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Martial Arts Styles – Y:


http://web.archive.org/web/20091027113816/http://geocities.com/kuseru/PMAN/StyleY.htm


Yagyu Shinkage Ryu Kenjutsu (Exclusive) By Kuseru
Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 12.
Skill Cost: 16 years.


The Yagyu Shinkage Ryu is one of several traditions of combative swordsmanship that originated in Japan's turbulent warring states period (c.1490 - c.1600).The Shinkage Ryu, which has been preserved down to the present day by the Yagyu family, was formulated during the latter part of this period by Kamiizumi Isenokami Nobutsuna, a warrior who had trained in several martial traditions. Consequently, Kamiizumi created an eclectic school of swordsmanship which contained elements of Kage-no Ryu, Nen Ryu, Shinto Ryu, and possibly Chujo Ryu. Some of these elements can be found, even today, within the preserved Yagyu line of the Shinkage Ryu. As mentioned previously, the Yagyu Shinkage Ryu preserves sword techniques from several periods of Japanese history.


Costume: Keikogi and Hakama
Stance: Facing opponent with one foot forward and the other back, arms extended forward holding the sword.
CHARACTER BONUSES Add +5 to Chi
Add +4 to P.P.
Add +2 to Spd.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact, Somersault.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Automatic Roll, Breakfall, Circular Parry, Combination Parry/Attack, Disarm, Multiple Dodge.
Hand Attacks: Backhand, Palm Strike Punch, Rotary Palm Strike.
Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: Jump Kick
Special Attacks: Backward Thrust (New!), Combination Grab/Attack, Combination Strike/Parry, Death Strike (New!), Elbow, Forearm, Hilt Strike (New!), Knee, Leap Attack.
Holds/Locks: None.
Weapon Kata (Pick two): W.P. Bokken (Blunt), W.P. Daikyu (Bow), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Wakizashi (Short Sword).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Automatically receives Battojutsu. Select a total of ONE (1) Martial Art Power from among Special Kata or Martial Art Techniques. Except for Battojutsu, 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, Strategy, Swimming.
Weapon Proficiencies: W.P. Bokken (Blunt), W.P. Daikyu (Bow), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Wakizashi (Short Sword).
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Heki Ryu (4 Years), Itto Ryu (3 Years), Jikishinkage Ryu (2 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kobori Ryu Tosuijutsu (2 Years), Kurama Ryu (5 Years), Muso Shinden Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tendo Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Yamauchi Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Initiative, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: Add one die of damage to a sword for which the character has a weapon kata.
3rd: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques.
4th: +1 Attack per Melee, +1 to Initiative.
5th: +2 to Maintain Balance, Somersault, and Back Flip.
6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19 or 20.
7th: +1 Attack per Melee, +1 to Initiative.
8th: Select One (1) Additional Martial Art Power from Special Kata or Martial Art Techniques.
9th: +2 to Strike, +1 to Maintain Balance, Somersault and Back Flip.
10th: Add one die of damage to a sword for which the character has a weapon kata.
11th: +1 Attack per Melee, +2 to Parry/Dodge.
12th: Select One (1) Art of Invisibility.
13th: Death Strike on a Natural 19 or 20.
14th: +1 Attack per Melee, +1 to Strike.
15th: Select One (1) Art of Invisibility.
WHY STUDY Yagyu Shinkage Ryu? Another deadly sword style, this one was made famous by the Tokugawa Shogunate's head swordmaster Yagyu Jubei, who was widely suspected of being an agent of the Kogi Onmitsu and the Shogun's private troubleshooter.



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


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


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


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


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


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


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


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


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


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


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


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



YINCANG WUSHI: Hidden Warrior Kung Fu
By Hibik


Yancang Wushi, or Concealed/Hidden Warrior Style, is a form of Kung Fu that is similar to 18 Weapons and Moo Gi Gong on the lines of focusing on the mastery of many different weapons. However, this style, unlike the others, focuses more heavily on getting the first strike in, and hopefully not needing a second. It also tries to be extremely flexible in it's use of weapons. A tool shed or kitchen is an armory for these artists.


A master of Yancang Wushi will fight apparently unarmed, maybe carrying a book, fan, or flute. While in actuality, they may carry many different household items on them, like keys, rings, necklaces, watches, handkerchief, belts/sashes, etc., etc., as well as more traditional concealed weapons, like a chain whip in the arm. a fan or flute in hand, knife in the toe of the shoe, etc. As said before, they prefer the element of surprise, and usually attempt to get the first strike in a combat situation. If necessary, a Hidden Warrior Master will also resort to using longer weapons, like bamboo poles, or rakes. A Master must be quick in agility and reflexes, and cunning. This art is slightly acrobatic, but not on the lines of Wushu or Xing Chiao.


