Special Katas and Chi Katas

Martial Artists practice Katas like dancers practice dance steps, memorizing and perfecting a series of moves until they become instinctively fast and accurate. These special routines are practiced over and over again until major bonuses are achieved. Attacks. Each Kata is developed based on a specific martial art form and can only be used with that one form. Katas must always be performed for an entire melee round. Characters cannot slip in or out of a Kata during a single melee round, until level three. There is no problem changing from one Kata to another at the start of a new melee round.

Fortress Penetration Kata or Bassai Kata:

A single minded attack on a single opponent, this Kata is designed to penetrate the defenses of any opponent. All Strike rolls receive a + 3 bonus plus the character’s normal attribute and form bonuses. Otherwise, the character uses the usual # of Attacks per Melee Round and performs all other defensive moves at -3(that means -3parry, dodge and roll).

One Mind Kata or Kime Kate: A gathering of all the body’s physical and psychic forces in one spot, to be than channeled into one use. Ki can be used to add to a Strike roll a Damage roll, a Party roll, or a Dodge roll. Using a One Mind Kata limits the character to only offensive (attacks) or defensive actions per melee round. Obviously, this must be the first (and only) attack the character can make that entire melee. As an attack, Kime can be used to enhance one attack per melee. The ability doubles either the Strike roll or the Damage roll of one of the character’s attacks that melee; player’s choice. All remaining attacks are normal without benefit of any bonuses of any kind. the Kime is used for attacking. then the character can do absolutely no defensive moves for the remainder of the round (only a roll with punch/fall or impact is possible). Defending by using the Kime works much the same way. I can be used to double the roll of one Parry or Dodge that melee, If used for defense, the character can do no attacks/ strikes and can only make defensive moves like parties dodges and rolls (all have the character’s normal bonuses). Using Kime does not cost Chi points, but characters whose Chi has reached zero, or who have negative Chi, are unable to use Kline. Kime enhancement can be used only once per melee round.

Warrior Spirit Kata or Debana.O-Kujiki Kata: . This is known in Japan as the Unnerve at the outset” Kata The idea here s to win without fighting by psyching out the opponent. The character has the choice of moving forward resolutely, or standing his ground defiantly. In either case, the enemy will perceive a relentless and indomitable opponent, Fearsome in every respect. The character with the “warrior spirit” can Parry and Dodge with normal bonuses, but is unable to attack/strike. This kata temporarily increases the persons MA, to 20 or adds a bonus of +6 to characters who already have a Mental Affinity (MA.) of 20 or higher. The opponent must roll over the percentile for MA, intimidation or become unnerved by the ‘warrior spirit.” A unnerved opponent will either back down, run off, or fight with a penalty of -4 to strike.

Kata of five principles or Itsutsu-No-Kata: Developed from the Taido form, this Kata makes use of purely circular movements. The kata is purely defensive, so the character can not make any attacks. Included in the kata is a complex combination of Circular Parties and a Multiple Dodge. This kata can only be used as a defense against multiple attackers. Every attack made on the character in the Itsutsu-No-Kata will result in an automatically circular or multiple party with a +2 bonus (to parry), and an automatic multiple dodge with a + 2 bonus. All normal bonuses which the characters may already possess are also added.

“Windmill Kata” or Yadomejutsu Kata: This kata enables the character to knock away or to deflect a variety of airborne attacks, from every possible direction. The character goes through a windmill” sort of movement, and all hand propelled projectiles, including arrows, thrown spears, darts and rocks, are automatically deflected. The deflected objects can, if de sired, also be grabbed after they are deflected (see “Grab Attack” in the combat section for more details). Unfortunately, the kata is not effective against guns, explosions and energy weapons, nor against hand to hand attacks. The character using the kata is restricted to defensive moves only. The character can fend off hand to hand attacks that same melee with his usual parry and dodge abilities (and normal bonuses), but can not use the windmill to strike out at others or against hand to hand attacks. Likewise, the defensive nature of the kata prevents any attacks/strikes for the melee that it is used.

Weapon Kata or Kobu-Jutsu: This simply allows the character to use a particular weapon with any martial art fonn. Unlike other katas, this is does not have the restrictions of requiring a full melee round or of not allowing other actions. it’s good for one and only one martial art form only! Taking this kata automatically gives the character full W with the weapon named. For example, a character with lsshinayu could take a Spear Weapon Kata. That would allow the use of a spear while fighting with the usual isshin-Ryu moves and bonuses. But he can only use the spear with lsshin-Ryu combat.

