Kamiya Kashin Ryu (4 years)



LEVEL ADVANCEMENT BONUSES
1st + 2 Roll with punch/fall/impact, + 2 damage, Critical Strike from behind, knock out/Stun from behind
2nd + 1 Attack per melee, + 2 Strike
3rd + 1 Dodge/parry, + 2 Damage
4th + 1 Attack per melee, Knock out/stun 19-20, critical Strike 19-20.
5th + 2 Strike, + 1 dodge/parry, select one other martial art power from Body hardening (including Demon hunter), Martial Art Techniques or Special katas.
6th + 1 Attack per melee, + 2 damage, + 2 Break fall
7th + 1 dodge/parry, critical Strike 18-20
8th + 1 Attack per melee, + 1 Strike
9th + 2 Roll with Punch/fall/impact, select one other martial art power from Body hardening (including Demon hunter), Martial Art Techniques or Special katas.
10th + 1 Attack per Melee, double existing Chi.
11th + 1 Dodge/Parry, Critical Strike 17-20
12th + 3 damage, + 2 break fall
13th + 2 damage, Death blow 19-20, knock out/Stun 18-20
14th +1 attack per melee, select one other martial art power from Body hardening (including Demon hunter), Martial Art Techniques or Special katas.
15th + 1 strike, + 1 Dodge/parry, Select one zenjorike power.



WHY STUDY Sagara Ryu Karate? Hard and fast are the two words associated with this form. Breaking boards and cinder block is intimidating. Also the ability to outlast one's opponent is very effective. It is a very hard and effective art form with ability to dish out and take incredible amounts of damage. Students of this form are often called the mountains that do not move. Nothing is as intimating as seeing someone shrug off a blow that should have killed him or her. It is very weak in the internal arts and suffers from such attacks.




SAMBO by Lee Casebolt
Entrance Requirements:
Skill Cost:



Sambo (alt. SAMBO or Sombo) is the official hand to hand training of the Russian (and formerly Soviet) military. Developed in the 20s, it is a synthesis of judo and various Russian wrestling traditions. The emphasis in sambo is on grappling generally, and on throwing an opponent on their head, finishing with leg locking/breaking techniques specifically, in keeping with its military origin. Sambo is mandatory in the Russian military, and is beginning to spread as a judo-like sport in the US and Europe.


Costume:
Stance:
CHARACTER BONUSES Add 1 to PS
Add 1 to PP
Add 2 to PE
Add 10 to SDC
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll wih Punch/Fall/Impact, Maintain Balance
Attack Moves:
Basic Defense Moves: Parry, Dodge, Automatic Parry
Advanced Defense Moves: Disarm, Breakfall
Hand Attacks: Strike (punch), Palm Strike
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks
Jumping Foot Attacks:
Special Attacks: Choke, Body Block/Tackle, Body Flip/Throw, Elbow, Neck Hold/Choke
Holds/Locks: Arm Hold, Leg Hold, Elbow Lock, Ankle Lock (SPECIAL! Performed similarly to a Leg Hold, but treated as a Wrist Lock for escape purposes), Knee Lock (SPECIAL! Performed similarly to a Leg Hold, but treated as an Elbow Lock for escape purposes)
Weapon Kata: None
Modifiers to Attacks:
SKILLS INCLUDED IN TRAINING Martial Art Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi Ability automatically. In addition, select two from Body Hardening Exercises, either of which may be exchanged for a basic skill program (excluding physical).
Languages: Russian
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike
2nd: +1 to Parry/Dodge, +2 to Damage, Critical Strike or Knock-Out/Stun from Behind
3rd: +1 to Body Flip/Throw (does 2d6 damage, instead of the usual 1d6), +1 to Maintain Balance
4th: Add one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques
5th: +2 to Roll with Punch/Fall/Impact, +2 to Damage
6th: +1 to Disarm, +1 to Parry/Dodge
7th: +1 Attack per Melee, Critical Strike on Natural 18, 19, or 20
8th: +1 to Body Flip/Throw, +2 to Roll with Punch/Fall/Impact
9th: Add one (1) Additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter), or Martial Arts Techniques, +1 to Damage
10th: +1 Attack per Melee, +1 to Disarm
11th: +1 to Maintain Balance, +1 to Strike
12th: +1 to Parry/Dodge, +1 to Body Flip/Throw (Does 4d6 damage!!)
13th: +2 to Maintain Balance
14th: +1 to Strike, +1 to Damage
15th: Select one (1) Additional Martial Arts power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques.
Why Study SAMBO? 'Cause you like throwing people on their heads and breaking their legs. DUH!! :)



Hand to Hand: San Lo Protectorate By Joseph64@juno.com


Developed early in the histories of the San Lo the Protectorate was often the one Protector and Lawman of an entire tribe. Living in such harsh conditions as the San Lo had (the constant wars, and the power of the people themselves). There was aneed for a devestatingly powerful figurehead within the community, someone who could protect as well as ensure order among the ranks of the San Lo. After many many forms were presented to the elders of the San Lo there was but one picked through ritualistic combat and chosen to be the form which these leaders would use.


And so was the birth of the Protectorate and their fighting form. There is rumored to be a clan of HUMANS with an even more devastating form whom even the Protectorate revere as mighty warriors - though these clans have never been seen nor documented by any governmental agency within the Megaverse.


LEVEL ADVANCEMENT BONUSES Level 1: +3 attacks per melee, +40 I.S.P., +1 vs Mind control and Illusions
Level 2: +1 parry and dodge
Level 3: +1D6 bonus to damage done by all psionics possessed by the protectorate
Level 4: Automatic K.O. on a natural 20, +1 attack
Level 5: +1 parry and dodge, +1 vs mind control and illusions
Level 6: +1 attack, +20 I.S.P.
Level 7: autoparry, critical hit on a 18, 19, 20
Level 8: paired weapons, +1D6 bonus to damage done by all psionics possessed by the protectorate
Level 9: death blow on a natural 20, +20 I.S.P.
Level 10: +1 attack, +20 I.S.P.
Level 11: +1D6 bonus to damage done by all psionics possessed by the protectorate
Level 12: +3 pull roll with punch/fall/impact
Level 13: +1 attack, +20 I.S.P.
Level 14: automatic deathblow on a natural 20, automatic K.O. on a 18, or 19
Level 15: Wind of Devastation, +1 attack, + 20 I.S.P.


Wind of Devastation: Doubles the characters attacks for one melee providing that they are all psionic and the only manuevers in the preceding round are ALL defensive in nature.



SAN SHAOU- CHINESE KICKBOXING By Flash Fighter


San Shaou Chinese Kickboxing is a modern martial art developed in the mid to late 20th Century in the United States. At the time, all the martial arts tournaments focused on Karate, Tae Kwon Do, and Muay Thai Kickboxing. All the Chinese Martial Arts were being ignored in competition. If a practitioner of a Chinese Martial Art wanted to compete, he would have to compete in one of these divisions. Then San Shaou was developed. A group of Kung Fu masters developed San Shaou exclusively for Chinese Martial Art practitioners, so that they may have a division that they may compete in. Over the years, it became possible for a person to study San Shaou without learning a Chinese Martial Art (I have studied San Shaou, but I had to learn the Choy Li Fut Style first). San Shaou has borrowed moves from different styles of Kung Fu, for use in a tournament environment. Some of the ways that San Shaou differs from other kickboxing styles (American Kickboxing and Mauy Thai) is that San Shaou allows throws, tosses, and tripping maneuvers in tournament fighting.


Entrance Requirements: None, but a high P.S. would be helpful. Skill Cost: 3 years
Stance: Boxing Stance Costume: Baggy Kung Fu pants, a black or white tank top with the school's logo, and a colored sash (does not denote rank, it also identifies the character's school)


CHARACTER BONUSES


Add 2 to P.S.


Add 2 to P.P.


Add 3 to P.E.


Add 1 to Spd.


Add 10 to S.D.C.


COMBAT SKILLS
Attacks per Melee: 4 Escape Moves: Roll with Punch/Fall/Impact Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Automatic Dodge, Combo Parry/Attack Hand Attacks: Strike (Punch), Power Punch, Hook Punch, Uppercut. Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick, Shin Kick (Same as Muay Thai manuever), Tripping Leg Hook Jumping Foot Attacks: None Special Attacks: Death Blow, Elbow, Forearm, Knee, Body Flip/ Throw, Critical Body Flip/ Throw, Reverse Turning Kick
Weapon Katas: None Modifiers to Attacks : Pull Punch, K.O./ Stun, Critical Strike, Critical Strike from Behind Special Katas: Lightning Form (Same as Muay Thai)


SKILLS INCLUDED IN TRAINING Martial Arts Powers: 2 from Body Hardening or Martial Arts Techniques Languages: Chinese


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Strike, +2 to Parry, +2 to Dodge Level 2: +2 to Maintain Balance, +2 to Body Flip/ Throw Level 3: +3 to Roll, +2 to Pull Punch Level 4: +1 Attack per Melee, Critical Strike on a Natural 19 or 20 Level 5: Choose 1 Martial Art Power from Body Hardening or Martial Arts Techniques Level 6: +2 to Strike, +3 to Roll
Level 7: +2 to Parry, +2 to Dodge, +1 to Pull Punch Level 8: +1 Attack per Melee, +1 to Body Flip/ Throw Level 9: Choose 1 Martial Art Power from Body Hardening or Martial Arts Techniques Level 10: Critical Strike on a Natural 18, 19, or 20 Level 11: +2 to Strike, +2 to Parry, +1 to Dodge
Level 12: +2 to Roll, +3 to Pull Level 13: +1 Attack per Melee, +2 to Maintain Balance Level 14: +1 to Body Flip/Throw, Critical Body Flip/ Throw on a Natural 18, 19, or 20
Level 15: Choose 1 Martial Art Power from Body Hardening or Martial Arts Techniques


Why Study SAN SHAOU CHINESE KICKBOXING?


It is one of the best rounded tournament styles there is. It is useful inside the ring as well as outside. It is also a nice supplementary style for any Kung Fu practitioner.



San Soo By Hengest


Entrance Requirements: No Attribute or Alignment restrictions
Skill Cost: 10 Years (4 Years as Secondary Martial Art)


Not to be confused with modern San Shou, San Soo originated in the Kwan-Yin (goddess of mercy) monastery in the village of Pon Hong in the Guangdong Province of southern China. The martial art was developed by the monks to protect themselves from bandits and outlaws as they returned with supplies and donations from the nearby villages.


One of the monks, Chin Moon Don, decided to leave the monastery when he was approximately 30 years old, and took with him two of the Buddhist training texts which probably date back to the Ming Dynasty (in the late 1500's). All of the techniques and forms taught today come from those two manuals.


San Soo was brought to the United States by Jimmy H. Woo in the 1930s. He taught only the Chinese in Los Angeles' China Town until 1959, when he decided to teach anyone who wanted to learn. In December of 1962, he held the official grand opening for his martial arts studio in El Monte, California, where it was called "Karate Kung-Fu", as no one knew what kung fu was at that time.


The proper name for San Soo is actually Tsoi Li Hoi Fut Hung, or "The Five Families", and it evolved through the efforts of five distinct individuals or clans, each representing a different aspect of San Soo's teachings: Tsoi (kicks and punches), Li (leverage and joint locks), Hoi (pressure points), Fut (psychology), and Hung (physical power).


In its forms, San Soo resembles many other styles of kung fu, using circular parrying movements with straight punches and low line kicks, amongst other techniques. However, where San Soo differs is in the application of these forms. It is a highly aggressive style, teaching students to make use of an enemy's reaction to a technique as an aid to the next strike, resulting in a method of attack that resembles the mauling action of a wild animal. And the fight doesn't end when the opponent hits the ground either; that just makes him easier to damage.


Weapons are taught at the higher levels. Teaching is only really found in the U.S. as the art has all but died in mainland China.


Costume: Standard Karate gi
Stance: San Soo practitioners tend to avoid set stances as they believe it allows the opponent to pre-empt an attack


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


COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Circular Parry, Combination Parry/Attack, Disarm, Maul (Special! If the character is attacked with any hold/lock, grab or flip/throw, the character may roll to Maul in defense. It takes one attack and if successful, the attack is foiled and the attacker takes 1D8 damage). Hand Attacks: Claw Hand, Knife Hand, Palm Strike, Punch (Human Fist).
Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Body Flip/Throw, Choke, Death Blow, Elbow, Forearm, Knee, Paralysis Attack.
Holds/Locks: Leg Hold, Neck Hold, Wrist Lock.
Weapon Kata (Select Two): W.P. Large Sword, W.P. Staff, W.P. Flail, W.P. Sai (Paired), W.P. Short Swords (Paired), W.P. Axes (Paired).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Powers from among Martial Art Techniques and Special Katas (including Weapon Kata).
Languages: Chinese
Philosophical Training: Buddhism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bak Mei (6 Years), Liang Hsiung (2 Years), Fong Ngan (3 Years), Li Chia (4 Years), Choy Li Fut (4 Years), or Tong Lun (4 Years)


LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Maul, and Critical Strike from Behind.
2nd: +2 to Damage, +1 to Parry/Dodge.
3rd: Critical Strike on a Natural 19-20.
4th: +1 Attack per Melee, +1 to Strike.
5th: +1 to Maul, +1 to Parry/Dodge.
6th: Select one from Martial Art Techniques or Specialty Katas (not including Chi Katas).
7th: +1 to Maul, +1 to Roll with Punch/Fall/Impact.
8th: +1 Attack per Melee.
9th: +2 to Damage, Critical Strike on a Natural 18-20.
10th: Select one from Martial Art Techniques or Specialty Katas (not including Chi Katas).
11th: +1 to Parry/Dodge, +2 to Damage.
12th: +2 to Roll with Punch/Fall/Impact.
13th: Death Blow on a Natural 20, +1 to Strike.
14th: +1 to Maul, +1 Attacks per melee.
15th: Select one from Atemi, Specialty Katas (not including Chi Katas), or Martial Art Techniques.
Why Study San Soo? A brutal, aggressive style that is particularly useful for defending against grapplers. Get in close and you're in for a shock!



Sankukai Karate By Kuseru
Entrance Requirements: No Attribute or Alignment Restrictions.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style).



Sankukai Karate combines the principles and techniques of Shito Ryu Karate, Shukokai Karate, Aikido, and Judo. It is a Japanese style created by Yoshinao Nanbu in 1971. The name comes from combining San (three, representing body, mind and spirit here), Ku (harmony or empty) and Kai (school) which can be read as the, "School of Three Harmonies."


Sankukai seeks to establish a harmonic relationship between oneself and the opponent by using the opponent's force against himself by the means of escapes, circular parries, punches and kicks. Blows are performed with the principle of shock. During training and in combat round blows are often used. In defense they are used in the combination with escape and circular parry. In attack they are used in series of blows or at changing of attack direction. Sparring with a partner is emphasized in Sankukai teaching. Health exercises, to improve both health and breathing are emphasized throughout training, building some chi ability.


Instruction in Sankukai can be found in Belgium, Canada, Finland, France, Germany, Great Britain, Guatemala, Italy, Japan, Mexico, Morocco, Norway, Spain, and Switzerland.


Costume: White Karate Gi with a patch of the symbol of Sankukai Karate. Sankukai's symbol consists of three circles, two red and one white, representing the Earth, Moon and Sun.
Stance: Front stance with legs a shoulder's width apart, feet forward and knees slightly bent. One hand is outstretched at eye level, the other is a hand's width in front of the stomach, both hands are held open with fingers wide apart.
CHARACTER BONUSES Add +1 to P.S.
Add +3 to P.E.
Add +2 to Spd.
Add +5 to Chi.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry,
Advanced Defense Moves: Combination Dodge/Strike, Circular Parry, Multiple Dodge.
Hand Attacks: Draw Hand (New!), Backhand, Hammer Fist (New!), Spear hand (New!).
Basic Foot Attacks: Backward Sweep, Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Choke, Death Strike (New!), Elbow, Knee.
Holds/Locks: None.
Weapon Kata: W.P. Bo (staff)
Modifiers to Attacks: Critical Strike, Knockout/Stun.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises, Martial Art Techniques, and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural (Choose Two): Bonsai, Calligraphy, Go, Haiku, Ikebana, or Ukio-E.
Physical: Gymnastics
Weapon Proficiencies: W.P. Bo (staff).
Philosophical Training: Zen.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Kodokan Judo (4 Years), Kokikai Aikido (4 Years), Seidokan Aikido (6 Years), Shito Ryu (3 Years), Shukokai (3 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Rear Attacks (Backward Sweep, Backhand Strike).
2nd: +1 to Maintain Balance, Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata.
3rd: +1 to Damage.
4th: +1 Attack per Melee, +1 to Strike.
5th: +1 to Parry/Dodge, Knockout/Stun on a Natural 19 or 20.
6th: +1 to Roll with Punch/Fall/Impact, Critical Strike on Natural 19 or 20.
7th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata.
8th: Critical Strike on a Natural 18, 19, or 20.
9th: +1 Attack per Melee, +1 to Damage.
10th: +1 to Parry/Dodge, Death Strike on a Natural 20.
11th: +1 to Strike, +1 to Maintain Balance.
12th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata.
13th: Select One (1) Chi Mastery Power.
14th: +1 Attack per Melee, +1 to Parry/Dodge.
15th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
Why Study Sankukai Karate? A well balanced style with good self-defense abilities, which are also offered to physically weaker persons
.



Saotome Ryu KARATE



By Himura_Battosai



Entrance Requirements: None



Skill Cost: 8 years (5 as a secondary)



Saotome Ryu Karate is a style of karate heavily influenced by jujitsu as well as other forms from karate. It is an attaptive form continual borrowing form other forms it encounters.



Costume: Standard Karate Gi



Stance: Flexible a master will assume a stance that reflects his opponents whatever the stance a master will look relaxed.



CHARACTER BONUSES
Add 2 to M.E.
Add 2 to P.P.
Add 15 to S.D.C.



COMBAT SKILLS



Attacks per Melee: 3



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



Basic Defense: Dodge, Parry, Automatic Parry



Advanced Defenses: Automatic dodge, Multiple dodge, Circular parry



Hand Attacks: Strike (punch), knife hand, Fore-knuckle, palm Strike.



Basic Foot Attacks: Kick Attack, snap kick, crescent Kick, , ax Kick, Leg Hook/trip, Backward Sweep



Jumping Foot Attacks: Jump Kick, Flying jump Kick



Special Attacks: Death Blow, leap attack, body flip/throw, Critical Blow Flip/Throw



Weapon Katas: none



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



SKILLS INCLUDED IN TRAINING



Martial Arts Powers: Three from body hardening (including demon hunter from mystic China), Atemi, or Martial art techniques. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.



Language: Japanese



Cultural Skills: Go



Physical Skills Acrobatics



Philosophical Training: Bushido



If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Jujutsu ( 4 years), Kyokushinkai, Mishima Ryu (4 years), Te (3 years), Tendo Ryu (3 years)






LEVEL ADVANCEMENT BONUSES
1st + 2 Roll with punch/fall/impact, + 1 strike, + 2 maintain Balance, Knock out/stun from behind, Critical Strike From behind.
2nd + 1 dodge/parry, + 1 attack per melee
3rd + 1 flip/throw, + 1 maintain balance
4th + 1 strike, knock out/Stun 19 - 20
5th + 1 attack per melee, Critical Strike 19 - 20
6th + 1 dodge/parry, add one additional martial art power from Atemi, body hardening, Martial art Techniques
7th + 1 attack per melee, + 1 Strike, + 2 Maintain Balance
8th + 1 leap, + 1 dodge/parry, death Blow 20
9th + 2 roll with punch/fall/impact, + 1 Flip/throw
10th + 2 leap, +1 Attack per Melee
11th + 1 strike, add one additional martial art power from Atemi, body hardening, Martial art Techniques
12th + 1 parry/dodge, Critical 18 - 20
13th + 1 leap, + 1 flip/throw, +1 Strike, + 1Attack per melee
14th + 1 damage, + 2roll with punch/fall/impact + 2 maintain Balance
15th + 1 Parry/dodge, + 1 Strike, + 1 Attack per melee, add one additional martial art power from Atemi, body hardening, Martial art Techniques



WHY STUDY Saotome Ryu Karate? It has almost a little bit of everything a well rounded art from. has difficulty with the well rounded art from. Has difficulty with the more Mystical aspect of other forms.




Hand to Hand: ( Saotome School of ) Anything Goes Martial Arts By [mailto: Marcus Johnson]


Initial Bonuses: +1D6 x10 S.D.C., +4 to P.S., P.P., and P.E., +15 to SPD, +150 ISP


Level 1: 4 attacks per melee, +1 to initiative, +2 to strike, +3 to parry and dodge
Level 2: +2 to maintain balance and roll with punch or fall, +3 to damage
Level 3: Critical Strike on unmodified 18, 19, or 20, +1D4 to PP and SPD, +25 ISP
Level 4: +2 attacks per melee, +2 to strike, parry, and dodge, +1D6 to HP
Level 5: Paired weapons, midair attacks, +2D6 to SDC, +1D4 to PS
Level 6: +4 to damage, +1 to dodge, +50 ISP
Level 7: +4 to roll with punch and maintain balance, automatic dodge
Level 8: +1 attack per melee, Knockout on unmodified 18, 19, or 20
Level 9: +2 to initiative, +1D10 to SDC, +1D4 to PP, +25 ISP
Level 10: +2 to damage
Level 11: Death Blow on natural 20
Level 12: +1 attack per melee, +1D4 to PE and PS, +55 ISP
Level 13: +2 to parry and dodge
Level 14: automatic parry, create on techniques, +4D6 to SDC, SPD, and PS
Level 15: +5 attacks per melee, aging slows down to 1/3 normal rate, Now the master!, Attacks do MDC. Becomes MDC creature. Add Hit Points and SDC together for total, +300 ISP


Abilities of Trainees: Followers of the Saotome School are able to withstand massive amounts of damage and recover faster than normal. They are also able to use techniques created by the masters of the school or their own. Each technique costs ISP(convert to Chi if in Ninjas and Super spies and MDC is converted back to SDC but is x10).


Masters Techniques: The following is a list of attacks known to the masters. They are tought to students worthy of learning the techniques. Usually the character is 3rd level before learning the any techniques.


Personal Training


Description: Increases healing of SDC, Hit Points, and ISP
Level 1 technique
Recovery: Recovers SDC, ISP, and Hit Points 3 times faster


Yoiko-no-taiso Step 1


Description: Steals energy from the target
Level 3 technique
Damage: None, steals all of targets ISP, SDC, and reduces Hit points to 1. Player using this gains all the ISP from target but not the SDC or Hit Points. Loses the gained ISP in 5 melees
Cost: 125 ISP per use
Penalties: Character must eat and drink 4 times normal because metabolism is increase 4X.


Breaking Point


Description: One touch destructive power by using 1 finger
Level 4 technique
Damage: None to anything living, can destroy 800lbs of rock
Cost: 75 ISP per use


Chestnuts Roasting on an Open Fire


Description: Speeds up fist and kick attacks
Level 4 technique
Damage: 1D6 x10 SDC
Cost: 50 ISP per use


Hiru Shotan Han a.k.a. Dragon Punch


Description: A giant energy punch in the shape of a dragon
Level 5 technique
Damage: 2D6 x10 SDC to opponent, no effect on non organic objects
Cost: 200 ISP per use


Shi Chi Hokodan


Description: Energy Beam from the character focused by the hands
Level 5 technique
Damage: 1D6 x10 SDC
Cost: 100 ISP per use


Power Chi


Description: Channels ISP to get 1 extra attack per melee
Level 8 technique
Cost: 75 ISP per 1 attack; can only get 3 extra per melee



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



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


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


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


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


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


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


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


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


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


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


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



Hand to Hand: Savage By Ron Barry


This style of hand to hand is used by primitive characters, unskilled D-bees and other animalistic types who are unable to receive (or understand) formal combat training. It involves all out, life or death fighting. Because of the lack of formal training involved, this skill only goes up to level 5, with one additional bonus at level seven.


LEVEL ADVANCEMENT BONUSES Level 1: +2 additional attacks per melee. +2 to strike
Level 2: +3 damage to all attacks, with or without a weapon.
Level 3: +3 to parry, dodge, roll with punch, fall or impact
Level 4: +1 additional attack per melee
Level 5: Critical hit on a natural roll of 18, 19 or 20.
Level 7: +1 additional attack per melee



Savate-Boxe Française By danzig138


Savate-Boxe Française is a French martial art that began it's development in Marseilles during the 17th century ( although it's origins could be traced back to Ancient Grece and Pankration ). It is the synthesis of a form known as Chausson Marseillais, which was a kick-based style of brawling, and Savate, which relied on low-kicks and open-handed slaps, and the addition of English Boxing techniques. In the 1800's, a savateur named Charles Lecour battled an English boxer. Lecour won the bout ( the boxer could not stand up to the repeated kikcs to his legs ), but his face was severly beaten. He realized that the punching techniques of this boxing would be an excellent addition to Savate, forming a complete style.


Later on, another savateur added fencing-like skills, utilizing the cane, to the style.


Today, Savate is a sport in France, much like Boxing in the U.S.A., although it is still taught as a martial art in various places over the world. The rank of a savateur is indicated by an inch-wide colored band around the wrist of the savate glove. The ranks from lowest to highest are: purple , blue, green, red, white, yellow, bronze, silver and gold.


Entrance Requirements: P.P. 12, P.E. 12
Costume: None
Stance: Feet about shoulder's width apart, kness bent slightly, weight shifting from foot-to-foot. The hands are held at either hip/waist level, or up about chest level, similar to a boxer's.


CHARACTER BONUSES


Add +1 to P.S.


Add +1 to P.P.


Add +1 to P.E.


Add +4 to Spd.


Add +10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap
Attack Moves: Somersault, Leap
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Automatic Roll, Breakfall
Hand Attacks: Strike ( Punch ), Uppercut ( 1D8 damage ), Hook Punch ( 1D6+1 damage ), Backfist, Jab ( 1D4 damage with no bonus, but is -3 to be parried or dodged )
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Wheel Kick, Tripping/Leg Hook, Reverse Turn Kick, Drop Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Knee
Weapon Katas: W.P. Cane ( Blunt )
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Rear
Preferred Range: Long to Combat
( NOTE ON THE COMBAT SKILLS: The techniques listed are those used in sports competitions. Additional techniques can be learned for streetfighting. This costs the character additional skills. In an Education-based system, like HU, or NSS, the character must give up one Skill Program or 5 Secondary skills. In an O.C.C. based system, like Rifts, it costs three Related Skills. )


SKILLS INCLUDED IN TRAINING Martial Art Powers: Chagi ( Kick Practice ), Falling Technique
Language: French
Physical: Gymnastics


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


Why Study Savate-Boxe Française ? It is a fine combination of long-range kicking attacks and short-range hand attacks. It is lacking in internal, mystical training.


Savate-Boxe Française Street Techniques Hand Attacks ( Add the following ): Fingertip Strike ( used to attack the eyes and other soft, fleshy areas )
Basic Foot Attacks: Coupe Direct ( SPECIAL! This is a kick to the groin. Requires a strike roll of 13 or better. Inflicts 1D6 damage, and the opponent must save versus pain or lose initiative and two attacks ), Axe Kick, Low Kick ( SPECIAL! This is a kick delivered to the opponent's shin. Inflicts 1D8 damage, and there is a damage x 3% chance that it will break a bone in the victim's leg ).
Special Attacks: Knee, Elbow, Forearm



SAVATE-BOXE FRANCAISE by Lee Casebolt
Entrance Requirements:
Skill Cost:


A little French kickboxing. Oh, and in case anyone wonders, I was kind of in a "screw the Orient" briefly over the summer, hence the Western martial arts.


Costume:
Stance:
CHARACTER BONUSES Add 1 to PS
Add 1 to PP
Add 2 to PE
Add 2 to Spd
Add 15 to SDC
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves:
Basic Defense Moves: Parry, Dodge, Automatic Parry
Advanced Defense Moves: Automatic Roll, Combination Parry/Attack
Hand Attacks: Strike (punch), Palm Strike, Uppercut (SPECIAL! Does 1d8 damage), Hook (SPECIAL! Does 1d8 damage)
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hooks, Roundhouse Kick, Reverse Turning Kick (Combination Dodge/Kick)
Jumping Foot Attacks: Jump Kick
Special Attacks: Combination Strike/Parry, Leap Attack
Holds/Locks:
Weapon Kata: WP Blunt--Cane
Modifiers to Attacks:
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two (2) Powers from among Body Hardening Exercises and/or Special Katas
Languages: French
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, Critical Strike from Behind
2nd: +1 Attack per Melee, +1 to Strike
3rd: Knock-Out/Stun on Natural 19 or 20, +1 to Damage
4th: +2 to Parry/Dodge, Critical Strike on Natural 18, 19, or 20
5th: +2 to Maintain Balance, +2 to Damage
6th: Select one (1) Additional Martial Arts Power from Body Hardening Exercises or Special Katas
7th: +1 Attack per Melee
8th: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge
9th: +1 Attack per Melee
10th: +1 to Maintain Balance, Select one (1) Additional Martial Arts Power from Body Hardening Exercises or Special Katas
11th: +1 to Damage, +1 to Strike
12th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
13th: +1 Attack per Melee, +1 to Maintain Balance
14th: +1 to Roll with Punch/Fall/Impact, +1 to Damage
15th: Select one (1) Additional Martial Arts Power from Body Hardening Exercises or Special Katas
Why Study SAVATE-BOXE FRANCAISE? Aristocratic gentility and back-alley brutality in one package. Not terribly different from a typical karate style, but a solid art with good moves and some rudimentary weappons training.



SAVATE By Kuseru
Entrance Requirements: Any alignments admitted but Honorably aligned characters will tend to avoid Savate. There are no attribute requirements.
Skill Cost: 15 Years (13 Years as a Secondary Martial Art Style)
The French martial art Savate (pronounced 'savaht') is also known as Boxe Fraçaise (French boxing), French kickboxing, or La Savate. It takes it's name from the French word for 'old boot' due to the heavy footwear which is worn during fights. Practitioners of this style are called savateurs if male and savateuses if female.
Savate traces it's history to 19th century French street fighting techniques. French sailors adopted a style of kicking known as Chausson (pronounced 'showh-sohn') named for the espadrilles ('slippers') worn. This evolved into a street game in Aubagne, Marseille, and Toulon referred to as Jeu Marseillais (Marseille game). In Paris this style underwent further development in the poor quarters and underworld. Later, young noblemen became interested in this style as a method to handle affairs of honor, as it was considered more dignified and expedient than wrestling.
Employed in this style are a variety of grappling, hand strikes, and kicking techniques. Hand strikes make use of boxing, elbow, and paume (palm) techniques. Kicking is generally done with the foot and targeted to low spots of the opponent's body.
Weapons use is also covered in Savate, employed in three categories: concealed weapons such as the knife or truncheon, single-handed weapons such as single or paired canes, and two-handed weapons consisting of the chair and staff. The truncheon is derived from the use of the belaying pin by French sailors. The knife made its appearance when the style became popular in Marseille. Canes were introduced by Parisian gentlemen and became widely utilized due to their functionality. Canes are typically three feet/one meter (31.5-39.4 inches/80-100cm) long, and are made of wood or metal, however, they are favored because they can be equipped with a variety of devices which improve their effectiveness, including ferruled crooks, handles, knobs or tips, concealed blades, coshes, or ballistic weapons, and they can be decorated to reflect the owner's tastes. Chairs were incorporated into the style because they are commonly available just about anywhere and provide excellent defense. The Baton or Grand Baton is derived from a medium length walking stick.
Costume: The Savate traditional dress consists of the Integrale, a sleeveless one-piece body suit (unitard or catsuit), and Chaussure, hard-toed shoes. Sometimes protective gear, such as the Casque (headguard), Coquille (box protector), Jambiere (shinpad), and Protege-dents (mouthguard) are worn. Additionally, Savate ranks are determined by glove colors, with no color for novices, and higher ranks from blue, green, red, white, to yellow.
Stance: Feet about shoulder's width apart, knees slightly bent, weight shifting from back to front foot then back. The hands are held at either hip/waist level, or up about chest level, similar to a boxer's.
CHARACTER BONUSES Add +4 to P.P.
Add +2D6 to S.D.C.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry
Advanced Defense Moves: Automatic Dodge, Power Block/Parry
Hand Attacks: Cross (NEW!), Hook (NEW!), Jab (NEW!), Paume (Palm Strike), Punch (Human Fist)
Basic Foot Attacks: Chasse (Piston-action Kick, NEW!), Coup de Pied Bas (Sweep Kick), Crescent Kick, Fouette (Whip Kick, NEW!), Revers (Sole Kick, NEW!), Reverse Turning Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Elbow
Holds/Locks: None.
Weapon Kata(Pick Three): W.P. Knife or W.P. Truncheon (Blunt), W.P. Cane (Blunt) or W.P. Paired-Cane, W.P. Chair (Blunt) or W.P. Baton/Grand Baton (Staff).
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING Martial Art Powers: None.
Languages: French
Weapon Proficiencies: W.P. Knife, W.P. Truncheon (Blunt), W.P. Cane (Blunt), W.P. Paired-Cane, W.P. Chair (Blunt), W.P. Baton/Grand Baton (Staff).
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Canne de Combat (5 Years), Jogo de Pau (7 Years), Zipota (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch Fall/Impact, +1 to Maintain Balance
2nd: +2 to Damage with Kicks, +1 to Pull Punch
3rd: +1 Attack per Melee
4th: +2 to Strike, +1 to Parry/Dodge
5th: +1 to Roll with Punch Fall/Impact, +2 to Maintain Balance
6th: +1 to Damage with Kicks, +2 to Pull Punch
7th: Critical Strike on a Natural 19 or 20
8th: +1 Attack per Melee
9th: Knockout/Stun on a Natural 20
10th: +1 to Strike, +2 to Parry, +1 to Dodge
11th: +1 to Roll with Punch Fall/Impact, +1 to Maintain Balance
12th: Critical Strike on a Natural 18, 19, or 20
13th: +2 to Damage with Kicks, +1 to Pull Punch
14th: +1 to Strike, +1 to Parry, +2 to Dodge
15th: +1 Attack per Melee
Why Study Savate? It is relatively easy to learn and is an effective fighting form. A well-rounded system, with powerful offensive and defensive techniques, as well as basic weapons training, that excels at short-range combat. It's more effective than most against non-martial artists but lacks the defenses of most other arts. On the other hand, there are few/no special powers or abilities, so it's pretty limiting in any other circumstances.




