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Martial Arts Styles – G:



http://web.archive.org/web/20091027113842/http://geocities.com/kuseru/PMAN/StyleG.htm



Gangsta Style By Kuseru Entrance Requirements: Limited to Aberrant, Anarchist, Diabolic, and Miscreant Alignments. No Attribute restrictions. Skill Cost: 4 Years (2 Years as a Secondary Martial Art Style) This style evolved on the ghetto streets of major cities in the United States. Gangstas are members of gangs from the worst parts of town who are career criminals. These criminals typically engaged in petty (or not-so petty) activities like armed robbery, arson, assault, bank robberies, car-jacking or a full-fledged auto-theft ring and chop-shop, illegal drug manufacturing and distribution, jewelry heists, kidnapping and extortion, mugging, peddle weaponry or other illegal wares, vandalism as well as fighting to "earn respect" and to prove how brave and tough they are. They tend to be direct, using violence, intimidation and hit and run tactics (i.e. drive-by shootings, or hit a store or business fast and hard, grab what they can and go, etc). They tend to be extremely territorial and anybody who gets in their way, on purpose or by accident, gets hurt. Gangstas get their name from the fact that all have their own "colors," a distinctive style of dress, way of talking, insignia or other kind of gimmick that makes them easily recognized. Gangstas are easily influenced by what is perceived through pop media, deriving many of their techniques from watching television and movies. Costume: Typically wears jeans with no belt that are big enough to drop down on the hips. Brightly colored shirts, leather or sports jackets, bandanas and/or ball caps, five pounds or so worth of gold or fake gold "bling" jewelry, gold capped teeth, sunglasses, top of the line high top sneakers, and other stylish fashion accessories. Stance: Feet shoulder width apart with gun (or guns) held sideways in front of the shooter. Does not apply when making drive-by attacks. CHARACTER BONUSES Add +1 to M.A. Add +2 to P.B. Add +5 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact Attack Moves: Leap, Roll Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Multiple Dodge. Hand Attacks: Strike (Punch) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: None. Special Attacks: Aimed Shot, Burst, Drive-by, Pistol Whip (Does 1D4 damage). Holds/Locks: None. Weapon Kata (Pick One): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle. Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. This style offers no Martial Art Powers or Abilities. Languages: Gangsta Dialect of American English, pick either West Coast or East Coast Cultural: Streetwise Physical: Running Weapon Proficiencies: W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle. Philosophical Training: What's in it for me? If this is your Primary Martial Art then the following other styles can be learned in a shorter time: LEVEL ADVANCEMENT BONUSES 1st: +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +2 to Roll with Punch/Fall/Impact. 2nd: +2 to Parry/Dodge. 3rd: Ambidextrous Training Complete! Characters can fire with left or right hands with equal facility! 4th: +1 Attack per Melee. 5th: +1 to Strike with Aimed Shot. 6th: +2 to Damage with Pistol Whip. 7th: +1 to Strike with Bursts. 8th: +1 Attack per Melee. 9th: Kick Attack does 1D8 damage. 10th: +1 to Strike with Aimed Shot, +2 to Roll with Punch/Fall/Impact. 11th: +1 to Parry/Dodge. 12th: +1 Attack per Melee. 13th: +2 to Damage with Pistol Whip. 14th: Critical Strike from Behind. 15th: +1 to Strike with Aimed Shot. Why Study Gangsta Style? Weapons are very good for defensive and offensive moves. Relatively few special skills. The perfect outdoor martial art. It's more effective than most against non-martial artists but lacks the defenses of most other arts.



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



NOTE 2: Gun Styles use these Modern Combat Rules.



NOTE 3: Gun Styles use these Modern Weapon Proficiencies.





Ganritsu Ryu Shurikenjutsu By Kuseru Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions. Skill Cost: 7 Years (4 Years as a Secondary Martial Art Style).



Ganritsu Ryu Shurikenjutsu is one of the earliest schools of throwing weapons in Japan. This school was founded by a professional swordsman in service of the 18th lord of Matsuhiro in Kanei, Matsubayashi Henyasai, around 1624. This style paved the way for Katono, or Izu Ryu, founded by a samurai of Sendai, called Fujita Hirohide of Katono (aka Katono Izu), who was a student of Mastubayashi. He pioneered the use of a throwing needle, about ten centimeters in length and weighing about twenty grams, several of which he wore in his hair. The needle was held between the middle and forefinger, and thrown like a modern dart into the eyes of an attacker. It was said that he could throw two needles at a time at a picture of a horse, hitting each hoof in turn.



Training in Ganritsu Ryu can be found in Japan.



Costume: Keikogi (quilted, navy-blue jacket) and Hakama. Stance: When facing opponent with swords, with one foot forward and the other back, arms extended forward and holding sword in a two-handed grip. When performing throwing attacks, Upright, legs shoulder width apart, hands held loosely depending on the location/availability of throwing objects. When performing throwing attacks, Upright, legs shoulder width apart, hands held loosely depending on the location/availability of throwing objects. CHARACTER BONUSES Add +10 to CHI Add +2 to M.E. Add +2 to P.P. Add +1 to P.E. COMBAT SKILLS Attacks per Melee: Two (2) hand to hand attacks or Three (3) thrown weapon attacks. Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Breakfall, Circular Parry, Multiple Dodge. Hand Attacks: Strike (Punch). Basic Foot Attacks: Backward Sweep, Kick Attack. Jumping Foot Attacks: None. Special Attacks: Combination Strike/Throw (New!), Combination Strike/Parry, Death Strike (New!), Forearm, Multiple Throw (New!). Holds/Locks: None. Weapon Kata (Select two): W.P. Bokken (Blunt), W.P. Daisho (Paired), W.P. Katana (Large Sword), W.P. Thrown, W.P. Wakizashi (Short Sword). Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical). Languages: Japanese. Weapon Proficiencies: W.P. Bokken (Blunt), W.P. Daisho (Paired), W.P. Katana (Large Sword), W.P. Thrown, W.P. Wakizashi (Short Sword). Philosophical Training: Zen Buddhism. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Enmei Ryu (3 Years), Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Kinzoku Shurikenjutsu (2 Years), Kukishinden Ryu (8 Years), Shinmuso Hayashizaki Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike or Knockout from Behind. 2nd: +2 to Parry, +1 to Maintain Balance. 3rd: +1 Attack per Melee (thrown only), Select One (1) Additional Martial Art Power from Body Hardening, or Special Kata, or Chi Mastery. 4th: +2 to Strike, +1 to Initiative. 5th: +1 Attack per Melee (both hand to hand and thrown), Critical Strike on a Natural 18, 19, or20. 6th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19 or 20. 7th: +1 to Strike, Select One (1) Additional Martial Art Power from Chi Mastery, or Body Hardening, or Special Kata. 8th: +1 Attack per Melee (thrown only), +1 to Maintain Balance. 9th: Any small found objects not usually considered a weapon (anything which could be conceivably thrown-GMs, use your judgement) becomes a 1D4 damage weapon when thrown. 10th: +1 Attack per Melee (both hand to hand and thrown), +1 to Strike. 11th: +2 to Parry, Select One (1) Additional Martial Art Power from Chi Mastery, or Body Hardening, or Special Kata. 12th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Initiative. 13th: +1 Attack per Melee (thrown only). 14th: +2 to Dodge, Death Strike on a Natural 20. 15th: +1 Attack per Melee (thrown only), Select One (1) Zenjorike. Why Study Ganritsu Ryu Shurikenjutsu? A deadly martial art that has the single disadvantage of being dependent on a combination of ranged and melee weapon attacks for effective combat.





Gatka By Hengest Entrance Requirements: None. Skill Cost: 12 Years (6 Years as a Secondary Martial Art).



Gatka is a martial art practised in the northern part of India, and is usually associated with the Sikh religion and its followers. The story usually told is that a fencing teacher known as Baba Buddha Ji taught his weapon skills to the fifth Sikh guru, Sri Guru Arjan Dev Ji, who then passed this knowledge on to the sixth guru, Sri Guru Hargobind Sahib Ji. The sixth guru, who was a warrior of some renown, then taught the skills to his followers, creating the link between Gatka and Sikhism that remains to this day. Gatka is based on meditation and the practise of more than 10 different weapons, or shastar. Chief of these weapons, and even worshiped by some as a symbol of God's power on earth, is the sword. Two kinds of sword are used: a large, straight-bladed, double-edged sword called a khanda, and a long, curved, single-edged scimitar referred to as a talwar. Other important weapons are the staff (lathi), the spear (barcha), the knife (kirpan), the push dagger (katar), the mace (gurj) and the battle axe (tabar). Archery skills are also taught, as is the use of the trademark Sikh weapon, the chakra, razor sharp throwing quoits. All techniques in Gatka are based around one movement, known as the pentra. This is an almost dance-like, cross-stepping motion, which practitioners use constantly to dodge and improve attacking position. Of course, bearing in mind the style's strong religious connections, a teacher will oft remind students that the skills they learn are useless without spiritual development as well, and fighters are encouraged to learn about Sikhism and read the Sri Guru Granth Sahib, the holy book of the religion. Gatka teaching can, as you would expect, be found in India but can also be found in most places where there is a large gurdwara, or Sikh temple, such as the UK, Germany, and Singapore.



Costume: Usually traditional robes and turbans; bright colours are particularly favoured. Stance: None to talk of. Motion is continuous, the fighter constantly moving in the pattern of the pentra. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.P. Add +1 to P.E. Add +15 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Leap, Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: Leap. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Circular Parry, Disarm, Multiple Dodge. Hand Attacks: Palm Strike, Punch (Human Fist). Foot Attacks: Kick Attack, Snap Kick. Jumping Foot Attacks: None. Special Attacks: Body Flip/Throw, Death Blow, Forearm, Leap Attack. Holds/Locks: Arm Hold, Wrist Lock. Weapon Kata: W.P. Large Sword, W.P. Staff, W.P. Knife, W.P. Push Knife, W.P. Blunt, W.P. Axe, W.P. Spear, W.P. Large Sword and Shield (Paired), W.P. Axe and Shield (Paired), W.P. Blunt and Shield (Paired). Modifiers to Attacks: Critical Strike, Critical Strike from the Rear or from Behind, Knock-out/Stun, Pull Punch. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of three (3) powers from among Body Hardening Exercises and Special Katas (including Weapon Kata). Languages: Punjabi. Physical: Archery. Temple: Meditation. Weapon Proficiencies: W.P. Small Thrown Weapons. Philosophical Training: Sikhism. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gui Long (5 years), Jujutsu (5 years), Shao-Lin Kung Fu (6 years), Shih Ba Ban Wu Yi (3 years), Yu-Sool (6 years), or Zanji Shinjinken-Ryu (4 years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +2 to Parry/Dodge, Critical Strike or Knock-Out/Stun from behind. 2nd: +1 to Dodge, +1 to Leap. 3rd: +1 Attack per Melee, +1 to Maintain Balance. 4th: Select one additional power from Body Hardening Exercises or Special Katas. 5th: Critical Strike on Natural 18, 19, or 20. 6th: +1 to Strike, Death Blow on Natural 20. 7th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 8th: +1 to Strike, +1 to Parry/Dodge. 9th: +1 to Maintain Balance, +1 to Disarm. 10th: Select one additional power from Body Hardening Exercises or Special Katas. 11th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 12th: +2 to Parry/Dodge. 13th: +1 to Strike, +1 to Leap. 14th: +1 to Disarm, +2 to Maintain Balance. 15th: Select one additional power from Body Hardening Exercises or Special Katas. Why Study Gatka? Although primarily a weapon style, it is still a relatively balanced form, offering adequate unarmed combat skills and philosophical training alongside teaching the shastar.