NOTE: Hidden Warrior Masters will try and avoid the use of obvious weapons, such as swords, spears, polearms, etc. They feel they are far too straight forward, not enough of a surprise element, and that they should be able to find more discreet ways to get an advantage then cutting in half with a big oversized kitchen knife.


Entrance Requirements: None
Skill Cost: 10 Years
Costume: None, but baggy clothes are preferred.
Stance: Relaxed stance.
CHARACTER BONUS +1 to M.A.
+2 to P.P.
+2 to Spd
COMBAT SKILLS
Attacks per Melee: 2
Escape moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap, Somersault.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Circular Parry, Multiple Dodge.
Hand Attacks: Strike, Backhand.
Basic Foot Attacks: Kick, Backward Sweep, Snap Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Deathblow, Leap Attack, Knee, Elbow.
Weapon Katas: Anything not obvious... which would be WP Improvised Weapons, WP Fan, WP Rope Dart, WP Flute, WP Mouth Weapons, WP Small Thrown Weapons, WP Crossbows (Back crossbows and sleeve bows, for example), WP Knife, WP Staff (includes brooms and garden tools) and WP Whip, along with WP Short Swords (Scrape Sabers, Sleeve Swords and Sabers, etc).
Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, Crit. Strike from Rear.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically gains Iaijutsu at first level. Select a Total of two from among Martial Art Techniques, or Arts of Invisibility.
Language: Chinese (Mandarin)
Physical: Gymnastics, Prowl.
Philosophical: Buddhism or Taoism.
If this is your primary Martial Art, then the following can be learned in a shorter time: 18 Weapons Kung Fu (6 Years), Moo Gi Gong (5 years), and Pao Pat Mei (7 Years)
LEVEL ADVANCEMENT BONUSES
1th: +2 to Strike. Critical Strike from Behind. +2 to Roll.
2th: +1 to Parry, +1 to Dodge.
3th: +2 to Damage with any object. +1 to Maintain Balance.
4th: +1 Attack per melee. +1 to Leap and Somersault.
5th: +1 Initiative.
6th: +1 to Roll, select one from Martial Art Techniques, Body Hardening Exercises, Arts of Invisibility.
7th: +2 to Entangle. Critical Strike on a Natural 19-20.
8th: +1 to Strike, +1 to Leap and Somersault.
9th: +1 to Parry, +1 Attack per melee.
10th: +1 to Damage, +1 to Dodge.
11th: +1 to Damage with any object.
12th: +1 to Roll.
13th: Deathblow on a Natural 20.
14th: Select One from Martial Art Techniques, or Specialty Katas.
15th: +1 Attack per melee, +1 to Strike, +1 to Dodge.
WHY STUDY YINCANG WUSHI? A great hidden weapons style, offering both flexibility, accuracy, and strong reflexes. Obviously not as effective in straight forward combat as other weapon styles, but it can hold it's own. Slight reliance on weapons (although very flexible in terms of WHAT weapon). A combination of Battoujutsu, 18 Weapons, and Moo Gi Gong, but not really more powerful then any of the three.



Ying Jiao- Eagle Claw Kung Fu By Hibik
Entrance Requirements:
Skill Cost: 14 Years (7 Years as a Secondary Martial Art.)


Eagle Claw, a system of Northern Kung Fu, traces its history back to the Southern Song Dynasty, to the famous general, Yue Fei. During the Song Dynasty's campaign against the Jin invaders from the North, Yue Fei was placed in command of an army while still in his 30's, due to his magnificent skill at military tactics, and his well-disciplined troops. During this time, Yue Fei also came up with the basic training of a joint locking system, which he was originally known as Elephant Boxing (due to the up and down arm motion, and the idea that an elephant's trunk can grab things.). His troops, armed with disciplined training and this system of Kung Fu, were able to rout army after army.


Records of Yue Fei's system, later known as Eagle Claw Kung Fu, didn't appear until later, during the Ming Dynasty (1368-1644), when a man named Lau Si Chun learned Eagle Claw from the Buddhist monk Fat Sing, who himself was a master of the system Fan Tzu Ying Jiao, which was a hybrid of Fan Tzu and Eagle Claw. Up until this time, Eagle Claw was not a terribly popular system, usually being known to only Buddhist monks. From Lau Si Chun (who spent his life promoting the Eagle Claw style), it was passed down through the Lau family for several hundred years, up until the late grandmaster Lau Fat Mang, and now the current grandmaster, Lily Lau.