Blind Man’s Kata:

To use this Kata, the character must be blind folded, in darkness/fog, or otherwise deprived of sight. The character engages in a series of sweeping circles and body movements by letting the subtle currents of Chi in the environment guide him/her. Without actually knowing the position of any opponents or “seeing” the combat, the character will sense the location and action of any attacker and automatically be in a position to party, block or dodge any assault. It is also possible to use Chi Mastery and other skills simultaneously. The only limitation is that the blind character cannot be the aggressor, only the defender. Thus, it is impossible to attack in any way while using the Blind Man’s Kata. The blind character is able to parry, block, avoid, and counteract all opponents. All avoidance rolls axe done with the character’s usual bonuses, plus an extra +1 bonus from the use of this Kata. The only exception to the all-seeing operation of the Blind Man’s Kata is an opponent with no Chi at all. Those characters with zero Chi are effectively unseen by the performer of the Blind Man’s Kata and the character will be helpless against their attacks (-10 to strike, party and dodge). Please remember, that’s a pretty rare situation, since all living things have at least a bit of Positive or Negative Chi!

Chi Ball Kata:

Stepping slowly forward, walking in synch with Chi flowing in the immediate area, the character works at gathering Chi, eventually pulling it together into a ball suspended between the character’s hands. To an observer, it seems that the martial artist is slowly gathering an invisible substance like a mime artist, while simultaneously performing a circular dance step. On the other hand, anyone with the ability to perceive Chi will clearly see the ball of Chi energy being assembled by the character. The Chi will be either Negative or Positive, depending on the environment and it doesn’t matter whether the character has Positive Chi, Negative Chi, or no Chi at all. Getting the ball started is the hard part. At first level, it takes four full melee rounds to get the ball formed. At third level, it only takes three melee rounds and at sixth level, just two melee rounds. From ninth level onwards, a character can start a Chi Ball in just one full melee round. Once the ball has been started, it will contain an amount of Chi equal to the background Chi of the area. As soon as the Chi Ball is released from the hands of the character performing the Kata (or, for that matter, if the character stops the Kata) the Chi Ball will start to unravel and will cease to exist within 1d10 seconds. Once brought into existence, a Chi Ball can be used in the following ways: Chi Ball Lens: Once a Chi Ball has been started, the character can look through it and see all the Chi in the surrounding area up to about 600 feet (180.3 in) away. Any creatures of Chi, the Chi in side any living beings, Chi flows or deposits, and the general amount of Negative or Positive Chi will be clearly seen through the Chi Ball This sight continues no matter what else is done, so long as the character keeps performing the Chi Ball Kata and holds onto an intact Chi Ball. Chi Ball: For each gathering melee round, the character adds an amount of Chi equivalent to the ambient Chi in the area. So, for example, if the background Chi is 5 points of Positive Chi, the Chi Ball will have 5 points of Positive Chi. After a second melee found of gathering, the Chi Ball will have 10 points, then 15 points, and so forth. The maximum that any character can gather is 100 times the local Chi level, so the Largest Chi Bail available in our example would have 500 points of Positive Chi Once the maximum is reached, the character can continue the Chi Ball Kata indefinitely, maintaining the amount of Chi that has already been gathered.

Chi Ball Defense: As a shield against Chi attacks, the Chi Ball can be used against either the same kind of Chi or against opposing Chi. A Positive Chi Ball used as a shield against an attack of Positive Chi or a Negative Chi Ball used to block Negative Chi, will just get bigger, absorbing the excess. If the amount of Chi exceeds the maximum size for a Chi Ball the extra Chi will be harmlessly expelled. On the other hand, if a Positive Chi Ball blocks Negative Chi, or if a Negative Chi Ball is attacked by Positive Chi, then the incoming Chi will destroy an equal amount of Chi in the Ball destroying the Ball if the Chi is exceeded. If the Chi Ball is destroyed, the character will have to start the process of gathering all over again.

'Note:' As effective as a Chi Ball might be against Chi, it is to tally useless as a shield from material attacks from fists or weapons.

Throwing or inserting: the Chi Ball. It’s also possible to use the Chi Ball as a weapon, either tossing it at a target, or pushing it right into an opponent. However, due to the fragile nature of the Chi Ball it immediately loses half of its Chi when released. Then, if thrown, it loses half of the remaining Chi within 180 feet (40.6 m), and all of the rest of the Chi after traveling 300 feet (90.1 in). So, if a Chi Ball containing 80 points of Positive Chi were inserted into a creature of Pure Negative Chi (it would require a successful Roll to Strike, with no bonuses), the creature would be infected with just 40 points of Positive Chi. If the Chi Ball where thrown at the creature, standing between 50 and 180 feet (1.5 to 4.6 m) away, the amount of incoming Chi would be just 20 points, or 10 points up to 300 feet (9.1 m) distant. Throwing a Chi Ball more than 300 feet (9.1 m) is useless, since it will dissolve beyond that point. Because the Chi Ball is more impressive before it’s thrown or inserted, many users of the Chi Ball Kata find it better to use the Chi Ball as a threat, rather than as an actual weapon. Note:' 'If a ball has been formed discarded then the character can continue the Chi Ball Kata, and another ball can be started immediately, without having to wait the usual ‘start’ melee rounds.