SCHWINGEN By Kuseru
Entrance Requirements: No alignment restrictions. Minimum attributes include: I.Q. of 9, M.E. of 12 and P.E. of 11.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style)
Schwingen (Swinging) is a type of wrestling practiced in Switzerland and also popular in Russia. It is believed to have been derived from early Greek wrestling, though how it came to the mountains and valleys of Switzerland is unknown. Two types of wrestlers have appeared, the Sennen (Farmers) from the mountainous regions and the Turners (Gymnasts) from the flat lands.
Originally enjoyed as a pasttime by the Sennen in their mountain valleys to determine who was the strongest farmer, many defenses, holds, moves, and tricks were developed, giving Schwingen a huge repertoire of technical knowledge.
Costume: Proper clothing is determined by the wrestler's background. Sennen (Farmers) wear dark pants and colorful, though not too colorful, shirts. Turners (Gymnasts) werar white gymnastic pants and white T-shirts.
Stance: Upright, legs slightly apart, with hands loosely at the waist.
CHARACTER BONUSES Add +1 to M.E.
Add +2 to P.S.
Add +3 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact
Attack Moves: New
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry
Advanced Defense Moves: Breakfall, Knee Parry (NEW!), Leg Block (NEW!)
Hand Attacks: Punch (Human Fist)
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Backward Tripping/Leg Hook (NEW!)
Jumping Foot Attacks: None
Special Attacks: Automatic Body Flip/Throw, Body Block/Tackle, Combination Grab/Attack (NEW!), Combination Grab/Throw (NEW!), Critical Body Flip/Throw, Crush/Squeeze, Elbow, Hip Throw (NEW!), Knee, Pickup Throw (NEW!), Pin/Incapacitate, Reverse Hold/Throw (NEW!), Suplex, Push-Pull Throw (NEW!), Push Throw (NEW!), Balance Throw (NEW!), Reverse Clinch (NEW!), Overstep (NEW!), Centrifugal Throw (NEW!), Rotation (NEW!), Takedown Throw (NEW!), Rotating Throw (NEW!), Lifting Throw (NEW!)
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Clinch (NEW! Combination Hold/Throw), Clothing Hold (NEW!), Crotch Hold (NEW!), Neck Hold, Automatic Hold, Knee Lock*, Thigh Lock (NEW!), Snap Throw*, Torso Hold*.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: None
Languages: Swiss
Weapon Proficiencies:
Philosophical Training: None
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte dell'Abbracciare (7 Years), Corno Breton (4 Years), Gladiator (8 Years), Glima (3 Years), Kampfringen (10 Years), Pankration (8 Years), Ringen am Schwert (10 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Hold/Lock, +1 to Maintain Balance, +1 to Parry/Dodge
2nd: +1 to Body Flip/Throw (applies to all throws), +1 to Breakfall
3rd: +1 Attack per Melee
4th: Body Flip/Throw does 2D6 damage
5th: +1 to Body Flip/Throw (applies to all throws), +1 to Breakfall
6th: +1 Attack per Melee
7th: +2 to Hold/Lock, +1 to Maintain Balance
8th: +1 to Body Flip/Throw (applies to all throws), +1 to Parry/Dodge
9th: Critical Body Flip/Throw (applies to all throws)
10th: +1 Attack per Melee
11th: +1 to Hold/Lock, +2 to Maintain Balance
12th: +1 to Body Flip/Throw (applies to all throws), +1 to Breakfall
13th: +1 to Hold/Lock, +1 to Maintain Balance
14th: +1 to Body Flip/Throw (applies to all throws), +1 to Breakfall
15th: +1 Attack per Melee
Why Study SCHWINGEN? The secret moves of this style give powerful defensive advantages. Since this form has a great number of new and unusual techniques, it is often baffling to students of other martial arts. Its primary weakness is a lack of internal skills. Most martial artists are lost in a grappling situation; someone with this style lives there.




Scholar's Dueling Martial Art Form



By Flash Fire


"And is he a man to encounter Tybalt?"
"Why, what is Tybalt?"
"More than Prince of Cats, I can tell you. O, he is the courageous captain of compliments. He fights as you sing prick-song, keeps time, distance, and proportion; rests me his minim rest, one, two, and the third in your bosom: the very butcher of a silk button. A duelist, a duelist!"
- Mercutio and Benvolio, "Romeo and Juliiett" Act II Scene IV


Entrance Requirements: IQ of 10 or higher


Skill Cost: 5 Skills


Timiro Kingdom, the second oldest human kingdom of the world, has taken a turn towards the decadent. Much like France during the Renaissance, nobles duel over the most inconsequential matters, court has turned towards affairs of state and the heart, and the wealthy rest on their laurels. The bane of success, complacency, has begun to hit Timiro with a vengeance.


The upside of this is the success and flourishing of scholarship. With families stuck with several children each and no wars to get them killed in, Timiro family heads have taken the civilized approach: send 'em to college. A new generation of scholars and well-to do lay around campuses with nothing to do. So what's the spawn of a warrior kingdom to do with education? Use it to kill people.


As colleges spread, so do the powers of reason and science. Scholars take up their swords and look at the conditions they must fight in. Most often, they find that they are forced to brawl in city streets or, more preferably, back alleys (no sense in publicizing glorified murder) behind taverns and in shady sections of town. These conditions make it difficult to swing a two-handed great sword, or even the average long sword. A lighter, more thrust-oriented weapon is better suited to these locales, as are short swords and cutlasses. These weapons were found to provide better control, negating many of the bonuses of wearing heavy armor as skilled swordsmen slipped through the chinks (besides which, few college students can afford full plate mail and its uncomfortable to boot). Legwork became more important than forceful arm strikes. Timing and distance were found to mean the difference between life and death.


Psychological effects also differed in combat between two scholars than it did between two soldiers on the battlefield.


Where a soldier simply advances towards their goal, killing only those that stand in their way, killing and maiming is the goal of dueling. Timiro's tradition of honor and chivalry carried through, though it is most often used to find a reason to fight rather than promote kind and charitable behavior. These, combined with the scholar's tendency towards calm and rational thought, has raised a generation of what 20th century Earthlings would call sociopathic killers. The detached and methodic planned death of one's peers would be considered a typical day's behavior. This contrasts with an unspoken rule of sharing information among duelists. A duelist will share with his opponent (or his seconds if the match had been to the death) what the loser did wrong, in order that the art would be better as a whole.


The Scholar Duelist will approach a fight in a calm and composed manner. They treat fighting with the seriousness and respect that it deserves, and not with the hot-blooded flashiness of the average Errol Flynn movie. They will hold back, preferring to feel out the opponent until they feel they have a good enough knowledge of their opponent's moves before moving in for the kill.


Costume: Street clothes of the locale the character lives in, but the preferred outfit will be loose, allowing for full movement of the legs, crotch, and shoulders. A suit of mail or some other form of armor effective against thrust attacks is also popular.


Stance: Sword between the Duelist and his opponent, with the off-weapon hand held forward to help with parrying (often holding a dagger). Weight is on the balls of the feet and slightly forward, off-weapon side leg forward, back foot at a 45-degree angle.


Additional Skills and Bonuses:


WP: SWORD The character gains WP: Sword automatically. If the character has it already, the character gains an additional level of experience in it. In addition to that, the character gets a base bonus of +1 to Strike, Parry, and Throw with the weapon.
+1 to save vs Horror Factor at levels 3, 6, 9, 12, and 15.
+1 to M.E.
+1 to P.P.
+1D6 to Spd.


Basic Attacks:


Hand Strikes: Average Human Punch (1D4), Backhand Strike (1D6)


Foot Strikes: Average Human Kick (2D4), Knee (1D6)


Body Moves: Body Block/Tackle (1D4 plus Knockdown)


Holds: None


Miscellaneous Moves: Entangle, Disarm


Special Attacks:


Time Thrust (Special!) The Time Thrust is an attack, usually to the wrist, made as an opponent prepares to attack. This move takes one action and is done in place of a Parry.
The Duelist rolls to Strike (using Time Thrust bonuses rather than Strike). If the Duelist gets equal to or higher than the attacker, the Fencer's weapon lands first and interrupts the other, meaning no damage is done to the Duelist. If the attacker gets higher, standard Simultaneous Attack rules apply. The attacker can try to defend against the move, but they must spend an attack to do so and have no bonus to parry, due to the suddenness and surprise of the move.
Base Time Thrust bonus is equal to one-fourth of the character's IQ (round up, maximum of 7) plus the character's PP bonus and any bonuses from the weapon itself. This move can only be used once per melee round.


Lunge (Special!) The Lunge is a fast attack used to close distance quickly. The front foot is thrown towards the opponent, carrying the body and the weapon towards him. The Lunge basically is a standard attack with a weapon that produces a Critical Strike.
Successful or unsuccessful, the Lunge requires a Maintain Balance roll of 5 or better to get back into a position of being able to move. This recovery takes an additional attack, making a total of two required for the move. Attacks and parries can still be made while in the lunge position, but are both at -3 and moving is impossible.


Inquartata (Special!) Called the three point lunge in modern fencing, this move consists of throwing the rear leg back and dropping the whole body under an incoming attack. The non-weapon hand is placed flat on the ground to aid in balance. The weapon is thrust outward into the attack, one that the defender will have to struggle to defend against.
The Duelist rolls first to Dodge, with PP bonuses only applicable. Then, they roll to Strike, once again with PP bonuses only added in (one can add bonuses from Dwarven/Kobald weapons as well). The opponent must use an attack to defend against this move, as Automatic Parry won't work. In addition, the character is at +3 to Maintain Balance after a successful Dodge roll, regardless of the Strike Roll, until they rise back into the guard position.
This move takes only one attack, but can only be used once per melee round.


Paired Weapons: Off-Weapon Hand (Special!) When the character is using a one-handed weapon, the opposing hand can be used to assist in parrying. This works effectively like Paired Weapons with the fighter capable of parrying two attacks at once or parrying and striking simultaneously.
This move is not recommended for obvious reasons of how much it hurts the hand. The character's off-weapon hand will take 1D4 damage (or equal to the weapon's normal damage, whichever is lower) for every time this move is used. Use of mail or sturdy leather gauntlets can negate this, though.


Level Advancement Bonuses:
1st: Two Attacks per Melee to Start, +1 to Strike, +2 to Parry/Dodge
2nd: +1 to Time Thrust, +1 to Roll with Punch/Fall/Impact, +1 to Initiative
3rd: Paired Weapons and WP: Knife
4th: +1 Attack Per Melee
5th: Critical Strike on Natural 18-20, Critical Strike from Behind (triple damage)
6th: +2 to Strike, +2 to Parry
7th: Kick Attacks: Karate Style Kick (2D6) and Snap Kick (1D6)
8th: +1 Attack per Melee
9th: WP: Net/Cloak and WP: Shield
10th: Death Blow on Natural 20
11th: +1 to Time Thrust
12th: +1 to Initiative, +2 to Parry/Dodge
13th: Leap Attack
14th: +1 Attack Per Melee
15th: Critical Strike on Natural 17 through 20


Why Study Scholar's Dueling? Because it is meant to get the job done in the best and most effecient manner possible. This mindset appeals to those with a practical and analytical turn of mind, making it a favorite of architects, scientists, and scholars.


Why Not Study Scholar's Dueling? Most of the form's abilities and strikes depend on having a weapon. Lack of a proper weapon will hinder the character dramatically. It's also meant for use against single opponents in relatively tight quarters. Battlefield uses are somewhat more limited.



SE CH'UAN - SNAKE FIST KUNG FU By Tinker Dragoon
Entrance Requirements: No Alignment restrictions. Minimum Attributes are M.E.: 8, P.P.: 12, Spd.: 10 Skill Cost: 12 Years (9 Years as a Secondary Martial Art Form). Yet another classic Chinese Style that imitates an animal, in this case the writhing motions and rapid debilitating strikes of the snake. Defenses in Se Ch'uan are typically soft and circular in nature, while attacks are hard and linear. The Snake Fist master prefers to evade the opponent's blows rather than block them, touching the opponent only to attack. In combat the snake fist master will carefully size up the opponent, writhing and swaying from side to side, just out of the opponent's reach, using feints and sudden movements to provoke the opponent into attacking and leaving its vulnerable points undefended, at which time he will strike out with a single rapid Snake Fist or Atemi strike, often ending the fight in one attack. Against stronger and smarter opponents, powerful Negative Chi attacks and paralyzing blows will be employed to render the opponent helpless. Se Ch'uan Kung Fu can be learned from martial art schools and lone hermits in China, Australia, and in Chinatowns across the USA and Canada. Costume: Silk or cotton Kung Fu outfit, but sometimes bare-chested. Stance: Upright, writhing and constantly shifting the angle of the body to the opponent, feet held at right angles and slightly apart with the right side of the body towards the opponent, arms are both bent with the right hand (the "snake fist") held at eye level, and the left hand held near the chest (reverse for the left-handed). CHARACTER BONUSES Add 4 to M.E. Add 2 to P.P. Double Normal Chi COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None Basic Defense Moves: Dodge, Parry, Automatic Parry. Advanced Defensive Moves: Multiple Dodge, Breakfall, Combination Parry/Attack, Combination Dodge/Attack (SPECIAL! Against one opponent, once per melee round, the character can simultaneously dodge and attack. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using a Palm Strike, Snake Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it, i.e. Automatic defenses won't work. Uses up one melee attack/action.) Hand Attacks: Strike (Punch), Fingertip Attack, Palm Strike, Snake Fist (SPECIAL! An openhanded stabbing strike with the fingertips to soft parts of the body, imitating the head of a snake. Does 2D4 damage.), Two-Finger Strike (SPECIAL! a variant of the Fingertip Attack which uses two fingers instead of one, and does 2 points of damage. Any Atemi ability that requires a Fingertip Attack or Fore-Knuckle Fist to use can be performed with this strike.) Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks. Jumping Foot Attacks: None Special Attacks: Choke, Death Blow, Leap Attack, Paralysis Attack (Vital Points). Holds/Locks: None Weapon Kata: None Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select three (3) Powers from among Atemi (including advanced), or Chi Mastery (including advanced). If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical). Languages: Chinese Cultural: Acupressure* Temple: Geomancy Philosophical Training: Taoism If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bok Pai (5 Years), Ch'in-Na (4 years), Fong Ngan (4 Years), Pao Pat Mei (3 Years), Tai-Chi Ch'uan (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind, Knockout/Stun from Behind. 2nd: +1 to Dodge, +1 to Damage. 3rd: Select One (1) Additional Martial Art Power from among Atemi (including advanced) and Chi Mastery (including advanced). 4th: +1 to Breakfall, Critical Strike on Natural 19 or 20. 5th: +1 to Roll with Punch/Fall/Impact, Death Blow on Natural 20. 6th: +1 Attack per Melee, +1 to Strike. 7th: Select One (1) Additional Martial Art Power from among Atemi (including Dim Mak and advanced) and Chi Mastery (including advanced). 8th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge. 9th: Double Existing Chi, Critical Strike on Natural 18, 19, or 20. 10th: +1 to Breakfall, +2 to Damage, +1 to Dodge. 11th: Select One (1) Zenjorike Power. 12th: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge. 13th: Select One (1) Additional Martial Art Power from among Atemi (including Dim Mak and advanced) and Chi Mastery (including advanced). 14th: Death Blow (Can be used whenever desired, i.e. No Natural Number required, however, character must announce intentions to use the Attack per Melee, costs two melee attacks). 15th: Select One (1) Zenjorike Power. Why Study SE CH'UAN? Not the most damaging style, but powerful Atemi and Chi powers allow the Snake Fist stylist to disable and even kill his opponents without bloodshed. Decent defense against multiple attackers. * New Skill: Acupressure is an ancient Chinese total body treatment, given through clothing on pressure points, to stimulate the flow and improve circulation of energy throughout the body. Like its Japanese equivalent shiatsu, acupressure requires no needles relying instead on the thumbs, palms, heels of the hands and elbows, (sometimes knees and feet) to apply held pressure on vital points on the body. Along with pressure point treatment, gentle stretching and corrective exercises are also used. Base Skill: 30%+5% per level of experience. (By Kuseru)




SEBEKKA By Kuseru
Entrance Requirements: No Alignment restrictions. Requires a Minimum P.S. of 13 and P.P. of 9.
Skill Cost: 10 Years (8 Years as a Secondary Martial Art Style)
This Egyptian style, known as Sebekka, Sebekkah, or Sebekkha ("Crocodile Spirit") is an ancient martial art. There are three primary areas of combat training provided by this style: grappling, Hikuta (boxing), and weapons training.
The grappling aspect of this style is similar to Judo and consists of grappling, locks, pressure points, and throws. Waist movements are stressed. Boxing consists of a variety of hand strikes, kicks, and takedowns. Weapons training includes clubs, sticks, swords, and throwing sticks.
Philosophical training, Ruah, is based on the principles of the four pillars of heaven, corresponding to the four elements, earth, fire, water, and air. Earth corresponds to physical strength. Water corresponds to agility. Air corresponds to mental focus, and fire corresponds to willpower.
Costume: Egyptian soldier dress: linen skirt, linen cap, and sandals.
Stance: A side stance, with one foot pointing toward the opponent, and the other on a right angle to the first.
CHARACTER BONUSES Add +2 to M.E.
Add +1 to P.S.
Add +2 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Grab/Face Punch (NEW!), Combination Parry/Throw, Disarm.
Hand Attacks: Backhand, Double-Fist Punch, Fore-Knuckle Fist, Hammer Fist (NEW!), Hook*, Jab*, Palm Strike, Power Punch, Punch (Human Fist).
Basic Foot Attacks: Backward Sweep, Crescent Kick, Kick Attack, Roundhouse Kick, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Body Block/Tackle, Choke, Clothesline, Combination Grab/Throw (NEW!), Combination Grab/Kick, Elbow, Hand Throw (NEW!), Hip Throw (NEW!), Lifting Throw (NEW!), Knee, Pickup Throw (NEW!), Pin/Incapacitate.
Holds/Locks: Arm Hold, Leg Hold, Arm Lock, Knee Lock.
Weapon Kata (Pick One): W.P. Club, W.P. Staff, W.P. Small Sword, W.P. Throwing Stick (Thrown).
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening Exercises or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Coptic.
Cultural: Dance.
Temple: Meditation.
Weapon Proficiencies: W.P. Club, W.P. Staff, W.P. Small Sword, W.P. Throwing Stick (Thrown).
Philosophical Training: Ruah.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gladiator (8 Years), Laamb (4 Years), Pankration (8 Years), Kiunga Cha Mkono (8 Years), Nuba (2 Years), Re-Efi Areh-Ehsse (1 Year).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Holds/Locks, +1 to Body Flip/Throws (all Throws), +1 to Roll with Punch/Fall/Impact.
2nd: +1 to Strike, +1 to Parry/Dodge.
3rd: +1 to Holds/Locks, +1 to Body Flip/Throws (all Throws).
4th: +1 to Strike, +1 to Parry/Dodge.
5th: Critical Strike on a Natural 19 or 20
6th: +1 Attack per Melee
7th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Martial Art Techniques
8th: +1 to Holds/Locks, +1 to Body Flip/Throws (all Throws), +1 to Roll with Punch/Fall/Impact.
9th: +1 to Strike, +1 to Parry/Dodge.
10th: Critical Strike on a Natural 18, 19, or 20
11th: +1 to Holds/Locks, +1 to Body Flip/Throws (all Throws).
12th: +1 Attack per Melee
13th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening Exercises or Martial Art Techniques
14th: +1 to Strike, +1 to Parry/Dodge.
15th: +1 Attack per Melee
Why Study Sebekka? Strengths include a wide variety of techniques and it also teaches the rare internal arts. Not as flashy as some arts, but meant to handle a large variety of combat situations. A very complete style, it offers attacks at every range of combat, and also teaches both weapon skills and good defensive moves. Aside from the rich tradition in this art, there is its common sense approach to battle.




Seidokan Aikido By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 14 Years (11 Years as a Secondary Martial Art Style).



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


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


Weapons training in Aikido can include the jo (staff), tanto (knife), and bokken (sword); the three principal weapons used in aikido. However, while the goal of aikido is not primarily to learn how to use weapons, there are several reasons for weapons training in aikido. Since many of the techniques in Aikido are derived from weapon styles, many of the strikes as well as defense against weapons are taught. In addition, the use of weapons develops the aikidoka's distancing, timing, principles governing lines of attack and defense, principles of movement and technique, and also cultivates a kind of responsiveness and sensitivity to the movements and actions of others within a format that is usually highly structured, allowing for easier focus of cognitive development.


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


Costume: The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplmented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Embu Gi (demonstration uniform), Montsuki (wide sleaved top with mon(family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), ZEkken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo.
Stance: Aikido's standard position is the Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated.
CHARACTER BONUSES Add +1 to M.E.
Add +1 to M.A.
Add +2 to P.P. COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Breakfall, Roll With Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Disarm.
Hand Attacks: Knife Hand Knock-Out.
Basic Foot Attacks: None.
Jumping Foot Attacks: None.
Special Attacks: Automatic Flip/Lock (New!), Critical Flip/Throw, Entering Throw (New!), Hip Throw (New!), Reverse Hold/Throw (New!).
Holds/Locks: Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock, Clothing Hold (New!), Neck Hold/Choke.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi and Martial Art Techniques or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural(Pick Two): Bonsai, Calligraphy, Go, Haiku, Ikebana, or Ukio-e.
Weapon Proficiencies: W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).
Philosophical Training: While there is no unified philosophy of Aikido, many aikidoka share a loose collection of metaphysical, ethical, and religious beliefs commonly transmitted by word of mouth. Ueshiba himself was an adherent to on quasi-new religion, called Omotokyo. Omotokyo is comprised partly of neo-shintoism and partly of socio-political ideology. The goal of this philosophy is the unification of all humanity in a single, "heavenly kingdom on earth" where all religions are united under the aegis of Omotokyo.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Kokikai Aikido (4 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
2nd: +1 to Breakfall, +2 to Body Flip/Throw (includes all throws).
3rd: +1 Attack per Melee.
4th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).
5th: Critical Body Flip/Throw on Natural 19 or 20.
6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
7th: +1 Attack per Melee , +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage).
8th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).
9th: +1 to Breakfall, +1 to Disarm.
10th: +1 to Parry/Dodge, +2 to Body Flip/Throw (includes all throws).
11th: +1 Attack per Melee.
12th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).
13th: +1 to Breakfall.
14th: Select One (1) Zenjorike.
15th: +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
Why Study Seidokan Aikido? As a self-defense art, Seidokan Aikido can't be beat. It's good against an unlimited number of Multiple Attackers, can operate in Close Combat or Long-Range, and comes with a fair number of Martial Art Powers. The main disadvantage is that it's totally defensive; there's not much you can do unless someone actually attacks you
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Seikikai Aikido (Exclusive) By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 18 Years



Aikido was created in Japan by Morihei Ueshiba (1883-1969). Originally called "aikibudo" and "aikinomichi," Ueshiba changed the name of his style to "Aikido" in 1942. Drawing upon his training in Daito Ryu Aikijustu, kendo/kenjutsu, several varieties of jujutsu, and sojutsu, Ueshiba combined many of the techniques of these styles, along with some of his own creation to develop the style. Ueshiba felt that there could be an art designed to control one's ambitions and desires along with martial training, so he immersed himself in religious studies and developed a philosophy devoted to a universal socio-political harmony. By incorporating these principles into his martial art, Ueshiba developed many facets of aikido in concert with this philosophical and religious ideology. This allowed him to present aikido as a vehicle toward enlightenment. Ueshiba is considered "O-Sensei" by all aikidoka (practitioners of aikido). Seikikai Aikido was founded by Minoru Kurita and is based in Kawagoe, Japan. Kurita Sensei was an uchideshi (literally, "inside student," a student who lives at the dojo and performs personal service to the instructor in exchange for training) of O Sensei for several years. He also studied under Tempu Nakamura, founder of Shinshin Toitsu assisting him in his efforts. Kurita Sensei now teaches independently and continues to teach the principals of Aikido as taught to him by O-Sensei and Ki development as taught him by Nakamura Sensei in Japan as well as in the United States.


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


Kurita Sensei, in an effort to improve the quality and performance of Aikido, decided that the independent study of the ken and jo were a necessary part of the practice of his art. Since many of the techniques in Aikido are derived from weapon styles, many of the strikes as well as defense against weapons are taught. In addition, the use of weapons develops the aikidoka's distancing, timing, principles governing lines of attack and defense, principles of movement and technique, and also cultivates a kind of responsiveness and sensitivity to the movements and actions of others within a format that is usually highly structured, allowing for easier focus of cognitive development.


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


Costume: The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplemented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Embu Gi (demonstration uniform), Montsuki (wide sleeved top with mon(family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), Zekken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo.
Stance: Aikido's standard position is the Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated.
CHARACTER BONUSES Add +1 to M.E.
Add +1 to M.A.
Add +1 to P.P.
Add +15 to Chi COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Breakfall, Roll With Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Disarm.
Hand Attacks: Knife Hand Knock-Out.
Basic Foot Attacks: None.
Jumping Foot Attacks: None.
Special Attacks: Automatic Flip/Lock (New!), Automatic Flip/Throw, Body Flip/Throw, Choke, Combination Grab/Face Punch (New!), Critical Flip/Throw, Entering Throw (New!), Hip Throw (New!), Reverse Hold/Throw (New!).
Holds/Locks: Automatic Elbow Lock, Automatic Finger Lock, Automatic Wrist Lock.
Weapon Kata: Bokken (Blunt), W.P. Jo (Staff), Katana (Large Sword).
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural(Pick Two): Bonsai, Calligraphy, Go, Haiku, Ikebana, or Ukio-e.
Weapon Proficiencies: Bokken (Blunt), W.P. Jo (Staff), Katana (Large Sword).
Philosophical Training: While there is no unified philosophy of Aikido, many aikidoka share a loose collection of metaphysical, ethical, and religious beliefs commonly transmitted by word of mouth.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kokikai Aikido (4 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Seidokan Aikido (6 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
2nd: +1 to Breakfall, +1 to Disarm, +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage).
3rd: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, or Martial Art Techniques.
4th: +1 Attack per Melee.
5th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
6th: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, or Martial Art Techniques.
7th: Critical Body Flip/Throw on Natural 18, 19, or 20.
8th: +1 Attack per Melee, +1 to Breakfall.
9th: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, or Martial Art Techniques.
10th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
11th: +1 to Parry/Dodge, +1 to Disarm, +2 to Body Flip/Throw (includes all throws).
12th: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, or Martial Art Techniques.
13th: +1 Attack per Melee.
14th: +1 to Breakfall, +1 to Disarm, +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of three dice of damage).
15th: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, or Martial Art Techniques.
Why Study Seikikai Aikido? The fundamental fusion of the unarmed techniques of Aikido with the swordsmanship of Kenjutsu. Access to chi mastery abilities round out this martial art style
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Serpent Style Kempo (EXCLUSIVE) By Sinestus



A derivative of Snake Style Kung Fu, designed to be more physically aggressive, like its predecessor, Serpent primarily utilizes the One Finger Attack combined with Negative Chi Strike. Those with Snake Style may select the Negative Chi Strike as one of their Zenjorike Powers. (An alternative to this combination is: Combining Hard Chi with the one finger strike, when powered with negative Chi, GM's may declare this does damage direct to H.P..)
Requirements: I.Q.: 10, M.E.: 12, P.P.: 12, P.S.: 7, Must be dishonorable.
Training: 20 years
Bonuses: +10 Chi, +4 to M.E., +2 to M.A., +2 to P.P.
Stance: Same as Snake Style
Outfit: As per Snake Style without the long finger nails, masters may be identified (20% chance by other martial artists) by the brand of a snake on each of their palms running down the middle finger.
Combat Skills Attacks per Melee: 2
Hand Attacks: One-finger-tip attack, palm strike, knife hand
Foot Attacks: tripping leg hook, snap kick, kick attack
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: combo parry/attack, multiple dodge
Holds/Locks: none
Escape Techniques: roll
Modifiers to Attack: knockout/stun, critical strike
Special Moves: paralysis attack (vital points) - but can only be used once each minute.
Weapon Katas: none
Additional Skills: Language: Chinese, Geomancy, Calligraphy
Martial Arts Powers: Select Two powers from Arts of Invisibility or Chi Mastery
Level Advancement Bonuses 1st: +2 roll, +1 strike, Critical from behind
2nd: +2 parry/dodge, +1 to initiative
3rd: Gain Negative Chi Strike, +1 attack
4th: Double Existing Chi, Critical 19+
5th: +2 to strike, Knockout from behind
6th: +1 attack, +1 to initiative
7th: Select one power from Arts of Invisibility or Chi Mastery
8th: +1 parry/dodge, Gain Dim Mak Attack
9th: Double Chi, Critical on 18+
10th: +1 attack, +1 to roll,
11th: Select one Zenjorike Power
12th: +1 attack, +1 parry/dodge/roll
13th: Select one power from Arts of Invisibility or Chi Mastery
14th: +1 parry/dodge, Gain Deathblow Attack
15th: +1 to roll, +1 to strike.
Special Martial Arts Power:


Negative Chi Strike: (available to any martial art offering the one-finger-tip attack and Zenjorike powers, must be selected as Zenjorike power). Upkeep of one action/melee, to a maximum of melees equal to level (thus three melees for a third level master...).
When activated, this can be the only Chi based power, or martial arts power used during the melee, this will even negate Dragon Chi and similar powers. Activating the power costs 2 actions, and must be the master's first two actions of the melee (being struck or dodging will disrupt activation). Once active, the martial artist will be able to put up to his level in Negative Chi into each One-Finger-Tip Attack used that melee (amount must be designated before the strike, martial artist must be charged with negative Chi before activating the power to be useful). The Chi is expended even if the strike is unsuccessful. If successful, the physical strike does no damage; however, the sudden blast of negative Chi is fairly powerful and draining. Every three points of Chi invested in the attack deals 1D4 points of damage directly to Hit Points. Only Multiples of three can be invested in the attack. Any attack dealing maximum damage (4, 8, 12, 16... respective to # of dice) will require the victim to Save vs. Pain or loose 1 melee action, this only applies to Non-Chi Masters.
The attack cannot be done from a distance, as a death blow, nor with the Dim Mak; however it can target specific limbs (arm, head, etc... damage appropriately). If a limb is reduced to 0 H.P., treat as through broken. If the victim rolls with impact or break falls they suffer no damage. Chi masters will recognize this power on a successful perception roll.



Shankari By Sinestus



Shankari is the Hand to Hand: Commando equivalent of the Never. It is designed to work with the powers of the warrior to provide the most effective kill. Unlike many other martial arts, Shankari is developed with combating inhuman opponents, thus the master learns to compensate for unexpected capabilities when they arise. All of Shankari's holds and flips will work against any creature, even if it the creature has tentacles or is as much as three times the size of the fighter.
Requirements: P.S.: 14, P.P.: 12 (Takes five skill slots)
Training: 8 years,
Character Bonuses
+2 P.S.
+1 to P.P.
+20 S.D.C.
Stance: Varies with teacher. The most common stance is a full on or totally sideways positioning, feet parallel about shoulder width apart, hands overlapped across stomach.
Outfit: Anything, generally loose aikido style outfit overlaid with a hooded cloak
Combat Skills Attacks per Melee: Two to start
Hand Attacks: strike (punch), palm strike, knife hand.
Foot Attacks: Kick (2D4), sweep, backward sweep, crescent kick, snap kick.
Basic Defense Moves: automatic parry, parry, dodge,
Advances Defense Moves: automatic holds, automatic flip throw, circular parry
Holds/Locks: arm Hold, Leg Hold, wrist lock, automatic arm hold.
Escape Techniques: breakfall, maintain balance,
Modifiers to Attack: Critical Strike, Death Blow, Knockout
Special Moves: effective against inhuman opponents.
Weapon Katas: as per O.C.C., starting skills Ancient WP only. Others can be added, but cost one additional skill slot.
Additional Skills: Prowl, Lore: Demons/Monsters, Running
Martial Arts Powers: select one Martial Art Technique or Body Hardening Exercise
Level Advancement Bonuses 1st: +2 breakfall/Maintain Balance, Critical on Natural 19, +1 to holds and throws
2nd: +1 to parry and dodge, automatic arm hold
3rd: Knock out from Behind
4th: Automatic Throw, +1 to strike
5th: +1 attack, +1 to parry/dodge/breakfall
6th: +1 maintain balance, +1 to holds/throws
7th: Select two powers from Specialty Katas, Martial Arts Techniques, or Body Hardening. Critical on Natural 17+
8th: Death Blow on natural 20, Knockout on natural 19+
9th: +1 attack, +1 to holds/throws/breakfall
10th: +1 to strike, parry, and dodge
11th: +1 maintain balance, Death Blow
12th: Automatic Dodge at +2
13th: +1 to throws and holds
14th: Knockout on 18+
15th: +1 attack, select one power from Chi Mastery or Body Hardening




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


Shaolin is the original Kung Fu.


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



Shifty Slim's Way of Survival By Sinestus



Yeah, yeah... you saw it coming.... effectively Hand to Hand Changeling...No one quite knows where this one came from, but apparently it's only truly powerful to shape shifting races. Although it lacks in martial arts powers, one's natural abilities usually make up for it.



Requirements: Changelings only. P.P.: 10, P.E.: 7
Training: 20 years
Character Bonuses
+2 to P.P.
+2 to P.E.
+10 S.D.C.
Stance: Varies, usually to fit whatever race is being mimicked.
Outfit: Whatever...
Combat Skills Attacks per Melee: 2
Hand Attacks: strike/punch, knife hand, backhand, palm strike, elbow
Foot Attacks: knee, snap kick, kick, crescent kick, drop kick (fall/dodge/kick), turning kick (dodge/kick)
Basic Defense Moves: parry, auto-parry, dodge
Advances Defense Moves: multiple dodge, roll, backflip
Holds/Locks: finger lock, wrist lock
Escape Techniques: Roll, Slip-away (use dodge bonus to escape locks/holds without penalty by reforming/shrinking).
Modifiers to Attack: critical, critical from behind, deathblow, deathblow from behind, knockout, knockout from behind.
Special Moves: head butt, paralysis attack (vital points)



Stretching Attack - Attack seems to strike short, then extends at the last second, only deals half damage, but is +2 to strike. Can be done twice per melee.



Shifting Dodge - not quite an auto dodge, but once per melee gains a +2 to dodge by altering form to move out of the way.



Weighted Strike - Additional mass is distributed to the attacking limb, once per melee can gain +2 to damage. Replaces a stretching strike.
Weapon Katas: none
Additional Skills: running, forced march
Martial Arts Powers: select one (1) from Atemi.
Level Advancement Bonuses 1st: +2 to dodge and roll
2nd: Critical from behind, knockout on 19+
3rd: +1 to strike, +2 to parry
4th: +1 to backflip and lock, Critical 19+
5th: +1 attack, +1 to dodge
6th: Knockout from behind, +1 to strike
7th: +1 to parry and roll
8th: gain parry/strike option, Deathblow from behind
9th: +1 dodge and backflip
10th: gain automatic wrist lock, +1 to locks
11th: +1 attack, Deathblow on 20
12th: +1 strike/parry/dodge
13th: Critical on 18+, Knockout 18+
14th: Select one power from Atemi or Arts of Invisibility
15th: Critical can be called once per melee.