Gen Kuei Do - The Way of the Sai Ghost

by Gabriel



Gen Kuei Do, the Way of the Sai Ghost, is an ancient martial art taught in the mountains of China. Bao Chan, an ancient master of martial arts, retreated to the mountains in order to develop his skills in peace. One such skill involved the use of gen, or sai as they are more commonly known. After a dozen years he developed the precursor to Gen Kuei Do, at that time a purely physical martial art. During this time many students had sought him out after hearing of his prowess. One student was An Yu, an already accomplished martial artist who knew Tien-Hsueh Touch Mastery. He concealed these abilities from Bao Chan, and after mastering Gen Kuei Do, killed Bao Chan in combat. He took over the dojo and turned it into a school for assassins.

With his control over the dojo, An Yu combined his knowledge of subterfuge, the Arts of Invisibility, and Chi Mastery with the physical martial art which Bao Chan had already created. The result is the current incarnation of Gen Kuei Do. He began training assassins and made quite a good living by killing. His descendents have continued in the tradition of assassination and the Gen Kuei are still alive today. Due to their small numbers, however, they are neither as powerful nor infamous as the ninja of Japan, but they should be no less feared.

Note: This martial art was created in China for use with the Gen, more commonly known as the Sai (its Japanese equivalent). Due to the fact that people are more familiar with the term Sai, I will use that throughout this martial art.

Entrance Requirements: None Skill Cost: 8 years (5 as a secondary martial art form) Costume: Anything outside the dojo, but training is conducted in a traditional silk kung fu outfit. Stance: Low stance with the back foot perpendicular, the front foot resting lightly on the ball of the foot pointing forwards. The hands hold sai in various positions outlined the section on W.P. Sai, below. Character Bonuses: +1 to P.P. +1 to P.S. +1 to P.E. +1 to M.E. +5 to Spd +10 to S.D.C. +10 to Chi Combat Skills: Attacks Per Melee: 3 Escape Moves: Roll with impact, maintain balance, backflip Attack Moves: Leap Basic Defensive Moves: Dodge, parry, automatic parry Advanced Defenses: Multiple dodge, backflip, entangle, disarm Hand Attacks: Strike, knife hand, fingertip attack Basic Foot Attacks: Kick attack, tripping / leg hook, roundhouse kick, wheel kick Jumping Foot Attacks: Jump kick Special Attacks: Elbow, body flip/throw, leap attack Holds/Locks: None Weapon Katas: W.P. Sai (Paired), at 2 levels higher than the character's current level (1st level martial artist would start at level 3). Modifiers to Attacks: Pull punch, critical strike, critical strike from behind

Note on W.P. Sai: What follows is an expanded version of W.P. Forked. Sai are very versatile weapons which were originally farming implements, like many Oriental weapons. There are three general ways to hold a sai: open, closed, and extended. Holding them open is simply grasping them by the hilt with either your index finger and thumb bracing the prongs or with your index finger and thumb on the center of the crossguard. Holding them closed is when the center prong is held against the forearm and the pommel is pointing forwards. Note that the tip of the sai should extend roughly 1 or 2 inches past the elbow. Extended is grasping the sai roughly near the tip, hilt outstretched. This position is used to hook targets with the prongs. A note on sai: Sai used in combat have a sharpened tip, unlike most sai used today in practice. This makes them extremely deadly because of the relatively large holes they make in people rather than narrow gashes associated with most knives.

Bonuses: +1 to strike at levels 1, 3, 5, 7, 9, 12, and 15. +1 to parry at levels 1, 4, 7, 10, and 13. +1 to throw at levels 3, 8, 13, and 15. +1 to entangle at levels 1, 4, 6, 8, 12, and 14

Special Strikes: A variety of special strikes are listed below that can be used to flesh out combat. Anyone who knows W.P. Sai can use all of the following moves with the GM's permission.

Thrust: A simple stabbing motion with the sai, generally angling up under the breastbone. Does 1D8 S.D.C. plus P.S. bonuses.

Pommel Strike: Striking using the pommel in a closed position. Does 1D4 S.D.C. plus P.S. bonuses.

Hook: Hooking a part of the opponent's body, generally the back of the neck, and pulling them towards you. This can be used in the following ways - a) Pulling an opponent from combat to grappling range. b) Body Flip/Throw: Does 2D6 S.D.C. damage total (1D6 from the hook, 1D6 from the throw). c) If two sai are used, you can pull an opponent into a thrust, doing 2D6+4 S.D.C. damage. Roll to strike to see if you've hooked your opponent and then roll to strike to see if you've stabbed them. The second roll is +4 to strike. This takes two attacks per melee and can only be used once per melee. d) Disarming an opponent as a defensive move. Gives +3 to disarm with sai only.

Side Strike: Striking your opponent with the side of the center prong. Does 1D4+1 S.D.C. damage plus P.S. bonuses.

Elbow Strike: Due to the prong projecting past the elbow, sai add +4 S.D.C. damage to elbow strikes.

Skills Included in Training Martial Art Powers: Select one powers from Arts of Invisibility, and one power from Chi Master abilities. If desired, any number of powers can be traded, one-for-one, for any basic skill program (excluding physical). Languages: Chinese Skills: W.P. Sai (Paired) Philosophical Training: Buddhist

If this is your primary martial art form than the following other forms can be learned in a shorter time: Zanji Shinjinken-Ryu (4 years), Gui Long (5 years), T'ang Su Karate (4 years), Shao-Lin Kung Fu (6 years).

Level Advancement Bonuses

1st

+2 to roll with impact and pull punch, +1 to maintain balance, +1 to back flip

2nd

+2 to strike and parry, and +1 to dodge

3rd

Add one attack per melee, +1 to leap

4th

+1 to entangle, +1 to body flip/throw, +1 to damage with sai

5th

Select one (1) additional power from Arts of Invisibility or Chi Mastery abilities, +1 to disarm

6th

Knockout/stun on natural 19 or 20, +1 to strike and parry

7th

Add one attack per melee, +2 to back flip

8th

+2 to leap, +1 to entangle, critical strike on natural 18, 19, or 20

9th

Select one (1) additional power from Arts of Invisibility or Chi Mastery abilities, +2 to damage with sai

10th

Double Chi, +1 to strike

11th

Add one attack per melee, +2 to roll with impact and pull punch

12th

Death blow on natural 20, +2 to body flip

13th

+1 to entangle, +1 to strike, +1 to backflip, +1 to disarm

14th

Add one attack per melee, +2 to parry and dodge

15th

Select one (1) additional power from chi master abilities, +2 to maintain balance

Why Study Gen Kuei Do?

Sai are very good defensive and offensive weapons. Regardless, who doesn't like poking people with sharp pointy objects? Like most weapon forms, Gen Kuei Do can be used without sai but it loses a great deal of its effectiveness. Strengths include a wide variety of techniques and it also teaches the rare arts of Invisibility and Chi Mastery. It is not as effective against multiple attackers as some arts, but it can still hold its own.




Gensei Ryu Karate By Kuseru Entrance Requirements: None. Skill Cost: 9 Years (5 Years as a Secondary Martial Art Style).



Gensei Ryu Karate finds it's roots in the type of Okinawa karate called Shuri-Te. Takemura created a version of Kushanku Kata which is still practiced in Gensei Ryu Karate today. Besides Shuri-Te he also came to learn Kobudo (weapons training); particularly the Sai and Bo were emphasized.



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



Costume: Karate gi Stance: Right leg bent out to the right and slightly forward, left leg at a right angle, with the knee bent out to the back. Right arm extended and curved back, left arm back and curved up and forward. CHARACTER BONUSES Add +1 to M.A. Add +1 to P.S. Add +1 to P.P. Add +4 to Spd. Add +10 to Chi COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Multiple Dodge. Hand Attacks: Knife Hand, Palm Strike, Rotary Palm Strike, Triple Punch (New!). Basic Foot Attacks: Backward Sweep, Kick Attack, Reverse Turning Kick, Wheel Kick. Jumping Foot Attacks: Flying Reverse Turning Kick, Jump Kick. Special Attacks: Death Strike (New!), Leap Attack, Shoulder Throw (New!). Holds/Locks: None. Weapon Kata: W.P. Bo (Staff), W.P. Sai (Forked). Modifiers to Attack: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Special Kata or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Language: Japanese. Weapon Proficiencies: W.P. Bo (Staff), W.P. Sai (Forked). Philosophical Training: Zen. If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Kobujutsu (2 Years), Shuri Te (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +3 to Roll with Punch/Fall/Impact, Critical Strike from Behind.. 2nd: +1 to Strike, +2 to Back Flip. 3rd: +1 to Body Flip/Throw (2D6 damage), +2 to Maintain Balance. 4th: Critical Strike on a Natural 19 or 20. 5th: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques. 6th: +1 to Back Flip, +1 to Parry/Dodge. 7th: +1 Attack per Melee, +1 Body Flip/Throw. 8th: +1 to Maintain Balance. 9th: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques. 10th: +1 to Back Flip, +1 to Parry/Dodge. 11th: +1 Attack per Melee. 12th: +1 to Strike, +1 to Roll with Punch/Fall/Impact. 13th: Death Strike on a Natural 20, +1 to Maintain Balance. 14th: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques. 15th: +1 Attack per Melee, Select one Zenjorike. WHY STUDY Gensei Ryu Karate? A well rounded martial art for that has weapons, unarmed strikes, and spiritual skills, Gensei Ryu Karate is neither outstanding nor underpowered.