Chi Defense Kata:

This fast-moving Kata is used in con j with physical combat. It involves weaving in and out of the currents of Chi that move through an area. By performing the Chi Defense Kata the character has the chance to dodge any and all Chi attacks, including those from pure Chi, Hard Chi, Soft Chi, One Finger Chi, Fist Gesture, and Negative Chi Illness. Works against both Positive and Negative Chi attacks. The character can continue to attack, defend, or just about anything else, except using other Chi skills and abilities. The Kata neither adds nor subtracts from the character’s physical fighting skills while it is in use. When using Chi attacks against someone in the Chi Defense Kata, the aggressor must roll to strike using only the bonuses that come with the Chi ability’s Martial Art (i.e.: if the Chi Mastery skill was gained through the use of Tien-Hsueh, then only the strike bonus from Tien-Hsueh can be used). The use, of the Chi Defense Kata then has to beat the strike roll, with no bo nuses, in order to successfully dodge the Chi attack. Note that, unlike a normal dodge, dodging Chi attacks does not cost the character any melee round actions.

Dragon Line Kata:

Using this Kata, the character attempts to follow the invisible Dragon Lines and flow of Chi in a surrounding area. The character will automatically be able to follow channels of Chi. Once on a channel; he/she can choose to move in the direction of greater Chi, less Chi, or Positive or Negative Chi. While in the Kata, the character moves at a normal walking pace and can also engage in combat without penalties.

Mending Chi Kata:

By tuning into the Positive Chi of the area and moving in response to it, the character channels Posi five Chi into the body, wiping out any Negative Chi and replenishing lost Positive Chi. However, the unique thing about the Mending Chi Kata is that it can be used to pull Positive Chi out of a Negative Chi area! Although this seems unlikely, it’s based on the fact that all Chi is really universal. Since all Chi flows in a complex manner, there is really no such thing as a place that contains one kind of Chi and not another. How much Chi can be collected and how long it takes, depends entirely on the local Chi environment. If the environment contains Positive Clii, then collection is very quick; collecting a number equal to the area for every melee round that the Mending Chi Kata continues. For example, where Positive Chi is at 4, the character can collect 4 points of Positive Chi per melee round. Collecting Positive Chi from a Negative Chi environment is inversely proportional to the degree of Negative Chi. Or, to put it morn simply, it takes as many melee rounds to collect one point of Positive Chi as there is Negative Chi in the area. For ex ample, if the area has a background of three points of Negative Chi, it will take 3 melee rounds to collect 1 point of Positive Chi. When the negative Chi is 6, it will take 6 melee rounds to collect each point of Positive Chi. This is a non-combative Kata, so the characters can neither attack nor defends while performing it. Likewise, the Kata requires total concentration, so no other skills or abilities, including Chi abilities, can be used simultaneously.

Yin-Yang Kata: Expert practitioners call this the ‘Give Over to the Tao Kata,” because it feels like you’re loaning your body to some other, greater, supernatural being. What makes it even stranger is the way it looks. While all the Chi Katas look like dances, the Yin-Yang Kata appears even more dramatic, with fast, moden-dance-like movements and the kind of leaps and kicks you’d expect to see at a ballet. Yet, while the body is engaged in this frenetic activity, the character’s mind feels calm and subdued, submerged into the oneness of the Yin-Yang, seemingly like a distant observer. All actions, including strikes, parries, dodges, and rolls are done as normal, with neither penal ties nor bonuses. The really weird thing about the Yin-Yang Kata is that attacks on supernatural beings, demons, creatures of Pure Negative Chi, and other things that would normally be im mime to physical attacks, take normal damage, as if the attacks were based on magic or Chi (In Rifts all Yin-Yang Kata attacks inflict M.D. to supernatural beings and creatures of magic, but SDC. damage to all others

Hidden Weapons Kata (Hammerspace Mastery)

Through the use of this technique, a male Amazon (females don’t consider it worth learning) may instantly summon to himself virtually any weapon he chooses! Through the lmowledge that all space and time are tndy one, an inner calm rivalling the Buddha, and some damn big robes, the master of the Hidden Weapons Kata can access the long-thought- mythical dimension called Ilammerspace. (Physics majors vehemently deny the possibility of Hammerspace, though Einsteinian math suggests that such a place is possible: an entire universe composed solely of inanimate objects, animals, and weaponry floating through a void.)