Shi-dango By Sinestus



Designed around the use of small firearms in close quarters, Shi-dango is one of the few styles to actually incorporate modern weapons in its techniques. Shi-dango is specifically designed to work with compact revolvers (as they can often withstand more abuse), but can be used with just about any compact firearm (in a Rifts environment small laser pistols can also be used). Standard training is done with a silenced, .38 snub-nosed revolver, or silenced Glock 32. (And often 'sandbag' rounds are used instead of normal ammunition, [reduce damage by one die, but lowers KO by one).
Note: usually under 15 feet is Point Blank, firearms deal damage and a half.
Requirements: P.P.: 12, P.E.: 10, generally honorable. (Cannot be enhanced with boxing or kickboxing.)
Training: 6 years.
Character Bonuses
+1 to I.Q.
+2 to P.P.
+2 to P.E.
Stance: Varies, generally facing the opponent sidelong, one hand on primary pistol, but not drawn.
Outfit: Something loose and comfortable, usually with two to four concealed pistols.
Combat Skills Attacks per Melee: 2
Hand Attacks: strike/punch, knife hand, backhand, palm strike. Pistol Whip deals 1d8 damage.
Foot Attacks: tripping leg hook, backward sweep, snap kick, kick
Basic Defense Moves: automatic parry, parry, dodge, roll.
Advances Defense Moves: breakfall, multiple dodge.
Holds/Locks: wrist hold, arm hold, leg hold, neck hold, wrist lock.
Escape Techniques: roll, breakfall.
Modifiers to Attack: knockout, critical.
Special Moves:



Point and Shoot - a quick jab with the pistol, followed by a shot. Deals 1D6 damage for jab, double damage for shot (one roll)



Pistol Whip Knockout - similar to the Aikido knockout, deals 1D6 damage, and if successfully done from behind or to someone in a hold, knocks out for 1D4 minutes.



Short Range Burst - can fire a quick six shot burst (fanning the hammer on revolvers). -1 to strike, deals normal damage for each shot (roll strike for each shot). Not available until sixth level. Takes two actions, uses both hands, only possible with revolvers. and cannot be done in grappling range.



Defensive Shot - used with anticipation. Only does normal damage, and hits main body. Only +3 to strike. Not available until sixth level. cannot be done in grappling range.



Natural KOs and Criticals DO carry over for pistol when used as blunt and when shot at close range.



Weapon Katas: WP: Blunt/pistol (as in using the pistol as a blunt weapon)
Additional Skills: Anticipation, WP: Pistol/Revolver
..........(NOTE: This training does NOT use paired pistols, nor can the martial artist have the WP: Pistols - Paired option.)
Martial Arts Powers:
QuickDraw Initiative - draw/shoot. +1 for every 3 points of P.P. above 15. +1 every 3 levels.



Sharpshooting Pistol - can use P.P. Bonus when shooting under 15 feet+1 feet/level. Can roll/shoot without penalty.
Level Advancement Bonuses 1st: +1 to strike, hold, and parry.
2nd: Knockout on natural 19+, Critical on natural 18+
3rd: +1 to damage (not when shooting), +1 attack
4th: +2 to parry, +1 to roll.
5th: Gain Zanshin Circle, +2 to dodge.
6th: +1 to holds/locks and breakfall.
7th: +1 to dodge, Critical 17+
8th: +1 to strike, +1 attack.
9th: Automatic Wrist Lock option with parries.
10th: +1 to parry, dodge, and roll
11th: +1 to damage, KO on natural 18+
12th: Triple Damage with shooting under 20 feet (instead of the usual Damage and a half.)
13th: +1 attack, +1 to initiative
14th: gains Parry/Strike or Auto Dodge option.
15th: +2 to parry and hold.




Shi Ge Hau (Lion's Roar Kung Fu) By Ray Bull



The story of this martial art begins in a secluded monastery upon a mountaintop in Tibet. The Buddhist sect that inhabited this monastery was dedicated to the destruction of evil by the use of mysticism. It was determined by the Dalai Lama that it was neccessary to develop a superior martial art to combat evil on the earthly plane. So it came to pass that a special group of warrior monks ascended to this monastery. They combined their knowledge to develop what they considered the ultimate martial art. The leader ascended to the highest peak overlooking the land, pointed one finger to the heavens and one finger to the earth. He yelled and proclaimed to the world that this ultimate style will be known as Shi Ge Hau, the lion's roar.


Entrance Requirements: Character must be of a Good alignment. Skill Cost: 15 years Costume: a travelling monk's robes


CHARACTER BONUSES


Add 10 to Chi


Add 3 to P.P.


Add 3 to Spd.


Add 10 to S.D.C.


COMBAT SKILLS
Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Leap Basic Defense Moves: Parry, Dodge, Automatic Parry Advanced Defenses: Circular Parry, Multiple Dodge, Parry/Attack Hand Attacks: Strike(Punch), Palm Strike, Claw Hand, Fingertip Attack, Uppercut, Single-Knuckle Fist, Double-Knuckle Fist, Overhead Strike (-4 to Strike, 1D10 Damage) Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick, Trip/Leghook , Sweep Kick, Reverse Turning Kick Jumping Foot Attacks: Flying Reverse Turning Kick Special Attacks: Elbow, Knee, Forearm, Death Blow, Paralysis Attack, Bodyflip/Throw, Critical Bodyflip/Throw Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike


SKILLS INCLUDED IN TRAINING
Martial Arts Powers: You may select a total of 4 powers from among Atemi Abilities, Body Hardening Exercises(including Demon Hunter), and Martial Art Techniques. Languages: Tibetan
Cultural: Cooking
Physical: Body Building Survival: Demon & Devil Lore, Fasting Philosophical Training: Buddhism


If this is your Primary Martial Arts Style then the following other style s can be learned in a shorter time. Fong Ngan(4 years), Mien Ch'uan(3 years), Shaolin(5 years), Xing Chiao(4 years), Lee Kwan Choo(4 years), Bok Pai(4 years), Choi Li Fut(3 Years)


LEVEL ADVANCEMENT BONUSES
Level 1: Critical Strike or Knockout/Stun on a Natural 20, +1 to Roll with Punch/Fall/Impact
Level 2: +1 to Strike, +1 to Parry/Dodge Level 3: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact Level 4: +2 to Damage, Gain 1 martial Art Power from Atemi Abilities, Body Hardening Exercises (including Demon Hunter), or Martial Art Techniques Level 5: Critical Strike on a Natural 19+, +1 to Roll with Punch/Fall/Impact Level 6: +1 to Strike, +1 to Parry/Dodge Level 7: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact Level 8: Knockout/Stun on a natural 19+, Gain 1 Martial Art Power from Atemi Abilities, Body Hardening Exercises (including Demon Hunter), or Martial Art Techniques Level 9: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact Level 10: Critical Strike on a Natural 18+, Double Existing Chi Level 11: +1 Attack per Melee, +2 to Damage
Level 12: +1 to Strike, +1 to Parry/Dodge Level 13: +1 Attack per Melee, Gain 1 Martial Art Power from Atemi Abilities, Body Hardening Exercises (including Demon Hunter), or Martial Art Techniques Level 14: +1 to Strike, +2 to Damage Level 15: Knockout/Stun on a Natural 18+, Gain Zenjorike: Discorporate


Why Study SHI GE HAU?


A very strong style, favored by the more aggressive of the religious orders, Shi Ge Hau is only lacking in weapon skills and mystic abilities.



Shin Shin Toitsu Aikido (Exclusive) By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 20 Years


Aikido was created in Japan by Morihei Ueshiba (1883-1969). Originally called "aikibudo" and "aikinomichi," Ueshiba changed the name of his style to "Aikido" in 1942. Drawing upon his training in Daito Ryu Aikijustu, kendo/kenjutsu, several varieties of jujutsu, and sojutsu, Ueshiba combined many of the techniques of these styles, along with some of his own creation to develop the style. Ueshiba felt that there could be an art designed to control one's ambitions and desires along with martial training, so he immersed himself in religious studies and developed a philosophy devoted to a universal socio-political harmony. By incorporating these principles into his martial art, Ueshiba developed many facets of aikido in concert with this philosophical and religious ideology. This allowed him to present aikido as a vehicle toward enlightenment. Ueshiba is considered "O-Sensei" by all aikidoka (practitioners of aikido). Shin Shin Toitsu Aikido (Aikido with Mind and Body Unified/Coordinated) was created in 1974 when Koichi Tohei, then the Chief Instructor at the Aikikai, resigned from that organization and founded the Ki no Kenkyukai to teach Aikido with strong emphasis on the concepts of Ki.


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


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


Shin Shin Toitsu is one of the softest styles of Aikido and is characterized by soft movements that often involve the practitioner jumping or skipping during the movement. Overall though, training does not concentrate on the practical application of the techniques, but rather uses them as exercises to further develop Ki. Tohei Sensei places a great deal of emphasis on understanding the concept of Ki and developing this aspect independently of the Aikido training for application to general health and daily life. Shin Shin Toitsu Aikido stresses the use of Ki not only in technique but also in daily life to remain calm & relaxed in stressful situations.


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



Shinden Fudo Ryu Ninjutsu By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 15 Years (13 Years as a Secondary Martial Art Style).



Shinden Fudo Ryu is a Japanese ninjutsu style founded by Izumo Kanja Yoshiteru. Chinese Chuan Fa (Kenpo) is one of the key influences on this style. This is a style which stresses that a defensive stance is only in one's imagination. Unarmed combat techniques include controls, disarms, levers, punches, and throws. Armed techniques include Naginata, Ono, O-Tsuchi, and Yari. Other skills studied in this skill include hojojutsu.


Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Shizen no Kamae: This is the natural stance, where the hips and the shoulders are square to (facing) the opponent. The hands hang naturally and the feet are shoulder width apart. The knees and elbows are not locked; they are soft, slightly bent. The head is erect.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.P.
Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Circular Parry, Combination Parry/Attack, Disarm, Multiple Dodge.
Hand Attacks: Backhand, Knife Hand, Palm Strike.
Basic Foot Attacks: Kick Attack, Reverse Turning Kick, Roundhouse Kick.
Jumping Foot Attacks: None
Special Attacks: Choke, Combination Grab/Kick, Automatic Flip/Throw, Death Strike (New!).
Holds/Locks: Elbow Lock, Finger Lock, Wrist Lock.
Weapon Kata (Pick Two): W.P. Naginata (Polearm), W.P. Ono (Polearm), W.P. O-Tsuchi (Blunt), W.P. Yari (Spear).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese, Japanese: Shinden Fudo Ryu dialect.
Cultural: Hojojutsu
Weapon Proficiencies: W.P. Naginata (Polearm), W.P. Ono (Polearm), W.P. O-Tsuchi (Blunt), W.P. Yari (Spear).
Philosophical Training:
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Maniwa Nen Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Maintain Balance, +1 to Strike, Critical Strike from Behind.
2nd: +2 to Roll with Punch/Fall/Impact.
3rd: +2 to Damage.
4th: +1 to Parry/Dodge, Death Strike on a Natural 20.
5th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Special Kata.
6th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
7th: +1 Attack per Melee, Knockout/Stun on an 18, 19, or 20.
8th: +1 to Parry/Dodge, Critical on a Natural 18, 19, or 20.
9th: +1 Attack per Melee, +1 to Breakfall.
10th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Special Kata.
11th: +1 to Roll with Punch/Fall/Impact.
12th: +1 to Parry/Dodge, +1 to Maintain Balance.
13th: +1 Attack per Melee, +1 to Breakfall.
14th: +2 to Damage.
15th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Special Kata.
Why Study Shinden Fudo Ryu Ninjutsu? With it's kenpo-related combat techniques and reliance on large weapons, this style seems little like a true ninjutsu style, which makes it effective as a ninjutsu style through misdirection.



Shindo Jinen Ryu By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include M.E.: 10 and P.E.: 10.
Skill Cost: 16 Years (8 Years as a Secondary Martial Art Style).



Shindo Jinen Ryu was founded by Yasuhiro Konishi as a combination of Jujutsu, Kendo, and Te. Konishi believed that if you walk a morally correct path in this life, then you are naturally following the divine way. If you train in karate in a natural way and master your body, you will expand your knowledge and experience, and establish a solid foundation for naturally living a morally correct life. And so his style, on the recommendation of Morihei Ueshiba (the founder of Aikido), came to be Shindo Jinen-Ryu Karate-Jutsu ("godly, natural style, complete empty-handed way").


Costume: Karate Gi
Stance: Legs should width apart, feet at right angles, body at a 45 degree angle to opponent. The left hand pulled back tightly to the waist, the right hand held loosely at the level of the stomach. The hands left in a natural curl with the palms down.
CHARACTER BONUSES Add +2 to P.S.
Add +10 to S.D.C.
Add +5 to Chi
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Circular Parry, Disarm, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!), Hip Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attack: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of THREE (3) Martial Art Powers from among Body Hardening, Special Kata, or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Other Skills: First Aid, Athletics.
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kendo (3 Years), Kito Ryu (4 Years), Naha Te (6 Years), Shuri Te (5 Years), Sosuishitsu Ryu (4 Years), Tomari Te (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike from Behind.
2nd: +1 to Body Flip/Throw (2D6 damage).
3rd: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
4th: +1 Attack per Melee, Knockout/Stun on a Natural 18, 19, or 20.
5th: +1 to Roll with Punch/Fall/Impact,+1 to Maintain Balance.
6th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
7th: +1 Body Flip/Throw, Death Strike on a Natural 20.
8th: +1 Attack per Melee, +1 to Damage.
9th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
10th: +1 to Parry/Dodge, +1 to Disarm.
11th: +1to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
12th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
13th: +1 Attack per Melee,+1 to Damage.
14th: +1 to Parry/Dodge, +1 to Strike.
15th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
WHY STUDY Shindo Jinen Ryu? Not a strong martial art, Shindo Jinen Ryu does provide a good solid repertoire and a lot of martial art powers are available.



Shinkendo By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S. : 10 and P.P.: 10.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style).



Shinkendo is a Japanese sword style created by Obata Toshishiro Kaiso. Depending on the kanji used, Shinkendo means different things. Shin means 'true' or 'serious', yet shinken means real sword. So, this style's name can be translated as, "the way of living your life seriously and fully," or it can mean, "the way of the real sword." This style seeks to provide a historically accurate, traditional, and effective style of swordmanship that is uniquely comprehensive. Major teachings in the style include heiho (strategy) and reiho (etiqutte), as well as traditional samurai philosophy.


Training in Shinkendo is based on the structure of Gorin Goho Gogyo (five equally balanced interacting rings symbolizing five major methods of technical study) and includes Battoho (combative drawing and cutting methods), Suburi (sword swinging drills), Tachiuchi (sparring), Tameshigir/Shizan (cutting straw and bamboo targets), and Tanrengata (solo forms). Weapons include bokuto (hard wood sword), iaito/mugito (dull, metal sword), and shinken (live blade). Rigorous physical training is used to improve body movement, coordination, focus, footwork and spirituality. Live blade training is conducted carefully, as practitioners of this style consider injuries to be recklessness and the result of inadequate training rather than a method of building endurance or strength.


Spiritual training stresses the bushi-damashi (warrior spirit), encouraging self reflection ot better build an understanding toward jinsei shinkendo (the philosophy that life is shinkendo/shinkendo is life). Practitioners are divided into the three historical ranks of seito, deshi and kyakubun, rather than the dan/kyu system used in many other Japanese styles.


Costume: The primary costume in Shinkendo is the aikido-gi. The aikido-gi is composed of the Keiko gi/do gi/gi or Practice uniform. This is further supplemented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Uwa gi (practice top), Obi (typically white or black belt), and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo. Bogu (kendo practice armor) may also be worn.
Stance: Facing opponent, with one foot forward and the other back, arms extended forward and holding sword in a two-handed grip.
CHARACTER BONUSES Add 2 to M.E.
Add 2 to P.P.
Add 1 to P.E.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll With Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Combination Parry/Attack, Multiple Dodge, Power Block/Parry.
Hand Attacks: Strike (Punch).
Basic Foot Attacks: Backward Sweep, Kick Attack.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Backward Thrust (New!), Death Blow (REVISION!), Death Strike (NEW!), Combination Grab/Slash, Hilt Strike (New!), Leap Attack.
Holds/Locks: None.
Weapon Kata: W.P. Bokken (Blunt), W.P. Iaito (Blunt), W.P. Katana (Large Sword).
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, Martial Art Techniques, and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese.
Cultural: Strategy, Etiquette.
Weapon Proficiencies: W.P. Bokken (Blunt), W.P. Iaito (Blunt), W.P. Katana (Large Sword).
Philosophical Training: Jinesei Shinkendo (see above for description).
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Kendo (3 Years), Tankendo (3 Years), Toyama Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +2 to Parry, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Dodge.
3rd: +1 to Leap (add four feet of distance).
4th: +1 Attack per Melee, +1 to Damage.
5th: +1 to Strike, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
6th: Critical Strike on a Natural 18, 19, or 20.
7th: +1 to Leap (add four feet of distance), +2 to Dodge, +1 to Roll with Punch/Fall/Impact.
8th: +1 Attack per Melee, +2 to Strike.
9th: +1 to Maintain Balance, Death Strike on a Natural 20.
10th: +2 to Parry, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
11th: +1 Attack per Melee, +1 to Damage.
12th: +1 to Leap (add four feet of distance), Death Strike on a Natural 19 or 20.
13th: +1 Attack per Melee, +1 to Strike.
14th: +1 to Roll with Punch/Fall/Impact, Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
15th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
Why Study Shinkendo? A recent martial art which attempts to get back to its roots. This deadly martial art has the single disadvantage of being dependent on a weapon for effective combat.



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



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


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


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


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


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


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


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


If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Gyokko Ryu (6 Years), Hontai Yoshin Ryu (5 Years), Kaze Arashi Ryu (5 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Muso Shinden Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Sosuishitsu Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Tatsumi Ryu (5 Years).



Shinobijutsu By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum attributes are I.Q. of 12, M.E. of 12, P.P. of 12 and Spd of 12.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style).



Shinobijutsu is the Japanese martial art of stealth and strategy. The origins of the combative martial art of Shinobijutsu are shrouded in mystery through 1000 years of history. Mythological manifestations, taoist doctrine, and itinerent yamabushi all lay claim to the origin of the style. Unlike many martial arts, stealth, not combat is stressed. This style provides training in silent moving as well as Combative Theories (Heiho), Disguise (Henshojutsu), Escape and Concealment (Intonjutsu), Evasion Tactics (Gotonpo), Fortress design & penetration (Chiku Jo), Geography (Chi-mon), Hiding away (Onshinjutsu), Meteorology (Ten-Mon), Military tactics (Gunryaku Heiho), Stealthy Entering (Shinobi-Iri), and Strategy (Bo-Ryaku). Training is quite comprehensive, teaching a wide selection of skills rather than relying on any specific area of training.


Ten preparatory strategies (toiri) were employed before any hostilities were initiated. Katsura-otoko no jutsu, the first of these strategies was composed of a sole ninja agent cultivating a chitsumishi (collaborator) to support their role in enemy territory by providing a safe base of operations, and often support of a shinobi's cover identity. The second strategy is Joei no jutsu, dispatching a shinobi to the enemy's territory in the confusion of preparation for war. Women agents (kunoichi) were also used, this strategy was called kunoichi no jutsu. Finding dissident citizens to be used against the enemy was called Satobito no jutsu. Minomushi no jutsu was the strategy of finding and enticing enemy retainers to betray their own lord. Allowing false messages passed through enemy territory to be captured was the strategy of Hotarubi no jutsu. Yet another strategy, that of Fukuro-gaeshi no jutsu, was a for a ninja to pretend to betray their side and then convince the enemy that they were now working in the enemy's interests, only to betray them at a crucial point. Tensui no jutsu is a twist to the double cross where and enemy agent was first fed false information, then persuaded to switch sides. When an allied agent is captured, the strategy of Chikyu no jutsu was employed to convince the enemy that the agent has betrayed his own side, when in reality the agent is simply awaiting a chance to rejoin his own side. Last of the toiri strategies is Yamabiko no jutsu (mountain echo), another double agent method where the apparently disenfranchised agent seeks out the enemy to offer loyalty until a signal for some mission is received.


Concealment instruction is taught to help the practitioner conceal their identity while functioning effectively. Disguises and cover identities are developed by the practitioner to prevent detection as ninja (or shinobi). Historically seven traditional disguises were used, that of the Akindo (merchant), Hokashi (musician), Komuso (traveling priest), Ronin (wandering samurai), Shukke (Buddhist monk), Sarugaku (actor/entertainer), and Yamabushi (itinerant mountain priest). Disguises were achieved through the use of many different skills. Yomogami no jutsu is a technique of having four different disguises; two different names and two different personalities. Forgery was also a useful skill in both disguise and espionage, and called gisho-giin no jutsu. In addition to having multiple identities, special tools were constructed to aid the practitioner in their mission. These tools could range from small tools useful for a variety of tasks, to completely modified or constructed houses with security devices, concealed storage areas, and hidden passages to confuse an opponent and aid the practitioner.


Escape skills (Tonpo) were taught to allow the ninja to successfully get away after completing a mission. In addition to the basic skills of using weather, temporary blinding, deceptive lighting, concealment, and being able to move easily through terrain difficult to others, more advanced skills were taught. Chitonjutsu was the skill of using earth, fire, metal, water, and wood to aid in the escape. Certain tools and weapons were developed to assist in this process. Gotonpo (five escape skills) was an advanced version of chitonjutsu, broken down even further into five sub-categories; mokutonjutsu (wood techniques), katonjutsu (fire techniques), dotonjutsu (earth techniques), kintonjutsu (metal techniques), and suitonjutsu (water techniques). Evasion was accomplished through the use of nawanake jutsu, or escaping from rope bonds.


Five basic techniques were used for infiltrating an enemy's camp. Nyukyo no jutsu, was the technique of using proper timing to enter the camp. The second technique, monomi no jutsu, was used to discover weak places in the defenses of the target. Nyudaki no jutsu was the technique of taking advantage of psychological weaknesses in the target's guards. Similarly, yoji-gakure no jutsu was the technique whereby a guard was distracted by throwing something innocuous, like a tooth pick. Joei-on jutsu was the technique of eliminating sound, smell, and shadow to sneak past guards and dogs.


Espionage methods are taught to aid in gathering intelligence on opponents in order to counter their actions. Espionage activities are achieved through six tactics. Mugei-memei no jutsu ("no art, no name") was the tactic of maintaining a low profile and disguising themselves as something else ensured that the possibility of their discover is lessened. Detecting the strategy and goals of the opponent is the second tactic. Intelligence gathering is the third tactic used, especially useful when gathering information for an assassination was Kamigakure no jutsu, or using local temples and monasteries to learn about the target. Feeding false information to the enemy was also another tactic used, typically accomplished through yamabiko schicho no justu, or feeding enemy agents false information. Studying the opponent's tactics, favored forms of movement and engagement was another important tactic. Unpredictable tactics when engaging the enemy was the final tactic employed.


Eight infiltration tactics (chikairi no jutsu) were used to effect infiltration of enemy territory. The first tactic, ryakuhon no jutsu allowed the agent to slip into enemy territory by pretending friendship. Next is the tactic, geinyu no jutsu, where the moves of the opponent were studied and countered through internal dissension by means as demagoguery, haranguing malcontents, and setting fires. Another tactic using fire was katagatae no jutsu, or setting fire to an opponent's empty camp. Yoja no jutsu was the tactic of disguising the agent as some weak creature to penetrate the defenses of the enemy. Diversionary raids allowing an agent to slip into the enemy's camp was the tactic of suigetsu no jutsu (moon in the water). This infiltration tactic is similar to yamabikco no jutsu, except a whole team is involved instead of an individual agent. In ryohan no jutsu, the agent(s) captured an important official to use as a hostage against enemy action. Fukuro-gaeshi zen jutsu is the tactic of passing false information between the enemy leader and an allied relative by acting as the messenger.


Five agent infiltration approaches are used. The Earth (Chi) method involves a system of building an espionage apparatus through careful placement of reliable spies. The Water (Sui) method deals with manipulation which acts on the feelings and emotions of the opponent. In the Fire (Ka) method, aggressive ruses are used to turn the enemy's own personnel against them. With the Wind (Fu) method, identifying enemy agents in one's own territory is used to feed the enemy false information by manipulating the information the enemy agent receives. The Void (Ku) method is used when an agent is captured, then the agent attempts to stay alive until they can escape or return to their regular activities.


Military strategy is taught to further allow the practitioner to develop methods and means of entering enemy territory and countering their actions. Along with strategy, penetration techniques of strongholds and enemy controlled areas are taught. Special tools were also constructed to aid in these penetrations, from ropes and ladders to a variety of devices used to cross water. Psychological warfare techniques also furthered the uses of strategy and penetration. By manipulating opponent's through their emotions and desires, the practitioner has an increased range of options for performing their mission successfully. Training in strategy is used to ultimately develop the ability to predict the outcome of a conflict, focusing on three key areas, air, earth and man. Sattenjustu bases strategy on prevailing weather conditions through the use of meteorology. Sacchijutsu is strategy based on terrain, taking advantage of the natural features of the land. Satsujinjutsu, insight into man, allows the practitioner to quickly size up an opponent by observing their character. In dealing with people, five principle feelings or desires were manipulated. First among these is kisha, the sensual pleasures of seduction. Next is dosha, or angering one's opponent into do doing something rash. By acting overly soft-hearted or sympathetic to a person is called aisha. Lazy opponents fond of entertainment were tempted through rakusha. Last is the technique of kyosha, manipulating cowardly or meek people. In addition to stealthily employed communications, practitioners used smoke, fire, and rockets to pass signals and messages. Training also includes the making of drugs, medicines, poisons, explosives, blinding powders, rations and energy foods.


Deception training includes several methods. Kyonin no jutsu, the method of taking advantage of an opponent' s fears was one such method. Another method of deception was ametori no jutsu, where the common knowledge that birds don't fly on rainy nights is used to make something think that someone is imitating a bird flapping during a rainy night, thus distracting them from the real target of the mission. Distraction through the use of thrown objects, or commonplace animal noises was also another method of deception. Ennyu no jutsu was a method of deception used to sneak into a heavily guarded castle by drawing the attention of the castle's defenders to one entrance while entering through another. Hiding in a attic, ceiling or loft was called Chakuzen no jutsu. Hoka no jutsu was the method of setting fire to structures in an enemy stronghold.


Invisibility (Inpo) was achieved through several skills. The skill of uzura gakure no jutsu was to hide in small gaps between two larger objects, much like a quail hides. Other techniques included where and when to hide in grass and bushes, as well as in the shadows of garden stones, stone lanterns, and trees. Tanuki gakure no jutsu was the skill of hiding in a tree like a racoon, to seem like part of the tree. Hiding in water was the skill kitsune gakure no jutsu. The skill of hiding among a pile of lumber, charcoal bags, straw rice sacks, etc was called shiba gakure no jutsu. Using stillness and vegetation to break up one's shape were also skills taught for invisibility.


Stealthy movement was accomplished through several types of movement. Ko Ashi (small step) was used in shallow water or dry leaves to prevent noise. Moving sideways in tight passages and against the sides of buildings was Yoko Aruki (sideways walking). To walk on straw matting or wooden planks without noise is called Nuki Ashi (sweeping step). A small, tight, rolling step is used to negotiate loose gravel and rock surfaces without sound. The turning step is used for situations which require the practitioner to observe the area they are in continuously. For times when a lower profile is required, hands and knees crawling is used. When a prone profile is required, a belly crawl is used. Several techniques of falling or rolling quickly out of sight are also used in conjunction with all of the walking methods. Training is conducted in a variety of environments, teaching the student to move through without being detected through all kinds of terrain; water, grass, loose gravel, hillsides, carpeting. Deceiving the senses of the enemy is also taught. Sight is countered through the use of camouflage, disguise, concealment, and alteration of appearance to render detection or identification difficult. Methods of visual confusion include visual distraction, the contrast between light and darkness, and optical illusions used to divert an observer. While the sense of smell is weak in most humans, dogs can be used to overcome this, therefore training focuses on wind patterns, staying downwind, and disguising the practitioner's smell. Sounds can be used to deceive hearing. Since some noise cannot be avoided, a student learns to mask these sounds by other sounds. In addition, special walking techniques are taught to allow the practitioner to move silently through a variety of terrain. Balance and carefully controlled movements are also stressed to minimize noise resulting from movement. Blinding techniques and tools are also employed to reduce the ability of an opponent to see the practitioner.


Special Note: Taijutsu and Shinobijutsu are designed to work together. When a character has both, then all the bonuses, abilities, and powers of Shinobijutsu are used with the Attacks per Melee, in wielding weapons, weapon proficiencies, and Weapon Kata of Taijutsu. Any martial art powers and abilities from Taijutsu are used with Shinobijutsu.


Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Shizen no Kamae: This is the natural stance, where the hips and the shoulders are square to (facing) the opponent. The hands hang naturally and the feet are shoulder width apart. The knees and elbows are not locked; they are soft, slightly bent. The head is erect.
CHARACTER BONUSES Add +1 to M.E.
Add +1 to P.P.
Add +4 to Spd.
COMBAT SKILLS Attacks per Melee: 1
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Disarm.
Hand Attacks: Strike (punch).
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Roll/Knockdown.
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout from Behind, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of THREE (3) Martial Art Powers from among Arts of Invisibility. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural: Camouflage, Disguise, Escape Artist, Fortress Design & Penetration (New!), Geography (New!), Meteorology (New!), Strategy, Tactics, and Use Ninja Equipment (New!).


Physical: Prowl.
Temple: Meditation.
Weapon Proficiencies: None.
Philosophical Training: Ninpo: This is an eclectic combination between a code of honor and a spiritual path of seeking enlightenment. LThe ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
A ninja's path toward spiritual enlightenment stems from the mixing of Ekkyo (I Ching divination), Gogyo Sestsu (five elements of Taoism), In-yo (yin-yang) duality of Taoism (in-yo do, where the yin philosophy of yin-yang is stressed, but balanced with inner yang), Kyojutsu Tenkan Ho (the ability to 'interchange falsehood and actuality'), Mikkyo Buddhism, moral strength, naturism (studying and understanding the workings of nature), Onmyodo (divination and astrology), perseverance when facing overwhelming numbers, Seishin (purity of heart, taught to embody a sense of completeness), Shugendo (the mixing of Mikkyo Buddhism with Taosim and Shintoism), and sincerity. The ultimate goal of this spiritual path is to strive for peace, harmony and enlightenment in all things.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Fuma Ryu (5 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, Critical Strike or Knockout/Stun from Behind.
2nd: +1 to Strike, +1 to Parry/Dodge
3rd: Select One (1) additional Martial Art Power from Arts of Invisibility.
4th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
5th: Select One (1) additional Martial Art Power from Arts of Invisibility.
6th: +1 to Strike, Knockout/Stun on a Natural 19 or 20.
7th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
8th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
9th: Select One (1) additional Martial Art Power from Arts of Invisibility.
10th: +1 Attack per Melee, +2 to Somersault.
11th: +1 to Strike, +1 to Parry/Dodge
12th: +1 to Roll with Punch/Fall/Impact, Select One (1) additional Martial Art Power from Arts of Invisibility.
13th: +1 to Maintain Balance, Knockout/Stun on a Natural 18, 19, or 20.
14th: +2 to Somersault, Critical Strike on a Natural 18, 19, or 20.
15th: Select One (1) additional Martial Art Power from Arts of Invisibility.
Why Study Shinobijutsu? Stealth and strategy are the mark of the shadow warrior
!



SHINTAIDO BOJUTSU
By SeonJin108
Entrance Requirements Character must be of an Honorable alignment and committed to a Zen doctrine. Attribute requirements are IQ
10 and MA 8.
Skill Cost 10 years (8 as a Secondary Martial Art Form)



Shintaido Bojutsu is a new system of staff combat somewhat related to the martial art of Taido. It is a modern outgrowth of traditional Okinawan staff fighting methods which incorporates modern motion mechanics and physics alongside tradition Zen teaching and meditation. All of its movements are based on the three principles of fire, wind, and water.
A Shintaido Bojutsu master has spent years learning to become one with his bo, not unlike the manner the swordsmen of Gui Long become one with their swords. The bo is seen as an extension of the master's Chi, allowing him to channel any of his Chi abilities through his bo. A master will react to any attack with a quick series of strikes with his bo, and will intercept attacks and respond with a take down and finishing technique.
There are relatively few schools of Shintaido around the world, and for truly advanced teaching, you must go to Okinawa.
Costume A white tunic, white pants, white wrist and ankle guards, and white tabi (soft, split-toed boots, similar to those worn by ninja).
Stance A side horse stance, with the bo held in a guard position, the rear hand one hands-breadth from the end of the staff, the other in the middle of the staff. The front tip of the bo is at eye level.
CHARACTER BONUSES Add 10 to Chi
Add 3 to MA
Add 1 to PS
Add 1 PP
Add 5 to Spd
COMBAT SKILLS Attacks per Melee 2
Escape Moves Maintain Balance, Roll with Punch/Fall/Impact
Basic Defensive Moves Automatic Parry, Dodge, Parry
Advanced Defensives Automatic Roll, Breakfall, Circular Parry, Combination Parry/Attack, Disarm, Multiple Dodge, Power Block/Parry
Hand Attacks Palm Strike, Power Punch, Punch
Basic Foots Attacks Backward Sweep (Special! Performed with staff!), Tripping/Leg Hooks (Special! Performed with staff!)
Special Attacks Automatic Flip/Throw (Special! Performed with staff!), Combination Grab/Staff Bash, Combination Grab/Knee, Combination Strike/Parry, Critical Flip/Throw (Special! Performed with staff!), Death Blow, Knee, Paralysis Attack
Weapon Kata Bo Staff, taken at 4th level skill proficiency
Modifiers to Attacks Critical Strike, Critical Strike from Rear, Knock-Out/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING Martial Art Powers Select a total of two (2) Powers from among Chi Mastery and Special Kata (including Chi Kata). Also, select one Zenjorike Power. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical).
Shintaido Chi Kata



Hi no kata The Fire Kata: The bo wielder focuses his Chi into the bo, making it feel as if it were on fire to all others who touch it. Adds +2 to damage on all strikes with the bo. If a strike is successful, the target must roll to save vs. pain. If he fails, he loses initiative for the next three rounds and is -2 to all rolls.