Giant Grizzly Kung Fu By Big Red Entrance Requirements: Character must be at least Size Level 15, with a P.S. of 18, and a P.E. of 12. Also, the character must have at least partial Bipedal Stance and Hands. Humans may also learn this form, but in addition to the other requirements, must be at least 6' 4" and over 400 lbs. Skill Cost: 4 Years of study. This form was developed by a large, mutant grizzly bear named Adam. Seeking to learn a style of fighting, he was frustrated by everything he tried. None of the forms were well suited to his tastes. He had difficulty learning many of the moves because few students were willing to spar with him, and he soon found that in real-world situations, he was often singled out and was often facing five or six opponents at once. True combat situations for him were never one-on-one. Adam sought to develop his own form which would focus on multiple attackers, group attacks, and would be appropriate for practitioners of his size. Study and practice involve facing multiple attackers, and a punishing regimen of workouts and body-strengthening exercises. Costume: No official Costume, although practitioners generally prefer loose-fitting clothes. Stance: The Grizzly form's stance is facing forward, feet shoulder-width apart, knees slightly bent, shoulders back, with hands open, slightly above waist-level. Character Bonuses Add +6 to P.S. Add +4 to P.E. Add 50 to S.D.C. Natural A.R. of 6, or +2 to existing A.R. Combat Skills Attacks per Melee: 1 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Crush (SP.E.CIAL! Character falls or jumps on opponent, attempting to crush them with his body weight and thereby break their hold. Does 4D6 S.D.C. for characters 400-600 lbs, 6D6 for characters 600-900 lbs, 1D4x10 + 10 for characters 900-1500 lbs, and 2D4 x 10 for characters 1500 lbs and higher. Treat as an attempt to break a hold. Character gets to add his Crush bonus, and his P.S. bonus to the roll), Overpower (Special! This is simply an attempt to break a hold through sheer strength. Treat as an attempt to break a hold, but add in the character's P.S. bonus to his roll, with an additional bonus of +1 for every 5 P.S. points that the character has over his opponent). Basic Defense Moves: Dodge, Parry. Advanced Defense Moves: Power Block/Parry (does damage!), Absorb Impact (Special! The character attempts to step into and absorb the brunt of all attacks directed against him for the duration of the melee. The character must have the initiative, and can perform no other actions this melee. The character gets a +2 to his A.R., and all attacks that strike do 25% less damage than normal. The goal of this is to draw his opponents in for a Group Throw (see below)). Hand Attacks: Punch, Power Punch. Foot Attacks: Stomp (Special! Opponent must be prone, or 8 Size Levels smaller than the character. The character simply lifts his foot and stomps on his opponent. This attack is -2 to Strike against opponents who are on their feet. Damage is the same as for Crush, but with P.S. bonus added in), Boot (Special! Not actually a kick, but more of running your foot into your opponent. Does 2D4+2 S.D.C., plus P.S. bonus). Jumping Foot Attacks: None Special Attacks: Body Flip/Throw (does 2D6 damage), Body Block/Tackle (does 2D4 damage, plus P.S. bonuses), Group Tackle (Special! The character attempts to tackle an entire group of opponents. The character can attempt to tackle a number of opponents equal to half his Size Level, rounding down. The opponents must be close together, and the character rolls only once for this attack, adding in bonuses to Body Block/Tackle. Damage is 1D4, plus one-quarter the character's P.S. bonus), Throw (Special! Unlike the body throw, the character is simply scooping bodies up and tossing them out of his way. This is very effective for making your way through large mobs or crowds. Thrown characters go 1D4 feet, plus 1D4 feet for every 10 P.S. points over 20. Victims take 1D6 S.D.C. per ten feet thrown. The character can choose to pull his punch on this attack. If so, opponents are knocked 1D4 feet out of the way, and take no damage.), Power Throw (Special! The character simply grabs an opponent and hurls them as far as he can. See the Heroes Unlimited GM Guide for distances and damages), Double Axe-Handle (Special! This is a devastating attack wherein the character balls his fists together, lifts them over his head, and brings them crashing down on his opponent. Damage is 2D6 plus P.S. bonus, and the character is knocked down. Opponents may attempt to Maintain Balance. Counts as two attacks.), Roundhouse Punch (Special! This is an attempt to strike several opponents with one blow. The character winds up and lets go with everything he has, potentially striking everyone within range (a radius of half the character's height). This counts as four attacks, and must be the character's first attack of the melee. The character must also have initiative. Damage is 2D6 S.D.C. plus P.S. bonuses. The character rolls once to Strike, and all characters within range (including teammates) must roll to Dodge to avoid being hit (no parries!)), Battering (Special! This attack can only be used after the character has successfully applied a Face Grab to an opponent, and has held it for one melee. The character is then able to use the opponent as a weapon! Only basic Hand Attacks are available. The opponent in the Face Grab takes the same amount of damage as is inflicted on opponents against whom he is used as a weapon. This is in addition to the damage he takes from the Face Grab. While using the Battering attack, the character's Attacks per Melee are reduced by half.), Group Throw (Special! This impressive attack can only be done when the character is completely surrounded or covered by opponents. Generally this only happens after he has utilized the Absorb Impact defense. The character waits until his opponents has piled on or surrounded him, then explodes in a massive attack that sends them flying. The character basically explodes into a fully erect position, throwing his arms upwards. This sends all surrounding opponents (must be right next to or on top of the character) flying 3D4 feet, +1 foot for every 2 P.S. points over 40. This counts as two attacks. Damage is 1D6 S.D.C. to all affected opponents. Opponents are knocked down, losing the initiative, and losing the next melee attack/action. The character can only affect a number of opponents equal to or less than his Size Level. Also, if the combined strength of the opponents is equal or greater to fifteen times the character's strength, he will not be able to perform this attack). Holds/Locks: Choke/Face Grab (Special! This is a hold that involves either grabbing an opponent’s throat, or their entire face. To do the Face Grab, the opponent must be at least 2 Size Levels smaller than the character. The character uses his P.S. bonus instead of his P.P. bonus when determining attempts to break the hold. Once the character has his opponent in a Face Grab, he may attempt a Battering attack (see above). Damage from the Choke is 1D6 S.D.C. per melee, and damage from the Face Grab is 2D4 S.D.C. per melee). NOTE: For all above attacks marked "Special!", the character receives no bonuses to Strike except for those specifically gained from Level Advancement. The only exceptions are the Crush attack, and Battering. Crush receives its own bonuses, and Battering attacks are the same as normal attacks, with normal bonuses to strike. Weapon Kata: None. Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind Skills Included in Training Martial Art Powers: Select one power from Body Hardening Techniques. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Sumo (4 years). Level Advancement Bonuses 1st: +4 to Damage, +2 to Roll with Punch/Fall/Impact, +1 to Parry, Critical Strike on a Natural 20, Knockout on Natural 19 or 20. 2nd: +2 to Crush, +2 to Strike with all Special Attacks, +1 to Dodge. 3rd: +1 to Strike, +3 to Maintain Balance, +2 to Body Flip/Throw, Knockout on Natural 18-20. 4th: +2 to Strike with all Special Attacks, +1 to Parry, + 1 Attack Per Melee. 5th: +2 to Crush, +2 to Roll with Punch/Fall/Impact, +2 to Damage, +1 to A.R. 6th: +1 to Dodge, Select One (1) Additional Martial Art Power from Body Hardening. 7th: +2 to Body Flip/Throw, +1 Attack Per Melee, Knockout on Natural 16-20. 8th: +1 to Parry, +1 to Strike, +2 to Strike with Special Attacks, +1 to A.R. 9th: +2 to Crush, +2 Roll with Punch/Fall/Impact, +2 to Damage. 10th: +2 to Maintain Balance, +2 to Maintain Balance, +1 Attack Per Melee. 11th: +2 to Strike with Special Attacks, +1 to Parry, +1 to A.R. 12th: +2 to Roll with Punch/Fall/Impact, +2 to Damage, +1 to Strike, Critical Strike on a Natural 17-20. 13th: +2 to Crush, +2 to Maintain Balance, +1 Attack Per Melee, +1 to A.R. 14th: +1 to Strike, +1 to Dodge, Select One (1) Additional Martial Art Power from Body Hardening. 15th: +2 to Strike with all Special Attacks, +2 to Damage, +2 to Maintain Balance, Knockout on a Natural 15-20. Why Study Giant Grizzly Kung Fu? This is the perfect form for massive, mutated creatures. It allows them to use their size to their advantage and tackle numerous foes at the same time. While weak on individual combat and defense, and entirely lacking in internal skills, it's perfect for monstrous characters who have to face multiple opponents regularly.

While some may say this is a bit on the Munchkin side, I personally think it fits well with a 12 foot tall, 1500 lb mutant bear. They'd fight a little different than a 5'6", 170lb human, and that's what I was going for here. My next entry is designed for less imposing characters.







Gikan Ryu Ninjutsu (Exclusive) By Kuseru Entrance Requirements: Honorable Alignments will tend to avoid this style. Minimum Attributes include I.Q.: 12 and M.E.: 14. Skill Cost: 16 Years



Akimoto Kanai Moriyosihi (????-circa 1211) founded the Japanese ninjutsu martial art of Gikan Ryu. He initially learned his skills from the Koga Ryu, but for unknown reasons, broke away from them, establishing his own style in the forests of Kyushu.



The combat skills focused on in Gikan Ryu are Koppojutsu (bone breaking), Hichojutsu (jumping), and Senban Nage (blade throwing). Several special kicks, punches, and throws are used in this style. One of these characteristic strikes is the Bufu Ni Sente Nashi (from this side there is not the first strike).



The Genjutsu (illusion) skills taught in Gikan Ryu were created by the Mikkyo Oda Tsuke (1348-1437). While meditating, Tsuke was able to project his thoughts into the mind of an assistant. This came as powerful surprise to Tsuke, and he began to further develop his mental skills to further the effects of creating illusions. After many years of study and experimentation, he was able to pass the skill on to the practitioners of Gikan Ryu. NOTE: Only 40% of Gikan Ryu practitioners have the skills capable of learning Gikan Ryu Genjutsu.



Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku. Stance: Boshidoko no Kamae: This is the basic fighting stance. The body is sideways to the opponent, with the left leg forward, right leg back (body weight 50/50 on each leg) with foot at 90 degrees to body. The left hand is leading, but still fairly close to the body, the fist forming the boshi ken. The right hand is clenched into a fist and up over the head. CHARACTER BONUSES Add +10 to Chi Add +4 to M.E. Add +1 to P.P. Add +1 to P.E. COMBAT SKILLS Attacks per Melee: 1 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: Leap. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Disarm, Multiple Dodge. Hand Attacks: Claw Hand, Fore-Knuckle Fist, Palm Strike, Thumb Drive Fist (New!). Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Tripping/Leg Hook. Jumping Foot Attacks: Jump Kick. Special Attacks: Choke, Death Blow (REVISED!), Death Strike (NEW!), Hip Throw (New!), Leap Attack, Shoulder Throw (New!), Sweeping Throw (New!). Holds/Locks: None. Weapon Kata: W.P. Ninjato (Short Sword), W.P. Shuriken (Thrown). Modifiers to Attacks: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility. Automatically receives Koppojutsu. Except for Koppojutsu, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese, Japanese: Gikan Ryu dialect. Cultural: Japanese Mythology. Physical: Acrobatics, Prowl. Survival: Forest-wise, Wilderness Survival. Temple: Meditation. Weapon Proficiencies: W.P. Ninjato (Short Sword), W.P. Shuriken (Thrown). Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor. Mikkyo Buddhism: This form of Buddhism is also known in Japanese as mikkyo, meaning "secret teaching". Mikkyo is one of several streams of practice within the Mahayana Buddhist tradition. Mikkyo blends many doctrines, philosophies, deities, religious rituals, and meditation techniques from a wide variety of sources. Assimilation of Hindu and local deities and rituals was especially marked in the Buddhism that became Mikkyo. Such diverse elements came together over time and, combining with Mahayana philosophical teachings, formed a comprehensive Buddhist system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai and Shingon schools, also contributed to Buddhism's eventual broad acceptance. These teachings, termed "esoteric" because they were transmitted orally and in secret from master to qualified disciple, were designed to lead a practitioner to Buddhahood in his present life. In this sense esotericism was highly elitist, but it was also laced with folk elements, such as techniques of healing and magic, that enhanced the appeal of Buddhism to simple people. Aristocrats and commoners alike were also attracted by the expressions of esoteric Buddhism--Sanskrit syllables uttered as charms, splendid and colorful rites, and images of the buddhas carved on mountain cliffs. The Tendai and Shingon schools, two new versions of Buddhism introduced from China, both established their most important monasteries in the mountains, and mountain temples soon became quite common. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Enmei Ryu (3 Years), Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Ganritsu Ryu (2 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Throws, +1 to Parry/Dodge, +1 to Thrown Weapons, Critical Strike from Behind. 2nd: +1 to Strike, +1 to Roll with Punch/Fall/Impact. 3rd: +1 to Leap (add four feet of distance), +1 to Throws. 4th: +1 Attack per Melee, +1 to Thrown Weapons. 5th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Martial Art Techniques. 6th: +1 to Leap (add four feet of distance), +1 to Strike, +1 to Roll with Punch/Fall/Impact. 7th: +2 to Throws, +1 to Parry/Dodge. 8th: +1 Attack per Melee, +1 to Thrown Weapons. 9th: +1 to Leap (add four feet of distance), Death Strike on a Natural 19 or 20. 10th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Arts of Invisibility or Martial Art Techniques. 11th: +1 to Throws, +1 to Strike, +1 to Parry/Dodge. 12th: +1 Attack per Melee, +1 to Leap (add four feet of distance). 13th: +1 to Thrown Weapons, +1 to Strike, +1 to Roll with Punch/Fall/Impact. 14th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Martial Art Techniques. 15th: +1 to Leap (add four feet of distance), Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).