By spending one point of Chi, a user of Hammerspace may summon to themselves an item deemed by the GM as “mostly harmless” (ie: chicken, duck-shaped training potty, yo- yo, etc.) or a mallet that can do 2D6 SDC (after all, it is “hammer-space). For two Chi, the character may summon any dangerous item that is not quite a melee weapon ( chains, smoke bombs, flame pellets, etc.). For five Chi per use, the character may instantly sununon any weapon in which he has proficiency, truly a devastating use for experienced martial artists (or those who have taken Moo Gi Gong as their secondary martial art). Finally, for the hideously astounding cost of thirty Chi, the practitioner of Hidden Weapons may summon a single modem weapon, be it gun, bomb, or even laser! (Fortunately, honor usually precludes the possibility of using such distasteful--and non- proficient--weapons.)

Animal Combat Mastery

You know those fancy types of Kung Fu that have animal names? Well, they were all ripped off from the Joketsuzoku (or, at least, that’s what they’d have you believe).

By selecting one Animal Mastery type, the character (usually a male Amazon; again, females don’t consider this art worth learning) may select katas based on their animal type, gaining one whenever a martial arts power could be selected. In addition, the character gets one free teclmique from that list when Animal Mastery is chosen. The animal types follow:

Animal|| Associated Techniques

Avian|| Crane Stance Kata (Bok Pai Kung }u), One-Hand Choke and Combination Grab/Kick (may be taken as one kata; from Fong Ngan Kung Fu), Eagle Claw Hand (Xing Chiao Kung Pu)

Feline|| Duo-Claw Strike (Fu-Chiao Pai), Black Tiger Claw Strike (Shang Tung),Leopard stance

Simian| Drunken Monkey Kata, Lost Monkey Kata, Tall Monkey Kata, Stone Monkey Kata, Wood Monkey Kata (all from Monkey Style Kung Fu)

Insect|| Gou Strike, Negative Gou, Gou Grip, and Tsai Grip (all these of these strikes may be taken as one kata), Gou Combination (must be selected after the previous kata) (all of these maneuvers are from Tong Lun Kung Fu)

Dragon|| Dragon Chi (Chi Mastery), Dragon Line Kata (Chi Katas)

Snake|| Any of the Arts of invisibility

Bovine/Ursine/Equine|| Stone Ox Kata (Body Hardening Exercises), Eight Horse Stomp Kata (Martial Arts techniques), Bear Stance Kata (Choy-Li-Fut Kung Fu)

Practitioners of Animal Mastery tend to gain both physical and mental features of their animal patron; avians become tall and thin, with a penchant for attacking from high places; felines doze in the sun, but instantly come awake if threatened; dragons are calm and wise, but slow in coming to decisions. Their martial arts style will also look similar to those that their bias are chosen from (ie: you may be attacking with Joketsuzoku, but it looks like Black Tiger Kung Fu, or whatever).

Mizu no kata- The Water Kata

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

Kaze no kata- The Wind Kata

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

Hi no kata- The Fire Kata

The weapon wielder focuses his Chi into the weapon, making it feel as if it were on fire to all others who touch it. Adds +2 to damage on all strikes with the weapon. If a strike is successful, the target must roll to save vs. pain. If he fails, he loses initiative for the next three rounds and is -2 to all rolls.

Ying Chuan (Falcon Form)

(Offensive) +1 to Strike with Knife Hand, +1 to Strike with Elbow, +1 to Strike with Snap Kick, +1 to Parry, learn Knife Hand, Elbow, Snap Kick.

Yao Chuan (Sparrow Hawk Form)

(Offensive) +1 to Initiative, +1 to Dodge, +1 to Strike with Uppercut, learn Uppercut

Yan Chuan (Swallow Form)

(Defensive) +2 to Dodge, +2 to Leap (add 4 feet to leap distance), learn Leap

Wolf Pack

This can be used when several Wolf masters surround one opponent. When attacked, the Wolf masters are +2 to parry and dodge; when the opponent turns to deal with someone else, the Wolf masters are +2 to strike and damage and can make a Critical Strike on a natural roll of 15-20.

Wind of Devastation

Doubles the characters attacks for one melee providing that they are all psionic and the only maneuvers in the preceding round are ALL defensive in nature.

Weeping Willow Kata

This is a defensive kata in which, the master cries out his anguish, while avoiding and deflecting all incoming attacks. This provides him with a +3 bonus to automatic parry and automatic dodge, and it acts as a Windmill Kata (Ninjas and Super spies, page 88 ).