Kaze no kata The Wind Kata: The bo wielder focuses his Chi into his bo to use it to defend against Chi attacks. The bo acts as a lightning rod, and can be used as a successful blocking tool in Chi combat. The character rolls to block the incoming Chi attack with a bonus of +2 to block Chi attacks. If successful, the bo neutralizes any incoming Negative Chi attacks. This requires the wielder to invest half of his Chi into the bo at the beginning of the melee round. Note, this kata provides no protection against physical attacks, and blocking the Chi attacks does not use up any melee actions.



Mizu no kata The Water Kata: The bo wielder focuses his Chi into his bo to give him the ability to block multiple incoming attacks from any and all directions. It is purely defensive and cannot be used to strike. Any attack made on the character in the Kaze no kata will result in an automatically circular or multiple parry with a +2 bonus to parry, and an automatic multiple dodge with a +2 bonus as well. All normal bonuses which the characters may already possess are also added. In addition, the character can intercept, knock away or deflect any airborne object from any direction with his bo.



Languages Japanese (Okinawan dialect)
Physical Gymnastics
Philosophical Training Zen Buddhism
Temple Training Meditation
If this is your primary martial art form, then the following other forms can be learned in a shorter time: Aikido (8 years), Isshin-Ryu Karate (5 years), Jujutsu (5 years), Kyokushinkai Karate (4 years), Sankukai Karate (7 years), and Zanji Shinjinken-Ryu (5 years).
LEVEL ADVANCEMENT BONUSES 1st +3 to Strike with Bo, Critical Strike from Behind
2nd +1 to Strike
3rd Double Existing Chi
4th +1 to Parry with Bo, Knock-Out/Stun on Natural 19 or 20
5th Select one Additional Martial Art Power from Chi Mastery or Special Kata
6th +1 to Parry/Dodge
7th +1 Attack per Melee, +1 to Parry with Bo
8th Double Existing Chi
9th Add one Zenjorike Power, +1 to Strike with Bo
10th +1 to Parry/Dodge
11th Select one Additional Martial Art Power from Chi Mastery or Special Kata
12th Add one Zenjorike Power, +1 to Parry with Bo
13th Double Existing Chi, +1 to Strike with Bo
14th +1 to Parry/Dodge
15th Select one Additional Martial Art Power from Chi Mastery or Special Kata
Why study SHINTAIDO BOJUTSU? A powerful martial art that has the single disadvantage of being dependent on a weapon for effective combat. But then, there's almost always some sort of big stick lying around when you need one.




Shinto Muso Ryu Jojutsu (Exclusive)
By
Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 12, P.P.: 10.
Skill Cost: 17 Years.


If we can believe the legends--and there are more legends than facts concerning these two martial artists--the only person to beat Miyamoto Musashi in a duel was someone as outlandish and eccentric as he was. And to top it off, he did it with a wooden stick. In so doing, Muso Gonnosuke Katsuyoshi gave birth to a martial arts system that would elevate the humble wooden staff to one of the preeminent weapons of the bugei of Japan.


Gonnosuke studied the Tenshin Shoden Katori Shinto-ryu, Kashima Jikishinkage-ryu, learning its secret method called the "ichi no tachi". According to legends, Gonnosuke thereupon engaged in various duels throughout Japan to test his skills, never losing any of them until he met Miyamoto Musashi. The Tenshin Shoden Katori Shinto-ryu had bojutsu methods using the rokushaku bo (six-foot staff), as did the Sekiguchi-ryu, Bokuden-ryu and Takeuchi-ryu (or, as it is alternatively called, Take-no-uchi-ryu). If we follow the lineage line charted in the Bugei Ryuha Daijiten, then Gonnosuke was a student of a teacher of the Tenshin Shoden Katori Shinto-ryu, which is why his style, the Shinto Muso (or Shindo Muso) -ryu contains the appellation Shinto (Waay of the Gods).


Gonnosuke lost the first duel. Mortified, he withdrew to Homangu, part of the Kamado Shinto shrine atop Mount Homan, in Chikuzen province, (present-day Dazaifu, Fukuoka Prefecture) Kyushu. For 37 days he meditated and performed rites of austerity. On the last night night, while praying in front of an altar, he collapsed and had a divine vision.The cryptic vision compelled Gonnosuke to whittle a short staff about four shaku, two sun and one bu in length (128 cm.). This was longer than the standard tachi long sword of that period, which was three shaku, two sun and one bu, but shorter than the long rokushaku bo. By taking advantage of the short staff's ability to shift rapidly in the hands of a skilled artist, Gonnosuke was able to beat Musashi in a second duel. It is unclear how Gonnosuke did that, but the use of the jo in present-day Shinto Muso-ryu practice might give us a hint. If a jo is blocked by a juji-dome, it is an easy matter to quickly flip the jo out of the block and in the same motion strike a kyusho (weak point) on the swordsman's body. Gonnosuke also created a system of five secret methods (hiden gyo-i) that incorporated all the techniques of his new jo style. Gonnosuke managed to defeat Musashi without causing him great harm. Gonnosuke became artial arts instructor to the Kuroda clan, located in northern Kyushu. Muso Gonnosuke, profoundly changed by his encounter with Musashi and by the divine vision atop Mount Homan, had created a preeminent staff art, the Shinto (or Shindo) Muso-ryu jojutsu. The Heavenly Way of Muso's staff.


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


Costume: Karate Gi
Stance: Facing opponent with one foot forward and the other back, arms about half an arm length out from the body, griping the Jo with either hand.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Circular Parry, Combination Parry/Attack, Disarm, Multiple Dodge.
Hand Attacks: Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Choke, Combination Strike/Parry, Death Strike (New!), Elbow, Forearm, Hip Throw (New!), Leap Attack, Shoulder Throw (New!).
Holds/Locks: None.
Weapon Kata: W.P. Bo (Staff), W.P. Bokken (Blunt), W.P. Jo (Staff).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Automatically receives Zanshin. Select a total of TWO (2) Martial Art Powers from among Special Kata or Martial Art Techniques. Except for Zanshin, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Cultural Skills: Meditation.
Weapon Proficiencies: W.P. Bo (Staff), W.P. Bokken (Blunt), W.P. Jo (Staff).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Ikkaku Ryu (2 Years), Isshin Ryu (4 Years), Ittasu Ryu (2 Years), Kasumi Shinto Ryu (2 Years), Uchida Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +2 to Parry, +1 to Maintain Balance.
3rd: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques.
4th: +1 to Strike, +1 Attack per Melee.
5th: Critical Strike on a Natural 18, 19, or 20.
6th: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
7th: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques.
8th: +1 Attack per Melee, +1 to Parry
9th: +1 to Maintain Balance.
10th: +1 Attack per Melee, +2 to Parry.
11th: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Strike.
13th: +1 Attack per Melee.
14th: +2 to Dodge, Knockout/Stun on a Natural 19 or 20.
15th: +1 Attack per Melee, Select One (1) Zenjorike.
WHY STUDY Shinto Muso Ryu? Muso Gonnosuke was able to defeat the renowned Musashi with the staff, what could you do with it
?



Shito-Ryu Karate
By
Kuseru
Entrance Requirements: None.
Skill Cost: 10 Years (5 Years as a Secondary Martial Art Style).



Shito-ryu, along with goju-ryu, wado-ryu and shotokan, is one of the four major karate systems of Japan proper (the Japanese islands excluding Okinawa). It was founded by Kenwa Mabuni (1899-1952), who, like most of karate's old masters, was descended from Okinawa's so-called warrior (bushi) class or aristocracy. Technically, the karate of most shito-ryu factions looks pretty much the same. Not surprisingly, there are minor differences in the kata between the various groups, mostly due to the proclivities of their founders. Regardless, all shito-ryu looks a lot like shorin-ryu in application. A long, linear style, even its goju-ryu-type kata (those derived from Higaonna) are performed in a lighter, more angular and rangy fashion than they are in schools derived from naha-te alone. Shito-ryu is much like shotokan in that it relies heavily on the reverse punch and front kick. The style also seems to place a strong emphasis on sparring. In so doing, shito-ryu stresses speed, and fighting is generally initiated from a higher, more upright stance than shotokan employs. On the other hand, because the style has so many kata, a great deal of time is spent perfecting any one of its 40 to 60 forms. Shito-ryu has never forsaken its Okinawan roots when it comes to kobujutsu (weapons arts). While Mabuni trained under weapons experts such as Arakaki, many of today's shito-ryu teachers learned most of their kobujutsu from Shinken Taira, the man responsible for popularizing kobujutsu during a time when interest in this peculiarly Okinawan art was at its lowest. It seems that Shito-ryu schools were the most receptive to Taira's art. Both the younger and elder Sakagami, Demura, Hayashi, Kuniba and Kanei Mabuni all trained with Taira at one time or another.


Costume: Karate Gi.
Stance: "Shiko-dachi"(straddle stance) is a stance similar to that the sumo wrestlers assume when they face off with each other before they put their knuckles to the ground. Feet spread approximately two shoulder-widths apart, toes pointed outward at 45º. Weight distributed evenly over both legs. Knees bent deeply and pulled back as far as possible. Torso erect. Lower legs/shins approximately vertical.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Disarm.
Hand Attacks: Draw Hand (New!), Backhand, Knife Hand, Palm Strike,.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!), Hip Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: None.
Weapon Kata (Pick two): W.P. Bo (Staff), W.P. Nunchaku (Chain), W.P. Sai (Forked), W.P. Tonfa (Blunt).
Modifiers to Attack: Critical Strike, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Special Kata, or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Cultural Skills (pick two): Calligraphy, Haiku, Ikebana, Bonsen or Ukio-E.
Weapon Proficiencies: W.P. Bo (Staff), W.P. Nunchaku (Chain), W.P. Sai (Forked), W.P. Tonfa (Blunt).
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Goju Ryu (3 Years), Kobujutsu (2 Years), Naha Te (6 Years), Shorin Ryu (4 Years), Shotokan (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike.
2nd: +1 Attack per Melee, +1 to Maintain Balance.
3rd: +1 to Damage, Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
4th: +2 to Roll with Punch/Fall/Impact.
5th: +1 Attack per Melee.
6th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
7th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
8th: +1 Attack per Melee, +1 to Disarm.
9th: +1 to Roll with Punch/Fall/Impact, +2 to Damage.
10th: +1 to Parry/Dodge.
11th: +1 Attack per Melee, Death Strike on a Natural 20.
12th: +1 to Strike.
13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
14th: +1 Attack per Melee, +1 to Parry/Dodge.
15th: +2 to Damage, Critical Strike on a Natural 18, 19, or 20.
WHY STUDY Shito Ryu? A decent martial art style with decent weapon skills.



Shoden Dragon Style Fighting By Sinestus



Shoden is a fairly obscure form specializing in the use of flexible swords. Unlike its kempo counterparts, the Shoden blade only looks sturdy. To a normal swordsman, the Shoden blade is a nightmare come to life. Generally less than two inches wide at the hilt, and tapering down to a point at five to six feet in length, these blades are forged almost paper thing, and just as light. Because of the blade's inherent flexibility, it is sheathed in leather, wrapped around the body, only a true student of Shoden can draw it from this position without hurting themselves.
In combat, the Shoden blade moves like a great, steel serpent. Despite the long cutting edge, a true master used the weapon's flexibility to make penetrating strikes with the tip of the blade. Unfortunately, the blade's design leaves a major flaw, the blade will often break in combat unless handled by a true master (any parry roll, modified, under a seven will cause the blade to break, reducing it to a short sword), thus many students learn to use the broken shaft as a weapon in an emergency.
In gaming terms, the Shoden blade deals 3D6+2 damage slashing (broken or not), and 2D4+2 damage with any of it's piercing attacks. The extreme thinness of the blade makes it a superior armor piercing weapon (only when undamaged) and a master with "Breaking Technique" can use it to shatter opponent's weapons or cut clear through armor.
Requirements: P.P.: 14 , I.Q.: 10, P.S.: 10, Spd: 13 most are service or honorable alignments.
Training: 10 years
Character Bonuses
+2 to P.P.
+10 S.D.C.
+10 Chi
Stance: Turned towards opponent, relaxed. Front hand is open at waist or chest level, back hand at the middle of the back, holding the sword so it curves over opposite shoulder.
Outfit: Loose cotton robes, over loose pants. Often the robes are opened to accentuate the flowing techniques of Shoden.
Combat Skills Attacks per Melee: 2
Hand Attacks: strike/punch, knife hand, back hand, finger tip strike
Foot Attacks: snap kick, crescent kick, wheel kick, kick attack
Basic Defense Moves: parry, automatic parry, dodge
Advances Defense Moves: circular parry, parry/strike
Holds/Locks: arm hold, arm lock, wrist lock
Escape Techniques: roll.
Modifiers to Attack: Critical from behind
Special Moves: (Note: Only one method can be used each melee)


Water Dragon striking method - using the curling nature of the blade, the Shoden master bypasses the opponents defenses by allowing them to parry, and wrapping the blade to strike from behind. This can be done only against opponents with weapons of shorter length, and the opponent must parry (which they usually do), if the parry is successful, use a flat roll to strike (successful on a roll of 10+), the blade whips around to deal 3D6+ damage, and the opponent cannot react (roll with impact) unless they have automatic roll). If the opponent does not parry, the flat of the blade strikes for 2D4+2+ damage.


Fire Dagon method - the primary technique of Shoden, utilizing the blades flexibility, the master can counterstrike (flat roll) and disarm (normal bonus) in a single action, but only when on the defense. To be successful disarm, the modified roll must beat the opponents strike (effectively parrying if the disarm fails) and the modified disarm roll must be 17+. This can only be attempted once per melee.


Wind Dragon method - a spinning technique with two uses, either acts as a circular parry for the entire melee, or can be used to chain three attacks on a single opponent. If the attack is used, the master can only parry attacks from their target, others will automatically land, ending the technique, but each parry is followed immediately by a strike (flat roll, but opponent cannot dodge, and is flat roll to parry without paired weapons) for slashing damage.
Weapon Katas: WP: Shoden Sword, Short Swords (WP sword bonuses for both)
Additional Skills: Acrobatics, Swimming
Martial Arts Powers: Select three from Martial Arts Techniques, Specialty Katas (non-weapon), or Chi Mastery
Level Advancement Bonuses 1st: +1 to parry, +2 to strike
2nd: critical from behind, +2 to disarm
3rd: +2 to roll, +3 to dodge
4th: +1 to holds/locks, gain Karumi-Jutsu Zenjorike
5th: +1 attack, +1 to strike and parry
6th: Select one power from Chi Mastery or Martial Arts Techniques
7th: Critical on 19+, +1 to roll
8th: +2 to parry, +1 to strike
9th: +1 attack, +1 to holds/locks
10th: gain backflip attack, +2 to disarm
11th: Select one power from Chi Mastery, Martial Arts Techniques or Body Hardening
12th: +2 to dodge and roll,
13th: +2 to parry, +1 attack
14th: +1 to strike, Critical on 18+
15th: Select one power from Body Hardening or Zenjorike Powers




Shorei Ryu Karate
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include M.E.: 9, P.S.: 8, and P.E.: 12.
Skill Cost: 8 Years (6 Years as Secondary Martial Art Style).



A Buddhist monk came to an understanding of natural law which gave him a perfect method of defense and escape. He believed that true self-defense involved no body-contact. His methods postured him toward opponents in such a way as to make subsequent attacks continue to put the attacker further and further at a disadvantage. Using his illuminated strategies, the monk could make the attacker undo his own Attack per Melee, and this could be done in a way that allowed for both to remain uninjured. The octagon would be used as a symbol for a method of movement in which jumping to particular angles based on timing and combative-distancing allowed strategies to be employed which confused and off-balanced the opponent. Reforming his opponents to become contributing members of society was his main goal. He and succeeding generations of his family members developed the art of Shorei Ryu as we know it today with all of this in mind. The monk chose this name for his art to reflect its spirit and its origins. Shorei Ryu bujutsu was a separate area of Ryu which was studied only by the Sohei. The sohei were warrior monks whose job it was to protect the temple and its territory as well as to fight in wars supported by the temple. They typically wore normal monks' robes during peace time and carried a short staff known as a jo. During war time, they would wear armor under their robes, and ninja-like masks covering their faces. Their primary weapons during battle were naginata and tachi. The sohei of Ryu were skilled in escaping arts, which were explained earlier; controlling arts, which are similar to, but older than, jujitsu or aikido; as well as destructive arts, which are similar to, but older than, karate. manipulatory arts, which are widely studied early in the training of Ryu students, involve folding arts such as throws, joint-locks, holds and pins, and chokes. They also include non-fatal strikes to the limbs of the attacker during his rotation. All weaponry is taught such that it can be used to manipulate and control an attacker, or escape from an attacker without causing him harm, as well as in ways which will damage or kill an attacker. controlling strikes involves shocking the opponent with substantially debilitating strikes to areas which control the rotation of the body, such as the head, shoulders, hips, and legs. striking arts. Although striking weapons and even the strikes themselves are soft and weak, the impact is tremendous to the opponent in his contorted position, and capable of crushing his spine and breaking his neck, back, and leg with one "soft" blow. All strikes are actually male then, in essence, to the opponent Kobudo training although containing traditional Japanese weaponry such as the katana, wakizashi and tachi, naginata , yari , tanto, bo, jo, tanjo, and yubibo, is not limited to or by these things.


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


Costume: Monks robes with or without Chain mail and a mask.
Stance: Feet at a comfortable distance apart (more or less around shoulder width), hands held at sides, possibly gripping weapon.
CHARACTER BONUSES Add +1 to P.E.
Add +1 to M.E.
Add +5 to Chi
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Circular Parry, Disarm.
Hand Attacks: Fingertip Attack, Rotary Palm Strike.
Basic Foot Attacks: Backward Sweep, Sweep Kick.
Jumping Foot Attacks: None.
Special Attacks: Hip Throw (New!), Paralysis Attack, Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: Arm Hold, Leg Hold, Neck Hold, Wrist Lock.
Weapon Kata (Pick three): W.P. Bo (Staff), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Tachi (Large Sword), W.P. Tanbo (Blunt), W.P. Tanto (Knife), W.P. Wakizashi (Short Sword).
Modifiers to Attack: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Cultural Skills: First Aid, Meditation, Athletics.
Weapon Proficiencies (Pick Five): W.P. Bo (Staff), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Tachi (Large Sword), W.P. Tanbo (Blunt), W.P. Tanto (Knife), W.P. Wakizashi (Short Sword).
Philosophical Training: Buddhism.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Chito Ryu (3 Years), Kobujutsu (2 Years), Shorin Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Parry/Dodge, +1 to Strike, +1 to Pull Punch.
2nd: +1 to Disarm.
3rd: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
4th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
5th: +1 to Strike, +1 to Pull Punch.
6th: +1 to Parry/Dodge.
7th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
8th: +1 Disarm, Knockout/Stun on a Natural 17, 18, 19, or 20.
9th: +1 Attack per Melee,+1 to Body Flip/Throw (2D6 damage),
10th: Double existing Chi.
11th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
12th: +1 to Parry/Dodge, +1 to Pull Punch.
13th: +1 to Disarm.
14th: +1 Attack per Melee, Knockout/Stun on a Natural 16, 17, 18, 19, or 20.
15th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
WHY STUDY Shorei Ryu? A good martial art for police and other people forced to restrain rather than damage their foes. Weapons use is a plus. Chi Mastery at higher level balances Shorei Ryu's spiritual side as well.



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



Shorin Ryu Karate is a collection of subdivisions of the Te offshoot, Shuri-Te. Shorin Ryu can be subdivided into the following schools: Kobayashi-Ryu (founded by Chosin Chibana), Matsubayashi-Ryu (founded by Shoshin Nagamine), Shobayashi-Ryu (founded by Chotoku Kyan) and Matsumura orthodox (founded by Hohan Soken). Shorin Ryu is a natural flow, devoid of unbalanced stances or unnatural breathing patterns. It has unique patterns of coiling and of relaxing power, allowing easier concentration of force and the attainment of speedy actions. To best develop the skills involved in the art of the single, deadly blow, training is targeted at tightly bound bales of straw. Nor is the art limited to passive modes of defense: the ability to release an effective counterattack in defense is a crucial element, summarized as "Offense is an effective form of Defense."


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


Costume: Karate gi.
Stance: Shizentai-Dachi; Natural stance
CHARACTER BONUSES Add +1 to M.E.
Add +2 to P.S.
Add +1 to P.P.
Add +1 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Back Flip.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Automatic Roll, Breakfall, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch (human fist), Spear hand (New!).
Basic Foot Attacks: Backward Sweep, Kick Attack, Roundhouse Kick, Snap Kick.
Jumping Foot Attacks: Flying Jump Kick.
Special Attacks: Death Strike (New!).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attack: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Other Skills: None.
Language: Japanese.
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Goju Ryu (3 Years), Isshin Ryu (4 Years), Kobujutsu (2 Years), Shuri Te (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +3 to Roll with Punch/Fall/Impact, +2 to Strike, Critical Strike on a Natural 19 or 20.
2nd: +1 to Back Flip/Leap, +1 to Parry/Dodge.
3rd: +1 Attack Per Melee.
4th: Select One (1) additional Martial Art Power from Body Hardening Exercises or Special Kata.
5th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
6th: +1 to Strike.
7th: +1 Attack Per Melee, Death Strike on a Natural 19 or 20.
8th: +1 to Back Flip/Leap, Select One (1) additional Martial Art Power from Body Hardening Exercises or Special Kata.
9th: +1 to Roll with Punch/Fall/Impact.
10th: +1 Attack Per Melee.
11th: Select One (1) additional Martial Art Power from Body Hardening Exercises or Special Kata.
12th: Critical Strike on a Natural 18, 19, or 20.
13th: +1 to Back Flip/Leap, +1 to Damage.
14th: +1 to Roll with Punch/Fall/Impact, +1 to Strike.
15th: +1 Attack Per Melee, Select One (1) additional Martial Art Power from Body Hardening Exercises or Special Kata.
WHY STUDY Shorin Ryu Karate? A fairly strong style of straight forward hand to hand combat
.



Shorinji Kenpo (Exclusive) By Kuseru
Entrance Requirements: Limited to Good Alignments. No Attribute restrictions.
Skill Cost: 12 Years.



Doshin So (1911-1980) established the Japanese martial art of Shorinji Kenpo in 1947 at Tadotsu, Kagawa Prefecture, on the island of Shikoku. From 1929 to 1936, in Beijing, China, Doshin So studied under Wen Laoshi, the 20th Master of the Northern Shorinji Giwamonken School, eventually becoming Wen-Laoshi's direct successor, the 21st Master (1936). After Japan's defeat at the end of the Second World War, Doshin So experienced the true horror of war and the sorrow and wretchedness of a defeated people in Manchuria. Amidst the experience of seeing that religion, ethics, or ideology were seconded to national interests, and observing international government operate as if might made right, Doshin So noticed that people's qualities determined their character and way of thinking, especially in positions of authority. Returning to a war torn Japan, he created Shorinji Kenpo with the idea of instilling people with a strong sense of courage, justice, and compassion. Through his creation of Shorjini Kenpo, Doshin So became known as 'Kaiso' (founder). Unlike other martial art styles derived from Chinese chuan fa, Shorinji Kenpo (translated as "The Way of The Shaolin Temple Fist") rearranges and fuses these techniques into a new style, further amplified by adding Kaiso's religious philosophy of Kongo Zen. Kongo Zen derives from Doshin So's study of Buddhism, especially the building of self through Boddhidharma's philosophy of indestructible and indomitable spirit.


Shorinjikenpo is often thought of as the "thinking person's martial art". The practice of Shorinji Kempo is based on six fundamental principles (Shorinjikenpo no tokucho) which put moral and ethics in the front of training to aid the practitioner in the efficient acquisition and correct application of martial skills. The principles are based on the philosophy of Kongo Zen. The first characteristic principle is Ken Zen Ichinyo (Body and Mind are the Same). It stresses the need to nourish both body and mind to ensure the overall development of its students, by emphasizing neither physical nor spiritual training. Riki Ai Funi (Strength and Love Stand Together) is the second characteristic principle. Practitioners learn the need for a balance between compassion and physical strength, as Strength without love is violence; love without strength mere decoration. Technically and ethically, the third characteristic principle, Shushu Koju (Defence Before Attack) spotlights techniques which emphasize protecting oneself through defense, not to defeat one's opponent, but to not lose to them to protect the body from injury or harm. Fourth of the characteristic principles is Fusatsu Katsujin (Protect People Without Injury). Techniques are designed to apply optimal foruce to the various pressure points of the body in order to stop the opponent's motion without injury. Rather than killing or wounding the opponent, the purpose is to prevent rash action on their part and make them lose the will for conflict. In order to facilitate this, the common philosophy of "one hit, one kill" is not used by practitioners of Shorinji Kenpo. The fifth characteristic principle, Goju Ittai (Hard and Soft Work Only Together) is accomplished through the use of goho (hard techniques) and juho (soft techniques). This characteristic trains students to unify the two elements in a dynamic and unique system for self-defense. Sixth, and last characteristic of Shorinji Kenpo is Kumite Shutai (Pair Work is Fundamental). Two people training in the techniques is stressed for two reasons, to build cooperative relationships through practice and to learn the timing and spacing necessary to overcome an opponent.


Shorinji Kenpo is a dynamic and effective style that can improve and maintain fitness. Cooperative training means that there are no minimum requirements of flexibility and strength, allowing practitioners to learn their limits and work on exceeding them. Non-repetitive exercises allow the student to gain a full repertoire of skills which improve flexibility, coordination, balance, and stamina. Practical applications of the techniques insures that the practitioner learns both physical and mental discipline. Training (Santei sanpo nijugokei) is divided in 3 parts; Shin (soul), Tai (body), Chi (wisdom). The body is developed through over six hundred techniques, in three systems, covering every possible means of protecting oneself in almost any situation. These techniques are designed around comprehensive coverage of 138 vital points of the human body, through delivering counter-attacks to these points in a correct manner to maximize the practitioner's actions with minimal effort.


The three physical body systems of Shorinji Kenpo are Goho (hard methods), Juho (soft methods), and Seiho (correcting methods). In Goho, the accurate, hard, scientifically-based, and swift technical techniques are blocks, dodges, kicks, punches, and strikes used as defensive counterattacks applied to the vulnerable points of the body to overcome an opponent. This training method involves a variety of exercises designed to improve balance, body awareness, combative distance, flexibility, fluidity of motion, speed, and timing. Juho techniques provide defensive counters against grabs, pins, restraints, takedowns, and throws through the use of chokes, escapes, joint locks, joint reversals, pressuring, releases, restraints, takedowns, and throws. Through exploiting the vulnerabilities of an attacker in these situations, the defender can avoid or neutralize any threat, maximizing their effectiveness without regards to strength or size in them self or their opponent. Unlike other styles which are characterized by one approach or the other, Shorinji Kenpo mixes both styles to allow practitioners to approach any situation with the appropriate response. The last method, Seiho, or correcting methods, is composed of healing techniques such as acupressure massage (shiatsu) and simple first aid. This allows practitioners to relax and revitalize tired muscles, reducing pain in addition to providing basic first aid. Other areas stressed in training are hokei (randori practice of predetermined techniques practically applied appropriately to the situation), embu (sparring involving sets of techniques for free flowing, cooperative learning), kata, and practicing in a state of harmony, achieved through proper breathing, for spiritual self betterment. Spiritual development is also achieved through the use of Zazen (seated) Zen meditation.


Shorinji Kenpo is a widely studied martial art, available in over 3000 branches in Japan and 29 additional countries, 11 of which are European. There are currently somewhere around 1.5 million practitioners worldwide.


Costume: Standard white Karate Gi.
Stance: A side stance, with one foot pointing toward the opponent, and the other on a right angle to the first.
CHARACTER BONUSES Add +2 to M.A.
Add +1 to M.E.
Add +2 to P.E.
Add +10 to Chi. COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact, Somersault.
Attack Moves: Back Flip, Roll, Somersault.
Basic Defense Moves: Automatic Parry, Dodge, Parry
Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Multiple Dodge.
Hand Attacks: Fore-Knuckle Fist, Knife Hand, Palm Strike, Punch (Human Fist).
Basic Foot Attacks: Backward Sweep, Crescent Kick, Kick Attack, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Body Block/Tackle, Choke, Elbow, Forearm, Headbutt, Hip Throw (New!), Knee, Pin/Incapacitate, Roll/Knockdown, Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: Automatic Body Hold, Automatic Elbow Lock, Automatic Leg Hold, Automatic Wrist Lock.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Knockout from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi, Martial Art Techniques, and Special Kata (Note: Weapon Kata not allowed!). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Survival: First Aid, Acupressure or Shiatsu
Temple: Meditation
Philosophical Training: Zen, specifically Kongo Zen. Kongo (supreme/something of the highest value or absolute hardness) Zen is the belief that the nirvana (heaven or the place wherein an individual finds perfect peace), lies within one's own heart. The philosophy of Kongo Zen combines compassion with strength and hardness to teach union of the mind and body. This is done in order to achieve a universal development of all people with the ultimate objective of securing happiness on earth through the alleviation of suffering.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Shaolin Kung Fu (4 Years), Shorinji Ryu Karate (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Body Flip/Throw, +2 to Roll with Punch/Fall/Impact, Knockout from Behind.
2nd: +2 to Parry/Dodge, +1 to Back Flip/Somersault.
3rd: +1 Attack per Melee.
4th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
5th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 18, 19, or 20.
6th: +1 to Strike, +1 to Body Flip/Throw.
7th: +1 Attack per Melee, +1 to Maintain Balance.
8th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
9th: +1 to Parry/Dodge, +1 to Back Flip/Somersault.
10th: +2 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20.
11th: +1 Attack per Melee, +1 to Maintain Balance.
12th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
13th: +1 to Strike, +2 to Body Flip/Throw.
14th: +1 Attack per Melee, Knockout/Stun on a Natural 17, 18, 19, or 20.
15th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
Why Study Shorinji Kenpo? A solid, combat effective form that stresses quickness and power
.



Shorinji Ryu Karate
By
Kuseru
Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10.
Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).



Shorinji is the Japanese version of "Shaolin-tzu" Shorinji Ryu owe their origins to students of Chotoku Kyan Shorinji is different from other karate styles because its basic premise is to first evade the enemy's attack. Shorinji stylists try to avoid any direct countering blocks and instead, like some Chinese practitioners evade, counterstrike, and apply a submission technique such as a joint lock or throw. A shorinji practitioner's most common defense is getting out of the way of an oncoming Attack per Melee, rather than stopping it with forceful power blocks. After that he may follow with a counter blow that leads to a submission technique such as a choke or pressure point manipulation. Shorinji evasion is done either by moving the body away from the attack or, like aikido, redirecting the enemy's blows by using kicks or punches as if they were blocks.


Costume: Karate gi.
Stance: Yoi dachi; Stand with arms to your sides, fists clenched, and feet about a shoulder apart. The stance is also called Hachichi dachi.
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +2 to P.E.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Automatic Roll, Breakfall, Multiple Dodge.
Hand Attacks: Backhand, Hammer fist (New!), Knife Hand, Punch.
Basic Foot Attacks: Crescent Kick, Backward Sweep, Roundhouse Kick, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!), Hip Throw (New!), Knee, Sweeping Throw (New!).
Holds/Locks: Arm Lock.
Weapon Kata: 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 Body Hardening or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Other Skills: None.
Language: Japanese.
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Kobujutsu (2 Years), Shaolin Kung Fu (4 Years), Shorinji Kenpo (4 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Parry/Dodge, +1 to Strike.
2nd: +1 to Disarm.
3rd: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
4th: +1 Attack per Melee.
5th: Knockout/Stun on a Natural 19 or 20.
6th: +1 to Parry/Dodge, +1 to Strike.
7th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
8th: +1 Disarm, Knockout/Stun on a Natural 17, 18, 19, or 20.
9th: +1 Attack per Melee,+1 to Throw (2D6 damage).
10th: Double existing Chi.
11th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
12th: +1 to Parry/Dodge, +1 to Disarm.
13th: Death Strike on a Natural 20.
14th: +1 Attack per Melee, Knockout/Stun on a Natural 16, 17, 18, 19, or 20.
15th: Select One (1) Additional Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
WHY STUDY Shorinji Ryu Karate? You really wanted to learn Shaolin, but were hampered by it not being 'cool' enough for the Japanese.



Shotokan Karate
By Ray Bull



Shotokan Karate stylists practice the basics of the style over and over again. The katas of Shotokan can be intricate, but the followers of this style tend to rely on simple moves rather than flashy ones. This reliance on the basics does not make them less dangerous, but more, as they react with well practised speed.


Entrance Requirements: None Skill Cost: 10 years (Primary), 5 years (Secondary) Costume: Standard Karate Gi Stance: Body turned side on to opponent, legs set twice shoulder width and bent parallel to the floor at the knees.


CHARACTER BONUSES


Add 5 to Chi


Add 1 to M.E.


Add 2 to P.S.


Add 1 to P.E.


Add 1 to Spd.


Add 10 to S.D.C.


COMBAT SKILLS
Attacks per Melee: 4 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Multiple Dodge, Combination Power Block/Parry, Combination Parry/Attack Hand Attacks: Strike(Punch), Knife Hand, Back Hand, Power Punch, Double -Fist Punch Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Trip/Leg Hook, Reverse Turning Kick Jumping Foot Attacks: Jump Kick, Flying Jump Kick Special Attacks: Leap Attack, Knee, Elbow, Deathblow, Combination Strike/Parry Weapon Katas: W.P. Staff, W.P. Sai (paired) Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind, Knockout/Stun from Behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Body Hardening Exercise: Sangeiko/Shochu Geiko. You may select a total of one (1) Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas. Languages: Japanese Philosophical Training: Bushido


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Kyokushinkai (5 years), T'ang Su (3 years), Te (4 years)


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Roll with Punch/Fall/Impact, +1 to Parry, +2 to Damage, Critical Strike on a Natural 20, Critical Strike or Knockout/Stun from Behind Level 2: +1 to Strike, +1 to Maintain Balance Level 3: +1 Attack per Melee, +1 to Damage, Deathblow on a Natural 20 Level 4: +1 to Parry, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas Level 5: +1 to Damage, Critical Strike on a Natural 19+ Level 6: +1 Attack per Melee, +1 to Maintain Balance, Knockout/Stun on a Natural 20 Level 7: +1 to Parry/Dodge, Add one (1) level to one (1) Weapon Kata Level 8: +1 to Strike, +1 to Damage, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas Level 9: +1 Attack per Melee, Critical Strike on a Natural 18+ Level 10: +1 to Parry/Dodge, +1 to Maintain Balance Level 11: +1 to Damage, Knockout/Stun on a Natural 19+ Level 12: +1 Attack per Melee, Select one (1) Martial Arts Power from Chi Skills, Martial Arts Techniques, or Special Katas Level 13: +1 to Parry/Dodge, +1 to Damage, Deathblow on a Natural 19+ Level 14: +1 to Strike, +1 to Maintain Balance Level 15: +1 Attack per Melee, +2 to Damage, Double Existing Chi


Why Study Shotokan Karate?