Eagle Claw is a system that is abundant with joint locks, take downs, and pressure point strikes, all of which are performed at high speed, so that all techniques are performed quick and efficiently. The adaptations from Fan Tzu include drawing power from the spring of the legs, so sudden explosive movements in legs and stance are the power source for Ying Jiao. The namesake grab of the style, the Eagle Claw, is used extensively to catch the opponent's wrist, joints, limbs, and vital points. This system's primary targets are the 108 Chin Na (Qin Na) vital points, which are used to cause pain, restrict movement, or even kill. Through use of these points, an Eagle Claw artist can gain control of a situation and incapacitate an opponent.


In combat, a master of Eagle Claw will defend against an opponent's attack with a parry or grab, following up with a painful joint lock. From there, the master will either go for a limb break, a painful pressure point strike, or a choke. He or she may also resort to using a leg sweep to keep the opponent off balance or knock him down as well.


Training for Eagle Claw is available in the United States, Taiwan, and China.


Costume: Silk Kung Fu uniform.
Stance: A relaxed, none too deep stance. This way, the artist can retaliate quickly and without effort. CHARACTER BONUSES Add +2 to M.E.
Add +2 to P.P.
COMBAT SKILLS Attacks Per Melee: 2
Escape Moves: Backflip, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Dodge, Parry, Grab, and Automatic Parry.
Advanced Defenses: Circular Parry, and Disarm.
Hand Attacks: Punch (Strike), Palm Strike, Backhand, Knife Hand, Fore Knuckle Fist, and Eagle Claw (Claw Hand).
Basic Foot Attacks: Kick, Snap Kick, and Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Knee, Elbow, Paralysis Attack (Vital Points), and Deathblow.
Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Arm Hold, Body Hold, and Automatic Wrist Lock.
Weapon Katas: None.
Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, and Critical Strike from Rear. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) from Tien Hsueh/Atemi (including Advanced), or Specialty Katas. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs.
Languages: Chinese (select a Northern dialect.)
Medical: Acupuncture/Moxibustion, and Acupressure.
Philosophical Training: Buddhism.
If this is your primary martial art form, then the following other forms can be learned in shorter time: Chin Na (4 Years), Tang Lang (4 Years), or another Mantis Style (4 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Parry, and +1 to Roll with Punch/Fall/Impact.
2nd: +2 to Grab, +2 to Strike.
3rd: +2 to Backflip, Select One (1) Additional Martial Art Power from Tien Hsueh/Atemi (including Advanced), or Specialty Katas.
4th: +2 to Disarm, Critical Strike on a Natural 19-20.
5th: +1 Attack per Melee, +1 to Dodge.
6th: +1 to Strike and Parry.
7th: Select One (1) Additional Martial Art Power from Tien Hsueh/Atemi (including Advanced), or Specialty Katas.
8th: +1 to Grab, +1 to Roll with Punch/Fall/Impact.
9th: +1 Attack per Melee, +1 to Disarm.
10th: +1 to Strike and Dodge, +1 to Backflip.
11th: Select One (1) Additional Martial Art Power from Tien Hsueh/Atemi (including Advanced), or Specialty Katas.
12th: +1 Attack per Melee, +1 to Grab.
13th: +1 to Strike and Parry.
14th: +1 to Disarm, +1 to Roll with Punch/Fall/Impact.
15th: Select One (1) Additional Martial Art Power from Tien Hsueh/Atemi (including Advanced), or Specialty Katas.
Why Study Ying Jiao?A defensive, yet quick and lethal form of Kung Fu, Eagle Claw teaches its students how to immobilize, stun, or kill an opponent quickly and efficiently, without wasted effort. It is an art that suits those of any stature, as techniques do not need a lot of muscle strength to pull off.



Yo Tao Hsien By A. Hamilton


IMPORTANT NOTE!: Because the training is so mentaly intense and difficult to find a teacher, it can only be selected as a Primary Martial Art. If using OCC's. Yo Tao Hsien costs 3 OCC Related and 3 Secondary Skill slots. That is AND, not OR.


Yo Tao Hsien, or The Jade Path to Immortality, is a unique martial art form. Developed by an Enlightened Immortal named Jiu Luin, its purpose is to teach mastery of the mind and spirit in the belief that this will lead to the mastery of the body and the development of an Internal Alchemy. Jiu Luin has been alive since 1000 BC and in her many years on Earth mastered over a dozen Martial Arts, from the purely internal to the purely external. Desiring a form that would help teach others the secrets of Internal Alchemy, and finding that Hsieh Hsien Kung Fu too rigid, she developed her own.


The result, Yo Tao Hsien is a versitile martial art that teaches a wide variety of internal abilites. It is an effective combat form, though many others are more powerful. The techniques are simple and straightforward. It is designed to be easy to learn yet difficult to master. The focus on the mind and spirit, along with intellectual pursuits makes it undesirable to those wanting raw power. Hours are devoted not only to introspection, but learning about the world around the student as well, as most who seek Enlightened Immortality are inquisitive by nature. After all, why live forever if you’re going to sit on some remote mountain top? Such a person doesn't deserve the gift of Immortality in the opinion of Jiu Luin. As such practical skills are taught alongside Chi mastery and the curious spirit is encouraged and nutured by the art. However, only the patient student will learn all the secrets Yo Tao Hsien has to offer, and achieve a state of TiHsien.