Tuo Chuan (Terrapin Form)

(Defensive) +1 to Circular Parry, +1 to Power block/Parry, +1 to

Parry/Attack (This attack can be a Knife Hand, Elbow, or Shoulder Ram),

learn Circular Parry, Power block/Parry, Elbow, Knife Hand, Shoulder Ra

Tiger Kata

The artists spends the entire melee in a flurry of power attacks, using the strength of the Tiger to end the fight with as much speed as possible. No defensive actions can be made this melee, however the user gains a +4 to damage with all of his attacks, as well as a +1 to strike (this strike bonus is cumulative with bonuses from the Dragon kata).

The Non-Spill Drink (Offensive/Defensive)

The character can fight with a drink (bottle or glass) held in one hand and not spill a drop of the contents.

The Laughing Man Kata

This is a variation on the Bassai ( Fortress Penetration ) kata. The master laughs continuously, all while attacking a single opponent. His laughter steadily increases in volume as he strikes. The opponent must roll a saving throw of 14 or better ( modified by M.E. ) or lose initiative and one action/attack. The master gains a +4 bonus to strike, and inflicts an additional +4 damage, but he suffers a -5 penalty to all defensive rolls for the melee round.

The Flurry

This is very similar to the Muay Thai kata, Lightning Form. The character is able to deliver all of his attacks for the melee round on his first attack. This must be his first attack, and he must have initiative. After he uses his attacks, he cannot dodge, and suffers a -3 penalty to Parry for the remainder of the melee round.

Spirit kata

this kata is has the same effects as the Mao’s pride kata of Wushu Tsung or the greased lightning kata of tao cha except you can do full damage and you can hurt invulnerable characters and those only affected by magic attacks.

Tetsu Jomoku Kata (Iron Tree Form) (defensive)

Bonuses: +4 Maintain Balance, +2 Circular Parry, +1 Trip/Leghook, +1 Backward Sweep

Tai Chuan (Emu Form)

(Offensive) +1 to Strike with Kicks, +1 to Damage with Kicks, +2 to Strike with Emu Charge (Special. This attack must be the first and only one of the melee round. The character runs, with elbows locked to the body and arms extended, at the opponent. If successful the attack does 3d4 damage and the opponent is knocked down. The character also loses Automatic Parry for the melee round.) learn emu charge

Tai Chi Kuen (defensive)

Bonuses: +1 to Parry/Dodge, +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact

Sting of the Scorpion Form (Offensive)

When Performed, this Special Kata acts as Atemi Ability: Kyosho. Due to the amount of concentration required, the character's Attacks per Melee are reduced to 1/3 of normal (round down).

Shan Feng

The Mountain Wind kata is considered to be the ultimate expression of this martial art. It takes the flowing, acrobatic movements of this style to an extreme. The character combines all of the advantages of the Automatic Dodge, the Multiple Dodge, the Backflip, and the Leaping Evasion along with a final powerful attack. While performing this kata the character may roll to dodge any attack, even if he is not aware of it, without using an action. He uses his normal dodge bonus for these rolls. He may not parry or attack during his melee actions/attacks, but he can use Backflip or Leaping Evasion to position himself. Alternately he may spend an action focusing on a Chi Power. However the character must save his last melee attack until the end of the melee round after everyone else is done. At the very end of the melee round, after everyone else has used all of their melee attacks he may unleash one of the following attacks with +3 to his usual bonus to attack: A Leaping Eagle Claw, a Flying Reverse Turning Kick, or a Leap Attack using a weapon. His target may not use an automatic parry and will have no defense against this devastating attack unless said opponent has activated an Automatic Dodge at the beginning of the round. Targets with Automatic Roll, may Roll with Punch/Fall/Impact if appropriate to reduce the damage from this kata. Ancient masters are said to have shattered boulders while practicing this form.

Shi Tsi Chuan (Lion Form)

(Offensive) +1 to Holds/Locks, +1 to Strike when Ground fighting, +1 to Strike with Claw Hand, learn Claw Hand

Shiro no Ishi Kata (Castle of Stone Form)(defensive)

Bonuses: +4 Power block/Parry, +2 Maintain Balance, +10 S.D.C. (costs 2 Chi)

Shiho Giri or "Four-Directional Cut" Kata

One of the primary kata used in many Iaido schools, this Kata also makes an appearance in many kenjutsu, sojutsu, and naginata jutsu schools. This Kata allows the character to attack multiple opponents (up to four) simultaneously in the same melee action, with all normal strike bonuses. A Strike roll is required for each target. The character must have initiative to do this, use the same attack (i.e. weapon, hand, or foot), and cannot engage in advanced defensive moves (like Multiple Dodge or Circular Parry), but can perform basic defenses like Dodge and Automatic Parry, with no bonuses. Also, the character can perform special attacks like Combination Parry/Attack and Combination Strike/Parry, but with no bonuses to strike or parry, and at the loss of one opponent (the character can only attack up to three opponents when using a special attack, if there are less than four opponents, then the character is only able to strike up to one less than the number of attackers). This Kata cannot be used against attackers at Long Range or further (but can be used against attackers in Grappling or Combat Range). Also remember that Kata must be used for the entire melee round.

