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Tommy Arashikage (Young Master)



Martial Arts Styles – T:


http://web.archive.org/web/20091027113826/http://geocities.com/kuseru/PMAN/StyleT.htm


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


Tae Kwon Do "Way of hands and feet" is a striking martial art. Kicks and punches are combined efficiently for the best possible attack. A very kick oriented martial art.


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



TAHTEEB By Kuseru Entrance Requirements: No Alignment restrictions. Minimum Attributes include a P.S. of 11 and Spd. of 13. Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style) Tahteeb, also known as Tahtib and Tehteeb, is an Egyptian dancing and stick fighting style. Five areas of fighting are taught in this form. Horseback fighting with staff, foot fighting with stick and staff, combative dance, social dance, and an imitation of women variant. Blocking and parrying are essential defenses, with striking attacks taking precedence over joint locks. Realistic techniques are blended with flashy maneuvers to create fakes and counters in the style. Footwork is also of import, with charging and circling techniques, particularly "horse stepping" used to confuse an opponent. There are two weapons used in the style: a four foot long stick known variously as Asa, Asaya, or Shoum, and the 12 foot long staff, known as Naboot. Costume: Arab Winter Wear: An aba (the traditional desert robe, simple and flowing in design. Most abas are monochromatic-- black, brown, and white being favorite colors. The amount and type of embroidery on the edges reflects the relative luxury of the garment; the best abas are trimmed with threads of gold. Some abas may be made of dyed fabric and bright colors, especially those designed for festival days and special occasions. The aba is closed at the waist with a sash and has full, open sleeves.), with a Jellaba (heavy "winter aba," which runs to the ground, is typically less decorative than the aba and is made of wool or felt) worn over it. It is worn with a keffiyeh (headcloth) and an akal (a cord or group of cords designed to hold a keffiyeh snugly to the head. Basic versions are simply hemp cords, but more ornate agals are made of silk, and some are trimmed with semi-precious stones and dusted with gold.). Stance: Standing upright with head bowed down slightly, eyes half-closed, hands loosely holding the staff, one over the other, over the heart, with the palms pointing inward. CHARACTER BONUSES Add +2 to M.E. Add +3 to M.A. Add +1 to P.P. Add +1D6 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Maintain Balance, Turn with Punch/Fall/Impact. Attack Moves: Forward Spin, Horse Stepping (New). Basic Defense Moves: Automatic Parry, Backward Turn, Dodge, Parry. Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Spinning Evasion Hand Attacks: Back Hand, Punch (Human Fist), Rotary Palm Strike. Basic Foot Attacks: Crescent Kick, Kick Attack, Roundhouse Kick, Snap Kick, Wheel Kick. Jumping Foot Attacks: None. Special Attacks: Backward Thrust (NEW!), Trip/Leg Hook - Weapon (NEW!). Holds/Locks: None. Weapon Kata: W.P. Stick (Blunt), W.P. Staff. Modifiers to Attacks: Critical Strike, Feint (NEW!), Pull Punch SKILLS INCLUDED IN TRAINING Martial Art Powers: None. Languages: Arabic Cultural: Dance, Horsemanship Weapon Proficiencies: W.P. Stick (Blunt), W.P. 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), Sebekka (6 Years), Silambam (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Turn, +1 to Spin, +1 to Damage with stick or staff. 2nd: +1 to Strike, +1 to Maintain Balance. 3rd: +1 to Parry/Dodge, +1 to Damage with stick or staff. 4th: +1 Attack per Melee. 5th: +1 to Turn, +1 to Spin, +1 to Damage with stick or staff. 6th: Critical Strike on a Natural 19 or 20. 7th: +1 to Strike, +1 to Maintain Balance, +1 to Damage with stick or staff. 8th: +1 Attack per Melee. 9th: +1 to Parry/Dodge, +1 to Damage with stick or staff. 10th: +1 to Turn, +1 to Spin. 11th: +1 to Strike, +1 to Maintain Balance, +1 to Damage with stick or staff. 12th: +1 Attack per Melee. 13th: +1 to Parry/Dodge, +1 to Damage with stick or staff. 14th: Critical Strike on a Natural 18, 19, or 20. 15th: +1 Attack per Melee. Why Study Tahteeb? Capable of dealing with multiple attacks or multiple attackers with equal ease. This style lacks any true spiritual training, which may be loss for some. This style is an extremely deadly art with a weapon. A good all-around style with some nice moves and a solid basis.



Taido By Kuseru Entrance Requirements: Characters must be of an Honorable Alignment. No Attribute requirements. Skill Cost: 15 Years (11 Years as a Secondary Martial Art Style).


Taido is an Okinawan martial art derived from Okinawan Karate styles in 1965 by Seiken Shukumine (called Saiko Shihan by taidoka (practitioners of Taido)). Having previously created Gensei Ryu Karate, Shukumine felt that karate was limited by its two dimensional nature. To overcome this, he performed rigorous research and training to perfect a three dimensional, scientific martial art style. Tai is a Japanese word made from two characters, Mi (one's body/one's person) and Karada (body (of a living creature)). When these two kanji are together, you get the word shintai (body). As one kanji, this word becomes simply 'Tai' or Mind and Body. Do is most commonly translated as "way." Altogether, Taido can be taken to mean, "The Way of Mind and Body." (Note: This is how the name came about...I still don't understand how changing the word 'body' from two kanji to one kanji changes the word to mean "mind and body" especially since both of the kanji by themselves mean "body.")


Taido's revolutionary method of combat offers many acrobatic maneuvers; spinning, twisting, quick footwork, and continually changing body angles. In Taido, attack and defense are developed through changes in body axis. There are five movement techniques used to accomplish this, based on clouds, lightning, tornadoes, waves, and whirlpools. These five techniques are Sengi (top spinning movement), Ungi (ascending/descending like a wave movement), Hengi (falling tree movement), Nengi (whirl-like movement), and Tengi (rolling ball-like movement). These movements are combined with attacks such as punches and kicks and make it possible for the taidoka to perform a defensive movement at the same time as they deliver the attack.


Each of the five types of movement are guided by five principles (Doko Go Kai) which act as guidelines for how the movement should be performed. These principles address five points, the natural phenomena which guides the motions of each technique, awareness of each technique's weakness, points which make the technique more effective, timing and correct body movement to be employed for execution of the technique, and the specific target of the technique. Furthermore, the techniques are performed by following five methods, Unsoku (ways to move the feet), Sotai (ways to move the body in the technique), Seiho (ways to control the opponent), Kimegi (ways to finish the technique), and Gentai (ways to return to the starting point). Taido also uses Hokei (a complex routine of techniques and movements) to train students in practical applications of Taido techniques.


In addition to the technical aspects, there are further physical aspects which play a role in Taido. From the study of acupuncture, the effects of body movement and breathing have been studied. Three principles are kept in mind when practicing Taido techniques. Taiki (body energy) uses breathing to add Chi to the techniques. Doko (movements) are ways to move the body at the start of a technique. Seigyo (control) is used to develope the technique. These principles allow men and women of all ages to perform the techniques of Taido without worrying about their health or physical condition.


Taido's philosophy is formed by five laws which govern the ethics of Taido practitioners. 1. If the mind is clear and calm, you can see past what is useless and into the heart of all matters. With the correct state of mind, you will never be deceived. 2. The mind, spirit, and body are one. Be dignified by this unity and you need fear no insult. 3. With concentration, enormous energy can be created from within the body. This spirit will prevent you from being threatened. 4. With thorough training, you will be able to determine the correct course of action without hesitation. 5. Taido's techniques flow seamlessly together. When you acquire adaptability to these techniques, you will never be restrained.


Taido instruction can be found in Australia, Canada, Finland, France, Japan, Netherlands, Sweden, and the United States.


Costume: White Karate Gi with white headband and white wrist and ankle bands. Stance: Right leg bent out to the right and forward, left leg at a right angle, with knee bent out to the back. Shoulders twisted at angle from the waist. Right arm extended and curved back, left arm back and curved upward and forward. CHARACTER BONUSES Add +5 to Chi Add +1 to M.E. Add +1 to M.A. Add +1 to P.S. Add +1 to P.E. Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Turn with Punch/Fall/Impact (SPECIAL!). Attack Moves: Back Flip, Cartwheel, Forward Spin (SPECIAL!), Roll. Basic Defense Moves: Automatic Parry, Backward Turn (SPECIAL!), Dodge, Parry. Advanced Defense Moves: Circular Parry, Multiple Dodge, Spinning Evasion (SPECIAL!). Hand Attacks: Drop Punch (This is the combination of falling to the ground, a Dodge and a Punch. The strike can be either a Knife Hand, Ridge Hand, or Spear Hand. It's done in place of a Dodge as a defensive move. First, make the roll to Dodge. If successful, then roll to Punch. The opponent can defend normally. No bonuses to Dodge, Strike, Punch or Damage. Uses up one melee attack/action.), Knife Hand, Ridge Hand (New!), Spear Hand (New!). Basic Foot Attacks: Crescent Kick, Reverse Turning Kick, Roundhouse Kick, Wheel Kick. Jumping Foot Attacks: Flying Reverse Spinning Kick (SPECIAL!), Flying Jump Kick, Flying Reverse Turn Kick. Special Attacks: Flying Leap Attack, Leg Choke (New!), Roll/Knockdown, Spinning Leap Attack (SPECIAL!). Holds/Locks: None. 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 Martial Art Techniques and Special Kata (Note: No Weapon Kata allowed!). If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical). Languages: Japanese Physical: Gymnastics Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Chito Ryu (3 Years), Gensei Ryu (3 Years), Goju Ryu (3 Years), Isshin Ryu (4 Years), Kobujutsu (2 Years), Naha Te (6 Years), Okinawa Kenpo (4 Years), Ryukyu Kenpo (7 Years), Shorei Ryu (3 Years), Shorin Ryu (4 Years), Shorinji Ryu (4 Years), Shuri Te (5 Years), Tomari Te (3 Years), Uechi Ryu (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Turn(either with Punch/Fall/Impact or Forward/Back), +1 to Spin. 2nd: +1 to Strike, +1 to Back Flip. 3rd: +1 to Roll with Punch/Fall/Impact, +1 to Turn(either with Punch/Fall/Impact or Forward/Back), +1 to Spin. 4th: +1 to Parry/Dodge. 5th: Select One (1) Additional Martial Art Power from Chi Mastery, Martial Art Techniques, or Special Kata. 6th: +1 Attack per Melee, +1 to Strike. 7th: Double Existing Chi. 8th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20. 9th: +1 to Roll with Punch/Fall/Impact, +1 to Turn(either with Punch/Fall/Impact or Forward/Back), +1 to Spin. 10th: Select One (1) Additional Martial Art Power from Chi Mastery, Martial Art Techniques, or Special Kata. 11th: +1 to Roll with Punch/Fall/Impact, +1 to Turn(either with Punch/Fall/Impact or Forward/Back), +1 to Spin. 12th: +1 Attack Per Melee, +1 to Strike, +1 to Back Flip. 13th: +1 to Roll with Punch/Fall/Impact, +1 to Turn(either with Punch/Fall/Impact or Forward/Back), +1 to Spin. 14th: Double Existing Chi. 15th: Select One (1) Additional Martial Art Power from Chi Mastery, Martial Art Techniques, or Special Kata. Why Study Taido? Since this style has a great number of new and unusual techniques, it is often baffling to students of other martial arts. The integration of philosophy with movement makes it a powerful style, but it may be overly complicated.



Taijutsu (Exclusive) By Kuseru Entrance Requirements: No Alignment restrictions. Requires minimum M.E.: 10, P.S.: 10, P.E.: 10, and P.P. of 10. Skill Cost: 14 Years


The origins of the combative martial art of Taijutsu are shrouded in mystery through 1000 years of history. Mythological manifestations, the military influences of China, and Samurai clans who lost out in the many power struggles of Japan all lay claim to the origin of the style. This wide diversity in sources means that Taijutsu draws from such styles as jujutsu, karate, kenpo, and the various samurai fighting styles. This style provides training in both armed and unarmed combat, as well as history, philosophy, and military strategy. Training is quite comprehensive, teaching a wide selection of combat skills rather than relying on any specific area of training.


Physical training focuses on body mechanics, distancing (ma-ai), flow (nagare), posture (kamae), rhythm (ritsudo), and timing by using Tai Sabaki (body movement) to achieve skillful use of the techniques. This method of training doesn't rely on speed or strength for successful technique implementation. Training is often conducted with partners to further develop and refine the skills developed through continually practiced techniques.


Unarmed training covers skill in Taihenjutsu (Body Changing Skill) which includes avoidance of attacks, break falling (Ukemi), falling, leaping (tobi), posture (kamae), and rolling; Dakentaijutsu (Striking Techniques) which include body strikes, punches, kicks, nerve strikes and manipulations(koshijutsu), and bone breaking (koppojutsu); Jutaijutsu (Grappling Techniques) which includes both application for and how to escape from chokes (shimewaza), holds, locks (Gyakuwaza), and throws.


Weapons training begins with practice in avoiding and defending against armed attackers, later progressing to learning weapon techniques. The basic weapons training has two purposes, it trains the practitioner how to avoid and defend against weapon attacks and also allows them to overcome any fear of weapons. It also helps to perfect the training principles of Taijutsu. Weapons taught include Bisento, Bokken, Fukiya, Black Powder Firearms, Hanbo, Jo, Jutte, Katana, Kodachi, Kusari Fundo, Kusarigama, Kyoketsu Shoge, Metsubushi, Naginata, Nawa, Ninjato/Shinobi-Gatana, Rokushaku Bo, Shikomi Zue, Shinobi Zue, Shuko/Ashiko, Shuriken (particularly Bo Shuriken, Senban Shuriken, and Token), Tachi, Tanbo, Tanto, Tessen, Tetsubishi/Idagama, Toami, Yari and Yumi.


Early in training kata is taught to provide insturction in the mechanics of body motion, posture, and flow. Kata are also used to introduce the basics of striking and grappling techniques as well as escapes. Later, Randori (free-style sparring) is stressed to teach the student to create and explore different applications of the techniques in a wide variety of situations. This teaches the practitioner basic techniques while allowing them to develop the application of these techniques in a manner which adapts to the movements of the opponent. This type of training creates a free flowing, natural style which is highly dynamic, adaptable, and quite useful for self defense.


Related training includes Explosives (Kayakujutsu), Fire (Kajutsu), Firearms (Hojutsu), Horsemanship (Bajutsu), Leaping (Hichojutsu), Ninja Tools (Kakushi Buki), Underwater skills (Sui-Ren), and Water training (Suijutsu).


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 P.S. Add +1 to P.P. Add +1 to P.E. Add +4 to Spd. Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Leap, Roll with Punch/Fall/Impact. Attack Moves: Cartwheel, Back Flip. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Breakfall, Circular Parry, Disarm. Hand Attacks: Claw Hand, Fingertip Attack, Fore Knuckle Fist, Thumb Drive Fist(Boshi Ken). Basic Foot Attacks: Backward Sweep, Forward Sweep, Kick Attack, Snap Kick. Jumping Foot Attacks: Jump Kick. Special Attacks: Choke, Death Blow (REVISED!), Death Blow from Behind (NEW!), Death Strike (NEW!), Death Touch (NEW!), Elbow, Hip Throw (New!), Knee, Pommel Strike (New!), Roll/Knockdown, Shoulder Throw (New!), Shuriken Stab (New!), Sweeping Throw (New!). Holds/Locks: Arm Hold, Elbow Lock, Neck Hold/Choke, Wrist Lock. Weapon Kata (Choose Two): W.P. Bisento (Polearm), W.P. Black Powder (or Matchlock), W.P. Hanbo (Blunt), W.P. Jo (Staff), W.P. Jutte (Forked), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusari Fundo (Chain), W.P. Kusarigama (Axe & Chain), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Naginata (Polearm), W.P. Ninjato (Short Sword), W.P. Rokushaku Bo (Staff), W.P. Shuriken (Thrown), W.P. Tanto (Knife), W.P. Tessen (Fan), W.P. Yari (Spear). 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 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: Use Ninja Tools (New!). Physical: Climbing , Swimming, and Swimming: Scuba. Weapon Proficiencies (Pick Ten): W.P. Axe, W.P. Black Powder (or Arquebus & Matchlock), W.P. Blunt, W.P. Bow, W.P. Chain, W.P. Fan, W.P. Forked, W.P. Knife, W.P. Large Sword, W.P. Mouth Weapons, W.P. Net, W.P. Polearm, W.P. Short Sword, W.P. (Demon) Snare, W.P. Spear, W.P. Staff, and W.P. Thrown. Philosophical Training: Ninpo: This is an eclectic combination between a code of honor and a spiritual path of seeking enlightenment. The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor. 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), Shinobijutsu (3 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, +1 to Strike, +1 to Dodge, Critical Strike from Behind, Death Strike on a Natural 20. 2nd: +1 to Cartwheel/Back Flip, +1 to Parry 3rd: +1 to Roll/Knockdown, +1 to Throw 4th: +1 Attack per Melee, +1 to Leap 5th: 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), Select One (1) additional Martial Art Power from among Martial Art Techniques and Special Kata. 6th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike, +1 to Dodge 7th: +1 to Cartwheel/Back Flip, +1 to Parry 8th: +1 Attack per Melee, +1 to Leap 9th: +1 to Roll/Knockdown, +1 to Throw 10th: Death Blow from Behind, Select One (1) additional Martial Art Power from among Martial Art Techniques and Special Kata. 11th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike, +1 to Dodge 12th: +1 Attack per Melee, +1 to Leap 13th: +1 to Cartwheel/Back Flip, +1 to Parry 14th: +1 to Roll/Knockdown, +1 to Throw 15th: Death Touch on a Natural 20, Select One (1) additional Martial Art Power from among Martial Art Techniques and Special Kata. Why Study Taijutsu? Pure mastery of the unarmed and weapon techniques of ninjutsu.



Taizu Quan- Song Emperor's Long Fist By Hibik Entrance Requirements: Skill Cost: 12 Years (6 Years as a Secondary Martial Art.)


Considered by some to be somewhat of a forefather to modern Chinese Kung Fu, Taizu Quan (also commonly known simply as Long Fist, or Chang Quan.) was created by the first Emperor of the Song Dynasty, Zhao Guangyin (who was known as Song Taizu, or "Great Emperor of the Song Dynasty", out of respect.). Song Taizu was a very skilled general, and a very talented Martial Artist. He originally devised what was known as the 32 Posture Long Fist Form, which later became known as Taizu Chang Quan (Song Emperor's Long Fist). While Taizu Quan was by no means the first style of Kung Fu (Kung Fu existing long before the Shaolin Temple, and before the 1st century B.C.), it became a very prominent style in the Martial Arts Community. From its creation, it became very popular amongst the common folk, who often needed a way to keep fit during the winter months, as well as a way to defend themselves from bandits.


With various teachers, each teaching various methods to different villages, eventually variations of Chang Quan sprung up, each style emphasizing different elements. From this, Chang Quan became a very open system, encompassing an extremely broad range of skills, and weapons. A general characteristic of this style is that it is very open, and unspecialized. Unlike more closed, specialized systems such as Bak Mei, Chang Quan is more of a free spirited and honest art, using many varieties of movements both long arm and short, and a very large complement of weapons. Chang Quan practitioners tend to have a lot of spirit, and are very much free spirited and bold. Wide sweeping movements and circular blows are very prominent in this style. Chang Quan is most noted for its extremely strong grasp of the basic skills, stances, and techniques of Kung Fu. It is due to this "grassroots" attitude, that more recent styles of Kung Fu have taken their basic skills from Chang Quan. Even the internal Taiji Quan has taken a large amount of its stances and posture from Chang Quan. It should be noted that the popular Bei Shaolin Chang Quan (Northern Shaolin Long Fist) is closely related to Chang Quan, but is a separate art from Taizu Quan.


In combat, a master of Chang Quan is quick and dynamic. Speed is his ally, rather then sheer damaging power. While Chang Quan is considered a Northern Chinese style, Chang Quan does not follow the rule of "Northern Leg, Southern Fist" in combat. Often, jump kicks and the more dynamic kicks above the head are merely for training purposes. In combat, kicks are kept low, and below the waist. Arm movements are quick and circular, and stances are kept sturdy and stable. A master is typically courageous and spirited, never backing off, and fighting hard, which only adds to the reputation of this style.


Taizu Quan and the other Chang Quan variants are very popular in China. Chang Quan is often practiced as a division of Contemporary Wushu, which adds to its popularity, but the more combative forms of Chang Quan can be found in China, Hong Kong, and Taiwan.


Note: Chang Quan is often used as a general term for the Northern Styles of Chinese Martial Arts, and is also one of the categories of Contemporary Wushu. The art represented here is a representation of the original style of Chang Quan, and its closely related styles.