Instruction in the art is only available from Jiu Luin herself or a former student who acheived Ti Hsien. Jiu, for obvious reasons, keeps her Immortality a closely guarded secret, revealing it only to those she trusts dearly. From that small group, she looks for those with the curiosity and potential to become an Enlightened Immortal. She may spend years feeling out a potential student; often the student is never even aware she is probing them. Once she is satisfied the student is a worthy candidate she will slowly reveal bits and pieces of information, testing them. If they pass the test, she reveals her nature and instructs them in the art of Yo Tao Hsien.


To the practitioner of Yo Tao Hsien, combat is a serious matter and the battle is often won before the first blow is thrown. Combat is to be avoided if possible, giving an opponent every way possible to back off without losing face. However, if the student feels that combat is inevitable or desirable, he is instructed to taunt and demean the opponent, but never throw the first blow. During combat, the student is to remain silent, using parry or absorbing the blows to intimidate an opponent. They prefer a close in range, within inches of the opponent, using simultaneous attacks. The idea being to either force the opponent to back down, or throw him off his game. Once in combat the philosophy of Yo Tao Hsien is to defeat the opponent absolutely. The first strike is often the Pang Bi or Slap of Disrespect. Then using disabling Chi or Atemi attacks, finally beating the opponent into near unconsciousness with physical blows, stopping only when she has been so soundly beaten that she is unlikely to ever fight the student of Yo Tao Hsien again. Generally, the student will then show respect to a worthy opponent, even tending any wounds inflicted. This is to show the opponent the beating was not done out of malice but out of necessity. If the opponent returns for another beating, having not learned their lesson the first time, the student is instructed to finish the fight permanently.


Entrance Requirements: Restricted to Good, Selfish, and Aberrant Alignments with a leaning toward becoming Taoist as mastery progresses.
Attribute Restrictions: Minimum I.Q. 15. M.E. 13.
Costume: None. Yo Tao Hsien students learn to fight in normal clothes.
Stance: Relaxed stance. One foot slightly ahead of the other, arms bent at a 45 degree angle, fingers bent slightly, one hand above the other in front of the chest.


CHARACTER BONUSES


Quadruple Existing Chi


Add +4 to M.A.


Add +4 to I.Q.


Add +4 to M.E.


COMBAT SKILLS Attacks Per Melee: 2
Escape Moves: Roll w/ Punch/Fall/Impact.
Basic Defense Moves: Parry, Auto Parry, Dodge
Advanced Defense Moves: Disarm
Hand Attacks: Strike (Punch), Knife Hand, Backhand, Finger Attack, Palm Strike, Pang Bi (SPECIAL!: A slap to the face with the palm, and a quick smack to the other side of the face with the back of the hand (A classic Paint Brush). The Pang Bi does only 1 point of damage, but stuns the opponent causing them to lose an attack and are -1 to all combat rolls. This penalty lasts one full melee round.)
Basic Foot Attacks: Snap Kick, Backward Sweep, Trip/Leg Hook
Special Attacks: Choke. Auto Body Flip/Throw. Paralysis Attack
Holds/Locks: Arm Hold, Leg Hold, Wrist Lock, and Neck Hold.
Weapons Katas: None
Modifiers to Attack: KO/Stun, Critical Strike.


SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of four (20) powers. One (4) from Atemi, Two (8) from Chi Mastery and Chi Katas and one (4) from Martial Arts Techniques
Languages: Chinese (stage4)
Philosophical Training: Taoism
Skills: Any two each Cultural, Domestic and Lore skill.


If this is your primary form, NO other forms can be learned until it has been mastered (Reach 15th Level).


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Disarm, +1 to Strike, Knock-Out/Stun on Natural 19 or 20.
Level 2: +2 to Parry, +1 to Damage.
Level 3: +1 Attack Per Melee, +1 to Initiative.
Level 4: Select One (1) Ability from among Chi Mastery, Chi Katas, and Atemi Abilities.
Level 5: Double Existing Chi.
Level 6: +1 to Parry, +1 to Strike.
Level 7: +1 Attack Per Melee, Critical Strike on 18, 19, or 20.
Level 8: Select One (1) Ability from Among Advanced Chi Mastery, Zenjoriki, and Advanced Atemi.
Level 9: +1 to Disarm, +1 to Damage.
Level 10: Double Existing Chi.
Level 11: +2 to Initiative
Level 12: Select One (1) Ability from Among Advanced Chi Mastery, Zenjoriki, and Advanced Atemi.
Level 13: +1 to Strike, +1 Attack per Melee.
Level 14: Double Existing Chi.
Level 15: Select One (1) Ability from Among Advanced Chi Mastery, Zenjoriki, and Advanced Atemi
Level 16:SPECIAL!: Unlike most Martial Arts which have no special bonuses for advancing beyond 15th level, a Student of Yo Tao Hsien who has achieved this level of mastery attains the prize that led them to learn this art in the first place. Advancing 1,000 Experience points beyond 15th will result in achieving Ti Hsien.