Gikan Ryu Genjutsu Level of Ability: Roll on the following table to determine Genjutsu abilities: 10-24 Major Ability: The character is limited to Genjutsu abilities levels one through six, but I.S.P., duration, range, and other considerations continue to increase as the Gikan Ryu practitioner progresses in experience beyond sixth level. I.S.P. is determined by taking the character's M.E. number as the base, plus rolling 2D4x10 and adding it to the the base number. The character also gets an additional 10 I.S.P. points for each level of experience, starting at level one. 25-40 Master Ability: All levels of genjutsu powers are available to the master Gikan Ryu Genjutsu practitioner as he increases in experience. I.S.P. is determined by taking the character's M.E. number as the base, plus a roll of 3D6x10 added to th ebase number. The character gets 12 additional I.S.P. points for each level of experience. 41-00 No Ability: The character gets none of the genjutsu powers. Genjustu Level Advancement Bonuses: 1st: Automatically receives the psionic abilities of Telelpathy, Empathy, and Mind Block, gains the Illusionist ability of Simple Sound (Old Ones, page 20), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs, +2 to save vs Horror Factor. 2nd: Gains the Illusionist ability of Advanced Sound (Old Ones, page 20). 3rd: Gains the Illusionist ability of Visual Images (Old Ones, page 21). 4th: Gains the Illusionist ability of Sound & Image (Old Ones, page 21), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs. 5th: Gains the Illusionist ability of Smells & Odors (Old Ones, page 21) and the ability of Senbonken (Thousand Swords: This illusion creates the image in the target or targets that he (or they) are surrounded by a number or duplicates (of the character using the ability) equal to the one half of the character's M.E., rounded down.). 6th: Gains the Illusionist ability of Image, Sound & Order Combo (Old Ones, page 21). 7th: Gains the Illusionist ability of Taste, Image, Sound & Order (Old Ones, page 21). 8th: Gains the Illusionist ability of Mass Hypnotic Illusion (Old Ones, page 21), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs. 9th: Gains the Illusionist ability of Touch (Old Ones, page 22). 10th: Gains the Illusionist ability of Multiple Images with Sound (Old Ones, page 22) and the ability of Nimanzakura (Twenty Thousand Cherry Blossoms: This illusion creates the image of a swirling mass of small objects (cherry blossoms, snowflakes, tree leaves, etc) surrounding the target and making it impossible to see very far. Victims who fail their saving throw are -6 to all combat rolls.). 11th: Gains the Illusionist ability of All Five Elements (Old Ones, page 22). 12th: Gains the Illusionist ability of Multiple Images with Sound and Order (Old Ones, page 22), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs. 13th: Gains the Illusionist ability of Multiple Illusions with All Five Elements (Old Ones, page 22). 14th: Gains the Illusionist ability of The Panorama (Old Ones, page 22). 15th: Gains the Illusionist ability of Magnified Illusion (Old Ones, page 22) and the ability of Akuma Fu (Devil Form: This is an illusion of the character seeming to grow in ferocity and size, taking on the form of a great devil, completely detailed. The devil illusion has a Horror Factor of 15.). Why Study Gikan Ryu Ninjutsu? Masters of illusion, this style also contains decent armed and unarmed capability.




GLADIATOR By Kuseru Entrance Requirements: No alignment restrictions. Requires a minimum P.S. of 12 and P.E. of 12. Skill Cost: 12 Years (10 Years as a Secondary Martial Art Style) Gladiator is a Latin term for "one who wields a gladius (sword)." Believed to have originated as a religious munus or funeral gift for the dead, it later evolved into an integral part of the Roman culture as a public game in the late 1st century A.D. The first known gladitorial games were held by the Campanians in 310 BC, however, the first Roman gladitorial games are believed to date from 246/264 BC as part of the munus. Munera (the plural of munus) were often repeated at annual or five year intervals. Gladiators came in several types, depending on their origin. Early gladiators were condemned criminals, slaves, or prisoners of war. None of these groups had any choice about becoming a gladiator. However, after surviving three to five years of combat, many were often freed. They were trained by an owner known as a lanista who ran a gladitorial school (ludus). These schools were later taken over by the state to prevent the usage of gladiators as a private army. However, volunteer gladiators, known as auctorati, also fought in gladitorial matches. These volunteers bound themselves to a lanista, swearing an oath "to endure branding, chains, flogging or death by the sword" and whatever their master ordered. It is believed that by the end of the Republic, half the gladiators were volunteers. While these volunteers only fought two or three times a year, they were paid for each fight. There were also female gladiators, known as essedaria, though these were banned by the late second to early third century AD by Septimius Severus. Even Roman emperors, such as Caligula, Commodus, Titus, and Hadrian fought in gladitorial matches. Gladiators may have lived harsh lives, but their treatment was better than that of many commoners, including three meals a day, medical attention, and housing. Among the more seasoned slave gladiators, there was even no need for confinement or chains. Their training was quite similar to that of athletes and included learning how to use various weapons, such as the dagger, lasso, net, trident and war chain. Gladiators were often allowed to choose which armor and weapons they wished to fight with, though the armor and weapons they had to choose from were not those of Rome's military, but those of non-Roman people. There are many types of gladiators, named for the opponents of the Romans, or their function within the contests. Andabatae wore helmets without eye holes. Catervarii did not fight in pairs, but several together. Dimacheri fought with two swords. Equites or Eques (horseman) fought on horseback with a shield, wide-brimmed round helmet with visor and twp feathers, and a tunic to mid-thigh, though they finished their fights on foot. Essedarious or Essedarii (war chariot fighter), derived from essedum (Celtic chariot), fought from chariots like the Gauls and Britons. Gallic (Gaul) who wears the galea, the belt, manica on his weapon arm, and fasciae, also carries a scutum and fights with any number of weapons. Hoplomachi (heavily armed) wore ocrea on both legs, manica (protective sleeve), loin cloth with sublicgaculum (belt), and mail or leather cuirasses as well as carrying a round shield and fighting with a gladius. Laqueatores/Laquearii were a variation of the Retiarus which carried a lasso instead of a net. Meridiani fought in the middle of the day, after the wild beast fights. They were lightly armed. Myrmillo/Murmillo, whose name derived from a Greek word for a kind of fish, wore a large galea with a fish on its crest, a manica of mail, leather or metal scales on his left arm, ocrea on at least one leg, a scutum and a straight Greek-styled sword and normally fought the hoplomachus. Ordinarii were the regular gladiators who fought in pairs in the ordinary way. Provocator (Challenger) was armed like the Samnite with a parma and a hasta, distinguishable by a helmet without crest, a curved rectangular shield, and a sword with a straight blade, and a rectangular breastplate, his opponent was typically another Provacator or, occassionally, the Myrmillo. Retiarius (Net-man) symbolized the fisherman, wore a subligaculum and high metal shoulder guard (galerus) on the left shoulder, protective sleeve called a manica (heavy linen quilting held on by straps) protects his left arm and he carried a net, a dagger and a trident or tunny-fish fascina, quite disctint as wearing no helmet or shield. The retiarius was the only type of gladiator not inspired by the military and was chosed to become the standard opponent of the secutor. Samnite used scutum (oblong shield) and metal or leather ocrea on his left leg, a galea (visored helmet) with a large crest and plume, and a gladius. Secutor (Pursuer) carried a large oval or rectangular shield, an ocrea on his left leg, leather bands at the elbow and wrists (manicae), a manica on the right arm, a round or high-visored helmet, and armed with a sword or dagger. Traex (Thracian) wore ocrea on both legs, a small square shield(parma), either a full visored helmet or an open faced helmet with a wide brim, a sica or the Thracian sword, often pitted against the myrmillo. Exotic matches included women fighting with dwarves, and the somewhat popular Venatio, or animal hunts. These fights involved exotic wild beasts from the far reaches of the Roman empire and were typically conducted as a morning warmup to the day's main gladiatorial matches. Most of these matches were performed by the bestiarri, criminals who would have to fight unarmed, to the death, against the animals. Other matches included displays of exotic animals, trained animal acts, fights between different animals and the humiliores or execution of criminals (typically through burning at the stake, crucifixion or the ad bestias (getting killed by wild animals)). Another type of gladiator which fought animals was the venator (hunter), considered a lesser class of gladiator. Costume: Varies, depending on preferred fighting style: See above. Stance: None. CHARACTER BONUSES Add +3 to P.E. Add +4 to P.S. Add +3D6 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Disarm, Power Block/Parry. Hand Attacks: Punch (Human Fist), Haymaker, Power Punch. Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick. Jumping Foot Attacks: None. Special Attacks: Body Block/Tackle, Body Flip/Throw, Clothesline, Combination Grab/Slash, Combination Grab/Kick(1), Death Strike (NEW!), Elbow, Headbutt*, Knee, Leap Attack, Pin/Incapacitate. Holds/Locks: None. Weapon Kata (Pick Four): W.P. Paired Short Swords, W.P. Short Sword, W.P. Spear, W.P. Javelin, W.P. Lasso/Lariat, W.P. Snare, W.P. Net, W.P. Dagger, W.P. Trident, W.P. Shield. Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout/Stun from Behind, Pull Punch. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. Languages: Latin Physical: Athletics, Body Building Weapon Proficiencies: W.P. Paired Short Swords, W.P. Short Sword, W.P. Spear, W.P. Javelin, W.P. Lasso/Lariat, W.P. Snare, W.P. Net, W.P. Dagger, W.P. Trident, W.P. Shield. Philosophical Training: Stoicism. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Laamb (4 Years), Pankration (8 Years), Kiunga Cha Mkono (8 Years), Nuba (2 Years), Re-Efi Areh-Ehsse (1 Year), Sebekka (6 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +1 to Damage, Knockout/Stun from Behind 2nd: +1 to Parry/Dodge 3rd: +1 to Roll with Punch/Fall/Impact, +1 to Leap (add 2 feet to Leap Distance) 4th: +1 to Entangle, +1 to Disarm 5th: Critical Strike from Behind 6th: +1 Attack per Melee 7th: Knockout/Stun on a Natural 20 8th: +1 to Strike, +1 to Damage 9th: +1 to Parry/Dodge 10th: +1 to Roll with Punch/Fall/Impact, +1 to Leap (add 2 feet to Leap Distance) 11th: +1 to Entangle, +1 to Disarm 12th: +1 Attack per Melee 13th: Critical Strike on a Natural 19 or 20 14th: Death Strike on a Natural 20 15th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20 Why Study GLADIATOR? Its focus, almost exclusively, is on inflicting damage to your opponent and being able to handle what he dishes out to you. Any opponent falling under an attack risks permanent maiming. Your average martial artist is also tough as nails, altogether intimidating. Combination of good martial art moves and an impressive collection of weapon skills.