Costume: Silk Kung Fu Outfit. Stance: Stances in Chang Quan vary, but they are typically very stable. The Forward Bow and Arrow Stance, Hanging Stance and Cat Stance are commonly used. Arms tend to be extended out. CHARACTER BONUSESAdd +10 to S.D.C. Add +2 to P.E. Add +1 to P.P. Add +3 to Spd. COMBAT SKILLS Attacks Per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Backflip, Maintain Balance. Attack Moves: Leap. Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Circular Parry. Hand Attacks: Punch (Strike), Double Knuckle Fist, Palm Strike, Backhand, and Knife Hand. Basic Foot Attacks: Kick, Snap Kick, Crescent Kick, Backward Sweep, and Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Knee, Elbow, and Forearm. Holds/Locks: None. Weapon Katas (Select Two): WP Jian (Sword), WP Dao (Saber/Broadsword), WP Gun (Staff), WP Qiang (Spear), WP Shao Zi (Sweeper), WP Bian (Hard Whip), WP Bi Shou (Daggers (Paired)), WP Ji (Halberd), WP Pu Dao, WP Chan (Shovel), WP Ba (Rake), WP Jie Bian (Chain Whip), or WP Cha (Fork/Student). Modifiers to Attack: Pull Punch, Critical Strike, Critical Strike from Rear, and Knockout/Stun. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) from Body Hardening Exercises, or Specialty Katas. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Languages: Chinese (select any dialect.) Physical: Body Building, Running. Philosophical Training: Taoism or Buddhism. If this is your primary martial art form, then the following other forms can be learned in shorter time: Choy Lay Fut (4 Years), Cha Quan (4 Years), or Bei Shaolin Chang Quan (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Strike. 2nd: +1 to Parry and Dodge, +1 to Maintain Balance. 3rd: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 4th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, or Specialty Katas. 5th: +1 to Parry and Dodge. 6th: +1 Attack per Melee, +1 to Initiative. 7th: Critical Strike on a Natural 19-20, +1 to Strike. 8th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, or Specialty Katas. 9th: +1 to Parry, +1 to Maintain Balance. 10th: +1 Attack per Melee, +1 to Dodge. 11th: +1 to Strike, and +1 to Initiative. 12th: +1 to Roll with Punch/Fall/Impact. 13th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, or Specialty Katas. 14th: Critical Strike on Natural 18-20, and +1 to Parry. 15th: +1 Attack per Melee, +1 to Strike. Why Study Taizu Quan? A bold, quick, and dynamic style, Chang Quan is a very beautiful art, with a solid foundation on the basic skills of Kung Fu. Its open nature and well-rounded techniques, as well as its large choice of weapons, makes it a very flexible art. Its only weakness is a lack of internal abilities.



Takagi Yoshin Ryu Ninjutsu By Kuseru Entrance Requirements: No Alignment or Attribute restrictions. Skill Cost: 12 Years (10 Years as a Secondary Martial Art Style).


The Japanese ninjutsu martial art of Takagi Yoshin Ryu gets it's beginning with a priest called Unryu or Sounryu (Cloud Dragon) of the Abe family, who was skilled in Bojutsu, Naginatajutsu, Shurikenjutsu, Sojutsu, and Taijutsu. Unryu taught these techniques ot the famous martial artist Ito Kii Sukesada, a samurai from Katakura Kojuro in Fukushima Province. Ito added Hanbo, Kenjutsu and Kodachi to the teachings of Unryu. Ito then passed these skills on to Takagi Oriuemon Shigenobu (1625-1711), a young samurai from Tohoku-Shiroishi Han in Oku. Shigenobu added some techniques of Takenouchi Ryu Jujutsu.


In addition to choking, grappling and throwing techniques derived from Jujutsu, this style also emphasizes Dakentaijutsu (striking techniques) used very quickly at short combat distances. Basic skills include breakfalls, blocks, counter-striking techniques, and hold releases, as well as disarms against armed opponents. This style emphasizes chokes, nerve strikes, pain holds, surprise attacks, tripping leg kicks, and throws. Weapons Taught include Bo, Hanbo, Katana, Kodachi, Naginata, Shuriken, Tanto, and Yari.


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: Kosei no Kamae: In this stance, the left leg forward, right leg back (taking 80% of body weight) with foot at 90 degrees to the body. The right hand is clenched into a fist and raised level with the temple with the forearm rising at approximately 60 degrees into the air. The left hand is clenched into a fist and points to the right elbow as if shielding eyes from the sun. CHARACTER BONUSES Add +2 to P.P. Add +1 to P.E. Add +4 to Spd. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Breakfall, Circular Parry, Disarm. Hand Attacks: Fingertip Attack. Basic Foot Attacks: Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Combination Grab/Slash, Death Strike (New!), Hand Throw (New!), Joint Throw (New!), One-Hand Choke (New!), Reverse Hold/Throw (New!), Snap Strike (This attack can be used with will all hand strikes EXCEPT Backhand, Chuk, Duo-Claw Strike, Duo-Knuckle Strike, Lau, Overhead Fore-Knuckle Fist, Power Punch, Push Open Hand, Rotary Palm Strike, Roundhouse, Sticky Hand, Two Palm Push, and Uppercut. This is a hand strike can only be performed at Grappling (Combat) Range and allows the attacker to perform a hand strike which the opponent has trouble rolling with. If the strike successfully hits, the opponent can still attempt to reduce damage, but does so with no bonuses and at a -2 penalty to the roll.), Sweeping Throw (New!), Two Handed Choke (New!). Holds/Locks: Elbow Lock, Wrist Lock, Neck Hold/ Choke. Weapon Kata (Pick Two): W.P. Bo (Staff), W.P. Kodachi (Short Sword), W.P. Shuriken (Thrown), W.P. Tanto (Knife), and W.P. Yari (Spear). 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 Arts of Invisibility, Atemi, and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese, Japanese: Takagi Yoshin Ryu diealect. Physical: Acrobatics, Prowl. Survival: Wilderness Survival. Temple: Meditation. Weapon Proficiencies: W.P. Bo (Staff), W.P. Hanbo (Blunt), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Naginata (Polearm), W.P. Shuriken (Thrown), W.P. Tanto (Knife), and W.P. Yari (Spear). Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor. 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), Hontai Yoshin Ryu (5 Years), Kashima Shin Ryu (3 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Maniwa Nen Ryu (4 Years), Shinden Fudo Ryu (7 Years), Shinmuso Hayashizaki Ryu (5 Years), Tatsumi Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Disarm, Critical Strike from Behind. 2nd: +1 Parry/Dodge, +2 to Breakfall. 3rd: +1 to Initiative, +1 to Body Flip/Throw (includes all throws). 4th: +1 Attack per Melee. 5th: Critical Strike on a Natural 18, 19 or 20. 6th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques. 7th: +1 to Strike, +2 to Disarm. 8th: +2 Parry/Dodge, +1 to Breakfall. 9th: +1 Attack per Melee. 10th: +1 to Roll with Punch/Fall/Impact. 11th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques. 12th: Death Strike on a Natural 20. 13th: +1 to Strike, +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 Disarm, +1 to Initiative. 15th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques. Why Study Takagi Yoshin Ryu Ninjutsu? Derived from jujutsu instead of taijutsu unarmed techniques, this style is considered somewhat more conventional than other ninjutsu styles, but it still gets the job done.



Tan Tui- Spring Leg Boxing By Hibik Entrance Requirements: P.S. and P.E. of 11 or higher. No alignment restrictions. Skill Cost: 10 Years (5 Years as a Secondary Martial Art)


Tan Tui, which translates to "Springing Legs" or "Flicking Legs", is also known as Cha Quan (Cha Family Fist), in honor for its founder, Cha Shang Yir. Cha Shang Yir was a Chinese Muslim (a member of the Hui people) who lived during the Ming Dynasty (1368-1644 AD), who also had the name Chamir. During the Ming Dynasty, as Japanese pirates harassed the southeastern coasts of China, and the Chinese army were amassing in the south to fight off the foreign pirates. Chamir came from the far north, and had to march over large mountains and rivers to get to the southeast.


During the march, Chamir became ill from the wet and cold, and was left behind in a village in Guanxian County, Shandong Province, to recuperate. When Chamir recovered, he eventually started teaching the villagers his style of Kung Fu, in order to repay their kindness for making him well again. Tan Tui was a style he had been developing for many years, and people form all around came to learn his art, which at the time had 28 routines in its system. After Chamir died, the villagers named the art Cha Quan, out of respect for him.


The 28 Tan Tui routines (which were in alphabetical order, in Arabic, which was commonly used by the Hui people.) were later broken down into 10 primary routines, which became commonly practiced. Eventually, the Long Tam Shaolin Temple of Shandong province incorporated Tam Tui into their training, and eventually developed into the 12 routine Tam Toi style, named after its father temple. However, the 12 Routine Tam Toi has several major differences to the original Tan Tui (an example would be all kicks are knee level or lower.), and is thus considered a separate style.


Tan Tui is considered a long fist art, due to the massive amount of kicking involved. Kicks are generally favored at waist level or higher, with lots of high leaps and jump kicks. The hands are used to attack when the enemy is close, and to block and parry, but the legs are the primary attacking agent. Sweeps are also common to this style, being able to bring an opponent down with extremely powerful leg muscles. Tan Tui artists are also very nimble, being able to make large leaps and jumps with no effort. All movements come from the waist, and smooth and fluid motion and energy expenditure is emphasized. Students are taught to keep motion fluid and stay relaxed, as to conserve energy in combat. When striking, a Tan Tui artist remains relaxed, but concentrates their energy into strong, whip like blows, which produce a more concentrated and painful blow. A reason for the style's name is the appearance that the legs and arms and like whips, flinging out to sting an opponent.


In combat, a master of Tan Tui will leap into combat, and then began a barrage of kicks, which are aimed above the opponent's waist. He will block any attacks with his arms (and possibly his legs), and use a punch or palm to force his opponent back, so he can keep them at a fair range to deliver his powerful kicks.


The original Tan Tui style is a rare style to find. The Shaolin variants (the 12 Routine, 16 Routine, 18 Routine, and various others.) are today the prominent styles of this art, but the original Tan Tui is still taught in Northern China, especially in Shandong province and the northern provinces where the Hui people reside.


Note: There are two styles that are referred to as Cha Quan. One is Tan Tui (in honor of its founder, Chamir), and the other is the Cha/Hua Style, which was created by Hua Zong Qi and Cha Yuan Yi, and originally known as Jianzi Quan (frame Boxing). The Cha/Hua Styles are shorter ranged northern arts more akin to the Baji (8 Extremes) Style.


Costume: Silk Kung Fu Uniform. Stance: A fairly shallow, yet firm stance, ideal for lots of kicking, and yet rooted enough to stay on the ground when the artist wants to. CHARACTER BONUSES Add +10 to S.D.C. Add +2 to P.S. Add +1 to P.P. Add +1 to P.E. COMBAT SKILLS Attacks Per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Leap. Attack Moves: Leap. Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Multiple Dodge. Hand Attacks: Punch (Strike), and Palm Strike. Basic Foot Attacks: Kick, Snap Kick, Crescent Kick, Reverse Turning Kick, and Backward Sweep. Jumping Foot Attacks: Jump Kick, and Flying Jump Kick. Special Attacks: Deathblow, Knee. Holds/Locks: None. Weapon Katas: None. Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, and Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) from Body Hardening Exercises, or Martial Art Powers. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Languages: Chinese (typically a Northern dialect.) Physical: Acrobatics. Philosophical Training: Islam. If this is your primary martial art form, then the following other forms can be learned in shorter time: Taizu Quan (4 Years), Bei Shaolin Chang Quan (5 Years), and Monkey Style Kung Fu (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, and +1 to Roll with Punch/Fall/Impact. 2nd: +2 to Damage, +1 to Dodge and Parry. 3rd: +1 Attack per Melee, +2 to Leap (Add 6ft. to Leap Distance.). 4th: +1 to Strike, and +1 to Roll with Punch/Fall/Impact. 5th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, or Martial Art Powers. 6th: +2 to Leap (Add 6ft. to Leap Distance), +1 to Damage. 7th: Critical Strike on a Natural 19-20. 8th: +1 Attack per Melee, +1 to Strike. 9th: +1 to Parry and Dodge, +1 to Roll with Punch/Fall/Impact. 10th: +2 to Leap (Add 6ft. to Leap Distance), and Select One (1) Additional Martial Art Power from Body Hardening Exercises, or Martial Art Powers. 11th: +1 Attack per Melee, +1 to Damage. 12th: +1 to Strike. 13th: +2 to Leap (add 6ft. to Leap Distance). 14th: +1 to Parry and Dodge, +1 to Damage. 15th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, or Martial Art Powers. Why Study Tan Tui?A dynamic, beautiful, acrobatic style of Northern Kung Fu, Tan Tui allows for devastating high kicks and powerful long range blows. Besides, who doesn't want to be like Zhang Ziyi Crouching Tiger, Hidden Dragon? Tan Tui's primary weaknesses is its lack of internal training, and in close, confined situations where the artist's ability to deliver powerful kicks is drastically restrained.


HTH: Tang Su Karate (Quickie Version) By Mephisto NOTE: Does not get the "two attacks for living!"


Founded in the 7th century this is the oldest Korean martial art and the precursor of all karate styles. This style involves intense physical training. Schools are found in both North and South Korea and tend to be quite remote. This quickie version involves those students that did not spend the entire amount of time to gain the full martial art style.


Requirements: Three skill selections. Attacks per melee: 2 Character Bonuses: +5 S.D.C. Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Automatic Parry, Strike (Punch)(1D4), Power Punch (1D10), Kick Attack (1D8), Snap Kick (1D6), Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Behind. Level Advancement Bonuses: 1st: Critical Strike Natural 20, KO/Stun Natural 20, +2 Damage. 2nd: +1 Parry, +1 Dodge. 3rd: Add Axe Kick (1D10) and Power Block/Parry (does damage!). 4th: +1 Attack per melee, +1 Strike. 5th: +2 Roll with Punch/Fall/Impact, +2 Pull Punch. 6th: +2 Damage. 7th: Add Backhand (1D4), +1 Attack per melee. 8th: +1 Parry, +1 Initiative. 9th: Critical Strike 18/19/20. 10th: +1 Attack per melee. 11th: Add Roundhouse Kick (3D6) and Duo-Fist Strike (2D6). 12th: +1 Attack per melee, +1 Dodge. 13th: +2 Damage, +1 Initiative. 14th: +2 Roll with Punch/Fall/Impact, +2 Pull Punch. 15th: +1 Strike, +1 Parry.



Tankendo/Jukendo By Kuseru Entrance Requirements: No Alignment or Attribute restrictions. Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style).


Tankendo (Way of the Short Sword) and Jukendo (Way of the Bayonet) are Japanese martial arts created during the Meiji Era and further refined during the Taisho Era. Jukendo was originally based on French (and to a lesser degree, German) bayonet combat, but when this proved unsatisfactory to Japanese soldiers, from their experiences in the Chinese-Japanese War (1894-1895), Manchurian Conflict (1931) and Korean Annexation (1910), Ito Ryu and Hozoin Ryu spear techniques were introduced. Tankendo grew out of Japan's exerpience in the Russo-Japanese War (1904-1905) and World War I (1914-1918), when Japanese soldiers occassionally needed to use a bayonet dismounted. Like Jukendo, Tankendo also incorporated Japanese Kodachi (short sword) martial art techniques, particularly Toda Ryu, which make it quite suitable for use by men or women. Two organizations were responsible for codifying the techniques used in Jukendo and Tankendo, the Hei Gakko (Officer Acadamy) and Rikugun Toyama Gakko (Toyama Army Academy) of the Imperial Japanese Army. They combined the training for Juken and Tanken (then called Jukenjutsu and Tankenjutsu) with gunto soho (Toyama Ryu Battojutsu military sword methodology). After World War II, these arts were reintroduced in the -do form, as healthy exercises promoting physical, mental, and spiritual health. Currently Jukendo and Tankendo are official sports of the JGSDF (Japanese Ground Self Defence Force) as well as individual enthusiasts.


Tankendo and Jukendo both instruct in dai-ni kyoshu (attack training, similar to kendo kakari geiko), dai-san kyoshu (freestyle traiing, similar to kendo ji geiko), kata, kihon (basic techniques), kiso (fundamentals), oyo waza (applied techniques), and shiai. This instruction covers training in blocks, movement, stances, strikes, and techniques for both mounted bayonet and short sword/dismounted bayonet. Aggressive training is performed with pratice weapons and full or partial kendo bogu (armor).


Jukendo/Tankendo equipment includes the Mokuju (wooden practice rifle) and the Tanken Shinai (bamboo short sword). Jukendo and Tankendo Bogu typically consists of Do (chest protector), Kata (shoulder pad), Kote (gloves), Men (mask), and Mune Futon (chest padding). At the very least, the Mune Futon and Do are worn, though Kote, Kata, and Men are worn for full contact sparring practice.


Costume: In addition to the armor described above, both Jukendo and Tankendo wear similar outfits. For training, white practice clothing reminiscent of the old Imperial Japanese Army uniforms is worn. Otherwise, practitioners wear white or dark blue hakama with a white jacket or a white and blue vertically striped jacket are worn. Also worn are white zubon (trousers) with a white jacket. Stance: Ironically enough, the ready stance is the same as the military's "attention" stance, with the rifle held in the right hand. Standing, bringing the heels together on the same line with the feet turned out equally forming a 45 degree angle with the body weight resting equally on the heels and balls of the feet; keeping the legs straight without stiffening or locking the knees; holding the body erect with the hips level, stomach in, chest lifted and arched, and the shoulders square and even; letting the arms hang straight without stiffness along the sides with the backs of the hands outward; curling the fingers so that the tips of the thumbs are alongside and touching the first joint of the forefingers; keeping the thumbs straight along the seams of the trousers with all fingers touching the legs; keeping the head erect and squarely to the front with the chin drawn so that the axis of the head and neck is vertical; and looking straight to the front. Rifle is held in right hand, near the upper third of the rifle, butt of the rifle rests one half inch from the right front side of the right foot. CHARACTER BONUSES Add +1 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: Circular Parry, Combination Parry/Attack, Disarm. Hand Attacks: Punch (Human Fist). Basic Foot Attacks: Snap Kick, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Butt Stroke (New! This is a special attack where the victim is smacked with the butt of a rifle. A successful attack does 1D8 damage.), Combination Grab/Slash, Death Strike (New!), Elbow. Holds/Locks: None. Weapon Kata (Pick Two): W.P. Juken (spear), W.P. Mokuju (polearm), W.P. Tanken (short sword), W.P. Tanken Shinai (blunt). 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 ONE (1) Martial Art Power 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 Weapon Proficiencies: W.P. Juken (spear), W.P. Mokuju (polearm), W.P. Tanken (short sword), W.P. Tanken Shinai (blunt). Philosophical Training: Zen If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Kendo (3 Years), Shinkendo (5 Years), Toyama Ryu (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry, Critical Strike or Knockout from Behind. 2nd: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 3rd: Knockout/Stun on a Natural 19 or 20. 4th: +1 Attack per Melee, +1 to Dodge. 5th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata. 6th: +1 Attack per Melee. 7th: +1 to Damage, Critical Strike on a Natural 18, 19, or 20. 8th: +1 Attack per Melee, +1 to Dodge. 9th: +1 to Strike, +1 to Parry. 10th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata. 11th: +1 to Damage. 12th: +1 Attack per Melee. 13th: +1 to Parry, +1 to Roll with Punch/Fall/Impact, +1 to Damage. 14th: +1 Attack per Melee, Death Strike on a Natural 20. 15th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques, or Special Kata. Why Study Tankendo/Jukendo? The bayonet has long been considered a terror weapon, well when you've got a bayonet the size of short sword, terrorize your enemies whether or not the bayonet is mounted.



Tao of the Gun (Exclusive) By Kuseru Entrance Requirements: No Attribute restrictions. Limited to Taoist Alignment. Skill Cost: 16 Years Chinese action movies abound with feats of gun play and action that often defy belief. There are many people though, so impressed with the unique synthesis of oriental mysticism and the power and lethality of guns, that they have created their own form of firearm combat combined with mystical abilities which make them even more impressive. This is their style. Costume: Sturdy clothes made of cotton, wool and leather, a pair of boots, hat, and gloves. Stance: None. CHARACTER BONUSES Add +1D4 to P.S. Add +1 to P.E. Add +3 to P.P. Add +1D6 to Spd. COMBAT SKILLS Attacks per Melee: 5 Escape Moves: Roll with Punch/Fall/Impact Attack Moves: Roll, Somersault Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Combination Parry/Attack, Disarm, Multiple Dodge, Spinning Evasion. Hand Attacks: Strike (Punch) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: None. Special Attacks: Aimed Shot, Burst, Called Strike, Disarm Shot, Head Shot/Death Blow, Pistol Whip (1D8 damage). Holds/Locks: None. Weapon Kata: W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol or Revolver, W.P. Quick Draw: Hand Guns & Rifles. Modifiers to Attacks: Critical Strike, Coldcock, Pulled Shot. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two (2) Martial Art Powers from among Firearm Martial Art Powers or Weapon Kata. Physical: Acrobatics Weapon Proficiencies: W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Quick Draw: Hand Guns & Rifles. Philosophical Training: Taosim 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 Quick Draw Initiative, Walking Aim, +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +1 to Roll with Punch/Fall/Impact. 2nd: Rapid Reload, +1 to Strike with Bursts, Coldcock on a Natural 20. 3rd: +1 Attack per Melee, +1 to Strike with Aimed Shot, Called Strike on a 20. 4th: +1 to Quick Draw Initiative, +2 to Pulled Shot. 5th: Leading, +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact. 6th: Double Tap, +1 to Strike with Aimed Shot. 7th: +1 Attack per Melee, Called Strike on a 19 or 20. 8th: +1 to Quick Draw Initiative, Pinning Fire. 9th: +1 to Strike with Aimed Shot, Select One additional Martial Art Power from Firearm Martial Art Powers. 10th: Snap Shot, +1 additional die of damage with firearm (must have Weapon Kata). 11th: +1 Attack per Melee, Head Shot/Death Blow on a Natural 20. 12th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot. 13th: Blind Shooting, +1 to Strike with Bursts, +1 to Pulled Shot. 14th: Select One additional Martial Art Power from Firearm Martial Art Powers. 15th: +1 Attack per Melee, +1 to Quick Draw Initiative. Why Study Tao of the Gun? A well balanced martial art that is aggressive enough to handle multiple attackers but defensive as well. This style is one of the ultimate weapon martial arts. A modern, effective combat form that copes well with multiple attackers. A good mix of Martial Art Powers and combat moves.