Sanchin Kata (Three Battles Form)

Sanchin is a defensive kata that changes it's application as the Goju stylist gains experience with it. From levels 1 to 5 the character gains a +1 to Powerblock/Parry and +1 to Parry/Strike (Punch). From levels 6 to 10 it acts a Body Hardening Exercise: Chi Gung (Starting at level 1 of Chi Gung and progressing to level 5.). From levels 11 to 15 it acts as Martial Arts Technique: Ti Chi Kung.

Raiden Kata (Thunder and Lightning Form(Offensive)

The function of this kata is simple, to either move as fast as lightning or to hit hard as thunder. This kata has two different ways it can be used. In the first version of this kata the martial artist commits to doing a high volume of damage. Sacrificing half of his or her attacks per melee, each strike now does double damage. The second version of this kata allows the martial artist to launch more attacks with reduced damage. He or she now has double the attacks per melee, but they do half damage. In both versions of this kata, the martial artist

Ma Chuan (Horse Form)(Offensive)

+2 to Damage, +1 to Strike with Power Punch, learn Power Punch and Horse Stance

Min Cheng Gan Tao Keun (Stone Vault Form)

Using this kata the character's number of actions are doubled, but the character can only defend. These defenses are limited to Circular Parry, Power block/Parry, and Parry/Attack. No attacks other than Parry/Attack are allowed while performing this kata.

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. Learn automatic dodge

Huang Tong Fut Shou Chuan (Hands of the Brass Buddha Form)(Offensive)

When performed, this Special Kata acts as Body Hardening Exercise: Kanshu. Due to the amount of concentration required the character's Attacks per Melee are reduced by 1/2 (round down).

Hsiang Chuan (Elephant Form)

+3 to Damage, +1 to Strike with Roundhouse Strikes, learn Roundhouse Strike

Great Barrier Kata

For entire melee can parry all attacks (including arrows) at +3.

Geometric Defense

The Geometric Defense is a combination of defensive Kime and Warrior Spirit. The duelist circles around their opponent in a defensive stance, blocking each attack made by the opponent with ease. This is done in a precise manner and with as little emotion as possible. The opposing duelist will perceive the flowing, almost dance-like defenses as nearly impenetrable, as every move is countered by a specific and defined motion. Rather than roll a 20-sider to parry as usual, the defender rolls against Advanced Mathematics (at +20%). The attacker's strike roll is subtracted from the character's Mathematics score. Every successful roll results in a blocked attack, in what is effectively a Circular Parry or Multiple Dodge. If all attacks are blocked, the end effect, besides not getting hit, will be a perceived indomitable defense. This boosts the character's MA to 17 or +4, whichever is higher. Attackers must roll over the character's Trust/Intimidate score or will be at -4 to Strike for the rest of the combat.

Geometric Attack

This "kata" represents the scientific and mental processes of the attack in the Spanish School. Similar to Kime, Geometric Attack is the single minded focus towards a given goal. The Duelist spends one melee round circling around their opponent, striking and defending as normal. The difference is that the duelist is not really trying to hit their opponent. What they are trying to do is work their opponent into a position where they can strike with maximum effect. What that advantage is exactly depends on the specifics of the battlefield. It could mean that the defender ends up standing on slippery ground, an obstacle sits behind the defender (preventing retreat), a bright light sits behind the attacker, or any other advantage that may come to hand. Use of this kata requires a roll against Advanced Mathematics (at +20%, due to the relative ease of geometry as opposed to advanced calculus). If successful, the kata begins. The melee round continues, with both sides maneuvering for position. While defenses remain the same, all attacks made by the duelist are made at -5 to Strike (total, no other bonuses apply). If any succeed, the kata is disturbed and the duelist can not attack for the rest of the round and is at -3 to Parry and Dodge. At the end of the melee round, the opportunity comes and the duelist makes his real strike roll. The defender is at -5 to Parry or Dodge (total) the blow.