A solid, simple martial art that is devastating in combat.



Shotokan Karate By Kuseru
Entrance Requirements: No Attribute or Alignment Restrictions.
Skill Cost: 12 Years (7 Years as a Secondary Martial Art Style).


The word Shotokan is composed of three kanji characters in Japanese. The sho character is taken from the word matsu which means pine tree. To is the character for waves. Pine Waves is supposed to mean "the sound that pine trees make when the wind blows through their needles." Some people also translate this to mean the waves that pine trees seem to make visually when bending in the wind. The founder of the style, Funakoshi Gichin, signed his works of calligraphy with the pen name Shoto. That is where the first part of the name of this type of karate came from. The word kan means building. Together, Shotokan refers to the building in which Funakoshi taught karate. Shotokan is recognizable by its linear, direct punching, blocking, and kicking from low stances. Shotokan emphasizes correct posture, correct joint alignment, and formality of basic technique above all else.


Costume: Karate Gi.
Stance: Side stance with one leg forward, the other slightly back, about shoulder width apart, knees slightly bent. One hand is outstretched at eye level, the other is a hands's width in front of the stomach, both hands are held open with the fingers close together.
CHARACTER BONUSES Add +5 to Chi
Add +2 to P.S.
Add +1 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Power Block/Parry.
Hand Attacks: Backhand, Fore-Knuckle Fist, Hammer Fist (New!), Palm Strike, Spear hand (New!).
Basic Foot Attacks: Axe Kick, Crescent Kick, Kick Attack, Roundhouse Kick, Trip/Leg Hook.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Strike (New!), Elbow, Knee, Sweeping Throw (New!).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening, or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Philosophical Training: Zen
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Shuri Te (5 Years), Tomari Te (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +2 to Damage.
2nd: +1 Attack per Melee, +1 to Parry Dodge.
3rd: +1 to Strike, Critical Strike from Behind.
4th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
5th: Select One (1) Additional Martial Art Power from Body Harding or Special Kata.
6th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
7th: +2 to Damage, +1 to Strike.
8th: +1 to Roll with Punch/Fall/Impact.
9th: Select One (1) Additional Martial Art Power from Body Harding or Special Kata.
10th: +1 Attack Per Melee.
11th: +1 to Strike, Critical Strike on a Natural 18, 19, or 20.
12th: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
13th: +2 to Damage, +1 to Strike.
14th: Select One (1) Additional Martial Art Power from Body Harding or Special Kata.
15th: +1 Attack Per Melee.
WHY STUDY Shotokan Karate? The Shotokan view is that purity of raw technique is most important. The idea behind this is that one elegant technique will finish off the opponent quickly and efficiently. In situations where there are multiple opponents, such an ability is believed essential because there may not be time to throw more than one technique per opponent, and grappling and getting tangled up with your adversary when two others are also trying to harm you is probably unwise. Therefore, each karate technique is maximized at the expense of learning more complicated defenses in Shotokan training
.



Shotokan Karate By Harold Nichols


"We fight not for wealth or power, but for the fight itself. What care I for trophies? The thrill of victory and the thought of my next opponent are enough."
-A Shotokan Practioner (SF:TSG)


"I have taught you the secrets of Shotokan Karate, and you have become adequate warriors. You are now carriers of the kiving art of Shotokan Karate - for all martial arts are living arts; they grow and change and conform to the needs of each generation of Sensei and disciple. As with all living things, some generations can be stronger or weaker than their ancestors. You must ensure that the living art of Shotokan never becomesweak. For our style to live on, you must one day share its secrets with others as I have shared them with you. First, however, you must prove yourselves fit to carry on my name and the style of Shotokan. Go into the world to test your knowledge by fire and blood. Should you survive long enough for your own beards to gray with age, then you will know that your Shotokan Karate is strong; then you will know that you are worthy to teach the art. But if you should fall from the path, do not disgrace me by teaching your weak version of the art. Better that the style of Shotokan Karate should die than become a tree that appears great for its age but is rotten and weak inside."
-Gouken, to his students Ken & Ryu (SF:TSG)


China History


Although the ancient origins of karate are extremely vague, we do know that about 1400 years ago while teaching at the Shaolin Temple in China, Daruma Daishi used techniques developed into fighting forms known as Shaolin Boxing.


Okinawa


In the 16th Century, Shaolin Boxing found its way to Okinawa from China. It combined with native Okinawan techniques to develop into several Okinawan styles.


Japan - Master Funakoshi


In 1922, having mastered two major styles in Okinawa, Master Gichin Funakoshi, then President of the Okinawa association of the Spirit of Martial Arts, was chosen to demonstrate karate at the first National Athletic Exhibition in Tokyo. This led to the introduction of the ancient martial art to the rest of Japan. At the urging of friends and officials, he remained in Tokyo to teach.


U.S.A. - Tsutomu Ohshima


Tsutomu Ohshima was one of Master Funakoshi's last direct pupils (1948 - 1953) studying under him while attending Waseda University in Tokyo, Japan. In 1955, Mr. Ohshima came to the United States and was the first man to teach Karate in this country. That same year he organized the Southern California Karate Association, which has grown over the years to become a nationwide organization, Shotokan Karate of America.


Entrance Requirements: Characters must be of an Honorable alignment. Attribute requirements are I.Q.: 12 and M.E.: 10.
Skill Cost: 10 Years (7 Years as a Secondary Martial Art Form)
Costume: Standard Karate outfit
Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside rear foot point out and to the front, knees bent. Forward arm is held bent at a 90 degree angle with hand open similar to a knife-hand strike, and the rear hand in a fist against the waist.


CHARACTER BONUSES


Add 2 to P.S.


Add 1 to P.E.


Add 1 to P.P.


Add 10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Automatic Dodge, Power Block/Parry (does damage!), Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch), Fore-Knuckle Fist, Backhand, Palm Strike, Double-Palm Strike, Duo-Fist Strike.
Basic Foot Attacks: Kick, Snap Kick, Roundhouse Kick, Wheel Kick, Crescent Kick, Axe Kick, Backward Sweep, Tripping/Leg Hook, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick.
Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo Chagi (Special! One opponent is grabbed and another is kick simultaneously. Only takes one melee action, but requires two successful Strike Rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked).
Holds/Locks: Arm Hold, Wrist Lock, Elbow Lock.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.


SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of three (3) powers from Body Hardening, Zenjorike, and Specialty Katas (Note: Weapons Katas not allowed). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical).
Languages: Japanese
Physical: Gymnastics
Philosophical Training: Bushido


If this is your Primary Martial Arts Form then the following other forms can be learned in a shorter time. Jujutsu (3 Years), Tae Kwon Do Karate (4 Years), or Taido (5 Years).


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Maintain Balance, Critical Strike from Behind, Death Blow on a roll of Natural 19 or 20
Level 2: +2 to Roll with Punch/Fall/Impact, +2 to Damage
Level 3: +1 Attack per Melee
Level 4: +2 to Parry/Dodge, Critical Strike on Natural 17, 18, 19 or 20
Level 5: +1 to Maintain Balance, +1 to Strike
Level 6: +1 to Roll with Punch/Fall/Impact, +2 to Damage
Level 7: +1 Attack per Melee
Level 8: +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better
Level 9: +1 Attack per Melee, +1 to Maintain Balance
Level 10: +1 to Roll with Punch/Fall/Impact, Select Two (2) Additional Martial Arts Powers from Body Hardening, Special Katas, and Zenjorike.
Level 11: +1 to Strike, +2 to Damage
Level 12: +2 to Parry/Dodge, Death Blow on roll of Natural 18, 19 or 20
Level 13: +1 Attack per Melee, +1 to Maintain Balance
Level 14: +1 to Roll with Punch/Fall/Impact, +2 to Damage
Level 15: Select One (1) Additional Martial Arts Power from Body Hardening, Special Katas, and Zenjorike.



Shotokan Ryu KARATE (exclusive)



By Himura_Battosai



Entrance Requirements: Strongly favored by those of honorable alignments.



Skill Cost: Ten Years (6 as a secondary art form)



A Japanese form of Karate descended from Shao Lin Kang Fu. It is not a wide spread form but has gain in popularly because of the actions of Ryu and Ken. Students typically display a strong sense of honor and self-worth. The Dragon punch has become marks this karate form as unique. All most all students of this art are trained in Nippon (Japan), But some masters have started schools in the West Coast of North America.



Costume: Standard Karate Gi some times without sleeve.



Stance: Facing sideways with knees bent, left arm facing opponent chest level, right pulled back to waist. Both hands clenched into fists.



CHARACTER BONUSES
Add 15 To Chi
Add 2 to P.E.
Add 10 to S.D.C.



COMBAT SKILLS



Attacks per Melee: 3



Escape Moves: Roll With Punch/fall/impact, Maintain balance



Basic Defense: Dodge, parry, Automatic Parry



Advanced Defenses: Multiple dodge, Circular Parry, break fall.



Hand Attacks: Strike (punch), Power punch, upper cut (1D8 damage), Dragon Punch (special) A leaping upper cut. It is a Critical Strike



Basic Foot Attacks: kick attack, snap kick, crescent kick, Axe Kick, Reverse Turning kick, Backward Sweep, leg hook,



Jumping Foot Attacks: Jump Kick, Flying reverse turning Kick



Special Attacks: Death Blow, leap Attack, Body Flip/throw, back roll throw (special) Dodge/throw artist drops to the floor [roll for dodge] and then grabs opponent and throws him behind doing 2D6 damage.



Weapon Katas: None



Modifiers to Attacks: pull punch, Knock out/Stun, Critical Strike, Critical strike from behind



SKILLS INCLUDED IN TRAINING



Martial Arts Powers: Select 3 powers from body Hardening, Chi mastery, or Martial art Techniques. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.



Language: Japanese



Cultural Skills: (choose one) Calligraphy, Haiku, Go



Philosophical Training: Bushido or Zen



If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Te (3 years), Shao Lin (5 years), Tae Kwan Do (3 years), Kyokushinkai Karate (4 Years)



LEVEL ADVANCEMENT BONUSES
1st + 1 Roll with punch/fall/impact, + 2 strike, Critical Strike from behind, knock out from behind.
2nd + 1 Attack per Melee, +1 Parry/Dodge
3rd + 1 roll with punch/fall/impact, + 1 Strike, + 1 leap
4th + 1 Attack per melee, knockout/stun 19-20, death blow 19-20
5th + 1 parry/dodge, +1 damage + 2 Maintain balance, choose one additional power from body Hardening, Chi mastery, or Martial art Techniques.
6th+ 1 Attack per Melee, + 2 Strike, + 1 damage
7th +1 leap, + 2 parry/dodge, critical Strike 18-20
8th + 1 attack, + 1 roll with punch/fall/impact, + 2 maintain balance
9th + 1 to strike, choose one additional power from body Hardening, Chi mastery, or Martial art Techniques.
10th + 1 Attack per melee, + 1 Roll with punch/fall/impact
11th +2 damage, choose one additional power from body Hardening, Chi mastery, or Martial art Techniques.
12th + 1 parry/dodge, + 1 leap, + 1 Strike, Double Chi
13th +1 roll with punch/fall/impact, Death Blow18-20
14th + 1 Attack per melee, + 1 parry/dodge +1 leap
15th + 2 strike, add one Zenjorike power



WHY STUDY Shotokan Ryu?
It is considered one of the coolest martial art forms right now. It is aggressive and well rounded form with few disadvantages.




Shuai Chiao By Todd Sterrett



Shuai Chiao is one of the most ancient martial arts. The first Emperor of China was said to be skilled in its practice. The earliest form of this art was practiced by the Mongolians and northern Chinese and involved contest of skill and danger. Two warriors would stand in a circle with large horns either strapped to their head or on some sort of helm. They would then try to gorge the other or throw their opponent to the ground. Today the horns are gone, but the art still has a strong sporting element in addition to its value as a combat form.


There are many styles of Shuai Chiao, but the most prominent are Tientsin, Peking, and BaoDin. Tientsin style uses the arms in a swinging motion to test the opponent and to feel when there is a chance to apply a holding technique. The movements in Peking style are smaller, emphasizing the hold position and keeping the opponent's hands at a distance. The tight-fitting uniform in Peking Shuai Chiao also makes getting a firm hold more difficult. The third style is the BaoDin style of Shuai Chiao, also known as kuai Chico (fast wrestling). It is the most famous of the three principal styles and most widely practiced world wide. BaoDin style is distinguished by its larger movements and the speed and power of its techniques. As soon as contact is made during a Shuai Chiao match the BaoDin warrior immediately tries to use a technique rather than tentatively grasping and testing the opponent.


Shuai Chiao schools can be found in many major US cities, Hong Kong, China, and Mongolia. Shuai Chiao is thought to be the mother art of such styles as Jujitsu and Sumo.


Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 11 Years (6 Years as a Secondary Martial Art Form) Costume: Varies. Can range from informal sweats and a tee-shirt to traditional kung fu uniforms to modified Judo Gi's. Stance: Slightly slouched, feet at a right angle. Facing is slightly off center and the lead arm is slightly extended palm up.


CHARACTER BONUSES


Add 2 to P.S.


Add 2 to P.E.


Add 2 to P.P.


Add 10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance. Basic Defense Moves: Dodge, Parry, Automatic Parry. Advanced Defenses: Automatic Roll, Combo Parry/Attack, Disarm. Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Claw, Fingertip. Basic Foot Attacks: Kick, Snap Kick, Backward Sweep, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Body Filp/Throw, Knee, Forearm, Elbow. Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Combination Hold/Strike. Weapon Katas: None Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear, Critical Body Flip/Throw.


SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of three (3) powers from among Body Hardening (Note: Demon Hunter Body Hardening are not availible at first level) or Specialty Katas (Note: Weapons Katas are allowed, but Chi Kata are not). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical). Languages: Chinese or Mongolian Physical: Gymnastics, Wrestling Philosophical Training: Buddihism


If this is your Primary Martial Arts Form then the following other forms can be learned in a shorter time. Ch'a Ch'uan Kung Fu (5 Years), Ch'in-Na (4 Years), Jujutsu (3 Years), and Shao-Lin (6 Years).


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 Damage, Critical Strike on a Natural 20. Level 2: +1 Strike, +1 Maintain Balance, Critical Strike from rear. Level 3: +1 Attack per Melee, +1 Body Filp/Throw (does 2D6 damage) Level 4: Select (1) Martial Art Power from Atemi, Body Hardening (no Demon Hunter), or Special Kata (no Chi Kata), +1 to Roll with Punch/Fall/Impact, KO/Stun on a natural 19 ro 20. Level 5: +1 Parry/Dodge, +1 Damage Level 6: +1 Disarm, Death Blow on a Natural 20. Level 7: Select (1) Martial Art Power from Atemi, Body Hardening (Including Demon Hunter), or Special Kata (no Chi Kata), +1 Maintain Balance Level 8: +1 Attack per Melee, +1 Roll with Punch/Fall/Impact Level 9: +1 Leap (add 4 feet), +1 Damage Level 10: +1 Strike, +1 Parry/Dodge Level 11: Select (1) Martial Art Power from Atemi, Body Hardening (Including Demon Hunter), or Special Kata (no Chi Kata), +1 Body Flip/Throw. Level 12: +1 Attack per Melee, +1 to Maintain Balance Level 13: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20. Level 14: Select (1) Martial Art Power from Atemi, Body Hardening (Including Demon Hunter), or Special Kata (Including Chi Kata), +1 to Damage Level 15: +1 Attack per Melee, +1 Roll with Punch/Fall/Impact.


Why Study Shuai Chiao?


A versitle and practical art. Shuai Chiao is usefully in a wide varity of situations. It is most effective against a single attacker, but a fighter trained in this art can handle multiple attackers. Each shuai-chiao technique bears the internal composition of yin-yang; that is, a twofold element. The opponent may find his head and upper torso being slammed into the ground while his feet are swept out from under him. The opponent might find his leg captured or grabbed simultaneous with a strike to his throat.



Shukokai Karate By Kuseru
Entrance Requirements: No Alignment restrictions. Attribute requirements are I.Q. of 8, M.A. of 10, and M.E. of 12.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style).


Shukokai Karate is a Japanese martial art created by Chojiro Tani (1921-1998). Studying under Goju Ryu master Miyagi Chojun and later, Kenwa Mabuni, founder of Shito Ryu. Tani Sensei founded his style of karate in 1948 in Kobe, Japan. Upon the death of Mabunie, Tani Sense change the name of the style to Tani-Ha Shito-Ryu. Shukokai gets it's name from three characters, Shu (training), Ko (Many people meeting; crossing; intersection; come together), and Kai (Association; train under one roof), taken together, this is read a, "The Way for All." The current master of the style is Shigeru Kimura.


This dynamic martial art evolved from careful study of the principles and dynamics of traditional Okinawan and Japanese karate styles. Tani Sensei studied the mechanics of the human body over a long period of time to develop techniques which are delivered with maximum efficiency. Understanding the complex theories of Shukokai takes a lifetime of careful study. As a combat system, it seeks perfection and Tani Sensei stressed the importance of etiquette, discipline and mental control to constantly improve technique.


Shukokai differs from traditional karate styles by requiring learning of an exacting methodology that produces different resulting biomechanics. Drawing many techniques from Shito Ryu, this style receives the qualities of both Naha-te and Shuri-te. Quick linear movements from Shuri-Te are combined with circular breathing techniques of Naha-Te. Another difference from mainstream karate styles is the execution of techniques, where delivery of the greatest impact for the least amount of effort is practiced. These techniques are tested to ensure that they are effective in combat situations. To this end, Shukokai stresses a, "one hit, one kill" philosophy.


Costume: White Karate Gi.
Stance: Very wide stance, with feet double shoulder-width apart and feet slightly "pigeon-toed," knees bent, hands extended straight down and away from the body and clenched in fists.
CHARACTER BONUSES Add +2 to P.S.
Add +2 to P.E.
Add +10 S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Disarm.
Hand Attacks: Draw Hand (New!), Hammer Fist (New!), Spear hand (New!).
Basic Foot Attacks: Backward Sweep, Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Kick, Death Strike (New!), Forearm.
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises, Martial Art Techniques, and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese.
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Goju Ryu (3 Years), Kobujutsu (2 Years), Naha Te (6 Years), Sankukai (4 Years), Shito Ryu (4 Years), Shuri Te (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Maintain Balance, Knockout/Stun on a Natural 20, Critical Strike from Behind.
2nd: +1 Attack per Melee, +1 to Parry/Dodge.
3rd: +1 to Damage, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
4th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, Knockout/Stun on a Natural 19 or 20.
5th: +1 Attack per Melee, +1 to Damage, Critical Strike on a Natural 19 or 20.
6th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
7th: +1 to Parry/Dodge, Knockout/Stun on a Natural 18, 19, or 20.
8th: +1 Attack per Melee, +1 to Maintain Balance.
9th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
10th: +1 to Parry/Dodge, +1 to Maintain Balance.
11th: +1 Attack per Melee, Critical Strike on a Natural 18, 19, or 20.
12th: +1 to Strike, +1 to Damage.
13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata.
14th: +1 Attack per Melee, +1 to Strike.
15th: +1 to Damage, Death Strike on a Natural 19 or 20.
Why Study Shukokai Karate? Shukokai Karate is the ideal art for self defense. With its hard hitting, fast moving mixture of Shuri-te and Naha-te techniques, it caters for most
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Shuri Te By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 10 Years (9 Years as a Secondary Martial Art Style).



In the ancient capital of Okinawa, the town of Shuri, To-De Sakugawa (1733-1815) imported Chinese martial techniques to create the martial art of Shuri-Te. Sakugawa studied under the Chinese monk Kushanku. Shuri-Te is also called Suide.


Shuri-Te is quite dissimilar to the Chinese styles it originated from. Its stances are long and low, techniques were mostly offensive with the emphasis on physical strength. Shuri-Te practitioners were looked to by the Okinawans for protection. Sakugawa and his students made sure scoundrels and ruffians were kept in line. To accomplish this task, students aspired to be well rounded in all aspects of their art.


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


Costume: Black Karate Gi
Stance: Rear leg bent slightly at the knee, forward leg a few inches off the ground, forward hand loosely outstretched, rear hand loosely at waist.
CHARACTER BONUSES Add +2 to P.S.
Add +1 to P.P.
Add +1 to P.E.
Add +10 to S.D.C. COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Multiple Dodge.
Hand Attacks: Hammer Fist (New!), Punch (human fist), Ridge Hand (New!), Spear hand (New!), Triple Punch (New!).
Basic Foot Attacks: Backward Sweep, Kick Attack, Roundhouse Kick, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Kick, Death Strike (New!), Elbow, Forearm.
Holds/Locks: None
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of THREE (3) Martial Art Powers from Body Hardening Exercises or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural (Choose One): Bonsai, Calligraphy, Go, or Ikebana.
Weapon Proficiencies (Pick Two): W.P. Bo (Staff), W.P. Kama (Axe)--Paired, W.P. Nunchaku (Chain)--Paired, W.P. W.P. Sai (Forked)--Paired, Tonfa (Blunt)--Paired.
Philosophical Training:
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gensei Ryu (3 Years), Kobujutsu (2 Years), Shorin Ryu (4 Years), Shotokan Ryu (4 Years), Shukokai (3 Years), Tomari Te (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +2 to Strike, Critical Strike on a Natural 19 or 20, Critical Strike from Behind.
2nd: +1 Attack per Melee, +1 to Parry/Dodge.
3rd: Select One (1) Additional Martial Art Power from Body Hardening or Special Kata.
4th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20.
5th: +1 Attack per Melee, +1 to Damage.
6th: +1 to Strike, +1 to Parry/Dodge, Knockout/Stun on a Natural 18, 19, or 20.
7th: Select One (1) Additional Martial Art Power from Martial Art Techniques, or Body Hardening, or Special Kata.
8th: +1 Attack per Melee.
9th: +3 to Damage.
10th: +1 to Parry/Dodge.
11th: Critical Strike on a Natural 18, 19, or 20.
12th: +1 to Strike, Death Strike on a Natural 19 or 20.
13th: +1 to Damage, +1 to Roll with Punch/Fall/Impact.
14th: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge.
15th: +2 to Damage, Select One (1) additional Martial Art Power from Body Hardening Exercises or Special Kata.
Why Study Shuri Te? This predecessor to modern karate has good offensive abilities combined with good weapon skills
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SHURIKENDO by Lee Casebolt
Entrance Requirements: None, other than a student must be (or once have been) a member of the Order of Fafnir.
Skill Cost:


The Order of Fafnir, as a millenia-old martial order dedicated to hunting supernatural creatures, has had a plethora of master martial artists within its ranks. Each had their own unique skills and methods; their own edge against the beasts they faced. Unfortunately, each style had flaws, and every approach was inadequate in its own way. Most of these weaknesses revolved around one consistent problem - all the various martial arts were designed to fight humans, not superhumans. The Order's warriors were well aware that the techniques that worked so well against even the strongest human opponent frequently failed against a vampire, Were, or Nightbane. Something new was needed.


This in mind, the Clans which form the Order convened a meeting of their most skilled and experienced warriors for the purpose of devising a method of combat specifically for battle with the supernatural. Months of argument and debate over techniques and methods followed, until finally a set of guiding principles was agreed upon. The system must be weapon-based, all agreed. Who, after all, wished to fight a demon hand-to-hand? However, it must be flexible enough to work with a variety of weapons, and even, in dire emergency, in the absence of weapons. Defense would be a top priority, and that defense should be based upon movement and avoidance, rather than hard blocks and parries. At the same time, the movements must be those practical even while in heavy armor - the intricate, acrobatic movements many favored were abandoned for this system. Finally, attention must be paid to the internal, not merely the external. No human could hope to face a vampire on equal terms physically; he (or she) must develop more esoteric skills, as well.


Once these guiding principles were set down, the true work began - selecting techniques and methods to follow. From Japanese kenjitsu to Italian rapier fencing, from the Filipino art of kali to Zulu stick fighting techniques, all the various methods which the Order members knew were dissected for examination. That which fit was adopted; the rest was discarded. The resulting mish-mash was slowly refined, with new methods being developed to replace older techniques that were found lacking. After over ten years of work, the Wyrms were satisfied with the result, which they named Shurikendo - The Way of the Secret Sword.


Despite the name, students of Shurikendo are taught the use of a variety of weapons, as well as unarmed skills, all under a unified principle of combat. First and foremost, a Shurikendo practitioner seeks distance; being in the grasp of a Were or vampire is death, but at sword's length one has a fighting chance. In Shurikendo, one avoids an attack completely, rather than meeting it with a blocking weapon, and responds almost instantly with attacks to vital areas. Movements are subtle and precise, so an opponent's attack may miss by mere millimeters, or glance harmlessly off of armor. Weapon work is varied, with attacks from all angles.


Costume: No official costume; warriors are often armored for battle, with details varying by personal and/or Clan preference.
Stance: Varies with the weapon being used, but tends towards a small, fencer-like stance, with the body at nearly a 90 degree angle from the opponent, and the weapon held in one of a variety of offensive positions.
CHARACTER BONUSES Add 10 to CHI
Add 2 to ME
Add 2 to PP
Add 1 to PE
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves:
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Automatic Roll, Automatic Dodge, Multiple Dodge, Breakfall, Disarm
Hand Attacks: Strike (punch), Palm Strike
Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks, Push Kick (SPECIAL! Does 1d4 damage, and opponent is forced out of combat range. Opponent also loses initiative. A successful Roll with Punch/Fall/Impact results in no damage, but the victim is still forced back.)
Jumping Foot Attacks:
Special Attacks: Death Blow, Elbow, Knee, Body Flip/Throw, Floor Lunge (SPECIAL! A Combination Dodge/Strike with a weapon, where the character dives low to avoid an attack, while simultaneously counterattacking with a handheld weapon. No bonuses to Strike or Dodge, but no automatic defenses {ie, automatic parry, automatic dodge} may be used against this attack - all defenses use up one melee attack/action), Critical Flip/Throw
Holds/Locks: Body Hold
Weapon Kata: W.P. Sword, plus one other W.P. of choice
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from behind
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select two from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques (including Advanced), and/or Special Katas (including Chi Katas).
Languages: None
Cultural: Lore: Demons and Monsters, Lore: Vampires
Philosophical Training: None
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Dodge, Critical Strike from behind
2nd: +1 to Strike, Critical Strike on Natural 19 or 20
3rd: +1 to Parry/Dodge, +1 to Body Flip/Throw
4th: Select one additional ability from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques (including Advanced), or Special Katas (including Chi Katas)
5th: +1 to Initiative, +2 to Damage
6th: +1 to Breakfall, +2 to Disarm
7th: Add one attack per melee round, +1 to Maintain Balance
8th: Death Blow on Natural 19 or 20
9th: Critical Strike on Natural 17, 18, 19, or 20, +1 to Strike
10th: Select one additional ability from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques (including Advanced), or Special Katas (including Chi Katas)
11th: Add one attack per melee
12th: +1 to Strike, +1 to Parry/Dodge
13th: +2 to Roll with Punch/Fall/Impact, +2 to Breakfall
14th: Double existing chi
15th: Add one *Zenjoriki* power
Why Study SHURIKENDO? To fight supernatural evil. No art is as uniquely suited to one-on-one combat with vampires, demons, and werewolves as Shurikendo. It offers a mix of weapons and internal skills, but is somewhat weaker than other arts in unarmed combat.



Silambam By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style)
Since the 1st and 2nd centuries AD, the Indian state of Tamil Nadu has employed a martial art of staff fencing known as Silambam. This style was promoted by the Pandya, Chola, and Chera kings and was centered in Madurai city. Two legendary sources are credited with creating this style; according to some sources it is the sage Agasthya, other sources credit Lord Muruga.
Silambam techniques incorporate a range of concentrating on and anticipating the moves of an opponent to perfect various kinds of feints in a reflexive defensive action, developing force, momentum and precision, swift foot movements to establish large spheres of control, and using the staff with both hands to chop, cut, sweep and thrust. The staff itself was often given a distinctive name and treated with reverence. Silambam uses four basic types of staves: a staff making a swishing sound, a "torch staff" involving lit balls of cloth at one end, a short-length staff, and a non-elastic staff which produces a clattering sound. Training with the staff involves deflecting thrown stones, precision strikes, dispersing an unruly mob with a variety of strikes such as "hawk hits," "monkey hits," "snake hits," and "spring hits," amazing footwork with the staff in jumping, swinging, and pivoting and protecting a pouch of money kept at the practitioner's feet.
Costume: The contestants wear langots of various colors, sleeveless vests, turbans, canvas shoes, and a chest guard which is a part of the traditional attire of Palmyrah tree-climbers. Wickerwork shields also form an essential part of the gear.
Stance: Feet shoulder-width apart, forward foot pointing slightly away from the body, rear foot pointing towards the rear. One hand gripping the staff at the half-way point, the other placed a third from one end of the staff.
CHARACTER BONUSES Add +2 to P.S.
Add +3 to P.P.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Leap, Roll with Punch/Fall/Impact.
Attack Moves: Staff Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Combination Parry/Attack.
Hand Attacks: None.
Basic Foot Attacks: Backward Sweep, Sweep Kick (1), Tripping/Leg Hook.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Leap Attack.
Holds/Locks: None.
Weapon Kata: W.P. Staff, W.P. Reverse Stroke.
Modifiers to Attacks: Critical Strike, Weapon Tap.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Yadomejutsu Kata. Select One (1) Martial Art Power from among Body Hardening Exercises and Martial Art Techniques.
Languages: Tamil.
Physical: Acrobatics
Weapon Proficiencies: W.P. Staff, W.P. Reverse Stroke.
Philosophical Training: Hinduism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bandesh (2 Years), Gatka (9 Years), Kalari Payit (7 Years), Muki (12 Years), Thang-Ta (2 Years), Thoda (1 Year), Vajra-Musti (8 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Parry with Staff, +1 to Dodge.
2nd: +2 to Damage with Staff, +1 to Roll with Punch/Fall/Impact.
3rd: +1 to Leap (Add 4 feet to Leap Distance), +1 to Strike, +1 to Parry with Staff.
4th: Critical Strike on a Natural 19 or 20
5th: Add +1 Attack per Melee.
6th: +2 to Parry with Staff, +1 to Dodge.
7th: +2 to Damage with Staff, +1 to Roll with Punch/Fall/Impact.
8th: +2 to Leap (Add 4 feet to Leap Distance), +1 to Strike.
9th: Add +1 Attack per Melee.
10th: Select one (1) additional Martial Art Power from among Body Hardening Exercises and Martial Art Techniques.
11th: +2 to Parry with Staff, +1 to Dodge.
12th: +2 to Damage with Staff, +1 to Roll with Punch/Fall/Impact.
13th: +1 to Leap (Add 4 feet to Leap Distance), +2 to Strike.
14th: Critical Strike on a Natural 18, 19, or 20
15th: Add +1 Attack per Melee.
Why Study Silambam? It's relatively inflexible, offering few of the mind-oriented abilities. A terrific, action-oriented martial art. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. A student of this style will become faster and more powerful, and he will be able to fully defend himself in many situations (though for lower level students multiple attackers could be a problem).




SILVER CANNON FIST
By GigaDragon
Silver Cannon Fist is one of the lost styles, the records and texts destroyed during the sacking of Shaolin Temple in Henan province during the rise of the Manchurian Dynasty. A Lohan named Shi Sun Long created the style, but he was slain in the battle to save the Temple from Sun Zi's Bannermen...he was betrayed by his Brother Lohan, Bak Mei (Note that anyone who knows this style would consider a Bak Mei Pai practitioner to be an enemy, or at least a rival to be defeated in fair combat!). The interesting thing about Cannon Fist is its almost total lack of kicking techniques and its simultaneous strike and parry techniques. The style is deceptive and devastating. A cannon Fist practitioner entering combat will rush in to close combat range and attack with a devastating flurry of hand strikes, simultaneously fending off any attacks, as well as combining Chi powers with physical strength. The philosophy behind the art is very similar to Bok Pai, but the training techniques are different.
Entrance Requirements: No attribute or alignment requirements, but a good P.S., P.P., and P.E. are helpful. Evil characters will find the deceptive qualifies attractive, but will be daunted by the harsh training regimen. Skill cost is 15 years training. Stance is a bow-stance with the fists up like a boxer. Even as a secondary art, it takes 15 years to learn.
Costume: Traditionally, the loose robes of a Shaolin Monk, or the tighter outfits worn by the Lohans, but any Costume can be used.
Character Bonuses Add +10 to Chi
Add +2 to M.A.
Add +2 to P.P.
Add +2 to P.E.
Add +20 to S.D.C.
Combat Skills
Attacks per Melee: 1 Escape Moves: Roll with punch/fall/impact, and maintain balance.
Basic Defensive Moves: Dodge, parry, and automatic parry.
Advanced Defenses: Circular parry, combo parry/attack, disarm, and power block/parry.
Hand Attacks: All! Even those hand techniques usually exclusive to other arts, including(but not limited to) the phoenix eye, tiger claw, crane's beak, and etc.
Basic Foot Attacks: Tripping leg hooks, sweep kick, snap kick, and stop kick(actually a combo parry/strike, used to block the opponent's foot techniques. Does 1D6 damage if a successful parry is made, and counts as an automatic parry).
Special Attacks: Deathblow, body block/tackle, crush/squeeze, choke, combo strike/parry, combo grab/strike, elbow, forearm, and head butts.
Holds/Locks: Arm hold, leg hold, and neck hold.
Weapon Katas: Double broadsword, or Kwan Dao.
Modifiers to Attacks: Knock out/stun, critical strike, or critical strike from behind. Skills Included in Training
Martial Arts Powers: Select one Chi power, one zenjorike power, and one from body hardening exercises(excluding kick practice).
Languages: Chinese
Physical: Boxing and gymnastics.
Philosophical Training: Buddhism and/or Taoism.
If this is your primary martial arts form, the following other styles(forms)can be learned in a shorter time: Western Pro Boxing(1 year), Wing Chun(3 years), Western Pro Wrestling(2 years), Xing Chiao(4 years), Bok Pai(3 years), Fong Ngan(3 years), Fu Chiao(3 years), and Choy Li Fut(3 years).
Level Advancement Bonuses:
1st +4 to Roll with Punch/Fall/Impact, +1 to Strike, Knock Out/Stun on a Natural 20.
2nd +1 to Parry and Dodge, +2 to Damage, Critical Strike or Knock Out/Stun from behind.
3rd +1 attack per melee, +3 to Maintain Balance.
4th Select one Martial Art Power from Chi Mastery, Body Hardening, or Zenjorike.
5th +1 to Strike, +1 to Parry, and +2 to Damage.
6th Critical Strike on a Natural 19 or 20, Knock Out/Stun on a Natural 18, 19, or 20.
7th +1 Attack Per Melee, +2 to Roll With Punch/Fall/Impact.
8th Select one Martial Arts Power from Chi Mastery, Body Hardening, or Zenjorike.
9th Double Existing Chi!
10th +1 to Parry and Dodge.
11th +1 Attack Per Melee, Death Blow on a Natural 18 or better.
12th Select one Martial Arts Power from Chi Mastery, Body Hardening, or Zenjorike.
13th +1 to Strike, +2 to Damage.
14th +1 Attack Per Melee.
15th Double Existing Chi! Select one last Martial Arts Power from Chi Mastery, Body Hardening, or Zenjorike.
Why Study the Silver Cannon Fist? A decent combination of advanced hand techniques and defenses, offset by its lack of powerful foot techniques. The range of hand techniques is the greatest of all the martial arts, and it provides strong Chi abilities to its students. The ultimate in Chinese boxing!
The Big Secret(and Adventure Idea?)! Not all the texts and records were lost! The legend tells that Shi Sun Long gave the texts to Fong Doe Duck for safekeeping. Fong never taught the style out of respect for his slain Shaolin Brother, and he feared the styles power falling into the wrong hands...but he did keep the texts! Where did Fong hide them? Some hidden Taoist temple? Perhaps they were buried with him, somewhere? Who knows! Its up to the players to find it...another legend tells that the texts contained a cure for the Dim Mak...