Why Study Yo Tao Hsien?


It is a Martial Art Form strong in the development of the Mind and Spirit as well as a capable physical Martial Art. It is defensively weak form with no advanced defenses, body hardening, or weapons katas. It is also hard to find the Instructor. However, the promise of Ti Hsien is well worth the difficulties.



YONG KWON DO (Dragon Fist Way) (EXCLUSIVE!) By SeonJin108
IMPORTANT NOTE!: Only Dedicated Martial Artists and Worldly Martial Artists can take Yong Kwon Do. Other O.C.C.s can become members of the Yong Kwon Won, though they will usually have previous training in another Korean martial art.
Entrance Requirements Must be of an honorable alignment, most frequently aberrant.
Skill Cost 12 years
The Yong Kwon Won (Society of the Dragon Fist) evolved in Korea during the Yi Dynasty, making this art much older than Tae Kwon Do or Dang Soo Do. It began in the same manner and with the same purpose as the Mafia, the Triads, and the Yakuza. It was a rebel group against foreign invaders, in this case, the Japanese. They were extremely successful in assassinating many of the Japanese occupation force's leaders during that, and all other invasions afterward. Where, the Yong Kwon Won differs from the Mafia, Triads, and Yakuza is that its goals have changed very little. It has not become an organized crime group in the same sense as the others. It's central goal is still to destroy Korea's enemies. It's primary targets include groups like the Yakuza and the Triads, as well as Communist China's government, the Japanese government, and the North Korean government. To the Yakuza and the Triads, it seems that the Yong Kwon Won hasn't evolved with the times. To the Yong Kwon Won, the others have devolved, losing their principles. To be sure, the Yong Kwon Won is a criminal organization, though it has steered clear of activities such as drug running, prostitution, and protection rackets. In South Korea, they are viewed both with fear and respect, similar to Robin Hood, though few know of their existence, and those few who have heard of them either consider them a myth, or that the Yong Kwon died out long ago. Other Korean criminal organizations fear them, though the Yong Kwon is outnumbered greatly. Southern government agencies alternate between unspoken policies of turning a blind eye to the Won's activities, and outright hunts. In the North, where the Yong Kwon Won has assassinated several government leaders, destroyed Special Forces units, and killed many military leaders, they are viewed with fear and loathing. Members always have a tattoo of a dragon somewhere on their body. Some can be quite extensive. In addition, members are given an alias upon entering the Won, a name that only members know, so that their identity and connections cannot be revealed. These names are often elemental in nature, describing the assassin's style. A Yong Kwon Won member's loyalty must be complete, and they would rather commit suicide than be captured.
The founders of Yong Kwon Won were all martial arts masters, Buddhist monks from the Bomo Sa Monastery, high in the mountains of South Korea. The monks practiced Bul Moo Do, a Korean art similar to the unarmed techniques of the Shaolin. These monks joined with renegade Korean military leaders to create a small revolutionary group, the Yong Kwon Won. The evolutionary process of Yong Kwon Do began as the concepts of the monks' Bul Moo Do was mixed with the soldier's Ship Pal Gi. Aspects of both arts are found within what has become Yong Kwon Do, Way of the Dragon Fist. The art has evolved through time, and now includes the use of the Beretta M92, as well as other weapons from Ship Pal Gi. The goal of Yong Kwon Do was, is, and always will be to kill the opponent, as many of them as possible. In training, there is very little one on one sparring, though it is present, especially for beginners. Rather teams of students are assigned to attack one other student. In this way, the student learns how to deal with being the lone assassin against groups of body guards or soldiers. When a member of Yong Kwon Do engages in combat, it is almost with out exception to the death.
All training is done at Yong Nyun Ahm, Dragon Lotus Temple, a massive, remote Buddhist temple complex in the mountains of South Korea. In addition to the martial arts, training includes running treacherous obstacle courses, learning disguises, demolitions, infiltration, meditation, seduction, and other assassination subjects.