Four Governors

While all good (read: not dead) swordsmen keep these four virtues in mind, the Four Governors Kata allows the swordsman to combine all four effectively at once. The first Governor is Judgment, allowing the swordsman to judge his opponent's style and likely moves. The second is Distance, giving the swordsman an idea of what the proper distance is for him to strike without being hit. Time is the next, granting a better sense of the timing and flow of the battle. The fourth is Place, loosely defined as granting the swordsman the knowledge of how best to align his body against the opponent and the opponent's style. The kata requires one full melee of no strikes. The swordsman can parry and dodge, but no attack moves are allowed. At the end of the melee, the bonuses take effect for the rest of the combat or until the opponent changes martial art forms. BONUSES: +3 to Strike, Parry, and Dodge, +1 attack per melee, Can move more effectively through the Combat Ranges (does not take an attack, regardless of movement).

Form Adaptation

The beings that practice Kailindo are all capable of altering their shapes, either at will or after a few moments of concentration. Either way, this kata is designed to help such beings use their natural abilities to the best effect. Those with this kata learn to effect partial transformations, faster transformations, and even the use of shapeshifting as a dodge! In game terms, this permits the character to move combat bonuses from one place to another and reduces time required for changing shape. If the character's transformative ability is usually measured in melee rounds, reduce that number to melee actions! (ex: A Nightbane can usually transform from Facade to Morphus in one melee round. Using the Form Adaptation Kata, that time is reduced to one melee action.) If the time required is already measured in melee actions, reduce that time by half to a minimum of one melee action.In addition, a being that can normally only transform its entire body may now transform just a piece of its body for the desired effect. However, this requires the full transformative duration unless a ME check is made.(ex: The Nightbane from the previous example has the Morphus characteristics of Animal Magnetism and Were-Creature: Canine. She wishes to grow claws [which her Morphus has] without fully Becoming and rolls an ME check. She fails; she can still grow those claws, but it will take her a full melee round [in which she cannot do anything except defend herself] to accomplish the feat.)Finally, the character, by subtly altering their body's form and musculature, may "move around" combat bonuses. This transformation requires one melee of intense concentration, during which time the only actions possible are the dodge (automatic if the character possesses it) and the automatic parry. The maximum number of points that may be moved are equal to the being's Mental Endurance. If the character so wishes, they may also move so many points that they have a negative (penalty) in one or more bonuses, so long as the points moved are equal to or less than their ME. This alteration lasts for a maximum length of (ME divided by 3) melee rounds, rounded down. Finally, because of the unnatural twisting of ligatures and bones, the character takes a number of points of damage equal to the number of points moved, direct to hit points, both at the time of the transformation and when returning to normal! If the being has a regenerative ability, this ability takes twice as long to heal the damage; however, if the being's natural state is fluid, colloidal, or ectoplasmic, the damage is reduced by half.(ex: The Nightbane from the previous two examples has the following combat bonuses: +6 to strike, +7 to parry, +5 to dodge, +10 to damage and +4 to initiative, as well as possessing an ME of 14. She gets into a fight most heinous with a lone Hound. In this case, it is better to act first and hit more often, so she decides to move her bonuses around--but she cannot move any more than 14 points. After one melee round of concentration and heavy defense, her bonuses now look like this: +10 to strike, +2 to parry, +1 to dodge, +10 to damage and +9 to initiative! Because she moved 5 points from her parry bonus and 4 from her dodge bonus, she has moved only 9 points--well below her maximum of 14. As an unfortunate side-effect, she also takes 9 points of damage direct to her HP immediately, and will take another 9 HP of damage at the end of three rounds, as her body returns to normal--well, as normal as Nightbane get, anyway.)

Flight of Lightning Kata

This is very similar to the Sun Sih K'an Chien Chih Art of Invisibility, however instead of trying to disappear, the character will break into a dead run to escape. Takes one melee action, and has a 85 +1% per level percent chance of vanishing, and is able to run the full distance normally achieved in an action of pure running. Any who are fooled by the vanishing act will not notice the escape of the character for one melee action after the kata is used.

Drunken Stance

This is a mimic of the drunken style Kung fu. When using this technique the martial artist gains a +2 to all back moves (back flip, sweep, and back hand.) as well as an Auto-dodge (+1 bonus only).NOTE: Until third level assuming a specific stance DOES take a melee action.

At third level and beyond it does not.

Special Katas: Drunken Kuen (defensive)

Bonuses: +2 to Stagger/Somersault, +1 to Parry/Dodge, +2 to Roll with


Dragon Kata

The artist spends the entire melee using only defensive actions, using the wisdom of the Dragon to assess his opponents fighting pattern. No offensive actions can be made for the entire melee, but next melee and for the rest of the fight, the user has a +1 to strike, parry, and dodge against his opponent. This can only be used against one attacker, not multiple, and it cannot be used more than once for multiple bonuses.