Smokefighting - (Exclusive) By Sinestus



Who said smoking was bad for you.... According to some, after years of chain smoking, quitting, and chain smoking again, one can attain harmony with the universe. Smokefighting is the equivalent of Chi Mastery meets Tobacco Addiction. Most masters of this style are fairly iffy in a fight, unless they already had two to four smokes, and are currently enjoying another. By enhancing the natural smoke produced by their habit, the Smokefighter is capable of producing astounding effects, unfortunately, each time they use one of their Chi powers, they burn up half their cigarette (except for Chi Spark/light), and thus their next action is usually to light up another smoke (takes two actions, during which the smokefighter can only dodge).
Although not inherently evil, Smokefighting does promote the use of Negative Chi skills, and sees nothing wrong with using any advantage to its full extent.



Requirements: M.E.: 12, P.E.: 12, P.P.: 10
Training: 15 years, but adds only 7 years to age.
Character Bonuses
+2 to save vs. airborne toxins
+2 to P.E.
+15 Chi
Stance: Fairly relaxed, square with opponent, hands in pockets.
Outfit: Comfortable pants, shirt, smoking jacket.
Combat Skills Attacks per Melee: 1
Hand Attacks: slap (does only one point of damage), power punch, strike/punch, backhand, palm strike.
Foot Attacks: snap kick, tripping leg hook, backward sweep.
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: smoke block (blows smoke in opponents face, distracting long enough to dodge, grants +2 to parry/dodge), roll, disarm
Holds/Locks: wrist lock, arm lock, (auto lock at later levels)
Escape Techniques: burn (putting out cigarette on opponent, requires Save vs. Pain or hold/lock is broken without penalties), roll
Modifiers to Attack: stun, critical, critical from behind
Special Moves: 'Flick' - usually used once cigarette is finished, Range of 4 feet +1/level to a max of 12, can be used on moving opponents without penalty, and can be combined with 'Chi Fire Flare' to deal 2D6 damage, otherwise only deals one point of damage. (However, on successful roll, can Stun... target suffers penalties putting themselves out, or suffers fire damage, 1D4, for 1D4 melees, Cannot be critical - even with Chi Flare); Dodge/slap combination (half bonuses, if done with lit cigarette, and is a successful strike above 14, can damage face/neck for 1D4 H.P. damage); Dodge/backhand (gained at fifth level. dodge at half bonus, natural roll for strike only, deals 1D6+2)
Weapon Katas: Thrown
Additional Skills: RPG Design, Palming, Card Sharp.
Martial Arts Powers: Select one Smokefighting Power, and two powers from Chi Mastery, Smokefighting Powers, or Arts of Invisibility. (Mental Note: Art of Hiding may suffer penalties when used with a lit cigarette.)
Level Advancement Bonuses
(When throwing/flicking, use Strike + WP: Thrown, no P.P. Bonus)
1st: +1 to Strike/parry/dodge, Critical from behind, auto-stun on natural 20.
2nd: +1 to damage and initiative
3rd: +1 to roll, +1 to holds/locks
4th: Automatic Wrist lock, Select one power from Chi Mastery or Smokefighting or select Iai-Jutsu (initiative bonus, can draw with light cigarettes)
5th: +1 attack, auto-Stun on natural 19+
6th: Double Chi, +1 to strike, +1 to save vs. Airborne toxins/poisons
7th: +2 to parry/dodge, gains Paralysis Attack
8th: dodge/backward sweep combination, Select one power from Chi Mastery or Smokefighting, auto-Stun on Natural 18+
9th: +1 attack, Critical on Natural 19+
10th: +1 to rolls and locks, +2 to save vs. airborne poisons/toxins
11th: Select one power from Arts of Invisibility, Smoke Fighting, or Chi Mastery or select Zanshin Awareness
12th: Critical on 18+, auto-Stun on 17+
13th: +2 to dodge, +1 to Parry
14th: Automatic Arm Lock, +1 attack
15th: Select one power from Smokefigthing or Chi Mastery
16th: +2 to Roll and locks.



Special Smokefighting Powers: (Note: Only one Smokefighting Power may be used each melee.)



Chi Fire Flare - briefly causes a small fire to flare up dealing 2D4 to 2D6 damage pending on size. Usually used on a lit cigarette in hand for a powerful attack. Costs four Chi. Range: Two foot flame.



Chi Spark/light - only allows the Smokefighter to ignite a cigarette without a lighter, takes one action. Costs two Chi/light.



Fire Spit - A Chi extension allowing the Smokefighter to 'spit' flaming ash into a target's face. Takes two actions, Range: Five feet + one foot every three levels. deals 1D4 damage, but will ignite combustibles, and a successful shot to the face will blind for 1D4 melees. Costs: Ten Chi.



Blinding Cloud - more accurate than the Fire Spit. Creates a Chi cloud which latches onto the target's face (cannot be parried, -4 to dodge). Imposes Blindness penalties, and 'jams' Chi Awareness while active. Costs Two Chi/melee to maintain, and no other powers may be used while active.



Disruptive Chi Cloud - Sprays to coat the entire body, takes three actions (cannot be parried, -4 to dodge). Disrupts/cancels any Chi based power currently being used by the victim, and drains Half their remaining Chi each melee until the victim has Negative Chi or Zero Chi. Costs five Chi to generate.



Choking Chi Cloud - Almost an automatic stun, may be used as a defense (full parry bonus), or offence (cannot be parried, -3 to dodge). Successful strike requires victim/target roll Save vs. Magic/Chi Influence. Fail to save disrupts and currently in-use Chi based powers, Specialty Katas, etc... Victims loose half their actions to hacking/coughing, and suffer a -4 to all combat actions for the duration. Costs five chi to activate, two Chi/melee to maintain (cannot be maintained if used as defense, just lasts remainder of the melee). Each successive melee victim may attempt another save @ -1. A Roll of one on any of the saves knocks the victim out.




Hand To Hand:Sneaky Bastard By Cubist


For years the streets have gotten more and more dangerous, and the practioners of this form of combat have taken to teaching the best methods of quick self defense, garnered from various other forms such as Aikido, Tae Kwon Do, Jui Jutsu and plain old street fighting. The student of this form is taught the following philosophy when it comes to fighting:


Avoid any fight that you can, but when you cannot avoid a confrontation, make sure that you’re the one who walks away from it.


And this about sums up the extent of philosophical study endorsed by this style. Students are taught to be watchful of their environment, to always plan an escape route for their surrondings and to always be suspicious of dark or secluded areas, where ambushes are possible.


Attribute Requirements:None
Alignment/Doctrine Restictions: None, those of good alignment may have some qualms about certain attacks used by this form of combat though.
Years of Study: 2 or 3 years
Costume: Whatever the character is most comfortable with, though commonly involves a heavy leather or otherwise sturdy belt and steel-toed or hardened boots/shoes.
Stance: Whatever feels most natural to the student and best allows them to shift and move themselves.


CHARACTER BONUSES


Add 1 to P.S.


Add 1 to P.E.


Add 3 to SPD.


Add 10 to S.D.C.


COMBAT SKILLS Attacks Per Melee: 2
Escape Moves: Roll with punch/fall/impact, Maintian Balance
Basic Defenses: Parry, Dodge, Automatic Parry
Advanced Defenses: Combination Parry/Attack, Disarm, Circular Parry
Hand Attacks: Strike(Punch), Backhand, Knifehand, Fingertip Flick(SPECIAL! This strike requires a called shot on the eyes, 15 or better(with bonuses) to strike, less than 15 but over 4 is still a normal hit, the target os successful hit takes 1d4 damage and is blinded in the target eye for 3d6 melee rounds, two successful strikes will blind completely, while one inflicts penalties of -3 initiative, -2 strike,parry and dodge in HtH and -4 strike with distance weapons due to loss of depth perception), Key Punch(SPECIAL! This strike involves using the keys as a form of brass knuckles, only sharper. A successful strike does 1d4 Hit Points damage to first time due to the surprise nature of the strike and greater access to vital target, such as neck and eyes, Each additional strike after first adds +2 damage to punch due to the keys.), Claw Hand and Uppercut(same as Choy Li Fut).
Basic Foot Attacks: Kick, Snapkick, Backward Sweep, Instep Stomp(SPECIAL! This attack is best used when being held from behind, but can be used otherwise at -3 to strike. The stomp will do 1d4 damage, plus target must save vs. pain or be -50% to SPD and -2 to dodge for next 2 melee actions, plus automatically breaks hold or lock attacks that are being applied.), Knee Crush(SPECIAL! The Character stomps downward on the target’s knee with sufficient force to blow out the knee. This is a called shot and those who have been the victim of this attack before or those with HtH:MA or better are immune, due to knowledge of the attack. Does 1d4 Hit Points damage and there is a chance equal to the character’s PP as percentile plus 15% per point of damage inflicted, of breaking and permanently crippling the knee- will never heal normal, requires corrective surgery. If this occurs, the character’s Spd will be reduced by 40% and they will be -3 to dodge until corrective surgery is done. Short term effect is that once the character has done this attack, the opponent will not be getting back up and fighting, roll vs. pain, if the target fails, the pain will knock them unconcious for 1d6x5 minutes.), Sweep Kick(same as Ba Gua Kung Fu).
Jumping Foot Attacks:None
Special Attacks: Paralysis Attack(Vital Points), Crush/Squeeze, Pin/Incapacitate, Choke, BodyBlock/Tackle, Combination Grab/Kick, Knee, Elbow, Forearm, BodyFlip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Body Hold, Leg Hold.
Weapon Katas: WP Blunt, WP Belt(SPECIAL!: See Below).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Can pick any two from Atemi and one from Body Hardening.
Other Skills: Detect Ambush(+15%) And Streetwise(+10%)
Philosophy:None


LEVEL ADVANCEMENT BONUSES Level 1: +2 Initiative, Critical Strike from Behind, +1 to roll and maintain balance
Level 2: +2 parry and dodge, +1 strike, +1 pull punch
Level 3: One extra melee attack/action, critical strike on natural 19-20
Level 4: +1 body flip/throw and body block/tackle, +2 roll
Level 5: +2 disarm, knockout/stun on 19-20
Level 6: Gets one additional power from the categories of Body Hardening or Atemi(no Advanced Atemi powers)
Level 7: +2 strike, +1 disarm
Level 8: +1 to parry/dodge, +2 maintain balance
Level 9: One extra action/attack per melee, +1 Initiative
Level 10: +1 to body flip/throw and body block/tackle,+2 pull punch
Level 11: Choose One power from the Advanced Atemi group
Level 12: +2 damage, One additional attack/action per melee round
Level 13: Critical Strike on natural 18, 19 or 20, +1 roll with puch/fall/impact
Level 14: One Demon Hunter Body Hardening Power can be choosen
Level 15: Knockout/stun on 17-20, +1 Body flip/throw(now does 2d6 damage)


Special Notes WP Belt- This is the art of using a flexible, preferably leather, belt as both a weapon and a means of defense. The Belt itself can be used as a 1 1/2- 2 foot lonf whip that does 1d4 damage to target or, the belt can be swung to use the buckle as the striking surface, doing 2d4 damage. Due to awkwardness of buckle, this strike is -2 to hit. The belt can also be used to entangle a target or for strangling(does 1d6 hit points per melee round, roll PS +d20 vs. PS +d20, +2 to the attacker if they use the belt like a noose).
Bonuses With Whip:+1 strike at level one and +1 at levels 3,6,9,12 and 15(remember the penalty for buckle strike), +2 entangle at level one, +1 at levels 4,8 and 12. +1 to Parry at level one and +1 at levels 4,8 and 12. The belt can also be used as an aid to throwing, add +2 to throw when belt used and does +2 damage for each die of damage roll(ie. 1d6+2 or 2d6+4,etc.).



Sniper By Kuseru
Entrance Requirements: No Alignment Restrictions. Requires a Minimum M.E. of 14.
Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style)
The word Sniper comes from a play on words by British soldiers in India as early as 1773. Here troops hunted the Snipe, a small, quick bird that was difficult to shoot. Successful shooters were dubbed Snipers. However it was the German Army of World War 1 that first to coined the term "Sniper" for military use. Meanwhile, the Soviet army first made use of two-man sniper teams in 1930.
Sniper training focuses on several basic tasks to perform the mission of sniping. Snipers are trained to accurately estimate ranges, endure long periods of waiting, make use of cover, concealment, and camouflage as well as maps, sketches, aerial photos, and the compass, move quietly to avoid detection, recognize enemy personnel quickly and search, observe and identify key features of shooting areas. A sniper is not a person who randomly shoots people, they wait patiently for the pefect opportunity to fire at a target. The Sniper's main philosophy is "one shot, one kill." While more than one round may be needed to neutralize a target, snipers train to eliminate their targets with as few rounds as possible.
Costume: Typically wears camouflage fatigues and/or a custom ghillie suit.
Stance: Typically prone or kneeling/sitting with the weapon braced on an object.
CHARACTER BONUSES Add +3 to M.E.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: None.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Double Tap, Butt Stroke (Does 1D10 damage), Head Shot/Death Blow, Leading.
Holds/Locks: None.
Weapon Kata: W.P. Bolt-Action & Semi-Automatic Rifle.
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: Camouflage, Military Intelligence, Sniper (bonuses already factored into style).
Physical: Climbing, Prowl, Swimming
Survival: Land Navigation, Wilderness Survival
Weapon Proficiencies: W.P. Bolt-Action & Semi-Automatic Rifle.
Philosophical Training: None.
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 Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd: +2 Attacks per Melee, +2 to Strike with Aimed Shot.
3rd: +1 to Pulled Shot, Head Shot/Death Blow on a Natural 20.
4th: +1 to Strike with Aimed Shot, Called Strike on a 19 or 20.
5th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
6th: +2 Attacks per Melee, Rapid Reload.
7th: +1 to Strike with Aimed Shot, +1 to Pulled Shot.
8th: Called Strike on a 18, 19, or 20.
9th: Head Shot/Death Blow on a Natural 19 or 20.
10th: +2 Attacks per Melee, +1 to Strike with Aimed Shot.
11th: Called Strike on a 17, 18, 19, or 20.
12th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
13th: +1 to Strike with Aimed Shot, +1 to Pulled Shot.
14th: +2 Attacks per Melee, Called Strike on a 16-20.
15th: +1 to Strike with Aimed Shot, Head Shot/Death Blow on a Natural 18, 19, or 20.
Why Study Sniper? The purpose of this style is to kill, plain and simple. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. Disadvantages are the total lack of Chi powers and a certain rigidity in the forms. Any opponent falling under an attack risks permanent maiming.


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.



Sosuishitsu Ryu Jujutsu By Kuseru
Entrance Requirements: No Honorable Alignments allowed. No Attribute restrictions.
Skill Cost: 10 Years (7 Years as a Secondary Martial Art Style).



Sosuishitsu Ryu Jujutsu is a Japanese style of Jujutsu founded by Futagami Hannosuke Masanori, a Takeda samurai, sometime around 1650. Meaning "Twin-Waters-Combined/Held School," this style is named after Masnaori meditated for 37 days at a retreat in the Yoshino mountans, overlooking the Yoshino River. The inspiration Masanori had there caused him to combine the methods of Futagami Ryu and Takenouchi Ryu. Sosuishitsu Ryu is often referred to simply as Sosuishi Ryu, this occurs because the breakdown in the kanji readings; so (Pair, double, twin), sui (water or river), often pronounced mizu in Japanese, shi/shitsu (To hold or bring together). Since the kanji for shi/shitsu can be read either way, it is often listed as shi due to the derogatory slant of 'shitsu' outside Japan.


Sosuishitsu Ryu is composed of two fundamental areas: kumi uchi (grappling) and koshi no mawari ("around the waist", a reference to the sword). These two areas also have devoted techniques for dealing with different types of armor.


Kumi Uchi is considered the generic term for all grappling styles that preceded the formation of Jujutsu styles. It consists of three primary categories of unarmed combat, yoroi kumi uchi or (heavy armor combat), kumi uchi (unarmored grappling), and kogusoku (light armor combat). Punches, blocks, leg and body exercises, as well as throws, falling techniques, and breakfalls are all covered under this curriculum.


Koshi no mawari covers both long and short sword combat and hojojutsu techniques using a length of rope. The specific techniques cover situations against bow and spear armed foes, opponents in armor and assassins. Against lightly armored opponents, short swords were the preferred weapon. Iaijutsu is a mandatory technique of this style of sword fighting.


Costume: White Judo Gi with colored belts representing rank.
Stance: Feet are less than shoulder width apart, at right angles, with the knees slightly bent. Arms and hands are usually loosely extended in a variety of positions.
CHARACTER BONUSES Add +2 to P.S.
Add +2 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Breakfall, Disarm.
Hand Attacks: Fingertip Attack, Fore-Knuckle Fist.
Basic Foot Attacks: Backward Sweep, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!), Hip Throw (New!), Paralysis Attack, Pickup Throw (New!), Pin/Incapacitate, Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: None
Weapon Kata: W.P. Katana, W.P. Wakizashi.
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 Atemi and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural Skills: Hojojustu.
Weapon Proficiencies: W.P. Katana, W.P. Wakizashi.
Philosophical Training: Whatever works. That's Jujutsu! It's designed to get the job done and there's no such thing as an 'unfair' move in jujutsu, anything that works against the enemy is acceptable. It is a pragmatic, no-holds-barred martial art style.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kito Ryu (4 Years), Shinmuso Hayashizaki Ryu (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind.
2nd: +2 Parry/Dodge.
3rd: +2 to Body Flip/Throw (includes all throws).
4th: Select One (1) Additional Martial Art Power from Atemi or Special Kata.
5th: +1 Attack per Melee.
6th: +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw (includes all throws).
7th: +1 to Strike, Critical Strike on a Natural 19 or 20.
8th: Select One (1) Additional Martial Art Power from Atemi or Special Kata.
9th: +2 to Body Flip/Throw (includes all throws).
10th: +1 Attack per Melee.
11th: +1 to Roll with Punch/Fall/Impact, +2 Parry/Dodge.
12th: Select One (1) Additional Martial Art Power from Atemi or Special Kata.
13th: +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage).
14th: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
15th: +1 Attack per Melee.
Why Study Sosuishitsu Ryu Jujutsu? With strong jujutsu techniques combined with swordsmanship and rope skills, this style is well rounded and decent
.



Hand to Hand: Space Commando Zero Gravity By Kuseru
NOTE: Does not get "two attacks for living"!



Virtually identical to Hand to Hand: Commando Military. Two characters, both with Hand to Hand: Zero Gravity (any) skills, fighting in zero gravity, would resolve their combat as normal. However, a character with this skill fighting in any kind of gravity has a -3 modifier on all combat dice rolls, including damage rolls. In addition, if fighting in zero gravity against someone with no zero gravity movement/combat skills, the character gets a +3 on all combat rolls, excluding damage, and also gets one additional attack per melee.


In order to obtain these skills, the character must have spent at least six months in a weightless environment. It is possible for one character to take both Hand to Hand: Assassin or Commando Military and Hand to Hand: Space Commando skills, but bonuses are NOT cumulative.


Requirements: Three skill selections. Zero Gravity Movement and EVA skills. Character must be a man of arms O.C.C.
Attacks Per Melee: 4
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Punch, Kick, Body Flip/Throw, Body Block/Tackle, W.P. Paired Weapons, Pull Punch, Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Behind, Critical Strike from Behind.
Level Advancement Bonuses 1st: +2 to strike and +1 on initiative.
2nd: +2 to roll with punch/fall/impact, +1 to pull punch. Choose one kick attack.
3rd: +2 to parry and dodge.
4th: One additional attack per melee round. Choose one hand attack.
5th: Automatic Dodge and Critical Body Flip/Throw.
6th: +3 to damage and +3 to disarm.
7th: +3 to strike and +2 on initiative.
8th: One additional attack per melee round. Jump Kick.
9th: Death Blow on a Natural 20. +1 to Body Flip/Throw.
10th: +2 to roll with punch/fall/impact, +1 to pull punch.
11th: +2 to parry and dodge.
12th: Critical Strike on an unmodified roll of 17, 18, 19, or 20.
13th: One additional attack per melee round. +2 to Auto Dodge.
14th: +3 to damage and +2 to disarm. Automatic Body Flip/Throw.
15th: Death Blow!



Special Forces Training By danzig138


( Note: I designed this fighting style about 4 years ago, obviously before the Coalition War Campaign, so now I use this style for non-Coalition forces like the Special Forces O.C.C. from Rifts Mercenaries )


This is a down-and -dirty fighting style that is taught to most independent nations elite/special forces. It's origins are ancient, dating to before the Coming of the Rifts. It is believed to be derived from a style of fighting used by the elite soldiers of the old American Empire.


Entrance Requirements: As per O.C.C. Requirements
Skill Cost: 4 years
Costume: None
Stance: Varies. Practioners are taught several different stances.


CHARACTER BONUSES


Add 1 to P.S.


Add 1 to P.P.


Add 10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact
Basic Defense Moves: Dodge, Parry
Advanced Defenses: Automatic Parry
Hand Attacks: Strike ( Punch ), Knife Hand, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow, Forearm, Head Butt ( Special! The attacker smashes his forehead into the victim's face. Inflicts 1D6 damage and stuns the victim, who loses 1D4 actions),
Dirty Tactics ( Special! This covers biting, eye gouging, throwing dirt in the face, etc..., See below for more information ).
Modifiers to Attacks: Pull Punch, Knock-out/Stun, Critical Strike, Critical Strike from Behind
Multiple Attackers: 3
Preferred Range: Grappling


SKILLS INCLUDED IN TRAINING Physical: Pick any 2


LEVEL ADVANCEMENT BONUSES Level 1: +2 strike/dodge, Death Blow on a Natural 20
Level 2: +1 attack per melee
Level 3: +3 pull punch/roll with punch/fall/impact, +1 dirty tactics
Level 4: +3 damage
Level 5: +2 strike
Level 6: +2 parry/dodge, +1 dirty tactics
Level 7: Knock-out/Stun on Natural 18-20
Level 8: Critical Strike on Natural 18-20
Level 9: +1 attack per melee
Level 10: +2 damage, +2 dirty tactics
Level 11: +2 strike
Level 12: +2 parry/dodge
Level 13: +1 attack per melee
Level 14: +2 damage, +2 dirty tactics
Level 15: +2 strike, Death Blow on Natural 18-20


Dirty Tactics: This is a catch-all category that covers everything from throwing dirt in your opponent's eye to stabbing him in the foot with a fork. Every Game Master handles special, out-of-the-ordinary attacks in a different fashion, but these are my recommendations:
1. Dirt in the Eye: This is the typical "pick up a handful of dirt and throw it in his eye" move. Requires a strike roll of 15 or better. If successful, the opponent is stunned, losing one action, and suffers a -4 to all combat rolls until he gets his eyes washed.
2. Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage.
3. Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee rounds. He will be blind in that eye for 3D6 hours, and there is a 75% chance of permanent blindness. Inflicts 1D6 damage.
4. Nose Bite ( Suggested by
Carrie Fox ): This is an attempt to bit the tip of the opponent's nose off. Requires a strike roll of 16. If successful, the victim will be stunned for 1D4 melee rounds, losing initiative and two attacks, and he will suffer a -3 penalty to all actions. Inflicts only 1D3 damage, but bleeds at twice the normal rate.
5. Foot Stomp: This is simply bringing your foot down on the opponent's arch. Requires a strike roll of 14. If successful, the victim is reduced to 75% normal Spd., loses initiative and one action for 1D4 melee rounds. There is a 25% chance that the foot will be broken, in which case, the penalties remain until it is healed. Inflicts 1D6 damage.
Other Attacks: Players are a crafty and vicious lot, so I will not even attempt to list all of the possible uses of this skill. I hope that the previous examples will serve as a guideline for other maneuvers.


Why Study Special Forces Training?


It's a good style for close-quarters, knee-deep-in-the-blood fighting.



HTH Speedster By Kuseru
Requirements: Must have Extraordinary or Sonic Speed super abilities, with a speed of at least 88/60mph to learn this style. Costs four skill slots.
Initial Moves: Human Fist (Punch), Average Human Kick Attack, Speed Punch*, Speed Kick*, Body Block/Tackle**, Elbow Strike, and the usual Dodge, Parry, Automatic Parry, Strike, Pull Punch, and Roll with Punch/Fall/Impact.
*At first level the best a punch or kick can do from a standing position or trot - a comparatively slow speed - is 40 mph, adding a bonus of +8 to damage (plus any damage bonus from hand to hand combat and P.S. attribute or weapon, like a club or sword).
**Body Blocking/Tackling someone at speeds exceeding 50mph is considered ramming, and the attacker takes one third of the damage inflicted in his own attack. Characters with body armor or driving suits take no damage unless the S.D.C. of the armor or suit is depleted; after which, damage carries over to the character.
General Notes: If a character is attacked while running, he can parry or dodge, but in either case he is slowed down; reduce Speed by -20mph for each dodges or counterstrike, and -5mph for a parry in which he parries and keeps going (-20mph for a parry that misses; the shock of getting hit and hurt slows him down a bit) for that melee round. At the beginning of each melee round, we assume the character is moving at maximum speed.
Attacking while on the run is at -3 to all attack and defense rolls. If a Speedster is hit and takes serious damage, 12 points or more, reduce his speed by 1 mph for every such injurious attack, anything else is shrugged off, at least for the moment (consider effects from blood loss).
Every act of attacking (strike) reduces the character's speed by -20mph that melee round. For example, a Speedster who attacks four times during that melee will lose -80mph of his speed; most Speedsters will only attack once or twice per melee. A character can only attack the targets on either side or directly in front of him. To attack the guy behind you is pure folly.
Knockdown: In addition to the possibility of lost speed by performing an attack, there's the possibility of getting knocked down. The attacker has a 25% chance of being knocked down on ramming, sideswipe, and body block attacks. The defender has a 40% chance of knockdown unless otherwise stated.
Speedster vs Speedster Combat: For Game Masters and players for whom detailed Speedster vs Speedster combat feels like a tough SAT question, there is a quickie way to resolve the entire combat in a matter of a couple of rolls. Roll as follows: Use the bonuses to strike or dodge (whichever is applicable) and then add +1 for every twenty mph of Speed. Then each player rolls 1D20 plus those bonuses; the highest roll wins.
Special Attacks:
Attacking the Guy Behind You vs moving opponent: To get the character running behind you, one must stop, roll to dodge oncoming opponent (-8 to dodge) and strike. This uses up three melee actions and gets a -60mph speed penalty. Worse, if the attacking character fails to dodge, he is hit and suffers 4D6 damage and loses all remaining actions for that melee round (three of next melee if this was his last attack that melee).
Body Block Stop Action vs moving opponents: The character suddenly stop and bends into a crouching position while covering his head; the move counts as two melee actions and there is a -40mph speed penalty. Any opponents behind him must roll a dodge at -6 to avoid him. Even a successful dodge costs them -20mph reduction in speed for that melee. A failed dodge roll send them tumbling over the crouched character and they lose 1D4+1 melee actions reduce speed 20mph for each). The crouching character can safely resume running after six seconds/two melee actions.
Clothesline vs standing target: This striking attack does 1D6 plus P.S. bonuses and Speed bonuses, and has a 1-50% chance of knocking one's opponent down.
Clothesline vs moving target: Works the same as a clothesline vs a standing target, but the target loses two melee actions/-40mph on speed that melee.
Sideswipe vs standing target: Damage is the same as Power Slam/Body Block.
Sideswipe vs moving target: The attacker bumps into the target, knocking him sideways. Instead of normal strike and parry/dodge bonuses, both the attacker and the defender roll 1D20 and add their P.S. bonuses. If the attacker wins, the target is knocked sideways and loses -60mph of his speed in that round. If the attacker's roll is over 10 points higher than the target, the victim is knocked down (loses -80mph of his speed that round). On a tie or if the defender wins, nothing happens to the person being attacked but the move will cost the attacker -20mph of his speed for that round.
Trip vs moving target: This is resolved like a normal attack, but can only be dodged; if the attacker wins, the victim falls down (speed is reduced by -80mph that melee round). If there is a tie, roll percentiles: 01-50% both the attacker and defender fall down, 51-00% both the attacker and defender are staggered and the speed of each is reduced by half for that melee round.
Level 1: 2 attack per melee round. +3 to Roll with Punch/Fall/Impact, +2 to Initiative.
Level 2: +3 to Parry and Dodge, +3 to Strike (negates normal attacking at speed penalties).
Level 3: Running Speed Dodge (For every 20mph of speed, the character has a +1 bonus to dodge).
Level 4: +1 attack per melee round
Level 5: Running Power Leap (See HUGMG page 56, with the following additional Leap Distance factor. For every 20mph of speed, the character adds 1 foot to leaping lengthwise/across, half that for leaping up/vertically).
Level 6: Critical Strike on a Natural 18, 19, or 20
Level 7: Speed Punch or Speed Kick can be performed at 80mph from a standing start or trot, +16 to damage plus weapon and/P.S. bonuses.
Level 8: Double target punch (The character can hit two different targets who are relatively close together (within 10 feet of one another), costs one melee attack.)
Level 9: +1 attack per melee round
Level 10: Running Power Ram (See HUGMG, pages 56-57) and +1 to Initiative
Level 11: Speed Punch or Speed Kick can be performed at 120mph from a standing start or trot, +24 to damage plus weapon and/P.S. bonuses.
Level 12: +1 to Parry and Dodge and +1 to Strike
Level 13: Knockout/Stun Clothesline Attack (works as a normal Knockout/Stun plus Clothesline damage) on a Natural 18, 19 or 20.
Level 14: +1 attack per melee round
Level 15: Choking Clothesline Attack (does normal clothesline damage direct to hit points) on a Natural 20.



Squirrel Form Karate By The Ineffible GM
Entrance Requirements: Spd. & P.P. of 8
Skill Cost: 9 (Primary), 6 (Secondary)
The style originates in legend, and is not a common teaching, even in Japan, the land of it's origin. The myths speak of a wandering monk who had wandered hungry for days throughout the mountains. Finally, he stumbled upon a squirrel. Seeking the squirrel for food he chased the small beast, cornering it several times, only to have it strike and escape through his clumsy hands. He followed that squirrel until dark and after, until finally he came along the squirrel at the side of a river. The squirrel was amid fighting a fox, and through a series of lighting attacks and speedy retreats, the squirrel brought down the fox. The monk fed upon the fox that night, and traveled with the squirrel after that. He developed the art in memory and honor of his animal friend, and used it to fight for the honor he had learned as a monk. It is based off of the squirrel's movements, and the philosophy of survival. It involves lightning fast attacks, and amazing dodges. The student is taught to avoid confrontation when possible, and to escape any fight where victory is not necessary.
The art has been handed down for many years, though a sensei rarely takes more than one student at a time, resulting in a small following. The art still persists in modern day, with a slowly growing number of students every year.
Entrance Requirements: Spd. & P.P. of 8
Costume: standard karate gi
Stance: one foot back, both feet at opposite forty five degree angles in a slight crouch, hands raised before the face held flat, one hand held a foot farther than the other.
Character Bonuses Add + 8 to Spd.
Add + 3 to P.P.
Add + 5 to Chi
Combat Skills Attacks per Melee: 3
Escape Moves: roll with punch/impact/fall, maintain balance, leap,
Attack Moves: ?
Basic Defense Moves: Dodge
Advanced Defense Moves: Automatic Dodge, Multiple Dodge, (All bonuses to normal dodge can be used for automatic and multiple dodge)
Hand Attacks: Human Fist, Knife hand, Claw hand,
Foot Attacks: kick attack, snap kick, tripping/leg hook,
Jumping Foot Attacks: leap kick, flying leap kick,
Special Attacks: None
Holds/Locks: None
Weapon Kata: none
Modifiers to Attacks: Pull Punch, Critical Strike,
Special Kata:
Flight of Lightning Kata: This is very similar to the Sun Sih K'an Chien Chih Art of Invisibility, however instead of trying to disappear, the character will break into a dead run to escape. Takes one melee action, and has a 85 +1% per level percent chance of vanishing, and is able to run the full distance normally achieved in an action of pure running. Any who are fooled by the vanishing act will not notice the escape of the character for one melee action after the kata is used.
Skills Included in Training Martial Art Powers: May select one power from arts of invisibility, and one power from martial arts techniques or special katas(not including Weapon Katas) *. The character begins with Karumi Jutsu.
Languages: Japanese
Cultural: One of choice
Physical: Acrobatics (+10%), Climbing (+25%), Prowl, Running,
Survival: Fasting
Philosophical Training: Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
Level Advancement Bonuses 1st: +2 to dodge, +3 to roll with punch/fall/impact, +2 to maintain balance
2nd: +2 to roll with punch/fall/impact and maintain balance
3rd: One additional attack per melee
4th: +1 to strike, +1 on initiative
5th: select one power from the Arts of Invisibility, Martial Arts Techniques, or Special Katas*
6th: gains an automatic multiple dodge(all dodge bonuses are used, but halved)
7th: One additional attack per melee
8th: +2 to dodge
9th: +3 to roll with punch/fall/impact and maintain balance, +1 on initiative
10th: One additional attack per melee
11th: select one power from the Arts of Invisibility, Martial Arts Techniques, or Special Katas*
12th: +1 to strike, +1 on initiative
13th: critical strike on 18-20, +2 to dodge
14th: One additional attack per melee, +1 on initiative
15th: +2 on initiative, select one power from the Arts of Invisibility, Martial Arts Techniques, or Special Katas*
Why Study Squirrel Karate?
It's all about speed. Power is irrelevant if you are the only one doing the hitting. And the ability to escape any battle that you're not ready for. It's all about not getting hit.
* Certain abilities are not taught by this school, and so a student of Squirrel karate may not select Hensho Jutsu, Inton Jutsu, Chi zoshiki, Tamashiwara, "Fortress Penetration" kata, or "Windmill" Kata,




Stav By Hengest
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 12 Years (6 Years as a Secondary Martial Art).