In combat, a Yong Kwon master is a master of controlled, concentrated aggression, as is befitting an assassin. He will take advantage of any perceived weakness, and seize the opportunity. All moves are performed quickly and gracefully, almost as if the master were performing to music that no one else can hear. Yong Kwan adopted the Ship Pal Gi philosophy of moving as whirlwind and lightning. Both in forms and in combat, an observer would be hard-pressed to tell where one maneuver ends and the next ends. The master spins and scatters multiple opponents like the whirlwind, and attacks and retreats, hitting his opponent like lightning. In this way, it is both a linear and a circular art. In open spaces, the master employs acrobatic maneuvers to move in and out of range. In closed spaces, movements are much more conservative. The master will position himself for the best possible strike at his opponent's weakest point, preferably with a single, direct, killing strike. Failing this, he will attempt to overwhelm his opponent with a flurry of strikes to create an opening. Yong Kwon assassins always carry five knives, allowing them to throw several at the opening of combat to remove opponents from play, or as a distraction.
Costume In training; a black dobok for students, and a black hanbok for masters.
Stance No stance is favored over any other. The dragon must be able to assume all postures.
CHARACTER BONUS +2 to P.E.
+2 to P.P.
+1 to P.S.
+20 to S.D.C.
Combat Skills Attacks per Melee 4
Escape Moves Backflip, Leap, Roll with Punch/Fall/Impact
Attack Moves Backflip, Leap
Basic Defensive Moves Automatic Parry, Dodge, Parry
Advanced Defensives Combination Parry/Attack, Disarm, Multiple Dodge
Hand Attacks Backhand, Knife Hand, Palm Strike, Power Punch, Punch
Basic Foot Attacks Backward Sweep, Crescent Kick, Kick Attack, Snap Kick, Wheel Kick
Jumping Foot Attacks Flying Jump Kick, Jump Kick
Special Attacks Automatic Body Flip/Throw, Backflip, Body Flip/Throw, Choke, Combination Grab/Kick, Critical Body Flip/Throw, Death Blow, Disarm, Leap, Split Kick (Special! The character jumps between two opponents and performs a side kick with each leg. Does 1D10 damage to each opponent. Follows standard jump kick rules.)
Holds/Locks Arm Hold, Automatic Arm Lock, Body Hold, Neck Hold
Weapon Hyung Automatically: Knife - Dan Gum, Pistol - Beretta M92.
Choose one (1): Long Sword - Ssang Soo Do, Long Sword - Wae Gum, Paired Weapons - Short Sword - Ssang Gum, Short Sword - Ye Do
Modifiers to Attacks Critical Strike, Critical Strike from Behind, Death Blow, Knock-Out/Stun, Knock-Out/Stun from Behind
Skills Included in Training Martial Art Powers Choose two (2) from Atemi Abilities, Body Hardening Exercises (including Demon Hunter Exercises), and Special Kata.
Physical Gymnastics, Running, Swimming
Philosophical Son Buddhism
Temple Fasting, Meditation
If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time: Shaolin (4 years), Tae Kwon Do (2 years), and Yu-Sool (4 years).
Level Advancement Bonuses 1st +1 to Leap (Add four feet), +1 to Parry/Dodge
2nd Knock-Out/Stun on Natural 20, +1 to Roll with Punch/Fall/Impact
3rd +1 to Strike, +1 to Backflip
4th +2 to Leap (Add four feet), Knock-Out/Stun on Natural 19 or 20.
5th Knock-Out/Stun on Natural 18, 19, or 20, +1 to Body Flip/Throw
6th +2 to Strike, +2 to Parry/Dodge, Add 1 Attack per Melee
7th +2 to Leap (Add four feet), +2 to Roll with Punch/Fall/Impact, Select One (1) additional Martial Art Power from among Atemi Abilities, Body Hardening Exercises (including Demon Hunter Exercises), and Special Kata.
8th Critical Strike on Natural 20, +2 to Backflip, +1 to Damage
9th +1 to Strike, Critical Strike on Natural 19 or 20, Add 1 Attack per Melee, Death Blow on Natural 20
10th +2 to Body Flip/Throw, Select One (1) additional Martial Art Power from among Atemi Abilities, Body Hardening Exercises (including Demon Hunter Exercises), and Special Kata., +1 to Initiative
11th +2 to Parry/Dodge, +2 to Damage
12th +2 to Roll with Punch/Fall/Impact, Add 1 Attack per Melee, Critical Strike on Natural 18, 19, or 20
13th +2 to Backflip, Select One (1) additional Martial Art Power from among Atemi Abilities, Body Hardening Exercises (including Demon Hunter Exercises), and Special Kata., +2 to Initiative
14th Death Blow on Natural 19 or 20, +2 to Damage
15th +2 to Body Flip/Throw, Add 1 Attack per Melee, Death Blow on Natural 18, 19 or 20.
Why Study YONG KWON DO? Designed to deal with multiple attacks swiftly and brutally, and with weapon proficiencies, it is an excellent form for secret agents, the only disadvantage being that no one outside of the Yong Kwon Won knows it.