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.



Tarken De'irth By Sinestus


Designed to be one of the deadliest of martial arts. This style, named after its creator, relies primarily on movement, and is enhanced by the use of weapons. Initially, the style was only taught to Tarken's native race, Dark Elves, however, since then some masters have chosen to teach a select few who showed the potential for being efficient killers. In a Palladium Fantasy environment, any dark elf may select this style at the cost of their natural WP skills, and five skill selections (must also have Hand to Hand: Martial Arts), any non-darkelf Man-of-arms may (GM digression) learn the style at the cost of Hand to Hand: Martial Arts and six O.C.C. related or secondary skills. GM Option: in some dimensions, 'Dark Jedi' have adopted this style (switch Katas: Thrown with Katas: Lightsaber, costs 'combat tweek' and two O.C.C. skills and Hand to Hand: Martial Arts). However, the Jedi cannot use any Chi based techniques offered by the style. Requirements: I.Q.: 10, P.P.: 15 Training: 12 years Character Bonuses+2 to P.P. +10 S.D.C. +5 Chi Stance: Varies with training, generally a Karate or Kempo stance Outfit: Leather jacket and pants. Combat Skills Attacks per Melee: 2 Hand Attacks: strike/punch, power punch, knife hand, back hand Foot Attacks: snap kick, tripping leg hook, backward sweep, crescent kick, drop kick, roundhouse, kick attack Basic Defense Moves: parry, dodge, automatic parry Advances Defense Moves: automatic dodge, roll, backflip Holds/Locks: arm hold, leg hold Escape Techniques: roll, backflip Modifiers to Attack: death blow, critical, critical from behind Special Moves: leap attack, backflip Weapon Katas: Select two: Sword, Thrown, Knives (two for paired), whip. Additional Skills: Select one: Prowl, Pylometrics Martial Arts Powers: Select two from Martial Arts Techniques, Specialty Katas (weapons only) or Arts of Invisibility. Level Advancement Bonuses 1st: +2 to parry, +1 to roll and dodge, auto dodge (P.P. bonus only) 2nd: +2 to backflip, Critical from behind. 3rd: +1 attack, +1 to strike, Select one power from Martial Arts Techniques, Chi Powers, or Arts of Invisibility. 4th: Critical 19+, Deathblow on natural 20, +1 (4 feet) to Leap 5th: +1 to roll/backflip 6th: +1 (4 feet) to leap, +1 attack 7th: get Dodge bonus when using Auto dodge, select one power from Arts of Invisibility or a Weapon Kata. 8th: +2 to strike, +1 to parry 9th: +1 to backflip/parry/dodge 10th: +1 attack, Select one power from Chi or Invisibility 11th: Can Call Deathblow (need 14+), Critical on 17+ 12th: +1 to strike/backflip 13th: Select 1 power from Body Hardening 14th: +1 attack, +1 (4 feet) to leap 15th: +1 to dodge/roll.


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


As the national exercise program of China, as well as it's popularity in other countries, Tai Chi is the most common martial art in the world. The style focuses on slow-seeming perfectly executed moves.


Requirements: Three skill selections. Attacks Per Melee: 2 Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Kick, Pull Punch, Knock-Out/Stun, Critical Strike. Level Advancement Bonuses 1st: +2 to roll with punch/fall/Impact, +2 to pull punch. 2nd: +2 to parry and dodge. 3rd: Backhand and Palm Strike. 4th: +1 to strike. 5th: +1 to damage and +1 to parry. 6th: Snap Kick and Crescent Kick. 7th: +2 to roll with punch/fall/Impact, +2 to pull punch. 8th: One additional attack per melee round. 9th: Maintain Balance 10th: +1 to dodge. 11th: +1 to strike and +1 on initiative. 12th: Knockout/Stun on natural 19 or 20. 13th: +1 to parry or dodge and +1 to maintain balance. 14th: One additional attack per melee round. 15th: Critical Strike on natural 19 or 20.



Tatsumi Ryu By Kuseru Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 12 years (9 as a Secondary Martial Art Style).


The Tatsumi Ryu was created around 1550 by Tatsumi Sankyo (1504-1520). From an early age, Tatsumi Sankyo engaged in strenuous training in the martial arts. As a result, he was never defeated, either on the battlefield or in single combat. He himself, however, was not satisfied with mere technical proficiency, or even victory in combat, and he dedicated himself to the deity Tsumayama Daimyojin in an attempt to go beyond the superficial levels of purely physical achievement. After arduous training and austere discipline he attained what in Zen terms is known as satori (enlightenment). He then formulated Tatsumi Ryu as a result of his experiences.


The primary weapon of the style is the daito (long sword). Iaijutsu in this style deals with the daito only. Secondary weapons include the Fukuro Shinai (training sword made of split bamboo encased in leather), Shoto (short sword), and Nito (double sword) and Sojutsu (spear fighting). A number of other weapons are also taught, not as a specialty, but rather because these weapons were all potential opponents of the sword. Weapons falling into this category are the rokushakubo, naginata, hanbo, jitte, shuriken, tessen, and manrikigusari. Yawara (unarmed grappling techniques), Hojojutsu, night fighting, climbing, battlefield and martial strategies are also taught.


The current headmaster of this style, Kato Takashi, and his designated successor, Kato Hiroshi, conduct training in Chiba Prefecture Japan.


Costume: Keikogi (quilted, navy-blue jacket) and Hakama. Stance: Chudan no Kamae: Also known as Seigan no Kamae. It is the most basic posture because from it unlimited variation of attack and defense are possible in response to anything the enemy may do. It can be used in any situation or terrain. The right foot is advanced half a step with the left heel raised slightly and 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 pointing at the opponent's eyes. 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 +1 to P.S. Add +1 to P.P. Add +2 to P.E. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Power Block/Parry. Hand Attacks: Strike (Punch) Basic Foot Attacks: Kick Attack, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Backward Thrust (New!), Death Strike (New!), Hilt Strike (New!), Hip Throw (New!). Holds/Locks: Leg Hold, Wrist Lock. Weapon Kata: W.P. Daito (Large Sword). Select two from the following: W.P. Daisho (Paired), W.P. Fukuro Shinai (Blunt), W.P. Naginata (Polearm), W.P. Shoto (Short Sword), W.P. Yari (Spear). Modifiers to Attacks: Knockout/Stun, Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Iaijutsu. Select a total of ONE (1) Martial Art Power from among Martial Art Techniques or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese Cultural: Hojojutsu. Physical: Climbing. Weapon Proficiencies (Pick Four): W.P. Daito (Large Sword), W.P. Daisho (Paired), W.P. Fukuro Shinai (Blunt), W.P. Hanbo (Blunt), W.P. Manrikigusari (Chain), W.P. Naginata (Polearm), W.P. Rokushakubo (Staff), W.P. Shoto (Short Sword), W.P. Shuriken (Thrown), W.P. Tessen (Fan), W.P. Jitte (Forked), W.P. Yari (Spear). Philosophical Training: Zen Buddhism If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Kaze Arashi Ryu (5 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Shinmuso Hayashizaki Ryu (5 Years), Takagi Yoshin Ryu (5 Years), Tatsumi Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Strike, Critical Strike from Behind. 2nd: +1 Attack per Melee, +1 to Damage, +1 to Entangle. 3rd: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 4th: Critical Strike on a Natural 18, 19, or 20. 5th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20. 6th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Entangle. 7th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 8th: +1 Attack per Melee, +1 to Strike, +1 to Body Flip/Throw (does 2D6 damage). 9th: +1 to Maintain Balance, +1 to Initiative, +1 to Entangle. 10th: +1 to Parry/Dodge, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 11th: +1 Attack per Melee, +1 to Entangle. 12th: +1 to Roll with Punch/Fall/Impact, +1 to Damage. 13th: Select One (1) Zenjorike. 14th: +1 to Maintain Balance, Death Strike on a Natural 20. 15th: +1 to Initiative, +1 to Body Flip/Throw, +1 to Entangle. Why Study Tatsumi Ryu? A well rounded style that tries to cover every aspect of combat on the battlefield. What this style lacks in spiritual training, it makes up for in unarmed and armed combat



Tendo Ryu Naginatajutsu By Kuseru Entrance Requirements: Minimum Attributes include P.S.: 10 and P.P.: 8. Skill Cost: 15 Years (9 Years as a Secondary Martial Art Style).


Tendo Ryu was developed sometime in the 1560's, a time of chaos and warfare. The founder was Saito Denkibo Katsuhide. Some traditions state that he studied with Tsukahara Bokuden, the founder of the famous Kashima Shinto Ryu. Legends of this school assert that Saito went into retreat at a shrine in Kamakura where, after 100 days, he received the secrets of Tendo Ryu from a god during a dream. Another tradition is that, one night, he got into a fight with a mountain ascetic. After a battle lasting until dawn, Saito asked his opponent his school's name. Saying nothing, the man walked away towards the sun. In a moment of inspiration, Saito realized the name to be Ten Ryu, "Heaven's Tradition." At a later period, some offshoots began to refer to their school as Tendo Ryu, "The Tradition of the Way of Heaven."


As time passed, changes were made in the teaching methods and focus of this system. The oldest records of the school include instructions for the study of sword and numerous other weapons, as well as battlefield tactics, fighting on horseback, hand-to-hand combat and esoteric philosophical teachings. Significant changes occurred, however, under the tenure of Mitamura Kengyo, headmaster of one line of Tendo Ryu, in the late 1800's, who singled out the naginata, particularly for the training of women and girls.


Tendo Ryu's main dojo is the Shubukan in Osaka, but there are powerful groups in many other areas of Japan. The members, almost all women, ranging from slender and young to stout and old, are not exceedingly formal. There is much laughter, affection and love. But during the practice of the kata, there is a sharpness and a focus found in few dojo. anywhere.


Costume: Naginata Gi: Keikogi specialized for Naginata. Made of a lighter material compared to Kendo Keikogi. White color. Dark Blue Hakama. Stance: None. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.P. Add +4 to Spd. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: Leap. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Combination Parry/Attack, Power Block/Strike. Hand Attacks: Backhand, Two-Finger Strike (New!). Basic Foot Attacks: Kick Attack, Snap Kick. Jumping Foot Attacks: None. Special Attacks: Backward Thrust (New!), Death Strike (New!). Holds/Locks: None. Weapon Kata: Automatically receives W.P Naginata (Polearm). Select two Weapon Kata from the following: W.P. Daisho (Paired), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusari-Gama (Axe & Chain). Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Language: Japanese. Training Skills: Strategy, Horsemanship. Weapon Proficiencies (Pick Two): W.P. Daisho (Paired), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusari-Gama (Axe & Chain), W.P Naginata (Polearm). Philosophy: Mikkyo Buddhism. If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Fuma Ryu (5 Years), Gyokko Ryu (6 Years), Isshin Ryu Kusarigamajutsu (3 Years), Jikishin Kage Ryu (2 Years), Kashima Shin Ryu (3 Years), Kaze Arashi Ryu (5 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Maniwa Nen Ryu (4 Years), Shinden Fudo Ryu (7 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Tatsumi Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Damage. 2nd: +1 to Roll with Punch/Fall/Impact, +1 to Disarm. 3rd: +1 Attack per Melee, +1 to Parry/Dodge. 4th: +1 to Damage, Critical Strike from Behind. 5th: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques. 6th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 7th: +1 to Parry/Dodge, +1 Disarm. 8th: Knockout/Stun on a Natural 19 or 20. 9th: +1 Attack per Melee, +1 to Parry/Dodge. 10th: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques. 11th: +2 to Damage, Critical Strike on a Natural 19 or 20. 12th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 13th: +1 to Parry/Dodge, +1 to Disarm,+1 to Strike. 14th: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques. 15th: Death Strike on a Natural 20. WHY STUDY Tendo Ryu Naginatajutsu?A well balanced martial art with good weapon skills, Tendo Ryu is good for women, or men who aren't huge body building types with lots of muscle.



Tendo Ryu KARATE


By Himura_Battosai


Entrance Requirements: A P.P. of 10 or greater


Skill Cost: 8 Years 5 years as a secondary Martial Art


Tendo Ryu is a Karate/jujitsu combination that is related to the Saotome Ryu because they are driven from the same style. Tendo ryu as developed as a hard form from Saotome Ryu and it also has less leaping maneuvers.


Costume: Standard Karate Gi


Stance: Legs shoulder width apart, feet facing forward. One hand pulled back to chest. the other forming a knife hand in a chest level block.


CHARACTER BONUSES Add 2 to M.A. Add 2 to P.P. Add 2 To P.E. Add 5 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), Fore-knuckle Punch, Power Punch, Palm Strike


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


Jumping Foot Attacks: Jump Kick


Special Attacks: Death Blow, Leap attack, Body Flip/throw


Weapon Katas: None


Modifiers to Attacks: Pull Punch, Knock Out/Stun Critical Strike, Critical Strike From Behind, Knock Out/Stun From Behind.


SKILLS INCLUDED IN TRAINING


Martial Arts Powers: Three from Atemi, Body Hardening, 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 Gymnastics


Philosophical Training: Bushido


If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Saotome Ryu karate (3 years), Jujitsu (3 years), Kyokushinka karate ( 4 years), Mishime Ryu karate (4 years), Te (3 years)


LEVEL ADVANCEMENT BONUSES 1st + 2 Roll with punch/fall/impact, + 2 Damage, + 1 parry/dodge, Critical Strike From Behind, knock out/stun Strike From Behind. 2nd + 2 Maintain Balance, + 1 Attack Per Melee 3rd + 1 Flip/Throw, +1 Dodge/parry 4th + 2 Strike, knock Out/stun 19-20 5th + 1 Attack Per Melee, Critical Strike 19 -20 6th +1 to damage, +dodge/parry, Select one additional Martial art power from Atemi, Body Hardening, martial Art techniques 7th + 1 Flip/Throw, + 1 strike 8th + 1 Dodge/parry, + 2 damage, Death blow 20 9th + 1 maintain Balance, + 1 Strike, + 2 Role With Punch/Fall/Impact 10th +1 Flip/Throw, + 1 attack per melee, + 1 Dodge/parry 11th Critical Strike 18 - 20, Select one additional Martial art power from Atemi, Body Hardening, martial Art techniques 12th + 1 damage, + 1 Maintain Balance, Death Blow 19-20 13th + 2 roll with Punch/fall/impact, +2 damage 14th + 1 Attack per melee, + 1 Strike, + 1 flip/throw 15th + 1 Dodge/parry, Select one additional Martial art power from Atemi, Body Hardening, martial Art techniques


WHY STUDY Tendo Ryu karate? A well rounded form that works well with multiple attackers.



Tengu-Jutsu (The Art of the Tengu) By Ray Bull <mailto:Mantisking@aol.com> Entrance Requirements: Minimum I.Q.: 10, M.A.: 8, P.S.: 8, P.E.: 8, P.P.: 12, Spd.: 8. Also this style can only be learned from a Tengu, or a human who has reached the twelfth level of this style. Skill Cost: 12 Years (Exclusive) Costume: For humans a simple tunic, pants, belt, sandals, and robe. Stance: Balancing on one leg, hands clasped together in front of the chest as if praying. CHARACTER BONUSES Add 5 to Chi Add 2 to M.A. Add 1 to P.P. Add 2 to Spd. Add 5 to S.D.C. COMBAT SKILLS Attacks per Melee: Two (2) Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Backflip Attack Moves: Cartwheel, Backflip Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Breakfall, Leap Dodge (Can use a Leap as an Automatic Dodge. Can be combined with Backflips, Cartwheels, and Somersaults. +2 to leap Dodge, plus P.P. bonuses and experience bonuses. Uses one attack but can be performed for the entire melee round.), Timed Leap (A dodge timed so that the opponent will strike something such as a tree, rock, or building and not the Tengu-Jutsu stylist. +2 to Timed Dodge, plus P.P. bonuses only. No other Dodge bonuses can be added in.) Hand Attacks: Strike (Punch), Power Punch Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Trip/Leghook, Backward Sweep, Axe Kick, Wheel Kick, Drop Kick Jumping Foot Attacks: Jump Kick Special Attacks: Bodyblock/Tackle, Knee, Elbow, Leap Attack, Disarm Weapon Kata: W.P. Large Sword Modifiers to Attacks: Pull Punch/Kick, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two (2) Powers from among Chi Mastery, Martial Art Techniques, and Special Kata. Languages: Japanese (Ancient) Physical: Tengu Acrobatics (+3 to Roll with Punch/Fall/Impact, +1 to Breakfall, Sense of Balance: 50% + 4% per level of experience, Climb Rope/Rappel: 40% + 4% per level of experience, Walk Tightrope: 40% + 4% per level of experience, Can perform Somersaults, Cartwheels, Handstands, and Backflips. Can stand perfectly balanced on one leg for 10 minutes per level of experience, -includes standing on a high wire-cannot attack, parry, or dodge while doing so. Leap:10 ft. (3m) high from standing start, + 2 feet (0.6m) per level of experience. Leaps can be up or up and away. Add 20 ft. (6m) long to Leap if done from running start, height is not changed.) Weapon Proficiencies: W.P. Large Sword Philosophical Training: ???? If this is your Primary Martial Art then the following other styles can be learned in a shorter time: -1 year to any Japanese martial art. LEVEL ADVANCEMENT BONUSES 1st: +2 to Dodge, +2 to Pull Punch/Kick, +1 to Disarm, +1 to Roll with Punch/Fall/Impact, +3 to Maintain Balance, +1 to Breakfall 2nd: +1 to Initiative, +2 to Backflip, Select one (1) Power from Chi Mastery, Martial Art Techniques, or Special Kata 3rd: +1 to Strike, +1 to Disarm, +1 to Leap Dodge 4th: +1 Attack per Melee 5th: Automatic Critical Strike on all Kicks, Jump Kicks, and Leap Attacks 6th: +1 to Roll with Punch/Fall/Impact, +2 to Pull Punch/Kick, +1 to Leap Dodge 7th: +1 to Initiative, Select one (1) Power from Chi Mastery, Martial Art Techniques, or Special Kata 8th: +1 Attack per Melee 9th: +2 to Disarm, +1 to Backflip, +1 to Cartwheel 10th: +1 to Initiative, +1 to Parry, Select one (1) Power from Chi Mastery, Martial Art Techniques, or Special Kata 11th: +1 Attack per Melee 12th: +1 to Leap Dodge, +1 to Disarm 13th: Select one (1) Power from Chi Mastery, Martial Art Techniques, or Special Kata 14th: +1 to Leap Dodge, +1 to Pull Punch 15th: +1 Attack per Melee Why Study TENGU-JUTSU? A very acrobatic and evasive style, Tengu-Jutsu has a lot to offer it's students.



Tenshin Shoden Katori Shinto Ryu Kenjutsu By Kuseru Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 8, P.P.: 10, P.E.: 12 and Spd.: 10. Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).


Around 1450 A.D., Iisaza Choisai Ienao (1387-1488) founded the Tenshin Shoden Katori Shinto Ryu. This individual, an excellent swordsman to begin with, buried himself within the confines of the Katori Shinto Shrine, a very large monastery-like establishment about 40 miles northwest of modern Tokyo. He emerged 1,000 days later with a series of kata for many of the weapons available during that era, but in particular, the katana. Katori Shinto Ryu was one of the first of the formalized Iaijutsu schools. This system includes the study of various types of weapons, such as the katana, shoto, bo, naginata, yari and shuriken.