Stav is sometimes jokingly referred to as "Viking kung fu". It is a Norwegian system developed by the Hafskjolds, a noble family, approximately 1500 years ago, according to Ivar Hafskjold, the art's current head. It remained a secret within the family until Ivar decided to teach it to the public.


Stav means knowledge of the rune staves. It is also a pun, as the word can be translated as both staff or stave and also rune. The system is based on sixteen simple stances or postures derived from the younger (or Danish) futhork, a runic alphabet. It uses these stances to train both the body and mind, utilizing them in a tai chi-type fashion to promote deep, natural breathing. At a more advanced level the stances also allow access to the healing aspects of Stav, which can be used for therapy and the relief of pain..


Of course, these stances also form the basis of Stav's martial side and provide the foundations for learning how to handle a wide range of traditional weapons. It also incorporates unarmed techniques following the same guidelines. It should be noted, however, the Stav is not really a system of fixed techniques. It is a style that follows concepts, somewhat akin to Jeet Kune Do. As well as the 16 stances, there are also five fundamental principles to Stav's offensive and defensive philosophy, each being named after a class of early Nordic society: trel (slave), karl (farmer), herse (warrior), jarl (lord), and konge (king). These classes also form the basis of the style's grading system. Text relating to each of the levels and the runes can be found in the Hávamál (Sayings of the High One), part of the Poetic Edda.


Stav's popularity has certainly grown over the last few years and training can be found in Norway, Sweden, the UK, Australia and the US.


Costume: Modern training pants and shoes with a heavy cotton hooded top. The color of the top denotes the fighter's rank.
Stance: One of the above-mentioned 16, depending on which of the five principles is being used.


CHARACTER BONUSES Add +15 to Chi
Add +2 to M.E.
Add +2 to P.P.
Add +1 to P.E.
Add +5 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Combination Parry/Attack, Disarm.
Hand Attacks: Backhand, Knife Hand, Palm Strike, Punch (Human Fist).
Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook/Leg Spur.
Jumping Foot Attacks: None.
Special Attacks: Body Flip/Throw, Choke, Combination Grab/Kick(1), Death Blow, Elbow, Forearm, Knee.
Holds/Locks: Elbow Lock, Wrist Lock.
Weapon Kata: W.P. Blunt, W.P. Axe. Pick one from W.P. Large Sword, W.P. Staff, W.P. Knife, W.P. Rope Weapon, or W.P. Spear.
Modifiers to Attacks: Critical Strike, Critical Strike from the Rear or from Behind, Knockout/Stun.


Special Katas (Choose one of the following, others can be added in place of the usual Special Katas):


Trel: Using the trel principle, all attacks are avoided, until a gap is seen in the assailants defenses. Then the Stav practitioner strikes. No attacks may be made, except one, which must be the last attack of the round. This may be any kind of attack, but it is automatically a Critical strike.


Karl: The karl fighter seeks to stop attacks in their tracks, counter-attacking is incidental. The only defence available is a Circular Parry (+2), and there is a -2 to Strike.


Herse: The herse seeks to meet the attacker blow for blow, going in close, crowding him, utilizing aggression against aggression. No Dodges, no Parries, but one extra attack, +3 to Strike, and +3 to Damage.


Jarl: Using jarl, the defender basically wishes to make a point: that the only reason his assailant is not hurt is because the jarl wills it so! The only defence is an Automatic Dodge. Any attacks may be made, but they will do no damage! If successful, the defender must roll against the jarl's M.A. (increased to 20, or at +6 if already at 20 or above). If they do not roll over they must make the decision to back down ,run off, or fight at -4 to Strike.


Konge: The konge fighter takes the attack to the attacker, pre-empting his strike and hitting hard to destroy him even before he's launched it. Works in exactly the same way as Thai Kick Boxing's Lightening Form.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of Two (2) from among Martial Art Techniques and Special Katas (including Weapon Kata).
Languages: Old Norse
Cultural: Carpentry, Massage
Physical: Archery
Medical: Holistic Medicine
Temple: Meditation
Weapon Proficiencies: Asatru
Philosophical Training:
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Tai Chi Ch'uan (5 years), Hsing-I (6 years), Ba Gua (5 years), An Yin (7 years), Zanji Shinjinken Ryu (4 years), or Gatka (4 years).


LEVEL ADVANCEMENT BONUSES 1st: +2 Roll with Punch/Fall/Impact, +2 Parry, +1 to Strike, Critical Strike from Behind.
2nd: Knock-Out/Stun on Natural 20, +1 Dodge.
3rd: +1 Attack per Melee, +2 Maintain Balance.
4th: +2 Parry, +1 Dodge.
5th: Select One Additional Martial Art Power from Martial Art Techniques or Stav or Special Katas, +1 Damage.
6th: Critical Strike on Natural 19-20, +2 Maintain Balance.
7th: Knock-Out/Stun on Natural 19-20, +2 to Parry.
8th: +1 Attack per Melee, Select One Additional Martial Art Power from Martial Art Techniques or Stav or Special Katas.
9th: +2 Damage, +2 Breakfall.
10th: Critical Strike on Natural 18-20, +1 Dodge.
11th: +1 Attack per Melee, Select One Additional Martial Art Power from Martial Art Techniques or Stav or Special Katas.
12th: Knock-Out/Stun on Natural 18-20, +1 Strike.
13th: +2 Parry/Dodge, Death Blow on Natural 20.
14th: +1 Attack per Melee, +1 Maintain Balance.
15th: +2 Strike, +3 Damage, Select One Additional Martial Art Power from Martial Art Techniques or Stav or Special Katas.
Why Study ? Cos Vikings are cool!



STREETFIGHTING By Flash Fire


NOTE: This is not, I repeat *not*, based on the Streetfighter series of arcade games.


"Give me your fu-- AAAARRRRGGGGHHHHH!!!"


Street Fighting is the not-so-gentle art of breaking another human being in several different places. Unlike most forms, this "art" has no philosophy, makes no attempt to improve the character of its practicers, and has no overall object other than to hurt people. Like Juijutsu, the point of Streetfighting is "Whatever works!" Its practicers train to attack and kill their opponents with the least amount of risk to themselves. As such, it sees a wide variety of moves and techniques, each chosen by whatever the individual finds to be most effective. Weapons training is common, as is adopting moves from whatever martial art the individual may have studied before or seen in other arenas.


Entrance Requirements: ME of 12 or higher. A high PE, PS, and PP are preferred, but not absolutely necessary.
Skill Cost: Four Years (2 if this is a Secondary Form)
Costume: Whatever the Martial Artist pulled out of the closet that day.
Stance: Stance is determined by the individual, but almost all will involve keeping the martial artist's "weapons" between him and his opponent.


CHARACTER BONUSES


Add 2 to M.E.


Add 2 to P.P.


Add 2 to P.E.


Add 10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Mantain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Disarm, Breakfall, Automatic Roll
Hand Attacks: Strike, Select three
Basic Foot Attacks: Kick, Tripping/Leg Hooks, Select Three
Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow, Select one Combination move and one Other attack (Jump Kick, Leap Attack, Crush/Squeeze, Pin, ect... No automatic moves)
Holds/Locks: Select Three (No Automatic moves)
Weapon Katas: Select Two. Choices include Knife, Blunt, Chain, and Small Thrown Weapons. Selections made from level advancement can be from any WP (including Pistol and Revolver).
Modifiers to Attacks: Knockout/Stun, Critical Strike, Critical Strike from Behind.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select one from Body Hardening Exercises or Special Katas (except Kime and Windmill Kata). If desired, this can be traded one-for-one for any Basic Skill Program.
Physical Skills: Running, plus select two.


If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Jujuitsu (4 years), Isshin-Ryu Karate (5 years), Kyokushinkai Karate (5 years), and Moo Gi Gong (4 years).


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall, +2 to Parry/Dodge, Critical Strike from Behind
Level 2: +2 to Strike, +1 Attack per Melee
Level 3: Critical Strike on a Natural Roll of 19 or 20, +2 to disarm, +2 to Roll with Punch/Fall
Level 4: +1 to Body Block, +1 to Body Flip, Select one Kick and one Punch attack.
Level 5: +1 to Roll with Punch/Fall, Select one Weapon Kata.
Level 6: Knockout/stun on Natural 20, Death Blow on Natural 20, Automatic Roll.
Level 7: +1 Attack Per Melee, +3 to Parry/Dodge, +5 to SDC
Level 8: +1 to strike with all Holds and Locks, +2 to Maintain Balance
Level 9: Select one Hold and one Lock, +1 to Strike
Level 10: Select one power from Body Hardening Exercises or Special Katas
Level 11: +1 Attack Per Melee, +2 to Parry/Dodge, +1 to Body Flip
Level 12: Select One Combination Move, +1 to Body Block
Level 13: +1 to Disarm, +2D4 to Spd, +1 to Maintain Balance
Level 14: Death Blow on Natural 19 or 20, Knockout/Stun on Natural 18-20
Level 15: Select two attacks from any category, +1 Attack Per Melee



Street Fighting By Ron Barry


This is not a type of combat training. It represents a fighting skill that is learned only through experience. Street fighting includes such dirty tricks as eye gouging, groin blows, hair pulling, biting and throwing sand in an opponent's eyes. Because of the lack of formal training involved, this skill only goes up to level 5, with one additional bonus at level 9.


LEVEL ADVANCEMENT BONUSES Level 1: +1 additional attack per melee. +3 initiative.
Level 2: +2 to parry and dodge. +3 to roll with punch, fall, or impact.
Level 3: +2 to strike when attempting a dirty trick such as those mentioned above. A successful hit causes the victim to suffer a -8 on his next strike, dodge or parry roll and a -4 on his next following strike, dodge or parry roll. This hit does not increase damage, nor does it cause any specific harm.
Level 4: Fast draw. Allows the character to pull out a small weapon and not spend an attack/action to do so. This can be done at any time during a melee round
Level 5: +1 additional attack per melee
Level 9: +1 additional attack per melee



Student of Tunasi (Exculsive)
BY Travis S. Guerrero (Prysus)
Entrance Requirements: Restricted to those of an Honorable Alignment. Both women and men can study this art. Minimum Attributes include: P.P.: 11, Spd.: 8 (High I.Q. and M.E. recommended, but not required).
Skill Cost: 14 Years.


During the celebration of the first anniversary of the "Combing," a powerful dragon swooped down from the sky and began to cause havoc. The dragon was unmatched in power. All who opposed him were crushed by his awesome strength. Not even other dragons were a match for this creature. It seemed the world was doomed.


One day, a lone warrior approached the dragon. The man was dressed in the garb of a samurai and the only weapon he carried was the katana at his side. The dragon seemed intrigued. What was this man doing? Was he so confident in his sword technique, or was he just crazy?


The man spoke, "Honorable dragon, I bear you no ill will. Yet, I cannot allow you to continue on your present course."


"And how do you plan to stop me little one?" asked the dragon. "Do you plan to fight me with that sword?"


"I am only a humble warrior, but I am no fool. I know Mamoru and I are no match for your power. If we were to fight you like this, we would surely be defeated. However, what honor would there be in using all that power to crush such an insignificant creature as myself?"


"Then what do you propose?"


"I believe that on a level playing field, I could defeat you. Of course, you believe you are invincible. I propose we test both of our theories."


"'A level playing field,'" repeated the dragon. With that having been said, the dragon morphed into humanoid shape. The form he chose was that of the warrior before him, duplicating him down to the last whisker. The dragon drew a blade that greatly resembled Mamoru. "Is this even enough for you? I will fight you using nothing except for Osou."


"It is still not even. Now I have the advantage. I have more experience in human form and have studied the art of the blade for many years."


"Foolish human! I have lived for thousands of years. Do you really think I've never taken human form nor practiced with a sword?"


The man bowed and stepped into his fighting stance. His hand rested lightly on Mamoru, but did not yet draw it. The two stare deeply at each other for a long while. Finally, the samurai stands back at ease and takes his sword off of Mamoru. He speaks, "It is over. You have already lost."


"What?! We haven't even started yet. Now stop being such a coward or I'll strike you down where you stand."


"I have looked at your stance, seen the way you tightly grip your sword, the way you let your emotions control you. I have looked into your eyes and know you stand no chance of winning. But, if you need proof, so be it." He steps back into his fighting stance and lightly holds Mamoru. "To make it more fair, I will not draw my blade until after you attack."


The dragon smiles. "You are too confident samurai. That will be your death. But I plan to take full advantage."


With that said, the dragon leaps into battle. The warrior moved effortlessly back and Osou flew past the bridge of his nose. With one swift motion, the warrior drew Mamoru and parried the next attack. The third attack was parried into the air. Then, while the opening was still there, the warrior brought down the blade of Mamoru and slashed deeply into the chest of the dragon. The warrior sheathed Mamoru at his side and relaxed. The dragon pulled back Osou and prepared to strike him down where he stood.


The samurai spoke, "If you were human, you would already be dead. Honor the terms of our agreement dragon."


The dragon grunted. "Very well samurai. You win." The dragon returned to his true form. "Now leave me samurai."


"I feel I must tell you that you are mistaken dragon. I am no samurai. Though I am dressed in the clothing and have studied their ways, I do not follow their beliefs. I believe that a sword can be used for more than simply killing. My art is of my own creation. However, since you request my departure, I shall leave. But before I leave, I humbly request to know your name so that I may honor you properly venerable dragon."


"My name - my name is Tunasi."


"Then it is truly fate we meet, for I too am named Tunasi."


-An excerpt from the Ten Chronicles


After the warrior Tunasi defeated the dragon, several people wanted to learn his art and philosophy. Tunasi wandered the lands of the Uniworld with a companion who also wanted to learn from him. Those who were truly dedicated to learning his ways were forced to abandon everything they had and follow him on his travels. Only those who were willing to give up all they had to learn were the ones he would teach. This was his way of finding those who were serious about learning. After studying under the Tunasi for several years, his pupils went off and taught others (only those that proved they were serious). The art began to spread as well as did his philosophy. As the art spread, Tunasi and his companion seemed to disappear. Many rumors spread about what had happened to him. Some say that he traveled to another dimension to continue spreading his art. Others say he befell some horrible accident or is battling some horrible evil in some forgotten land. To this day, no one knows what really happened to him.


Currently, there are three schools set up around the world that will teach worthy students in this art. Though pupils are no longer taught by Tunasi himself, the term Student of Tunasi has remained. To prove he is serious, a student must continually ask a master to be trained. The master will reject the student continually, often embarrassing him. After no less than one year of rejection, if the student continues to show dedication, he will be accepted and trained. While in training, the student goes through intense mental and physical training. The student is taught how to use a sword and bring out its full potential. Each sword is believed to be a living thing. If the sword was not created by a master swordsman with some living chi, then it is up to the wielder of the sword to breath life into it.


During training, a student is taught the importance of honor. He is taught that fights should be avoided because fighting needlessly brings great dishonor. The student learns how to solve problems while saving honor. One of the most notable methods is by using the Maksuna (from the Elven word meaning "warriors stance"). A student also learns that it is okay to accept the appearance of dishonor as long as honor is held within one's heart (e.g. the character receives public humiliation such as being slapped and having drinks thrown in his face while still refusing to fight. Many may find dishonor in such an act. Yet, in truth, he only allowed such transgressions to save another's life. Another reason to allow such things, although much more controversial, is to avoid taking his opponents life in a duel to the death. Saving a life is considered honorable).


After many years of training, either in a school or by a wandering master, the student is expected to begin his Ilksharu (from the Elven word meaning "journey of knowledge"). The student heads off on his own in an attempt to understand the world around him and his place in it. A player character should begin as a student starting his Ilksharu.


Note: This is a martial art designed for a specialized world. With only some minor changes, it should be able to be adapted to any other world.


O.C.C. Skills: See the Worldly Martial Artist in Ninjas & Superspies. A Student of Tunasi is taught to learn about the world around him as well. For this reason, a student is given breaks during training. During these breaks, the student is encouraged to explore the outside world. The Dedicated Martial Artist focuses too much on form and not enough on experience. All other O.C.C. programs would conflict with the characters Ilksharu.


Special Modifiers: The only difference a Student of Tunasi has between the normal Worldly Martial Artist is money and income. Since a character is expected to enter on his quest for knowledge, he usually doesn't have time to get a job and earn a standard income. Therefore, he begins slightly better equipped.


The character begins with a katana of superior quality (3D6), $1,000 that has to be spent before starting (usually spent on extra weapons and camping supplies), and an additional $1,000 for spending cash at a later time. Note: The superior quality katana will not be sold under any circumstances. A Student of Tunasi views his sword as a living thing (as stated above). Therefore getting rid of the sword would be getting rid of a part of himself or herself.


Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
Stance: A student of Tunasi stands differently depending on his intentions toward his opponent. If the student intends on killing his opponent, he will stand in an attacking stance. However, if the student does not wish to fight or merely intends on subduing an opponent, then he will stand in a defensive stance.
CHARACTER BONUSES Add +5 to Chi
Add +1 to M.E.
Add +2 to P.P.
Add +1 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Roll, Combination Parry/Attack, Multiple Dodge, Power Block/Parry.
Hand Attacks: Knife Hand, Punch (Human Fist).
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Combination Grab/Slash, Death Blow, Leap Attack.
Holds/Locks: None.
Weapon Kata: W.P. Sword (katana), 2 levels higher than the character's current level (1st level characters would start at level 3).
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch


Martial Art Technique: Maksuna ("warrior's stance" translated from Elven)
Two warriors meet on a battle field to settle a dispute. The two both get into their fighting stances. Neither opponent draws. Instead, they stare intensely at each other. After a period of studying each other, the two stand at ease. The loser abides to the terms of the winner. No blood is spilled, yet their dispute has been solved. Although neither opponent ever drew their weapons, a battle had just taken place. They studied each others fighting stance. Both know who would have won if they fought. In game terms, both players add their W.P. bonuses (strike, parry, and any other bonuses) for that weapon and their level. Then each rolls 1D20 and adds the previous number to it. The one with the higher total number wins (best 2 out of 3 if desired).
An example of this is a Mutant Rabbit at 3rd level with W.P. Sword (from After the Bomb) gives the character +2 to Strike and +1 to Parry. The total so far is 6 (+3 for level and +3 from W.P. bonuses). He rolls an 8 for a total of 14. He is facing a Human at 1st level who has no W.P. for the weapon he is using. His total so far is only +1 (level bonus only). He rolls a 15 for a total of 16. The Human wins because his total was higher. In case the two totals tie, both continue to roll until one wins. Each roll takes up one melee round (15 seconds).
The rules for this contest are simply a suggestion. A G.M. could easily change them to suit his game. Some suggestions are including Chi into the bonuses or making a tie a draw on the battle field (both leave acknowledging that had they fought, they would both be dead. Both honors satisfied).
A One Person Maksuna is also possible. This is what it is called when a martial artist uses the Maksuna on an opponent who does not know the technique. The warrior using the technique stands still for the same amount of time and studies his opponent. When finished the warrior knows the outcome same as usual. However, the opponent is unable to determine the outcome. The fighter using the technique will normally mention the outcome, or if losing simply stand aside or abide by the wishes of the winner. A true martial artist (as believed by Students of Tunasi and most users of this technique) will never lie about the outcome because it would lack honor.
Some users of this technique often use it to practice their form. They take their stance in a mirror and study their own form and posture. This helps the martial artist to recognize the mistakes that he/she is making. Though this provides no actual bonuses, it can be good role playing. Also, depending on the GM, experience points may be awarded.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Martial Art Techniques and Zenjorike. The character automatically receives Maksuna (new!) and Sword Chi Technique (Mystic China) from Martial Art Techniques.
Languages: Japanese or Elven.
Cultural: Calligraphy, Go.
Physical: Acrobatics, Fencing.
Survival: Fasting, Wilderness Survival.
Weapon Proficiencies: W.P. Sword.
Philosophical Training: The Way of Tunasi.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike on Natural 20.
2nd: +1D6 to Damage with any type of Sword.
3rd: Select One (1) Additional Martial Art Power from Martial Art Techniques or Chi Mastery.
4th: +1 to Parry, +1 attack per melee.
5th: Critical Strike on Natural 18, 19, or 20.
6th: +1 to Strike, +1 to Parry, +1 to Dodge, +1 to Roll with Punch/Fall/Impact.
7th: +1 attack per melee, +1 to Back Flip.
8th: Select One (1) Additional Martial Art Power from Martial Art Techniques, or Zenjorike, or Chi Mastery.
9th: +1 to Strike, +2 to Parry.
10th: Double Existing Chi.
11th: +1 attack per melee, Death Blow on a Natural 20.
12th: Select One (1) Additional Martial Art Power from Martial Art Techniques, or Zenjorike, or Chi Mastery.
13th: +1D6 to Damage with any type of Sword.
14th: +1 attack per melee.
15th: +2 to Dodge, Select One (1) Additional Martial Art Power from Martial Art Techniques, or Zenjorike, or Chi Mastery.
Why Study Student of Tunasi? It focuses not only on offense, but also defense. In addition, it has ways to settle honor without ever needing to draw a weapon. It is a good form for those not always wanting to get into a fight.



Sturm Faust (Storm Fist) By Ray Bull <mailto:Mantisking@aol.com> Entrance Requirements: Minimum M.E.: 8, Minimum P.S.: 8, Minimum P.E.: 10.
Skill Cost: 8 Years (Primary), 5 Years (Secondary)



This martial art was created by Gunther Wegener, a former member of Bundesgrenzschutzgruppe-9. Federal Border Police Group 9, usually shortened to GSG-9, is an elite counter-terrorist unit from Germany. Wegener was a member of Unit Three, the airborne specialists. Combining his paramilitary training with his knowledge of martial arts, Gunther developed a simple, yet strong, style that teaches a number of survival skills.


Sturm Faust approaches combat in a straightforward manner. A student of this style will work their way to combat distance. A practitioner of this art will follow or fall away from an opponent, keeping them at combat distance. The fighting tactics of this style avoid fighting at long range or grappling range.


At the moment, this martial art in only taught at a few schools. The main school is in Heidelburg, Germany, with a satellite school in Berlin.
Costume: Standard Karate Gi.
Stance: Strong side forward, with both hands held in front of the face like a boxer.
CHARACTER BONUSES Add 5 to Chi
Add 2 to P.S.
Add 1 to Spd.
Add 10 to S.D.C.
COMBAT SKILLS Attacks per Melee: Two (2)
Escape Moves: Roll with Punch/Fall/Impact
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Combination Parry/Attack
Hand Attacks: Strike (Punch), Palm Strike, Power Punch
Foot Attacks: Kick Attack, Trip/Leg Hook, Reverse Turning Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Bodyflip/Throw, Knee, Elbow
Holds/Locks: Arm Hold
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Martial Art Technique: Tamashiwara. Select one (1) Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata.
Languages: German
Physical: Climbing, Prowl
Survival: Wilderness Survival, Fasting, Tracking, Hojo-Jutsu
Weapon Proficiencies: W.P. Knife
Philosophical Training: Bushido
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Fu Chiao Pai (3 Years), Kyokushinkai (5 Years)
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20, Critical Strike from Behind
2nd: +1 to Damage, Knockout/Stun from Behind
3rd: +1 Attack per Melee, +1 to Strike
4th: +1 to Parry/Dodge, +1 to Damage
5th: +1 Attack per Melee, Select one (1) Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
6th: +1 to Damage, +1 to Roll with Punch/Fall/Impact
7th: +1 to Strike, Critical Strike on a Natural 18+
8th: +1 Attack per Melee, Select one (1) Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
9th: +1 to Parry/Dodge, +1 to Damage
10th: Select one (1) Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
11th: +1 Attack per Melee, +1 to Damage
12th: +1 to Strike, +1 to Roll with Punch/Fall/Impact
13th: +2 to Damage
14th: Select one (1) Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata, Automatically receive Zenjorike: Karumi-Jutsu
15th: +1 Attack per Melee, +1 to Damage
Why Study STURM FAUST? A solid combat system that teaches several survival skills, Sturm Faust is only lacking in mystical abilities.



Sui Sarariman Ken (Drunken Salaryman Fist) By Mantisking w/Kuseru
Entrance Requirements:
Skill Cost: 9 Years (Primary), 5 Years (Secondary)



This is a unusual and rarely seen style. The only people who seem to practice it are middle-age, Japanese, company men. In action it seems to be a blend of drunken silliness and half-remembered karate skills from the days at University.


Costume: Wrinkled and stained business suit with the shirt half-tucked, the tie loosened, and the jacket hanging over the shoulder. A microphone is often carried in the right hand (except when a drink is carried, then often one or the other makes it's way to the left hand...but let's not forget that the majority of stylists also smoke, so a lit cigarette may also be substituted for the other two items).
Stance: Yeah, right...a drunk guy in a stance...ain't happening.
CHARACTER BONUSES Add 1 to M.A.
Add 1 to P.E.
Add 5 to S.D.C.
COMBAT SKILLS Attacks per Melee: Two (2)
Escape Moves: Roll with Punch/Fall/Impact, Stagger
Attack Moves: Stagger
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Circular Parry, Automatic Dodge, Entangle
Hand Attacks: Strike (Punch), Palm Strike, Roundhouse Strike
Foot Attacks: Snap Kick, Trip/Leg Hook, Drop Kick, Reverse Turning Kick
Jumping Foot Attacks:
Special Attacks: Neck Hold/Choke, Body block/Tackle, Karaoke Attack (New! The character begins singing in a very loud and off-key voice. All those who hear this "singing", must make a Saving Throw vs. Horror Factor: 13)
Holds/Locks: Wrist Lock, Arm Hold
Weapon Kata: W.P. Jacket (Use bonuses from W.P. Net.), W.P. Neck Tie (Use bonuses for W.P. Garotte. The combat skill Neck Hold/Choke can be performed with this weapon.)
Modifiers to Attacks: Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Critical Strike from Behind, Pull Punch
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Special Kata: The Non-Spill Drink (Offensive/Defensive) (The character can fight with a drink (bottle or glass) held in one hand and not spill a drop of the contents.). Select one (1) Power from the following; Art of Hiding, Art of Vanishing, Stone Ox, Winter/Summer Training, Iron Hand, Dam Sum Sing, Wrist Hardening, Chagi, Ao Dah Jong, Control Revulsion, Feign Death/Coma/Unconscious, Eternal Clarity, Laugh At Pain, and Resist Chi Influence.
Languages: Japanese
Cultural: Karaoke
Physical: Drink Others Under the Table (Character counts as a supernatural creature)
Survival: Find Warm Gutter, Drunken Taxi Travel
Temple: Pray to the Porcelain God
Weapon Proficiencies: W.P. Jacket (Use bonuses from W.P. Net.), W.P. Neck Tie (Use bonuses from W.P. Garotte.), WP Oshibori (it's that heated wash cloth that the Japanese use to clean their hands...and if they lack manners...their face.)
Philosophical Training:
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Drunken kung fu (7 Years), Zui Quan (? Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
2nd: +1 to Stagger, Knockout/Stun from Behind
3rd: +1 to Strike, +1 to Roll with Punch/Fall/Impact
4th: +1 Attack per Melee, +1 to Parry/Dodge
5th: +1 to Damage, Critical Strike from Behind
6th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19+
7th: +1 to Parry/Dodge, Critical Strike on a Natural 19+
8th: +1 Attack per Melee, +1 to Stagger
9th: +1 to Strike with Drop Kick, +1 to Roll with Punch/Fall/Impact
10th: +1 to Damage, +1 to Parry/Dodge
11th: +1 to Stagger, +1 to Roll with Punch/Fall/Impact
12th: Critical Strike from Behind now does Triple Damage, Select one (1) Martial Art Power from the list of available Martial Art Powers.
13th: +1 Attack per Melee, +1 to Strike
14th: +1 to Stagger, +1 to Roll with Punch/Fall/Impact
15th: +1 to Damage, +2 to Pull Punch
Why Study Sui Sarariman Ken ? The ultimate in confusing, drunken fighting styles!


Drink Others Under the Table: The average character starts to notice the effects of alcohol after three drinks and most are pretty drunk after six drinks (especially if consumed in less than two hours) -- note a typical bottle of alcohol contains 16-20 shots/ounces. The effects of alcohol impairs the character's motor skills, sense of balance, and general perception of things.
Typical Characters (not heavy drinkers):
After three drinks: -6% on all skills.
After six drinks: -12% on all skills; initiative and all combat bonuses are -2, and reduce speed by 20%.
After nine drinks: -24% on all skills and reduce speed, initiative, attacks per melee round, and all combat bonuses by half.
After 12 or more drinks (falling down drunk): -40% on all skills, reduce speed to 20% of normal, and reduce initiative, attacks per melee and all combat bonuses to two!
Modifiers: The typical Saloon Girl, Bounty Hunter, Gun-slinger, Wired Slingers, Crazy, Juicer, True Atlanteam Simvan, and heavy drinkers can drink twice as much before feeling the negative effects (penalties). The Merchant Marine (Saloon Bums and Dwarves) can drink two and a half times as much before feeling the negative effects (penalties), but runs the risk of becoming an alcoholic if he drinks like this regularly. The average dragon, lesser demon, and supernatural creature can drink three times as much before feeling the effects (penalties); greater supernatural beings, four times.


Karaoke: The character can sing along with lyrics on a tele-prompter. Base Skill: 40% + 5% per level of experience.


Find Warm Gutter: If the character is too drunk to get home, or fails their Drunken Taxi Travel skill roll, they can use this skill to find a nice, warm gutter where they can fall asleep. Miraculously the character will not be bothered until morning, when they will be awakened by a dog licking their face. Base Skill: 30% + 5% per level of experience.


Drunken Taxi Travel: The character can navigate between drinking establishments, or even find their way home while drunk. Base Skill: 35% + 5% per level of experience.



Suio Ryu Kenjutsu By Kuseru
Entrance Requirements: Limited to those of Honorable Alignment, Minimum Attributes include P.P. of 12 and Spd. of 10. Skill Cost: 14 Years ( 8 Years as a Secondary Martial Art Style).
Suio Ryu was developed by Mima Yoichizaemon Kagenobu in Fukushima during the Sengoku Jidai. It is a Kenjutsu style that teaches naginata, kusarigama, jo, grappling and wakizashi techniques. This style places an emphasis on iaijutsu methods of wakizashi kenjutsu techniques.



The philosophy of Suio Ryu is not that one kills one's opponent, but rather that by committing a particular action, your opponent offers his life to you and you must 'accept' it.


The current head of the Suio-Ryu is Katsuse Yoshimitsu, 15th Soke who only teaches students in the old ways (Kuden or oral tradition) and only from the city of Shizouka in Japan.
Costume: Hakama and keikogi. Stance: Facing opponent, with the right foot forward and the left foot back, arms held to the left side, with the right hand gripping the wakizashi's hilt, and the left hand cupping the bottom of the hilt. CHARACTER BONUSES Add +1 to P.S.
Add +3 to P.P.
Add +1D4 to Spd.
Add +5 to Chi.
COMBAT SKILLS
Attacks per Melee:
3 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Multiple Dodge. Hand Attacks: Strike (punch), Knife Hand. Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook. Jumping Foot Attacks: None.
Special Attacks: Backward Thrust (New!), Death Strike (New!), Hilt Strike (New!), Sweeping Throw (New!). Holds/Locks: Arm Hold, Wrist Lock.
Weapon Kata (Pick Two): W.P. Naginata (Polearm), W.P. Jo (Staff), W.P. Kusarigama (Axe & Chain), W.P. Wakizashi (Short Sword). Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
Special Katas: Shiho Giri Kata or "Four-Directional Cut" Kata: One of the primary kata used in many Iaido schools, this Kata also makes an appearance in many kenjutsu, sojutsu, and naginata jutsu schools. This Kata allows the character to attack multiple opponents (up to four) simultaneously in the same melee action, with all normal strike bonuses. A Strike roll is required for each target. The character must have initiative to do this, use the same attack (i.e. a single weapon, hand, or foot), and cannot engage in advanced defensive moves (like Multiple Dodge or Circular Parry), but can perform basic defenses like Dodge and Automatic Parry, with no bonuses. Also, the character can perform special attacks like Combination Parry/Attack and Combination Strike/Parry, but with no bonuses to strike or parry, and at the loss of one opponent (the character can only attack up to three opponents when using a special attack, if there are less than four opponents, then the character is only able to strike up to one less than the number of attackers). This Kata cannot be used against attackers at Long Range or further (but can be used against attackers in Grappling or Combat Range). This special kata also allows the character to attack and defend against opponents to the rear with no bonuses or penalties. However, the character can only strike in the first attack of the melee round. For the rest of the melee round they can only defend (though they can still defend against opponents behind them with no penalty or bonuses) and cannot use Multiple Dodge or Circular Parry for the rest of the Melee round. Also remember that Kata must be used for the entire melee round. Author's Note: I can already see the questions about this...if they can't use Multiple Dodge or Circular Parry, but can still parry or dodge opponent's to the rear, what's the point of having restrictions on not being able to use Multiple Dodge or Circular Parry? The answer is quite simple, they can defend against attacks from behind them, but they do so with no penalties or bonuses, using Multiple Dodge and Circular Parry allows you to defend against these attacks, with your FULL parry or dodge bonus!
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receives Sixth (6th) level skill in Iaijutsu. Select a total of ONE (1) Martial Art Power from among Martial Art Techniques and Special Kata. These powers may not be traded for skill programs. Languages: Japanese. Physical: Swimming. Temple: Meditation. Weapon Proficiencies: W.P. Naginata (Polearm), W.P. Jo (Staff), W.P. Kusarigama (Axe & Chain), W.P. Wakizashi (Short Sword). Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Jikishinkage Ryu (2 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kurama Ryu (5 Years), Muso Shinden Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Tendo Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +2 to Dodge/Parry, Critical Strike from Behind.
2nd: +1 to Damage, +1 to Body Flip/Throw, Death Strike on a Natural 20.
3rd: +1 Attack per Melee.
4th: +1 to Dodge/Parry, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
5th: +1 to Strike, +2 to Roll.
6th: +1 Attack per Melee, +1 to Body Flip/Throw, +1 to Damage.
7th: Critical Strike on a Natural 18, 19, or 20.
8th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
9th: +1 Attack per Melee, +1 to Strike.
10th: +1 to Dodge/Parry, +1 to Roll, +1 to Damage.
11th: Receives Automatic Body Flip/Throw.
12th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
13th: +1 to Strike, +1 to Damage.
14th: Death Strike on a Natural 19 or 20.
15th: +1 Attack per Melee, Receives Critical Body Flip/Throw on a Natural 20.
Why Study Suio Ryu Kenjutsu? A well rounded martial art that teaches armed and unarmed skills, Suio Ryu is more than adept at handling multiple attackers, and quite deadly when used with a wakizashi.