GLIMA By Kuseru Entrance Requirements: No attribute or alignment restrictions. Skill Cost: 7 Years (5 Years as a Secondary Martial Art Style) Glima or Glimae is descended from the ancient wrestling style of the Vikings and was established some time before 1000 AD. This form of Icelandic wrestling uses movements called "tricks." The combatants grab each others' climubelti (leather belts) in an attempt to throw each other to the ground. This style makes no use of kicking or striking techniques, however, tripping and lifting techniques are used to facilitate throws. Costume: The only standard costume are the three climubelti, leather belts, one around each thigh and around the waist. The thigh belts are fastened, by straps, to the waist belt. Stance: None. CHARACTER BONUSES Add +4 to P.S. Add +1 to P.P. Add +2 to P.E. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance. Attack Moves: None. Basic Defense Moves: Automatic Parry, Entangle, Dodge, Parry. Advanced Defense Moves: Breakfall. Hand Attacks: None. Basic Foot Attacks: Tripping/Leg Hook Jumping Foot Attacks: None. Special Attacks: Critical Body Flip/Throw, Entering Throw (NEW!), Hip Throw (NEW!), Pickup Throw (NEW!), Reverse Hold/Throw (NEW!), Sacrifice Throw (NEW!), Sweeping Throw (NEW!). Holds/Locks: Clothing Hold Weapon Kata: None. Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. Languages: Icelandic Physical: Body Building & Wrestling Survival: Wilderness Survival Philosophical Training: None, though many practitioners are Asatru. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Arte dell'Abbracciare (7 Years), Corno Breton (4 Years), Gladiator (8 Years), Kampfringen (10 Years), Pankration (8 Years), Ringen am Schwert (10 Years), Schwingen (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Body Flip/Throw (applies to all throws). 2nd: +1 to Damage. 3rd: +1 to Hold. 4th: +2 to Body Flip/Throw (applies to all throws). 5th: +1 to Damage. 6th: +3 to Maintain Balance. 7th: +2 to Body Flip/Throw (applies to all throws). 8th: Body Flip/Throws do 2D6 damage (applies to all throws). 9th: +1 Attack per Melee. 10th: +2 to Damage. 11th: +3 to Maintain Balance. 12th: +2 to Body Flip/Throw (applies to all throws). 13th: +1 to Damage. 14th: +1 to Hold, Critical Body Flip/Throw (applies to all throws) on a Natural 20. 15th: +2 to Body Flip/Throw (applies to all throws). Why Study GLIMA? This style is simply the most powerful of all the martial arts. The art is effective but not very glamorous. A powerful grappling style that focuses on power and intimidation. A major disadvantage is the inability to deal effectively with multiple attackers.





GOJU-RYU KARATE by Lee Casebolt

Entrance Requirements: None Skill Cost: 8 years (5 as a secondary martial art)



Goju-Ryu karate is a modern descendant of Okinawan Naha-Te (itself a derivative of the Chinese Shao Lin style). Heavy emphasis is placed on solid stances and generating power. Very much a traditional style, stressing strong punching and limited kicking techniques. Most training is done in kata form, with sparring reserved for advanced students.



Another art that I don't study. Any karate students feel free to correct me, the rest of you can debate in ignorance (like me!). :) Limited background in this; I just don't know that much.



Costume: Standard karate outfit Stance: Feet a shoulder's width apart, both knees slightly bent, forward hand extended at navel level, and rear hand tightly back at waist. Fists tightly clenched. CHARACTER BONUSES +2 PS +1 PE +15 SDC COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Attack Moves: Basic Defense Moves: Advanced Defense Moves: Power Block/Parry Hand Attacks: Strike (punch), Knife Hand, Palm Strike, Fore-Knuckle Fist, Double Knuckle Fist. Duo-Fist Strike, Backhand, Hook Punch (Special! A curving punch, usually aimed at the temple, jaw, or ribs. Does 1d6 damage) Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick Jumping Foot Attacks: Jump Kick Special Attacks: Death Blow, Elbow, Forearm, Knee Holds/Locks: Weapon Kata: None Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear SKILLS INCLUDED IN TRAINING Martial Art Powers: Select two from among Body Hardening Exercises, Martial Arts Techniques, and Special Katas. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired. Languages: Japanese (Okinawan dialect) Philosophical Training: Zen If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Kyokushinkai Karate (4 years), Shao-lin Kung Fu (6 years), or Te (3 years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +2 to Damage, Critical Strike from Behind 2nd: +2 to Parry/Dodge, +1 to Strike 3rd: +1 Attack per melee 4th: +2 to Roll with Punch/Fall/Impact, +1 to Strike 5th: Select one additional martial arts power from the list above 6th: +1 to Damage, +2 to Maintain Balance 7th: +1 Attack per Melee 8th: +1 to Strike, +1 to Parry/Dodge 9th: Critical Strike on Natural 18, 19, or 20 10th: Select one additional martial arts power from the list above 11th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact 12th: +1 Attack per Melee 13th: Knock-Out/Stun on Natural 18, 19, or 20 14th: Death Blow on Natural 20 15th: Select one additional martial arts power from the list above Why Study GOJU-RYU KARATE? A strong style, emphasizing striking power and generating force over all else.





Goju Ryu Karate By Kuseru Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10. Skill Cost: 7 Years (5 Years as a Secondary Martial Art Style).



Goju Ryu is a close-range infighting system of self-defense, characterized by circular blocks, joint manipulations and kicking techniques to lower body targets. Dynamic tension and breathing are major elements in its training, incorporated in many of the kata. Chojun Miyagi is known as the founder of Goju Ryu. He trained many years with his teacher Kanryo Higaonna (the founder of Naha-te) and became his top student. After the death of his teacher he traveled to China to further his knowledge of the martial arts. Upon his return he renamed his style of Okinawan Te and developed it over the next two decades. Goju Ryu Karate was the first style of karate to have a name other than the city in which it originated. Miyagi Chojun named his art "Goju-Ryu" meaning "Hard and Soft" after a poem of the eight principles of Chinese Chuan Fa which came from the ancient White Crane text "Bubishi" (Wu Bei Zhi in Chinese). Goju Ryu is recognized worldwide by a clenched fist modeled after the right fist of its founder Chojun Miyagi.



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



Costume: Karate gi with the symbol of the clenched fist on the back and front. Stance: heisoku-dachi (ready stance) - Feet together, legs straight and relaxed. CHARACTER BONUSES: Add +1 to P.S. Add +2 to P.E. Add +2 to Spd. Add +10 S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Breakfall, Multiple Dodge. Hand Attacks: Draw Hand (New!), Fore Knuckle Fist, Hammer Fist (New!), Knife Hand, Palm Strike, Punch, Spear hand (New!). Basic Foot Attacks: Backward Sweep, Kick Attack, Roundhouse Kick, Snap Kick, Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Death Strike (New!), Elbow, Forearm. Holds/Locks: Arm Lock. Weapon Kata: None. Modifiers to Attack: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques or Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Other Skills: None. Language: Japanese. Philosophical Training: Zen. If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Kobujutsu (2 Years), Kyokushinkai (3 Years), Naha Te (6 Years), Shukokai (3 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike. 2nd: +1 to Damage. 3rd: Select One (1) additional Martial Art Power from Martial Art Techniques or Special Kata. 4th: +2 to Roll with Punch/Fall/Impact 5th: +1 Attack Per Melee. 6th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20. 7th: Select One (1) additional Martial Art Power from Martial Art Techniques or Special Kata. 8th: +1 Attack Per Melee. 9th: +1 to Roll with Punch/Fall/Impact, +1 to Damage. 10th: +1 to Strike, +1 to Parry/Dodge. 11th: +1 Attack Per Melee. 12th: Death Strike on a Natural 20. 13th: Select One (1) additional Martial Art Power from Martial Art Techniques or Special Kata. 14th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge. 15th: Select One (1) additional Martial Art Power from Martial Art Techniques or Special Kata. WHY STUDY Goju Ryu Karate?A modern, effective karate style that copes well with multiple attackers. Best used on non-martial artists.





Goju Kai Karate-Do (Hard/Soft System of the Way of the Empty Hand) By Ray Bull <mailto:Mantisking@aol.com> Entrance Requirements: None Skill Cost: 8 Years (Primary), 5 Years (Secondary) Goju Kai Karate Do is an offshoot of Goju Ryu Karate Do. As it stands Goju Kai could be called "old school"Goju Ryu. The reason behind this is the fact that a former student of Chojun Miyagi, the founder of Goju Ryu, left the school after Miyagi had begun to change the art. This student, Gojen Yamaguchi, felt that the martial art that he had learned was meant to be unchanged.



After years of teaching around Japan, and a year long stay in a Russian prison camp during World War Two, Yamaguchi finally made the decision to open his own school. Preceding this decision were hours of discussion with Shinto priests, days of fasting, and hours of meditation -- sometimes under extreme conditions. Yamaguchi's dojo opened in 1948. Since then Goju Kai has spread throughout Japan and the world, along with the other schools of Karate Do.



Combat for Goju kai students is a close quarters affair. Flowing from hard techniques to soft techniques, attack to defense and back again, karateka of this style quickly adapt to whatever situation they might face. Costume: Standard Karate Gi Stance: Sanchin Dachi (Hourglass Stance) CHARACTER BONUSES



Add 5 to Chi Add 1 to P.S. Add 1 to Spd. Add 10 to S.D.C. COMBAT SKILLS Attacks per Melee: Three (3) Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Powerblock/Parry, Combination Parry/Attack Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Spear Hand, Ridge Hand, Back Hand, Claw Hand, Hammerfist, Power Punch, Fingertip Strike Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick Special Attacks: Knee, Elbow, Deathblow Holds/Locks: Arm Hold, Elbow Lock Special Kata: 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. Modifiers to Attacks: Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind, Pull Punch SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Body Hardening Exercise: Sangeiko/Shochugeiko. Select a total of two (2) Powers from Atemi Abilities, Body Hardening Exercises, and Special Kata. Languages: Japanese Physical: Body Building Survival: Wilderness Survival, Fasting Philosophical Training: Shinto If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Goju Ryu (Years), Kyokushinkai (Years), Te (Years), Uechi Ryu Karate-Do (Years) LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20, Critical Strike or Knockout/Stun from Behind 2nd: +1 Attack per Melee, +2 to Damage 3rd: +2 to Strike, +1 to Roll with Punch/Fall/Impact 4th: +1 to Damage, Select one (1) Martial Art power from Atemi Abilities, Body Hardening Exercises, or Special Kata 5th: +1 Attack per Melee, Knockout/Stun on a Natural 20 6th: +1 to Strike, Critical Strike on a Natural 19+ 7th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact 8th: +1 Attack per Melee, Select one (1) Martial Art power from Atemi Abilities, Body Hardening Exercises, or Special Kata 9th: +1 to Strike, Knockout/Stun on a Natural 19+ 10th: +1 to Damage, +1 to Parry/Dodge 11th: +1 Attack per Melee, Deathblow on a Natural 20 12th: +1 to Damage, +1 to Roll with Punch/Fall/Impact 13th: Critical Strike on a Natural 18+, Double Existing Chi 14th: +1 Attack per Melee, Select one (1) Martial Art power from Atemi Abilities, Chi Mastery, or Special Kata 15th: +2 to Damage, +1 to Parry/Dodge Why Study GOJU KAI KARATE-DO? A simple, straight forward, and hard hitting style of karate.