Costume: Oyoroi (lamellar) or better full suits of armor. Stance: Facing opponent with one foot forward and the other back, arms extended forward as if holding a sword. CHARACTER BONUSES Add +10 to Chi Add +2 to P.S. Add +1 to P.P. Add +2 to P.E. 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, Multiple Dodge. Hand Attacks: Knife Hand, Palm Strike. Basic Foot Attacks: Snap Kick, Trip/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Backward Thrust (New!), Death Strike (New!), Hilt Strike (New!), Paralysis Attack. Holds/Locks: None. Weapon Kata (Pick two): W.P. Bo (Staff), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Shuriken (Thrown), W.P. Wakizashi (Short Sword), W.P. Yari (Spear). Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, 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: Calligraphy, Etiquette, Poetry: Renga, Horsemanship: Samurai, Swimming. Weapon Proficiencies: W.P. Bo (Staff), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Shuriken (Thrown), W.P. Wakizashi (Short Sword), W.P. Yari (Spear). Philosophical Training: Shinto. If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Itto Ryu (3 Years), Kashima Shin Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kaze Arashi Ryu (5 Years), Kendo (3 Years), Kukishinden Ryu (8 Years), Kurama Ryu (5 Years), Maniwa Nen Ryu (4 Years), Muso Shinden Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tatsumi Ryu (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Initiative, +1 to Strike, +1 to Parry/Dodge, +2 to roll with Punch/Fall/Impact. 2nd: +2 to Damage, Critical Strike on a Natural 19 or 20. 3rd: +1 Attack per Melee. 4th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 5th: +1 to Strike, +1 to Parry/Dodge. 6th: +2 to Damage, +1 to Initiative. 7th: +1 Attack per Melee, Critical Strike from Behind. 8th: Critical Strike on a Natural 18, 19, or 20, Knockout/Stun on a Natural 19 or 20. 9th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 10th: +1 to Parry/Dodge. 11th: +1 Attack per Melee. 12th: +2 to Damage, +1 to Initiative. 13th: +1 to Strike, Death Strike on a Natural 20. 14th: +1 Attack per Melee. 15th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. WHY STUDY Tenshin Shoden Katori Shinto Ryu? One of the earliest formal sword schools of Japan, Tenshin Shoden Katori Shinto Ryu is a well balanced martial art from an age when the sword was the premier weapon of the Samurai.



Tetsu Jumoku Ryu (Iron Tree School) By Ray Bull <mailto:Mantisking@aol.com> Entrance Requirements: a minimum Physical Endurance of 10. Skill Cost: 9 Years (Primary), 6 Years (Secondary)


This classical martial arts school encompasses several arts within it's teachings. Bojutsu, Tetsubojutsu, Tessenjutsu, and Jujutsu techniques can all be found within this bujutsu (martial art). The name of this school is a reference to two different things. The first and most obvious, is the tetsubo. Looking like a thorn-covered branch from a metallic tree, this weapon and it's techniques are the mainstay of this style. The second reference is to the deep, rooted stances a student of this style will enter when using the techniques this art teaches. Whether it be with the tetsubo, or unarmed, a follower of this school is always solid and unmovable. While not as flashy as some styles of kenjutsu, Tetsu Jumoku Ryu is still impressive in it's effectiveness and for the strength shown by it's students.


The history of this art dates back to the Muromachi Period (1542-1573). Tetsu Jumoku Ryu was created for use on the battlefield. This school was founded by Makino Tadakira, a samurai in Oda Nobunaga's army. Tadakira was a commoner who clawed his way up the social ladder. He did this by being one of the best fighters of his era. As Nobunaga's quest for power went on, Makino's renown grew within the army. Elevated from ashigaru (foot soldier) to samurai, Tadakira began learning new techniques from others he served with. Being of common background, Makino did not have access to swords, So he built a library of techniques around the weapons he did have. The staff is known to commoners the world over. Taught to low-level bushi, the tetsubo and it's wide, powerful, sweeping action was devastating against packed groups of soldiers. Tadakira learned how to use the tessen after his elevation to samurai.


Training in this style starts with the bo (staff). Along with the standard striking and parrying techniques, the staff can be used to trip, sweep, and throw an opponent. Training then progresses to the tetsubo (iron staff), the main weapon of this school. Although if you try to trip or sweep an opponent's legs with a tetsubo, you're more likely to break them off at the knee. The final weapon of this style is the tessen (iron fan). This short range weapon is taught to balance out the long range techniques of the other two weapons. Students also learn how to use the tessen so they have a weapon for use off of the field of battle, or inside buildings. Unarmed combat techniques are Jujutsu based with a selection of Sumai techniques added in to round out the options for weaponless combat.


Unfortunately, as a koryu (classical school), this style is fading away. The patience and austere training necessary to master this art, do not make it as popular as the more modern schools of martial arts.


Costume: Standard Judo Gi Stance: CHARACTER BONUSES Add 10 to Chi Add 1 to P.S. Add 1 to P.P. Add 1 to Spd. Add 5 to S.D.C. COMBAT SKILLS Attacks per Melee: Three (3) Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Combination Parry/Attack, Disarm, Multiple Dodge, Circular Parry, Breakfall Hand Attacks: Strike (Punch), Knife Hand, Palm Strike, Single-Knuckle Fist, Power Punch Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook, Backwards Sweep, Reverse-Turning Kick Jumping Foot Attacks: Jump Kick Special Attacks: Deathblow, Leap Attack, Elbow, Knee, Combination Strike/Parry, Bodyflip/Throw Weapon Katas: W.P. Bo (Trip/Leg Hook, Backwards Sweep, and Bodyflip/Throw can all be performed using W.P. Bo), W.P. Tetsubo (Iron Staff)(W.P. Tetsubo starts at the third level of experience), W.P. Tessen (Iron Fan) Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike from Behind SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Martial Arts Technique: Di Chi Kung. You may also select a total of two (2) Martial Arts Powers from Body Hardening Exercises (including Demon Hunter Body Hardening Exercises), and Martial Arts Techniques. Languages: Japanese Cultural: General Repair/Maintenance, Recognize Weapon Quality Physical: Body Building Survival: Fasting, Wilderness Survival Weapon: W.P. Bo, W.P. Tetsubo (Iron Staff)(W.P. Tetsubo starts at the 3rd level of experience), W.P. Tessen (Iron Fan) Philosophical Training: Bushido If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Isshin Ryu (5 Years), Kyokushinkai (5 Years) LEVEL ADVANCEMENT BONUSES 1st: +1 to Damage, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20, Critical Strike from Behind 2nd: +1 to Parry/Dodge, +1 to Maintain Balance, Knockout/Stun from Behind 3rd: +1 Attack per Melee, +1 to Strike 4th: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques 5th: +1 to Damage, Knockout/Stun on a Natural 19+ 6th: +1 Attack per Melee, +1 to Strike 7th: +1 to Parry/Dodge, Select one (1) Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques 8th: +1 Attack per Melee, Critical Strike on a Natural 18+ 9th: +1 to Strike, +1 to Damage 10th: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques 11th: +1 Attack per Melee, +1 to Maintain Balance 12th: +1 to Parry/Dodge, +1 to Strike 13th: +1 to Damage, Double Existing Chi 14th: Select one (1) Zenjorike, Select one (1) Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques 15th: +1 to Damage, +1 to Roll with Punch/Fall/Impact Why Study TETSU JUMOKU RYU? Because this is a solid, physical style that teaches battlefield techniques.



HTH: Thai Kick Boxing (Quickie Version) By Mephisto


NOTE: Does not get the "two attacks for living!"


This version of Muay Thai is for those that don't stay in the art long enough to learn the full style.


Requirements: 4 skill selections (Because it is more intense than other quickie styles and also basketball). Attacks per Melee: 3 Character Bonuses: +1 P.S., +1 P.P., +1 Spd. and +5 S.D.C. Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Dodge, Parry, Automatic Parry, Strike (Punch) (1D4), Kick Attack (2D4), Snap Kick (1D6), Knee (1D6), Elbow (1D4), Death Blow, Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Behind. Level Advancement Bonuses: 1st: +1 Strike, +1 Parry, +1 Dodge. 2nd: +1 Maintain Balance, +2 Roll with Punch/Fall/Impact, +2 Pull Punch. 3rd: +1 Attack per melee, Add Forearm (1D4). 4th: +2 Damage, +1 Strike. 5th: +1 Attack per melee, +1 Parry. 6th: +1 Initiative, +1 Maintain Balance. 7th: +1 Dodge, Add Backward Sweep. 8th: +1 Attack per melee, +2 Roll with Punch/Fall/Impact, +1 Pull Punch. 9th: +1 Damage, Critical Strike Natural 19/20. 10th: +1 Initiative, +1 Strike, Add Backhand (1D4) 11th: +1 Maintain Balance. 12th: +1 Parry, +1 Damage. 13th: +1 Attack per melee, +1 Maintain Balance. 14th: +2 Roll with Punch/Fall/Impact, Add Power Punch (1D10) and Crescent Kick (1D10). 15th: +1 Initiative, Death Blow Natural 20.



Thang Ta & Sarit-Sarak By Kuseru Entrance Requirements: No Attribute or Alignment restrictions. Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style). Thang Ta and Sarit-Sarak are Manipuri martial arts dating back to 17th century India. Thang Ta consists of sword and spear use. Sarit-Sarak involves unarmed combat. Both of these styles are commonly used in a combined approach. There are three areas of focus for Thang Ta: Tantric Ritual, sword and spear dances, and actual fighting technique. Sarit-Sarak invloves evasive and offensive action executed flawlessly. Costume: Black shorts with red belt sash and red leggings cross-tied with black cord. Footwear is sandals. Stance: Graceful pose, looking tall, with legs straight and hands held loosely forward and fingers arranged artfully. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.E. Add +15 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Breakfall, Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: Leap. Basic Defense Moves: Automatic Parry, Disarm, Dodge, Parry. Advanced Defense Moves: Combination Parry/Attack, Disarm, Multiple Dodge, Power Block/Parry. Hand Attacks: Claw Hand, Human Fist (Punch). Basic Foot Attacks: Kick Attack, Shin Kick, Stamp Kick. Jumping Foot Attacks: Jump Kick. Special Attacks: Leap Attack. Holds/Locks: None. Weapon Kata: W.P. Spear, W.P. Sword Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of Two (2) Martial Art Powers from among Special Kata. Languages: Meithei Cultural: Dance Physical: Acrobatics, Running Weapon Proficiencies: W.P. Spear, W.P. Sword Philosophical Training: Tantra 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), Silambam (5 Years), Thoda (1 Year), Vajra-Musti (8 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Roll with Punch/Fall/Impact, +1 to Breakfall, +1 to Maintain Balance, +1 to Strike. 2nd: +1 to Leap (add 2 feet to Leap Distance), +1 to Damage. 3rd: Add one additional Attack per Melee. +2 to Maintain Balance. 4th: Select One (1) additional Martial Art Power from Special Kata. 5th: +1 to Leap (add 2 feet to Leap Distance), +1 to Strike. 6th: +1 to Strike, +1 to Damage, +1 to Parry/Dodge. 7th: Add one additional Attack per Melee. 8th: Select One (1) additional Martial Art Power from Atemi. 9th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20. 10th: +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Damage. 11th: Add one additional Attack per Melee. 12th: Select One (1) additional Martial Art Power from Special Kata. 13th: 1 to Breakfall, +1 to Leap (add 2 feet to Leap Distance), +1 to Damage. 14th: +2 to Parry/Dodge. 15th: +1 to Strike, +1 to Damage. Why Study Thang Ta & Sarit-Sarak? While far from the most powerful of combat forms, this style nevertheless provides strong internal power to its students, to learn weapon techniques, is to become a highly proficient fighter in all circumstances, not just with weapons. A terrific, action-oriented martial art. To join this style is to fully exploit the destructive power of the human body.



The Way of the Bow By Sinestus


This is a style I decided was a little better from the Long Bowman types. It is completely fictional and based around the use of the Long Bow. Requirements: P.P.: 14, I.Q.: 10 , In PFRPG for a Long Bowman to select this Hand to Hand is costs all secondary skills, his Hand to Hand slot, and two O.C.C. skills. No there PFRPG can choose this Hand to Hand. Training:12 years Bonuses: +2 to P.P. +3 to P.S. Stance: Varies, Outfit: Varies Combat Skills Attacks per Melee: One to start, Two with Bow Hand Attacks: punch, Foot Attacks: snap kick, Basic Defense Moves: dodge, parry, automatic parry Advances Defense Moves: parry projectiles/arrows, automatic dodge, Escape Techniques: none Modifiers to Attack: critical, death blow, Special Moves: use bow with deadly accuracy and speed, dodge-fire, Weapon Katas: WP. Long Bow Additional Skills: WP. Targeting Martial Arts Powers: See the Palladium Fantasy 2nd ed. for the basic Powers of the Long Bowman. Level Advancement Bonuses 1st: +1 to strike and parry, +2 on initiative 2nd: +1 attack with Bow, +3 to roll 3rd: +1 to strike and attack (with or without bow), learn Zen Archery (Can target invisible/fast moving foes without penalty) 4th: +1 attack with bow, +1 attack normally, P.P. bonus applies to using Bow 5th: +1 strike, parry, and dodge, 6th: +1 roll, Critical with Bow on Natural 18+ 7th: +1 attack (with or without bow), Learn 'One Shot, One Kill...' 8th: +1 to strike, +2 to auto dodge 9th: +2 vs. A.R. with Bow. Gain 1D6 damage with all bows 10th: +1 strike and attack With bow, can fire two arrow at once. 11th: +100 feet to Range, +1 to strike 12th: +1 to parry, dodge, roll, and Initiative. 13th: +1 attack with bow, Critical Natural 17+ 14th: Death Blow Natural 19+ 15th: Automatic Critical Strike on Aimed Shots, (x3 of One Shot used, x4 if also critical roll) Why Study the Art of the Bow? 'cause you wanna be the greatest Long bowman alive.



The Way of Defense By Sinestus


This style is a derivative of Aikido and Kung Fu designed to prevent all damage to the defender, without hindering the attacker. Even though the master is trained to use the staff, they will do little more than disable their opponent with it. Requirements: I.Q.: 14, M.E.: 15, Training: 6 years Character Bonuses: None Stance: facing the opponent squarely in a comfortable standing position, hands folded in front of stomach or holding the staff. Outfit: any, usually loose robes. Combat Skills Attacks per Melee: one total/maximum. (not in addition to the normal two, but one total. Thus the character loses an attack/melee from the norm.) Hand Attacks: backhand, finger tip attack Foot Attacks: sweep, backward sweep, turning sweep (dodge/sweep) Basic Defense Moves: roll with impact, dodge, parry, automatic parry, automatic dodge. Advances Defense Moves: disarm, flip/throw, automatic flip/throw, multiple dodge, circular parry. Escape Techniques: roll with impact, maintain balance Modifiers to Attack: knockout/stun, vital points (paralysis/stun), knockout from behind Special Moves: vital points, staff sweep, staff flip. (can use staff like third leg), knockout from behind Weapon Katas: Staff Additional Skills: meditation Martial Arts Powers: none to start Level Advancement Bonuses 1st: +2 to parry and roll, +1 to auto dodge, knockout from behind 2nd: +1 to dodge, sweep, and flip/throw 3rd: +1 to maintain balance, gain automatic Flip/throw 4th: +1 to parry can KO on any move (natural 18+) 5th: +1 attack, +1 to dodge, flip/throw, and roll 6th: Learn 'Great Barrier Kata' - for entire melee can parry all attacks (including arrows) at +3 7th: +1 to sweeps, maintain balance, and auto dodge 8th: KO 17+, learn 'Art of Evasion' 9th: +1 to strike, +2 to flip/throws (including automatic) 10th: +1 attack, maintain balance, and roll 11th: +2 parry and dodge 12th: automatic knockout on normal Flip/throws or sweeps 13th: +2 to sweep, 14th: +1 to automatic moves 15th: knockout on auto flip/throw, learn Calm Minds Zenjorike Why Study the Art of Defense? So you can deal with your Berserker friend until he clams down.



ARTE OF DEFENCE by Lee Casebolt Entrance Requirements: Skill Cost:


Another bit of Western martial culture - the Arte of Defence. Primarily deals with rapier fencing, along with a few related weapons, and the basics of boxing and wrestling. All fencers encouraged to comment.


Costume: Stance: CHARACTER BONUSES Add 1 to ME Add 2 to PP Add 1 to PE Add 2 to Spd Add 10 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: Disarm, Combination Parry/Attack, Maintain Balance Hand Attacks: Strike (punch) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: Special Attacks: Body Block/Tackle, Knee, Lunge (SPECIAL! A swift, deep attack with rapier or dagger. A successful Lunge does critical/double damage. Takes two attacks, and the character cannot parry or dodge during a Lunge. Character is -4 to Maintain Balance immediately following an unsuccessful lunge.) Holds/Locks: Arm Hold, Body Hold Weapon Kata: WP Sword -- Rapier, WP Dagger, WP Cloak*, WP Shield -- Buckler**, WP Sword -- Rapiers (PAIRED), WP Rapier and Dagger (PAIRED), WP Rapier and Cloak (PAIRED), WP Rapier and Buckler (PAIRED)

  • A combat cloak does 1 point of damage, but may be used to parry, entangle, or disarm even bladed weapons. Use the WP Chain bonuses.
    • WP Shield bonuses may be found in PFRPG.
Modifiers to Attacks: SKILLS INCLUDED IN TRAINING Martial Art Powers: Recieves the Wrist Hardening Body Hardening Exercise automatically. In addition, select two (2) Powers from Special Katas. Languages: Italian Cultural: If this is your Primary Martial Art then the following other styles can be learned in a shorter time: LEVEL ADVANCEMENT BONUSES 1st: +1 on Initiative, +1 to Strike, +1 to Parry/Dodge, Critical Strike from Behind 2nd: +2 to Damage, Critical Strike on Natural 19 or 20 3rd: +1 Attack per Melee 4th: Select one (1) Additional Martial Arts Power from Special Katas, +1 to Disarm 5th: +2 to Maintain Balance, Critical Strike on Natural 18, 19, or 20 6th: +1 to Roll with Punch/Fall/Impact, Death Blow on Natural 20 7th: +1 Attack per Melee 8th: +1 to Strike, +1 to Parry/Dodge 9th: Select one (1) Additional Martial Arts Power from Martial Arts Techniques or Special Katas 10th: +2 to Parry, +1 to Dodge 11th: +1 Attack per Melee 12th: +1 to Strike, +1 to Disarm 13th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance 14th: +1 Attack per Melee, Death Blow on Natural 19 or 20 15th: Select one (1) Additional Martial Arts Power from Martial Arts Techniques or Special Katas Why Study ARTE OF DEFENCE? For the sheer joy of sticking long, sharp, pointy objects in those who offend you. Fencing has a distinguished reputation, so it's good for your image, too.



The Kuonji School of Okonomiyaki Chef Martial Arts By Cutter Kinseeker


( Based on ideas from Rumiko Takahashi's "Ranma 1/2" )


"I make the best okonomiyaki in Japan... no, in all the world!" --Ukyo Kuonji


Of all of the strange and unusual martial arts to come out of Japan, few can compare to the oddity that is the Kuonji School of Okonomiyaki Chef Martial Arts (or Kuonji-ryuu for short).


The school's history begins nearly six hundred years ago in feudal Japan, with the founder of the Kuonji line, Shin Kuonji, a native of the Kansai region. Not being samurai, the family had no "official" lineage name, but became known as "Kuonji" because they were among the first practicing Buddhists in Japan. Shin was considered by the inhabitants of that area and the neighboring regions to be the greatest chef in the whole of Japan, and he was especially proficient in the delicacy known as okonomiyaki. Okonomiyaki is literally translated as "as you like it", a reference to the multitude of toppings and ingredients that can be used in its making. Okonomiyaki has similarities to both pizza and pancakes; it is a flat, but fluffy, food made from batter and cooked on a griddle, with ingredients both mixed into the batter and used as toppings on the finished product. It was widely agreed that no one in Japan made better okonomiyaki than Shin Kuonji and his family.


However, times grew bad for the Kuonjis, as they did for most of the nation. The Kuonjis, like most chefs of that age, worked out of a peddler's cart (or yattai); this became a problem as the number of bandits and ronin wandering the land increased--when your job involves sitting by the side of the road and collecting money as they day goes on, you become a target for any brigand that might happen by. Shin even had to consider giving up his family business to protect the safety of his family. (Remember, in feudal Japan, only samurai were permitted to hold land or own weapons.) The Kuonjis had no legal recourse, and things looked grim.


Then one day, a wandering martial artist approached their cart to beg for a meal. Shin Kuonji was a soft touch and agreed to give him a free meal in exchange for some light work like fetching wood and water. This was the beginning of a close friendship between the two men, who found that their personal philosophies were very similar. The martial artist, desirous to aid his friend, promised that he would found a school of martial arts just for Shin and his descendants; Shin continued to feed the martial artist in exchange for training in jiujitsu, believing his promise to be an idle boast. As it turned out, nothing could be further from the truth.


This wanderer was named Shiri Masamune, a man who would later establish the Rules of Steel Water, principles upon which virtually all later Japanese martial arts were based, and founded the linked schools of martial arts called the Tetsutakido-ryuu (included in which are Aikido, Jujutsu, Ninjitsu, Sumo, Kendo, Zanji Shinjinken-Ryu, and several others). Masamune kept his promise to Shin Kuonji and created for him and his family a school of martial arts that turned the traditional tools of the chef (specfically, okonomiyaki chefs) into weapons, and made everyday cooking abilities into katas and training exercises. The groundwork had already been laid, as the Kuonjis were quite tough from their years of traveling, and an oversized spatula wasn't that different from a naginata in form (though a good sight more difficult to reverse in mid-swing).


The Kuonji family prospered with this style of martial arts, being capable of traveling into areas that no sane cook would ever dream of entering and collecting debts from deadbeat customers with astonishing rapidity. For better than five centuries, the style was kept within the family, being passed from father to son (and occasionally daughter, for the Kuonjis felt that their female children were just as good as their male children) along with the secret recipes and preparation techniques that made their food the best.