Sumo (Exclusive) By Kuseru Entrance Requirements: No alignment restrictions. P.S. of 12 and P.E. of 12. Sumo wrestling is open to MEN only!
Skill Cost: 6 years.



Sumo is an ancient sport and religious practice of Japan, dating from as early as 230 B.C. While primarily performed as a sport, or religious ceremony, Sumo was a fairly detailed combat system up until the late 16th century, when 'inelegant' moves such as striking with fists, hair pulling, eye gouging, choking and kicking in the stomach or chest and other lethal moves were banned and the rules for ring matches, with formally established ranks were implemented.


Sumo wrestling is composed of many rituals. At the beginning of each tournament day, the yokozuna proceed into the dohyo (ring) for the ceremony named dohyo-iri. The yokozuna are accompanied by two attendants, with his tsuyuharai (personal attendant or herald) leading the way and his tachimochi (sword bearer) following. After first clapping his hands together to attract the attention of the gods, he extends his arms to the sides and turns palms upward to show he is concealing no weapons. Then at the climax he lifts first one leg to the side high in the air, then the other, bringing each down with a resounding stamp on the ground symbolically driving evil spirits from the dohyo. Next come half the top wrestlers involved, wearing richly adorned in embroidered aprons. They form a circle, clap their hands, hitch up their aprons, then withdraw. The rest of the rikishi (competitors registered with The Nihon Sumo Kyokai (Japan Sumo Association)) then enter and carry out the same rite.


Each match has two rikishi enter the dohyo, and after flexing their muscles they scatter handfuls of salt in a Shinto purification ritual (shio-maki). They then crouch, pound the floor with their fists and have a so-called eye battle, in which the rikishi try to break one another's confidence by means of a staring match. Preliminary display also includes the ceremonial drinking of water (mizu-sakazuki), menacing stomping, assuming the posture of toeing the mark (sonkyo), and the sumo ritual showing respect for fair play (chiri-o-kiru). The entire pre-bout ritual is known as shikiri-naoshi or shikiri and lasts up to four minutes (juryo rikishi have only three minutes and the lowest ranks must begin at once). Preliminaries concluded, the opponents then charge each other.


The concluding rite of the day is the yumitori-shiki (bow dance). After the final match a specially picked rikishi (a makushita, first rank divsion) climbs into the dohyo, is handed a bow by the gyoji (referee) with which he performs the yumitori-shiki, a brilliant routine with a twirling bow.


Sumo matches are composed of two types of attacks. The first type of attacks are limited body attacks and include tsuppari (a series of hard slaps delivered in rapid progression), hataki-komi (side-stepping), ashi-tori (leg holds), and ketaguri (leg sweeps). Other than limited body attacks, are the full body attacks, which consist of throws, yoriki (seizing the opponent's belt and marching them out of the ring), yori-taoshi (a variant of yoriki, where both sumotori go out of the ring, with the winner landing on top), and utchari (a reversal where the sumotori losing the match hoists his rival over his stomach and throws him out of the dohyo). The very first charge of the match is called the tachi-ai and can often result in one sumotori or the other being thrown from the ring at the very start. Matches are won by forcing the opponent out of the inner circle or throwing him in the dohyo. To lose the match it is not necessary to fall in the circle or to be pushed completely out. The rikishi who touches the ground with any part of his body, above the knee, loses the match. Or he need only put a part of his foot, such as one toe or his heel, over the straw bales marking the circle. Unlike western styles of boxing or wrestling, there are no weight limits in sumo, so it is possible for a sumotori to find themselves in a match with an opponent twice their weight.


Sumo training is traditionally conducted in Japan, however with the changing nationalities involved in sumo, it is likely to find some training in Hawaii, Mongolia, Russia, or the Samoas. Training is very strict with myriad rules of conduct. Training is typically handled by retired sumotori who manage heya (stables). Currently there are only 28 stables in Japan, with none known to exist outside the country. Training and matches are overseen by the Nihon-sumo-kyokai (Japan Sumo Association).


There are several ranks in Sumo, starting with the lowly maezuma (recruits) and honchu (beginners), these novices must win three early matches (mae-zumo) to graduate to regular sumo. The lowest rank of tournament wrestlers are the dan (step division), composed of jo-no-kuchi (first step), jo-nidan (second step), and sandanme (third step), who don't wrestle all matches of a tournament. Next are the maku-shita (second-rank seniors) and juryo (contenders for first rank division). Juryo are the lowest rank of elite sekitori (sekitori are allowed all the privileges and honors of sumo (i.e. they get to perform the full shikiri ritual)) sumotori (all sumo wrestlers, distinguished from rikishi, or recognized wrestlers). Lastly is the maku-uchi (first rank division) composed of maegashira (senior wrestlers), Sanyaku (three orders of champions, composed of komushi (pre-champions), sekiwake (junior champions), and ozeki (champions), and finally the yokozuna (grand champions). The rikishi are also divided into to teams, the East and West team, though they do not fight as teams. Characters are likely to start out in the jo-no-kuchi to juryo ranks.


Special Note: Rolling height and weight for Sumo characters is special. For height, roll 2D6 to determine the number of inches added to 5 feet, 6 inches. Weight is determined by rolling 6D6 and multiplying by ten, then adding it to 190 lbs.
Costume: Mawashi: Made of heavy silk approximately ten yards long by two feet wide, it is folded in six parts and then wrapped around the waist from four to seven times depending on the girth of the wrestler. There are ornamental strings (mae-tate-mitsu) hanging from the front of the mawashi, made from silk stiffened with glue. These are typically discarded when they become detached as they frequently do in the course of a match. Higher ranking wrestlers (the top two divisions) will wear a kesho-mawashi, or ceremonial apron during the dohyo-iri or ring entering ceremony. The Yokozuna themselves will also wear, over their kesho-mawashi, a massive braided hemp rope weighing from 25 to 35 pounds tied in a bow at the back and ornamented in the front with strips of paper hanging in zigzag patterns (these are Shinto paper charms). T he rank of a sumotori determines the style in which his long hair is dressed (mage). The style worn by juryo and maku-uchi is the more elaborate and is called the o-icho-mage after the ginko leaf which the mage is supposed to resemble. The lower ranks wear the chon-mage, a plainer style tied with paper strings.
Stance: Shikiri-no-kamae, with the toes evenly spaced and bodies resting on the heels. Feet and fists are placed firmly on the ground.


CHARACTER BONUSES Add +5 to Chi
Add +2 to P.S.
Add +2 to P.E.
Add +1 to P.P.
Add +30 to S.D.C.
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defense Moves: Combination Parry/Throw.
Hand Attacks: Palm Strike.
Basic Foot Attacks: Backward Sweep, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Automatic Body Flip/Throw, Body Block/Tackle, Critical Body Flip/Throw, Crush/Squeeze, Entering Throw (New!), Forearm, Grab Attack, Hand Throw (New!), Hip Throw (New!), Pickup Throw (New!), Reverse Hold/Throw (New!), Sacrifice Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Arm Lock.
Weapon Kata: None.
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 and Martial Art Techniques, or from the list of new powers below. If desired, any number of powers can be traded, one-for-one, for Basic Skill Programs (excluding physical).


Body Hardening Exercises: Haragei: A series of exercises, consisting of meditations and abdominal concentration, designed to produce a calming in warriors engaged in battle. In Sumo, this ability is used to defeat one's enemies by using the focused energy of the center (Seika Tanden or Dantian) to deflect or project a powerful attack. Bonuses: +2 to save vs HF, +10% to resist Charm/Impress or Trust/Intimidate, +2 to P.E., +5 to S.D.C.


Body Hardening Exercise: Shiko: The stamping of feet on the ground to strengthen the legs. +1 to all kick attacks, +2 to P.S., +5 to S.D.C.


Body Hardening Exercise: Teppo: The striking of a wooden pole to strengthen the arms and shoulders. +2 to P.S., +2 to damage on all hand strikes, +10 to S.D.C.


Martial Art Technique: Tachiai: This is a specialized charge attack that can be combined with one armed hand strikes (with the exception of power punches), Body Flip/Throws, Body Block/Tackles, and Pin/Incapacitates, and provides a +3 to strike and does double damage to the opponent (or 1D6 damage plus P.S. bonus if the attack normally does no damage).


Special Kata: Shikiri: The toeing-the-mark ritual that precedes the start of every bout in sumo. Similar to the "Warrior Spirit" or Debana-O-Kujiki Kata, this kata is designed to unnerve the opponent. However, unlike the Warrior Spirt Kata, this kata gives the character performing it the equivalent of a Horror Factor of 12 for the next two melee rounds. To save vs this kata, opponents must roll a 12 or higher or be overwhelmed. Overwhelmed characters are temporarily stunned. In game terms, this means the character loses initiative (don't roll for it), loses one attack per melee, and cannot defend (parry, dodge, disarm, entangle, etc.) against the attacker's first attack of the melee round. The effects only last one melee round after the kata is performed.
Languages: Japanese
Cultural: Dance
Philosophical Training: Shintoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Goshinjutsu (3 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kito Ryu (4 Years), Kogusoku (3 Years), Kodokan Judo (4 Years), Kumogakure Ryu (6 Years), Sosuishitsu Ryu (4 Years), Tatsumi Ryu (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +2 to Maintain Balance, Critical Strike from Behind, Critical Body Flip/Throw on a Natural 20.
2nd: +1 to Parry/Dodge.
3rd: +1 to Strike, +2 to Body Flip/Throw (does 2D6 damage instead of 1D6).
4th: +1 Attack per Melee, +2 to Maintain Balance.
5th: Select one (1) additional Martial Art Power from among Body Hardening or Martial Art Techniques.
6th: +2 to Damage, Critical Strike on a Natural 19 or 20.
7th: +1 Attack per Melee.
8th: +2 to Maintain Balance, Critical Body Flip/Throw on a Natural 19 or 20.
9th: +2 to Body Flip/Throw (does 3D6 damage instead of 2D6).
10th: +1 to Parry/Dodge, Select one (1) additional Martial Art Power from among Body Hardening or Martial Art Techniques.
11th: +1 Attack per Melee, +2 to Body Flip/Throw (does double damage for a total of 6D6, plus bonuses).
12th: +2 to Maintain Balance, +2 to Damage .
13th: +1 to Strike, Critical Body Flip/Throw on a Natural 18, 19, or 20 (Note: Critical Body Flip/Throw combined with the double damage Body Flip/Throw does 9D6 plus bonuses).
14th: +1 Attack per Melee.
15th: Select one (1) additional Martial Art Power from among Body Hardening or Martial Art Techniques.
Why Study Sumo? A powerful grappling style that focuses on power and intimidation. While not truly suited to the battlefield, it is still a formidable style.



Super Wrestling (Exclusive) By: Mike Best ( with help from Giffin Mills )


Counts as Two (2) Martial Arts.


This is the wrestling made popular by the WWF and WCW. The wrestlers try to beat their opponents into submission with various chocks, slams, punches, kicks, high risk maneuvers, submission holds, and pinning combos. They are famous for their ability to turn chairs, 2X4's and other common Items into weapons.
Special Note: Rolling height for Super Wrestlers is special: for height 5'10" then roll 3D6 and add it to height and 2D6X10 added to 180lbs for weight.


Entrance Requirements: P.S. 14 and P.E. 13
Skill Cost: 8 years
Costume: Anything they wish, tend to wear tight flashy clothing.
Stance: Standing tall and trying to look intimidating.


CHARACTER BONUSES:


Add 5 to P.S.


Add 3 to P.E.


Add 1 to P.P.


Add 40 to S.D.C.


COMBAT SKILLS: Attacks per Melee: 3
Escape Moves: Roll with punch,/fall/Impact, Maintain Balance
Attack Moves: Leap, Roll,
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defensive Moves: Power Block/Parry (does damage), Automatic Roll, Breakfall.
Hand Attacks: Punch, Power Punch, Backhand, Slap
Basic Foot Attacks: Front Kick, Side Kick Trip Kick
Jumping Foot Attacks: Jump Kick, Double Leg Jump Kick (does double damage counts as 2 melee attacks)
Special Attacks: Body Block/Tackle, Throw, Crush/Squeeze, Pin/Incapacitate, Choke(Does 1D4 to hit points no P.S. bonus), Combination Choke/Slam (does 1D4 to hit points then if first roll passes 1D8 Plus P.S. bonus to SDC. Can only be used as first attack.), Body Slam (1D8), DDT (1D10)
Holds/Locks: Automatic Arm Hold, Body Hold, Neck Hold, Bear Hug (1D4)
Weapons Katas: Blunt, Chair (1D8),
Modifiers to attacks: Critical strike from rear, Knock-out/stun, Pull Punch.


SKILLS INCLUDED IN TRAINING: Martial Art Powers: Select 3 power from Body Hardening Exercises
Languages: English
Cultural Skills: Sports
Philosophical: None


LEVEL ADVANCEMENT BONUSES: Level 1: +2 to Maintain Balance, +2 to dodge, +2 to roll with punch/fall/impact
Level 2: +2 to parry, +2 to body flip/throw (does 2D6 Damage instead of usual 1D6), Critical Strike on 19 or 20
Level 3: +1 to damage, Knock-out/Stun on 15-20
Level 4: +1 to Attacks per Melee, +1 to strike
Level 5: +2 to damage, +2 to parry, +1 to body flip/throw
Level 6: +2 to Roll with punch/fall/impact, +1 to disarm
Level 7: +1 to Maintain Balance, +2 to dodge
Level 8: +1 damage, +1 to parry, +1 to Roll with punch/fall/impact
Level 9: +1 to dodge/parry, select one power from Body Hardening or Martial Arts Techniques
Level 10: +1 attack per Melee, +1 to strike, +1 to Disarm
Level 11: +1 to body flip/throw, Critical Strike on 17-20
Level 12: +1 to parry/dodge, +1 maintain balance, +2 to strike
Level 13: +2 Dodge/Parry, +1 to strike
Level 14: +2 to roll with punch/fall/impact,+1 Attack per Melee
Level 15: Select 1 Martial art Power from Body Hardening, +1 to dodge/parry, +1 to Maintain Balance, +1 to body flip/throw (does critical double damage 4D6)


Why Study Super Wrestling?


It often gives the impression to most opponents that the S.wrestler is ignorant of the finer points of Martial Arts. The thing is he knows them but chose to incorporate the power holds and sure damage of trading hits and taking down his opponent locking them in a hold until they submit, go unconscious or die. Offers great bonuses on the physical side and doesn't have many restrictions on who can learn it.



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.



Swashbuckling Martial Art Form ( Exclusive )
By FlashFire



"If there were a degree for swashbuckling, it would have to include a course in laughing then jumping off of things."
- Unknown


"En garde." These two words strike more fear into the hearts of swordsmen than any threat or weapon. A sea captain would rather hear the phrase "My name is Blackbeard" than see a lightly dressed combatant utter the words "En garde." Muggers run in terror, serial killers quail before them. Why? Because they are the opening words uttered by every true Swashbuckler since the Renessaince. Swashbuckling is the art, as no true swashbuckler would ever call what he does a skill and no one could term it a science, of flamboyantly and honorably slaying your enemies. Popularized in modern times by the movies of Errol Flynn, the fight scenes staged by swordmaster William Hobbs (Willow, Excalibur, Ladyhawke, Richard Lester's The Three Musketeers (1974), The Man in the Iron Mask (1998), Rob Roy, and others), and other famed fictional sword battles (Star Wars: The Phantom Menace! Whoo-hoo!) The key elements to swashbuckling, aside from skill with a sword, are relatively simple to the Hopeless Romantic(tm). Honor plays a very large role in the life of a Swashbuckler. The rules are simple. Be honest whenever possible, fight fairly, and never malign a person who is not your open enemy. Women and children are not to be harmed, a rule that even a Miscreant Swashbuckler will follow. Courtesy, Valor, Prowess, Loyalty... all the traits attributed to honor throughout the ages are exhibited by the Swashbuckler, if for no other reason than because the traits make them look good. Flamboyance is also a key element, with the swashbuckler doing everything in as "cool" a manner as possible. Leaping, ducking, jumping on tables, swinging from chandeliers, all while fighting off dozens of opponents at once and sparing the breath for a witty quip are all part of the game for a Swashbuckler. This actually works *for* the swashbuckler, as few expect the style, and some say antics, of the swashbuckler. This throws them off guard, causes them to miss beats, and get angry when the opponent won't square off and fight by the commonly accepted rules (i.e.: fight simply and the first one to die, loses). The final, but by no means least, trait common to swashbucklers is skill with a sword. Other weapons can (and will) be used, but there is no weapon more respectable or serviceable than a sword. It has style, grace, and an honorable history spanning thousands of years. It is also one of the deadliest weapons, short of the repeating firearm, developed by the mind of man. The swashbuckler is an expert in their use and abuse, often studying under several different masters to gain a better understanding of the weapon they use. A variety of other weapons are often studied, though this is more often to learn what to expect from an opponent bearing one rather than to gain practical use out of them.


Alignment Requirements: Any Alignment that has a Discipline of Honor or Dishonor (except Diabolic, and its not really their style anyway) Entrance Requirements: PP of 13 or higher, PE of 10 or higher Skill Cost: 10 years (but can be started as soon as the character can hold a stick to practice with) Costume: Whatever happens to turn their fancy. Light clothes that allow for freedom of movement (and maybe slight amounts of added protection, like padded/quilt doublets or leather) are preferred, unless that really disturbs the character's fashion sense.
Stance: Most often, a swashbuckler will assume a modern fencing stance, body at 45 degrees with knees bent and rear hand out of the way, almost regardless of type of sword being used. Most traditional swordsmen find this rather disconcerting, adding to the form's surprising nature.


CHARACTER BONUSES


Add 2 to M.A.


Add 2 to P.P.


Add 3 to Spd.


Add 5 to S.D.C.


COMBAT SKILLS Attacks per Melee: Four Escape Moves: Roll with Punch/Fall, Leap Basic Defensive Moves: Parry, Automatic Parry, Dodge Advanced Defenses: Disarm, Maintain Balance, Multiple Dodge Hand Attacks: Strike (Punch), Roundhouse (See Choy-Li-Fut Kung Fu, does 1D10 Damage), Uppercut (See Choy-Li-Fut Kung Fu, does 1D8 damage) Basic Foot Attacks: Kick, Snap Kick, Tripping/Leg Hooks Special Attacks: False Attack ( NEW! The False Attack is just that, a fake attack. It is used to draw a parry or reaction out of the opponent. The exact method of attack the character fakes varies and can be any type of attack the character possesses. This is a Combination Move, used in conjunction with another attack. The character chooses what attack to fake and rolls to strike. On a roll of 5 (or equal to the opponent's AR) or greater, the false attack succeeds. The opponent can (and should) attempt to defend against the false attack. Whether they successfully defend against the fake attack or not, the attacker then moves into the second attack. The character is at +3 to strike with second attack and the defender must use an attack to defend against it (no Automatic Defenses ), Riposte ( SPECIAL! The Riposte is simply an attack made directly after a parry. Essentially a Combination Parry/Attack, the speed of which this is accomplished with a rapier is remarkable. It takes one attack and can be done as many times in a melee round as the character wishes. Parry bonuses are halved, but the character is at +3 to strike on the Riposte and the defender must use an attack to defend against it. Note: This move is only possible with a thrust rapier, small sword, or on a thrust from a cut-and-thrust sword ), Lunge ( SPECIAL! The Lunge is a fast attack used to close distance quickly. The Lunge basically is a standard attack that only works at Long Range and produces a Critical Strike. Successful or unsuccessful, the Lunge requires a Maintain Balance roll of 5 or better to get back into a position of being able to move. This recovery takes an additional attack, making a total of two required for the move. Attacks and parries can still be made while in the lunge position, but are both at -3 and moving is impossible ), Disengage ( SPECIAL! The disengage is a fast move that brings the weapon underneath the opponent's weapon to attack in the opposite line. This is a defensive move that can only be done in response to an attack on the blade or weapon arm itself, such as an Arm Hold, Entangle, or direct damaging attack on the weapon. It uses the character's normal bonuses to parry, but grants the character +3 to strike on the following attack due to the speed and ease of the "parry," as well as the opponent being slightly off-balance after the failed attack. This is an Automatic move. This move can be combined with the Riposte, resulting in an additional +2 to strike ), Fleche ( SPECIAL! The Fleche is a surprise attack that starts out similar to a lunge, but the Swashbuckler follows through with a full speed charge at his opponent. This attack must be made at the beginning of the melee and the attacker loses all ability to attack for the rest of the round, but can still dodge (at half normal bonuses) and parry. The move closes distance rapidly, and regains that distance just as quickly as the fighter passes by the enemy. A failed Fleche results in the defender having to spend two actions closing the distance to the Swashbuckler. The end result is a Critical Strike. Should the defender know the Fleche is coming, they can use a Riposte or Combination Parry/Attack against it, to which the Swashbuckler is at -4 to parry ), Clench ( SPECIAL! The Clench is a simple move avoided by most swordfigting forms. Essentially, it is a Combination Parry/Grab. The Swashbuckler parries an opponent's blow and grabs his wrist or gaurd, closing the distance between the two to the point where neither can strike or parry with their hand weapons (Grappling Range). The key advantage of this move is that it gives you a slight breather, as the person it is used against is often (55%) surprised by it and will hold off attacking to see what happens. This can give the Swashbuckler time to talk his way out of the fight or, more often, toss off a witty quip. Getting out is easy. Knee the Swashbuckler in the crotch (Strike at -3), push him off (1D20+PS), or wait for him to release you ), Knee, Elbow, Forearm, Grab, Entangle, Death Blow Holds/Locks: Arm Hold, Neck Hold Weapon Katas: WP: Rapier, WP: Rapier and Dagger (paired), WP: Rapier and Cloak (paired), WP: Two of Choice (Sword are preferred). Select one of the above as the character's primary weapon. This Kata jumps to 4th Level. Modifiers to Attacks: Critical Strike, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING
Martial Art Powers: Wrist Hardening. Can be traded for any Body Hardening Exercise (excluding Chi Gung) or any Basic Skill Program. Languages: Common Langauge of the Teacher at 50% Physical Skills: Fencing, Running, Gymnastics


If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years).


LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Parry, Critical Strike, Critical Strike from Behind Level 2: +1 to Leap (add 2 feet to Leap height and length), +1 to Strike and Dodge. Level 3: Select one additional Weapon Kata (Western weapons only), +1 to Maintain Balance
Level 4: +1 Attack per Melee, +1 to Parry Level 5: Critical Strike on Natural 19-20, +1 to Disarm Level 6: Character can fight while standing on/swinging from any reasonable object without penalty (+1 to strike/parry/dodge for every extra four feet of height) Level 7: +1 to Leap (add 2 feet to Leap height and length), +1 to Disarm Level 8: +1 Attack per Melee, +1 to Strike and Dodge Level 9: Select one additional Weapon Kata (Western Weapons only) Level 10: Character gains Warrior Spirit (Special Kata). Bonuses are increased (+8 to MA or equals 24, whichever is higher) due to the disconcerting effect of the insults and quips the Swashbuckler uses. Level 11: +1 Attack per Melee, +2 to Parry/Dodge Level 12: Select one Martial Art Power from Body Hardening Exercises or Special Katas, Select one additional Weapon Kata (Any) Level 13: Death Blow on Natural 20, +1 to Disarm Level 14: +1 to Leap (add 2 feet to Leap height and length), +1 to Maintain Balance Level 15: +1 Attack per Melee, Critical Strike on Natural 18-20


ADDITIONAL WEAPON KATAS WP: Rapier Uses the WP Large Sword bonuses. The Rapier (in-game context) is a thrust only weapon. Small cuts can be made with its edge, but they only do 1 point of damage. Due to stance and the length of the weapon (average of 48 inches overall), it can be used at Long Range with no penalty, recieves a penalty of -5 to strike at Combat Range, and is impossible to use at Grappling Range (pending a special move developed by the GM and/or player). Note that some versions of the rapier have real cutting edges and some do not. A rapier with a signifigant cutting edge (ie: blade width of greater than 1.5 inches/3 cm) uses WP: Cut-and-Thrust Sword rather than WP: Rapier. Rapiers do 2D6 damage. Average cost: $400-$500


WP: Small Sword The Small Sword is essentially the same as a Rapier, but smaller and lighter. The weapon has a penalty of -3 to strike at Grappling Range and uses WP: Small Swords bonuses. Damage: 1D8. Average Cost: $300-$400


WP: Cloak/Net Described in Pal Fantasy 2nd Edition. The cloak or net can be used in a whipping motion (1D6 damage), thrown at the opponent (blinding damage), used to parry an incoming blow, or to entangle the opponent's arm or weapon. Recieves +1 to strike or entangle at levels 2, 5, 8, 11, and 15. Recieves +1 to parry at levels 2, 4, 6, 9, and 12.


WP: Buckler Shield Described in Pal Fantasy 1st and 2nd Edition, a Buckler Shield is basically a small round shield. Provides a bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15. The shield can be used to strike with, as well, doing 1D4 damage. Gains +1 to strike at levels 4, 8, and 12.


WP: Lantern/Flashlight
The flashlight or focused-light lantern is used in the off-weapon hand in combination with other attacks. Best used in the dark (all effects are at 1/4 strength in the light), the light is shined into the opponent's eyes, momentarily blinding them to the attacker's moves. The target of a successful lantern strike is at -5 to strike, parry, and dodge the lantern holder's next two attacks. The lantern itself has +1 to strike at levels 1, 3, 5, 8, 11, 13, and 15.


PAL FANTASY NOTES: This MA form would probably be better applied to Pal Fantasy than to N&SS, but since it uses N&SS rules... If you are inclined to use this in Pal Fantasy, there shouldn't be much trouble converting it to PFRPG's HTH system. Ignore questions of Range and any other HTH move or term you're not sure on. There will be a great many more teachers in Pal Fantasy, as well as better techniques. Characters gain an additional +2 to Strike, Parry, and Disarm if they are from or learn in PFRPG. The form is particularly popular among sailors and highwaymen of all types. It is commonly known as... Swashbuckling.


DISCLAIMER: Yes, this is fake. Anyone who tries to use it in real life will likely end up dead or worse.


Why Study SWASHBUCKLING?


If you have to ask, you're not a swashbuckler. En garde, you filthy swine...



SWISS GUARD By Kuseru
Entrance Requirements: Limited to those of Honorable Alignment. Minimum Attributes include: I.Q. 9, P.S. 13, and P.E. 12.
Skill Cost: 15 Years (13 Years as a Secondary Martial Art Style)
The Swiss Guard style originated with the many Swiss military victories of 1386-1499 which resulted in all the nations of Europe employing mercenaries from Switzerland. Originally derived from defensive peasant levies from Uri, Schwyz, and Unterwalden, Swiss troops could be levied within two to four days, armed and carrying a few days supplies.
There are three main weapons used by Swiss troops: halberds, pikes and the crossbow. The Swiss Halberd had a broad axe blade as its main weapon, with a long point for thrusting and a hook to pull riders from their horses, in the hands of the brawny Swiss mountaineer, it cleaved through the finest armor of Europe as easily as flesh or bone. However, the halberd eventually gave way to the pike as the preferred weapon of Swiss troops. The Swiss pike was 21 feet long with 3 feet of steel protecting the tip from being slashed by swords or axes. Swiss skill with the crossbow is illustrated by the classic legend of William Tell. The ability of the crossbow to puncture heavy armor made it an ideal ranged weapon for the lightly armed Swiss infantry. Other weapons used, though less so than the primary three, were lucern hammers, morning stars and two-handed swords.
Swiss guards are still seen today, guarding Vatican City and the Pope. Due to changing times, a much stronger emphasis has been placed on the Swiss Guards' military function and their training has been upgraded to include unarmed combat as well as issue of pistols and submachine-guns.
Costume: Swiss Infantry were lightly armored with metal helmets and metal or leather cuirasses and possibly light greaves for the halberdiers while the pikemen typically wore felt hats or metal helmets in addition to padded or leather cuirasses. Gaudy uniforms didn't become the norm until the early 16th century and typically consisted of orange and blue stripes.
The official dress uniform of the Swiss Guard is a Renaissance-styled jumpsuit of blue, red, orange and yellow whereas the working uniform consists of blue coveralls and a black beret.
Stance: Feet shoulder's width apart with knees bent about halfway down, back and shoulders straight upright. The hands and arms holding the pike or halberd away from the body and vertical to the ground; the top hand holding the wood at the top and the bottom hand holding it at the bottom.
CHARACTER BONUSES Add +2 to P.S.
Add +2 to P.E.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm.
Hand Attacks: Punch (Human Fist).
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Backward Thrust, Combination Strike/Parry, Combination Weapon Attack/Kick (NEW!), Death Strike (NEW!), Power Weapon Attack (NEW!), Trip/Leg Hook - Weapon (NEW!)
Holds/Locks: Neck Grapple with Weapon.
Weapon Kata: W.P. Halberd (Polearm), W.P. Reverse Stroke, W.P. Pike (Spear), W.P. Crossbow
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: None
Languages: Swiss, English, French, Italian, Latin.
Cultural: Military Etiquette
Physical: Boxing, Forced March, Wrestling
Weapon Proficiencies: W.P. Halberd (Polearm), W.P. Reverse Stroke, W.P. Pike (Spear), W.P. Crossbow, W.P. Lucern Hammer (Polearm), W.P. Morningstar (Chain), W.P. Two Handed Sword (Large Sword).
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Schwingen (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry, +1 to Disarm, +1 to Dodge, +1 to Roll with Punch/Fall/Impact
2nd: +1 to Strike with Polearm, +1 to Damage with Polearm
3rd: +1 Attack per Melee
4th: +1 to Strike, +1 to Parry, +1 to Disarm
5th: Add 3 levels to one Weapon Kata
6th: Death Strike on a Natural 20
7th: +1 Attack per Melee
8th: Critical Strike on a Natural 19 or 20
9th: +1 to Strike with Polearm, +1 to Damage with Polearm
10th: +1 to Dodge, +1 to Roll with Punch/Fall/Impact
11th: +1 to Strike, +1 to Parry, +1 to Disarm
12th: Critical Strike on a Natural 18, 19, or 20
13th: +1 to Strike with Polearm, +1 to Damage with Polearm
14th: +1 to Dodge, +1 to Roll with Punch/Fall/Impact
15th: +1 Attack per Melee
Why Study SWISS GUARD? Not as flashy as some arts, but meant to handle a large variety of combat situations. In combat situations, it teaches the essential skills needed for defeating an opponent. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. On the other hand, there are few/no special powers or abilities, so it's pretty limiting in any other circumstances.



Systema By BocephusKhan
Entrance Requirements:
Skill Cost: 10 Years (Primary),5 Years (Secondary)
Systema is a martial art native to Russia. It originated in the eastern part of the country to fend of the Invaders from the east. During the communist revolution the practice of this martial art was suppressed and replaced with Sambo. Sambo is a newer martial art based on Russian folk wrestling, Jujitsu, and Goju Karate. Systema during communist rule was only practiced by the elite spetznaz (special forces) teams. After the fall of the Soviet Union, Vladimir Vasiliev brought this martial art to the west with him. His school in Toronto is the main Systema school in the world. Dedicated Systema practitioners fast (no food or Water) for 24 hours once a week and douse them selves twice daily (dump a bucket of ice cold water over themselves outside in any weather).
Costume: Military Style pants and t shirt
Stance: Conversational stance--Systema discourages formal stance work and prefers a more fluid and less rigid way of moving
Character Bonuses Add +3 to save v.s. pain
+5 roll with punch/fall
+1 P.S., P.E., M.E.
+ 3D6 S.D.C.
Combat Skills Attacks per Melee: 1
Escape Moves: break fall, roll, somersault, roll with punch/fall
Attack Moves: holds, locks, tackle, take-down
Basic Defense Moves: automatic parry, dodge
Advanced Defense Moves: Disarm, automatic body flip/throw
Hand Attacks: punch, power punch, backhand, elbow, body flip
Foot Attacks: kick, knee
Jumping Foot Attacks: none. Systema discourages jumping except as an escape
Special Attacks: Systema Slap!! does 1D4-1 points of damage(no P.S. bonuses added and yes can do zero points of damage) defender must roll save v.s. pain(using the P.S. bonus as a negative modifier for the defender) or defender loses next attack cannot be rolled with, characters may only parry this attack with a weapon or forearm guards of some type.
Holds/Locks: arm hold, neck hold, arm lock, wrist lock
Weapon Kata: knife
Modifiers to Attacks: Critical Strike 20, Critical Strike From Behind +3, Knock-Out/Stun +1 , Knockout/Stun from Behind +3
Skills Included in Training Martial Art Powers: Select one of the following: Dam Sum Sing, Vital Strike Atemi, Kangeiko
Languages: Russian
Cultural: Russian Folk Medicine(equal to Medical: First Aid )
Physical: None
Survival: None
Temple: Fasting
Weapon Proficiencies: None
Philosophical Training: Systema is a very fluid style which believes in taking the natural tendencies(defensive and offensive) and turning them into the individuals fighting style. Systema is ruled by three maxims breath, maintain form, and relax. Systema does not teach techniques instead the student is presented with a situation and they are to explore the various solutions to the problem while adhering to the three maxims.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
Moo Gi Gong, Jujitsu, Aikido, and Hwarang-do may be learned in half the normal time
Level Advancement Bonuses 1st: (+5 to roll with punch/fall/impact, +2 parry) or +1 attack
2nd: (+3 disarm or +1 to strike)
3rd: (+1 attack per melee or +5 to roll with punch/fall/impact)
4th: +2 to strike or +2 to damage or +3 roll with fall/punch/impact
5th: tripping leg hook or backward sweep or +1 strike
6th: +1 attack per melee or +4 save v.s. pain, poison, mind control or +1 to strike
7th: critical strike on 18+ or automatic dodge
8th: special: may use Systema slap as a parry
9th: +1 attack per melee or deathblow
10th: +3 strike or +3 roll with punch/fall/impact
11th: +2 strike, disarm, body flip/throw
12th: +1 attack per melee
13th: may use ordinary objects as Moo Go Gong (1D6 damage with non-weapon objects) or Critical Strike 17+
14th: Select any martial art power or deathblow
15th: +1 attack per melee or deathblow
Why Study Systema? Learn the secret fighting art of the Russian Special Forces. Instead of molding yourself to fit a style of martial art, mold the martial art to fit your style. Study a martial art most people have never heard of. For more information on the real Systema check out the link below Russian martial arts

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