Yoseikan Aikido By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 12 Years (10 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). Yosiekan Aikido was developed by Minoru Mochizuki, who was an early student of O Sensei and also of Jigoro Kano. This style includes elements of Aikido together with aspects of Karate, Judo and other arts.


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


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


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


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



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


Aikido was created in Japan by Morihei Ueshiba (1883-1969). Originally called "aikibudo" and "aikinomichi," Ueshiba changed the name of his style to "Aikido" in 1942. Drawing upon his training in Daito Ryu Aikijustu, kendo/kenjutsu, several varieties of jujutsu, and sojutsu, Ueshiba combined many of the techniques of these styles, along with some of his own creation to develop the style. Ueshiba felt that there could be an art designed to control one's ambitions and desires along with martial training, so he immersed himself in religious studies and developed a philosophy devoted to a universal socio-political harmony. By incorporating these principles into his martial art, Ueshiba developed many facets of aikido in concert with this philosophical and religious ideology. This allowed him to present aikido as a vehicle toward enlightenment. Ueshiba is considered "O-Sensei" by all aikidoka (practitioners of aikido). Yoshinkan Aikido is the style taught by the late Gozo Shioda. Shioda Sensei studied with O Sensei from the mid-1930s. In 1955, Shioda Sensei begin teaching and formed the organization known as the Yoshinkan. Unlike many later organizations, the Yoshinkan has always maintained friendly relations with the Aikikai both during and after O Sensei's life.


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


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


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


The Yoshinkan is a harder style of Aikido, generally concerned with practical efficiency and physically robust techniques. It is taught to many branches of the Japanese Police. It places emphasis on the use of Aikido as complete budo or martial system, physically, mentally and spiritually. It uses a systematic way of teaching basic aikido motion, philosophy and technique.


Costume: The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplemented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Embu Gi (demonstration uniform), Montsuki (wide sleeved top with mon(family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), Zekken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo.
Stance: Aikido's standard position is the Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated.
CHARACTER BONUSES Add +2 to M.E.
Add +2 to M.A.
Add +2 to P.P. COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Breakfall, Roll With Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, 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, Body Flip/Throw, Choke, Combination Grab/Face Punch (New!), Critical Flip/Throw, Reverse Hold/Throw (New!).
Holds/Locks: Automatic Elbow Lock, Automatic Finger Lock, Automatic Wrist Lock.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi and Martial Art Techniques or Weapon Katas from W.P. Jo (Staff), Tanto (Knife), and Bokken (Blunt). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural(Pick Two): Bonsai, Calligraphy, Go, Haiku, Ikebana, or Ukio-e.
Weapon Proficiencies: W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).
Philosophical Training: While there is no unified philosophy of Aikido, many aikidoka share a loose collection of metaphysical, ethical, and religious beliefs commonly transmitted by word of mouth. Ueshiba himself was an adherent to on quasi-new religion, called Omotokyo. Omotokyo is comprised partly of neo-shintoism and partly of socio-political ideology. The goal of this philosophy is the unification of all humanity in a single, "heavenly kingdom on earth" where all religions are united under the aegis of Omotokyo.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Kokikai Aikido (4 Years), Seidokan Aikido (6 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshokai Aikido (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
2nd: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Weapon Katas from W.P. Jo (Staff), Tanto (Knife), and Bokken (Blunt).
3rd: +1 Attack per Melee, +1 to Disarm.
4th: +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).
5th: +1 to Roll with Punch/Fall/Impact, +1 to Breakfall.
6th: Critical Body Flip/Throw on Natural 18, 19 or 20 (double damage), +1 to Disarm.
7th: +2 to Parry, +1 to Breakfall.
8th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Weapon Katas from W.P. Jo (Staff), Tanto (Knife), and Bokken (Blunt).
9th: +1 Attack per Melee.
10th: +2 to Body Flip/Throw (includes all throws).
11th: +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
12th: +1 Attack per Melee, +1 to Breakfall.
13th: +1 to Strike, +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of three dice of damage).
14th: Select One (1) Zenjorike.
15th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Weapon Katas from W.P. Jo (Staff), Tanto (Knife), and Bokken (Blunt).
Why Study Yoshinkan Aikido? A harder style of aikido, this style emphasizes offense more than defense.



Yoshokai Aikido By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 14 Years (10 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). Yoshinkai Aikido was created by Shioda Gozo (1915-1994) who studied under O Sensei in May of 1932. This period is claimed as the time when O Sensei's techniques were most active and clear. After World War II, Shioda Sensei returned to Japan and after initially teaching in private institutions, he was able to eventually open his own Yoshinkan Dojo in Tokyo.