Goshinjutsu By Kuseru Entrance Requirements: Minimum Attributes include P.S.: 10 and P.P.: 8. Skill Cost: 9 Years (6 Years as a Secondary Martial Art Style).



Goshinjutsu-ryu is somewhat related to the Shito Ryu family of systems, but it was very much affected by both Southern Chinese styles and even some Indonesian Pentjak, in a roundabout fashion. Also, Goshinjutsu is related to the Goshin Ryu Aikijutsu system, and a lot of the bunkai of the kata are descended from Kumi Uchi and Aikijutsu techniques, especially the Kansetsu Waza. Goshinjutsu uses angular footwork, and circular body dynamics, with emphasis on hip rotation in evasion and striking. Both the "snapping" hip rotation familiar to Shotokan stylists , and the floating/flowing hip motion more familiar to Okinawan styles, especially those influenced by Chinese technique, are used. Most Goshinjutsu stylists use the curled fist, not the vertical fist of Isshin styles, nor the trapped index finger as found in Oshima's Shotokan and some of the Shobayashi Shorin schools. Most of the bunkai of Goshinjutsu forms and the waza contain much more kansetsu (joint leverage striking and manipulation ) waza than found in most karate ryu. Also common to Goshinjutsu is the use of happo no sabaki, or eight directions of movement, probably taken from the Goshinryu Aikijutsu in which tai sabaki moves in a radial manner from the center of the attack at eight directions, both forward and back. Striking is Dakentaijutsu style, in which sharp series of blows are used both to incapacitate and to do structural damage by using the body's reaction to the previous strike. Kata tend to be variable in speed, and use the kihon no sabaki.



Costume: None, street clothes are preferred. Stance: "Shiko-dachi"(straddle stance) is a stance similar to that the sumo wrestlers assume when they face off with each other before they put their knuckles to the ground. Feet spread approximately two shoulder-widths apart, toes pointed outward at 45º. Weight distributed evenly over both legs. Knees bent deeply and pulled back as far as possible. Torso erect. Lower legs/shins approximately vertical. CHARACTER BONUSES Add +3 to P.S. Add +1 to P.P. Add +2 to Spd. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Breakfall, Combination Parry/Attack, Power Block/Parry. Hand Attacks: Backhand, Curled Fist (Special: The curled fist is special form of the Duo Knuckle Fist formed by curling the tips of the fingers into the palm as if holding a roll of pennies with the being held by the thumb and the ring and little fingers kept loose. On impact the fist is squeezed and rotated to the horizontal so that the first two knuckles strike. Damage is 2D4), Double Fist Punch. Basic Foot Attacks: Backward Sweep, Kick Attack, Trip/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Choke, Combination Grab/Attack, Combination Strike/Parry, Death Strike (New!), Elbow, Hip Throw (New!) Knee, Shoulder Throw (New!). Holds/Locks: Arm Hold, Elbow Lock, Wrist Lock. Weapon Kata: None. Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Special Kata, or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Language: Japanese. Philosophical Training: Jodo Pure Land Buddhism. If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Pentjak Silat (4 Years), Kogusoku (3 Years), Kumogakure Ryu (6 Years), Shito Ryu (3 Years), Shorin Ryu (4 Years), Shotokan (4 Years), Tatsumi Ryu (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Maintain Balance, Death Strike on a Natural 20. 2nd: +2 to Roll with Punch/Fall/Impact, +1 to Strike. 3rd: +1 Attack per Melee, +2 to Damage. 4th: +2 to Parry/Dodge, Critical Strike on a Natural 19 or 20. 5th: +1 to Maintain Balance, Critical Strike from Behind. 6th: +1 to Roll with Punch/Fall/Impact, +1 to Damage. 7th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. 8th: +1 to Parry/Dodge, Knockout/Stun on a Natural 18, 19, or 20. 9th: +1 Attack per Melee, +1 to Maintain Balance. 10th: +1 to Roll with Punch/Fall/Impact 11th: +1 to Damage. 12th: +1 to Parry/Dodge, +1 to Maintain Balance. 13th: +1 Attack per Melee, +1 to Strike. 14th: +1 to Roll with Punch/Fall/Impact, +1 to Damage. 15th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques. WHY STUDY Goshinjutsu? A hard striking combat art, Goshinjutsu is weak with weapons and multiple attackers but can hold its own.





Guardan By Chris Gileppa



Due to extensive training blocking is done automatically (don't use an attack) and can be used against any number of attacks both high and low (high uses arms, low uses legs). A successful block means the character takes no damage, and a failed block means the character takes half damage. Maintaining balance is the other major focus of training, is done automatically, and halves the penalties suffered from knockdown. Additionally the character can do the splits or kick directly overhead and can jump half his height straight up or his height and a half lengthwise, double these amounts with a run up.



Alignment Restriction: Only good alignments can learn this art, as the techniques are based on the art of defence. O.C.C. Restriction: Dedicated martial artists only Skill Cost: Counts as an advanced Mystic Martial arts from Ninjas & Superspies. It is rarely taught to anyone, although there have been those who were able to learn the art due to their natural aptitude for HTH combat.



Costs four more 'other' skills than Hand to Hand: Martial Arts and four secondary skills. Counts as eight secondary skills, or two skills from the physical skills programs and four secondary skills. It cannot be learned as a secondary form and generic purposes takes 15 years to learn at base level and a lifetime to master. Can be used in Rifts, and Hero's Unlimited. Not suggested for a medieval type setting, or Nightbane. Attribute Requirements: M.E. 12, P.S. 10, P.P. 12, P.E. 12, Spd. 12 Limitations: The only armour that can be worn are arm/leg guards and bracers, nothing else. The only weapons that can be used are ancient weapons. Large, bulky or overweight/sized characters are never taught this form of HTH combat. The character prefers to use light and maneuverable vehicles that are quick and responsive. You'll never see a practitioner of this art driving a heavily armour APC, tank, GB etc. However lighter vehicles, aircraft etc are acceptable.



Techniques known at 1st level: Guardan special mystic martial arts powers, Autoparry, block high/low, backflip, backhand, body flip/throw, breakfall, elbow/knee strike (1d6), forearm, headbutt, karate kick (2d4), maintain balance, palm strike (2d4), pull punch, roll with punch/fall/impact, trapping, escaping, and the usual strike/parry/dodge. Weapon Bonuses and Techniques:Additional +2 to block/parry with arm/leg guards. Simultaneous striking and parrying with arm/leg guards.



Bonuses: +2d6 S.D.C., +1d4 M.E., +2 P.P., +2 P.E.



LEVEL ADVANCEMENT BONUSES Level 1: +2 attacks, +1 to block/parry/dodge, +1 to maintain balance, +1 to roll with punch/fall/impact and +1 to trap/escape. Level 2: Roundhouse kick (3d6), +1 to pull strike (palm strike, elbow/knee strike), +1 to strike. Level 3: +1 attack, Backward Sweep Kick Only used on opponents behind character, does no damage, but cannot be parried (can be dodged but is -2 to do so). Penalties are the same as body flip/throw. Add +1 to block/parry/dodge. Level 4: Autododge, +1 to maintain balance, +1 to roll with punch/fall/impact. Level 5: Power elbow/knee (1d6 +PS bonuses, counts as 2 attacks), +1 to pull strike, +1 to strike, +1 to trap/escape. Level 6: Counter movement, +1 to block/parry/dodge. Level 7: +1 attack, Aerial Stomp, +1 to maintain balance, +1 to roll. Level 8: Jump kick (critical strike, 3d6x2), +1 to breakfall. Level 9: Wrist/ankle break, +1 to trap/escape. Level 10: Double axel flip, +1 to maintain balance, +1 to roll with punch/fall/impact. Level 11: +1 attack, air drop, +1 to breakfall. Level 12: Air catch, +1 to block/parry/dodge. Level 13: Air slam/tackle, +1 to trap/escape. Level 14: Rising crescent, +1 to breakfall. Level 15: +1 attack, Double existing Chi, +1 to initiative, +1 to save vs Horror, +1 to perception.



Guardan Techniques Counter movement: Uses 1 attack/action:



A non-offensive technique that can save the characters butt in certain situations that have a simple solutions, but no specific counter. A few good examples are: 1.An opponent sweeps the character, and instead of hitting the ground the character springs off his hands back onto his feet. 2.You are on the ground and an opponent is in the process of an aerial stomp. You raise your feet and propel your opponent back into the air. 3.An opponent throws you. You can either use the moment to perform a cartwheel, or a flip.



Trapping: Uses 1 attack/action:



Wrist/ankle break: This is can only be used in combination with a trapping maneuver against a high attack. When an opponents hand/foot is entrapped the character uses a quick snap or twist of the wrists to break an opponents wrist/ankle. A successful attempt does 1d6 HP damage, and unsuccessful attempt does 1d6 SDC damage.



Against midsection attacks: The knee and elbow are use to strike the limb/weapon between them doing combined elbow and knee strike damage to that limb/weapon. Against low attacks: The feet are used to parry the attack while applying counter pressure, this causes an opponent to make a test of balance to see if he remains standing. An opponents roll to maintain balance must be higher than the characters roll to trap. Failure means an opponent suffers the penalties of a trip/leg hook.



Escaping: Uses 1 attack/action: Used to escape entanglement, holds, bonds etc.



Air drop: 4d6, used on opponents below, uses both feet, with arms upward, can be tacked on the end of a double axel flip.



Rising crescent: 3d6, attack/escape combination, opponent loses initiative, uses 2 attacks.



Double axel flip: Twice the height and length of a backflip, does a 180 degree rotation starting with feet, ending with feet. NOTE: I have seen this done in my kendo class in real life.



Aerial stomp: 1d6 per 2ft of height above opponent and knockdown unless already on ground.



Air catch: 2d6 and knockdown. Catches any opponent in the air and slams them to the ground.



Air tackle: 1d6 per 3ft fallen and knockdown. Tackles an opponent whether in the air or on the ground and slams them to the ground.



Guardan Special Mystic Martial Arts Powers Gaurdan



Range: Self



Duration: 1 minute per level



Chi: 15 per limb (usually 60, 2 arms and legs)



Damage: Adds +2d to elbow/knee strikes and +1d to backhand/forearm.



Special: Adds +1 to block/parry per arm/leg guard.



Each arm/leg guard has 160 SDC (80 MDC in Rifts) and can only be used to defend against HTH attacks. The overall design of the guards are a reflection of the characters subconscious.



Guard Jump



Range: short distance: Up to 120ft.



Duration: Instant



Chi: 10



Number of Attacks/Actions: 1



Special: +6 bonus to dodge.



The character teleports to a predetermined location visible to the character. Passengers, vehicles and large amounts of equipment are not teleported with the character.



Guard Escape



Range: 1 mile per level.



Duration: Instant



Chi: 30



Concentration: Takes 1 melee round and is the only action that can be performed during that round.