Within the last century, however, the family's fortunes went into decline, even as Japan's fortunes increased. As the country became more prosperous and unified, the rural and wilderness areas became less dangerous, eliminating the need for martial arts chefs. Their culinary skill was not enough to keep them afloat either, as the large food chains began to develop and steal their business. The family kept the style alive, true to the memory of Shin Kuonji and Shiri Masamune, in the hopes that their fortunes would again improve.


When a wandering, hungry martial artist stumbled into the campsite of Yoshi Kuonji, he had visions of it being like Shiri Masamune all over again. He befriended this martial artist, and their children quickly became best friends as well. One day, Yoshi and his friend were talking about their children and hit upon the idea that since they were such good friends and were of identical ages, perhaps Yoshi's daughter and his friend's son should be affianced. His friend was leery at first, informing Yoshi that his son was already promised in marriage to the daughter of his old training partner. Yoshi, desperate and worried about losing this "good omen", promised the okonomiyaki cart, a valuable relic that had been passed down since the time of Shin Kuonji, as his daughter's dowry if their children were married.


Genma Saotome couldn't help but agree. The unscrupulous Saotome's promise turned out to be completely worthless when he ran off in the night, leaving behind Yoshi's daughter, Ukyo, but taking the cart with him. Yoshi was shattered and degenerated into a sad, old drunk, leaving his daughter to essentially raise herself. Ukyo, convinced that it was something she had done wrong that had driven away her only friend, Ranma, decided that she would renounce her femininity. Ukyo spent the next decade pretending to be a boy, until she finally felt that she was skilled enough as a martial artist to seek vengeance for her family's tarnished honor.


She hunted down Genma and proceeded to beat the living hell out of him, but it wasn't enough. Convinced that Ranma had been complicit in her desertion, she enrolled at his school and challenged him into a duel. Stunned that his old friend would hate him so, Ranma refused until she forced the matter; the duel that followed was brutal, but ended with no major damage to either Ranma or Ukyo, just some mild bruises and burns. Ranma managed to convince Ukyo that he had not been a part of her betrayal, that indeed he had never known about the engagement; he also admitted that he thought she was sort of cute and that it was a shame she felt she had to pretend to be a boy. Ukyo immediately fell for her old friend and started to romantically pursue him.


After she met Ranma's fiancee, Akane Tendo, and saw how the two of them acted together, she realized that she didn't have a chance. That didn't stop her from trying, or from being a good listener when Ranma had problems, or from giving him free meals at her restaurant, Ucchan's (Ranma's old childhood nickname for her). Ukyo nearly lost her mind when Ranma and Akane got married, and she even disrupted their first attempt by carrying a satchel full of bombs into the church where the ceremony was being held. Eventually, though, Ranma and Akane did successfully wed.


Ukyo, finding herself with a good deal more time now that she wasn't pursuing Ranma, not to mention making more profits now that Ranma wasn't getting free meals all the time, decided to turn to new activites to keep her mind occupied. Among other things, she began to invest money in the stock market (with Nabiki Tendo as her consultant); with the money she made, she was able to stop cooking full time, build an addition to Ucchan's, and even hire a staff (Ryoga Hibiki worked there part-time until he married Akari Unryuu and moved to the country to work on her family's pig farm).


In the addition to Ucchan's, she included a dojo and began teaching her family's ancient secrets to a small core of students who were interested in both cooking and martial arts. With the small number of students who were adept at both, there was little danger in the knowledge of Kuonji-ryuu becoming widespread, and it served admirably at keeping Ukyo herself busy.


The modern (after 1996) students of the Kuonji-ryuu are all personally trained by Ukyo Kuonji; generally such students are at least moderately wealthy, since the specialty weapons of the Kuonji-ryuu must all be individually made (Ukyo's combat spatula was forged by Shiri Masamune himself and is an irreplaceable one-of-a-kind artifact). Ukyo, being something of a soft touch herself, will occasionally train a student for free or even make a gift of a combat spatula to a particularly adept student.


Entrance Requirements: PS 14; PP 12; PE 10 Skill Cost: 6 years Costume: Black karate pants and a deep-blue or black shirt/blouse, with a blue-black vest. The outfit is decorated by bows or ribbons at the shoulders or elbows, and one is also usually worn in the hair to keep it out of the eyes. Traditionally, a bandolier for spatula shurikens is also worn over the outfit, which doubles as a hanger for the combat spatula (carried on the back). Stance: A wide-legged, crouched stance with the combat spatula held either low for upward strikes or at chest level for cross-wise or flat strikes.


CHARACTER BONUSES


Add 2 to P.S.


Add 1 to P.P.


Add 1 to P.E.


Add 15 to S.D.C.


COMBAT SKILLS Attacks per Melee: Three Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defensive Moves: Parry, Dodge, Automatic Parry Advanced Defenses: Circular Parry, Multiple Parry, Disarm, Combination Parry/Attack Hand Attacks: Strike (Punch), Palm Strike Basic Foot Attacks: Kick Attack Special Attacks: Death Blow, Combination Strike/Parry, Leap Attack, Elbow, Cluster Throw (Special, see below) Holds/Locks: Spatula Pin (Special, see below) Weapon Katas: WP Spatula (Special, see below), WP Kitchen Utensils (Special, see below), WP Knife Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two powers from either Martial Arts Techniques or Special Katas. In addition, select one power from Body Hardening Exercises, with the exception of Chagi/Kick Practice. Languages: Japanese Cultural: Cooking (+10%); Cooking: Japanese Traditional (+25%) Physical: Athletics Philosophical Training: Ukyo Kuonji herself is a Buddhist, but does not force her philosophical beliefs on others.


If Kuonji-ryuu is your primary martial art, then the following other forms can be learned in a shorter time: Choy-Li-Fut Kung Fu (5 years), Fu-Chiao Pai Kung Fu (4 years), Jujutsu (5 years), Kyokushinkai Karate (5 years), Moo Gi Gong (6 years), Tai-Chi Ch'uan (6 years), T'ang-Su Karate (6 years), Zanji Shinjinken-Ryu (6 years).


LEVEL ADVANCEMENT BONUSES Level 1: +2 to roll with punch, +1 to parry with spatulas and kitchen utensils, +1 to dodge, Critical Strike on Natural 20, Critical Strike From Behind Level 2: +2 to disarm, +2 to Maintain Balance, Knock-Out/Stun on Natural 19-20 Level 3: +1 to strike with Spatula Pin, +1 to disarm, +1 to Maintain Balance, +1 to strike with spatulas and kitchen utensils Level 4: +1 to dodge, Critical Striike on Natural 19-20, Knock-Out/Stun on Natural 18-20 Level 5: +1 attack per melee, +1 to strike with Cluster Throw, +1 to pull punch Level 6: Select one additional martial arts power from among Body Hardening Exercises, Special Katas, or Martial Arts Powers, +10 to SDC Level 7: +2 to strike, +1 to dodge, +1 to disarm Level 8: +1 attack per melee, +2 to roll with punch Level 9: +2 to damage, +1 to roll with punch, +2 to pull punch, +1 to strike and parry with spatulas and kitchen utensils Level 10: Select one additional martial arts power from among Body Hardening Exercises, Special Katas, or Martial Arts Powers, +20 to SDC Level 11: +1 to strike with Spatula Pin, +2 to strike with Cluster Throw, +1 to disarm Level 12: +1 attack per melee Level 13: +1 to roll with punch, +2 to pull punch, +1 to strike and parry with spatulas and kitchen utensils Level 14: +1 to parry and dodge Level 15: +25 to SDC, +2 to damage, +2 to Maintain Balance


Why Study Kuonji-Ryuu?


If you enjoy cooking and martial arts, then the Kuonji-ryuu is the best way to combine the two pusuits. No self-respecting chef would be caught dead without some way to protect himself from all of the violent disasters that can happen while preparing a good meal. Sure, Moo Gi Gong can be adapted for use in the kitchen, but Kuonji-ryuu adds a much more personal touch to self-defense while cooking. Not to mention that if you like Japanese food this school can teach you some of the best recipes known to man.


SPECIAL MANUEVERS Cluster Throw


With this maneuver, it is possible to throw a spread of missile weapons at one or multiple targets in only one attack! Much like the "multi-shuriken" throw that makes ninjas so deadly, a practitioner of Kuonji-ryuu hurls several small missile weapons with deadly force in the general direction of their enemy, hoping that one or two will strike. In the case of the Kuonji-ryuu, however, these missile are almost always small, blade-edged spatulas.


With one attack, a martial artist using the Cluster Throw may hurl up to four small missile weapons (ie: shuriken, spatulas, forks, etc.). Each missile beyond the first places a cumulative -1 penalty on the attack roll; only one attack roll is made for all of the missles thrown, but the penalty affects each missile individually. All missiles thus thrown also have their damage reduced by one die type, down to a minimum of d4.


(Ex.: Ukyo decides to use the Cluster Throw against Ranma. She throws her maximum number of spatulas with one action, four, and rolls to hit. After all of her bonuses, the roll to hit is a 16; this means that the first spatula hit with a 16, the next a 15, the third a 14, and the final spatula a 13. Ranma manages to dodge with a 15, meaning that only the very first spatula hits him. Thrown spatulas normally inflict 1d6 SDC, but since this attack was a Cluster Throw, the spatula that hit Ranma does only 1d4 SDC.)


If no other weapon is being held, a martial artist using the Cluster Throw may utilize both hands for the attack, hurling up to eight missile weapons! However, this unwieldy throw is likely to strike much, as the final missile will have a penalty of -7 to strike. Also, this attack requires two melee actions to complete rather than one. Any "trick shots" that the martial artist can do with a thrown weapon can also be done with a Cluster Throw, including the Spatula Pin.


Spatula Pin


This attack functions identically to a normal weapon-based pinning attack, save that it is done with a spatula or other sharp, pointed kitchen utensils. Such an attack may pass through either the clothes or a limb (ouch!). This attack requires a called shot, with a -2 penalty to strike (-4 if the pin must pass through a limb); on a successful hit, the victim is pinned and may not move from the spot they are pinned to. If a limb has been pinned (either directly through the limb or by the target's clothing), that limb may not be used until the weapon is removed. Removal of a weapon requires two melee actions if the victim continues to parry (a dodge is impossible), or only one if he does not defend. Exceptionally strong characters may simply tear free of their clothes with one action ond a successful PS check at one-half (or three-fourths with supernatural strength) without sacrificing their defense. Each extra weapon beyond the first used to pin the victim requires one extra melee action to remove.


NEW WEAPON PROFICIENCIES W.P. Spatula


This proficiency covers the use of normal kitchen spatulas and specially designed combat spatulas (normal-sized and over-sized). Normal spatulas are only good for combat if they happen to be made of metal (but no self-respecting chef would be caught dead with a plastic spatula anyway); even so, they will undoubtedly break or bend after a few melees of combat action, becoming completely useless for anything. Combat spatulas do not have this problem, being designed for both fighting and cooking. Small combat spatulas are designed for melee combat and throwing, and so have no balance difficulties. Over-sized combat spatulas are much larger and more unwieldy but can still be thrown at a -4 penalty to strike.


Bonuses: +1 to strike and parry at levels 1, 3, 5, 7, 9, 12, and 15. +1 to throw at levels 2, 4, 7, 10, 13, and 15.


W.P. Kitchen Utensils


This proficiency is training in the use of all normal kitchen utensils except knives and spatulas as weapons. (See WP Knife and WP Spatula for these other kitchen utensils.) Kitchen utensils are of benefit as weapons in that they are both easily found and good for surprising an opponent. ("A colander? Ha ha ha ha! Ha- Urk!") Unfortunately, these items were not intended for use as weapons and generally tend to break after one or two melees of combat action. As a general rule, every point of damage inflicted by a normal kitchen utensil in a single attack gives it a 10% chance of breaking; bladed kitchen utensils (meat cleavers, butcher knives, etc.) have only a 5% chance per point of damage. Dishes and other cermic items see this chance increased to 20% per point. Combat-quality kitchen utensils can be garnered as special orders from silverware companies and weaponsmiths, but the cost is anywhere from ten to twenty times store price for a normal utensil.


Bonuses: +1 to strike and parry at levels 2, 4, 6, 8, 10, 12, and 15. +1 to throw at levels 1, 4, 7, 10, 13, and 15.


NEW WEAPONS Combat Spatulas


Small: This weapon is a slightly under-sized spatula made entirely of metal, sometimes with a wrapped handle for easier grip. Small combat spatulas are good as melee weapons or thrown weapons. They are easily wielded in one hand, and can be used with the Cluster Throw ability. Throwing range is as per the wielder's PS. These spatulas have an average length of ten inches and weigh about a pound. Damage: 1d6 SDC.


Large: Over-sized combat spatulas are wielded in two hands and are essentially oddly-shaped naginatas or a type of polearm. These weapons may be used as slashing/cutting weapons or as blunt/crushing weapons. Due to the non-aerodynamic nature of a spatula, a failed blunt attack will result in overbalancing; if a Maintain Balance roll is not made (with the target nunber being the wielder's roll to hit), then the next melee action is lost in recovering (can still defend, but not attack). However, a successful blunt attack from this weapon will result in the victim being knocked down unless a Maintain Balance roll is made. Large combat spatulas have an average length of five to six feet, with the spatula head being roughly three feet wide at its widest. Depending on the material used in its construction, a large combat spatula can weigh between eight and twelve pounds. Damage: 2d8 (slashing) or 2d6 (blunt).


Kitchen Utensils


The chart below shows the general length and damage of normal, mundane kitchen utensils, including various types of kitchen knife.


Utensil

Damage

Length

Steak Knife

1d4

Six inches

Butcher Knife

1d6

Ten inches

Paring Knife

1d4

Four inches

Electric Knife

1d6

Eight inches

Meat Cleaver

1d6

One foot

Frying Pan (Iron)

1d8

One foot

Wok (Stainless Steel)

1d4

One foot (width)

Colander (Metal)

1d4

Eight inches (width)

Tenderizer Mallet

1d6

One foot

Spatula (Metal)

1d4

One foot

Turkey Baster

1d4

One foot

Tongs

1d3

One foot

Fork (Dinner)

1d4

Six inches

Barbecue Fork

1d6

One foot

Salad Fork

1d4

Eight inches

Spoon (Table)

1d3

Six inches

Spoon (Tea)

1d2

Six inches

Spoon (Stirring, Metal)

1d3

Ten inches

Dipper (Metal)

1d4

One foot

Plate (Ceramic)

1d4+1

Eight inches (width)

Bowl (Metal or Ceramic)

1d4+1

Six inches (width)



Three Winds Kempo By Sinestus


Developed by the ancient immortal, Shen Meng, Three Winds is almost three separate styles. Unlike most techniques, Three Winds teaches each of the primary aspects of combat individually. Upon entering the school, the student must select which style they will begin with. As the name suggests, the style has three combat sets (or techniques): Offensive, Defensive, and Flowing. Once a student feels they have mastered the first techniques, they switch to another focus, combining the new knowledge with the old (but never advancing in the old techniques again). In gaming terms, this breaks down with the style having three different sets of advancement bonuses, moves, and powers. When the character starts, they must select which set they are beginning with. Later in the game (no sooner than 3 levels later), the character can switch techniques, beginning as level one of the next style. During the transition, the martial artist spends a period of adjustment, where they begin modifying their philosophies. The transition from one technique to another takes 1 level of experience, during which they only gain the 'special moves' and bonuses of the new set and new powers appropriate for the switch. Once a student moves on, they cannot gain bonuses from the previous technique again.


Requirements: I.Q.: 12, P.E.: 12, P.P.: 12, Cannot be combined with physical skills, save for those included in the style. Training: 10 years Character Bonuses Offensive Set: +2 to P.S. and P.E. Defensive Set: +2 to P.P. and Spd Flowing Set: +2 to Spd, +10 Chi. Stance: None specific. Students are taught to develop a stance based on their own personality and capabilities. Outfit: Normal Aikido or Kempo style outfit. Combat Skills Attacks per Melee: 2 Note: Attacks and moves vary with focus. Students can only use moves from the focuses they have mastered/studied. Hand Attacks: Offensive : power punch, strike/punch, backhand, palm strike, forearm, elbow Defensive : slap (only one damage), backhand Flowing : palm strike, forearm Foot Attacks: Offensive : snap kick, axe kick, crescent kick, roundhouse, kick attack Defensive : trip/leg hook, backward sweep Flowing : turning kick (dodge/kick), roundhouse Basic Defense Moves: Offensive : none Defensive : dodge, parry, automatic parry Flowing : dodge, parry Advances Defense Moves: Offensive : power parry, leg parry (kick/block for sweeps, 1D6) Defensive : circular parry, disarm, Flowing : automatic throw, multiple dodge, Holds/Locks: none Escape Techniques: Offensive : none Defensive : roll, breakfall Flowing : roll, backflip Modifiers to Attack: Offensive : critical, critical from behind, deathblow Defensive : none Flowing : knockout, knockout from behind Special Moves: Offensive : Dual Fist Punch (2D6 + damage, uses both hands), Head Butt (1D6+ damage, can be used in some holds), body block/tackle (success by 5+ over defender's roll allows attacker to remain standing, 1D4 + damage), leap attack. Defensive : none Flowing : disarming throw (as automatic, success of 5+ over attacker causes disarm). Weapon Katas: none Additional Skills: Offensive : Boxing, Pylometrics, Body Building Defensive : Running, Juggling Flowing : Gymnastics, Tumbling Martial Arts Powers: (each set is restricted in where they may select powers from. All powers selected MUST reflect the focus they are learned in, thus, a student of Offense will not learn a power which grants no bonus to strike or penalizes strike bonuses in any way, a student of defense will not learn anything which increases strike bonuses or decreases parry bonuses, etc.. Categories are listed in order of recommendation for selection, greatest to least.) Upon gaining the technique, select two powers from the proper category. Offensive : Specialty Katas, Martial Arts Techniques, or Body Hardening Defensive : Body Hardening, Specialty Katas, or Martial Arts Techniques Flowing : Chi Powers, Martial Arts Techniques, or Arts of Invisibility Level Advancement Bonuses (only listed to level seven, at which point the character must switch focus.)


Offensive : 1st: +1 attack, +2 to strike/advanced parry, critical from behind 2nd: +1 to damage, critical on natural 19+ 3rd: +2 to strike/advanced parry 4th: +1 attack, Critical on 18+ 5th: +1 to strike, +3 to damage. 6th: select one martial arts power. Critical 17+ 7th: Deathblow on called shot, +1 attack


Defensive : 1st: +2 to parry and roll, have all listed moves, 2nd: +2 to breakfall and disarm 3rd: select one martial arts power, +1 to perception 4th: +1 attack, gain Automatic Roll (full bonuses) 5th: +2 to roll/breakfall 6th: +2 parry/disarm 7th: Gain Anticipation (Slap only)


Flowing : 1st: +2 to dodge, +1 to backflip, have all listed moves 2nd: Knockout from behind and/or 19+, +1 to automatic throw with flip 3rd: +2 to backflip and dodge, can call knockout with throws 4th: +1 attack, Knockout on 18+, select one martial arts power 5th: +1 to roll and automatic throw with flip 6th: +1 to dodge and backflip, select one martial arts power 7th: Automatic knockout on natural 19+


Thoda By Kuseru Entrance Requirements: No Attribute or Alignment Restrictions. Skill Cost: 4 Years (2 Years as a Secondary Martial Art Style). Thoda is an impressive form of archery from the Himachal Pradesh in India. This style dates back to the days of Mahabharata, where bows were used in the epic battles between the Kauravas and Pandavas. Training consists of two groups, primarily dancers, competing against each other with teams of archers shooting arrows at each other's legs. Defense is limited to lightning kicks and agility used to thwart the aim of their opponents. This style is typically studied only in the Theog Division (Shimla district), Narkanda block, Chopal Division, district Sirmaur and Solan Thoda of the Himachal Pradesh. Costume: White cloth dhoti (loose trousers wrapped between the legs). If a shirt is worn, it is long and hangs outside the lower garment. Footwear is sandals. A turban is worn on the head. Stance: None. CHARACTER BONUSES Add +1 to P.S. Add +1 to P.E. Add +2 to P.P. Add +4 to Spd. Add +10 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry Advanced Defense Moves: Automatic Dodge, Multiple Dodge. Hand Attacks: None. Basic Foot Attacks: None. Jumping Foot Attacks: None. Special Attacks: Tripping Shot (NEW!). Holds/Locks: None. Weapon Kata: W.P. Bow, W.P. Sharpshooting: Bow Modifiers to Attacks: Critical Strike, Knockdown, Knockout/Stun, Pull Punch SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Yadomejutsu Kata. Languages: Eastern Hindi. Cultural: Dance. Weapon Proficiencies: W.P. Bow, W.P. Sharpshooting: Bow 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), Silambam (5 Years), Thang-Ta (2 Years), Vajra-Musti (8 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike with Bow, +1 to Dodge, +1 to Maintain Balance 2nd: +1 to Damage with Bow, +1 to Pull Punch 3rd: +1 to Strike with Bow, +1 to Dodge 4th: +1 to Parry, +1 to Roll with Punch/Fall/Impact 5th: Add +1 Attack per Melee. 6th: Accurately shoot while dodging (normally a wild shot), but strike bonuses are halved and a called shot is impossible, Knockout/Stun on a Natural 20 7th: +1 to Strike with Bow, +1 to Dodge, +1 to Maintain Balance 8th: Add +1 Attack per Melee. 9th: +1 to Pull Punch, Knockout/Stun on a Natural 19, or 20 10th: +1 to Strike with Bow, +1 to Dodge 11th: +1 to Damage with Bow, +1 to Tripping Shot 12th: Add +1 Attack per Melee. 13th: +1 to Strike with Bow, Knockout/Stun on a Natural 18, 19, or 20 14th: Add +1 Attack per Melee. 15th: +1 to Strike with Bow, +1 to Tripping Shot Why Study Thoda? In exchange for giving up the ability to injure one receives an ability that's almost totally defensive. It also provides good defenses against multiple attackers in addition to good offensive capabilities. On the other hand, there are few/no special powers or abilities, so it's pretty limiting in any other circumstances. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones but has the single disadvantage of being dependent on a weapon for effective combat.