Hydra Kata

The artist spends the entire melee using only defensive actions, using the wisdom of the Dragon to assess his opponents fighting pattern. No offensive actions can be made for the entire melee, but next melee and for the rest of the fight, the user has a +1 to strike, parry, and dodge against his opponent. This can be used against multiple attackers, and it cannot be used more than once for multiple bonuses.

Discipline Kata

Generally used by teachers who wish to insult their students, this is a very fast series of attacks similar to the lightning kata from kick boxing. It uses all attacks per melee in the duration of one normal attack, only the slash may be used and each successful strike only deals half damage. Defenders are -3 to parry each strike after the first. Often this kata is accompanied with yelled phrases like "NO! NO! NO! NO, STUPID!

Diao Chuan (Eagle Form) (Offensive)

+1 to Strike, +1 to Holds/Locks, +1 to Parry, +1 Attack per Melee

Ding Mao Kuen (Stinging Hands Form)

Using this kata the character's number of attacks are doubled,but he can only use Fingertip Attacks. Combination Parry/Fingertip Attack is the only defense allowed and dodging is not possible.learn fnger-tip attack,learn combination parry/finger-tip attack

Ch'in Na Kuen (defensive)

Bonuses: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +3 to Damage, can be learned at Level 8+ only

Chi Lin Chuan (Unicorn Form) (Defensive)

+2 to Leap (add 8 feet to leap distance), +2 to Spinning Evasion, learn Spinning Evasion, Leap

Chi Chuan (Rooster Form)(Offensive)

+1 to Damage, +1 to Strike, +1 to Dodge

Chang Ch'uan Kuen (offensive)

Bonuses: +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Leap(+4' ), +1 to Backflip

Animal Katas

Bear (offensive):+1 to Parry, +1 to Strike, +1 to Damage, learn Bear Slap, no Dodge allowed

Crane (defensive):+1 to Strike, +1 to Damage, +1 to Parry, +1 to Maintain Balance, learn Crane Fist

Leopard (offensive):+1 to Parry/Dodge, +1 to Damage, +1 to Strike, +1 to Leap(+2' )

Mantis (offensive):+1 to Damage, +1 Attack per Melee, +1 to Pull Punch, learn Gou Strike and Lau

Monkey (defensive):+1 to Dodge/Parry, +2 to Leap/Backflip/Somersault/Cartwheel, +2 to Roll with Punch/Fall/Impact

Snake (defensive):+1 to Parry/Dodge, +1 to Damage, learn Fingertip Attack

Tiger (offensive):+2 to Damage, +1 to Leap(+6' ), +1 Attack per Melee, learn Claw Hand

Akane Strike Kata

This attack Kata is very strong but leaves the martial artist vulnerable to counter-attack. It adds + 3 strike, and + 4 damage and the strike bonus counts for Critical strikes, but all defenses are just straight rolls on the dice on the dice, with no bonuses of any kind.

Turtle Stance

This is a completely defensive technique. In this stance the master cannot attack, however, they gain Automatic Flip/Throw with their normal Throw Bonus, and can attempt to Auto-throw as many times as wished per melee.

NOTE:'' Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.

Snake Strike Stance

A wavering stance, which restrains the user from using any kicks. However, in this stance they can perform the 'Greased Lightning Kata without any strike or damage penalties.

NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.

Sleeping Bird Stance (Modified Crane Stance)

Restricts user from moving, or using hand strikes. However, all kicks are +2 to strike and damage, or can use all attacks to perform a flying reverse turning kick at triple damage instead of the usual double.

NOTE:'' Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.

Quick Foot Stance

Character stands almost at attention, legs are slightly apart and one is slightly behind the other, the hands and clasped together behind the fighters back. When in this stance ONLY the following kick attacks may be used; Kick Attack, Snap Kick, Crescent Kick, Axe Kick. Fighter gets

Automatic Dodge once using this, but loses automatic parry, as they can only parry with their feet. +2 Parry, +3 Dodge, +3 Strike with Kick Attack, & +3 Damage on Kick Attacks, also, they receive no bonus to Roll w/ Punch. Once in Quick Foot stance, a fighter will not usually advance unless they have to, stillness is a key part of the stance.

NOTE:'' Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.

Panther Stance

When using this technique, the martial artist can also use Drop Kicks, Turning Kicks, Power Parries, and dual palm strikes. Also gains a +2 strike and parry.

NOTE:'' Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.

Horse Stance

One of he most basic of martial arts stances, the Horse Stance can provide a devastating fighting foundation when mastered. A master of the Horse Stance cannot be moved if he does not wish to be moved, and this same strong root adds power to his strikes. Bonuses: +8 to Maintain Balance, +2 to Damage. On the downside, the character cannot Move kick, dodge, or perform any other action that would cause his feet to leave the ground.

NOTE:'' Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.