The character can teleport in a straight line for only a second or two. Chance of Success: 50% plus 4% per level of experience. A failed roll means the teleport failed to occur. Passengers, vehicles and large amounts of equipment are not teleported with the character.



Guarda Shield



Range: Self



Duration: 10 mins per level of experience.



Chi: 30



No of Attacks/Actions: takes 1 attack/action to activate.



Special: +6 when used as a defensive action, no other bonuses apply (purely mental)



The shield is an invisible force field bubble (air tight) that surrounds the character. It has 50 SDC (25 MDC in Rifts) per level of experience and can be focused in one direction to withstand double the usual amount of damage. It takes 1 attack/action to focus/unfocus the shield in a given direction and it takes an additional attack/action each time the direction of the shields focus is changed.





Gun Fu (Exclusive) By Kuseru Entrance Requirements: No Attribute or Alignment Restrictions. Skill Cost: 18 Years Gun Fu is the name for the style of hard core shooting enthusiasts. These practitioners are experts with virtually all aspects of weapons; construction, design, maintenance, modification, and repair. Not content with just being thoroughly familiar with weapons, they are also experts with the use of weapons, engaging in sharp shooting, quick draws, trick shots, and lethally accurate round placement. Gun Fu masters can pick up, figure out and use most types of handguns, from small pocket derringers to fully automatic machine pistols. They learn how to use rifles from simple black powder firearms to fully automatic assault rifles. When it comes to the gun, no one knows more about the weapon and how to use it than the Gun Fu master. Costume: None. Stance: None. CHARACTER BONUSES Add +4 to M.E. Add +4 to M.A. Add +4 to P.P. Add +20 to S.D.C. COMBAT SKILLS Attacks per Melee: 6 Escape Moves: Roll with Punch/Fall/Impact Attack Moves: Back Flip, Leap, Roll, Somersault Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Automatic Dodge, Combination Parry/Attack, Disarm, Multiple Dodge, Spinning Evasion. Hand Attacks: Strike (Punch) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: None. Special Attacks: Aimed Shot, Ambidextrous Training, Bursts, Called Strike, Pistol Whip (Does 1D8 damage), Butt Stroke (Does 2D6 damage), Head Shot/Death Blow. Holds/Locks: None. Weapon Kata: W.P. Quick-Draw: Handguns & Rifles W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Trick Shooting. Modifiers to Attacks: Critical Strike, Coldcock, Leading. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of three (3) Martial Art Powers from among Firearm Martial Art Powers or Weapon Kata. Cultural: Make & Modify Weapons (From HU2, page 132, only applies to firearms), Recognize Weapon Quality (From HU2, page 132). Physical: Acrobatics Weapon Proficiencies: W.P. Quick-Draw: Handguns & Rifles W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Trick Shooting. Philosophical Training: Perfectionism. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: LEVEL ADVANCEMENT BONUSES 1st: +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +2 to Roll with Punch/Fall/Impact. 2nd: +1 to Quick Draw Initiative, +1 to Strike with Bursts, Head Shot/Death Blow on a Natural 20. 3rd: +1 Attack per Melee, +1 to Dodge, Coldcock on a Natural 20. 4th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot. 5th: +1 to Pulled Shot, Select One additional Martial Art Power from Firearm Martial Art Powers. 6th: +1 Attack per Melee, +1 to Quick Draw Initiative, +1 to Dodge. 7th: +1 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Disarm Shot, +1 additional die of damage with firearm (must have Weapon Kata). 8th: +1 to Quick Draw Initiative, Head Shot/Death Blow on a Natural 19 or 20. 9th: +1 Attack per Melee, +1 to Strike with Aimed Shot, +1 to Dodge/Parry, +1 to Pulled Shot. 10th: +1 to Quick Draw Initiative, Select One additional Martial Art Power from Firearm Martial Art Powers. 11th: +1 to Strike with Aimed Shot, +1 to Dodge, +1 to Disarm Shot. 12th: +1 Attack per Melee, +1 to Quick Draw Initiative. 13th: +1 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Pulled Shot. 14th: +1 to Quick Draw Initiative, +1 to Dodge, Head Shot/Death Blow on a Natural 18, 19, or 20. 15th: +1 additional die of damage with firearm (must have Weapon Kata), Select One additional Martial Art Power from Firearm Martial Art Powers. Why Study Gun Fu? By focusing on the development of internal powers, and forceful combat moves, this martial art is certainly effective in any attack. Offers the full range of weapons that can be used in conjunction with a martial art. It can be a very effective martial art, but in group situations or against other martial artists, it may fail if the student is not well trained and in prime shape. Best used on non-martial artists.



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



NOTE 2: Gun Styles use these Modern Combat Rules.



NOTE 3: Gun Styles use these Modern Weapon Proficiencies.





Hand to Hand: Gunmaster By Brett Hegr



This combat form teaches basic hand to hand combat tactics, but also includes extra training and techniques for the use of firearms. Emphasis is also placed on training the reflexes and natural speed of the character. This combat skill does not take the place of W.P. Sharpshooting (pg. 15 of the RiftsR Conversion Book One) by any means, but the bonuses are compatible. Sharpshooting is an extreme specialization in the use of one kind of firearm (or more, with multiple skills). This combat form is an emphasis on general shooting principles and the use of firearms for more than just shooting. The bonuses of sharpshooting and W.P. skills can be combined with this art form. This combat form is found mostly among people with formal military training, but it is also cropping up as a mercenary's fighting style. Rumor has it that a man from another world brought with him knowledge of a martial art form that integrated firearms into basic combat, and that he was employed by a mercenary outfit to teach them the basics. The extent of truth in this tale remains unknown.



Skill Cost: Equivalent to Hand to Hand: Expert. In contemporary genres that do not use the O.C.C. system, this combat skill can be purchased with one physical skill from the physical skill program or with two secondary skills. Skill Requirements: At least two modern W.P.s, one of which has to be a pistol W.P. Attribute Requirements: P.P. of 10 Techniques Known at First Level: Automatic parry, dodge, disarm, and roll with punch/fall/impact. The only attacks known are a punch (1d4 damage) and a snap kick (1d6 damage, a low and fast kick). At the cost of an extra secondary skill, the character can learn a kick attack (1d8 damage), power punch, and power kick to improve his physical combat abilities. The strike and parry bonuses can be used with the punches and kicks, or when using a weapon to bludgeon (1d6 damage for pistols and 1d8 damage for rifles) or parry. The character also has an automatic knockout/stun attack from behind using a firearm, a cold-cock to the back of the neck that renders the victim unconcious for 1d4 minutes. Note that augmented humans, some D-Bees, and most supernatural creatures may not be affected by this.



Bonuses: +1d4 to Spd, +1 to P.P., and +1 on an aimed strike with firearms that the gunmaster doesn't have a W.P. for.



Level Advancement Bonuses Level 1: Two attacks per melee, +2 to parry, +2 to dodge, and +1 to roll with a punch/fall/impact. Level 2: +2 to strike (with hand attacks). Level 3: +1 attack per melee. Level 4: +1 on initiative and +2 to disarm. Level 5: Critical strike on an unmodified roll of 18 to 20 (applicable only to attacks with firearms). Level 6: +1 to strike and +1 to parry when using a firearm as a blunt weapon (not applied to shooting the weapon). Level 7: +1 to parry, +1 to dodge, and +1 to roll with a punch/fall/impact. Level 8: Dual gun use - A special ability that only a proficient gunmaster can do well. By holding a pistol in each hand, a gunmaster can shoot twice at one target with one strike roll and his standard W.P. strike bonus. Or, he can fire at two different targets with two separate strike rolls and half his standard W.P. strike bonus. No other training or augmentation strike bonuses (like those from this combat form and targeting sights) can be used. Bonuses inherent in the weapon are applicable. If the character is able to use a rifle one handed, two rifles can be used to do this also. Level 9: +1 shooting attack - this is an extra attack per melee that can only be used to fire a gun. Level 10: Critical strike from behind (double damage) when firing a gun and +1 attack per melee. Level 11: Death blow (takes two attacks and a gun must be used - this is an extra careful aimed strike) and +1 on initiative. Level 12: +1 to parry and +1 to dodge. Level 13: +1 on an aimed strike and +1 on a burst strike with firearms that the gunmaster doesn't have a W.P. for. Level 14: +1 shooting attack - this is an extra attack per melee that can only be used to fire a gun. Level 15: Add +1 to aimed strikes and +1 to burst strikes when using guns that the gunmaster has a W.P. for.





Gunslinger By Kuseru Entrance Requirements: No Attribute or Alignment Restrictions. Skill Cost: 5 Years (3 Years as a Secondary Martial Art Style) An expert in handguns, quick-drawing and sharpshooting, a Gunslinger is effectively a mercenary for hire who specializes in protection, enforcement (of the law or criminal operations through intimidation and killing) and murder. They are often hired by criminal organizations, wealthy land owners and businessmen, and other groups as an assassin, enforcer, or hit man. A Gunslinger's two greatest weapons are his handguns and reputation. By training with their handguns in the skills of quick-drawing and sharpshooting, they have improved their weapon skills. By using these improved weapon skills, they develop a reputation which may be used just as much as the guns to end a conflift through intimidation, presence, threat, or any other means. Of course, the gunslinger isn't afraid to use his guns either. Costume: Likes to wear tinted goggles or sunglasses, quality cowboy hat, set of riding clothes, a rich quality suit (fancy and expensive) for town - Gunslingers tend to be very stylish dressers. Stance: Feet shoulder width apart, body facing the target. Hands positioned over or near the holster(s) containing the pistol(s) or revolver(s). CHARACTER BONUSES Add +2D6+6 to S.D.C. COMBAT SKILLS Attacks per Melee: 5 Escape Moves: Roll with Punch/Fall/Impact Attack Moves: Leap, Roll Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Combination Parry/Attack, Disarm. Hand Attacks: Strike (Punch) Basic Foot Attacks: Kick Attack Jumping Foot Attacks: None. Special Attacks: Aimed Shot, Called Strike, Disarm Shot, Pistol Whip (Does 1D8 damage). Holds/Locks: None. Weapon Kata: W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles, W.P. Trick Shooting. Modifiers to Attacks: Critical Strike , Pulled Shot. SKILLS INCLUDED IN TRAINING Martial Art Powers: None. This style offers no Martial Art Powers or Abilities. Cultural: Horsemanship. Weapon Proficiencies: W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles, W.P. Trick Shooting. Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: LEVEL ADVANCEMENT BONUSES 1st: +4 to Strike with Aimed Shot, +1 to Disarm Shot, +1 to Roll with Punch/Fall/Impact. 2nd: +1 to Quick Draw Initiative, +1 to Dodge/Parry, Reputation (Horror Factor 8). 3rd: +1 Attack per Melee, +1 to Pulled Shot. 4th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, Reputation (Horror Factor 9), Called Strike on a Natural 20. 5th: Walking Aim, +1 additional die of damage with firearm (must have Weapon Kata). 6th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact, Reputation (Horror Factor 10). 7th: +1 Attack per Melee, +1 to Disarm Shot. 8th: +1 to Quick Draw Initiative, , +1 to Dodge/Parry, Reputation (Horror Factor 11). 9th: +1 to Strike with Aimed Shot, Called Strike on a Natural 19 or 20. 10th: +1 to Quick Draw Initiative, +1 to Disarm Shot, Reputation (Horror Factor 12). 11th: +1 Attack per Melee, +1 to Pulled Shot, Rapid Load. 12th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact, Reputation (Horror Factor 13). 13th: +1 to Dodge/Parry, +1 to Disarm Shot. 14th: +1 to Quick Draw Initiative, +1 to Pulled Shot, Reputation (Horror Factor 14). 15th: +1 Attack per Melee, +1 to Strike with Aimed Shot. Why Study Gunslinger? Because of the total lack of mental training, against a chi master or similar opponent, this style is at a disadvantage, but against untrained opponents, it is extremely deadly. The only weakness of the form is against multiple attackers. It tends to be very aggressive, and poor defensively. This style is an extremely deadly art with a weapon.