Thugee (Exclusive) By Kuseru Entrance Requirements: No Attribute restrictions. Limited to characters of Aberrant (evil) alignment with Discipline of Honor. Skill Cost: 10 Years. The martial art style Thuggee is a variant of Kalari Payit in which knowledge of Marma-adi (vital points) is used to inflict damage rather than heal. It is practiced by the adherents of a secret cult of Kali, known as Thugs (deceivers/to conceal), Thugees, Phansigars (Hindustani for noose-users), Ari Tulucar (Tamuli), and Tanti Kalleru (Kanarese). The Thugs were organized gangs of robber-assassins who killed travelers with ritual strangulation and sacrificial rites. Starting at as young an age as ten, recruits of the style engage in scouting instead of murder for the first two expeditions, learning only that Thugs engage in robbery. Upon the third expedition, the apprentice begins to learn the proper care of the sacred pickaxe, believed to be a tooth of Kali. Next, the recruit is taught the proper digging of graves and preparation of bodies, being rewarded with a share of the loot. Eventually they are taught how to hold the feet of victims. When they learn the technique of distracting victims and holding their hands, they are given the rank of Shumseea. Recruits wishing to become a Bhurtote (strangler), they must seek out a guru (teacher) to apprentice themselves to. If they are accepted they are taught the proper way to fold and knot the yellow or white silk strangling scarf with a silver rupee on one end known as a Rumal or Ruhmal. When they learn the techniques of the Rumal, an elderly victim is selected, awaken from sleep, and strangled. The final part of training is the ritual preparation of Goor, a raw sugar treat representing the flesh of the tiger, eaten by Thugs who actual perform the strangulation in a ritual called Tuponee. Victims are commonly strangled from the rear, with their hands and feet held by two other thugs. A dagger thrust into each eye and the slashing of the abdomen by the ceremonial pickaxe are used as part of the burial (and to ensure death). There are a variety of strangulation techniques, involving quick looping of the neck and a twisting motion to ensure that the choke is successful. There are also other variations, sometimes using a simple garotte, or using two or more stranglers to choke the victim. The Thugs also used their own signs of recognition and trail marking to denote targets and locations. Thugs typically attack when there are three or more thugs per victim. Costume: None. Thugs dress in clothing appropriate to their region. Stance: None. CHARACTER BONUSES Add +1 to M.E. Add +2 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 Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Disarm Hand Attacks: Fingertip Attack, Marman Strike (fore-knuckle strike), Punch. Basic Foot Attacks: Kick Attack, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Body Flip/Throw, Choke, Death Blow, Death Strike, Death Touch, Paralysis Attack, Strangulation. Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold/Choke, Torso Hold. Weapon Kata: W.P. Rumal (Demon Snare), W.P. Dagger (Knife), W.P. Ceremonial Pickaxe (Axe). Modifiers to Attacks: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select Three (3) Martial Art Powers from among Atemi, including Advanced Atemi. *Dim Mak available at level 4. Languages: Hindi, Sign Language (Thug code) Cultural: Cooking, Rope Use Physical: Prowl. Weapon Proficiencies: W.P. Rumal (Demon Snare), W.P. Dagger (Knife), W.P. Ceremonial Pickaxe (Axe). Philosophical Training: Hinduism: Death aspect of Kali If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Assassin (6 Years), Bandesh (2 Years), Gatka (9 Years), Kalari Payit (7 Years), Muki (12 Years), Silambam (5 Years), Thang-Ta (2 Years), Thoda (1 Year), Vajra-Musti (8 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 Parry/Dodge, +1 Strike, +1 Hold. 2nd: Critical Strike from Behind. 3rd: +1 Hold, Critical Strike on a Natural 19 or 20. 4th: Select one (1) additional Martial Art Power from among Atemi including Advanced Atemi. 5th: Add +1 Attack per Melee. +1 Strike. 6th: +1 Hold, Death Strike on a Natural 20. 7th: +2 Parry/Dodge, +1 Strike. 8th: +1 Hold, Critical Strike on a Natural 18, 19, or 20. 9th: Select one (1) additional Martial Art Power from among Atemi including Advanced Atemi. 10th: Add +1 Attack per Melee. 11th: +1 Strike, Death Strike on a Natural 19 or 20. 12th: Select one (1) additional Martial Art Power from among Atemi including Advanced Atemi. 13th: +1 Hold, Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks). 14th: Add +1 Attack per Melee. 15th: +1 Hold, Death Touch on a Natural 20. Why Study Thugee? By itself it offers a perfect espionage ability. Attacks should be unexpected, should first make the opponent helpless, and then finish him off. Flexibility, surprising attacks and deadly moves are all this style's trademarks. The only weakness comes from the lack of training in the "internal" arts.



Tickle Fu By Mantisking Entrance Requirements: None. Skill Cost: 4 Years (Primary), 2 Years (Secondary)


An ancient martial art handed down from father to son since time immemorial.


Costume: Normal Clothing. Stance: Feet a shoulder width apart, strong side a half step forward. Hands are up and out, held in fists with the index finger sticking out. CHARACTER BONUSES Add 4 to M.E. Add 2 to P.P. COMBAT SKILLS Attacks per Melee: Three (3) Escape Moves: Roll with Punch/Fall/Impact, Leap Attack Moves: Leap Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Multiple Dodge, Circular Parry Hand Attacks: Fingertip Attack Basic Foot Attacks: None Jumping Foot Attacks: None Special Attacks: Paralysis Attack Holds/Locks: Finger Lock, Wrist Lock Weapon Kata: W.P. Feather Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Knockout/Stun from Behind SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Body Hardening Exercise: Hand Speed. Languages: None Cultural: Tickling Physical: Prowl Survival: None Temple: None Weapon Proficiencies: W.P. Feather 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: +1 to Strike, +1 to Roll with Punch/Fall/Impact, Knockout/Stun from Behind, Knockout/Stun on a Natural 20 2nd: +1 to Parry/Dodge 3rd: +1 Attack per Melee 4th: +1 to Strike, Knockout/Stun on a Natural 18+ 5th: +1 Attack per Melee 6th: +1 to Parry/Dodge, +1 to Holds/Locks 7th: +1 to Strike 8th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact 9th: +1 Attack per Melee 10th: +1 to Strike, +1 to Holds/Locks 11th: +1 Attack per Melee 12th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact 13th: +1 to Strike 14th: +1 Attack per Melee 15th: +1 to Parry/Dodge Why Study TICKLE FU? Because you like tickling people until they're laughing so hard they can't breath.



TIEH-MIN PAI (Toad Style) By GigaDragon Entrance Requirements: No attribute or alignment restrictions. Skill Cost: 15 years of study is required(or 7 years as a Secondary Martial Art Form).


Tieh-Min Pai is based on the movements of frogs and toads(this may sound funny, but think about it...a frog can leap many times it's own body length, and a toad's strength, considering it's size, is incredible). This style was created long ago in southern china, and is one of the only southern Chinese martial arts that emphasizes leaps and kicks. Although this style is lost to antiquity, some old masters still know it, and may teach it to a willing student. Most don't want to try, because the training is quite rigorous, and students have died during training. Emphasis lies on back strength, leg strength, internal power, and agility. Furthermore, in China the frog and toad represent the lunar yin principle, and the frog spirit is revered as a healer and bringer of prosperity.


Costume: Silk pants, light shoes, and bare chest. A sash completes the outfit. Stance: A wide-legged 'standing-horse' stance. The hands are held up in front of the body, palms out. Character Bonuses Add 15 to Chi Add 4 to M.E. Add 1 to P.S. Add 2 to P.P. Add 1D4 to P.E. Add 20 to S.D.C. COMBAT SKILLS Attacks Per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap, Backflip, Somersault, and Cartwheel. Attack Moves: Leap, Cartwheel, roll, Backflip. Basic Defensive Moves: Dodge, Parry, Automatic Parry. Advanced Defenses: Disarm, Breakfall, Circular Parry, Combo Parry/Attack. Hand Attacks: Punch, Fore-Knuckle Fist, Backhand, Double-Knuckle Fist, Knife/Ridge Hand, and Palm Strike. Basic Foot Attacks: Snap Kick, Front kick, Roundhouse kick, Side Kick, Sweep/Hook Kicks, and Drop Kick. Advanced Foot Attacks: Jump Kick, Leap Kick, Flying Kick, Leap/Jump/Flying Reverse Turning Kick Special Attacks: Leap, Body Block/Tackle, Knee, Elbow, Forearm Holds/Locks: Arm Hold, Leg Hold, Body Hold, and Neck Hold. Weapon Katas: Kwan Dao, Dan Dao, Darn Dao, and Tieh Chang. Modifiers To Attacks: Death Blow, Pull Punch, KO/Stun, Critical Strike, and Critical Strike from behind. SPECIAL KATAS:


Lucky Frog of Good Fortune: Allows for an Automatic Dodge, +2 to Parry and Dodge, and can Parry and Dodge any and all attacks that melee(even attacks from behind)! However, no attacks are possible.


SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two powers from Chi Mastery or Body-Hardening Languages: Cantonese/Fukienese and/or Mandarin Chinese. Physical: Gymnastics and Acrobatics. Philosophies: Taoism and Chan Buddhism. If this is your primary Martial Art Form, then the following other forms can be learned in a shorter time: Monkey Style(6 years), Bok Pai(4 years), Shaolin(6 years), or Tae Kwon Do(3 years). LEVEL ADVANCEMENT BONUSES 1st +2 to parry and dodge, +2 to roll with impact, critical strike or knock out from behind. 2nd +1 to leap/backflip/somersault/cartwheel, +3 to damage. 3rd +1 attack per melee, +1 to breakfall, +1 to rolling attack. 4th +2 to roll with impact, and select one additional martial art power from Chi Mastery, Body Hardening, Invisibility, or special katas. 5th +1 to leap/backflip/somersault/cartwheel, +1 to parry and dodge. 6th +1 attack per melee, +2 to damage. 7th +1 to roll with impact, KO/stun on a natural 19 or 20. 8th +2 to leap/cartwheel/somersault/roll, select one martial art power from the above selections. 9th +1 attack per melee, +2 to parry and dodge, +15 to CHI. 10th +1 to roll with impact, critical strike on a natural 19 or better. 11th +2 to leap/backflip/cartwheel/somersault, deathblow on a natural 19 or better. 12th +1 attack per melee. 13th +2 to roll with impact, +1 to parry and dodge. 14th +2 to roll/cartwheel/somersault/backflip, +3 to damage. 15th double existing CHI, select one power from the above selections. Why study Tieh-Min Pai? More CHI! More power! Fantastic leaps and acrobatic attacks make this style a wonder to behold. The character also becomes incredibly strong in body and mind.'Nuff said!



Titan Swordsmanship By Mephisto Entrance Requirements: Other than being a Titan; none Skill Cost: 45 Years


The only martial art possessed by the legendary Titan giants, it's a hereditary martial art that's said to survive since the Age of Light! The Titans who know this are indeed a privileged few; it includes some very specialized magic believed to have existed during the Time of a Thousand Magicks. Only the Titan now holds the knowledge of Titan Swordsmanship, and continues to use the power of the form to combat evil all over the Megaverse.


In a fight, they will usually carry an empty scabbard and will seem to pull a magical sword out of the empty scabbard! The scabbard is actually normal, it's the Titan him or herself who is creating the sword through their force of will. Some might compare the mystic sword to a psi-sword, but the sword is magical not psionic and the sword and Titan share a closer bond and the Titan also has more control over the blade than a Cyber-Knight in Rifts does over his psi-sword. The skill of the Titan with his blade is legendary. Many have been known to defeat hordes of opponents with a single blade! Training is available through blood relations only; Titans will usually pass it down to a son, daughter, niece, or nephew. The secrets of the magic are closely guarded and never shared.


O.C.C. Note: By upgrading to Hand to Hand Martial Arts then exchanging one O.C.C. Related Skill the Titan can receive Titan Swordsmanship Stance: Usually with one hand holding the scabbard and the other hand seemingly ready to grab the sword, while the legs are bent slightly one set ahead and the other behind. Costume: Usually in armor Character Bonuses +1D6x10+10 to P.P.E. +4 to P.S. +2 to P.P. +2 to M.A. +15 to S.D.C. Combat Skills Attacks Per Melee: 4 Escape Moves: Roll With Punch/Fall/Impact, Back Flip, Somersault, Breakfall, Maintain Balance Basic Defenses: Dodge, Parry, Auto Parry Advanced Defenses: Power Block/Parry, Combination Parry/Sword Slash, Circular Parry, Multiple Dodge, Disarm Hand Attacks: Strike (Punch), Backhand, Elbow, Fore-Knuckle Fist, Palm Strike Foot Attacks: Kick Attack, Snap Kick, Knee, Roundhouse Kick, Crescent Kick, Wheel Kick, Axe Kick, Reverse Turning Kick, Trip/Leg Hook, Backward Sweep, Drop Kick Special Attacks: Crush/Squeeze, Body Flip/Throw, Body Block/Tackle, Holds/Locks: None Weapon Skills: W.P. Sword Special Katas: None Modifiers to Attack: KO/Stun, Pull Punch, Critical Strike, Critical Strike from Behind Skills Included in Training Martial Art Powers: Automatically gains Titan Sword Technique. Also select Two from among Body Hardening, Martial Art Techniques, or Specialty Katas Physical Skills: Body Building, Acrobatics and two of choice Training Skills: None. Languages: None Level Advancement Bonuses 1st Critical Strike Natural 20 or from behind, +2 to Roll, +3 to Parry with a sword 2nd +3 to dodge 3rd +2 strike with sword, +2 disarm, +2 Initiative 4th +1 attack, +2 Maintain Balance 5th +2 damage, Select One Additional Martial Art Power 6th Add 3 levels to W.P. Sword, +2 to strike and parry hand to hand 7th Critical Strike Natural 19 or 20, +1 dodge 8th +1 Attack, +2 disarm 9th +2 Strike and parry with a sword, +2 Initiative 10th +2 damage and +2 to maintain balance 11th +2 to Damage, +3 dodge 12th +2 Initiative, Select One Additional Martial Art Power 13th +1 Attack, Critical Strike Natural 18-20 14th +2 to strike and parry hand to hand 15th +2 to strike and parry with a sword, Death Blow Natural 20 Why study Titan Swordsmanship? To learn an ancient martial art that is used by a race as fabled as the Titan. It's adept at both weapon and empty hand combat. Plus the Titan Sword Technique knowledge is pretty formidable.


Titan Sword Technique Restriction: This Martial Art Technique is limited to Titan Swordsmanship, no others. 1. Generate Sword: The Titan can generate the sword in an instant (less than a second). The sword does 1D6 damage per 4 P.P.E. invested in the blade. The size and style of the sword depend on what the character wants at the moment. The blade cannot be changed after its been created, but if its dispelled and recreated, it can appear differently. Generating the sword to parry an attack is done at +2; -6 against a projectile/missile weapon. The sword lasts for an impressive half hour per level of experience. 2. Teleport Sword: The Titan can teleport the sword back to him if it was knocked out of his hands at the cost of 3 P.P.E. It is so fast he can even teleport the sword to parry an attack; same penalties as above 3. Intercept Attack: The Titan can attempt to intercept any magical energy or projectile attack by focusing on the sword and letting it mystically guide itself against the attack. The P.P.E. cost is 2, and adds a +6 bonus to parry the attack. It has no effect on spells that affect the Titan but don't create a physical manifestation, such as agony or life drain. 4. Automatic Attack: One of the more spectacular powers of the mystic sword, it can be released by the Titan and will fly towards the victim! After the attack t he sword just drops to the ground. The strike has a special bonus of +4 to strike (no other strike bonuses are applicable) and costs the Titan 1 P.P.E. To draw the sword back costs 1 P.P.E. or he or she can teleport the sword back. Of course, if the sword is grabbed it can't be drawn back by any method other than teleportation. The range of the attack is 60 feet (20m). 5. Other notes: The sword can affect any creature vulnerable to magic, those who are invisible, ethereal, or even astral beings! The sword is effectively invulnerable to damage, but can be picked up by anyone and used although the special abilities are limited to the Titan who created it. 6. Bonuses: The Titan is +4 on Initiative when using this magical blade, and gets a special strike and parry bonus of +3 due to the fact that the blade is perfectly balanced.



Tobu Tsuken Ryu Kenjutsu (Flying Crane School Sword Art) By Ray Bull



In the early 1600s Okinawa changed possession from China to Japan, stranding many Chinese citizens on the island. One of these people was a Sifu of White Crane Kung Fu. As with the other Chinese people he was ignored or scorned, except by a samurai in service to the commanding govenor. He learned every day from the White Crane Sifu, until several years later when he was transferred back to Japan with his lord. Back in Japan the samurai combined the teachings of White Crane Kung Fu with his school of Kenjutsu to create Tobu Tsuken Ryu Kenjutsu.


In unarmed combat a Tobu Tsuken Ryu Kenjutsu stylist will take a defensive attitude and evade his opponent's attacks, whether armed or unarmed, striking back while the opponent is off-balance. When engaging in armed combat a follower of this style will assume an offensive attitude and attack quickly to disrupt his opponent's rhythm.


The only school of Tobu Tsuken Kenjutsu is in Japan. The Sensei of this school is very selective about who he will teach. A character who wishes to learn this style will have to pass many tests and interviews to be accepted as a student.


Entrance Requirements: P.P.: 12 Skill Cost: 12 years (Exclusive) Costume: A black Keikogi and a black Hakama Stance: Body at a 45 degree angle to opponent, left leg held up with the foot even with the right knee. Left arm held out towards opponent with the left hand held in the knife hand position. The right arm back hidden behind the body, with the right hand holding the bladed weapon of choice in an ice-pick grip back along the forearm.


CHARACTER BONUSES


Add +10 to Chi


Add +1 to M.E.


Add +2 to P.P.


Add +2 to Spd


Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Leap, Maintain Balance Attack Moves: Leap Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Circular Parry Hand Attacks: Strike (Punch), Knife Hand, Palm Strike, Crane's Beak Fist Basic Foot Attacks: Kick Attack, Crescent Kick, Backward Sweep Jumping Foot Attacks: Jump Kick, Flying Jump Kick Special Attacks: Leap Attack, Forearm, Deathblow, Combination Strike/Parry Weapon Katas: W.P. Tanto, W.P. Wakizashi, W.P. Katana Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: You may select a total of 3 Powers from among Body Hardening Exercises, Martial Arts Techniques, or Special Katas Languages: Japanese Cultural: Calligraphy, Ukio-e Survival: Fasting Weapon: W.P. Tanto, W.P. Wakizashi, W.P. Katana Philosophical Training: Zen


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Bok Pai (5 Years), Fong Ngan (4 Years), Zanji Shinjinken-Ryu (5 Years)


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


Why Study Tobu Tsuken Ryu Kenjutsu?


An excellent combination of physical and weapon skills that works well against multiple opponents. The addition of Atemi Abilities and Chi Skills makes this a well-rounded martial arts style.



Togakure Ryu Ninjutsu By Kuseru Entrance Requirements: Limited to Honorable Alignments. No Attribute minimums required. Skill Cost: 15 Years (13 Years as a Secondary Martial Art Style).


This Japanese ninjutsu martial art was founded by Daisuke Togakure (circa 1145-1240), also called Daisuke Nishina, in 1160. The combat techniques of this style are marked by the use of low and wide stances used for strong punches and throws. Weapons studied include Bisento, Bo, Jutte, Katana, Kyoketsu Shoge, Metsubushi, Naginata, Shuko, Shuriken (Senban Shuriken), Tessen, and Tetsubishi. Three items are held to be schools secrets or Sanpo Hiden, the Shuko, Senban Shuriken, and Shinodake (bamboo breathing tube).