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


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


Costume: The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplemented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Embu Gi (demonstration uniform), Montsuki (wide sleeved top with mon(family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), Zekken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo.
Stance: Aikido's standard position is the Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated.
CHARACTER BONUSES Add +2 to M.E.
Add +2 to M.A.
Add +2 to P.P. COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Breakfall, Roll With Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Disarm.
Hand Attacks: Knife Hand Knockout .
Basic Foot Attacks: None.
Jumping Foot Attacks: None.
Special Attacks: Automatic Flip/Lock (New!), Automatic Flip/Throw, Body Flip/Throw, Choke, Combination Grab/Face Punch (New!), Critical Flip/Throw, Entering Throw (New!), Hip Throw (New!), Reverse Hold/Throw (New!).
Holds/Locks: Automatic Elbow Lock, Automatic Finger Lock, Automatic Wrist Lock.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi and Martial Art Techniques or Weapon Katas from W.P. Jo (Staff), Tanto (Knife), and Bokken (Blunt). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Philosophical Training: Shioda Sensei strictly cut off any religious aspects of Aikido to teach based on O Sensei's sharp and clear techniques.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Kokikai Aikido (4 Years), Seidokan Aikido (6 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Disarm.
2nd: +1 to Breakfall, +2 to Body Flip/Throw (includes all throws).
3rd: +1 Attack per Melee.
4th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Weapon Katas from W.P. Jo (Staff), Tanto (Knife), and Bokken (Blunt).
5th: +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage).
6th: Critical Body Flip/Throw on Natural 19 or 20 (double damage).
7th: +1 Attack per Melee, +1 to Parry/Dodge.
8th: Select One (1) Additional Martial Art Power from Atemi, Martial Art Techniques, or Weapon Katas from W.P. Jo (Staff), Tanto (Knife), and Bokken (Blunt).
9th: +1 to Breakfall, +1 to Disarm.
10th: +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw (includes all throws).
11th: +1 Attack per Melee.
12th: Select One (1) Additional Martial Art Power from Atemi,, Martial Art Techniques, or Weapon Katas from W.P. Jo (Staff), Tanto (Knife), and Bokken (Blunt)
13th: +1 to Parry/Dodge, +1 to Disarm.
14th: +1 to Breakfall, +1 to Roll with Punch/Fall/Impact.
15th: Select One (1) Zenjorike.
Why Study Yoshokai Aikido? Pure aikido techniques of self defense.



Yung An Qi ( Exclusive ) By danzig138


It is becoming a common thing these days for martial artists to combine, streamline, and redefine their styles, much in the spirit of Jun Fan Jeet Kune Do. Yung An Qi is the result of one man's desire to do just that.


John Masters was a highly-ranked practitioner of Ba Gua, Hsing-I, and Tai-Chi Ch'uan. He felt that each of these forms had many benefits to offer, but learning each was a very time-consuming task. His solution was to combine them into one form that kept only the best aspects of each. After many years of training and revising, and more training, he developed the form he named Yung An Qi ( Eternal Peaceful Energy ).


Yung An Qi retains the strongest physical techniques of it's parent styles, along with the very intense internal training. The Yung An Qi master will approach combat very calmly, retaining his wits. He will protect himself, parrying and dodging attacks until he sees an opening, when he will strike out with various hand and foot strikes.


Training in Yung An Qi is available only in a school in New York City.


Entrance Requirements: I.Q. 14, M.E. 14
Skill Cost: 13 years
Costume: Standard kung fu outfit
Stance: Simply standing in a relaxed fashion


CHARACTER BONUSES


Add 10 to Chi


Add 2 to M.E.


Add 1 to P.P.


COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Circular Parry, Automatic Dodge, Disarm
Hand Attacks: Palm Strike, Backhand, Fingertip Attack, Rotary Palm Strike ( See Ba Gua, Mystic China, page 172 for details ), Open Hand Push ( See Tai-Chi Ch'uan, Mystic China, page 198 for details )
Basic Foot Attacks: Kick Attack, Snap Kick, Crescent Kick, Tripping/ Leg Hook
Special Attacks: Body Flip/Throw
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike


SKILLS INCLUDED IN TRAINING Martial Art Powers: Take the Hua Chin Chi Mastery ability ( see Hsing-I Kung Fu, Mystic China, page 186 for details ), plus select two additional powers from Chi Mastery and/or Specialty Katas ( including Chi Katas ), can select the Ba Gua Circle kata ( see Ba Gua, Mystic China, page 172 for details ) in place of one of these powers.
Language: Chinese ( Mandarin )
Philosophical Training: Taoism


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


Why Study YUNG AN QI? This provides a nice selection of physical attacks and defenses along with very strong internal training.

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