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



NOTE 2: Gun Styles use these Modern Combat Rules.



NOTE 3: Gun Styles use these Modern Weapon Proficiencies.





Gymnastics By Mephisto



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



Learning to do falls, rolls, tumbles, cartwheels, somersaults, and to work the parallel bars and rings. This sport builds great upper body strength, grace, and balance. Note that these abilities can be combined with martial art styles that allow them into their systems.



Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills can not be used to acquire Gymnastics. Character Bonuses: +2 to P.S., +1 to P.P., +2 to P.E., +2D6 to S.D.C. Also provides a special bonus of +1% per level when the character is using the Climb skill to climb a rope. This bonus is cumulative with Acrobatics. Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Sense of Balance (*******), Sense of Strength (********), Kick Attack (2D4), Handstand, Somersault, Back Flip, Back Flip - Escape, Back Flip - Defense, Cartwheel.



Level Advancement Bonuses: 1st: +1 Roll with Punch/Fall/Impact. 2nd: +1 Back Flip (All Back Flip moves). 3rd: +1 Maintain Balance, Add Somersault - Escape. 4th: +1 Sense of Strength. 5th: +1 Sense of Balance, Add Cartwheel - Attack. 6th: +1 Back Flip (All Back Flip moves), Add Handstand - Escape. 7th: +1 to P.S. 8th: +1 Sense of Balance. 9th: Add Somersault - Defense. 10th: +1 Back Flip (All Back Flip moves). 11th: +1 to Roll with Punch/Fall/Impact. 12th: +1 Sense of Balance, Add Somersault - Attack. 13th: +1 Cartwheel (All Cartwheel moves). 14th: +1 Sense of Strength, +1 Somersault (All Somersault moves). 15th: +1 Sense of Balance, Add Cartwheel - Combined Strike.



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



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





Gyokko Ryu Ninjutsu By Kuseru Entrance Requirements: No Alignment or Attribute restrictions. Skill Cost: 14 Years (12 Years as a Secondary Martial Art Style).



Gyokko Ryu is a Japanese ninjutsu martial art created by Tozawa Hakunsai (1077-1259). Hakunsai's initially training began under a Chinese expatriate called Genzo (though this is thought to be an alias of the name Yo Gyokko). After studying with Genzo for ten years, Hakunsai moved to Iga, where he continued to study. In 1156, Hakunsai moved to the Kanto region where he formed his own Ryu Also called Gyokkyo Ryu.



Training in Gyokko Ryu focuses on Kosshijutsu (nerve strikes and manipulations), even to the point of developing Kosshijutsu methods for use with weapons. Circular, fast, and strong movements, at long combat ranges combined with lots of grabbing, movement, and throwing characterize this school. Weapons taught include Bo, Hashi, Jitte, Katana, Kodachi, Sai, Shuriken, Tanto, and Yari.



Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku. Stance: Ichi Monji no Kamae: The left leg is forward, right leg back (knees bent, taking 65% of body weight) with foot at 90 degrees to body. The body should now be sideways to the opponent. The left hand comes up and points at the opponent. The right hand stays at the rear clenched in a fist at belt height just forward of the hip. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.P. Add +4 to Spd. 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: Disarm, Multiple Dodge. Hand Attacks: Claw Hand, Thumb Drive Fist (New!), Two-Finger Strike (New!). Basic Foot Attacks: Kick Attack. Jumping Foot Attacks: None. Special Attacks: Choke, Death Blow (REVISED!), Death Strike (NEW!), Hip Throw (New!), Shoulder Throw (New!). Holds/Locks: None. Weapon Kata (Choose Two): W.P. Bo (Staff), W.P. Jitte (Forked), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Sai (Forked), W.P. Shuriken (Thrown), W.P. Tanto (Knife), W.P. Yari (Spear). Modifiers to Attacks: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Arts of Invisibility and Atemi. Automatically receives the Martial Art Technique of Kosshijutsu. Except for Kosshijutsu, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese. Cultural: Dance: Chinese Court Dance. Weapon Proficiencies: W.P. Bo (Staff), W.P. Jitte (Forked), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Sai (Forked), W.P. Shuriken (Thrown), W.P. Tanto (Knife), and W.P. Yari (Spear). Philosophical Training: Ninpo: This is an eclectic combination between a code of honor and a spiritual path of seeking enlightenment. The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor. A ninja's path toward spiritual enlightenment stems from the mixing of Ekkyo (I Ching divination), Gogyo Sestsu (five elements of Taoism), In-yo (yin-yang) duality of Taoism (in-yo do, where the yin philosophy of yin-yang is stressed, but balanced with inner yang), Kyojutsu Tenkan Ho (the ability to 'interchange falsehood and actuality'), Mikkyo Buddhism, moral strength, naturism (studying and understanding the workings of nature), Onmyodo (divination and astrology), perseverance when facing overwhelming numbers, Seishin (purity of heart, taught to embody a sense of completeness), Shugendo (the mixing of Mikkyo Buddhism with Taosim and Shintoism), and sincerity. The ultimate goal of this spiritual path is to strive for peace, harmony and enlightenment in all things. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gyokushin Ryu (7 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Strike, +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, Critical Strike from Behind. 2nd: +1 to Damage, +2 to Throw. 3rd: +1 Attack per Melee. 4th: Select One (1) Additional Martial Art Power from from Arts of Invisibility or Atemi. 5th: +2 to Strike, Death Strike on a Natural 20. 6th: +1 to Roll with Punch/Fall/Impact. 7th: +2 to Damage, +1 to Throw. 8th: Select One (1) Additional Martial Art Power from Arts of Invisibility or Atemi. 9th: +1 Attack per Melee, +1 to Parry/Dodge. 10th: +2 to Strike, Death Strike on a Natural 19 or 20. 11th: +1 to Roll with Punch/Fall/Impact, +1 to Leap (add four feet of distance). 12th: +2 to Damage, Select One (1) Additional Martial Art Power from Arts of Invisibility or Atemi. 13th: +1 to Parry/Dodge, Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks). 14th: +2 to Throw. 15th: +2 to Strike. Why Study Gyokkyo Ryu Ninjutsu? Combining deadly nerve attacks with weapons. This style is also favored by kunoichi (female ninja).





Gyokushin Ryu Ninjutsu By Kuseru Entrance Requirements: No Attribute or Alignment requirements. Skill Cost: 16 Years (14 Years as a Secondary Martial Art Style).



While the origin of Gyokushin Ryu, a Japanese ninjutsu martial art, is shrouded in mystery. With the style's origin in Kishu and Takeda provinces, it is believed that the founder was Sasaki Goeman Teruyoshi. This style supposedly concentrated on spying techniques (Cho Ho).



Unarmed techniques in Gyokushin Ryu include many forms of throws (Nagewaza), particularly sacrifice throws (Sutemi Nage). Other techniques include Kosshijutsu as well as blocks and strikes similar to Gokko Ryu. The only known weapon used by this school is the Nagenawa, or lasso.



Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku. Stance: I-nori no Kamae: The "pledge of the brotherhood" stance. The body is sideways to the opponent, with the left leg forward, right leg back (body weight 50/50 on each leg) with foot at 90 degrees to body. The right hand is clenched into a fist and comes rearward slightly until vertical. The left hand comes around, parallel to the ground, until it crosses the right arm. CHARACTER BONUSES Add +5 to Chi Add +2 to P.P. Add +4 to Spd. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Breakfall, Disarm. Hand Attacks: Fore-Knuckle Fist, Thumb Drive Fist (New!). Basic Foot Attacks: Kick Attack. Jumping Foot Attacks: None. Special Attacks: Choke, Death Strike (New!), Hip Throw (New!), Hand Throw (New!), Joint Throw (New!), Pickup Throw (New!), Sacrifice Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!). Holds/Locks: Wrist Lock, Elbow Lock. Weapon Kata: W.P. Nagenawa (Demon Snare). Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility. Automatically receives Kosshijutsu. Except for Kosshijutsu, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical). Languages: Japanese. Cultural: Hojojutsu. Weapon Proficiencies: W.P. Nagenawa (Demon Snare). Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor. Mikkyo Buddhism: This form of Buddhism is also known in Japanese as mikkyo, meaning "secret teaching". Mikkyo is one of several streams of practice within the Mahayana Buddhist tradition. Mikkyo blends many doctrines, philosophies, deities, religious rituals, and meditation techniques from a wide variety of sources. Assimilation of Hindu and local deities and rituals was especially marked in the Buddhism that became Mikkyo. Such diverse elements came together over time and, combining with Mahayana philosophical teachings, formed a comprehensive Buddhist system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai and Shingon schools, also contributed to Buddhism's eventual broad acceptance. These teachings, termed "esoteric" because they were transmitted orally and in secret from master to qualified disciple, were designed to lead a practitioner to Buddhahood in his present life. In this sense esotericism was highly elitist, but it was also laced with folk elements, such as techniques of healing and magic, that enhanced the appeal of Buddhism to simple people. Aristocrats and commoners alike were also attracted by the expressions of esoteric Buddhism--Sanskrit syllables uttered as charms, splendid and colorful rites, and images of the buddhas carved on mountain cliffs. The Tendai and Shingon schools, two new versions of Buddhism introduced from China, both established their most important monasteries in the mountains, and mountain temples soon became quite common. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Ittasu Ryu (2 Years), Kito Ryu (4 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Masaki Ryu Kusarijutsu (4 Years), Shinden Fudo Ryu (7 Years), Sosuishitsu Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage). 2nd: Select One (1) Additional Martial Art Power from Arts of Invisibility. 3rd: +1 to Breakfall, +1 to Disarm. 4th: +1 Attack per Melee. 5th: +1 to Breakfall, +1 to Roll with Punch/Fall/Impact, +2 to Throw (includes all throws). 6th: Select One (1) Additional Martial Art Power from Arts of Invisibility. 7th: +1 to Parry/Dodge, Death Strike on a Natural 20. 8th: +1 Attack per Melee, +1 to Disarm. 9th: +1 to Breakfall, +2 to Throw (includes all throws). 10th: Select One (1) Additional Martial Art Power from Arts of Invisibility. 11th: +1 to Roll with Punch/Fall/Impact, +1 to Disarm. 12th: +1 Attack per Melee, +1 to Breakfall. 13th: +1 to Parry/Dodge, +1 to Disarm, +1 to Roll with Punch/Fall/Impact. 14th: Select One (1) Additional Martial Art Power from Arts of Invisibility. 15th: +1 to Breakfall, +1 to Throw (includes all throws)(Throws do an extra die of damage for a total of three dice of damage). Why Study Gyokushin Ryu Ninjutsu? One of the premier ninja styles when it comes to keeping the secrets of this style secret. What little is known is talked about by other ninja only in rumors.

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