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: Shizumi no Kamae: This is a low stance, where a deep step is taken rearwards with the right leg and the body comes down vertically over the right leg. The body is to remain vertical with the left leg fully extended, the left arm comes down parallel to the leg. The right hand remains up protecting the head. CHARACTER BONUSES Add +5 to Chi Add +1 to P.S. Add +1 to P.P. Add +1 to P.E. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: Somersault Basic Defense Moves: Automatic Parry, Dodge, Parry Advanced Defense Moves: Breakfall, Disarm Hand Attacks: Claw Hand, Fingertip Attack, Palm Strike, Thumb Drive Fist (New!), Two-Finger Strike (New!). Basic Foot Attacks: Kick Jumping Foot Attacks: None. Special Attacks: Death Blow (REVISED!), Death Strike (NEW!), Headbutt, Hilt Strike (New!), Hip Throw (New!), Knee. Holds/Locks: None. Weapon Kata (Choose Three): W.P. Bisento (Polearm), W.P. Bo (Staff), W.P. Jutte (Forked), W.P. Katana (Large Sword), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Naginata (Polearm), W.P. Shuko (Forked), W.P. Shuriken (Thrown), W.P. Tessen (Fan). 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 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. Physical: Prowl, Swimming Weapon Proficiencies (Choose Six): W.P. Bisento (Polearm), W.P. Bo (Staff), W.P. Jutte (Forked), W.P. Katana (Large Sword), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Naginata (Polearm), W.P. Shuko (Forked), W.P. Shuriken (Thrown), W.P. Tessen (Fan). Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor. Shugendo: The first Japanese mountain ascetics, Shugyosha or Hijiri, were thought to attain great power by meditating and performing austerities on mountain peaks. The best known of these was En-no-Gyoja (En the practitioner or ascetic) also known as En-no-Ozuno or En-no-Ubasoku (En the laic). He is an ascetic who primarily wandered the mountains in Yoshino and Kumano south of Kyoto and Nara. Enno is credited with converting many mountains from Shinto to Buddhism and the founding of Shugendo (Shu=search, ken=powers, do=way; therefore Shugendo would be the "way of supernatural powers"). By practicing ascetic rituals they empowered themselves with Holy and mystical powers to use for the benefit of the community. The maintain these holy powers, Yamabushi often had to perform these rituals with frequent regularity often doing things like chanting the Lotus sutra hundreds of times in a day. they made regular pilgrimages to holy mountains once a season-often in difficult to reach places. When the esoteric Buddhist schools (Tendai and Shingon) came to the mountains of Japan, they brought with them the idea of military prowess. The Yamabushi embraced this idea and begin to train themselves in the martial ways. Stories often circulated of Yamabushi performing extraordinary feats such as walking across burning fires and climbing up ladders of swords as well cutting stones in half by prayer alone or jumping great distances. 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), Kashima Shin Ryu (3 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Suio Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Dodge, Critical Strike from Behind. 2nd: +2 to Parry, +1 to Roll/Knockdown. 3rd: +1 Attack per Melee, +2 to Damage. 4th: Gains the Martial Art Technique of Iai-jutsu. 5th: +1 to Strike, Death Strike on a Natural 20. 6th: +1 to Roll with Punch/Fall/Impact. 7th: +1 Attack per Melee, +1 to Roll/Knockdown. 8th: Gains the Martial Art Technique of Zanshin. 9th: Death Strike on a Natural 19 or 20. 10th: +1 Attack per Melee, +2 to Parry. 11th: +1 to Roll with Punch/Fall/Impact, +1 to Roll/Knockdown. 12th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Martial Art Techniques. 13th: +2 to Dodge, Critical Strike on a Natural 18, 19, or 20. 14th: Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks). 15th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Martial Art Techniques. Why Study Togakure Ryu Ninjutsu? One of the original styles of the true shadow warrior! Flexibility, surprising attacks and deadly moves are all the Ninja's trademarks. This style is noted for the many weapons it brings to the vast ninja arsenal. Also a popular style among kunoichi (female ninja).



Tomari Te By Kuseru Entrance Requirements: No Alignment or Attribute Restrictions. Skill Cost: 8 Years (5 Years as a Secondary Martial Art Style).


Tomari-Te is an Okinawan martial art that was developed in the town of Tomari, Okinawa. Kosaku Matsumora (1829-1898) is credited with creating this style. The Chinese influences in this style resulted from the active foreign exchange and trade that occured in the town of Tomari. Tomari-Te, while quite similar to Shuri-Te, is composed of fast and full movements, projection techniques, and is notable for it's use of arms.


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 +1 to P.S. Add +1 to P.E. Add +2 to P.P. 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, Power Block/Parry. Hand Attacks: Backhand, Draw Hand (New!), Palm Strike, Vertical Fist (New!). Basic Foot Attacks: Kick Attack, Reverse Turning Kick, Roundhouse Kick, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Death Strike (New!), Elbow, Knee. Holds/Locks: None. Weapon Kata (Pick Two): W.P. Bo (Staff), W.P. Kama (Axe)--Paired, W.P. Nunchaku (Chain)--Paired, W.P. Sai (Forked)--Paired, W.P. Tonfa (Blunt)--Paired. Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from Among Martial Art Techniques and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese Cultural (Choose One): Bonsai, Calligraphy, Go, or Ikebana. Weapon Proficiencies (Choose Two): W.P. Bo (Staff), W.P. Kama (Axe)--Paired, W.P. Nunchaku (Chain)--Paired, W.P. Sai (Forked)--Paired, W.P. Tonfa (Blunt)--Paired. Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Isshin Ryu (4 Years), Kobujutsu (2 Years), Shotokan (4 Years), Shuri Te (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry, Critical Strike from Behind. 2nd: +1 to Dodge, +1 to Roll with Punch/Fall/Impact. 3rd: +1 Attack per Melee, +1 to Damage. 4th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 5th: Knock-Out/Stun on a Natural 19 or 20. 6th: +1 Attack per Melee, +2 to Damage. 7th: +1 to Parry/Dodge, Add 2 Levels to one W.P. Kata. 8th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 9th: +1 Attack per Melee, +2 to Damage. 10th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20. 11th: +1 to Strike, +1 to Parry. Death Strike on a Natural 20. 12th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 13th: +1 to Strike, +1 to Roll with Punch/Fall/Impact. 14th: +1 Attack per Melee, +1 to Parry/Dodge. 15th: +1 to Damage. Critical Strike on a Natural 18, 19, or 20. Why Study Tomari Te? This predecessor to modern karate is a good, strongly offensive form of martial arts that also includes weapon skills.



Tomiki Ryu Aikido By Kuseru Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements. Skill Cost: 8 Years (6 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). Tomiki Ryu Aikido was founded by Kenji Tomiki, a high-ranking judoka, whom Jigoro Kano sent to O Sensei to learn Aikido. Tomiki Sensei believed that a "rationalization" of Aikido training, along the lines that Kano Sensei followed for Judo would make it more easily taught, particularly at the Japanese Universities. In addition, he believed that introducing an element of competition would serve to sharpen and focus the practice since it was no longer tested in real combat. This latter view was the cause of a split with O Sensei who firmly believed that there was no place for competition in Aikido training.


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.


The primary focus of Tomiki Aikido is kata (forms) that strive to teach and capture the fundamentals of Aikido. Tomiki de-emphasized the concept and importance of Ki, and instead decided to concentrate on the physiological side of Aikido. Training is in Kata (prearranged forms) and by holding competitions, both empty handed and with a knife.


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 +2 to M.E. Add +1 to P.S. Add +2 to P.P. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Breakfall, Roll With Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Combination Parry/Strike, Disarm. Hand Attacks: Knife Hand Knockout , Punch (Human Fist). Basic Foot Attacks: Kick Attack, Roundhouse Kick. Jumping Foot Attacks: None. Special Attacks: Automatic Flip/Lock (New!), Automatic Flip/Throw, Entering Throw (New!), Hip Throw (New!), Reverse Hold/Throw (New!). Holds/Locks: Automatic Elbow Lock, Automatic Finger Lock, Automatic Wrist Lock, Clothing Hold (New!). Weapon Kata: W.P. Tanto (knife) Modifiers to Attacks: Critical Strike. 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. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese Weapon Proficiencies: W.P. Tanto (knife) Philosophical Training: None. 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), 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 2nd: +1 Attack per Melee, +2 to Body Flip/Throw (includes all throws) 3rd: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata. 4th: +1 to Strike, +1 to Roll with Punch/Fall/Impact 5th: +1 to Breakfall, +1 to Disarm , +2 to Body Flip/Throw (includes all throws) 6th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata. 7th: +1 Attack per Melee 8th: +1 to Strike, +1 to Roll with Punch/Fall/Impact 9th:+1 to Parry/Dodge, +1 to Disarm, +2 to Body Flip/Throw (includes all throws) 10th: +1 Attack per Melee, +1 to Breakfall 11th: +1 to Roll with Punch/Fall/Impact 12th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata. 13th: +1 Attack per Melee 14th: +1 to Disarm, +2 to Body Flip/Throw (includes all throws) 15th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata. Why Study Tomiki Ryu Aikido? This style of aikido stresses physiological development rather than combat or chi development. Still effective as a self defense martial art though.



Tooshiya-Do (Exclusive) By Mark Sanders Entrance Requirements: Must be of good alignment. Minimum attributes include: PS 12, PP 14, and Spd 10 or higher. Skill Cost: 10 years.


In historical references this was accepted as the way a priest or priestess of Shinto temples might defend against demons and evil spirits. It was believed that the arrows could not only ward off evil spirits but, if blessed by the right people, even defeat demons.


A practitioner of this for would prefer to talk first. That failing they would try to remain as mobile as possible so that they might keep enough distance to use their real power. Since the focus of this form is the preservation of life anything that might kill is reserved as a last resort only. That is as long as you aren't a demon.


Costume: The robes of a typical Shinto Priest. Stance: As one might imagine this is very much alike to an Archers stance.


CHARACTER BONUSES Add +4 to M.E. Add +2 to M.A. Add +10 to SPD


COMBAT SKILLS Attacks per Melee: 1 Escape Moves: Leap, Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry Advanced Defense Moves: Automatic Dodge, Automatic Roll, Breakfall, Combination Parry/Attack, Disarm, Multiple Dodge. Hand Attacks: Fingertip Attack, Knife Hand, Punch (Human Fist). Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Death Blow, Elbow, Knee. Holds/Locks: None. Weapon Kata: W.P. Bow, W.P. Targeting, W.P. Sharpshooter: Bow, W.P. Sniper. Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch .


Chi Mastery Technique (positive): Spirit Arrows; cost is 16 Chi / minute, the Arrows have the same damage modification as for the martial technique of Sword Chi Technique. The arrows also Radiate Positive Chi as per the Chi mastery ability of the same name at the level of Tide of Radiance, these arrows fly 2 times as far due to the massive amounts of chi invested in each of these fairly small wooden objects.


SKILLS INCLUDED IN TRAINING Martial Art Powers: The character automatically receives the abilities of Find Weakness, Sung Chi, and Kime Kata. Languages: Japanese. Cultural(Choose three): Music: Gagaku, Minyo, Shomyo, Play Musical Instrument: Shamisen, Flute, Koto, Biwa, Taiko, Gong & Bells, Dance: Japanese, Origami, Divination, Artistic Calligraphy or Narimono Physical: Survival: Landscape Architecture, Mounted Archery. Temple(Chose one): Shiatsu or Japanese: Herbology. Other Skills (Choose one): Oriental History, History of Martial Arts, Philosophy: Shugendo or Japanese Mythology. Weapon Proficiencies: W.P. Bow, W.P. Targeting, W.P. Sharpshooter: Bow, W.P. Sniper. Philosophical Training: None If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Isshin Ryu Style Karate (4 Years), Kyokushinkai Style Karate (4 Years), Taido (6 Years), Zanji Shinjinken-Ryu (4 Years)


LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind 2nd: +1 to Maintain Balance, +1 on Initiative 3rd: +1 Attack per Melee, +1 to Parry/Dodge 4th: +1 to Damage, Gets the Martial Arts ability of 1 Life, 1 Shot, 1 Hit, 1 Kill 5th: +1 to Maintain Balance, Critical Strike on Natural 18 or better 6th: +2 to Roll with Punch/Fall/Impact, Knockout/Stun on Natural 19 or 20 7th: +1 Attack per Melee, +1 to Parry/Dodge 8th: +1 to Maintain Balance, Death Blow on Natural 20 9th: Double Existing Chi, Gets the Martial Arts ability of Heal Mind 10th: +1 to Strike, +1 to Damage 11th: +1 Attack per Melee, +1 to Parry/Dodge 12th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance 13th: +1 to Maintain Balance, Gets the Martial Arts ability of Chi Healing 14th: Double Existing Chi 15th: Gets the Zenjorike Ability of Calm Minds Why Study Tooshiya-Do? To be able to defeat demons and others at a distance greater then you're average Martial Art. You just can't beat an arrow in range for the damage


[email = MarkNSanders@hotmail.com <mailto:MarkNSanders@hotmail.com>



Toyama Ryu Gunto Soho By Kuseru Entrance Requirements: Limited to those of Honorable Alignments. Minimum attributes include: I.Q.: 9, P.P.: 10, and Spd.: 8. Skill Cost: 11 Years (7 Years as a Secondary Martial Art Style).


This Japanese martial art was originally created as a small sub-system of sword drawing techniques created as part of the Rikugun Toyama Gakko (Toyama Military Academy) in 1925 for Japanese Imperial Army officers. The gunto soho (military sword methodology) was created and standardized to address concerns that officers would not be able to draw and effectively use their sword (gunto) in hostile combat environments. After World War Ii, three instructors, Nakamura Taizaburo, Morinaga Kiyoshi, and Yamaguchi Yuuki, began teaching Toyama Ryu to the public, however they soon drifted apart in their teachings. An attempt was made to reunite and standardize the teachings, yet this attempt ultimately failed. In 1977, after this failed attempt, Nakamura decided to change his version of the style into Toyama Ryu Iaido to hand down improved techniques in sword fighting and sword drawing.


Three main areas of training are currently conducted in Toyama Ryu; Battodo/Iaido, Battojutsu, and Gunto Soho. Techniques include ashisabaki (footwork), kensabaki (sword movement), taisabaki (body movement), and zengo-sayu (front, back, and side movement), employed smoothly to create speed and strength in movement. Accurate, rapid and powerful use of the sword combined with strong kiai is emphasised in training. Sparring and kata were introduced by Nakamura to help develop the application of techniques. Suwariwaza (kneeling techniques) have been deleted from the curriculum because there is no historical tradition of seated or kneeling katana drawing techniques.


Costume: Not standardized: Although most swordsmen wear the traditional Japanese training wear of hakama and keikogi (or uwagi), anything can be worn: sweat suits, jeans, karate/judo gi, or slacks. The Japanese Self Defense Force white physical training uniform and even the older, white Imperial Japanese Army uniform (looks like a chef's uniform with nehru collar, and has been in constant use since at least the 1920s. It may have evolved from the European cavalry fatigue duty uniform worn while cleaning out stables; a three-inch wide "stable belt" is also worn. ) are occasionally worn. Stance: Chudan no kamae. Middle guard stance. It is the most basic posture because from it unlimited variation of attack and defense are possible in response to anything the enemy may do. It can be used in any situation or terrain. The right foot is advanced half a step with the left heel raised slightly and 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 pointing at the opponent's eyes. The left hand is held about four inches from the center of the body. The hands and shoulders are relaxed. CHARACTER BONUSES Add +1 to P.S. Add +1D4 to Spd. Add +1D8 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Maintain Balance, Roll With Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Combination Parry/Attack, Multiple Dodge, Power Block/Parry. Hand Attacks: Punch (human fist). Basic Foot Attacks: Backward Sweep, Kick Attack, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Combination Grab/Slash, Death Strike (New!), Hilt Strike (New!), Leap Attack. Holds/Locks: None. Weapon Kata: W.P. Gunto (Large Sword), W.P. Iaito (Blunt). Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch. SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receives Battojutsu. Select at total of ONE (1) Martial Art Power from among Martial Art Techniques and 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. Gunto (Large Sword), W.P. Iaito (Blunt). Philosophical Training: No established philosophy, though instructors stress emulating the original spirit of training in how the art was taught to students at the Rikugun Toyama Gakko, where accurate, powerful an rapid deployment of the sword combined with strongly expressed kiai was taught. 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), Shinkendo (5 Years), TanKendo (3 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact. 2nd: +1 to Leap (add four feet of distance), Critical Strike from Behind. 3rd: +1 Attack per Melee. 4th: Knockout/Stun on a Natural 19 or 20. 5th:+1 to Roll with Punch/Fall/Impact. 6th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 7th: +1 Attack per Melee. 8th: +1 to Leap (add four feet of distance). 9th: Critical Strike on a Natural 19 or 20. 10th: +2 to Parry/Dodge, +1 to Strike. 11th: Add one die of damage to W.P. Gunto. 12th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. 13th: Death Strike on a Natural 19 or 20. 14th: +1 Attack per Melee. 15th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata. Why Study Toyama Ryu Gunto Soho? The sword techniques which made their name in World War II.



Hand to Hand: Triad By Brett Hegr


This martial art form is far different from the Eastern combat style of the same name. It was brought to RiftsR Earth by a human D-Bee soldier named Nathan Hager. Claiming to be a soldier trained by and cloned from a man known only as Armageddon, he roamed North America in search of a way back to his home world. Eventually, he did return. But before he did, he befriended a renowned Cyber-Knighttm named Damion Kurvas. Damion fought at Nathan's side for several months, as they had similar personalities and beliefs. During that time Nathan taught Damion the prinicples of Triad. As a result of this, Damion has begun instructing many Cyber-Knightstm in the combat style, and it has slowly spread across the continent.


A practitioner of Triad is first trained to react quickly to danger. Once the natural defensive instincts have been honed, he then concentrates on striking quickly and efficiently. Once these two concepts have been adequately mastered, the warrior then learns to turn attacks against him to his advantage. Thus, a beginning student of the combat form will tend to take more defensive actions. Once he becomes more skilled, he will get much more agressive and start using more grappling attacks.


Triad is excellent for dispatching enemies. The developers of the combat style had great physical strength. As a result, Triad lacks damage bonuses. Their constant warring with enemies affected the form such that there are few bonuses to pull punches. There are also few holds and other non-offensive actions. This art form has the benefit of a wide variety of bonuses. Students are taught a little bit of everything, but focus on speed in attacking and defense. Experienced combatants make good use of the body throw/slam (they prefer to slam) by following up with the firing of a weapon or a stomp. Since the enemy is already down he can't really defend. They are also known to use their automatic body throw to send one opponent flying into another. Combatants also use forearms, leap attacks, and the crescent kick much more than in other martial art forms. Masters make extensive use of the lethal speed striking ability, gained at the 15th level.


Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or Commando. It costs one more "other" skill than Hand to Hand: Martial Arts, but also costs one extra secondary skill. Not suggested for any genre besides Rifts, but it counts as five secondary skills or one skill from the Physical skill program and one secondary skill if used. Skill Requirements: At least two Physical skills (any kind). Attribute Requirements: P.P. of 10 Techniques Known at First Level: Automatic parry, dodge, pull punch, roll with punch/fall/impact, break fall, disarm, and entangle. Attacks include punch (1d4 damage), knee (1d6 damage), snap kick (1d6 damage, a low and fast kick), stomp (2d4 damage, effective only against enemies lying on the ground), backhand (1d6 damage), head butt (1d6 damage), elbow and forearm strikes (1d6 damage), body block/tackle (1d6 damage), and body throw/slam (1d6 damage plus knockdown).


Bonuses: +3d6 S.D.C., +1d4 to M.E., +2 to P.S., and +1d6 to Spd.


LEVEL ADVANCEMENT BONUSES Level 1: Three attacks per melee, +1 to perception, +1 vs horror factor, +2 to parry, +2 to dodge, and +1 to maintain balance. Level 2: +1 on initiative, +1 to pull punch, +2 to roll with punch/fall/impact, +1 to break fall, +1 to disarm, and +1 to entangle. Level 3: Kick attack (2d4 damage), +1 attack per melee, +1 to strike, and +1 to grapple. Level 4: +1 on initiative, +2 to parry, and +2 to dodge. Level 5: Automatic dodge, hard punch (1d6 damage), and +1 to strike. Level 6: +1 to perception, +1 vs horror factor, +2 to roll with punch/fall/impact, +1 to break fall, and +1 to maintain balance. Level 7: Crescent kick (2d4+2 damage), tripping/leg hook and backward sweep (no damage, cause knockdown), and +1 attack per melee. Level 8: Critical strike on an unmodified roll of 18 to 20 and +2 to strike. Level 9: Power hard punch, power kick, power knee, power head butt, and power forearm (double damage plus P.S. bonus, uses two attacks), and knockout/stun on an unmodified roll of 18 to 20. Level 10: Power stomp (3d6 damage, uses two attacks), critical strike from behind (triple damage) and +1 to grapple. Level 11: Automatic body throw/slam, +1 to strike, and +2 to grapple. Level 12: Critical body throw/slam (2d6 damage plus P.S. bonus, victim loses initiative and two attacks, and uses two attacks) and +1 attack per melee. Level 13: Hard punch (2d4 damage), kick attack (2d6 damage), and combination dodge/strike (uses up one attack, halve bonuses for both). Level 14: Death blow (takes two attacks), leap attack, jump kick, and +2 to strike. Level 15: Speed striking - A special attack where the Triad master can repeatedly strike a target up to five times with one melee attack! The first four attacks must be non-power attacks and must only take up one melee action to perform normally. The master must roll a strike that hits to begin, and then must roll successful strikes to continue the assault. A failed strike means no more speed strikes can be done. The fifth attack can be a power attack, but still takes up two melee attacks. The only problems with this is that the attacker cannot defend himself in any way during the attack, he cannot combine this with a death blow, no weapons can be held in the hands, and his bonuses to strike and damage are halved! Plus, the defender gets to roll to parry or dodge until he succeeds - if and when he does, the flurry of attacks ends. Still, this is a devastating ability (especially when used from behind) and this is why masters are so feared.



Troll Martial Arts By Mephisto Trolls are legendary in their ferocity, so it should come as no surprise that their martial art is equally foul and merciless. They will seldom teach this art to other giants and never teach it to any of the smaller races. The only way a human or elf will see Trolls using their martial arts in action is to be on the receiving end of it. Not an enviable position for any individual to be in. Troll Natural Combat Entrance Requirements: None Alignment Restrictions: None, although the Rend attack will never be done by a good character; just too evil an attack. Skill Cost: 7 Years (5 As a Secondary)


Although called natural combat its a learned martial art. Rather it focuses on the natural abilities of the troll and serves to maximize it for combat purposes. The size, strength, agility, and claws of the troll are all key ingredients. The bad temperament is just a bonus.


The Troll will lash out violently to start, with a variety of quick kicks and punches to overwhelm the foe. Then they will grab the opponent and either knee them or elbow them, or if they are in a particularly nasty mood, many will try to dismember their foe limb from limb!


Training is available wherever a small group of trolls reside. Since trolls tend to be solitary creatures, there are thankfully few that are versed in this fighting art. But more trolls are becoming familiar with this style of fighting, and many are deadly in its application.


Damage Note: The damage listing that follows is for the Troll only. For Ogres the dice number doesn't change but instead they become 1D4s rather than 1D6s (example: the Kick attack for an ogre does 3D4 damage, the duo-claw strike does 4D4 damage, etc). Giants do Troll damage but keep in mind that the claw attacks are replaced with punch strikes. O.C.C. Note: Any Troll or Ogre can gain this martial art by first upgrading to Hand to Hand: Martial Arts then exchanging two O.C.C. related skills to gain Troll Natural Combat. Giants need to exchange three O.C.C. related skills. This martial art is only available to Men of Arms O.C.C.s, even for Trolls and Ogres. Character Bonuses +3 to P.S. +2 to P.P. +4 to P.E. +20 to S.D.C. Combat Skills Attacks Per Melee: 4 Escape Moves: Roll With Punch/Fall/Impact Basic Defenses: Dodge, Parry, Auto Parry Advanced Defenses: Power Block/Parry, Combination Parry/Attack (or Grab), Circular Parry Hand Attacks: Claw Hand (does 2D6 damage instead of 2D4), Duo-Claw Strike (4D6 damage but character loses the automatic parry until their next melee action), Power Claw (4D6 damage counts as one attack but -4 strike). Foot Attacks: Kick Attack (3D6 damage), Snap Kick (2D6 damage), Roundhouse (6D6 damage), Axe Kick (4D6 damage), Wheel Kick (4D6 damage), Stomp (does 2D6 damage; effective only against victims who are smaller than three feet tall), Knee (3D6 damage) Jumping Foot Attacks: Jump Kick (2D4 x 10 damage; 2 attacks), Flying Jump Kick (2D6 x 10 damage; three attacks. Done at -4 to strike) Special Attacks: Crush/Squeeze, Choke, Grab (simply the ability to grab onto the opponent. Another grab roll may be made for the other hand. This is usually used in combination with a hand, knee, or rend attack), Rend (Special! This is when the Troll has used both of his hands to grab a part of his opponent and tries to either tear an arm off, a leg, etc. The attacker and defender (and any helpful friends of the defender) both roll a 1D20 and add in their P.S. attribute. If the defender wins the contest nothing happens and combat continues. If the attacker wins the defender takes 1D6 damage. If the attacker does three successful rend attacks in a row there is a 30% chance plus 5% chance per successful Rend attack of dismembering the victim! Having the arm ripped out of the socket is a terrible experience; suffers 2D6 damage direct to hit points, a save versus pain at +4, and will lose one hit point per melee action from blood loss! The loss of both arms doubles the penalties. The loss of a leg has similar penalties except the save versus pain is at -7, but movement and combat are impossible and the character suffers 3D6 damage direct to hit points and suffers two hit points per melee action from blood loss. Penalties doubled if both legs are dismembered. Of course, decapitation is a death blow. 'Nuff said there.) Holds/Locks: None Weapon Skills: None Special Katas: None Modifiers to Attack: KO/Stun, Death Blow Skills Included in Training Martial Art Powers: Select Two Body Hardening Physical Skills: Wrestling and one of choice, except not Acrobatics or Gymnastics Training Skills: None. Languages: None Level Advancement Bonuses 1st Critical Strike Natural 20 or from behind, +2 to strike 2nd +2 to damage, +2 grab 3rd +1 strike, +1 Initiative 4th +1 attack, +1 parry 5th +1 Damage, Select One Additional Martial Art Power 6th +1 Dodge, +2 damage 7th Critical Strike Natural 19 or 20, +1 Grab 8th +1 Attack, +1 Initiative 9th +2 Strike, +1 parry 10th +2 damage 11th +2 to Strike, +1 to Damage 12th +1 Initiative, Select One Additional Martial Art Power 13th +1 Attack, Critical Strike Natural 18-20, +2 grab 14th +2 parry and dodge, +1 Strike 15th Death Blow Natural 20 Why study Troll Natural Combat? The application of an art as brutal as this one can serve many advantages. Certainly the spectacle of seeing someone ripped limb from limb has a certain intimidation value. The attacks are meant to be decisive and devastating; perfect for a Troll. It doesn't handle multiple attackers as well and the lack of grappling skills is a loss in certain situations, but the sheer brutality of the fighting style more than compensates for those deficiencies.



Tsang Chuna (Vibration Palm Kung Fu) By Ray Bull


Tsang Chuna was born in Tibet, in the 12th century, as an outgrowth of iron palm training. The "Buddhist Treasure", as it was then known, traveled to China shortly afterwards. Settling in the Shaolin temple, in the 13th century, it was combined with the great wealth of knowledge possessed by the monks. "Energy Palm" as it had become, now had more skills, training methods, and abilities. Unfortunately with the the destruction of the Shaolin temple in the mid-1800s, the art of Vibration Palm was lost.


Entrance Requirements: None Skill Cost: 20 years Costume: Unknown


CHARACTER BONUSES


Add 5 to Chi


Add 1 to M.E.


Add 1 to P.S.


Add 1 to P.P.


Add 1 to P.E.


Add 1 to Spd.


Add 10 to S.D.C.


COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll w/Punch/Fall/Impact Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Circular Parry, Parry/Attack Hand Attacks: Strike(Punch), Palm Strike, Knife Hand, Spear Hand, Rotary Palm Strike Basic Foot Attacks: Kick Attack, Snap Kick, Sweep Kick, Trip/Leghook Special Attacks: Combination Strike/Parry, Combination Arm Hold/Palm Strike Modifiers to Attack: Pull Punch, Critical Strike, Knockout/Stun, Critical Strike From Rear, Knockout/Stun From Rear


SKILLS INCLUDED IN TRAINING Martial Art Powers: Gain Body Hardening Exercise: Iron Hand, and Martial Arts Technique: Tamashiwara (Iron Palm) at first level. Languages: Chinese Cultural: Atemi Knowledge, Holistic Medicine Survival: Fasting, Identify Plants and Fruits Philosophical Training: Buddhism


If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time. Mien Ch'uan(6 years), Hsing I(5 years)


LEVEL ADVANCEMENT BONUSES Level 1: +1 to Damage, +2 to Roll w/Punch/Fall/Impact, Critical Strike or Knockout/Stun from Behind Level 2: +1 to Parry/Dodge, Critical Strike on a Natural 20 Level 3: +1 Attack/Melee, Gain Red Sand Palm (does no damage, but stuns opponent for 2 melee rounds) Level 4: +2 to Strike, Knockout/Stun on a Natural 20 Level 5: +1 to Damage, Gain Golden Palm (acts as Chi Mastery[Positive]: Chi Healing) Level 6: +l to Parry/Dodge, Critical Strike on a Natural 19+ Level 7: +1 Attack/Melee, Gain Willow Leaf Palm (acts as Zenjorike: Vibrating Palm, but can affect animate and living objects. It costs 1 point of chi per point of damage inflicted.) Level 8: +2 to Strike, +2 to Roll w/Punch/Fall/Impact, Knockout/Stun on a Natural 19+ Level 9: +1 to Damage, Gain Black Sand Palm (does 1D6+2 points of damage direct to hit points and destroys 1D6 points of the victim's CHI. It costs 1 point of chi.) Level 10: +1 to Parry/Dodge, Critical Strike on a Natural 18+ Level 11: +1 Attack per Melee, Gain Poison Palm (Death Blow on a Natural 15+. It costs 2 points of chi to use.) Level 12: +2 to Strike, Knockout/Stun on a Natural 18+ Level 13: +1 to Damage, Gain Cinnabar Palm (acts as Atemi Ability: Dim Mak. It costs 5 points of chi to use.) Level 14: +1 to Parry/Dodge, Double existing Chi Level 15: +1 Attack per melee, Gain Dragon's Breath Palm (acts as Chi Mastery[Positive]: Chi Healing, but can be can function from a distance equal to the characters M.E. in feet.)


Why Study TSANG CHUNA?


A very esoteric art with many skills, Tsang Chuna is still strong in combat.



Tsou Sheng Kung Fu By KnightFall


In former times this was a martial art practiced by bureaucrats and spies. Joking Sage Kung Fu is an art that specializes in hidden weapons and devious attacks. It encourages cleverness and wits over strength and power. The student of Tsou Sheng learns many weapons, but most of them tend to be the kind that can be easily hidden or can be passed off as ordinary objects. Similarly the techniques of the art tend to be hidden. While one hand feints to the face the foot connects with the knee.


Even since the advent of the gun, Tsou Sheng makes is an excellent art to study for those in search of a subtle martial art. In some cases the weapons of Tsou Sheng can be taken where a gun or other conventional weapon could not. Also this is a very complete art defensively, allowing one to defend against multiple attackers or a determined single attacker.


Because of this art’s antiquity and secretive nature there are few modern practitioners. One Triad group, the silver tigers, has a few dedicated teachers and students of this art. Also there are a very few wandering masters who pass this art on to those that they deem worthy. This criterion may very widely from master to master. Entrance Requirements: IQ 13, PP 13. Skill Cost: 11 years (6 years as a secondary form) Costume: None. Baggy or loose fitting clothing preferred. The better to hide weapons with…. Stance: Relaxed upright stance. CHARACTER BONUSES


Add +5 to Chi


Add +2 to M.A.


Add +2 to P.P.


Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Somersault, Backflip, Leap. Attack Moves: Leap, Backflip Basic Defensive Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Automatic Roll, Multiple Dodge, Circular Parry, Disarm. Hand Attacks: Strike (Punch), Palm Strike, Backfist. Basic Foot Attacks: Kick Attack, Backwards Sweep, Tripping/Leg Hook. Jumping Foot Attacks: Jump Kick. Special Attacks: Leap Attack, Death Blow, Combination Strike/Parry. Weapon Katas: Shou Gen (Sleeve Arrow), Bi Shou (Dagger), Pao Hsaio (Flute & Dart), Lo Han Chain (Throwing Coins), Shou Li Jen (Sleeve Sword), War Fan, Wen Jen (Scholars Sword), Paired Weapons- Sword and Fan. Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from rear. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two (2) powers from among the Arts of Invisibility, Martial Art Techniques, or Specialty katas (not including Chi Katas). Language: Chinese ( Mandarin ) [Increases literacy level by 1 stage] Physical: Gymnastics and Prowl. Cultural: Calligraphy and Go. Philosophical Training: Confucianism


If this is your primary Martial Art form, then the following other forms can be learned in a shorter time: Drunken Style (6 years), Ch’in-na (5 years), and Bak Mei Kung Fu. LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Parry, Critical Strike from rear. Level 2: +1 to Strike, +1 to Dodge, +1 Damage Level 3: +1 Attack per Melee, +1 to Leap (add 6' to leap distance) Level 4: +1 Backflip/Somersault, Select one (1) additional Martial Art Power from the Arts of Invisibility, Martial Art Techniques, or Specialty katas (not including Chi Katas) Level 5: Critical Strike on a natural 18-20 Level 6: Death Blow on a natural 20, +2 to Maintain Balance Level 7: +1 Parry/Dodge, +1 Disarm Level 8: Select one (1) additional Martial Art Power from the Arts of Invisibility, Martial Art Techniques, or Specialty katas (including Chi Katas) Level 9: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact Level 10: +2 Strike Level 11: +2 Disarm Level 12: +1 to Parry/Dodge, +1 to Leap (add 6' to leap distance) Level 13: KO or Stun on a natural 19-20. Level 14: +1 Attack per Melee, +1 Backflip/Somersault Level 15: Select one (1) additional Martial Art Power from the Arts of Invisibility, Martial Art Techniques, Chi Mastery (including Advanced) or Specialty katas (including Chi Katas) Why Study Tsou Sheng Ying?


Tsou Sheng mixes a wide variety of weapons, acrobatic moves, and even a little chi training. It is a very well rounded art.



Tumbling By Mephisto


(NOTE: Does not provide any extra attacks per melee!)


This skill builds and strengthens the body for feats of strength, agility, and endurance. Abilities include a variety of gymnastic-type rolls, leaps, tumbles, falls, cartwheels, somersaults, and handstand type exercises. These differ from the acrobat in that they are performed on the ground and involve rigorous exhibitions of speed and strength involving elaborate tumbles, back flips, body throws, and so on. Note that these abilities can be combined with martial art styles that allow them into their systems. As a side note I found some of the sub-abilities of this physical skill really bizarre to have as part of tumbling. Pole Vaulting and Stilt Walking (!?), I do not consider to be aspects of tumbling and are therefore ignored. Same with the Leaping ability (if one wants to leap why not just learn Acrobatics?). So therefore I focus tumbling on the ground aspects of the skill. I hope you agree with the results.


Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills can not be used to acquire Tumbling. Character Bonuses: +2 to P.S., +1 to P.P., +1 to P.E., +1D4 to Spd., +2D4 to S.D.C. Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Sense of Strength (********), Body Flip/Throw (1D6), Roll - Escape, Cartwheel, Somersault, Handstand, Back Flip, Back Flip - Escape, Back Flip - Defense.


Level Advancement Bonuses: 1st: +2 Roll (All Rolls including Roll with Punch/Fall/Impact). 2nd: Add Roll - Defense, +1 Back Flip (All Back Flip moves). 3rd: Add Somersault - Escape. 4th: +1 Sense of Strength, Add Handstand - Escape. 5th: +1 Roll (All Rolls including Roll with Punch/Fall/Impact). 6th: +1 Body Flip/Throw. 7th: Add +1 to P.E., Add Back Flip - Attack. 8th: +1 Somersault (All Somersault moves), +1 Maintain Balance. 9th: +1 Sense of Strength. 10th: +1 Cartwheel (All Cartwheel moves), +1 Back Flip (All Back Flip moves). 11th: +1 Body Flip/Throw, Add Somersault - Defense. 12th: +1 Roll (All Rolls including Roll with Punch/Fall/Impact). 13th: +1 Body Flip/Throw. 14th: Add Roll - Attack. 15th: Add Automatic Body Flip/Throw (does not use the Body Flip/Throw bonus).


(*******) Sense of Balance: This ability is much more inclusive than what is provided in either Heroes Unlimited Second Edition or Revised Ninjas and Superspies. Basically the character must roll a Sense of Balance for any situation that he or she will find him or her self in where balance is important. This includes being on top of a building in a windy area, walking a tightrope between buildings, walking on an edge of a building, and many other environments. P.P. Strike bonuses apply to this roll along with Sense of Balance bonuses. The roll is based on the degree of difficulty set by the GM. The Sense of Balance roll must beat the degree of difficulty roll assigned by the GM: Easy (Beat a roll of 4), Moderate (Beat a roll of 8), Challenging (Beat a roll of 14), and Difficult (Beat a roll of 17). Note that a roll should be made every melee round and making a roll does not use up any melee actions.


(********) Sense of Strength: This ability is more useful, at least in my opinion, than "Work Parallel Bars and Rings." What these exercises or skills provide is the strength to endure uncomfortable situations such as maintaining an iron cross, lifting a motorcycle, or holding up the side of a shed. Like the Sense of Balance, the Sense of Strength has to beat a certain difficulty measure. P.S. damage bonuses apply to this roll along with Sense of Strength bonuses. GM's can up this difficulty rating past 17 based on the weight and trajectory/angle of the attempted move or inherent difficulty. The Sense of Strength roll must beat the degree of difficulty roll assigned by the GM: Easy (Beat a roll of 4), Moderate (Beat a roll of 8), Challenging (Beat a roll of 14), and Difficult (Beat a roll of 17). I use this because I'm lazy and don't always want to consult a chart to determine the exact amount of weight a character can carry or lift and for how many minutes it can be sustained. Note that a roll should be made every melee round and making a roll does not use up any melee actions.



Twin Spheres Kung-Fu By Sinestus A derivative of Tai Chi, this style uses the constant flow of chi through an area and the perfect balance of the sphere to subdue, but rarely kill, it's opponents. The primary weapon of the style is a basket-ball sized sphere (usually of similar construction) which is thrown at the beginning of combat and kept moving until the end of the battle. The normal ball deals 1D6+1 damage, but a smaller, fist-sized one can be used instead for only 1D4 damage. The style itself was developed by the Mad Monk, Junn Li. Once known as the Rabid Duck of the South, Junn worked on mastery of his own form of Kung Fu called "Strike of the Red Wing" until the gods visited him in a dream and revealed to him that further pursuit of the style's perfection would leave him a feral, mindless beast... thus he sought out the great masters of Tai Chi within his province to study under them. Still inspired to construct his own style Junn battled with bouts of insanity and perfect calm, until finally, he managed to combine his duck style with Tai Chi, resulting in this. Requirements: Honorable Alignment, I.Q.: 12, P.E.: 10, M.A.: 12 Training: 15 years Bonuses Double Chi +2 M.E. +2 M.A. Stance: Same as Tai Chi, only holding a small ball (at least the size of a fist.) Outfit: simple robes. Attacks per Melee: 2 Hand Attacks: palm strike, fore-arm, backhand, Open Hand Push (as per Tai Chi) Foot Attacks: Snap Kick, Kick Attack, Crescent Kick Basic Defense Moves: parry, dodge, automatic parry Advances Defense Moves: Multiple Dodge, Automatic Dodge, Circular Parry Holds/Locks: wrist lock, arm hold Escape Techniques: roll, Maintain balance, Automatic Roll Modifiers to Attack: Pull Punch, Knockout/Stun, Knockout from Behind, Critical Strike Special Moves: Chi Sphere - the Chi master, once he has charged his sphere weapon with chi may now direct the weapon using his own energies. This takes the form of thrown attacks, during which the chi master causes the ball to bounce off multiple targets before returning. The master can strike one target (+1 every three levels, starting at level one) before the ball returns, but each target after the first counts as a -1 to strike (unless it's a special attack). As the ball is charged with positive chi, it can make all sorts of wacky bounces on account of spin. Reflect Attack - takes three actions to conclude, during which time the master is unarmed, but may still act. The attack requires two targets, either a wall, and the target individual, or two people. The first target is struck normally with a thrown ball attack, then the master's chi prompts it to reflect (as a back attack most likely, but not always) into the second target. Then off the second back to the first, to finally return to the master. All strikes art done with fill strike bonus. Unexpected ball attacks - those not used to fighting a Sphere master will find many of the attacks imbalancing. Unless they have Zanshin Awareness, they must make a successful perception check to defend against and attack involving the ball bouncing before hitting them from behind (the Sphere master must declare an 'attack from behind' from a bounce.) Otherwise defending is done at a -4 (in addition to the -6 for projectiles) and the Sphere master may call knockout (instead of dealing normal damage). Weapon Katas: WP: Thrown, Improvise Weapon (balls only) Additional Skills: Juggling, Meditation, Philosophy: Taoism. Martial Arts Powers: Soft Chi, Windmill Kata and: Improved Soft Chi - With this the master may add their soft chi bonus to their thrown strike modifier, and for every melee action the ball is kept in motion by the master (meaning the master catches/retargets the ball) a +1 to damage is added. The Ball Must keep moving for the damage bonus to apply. Level Advancement Bonuses 1st +2 roll, +2 dodge, Knockout from Behind 2nd +2 to balance, +1 to parry & thrown attacks 3rd Select one Zenjorike power. 4th +1 parry and dodge, Critical on 19+ 5th +1 roll, +1 to all strikes (including thrown) 6th Knockout 19+, Select 1 Chi Mastery or Specialty Kata 7th Double Chi, gains 'Disarm' attack/defense 8th +1 attack per melee, +1 to maintain balance, +1 to dodge 9th Select one Chi Mastery or Specialty Kata 10th Select one Zenjorike power, + 1 attack Per melee 11th +1 to roll, +1 to parry/dodge 12th Double Chi 13th +2 to balance, Knockout on 18+ 14th Select one chi mastery or specialty kata, +1 attack/melee 15th Double Chi Why Study Twin Spheres? Because you've seen the same movie I have, and want to give it a try.

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