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Martial Arts Styles – L:


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La Verdadera Destreza ( Spanish Fencing Style ) (EXCLUSIVE) By Flash Fire


La Verdadera Destreza, loosely translated as "The True Art and Skill", was the Spanish school of fencing from the fifteenth through the seventeenth centuries. The Spanish masters were widely considered the greatest fighters on the European Continent during that time, and their teachings were sought after by the most serious of duelists throughout the region. The form is unique among martial arts in that it adheres strongly to the principles of mathmatics and geometry. Every motion, every attack, every parry, every thought of the Spanish rapier duelist is centered on mathmatic principles. The form begins with an imaginary center circle, sometimes called the Mysterious Circle or Magic Circle. This circle represented the distance a combatant would need to effectivally strike and hit their enemy. Every motion within and around that circle is planned and executed with precision. Movements are forseen in the shape of circles, lines, quadrangles, and more complex shapes, allowing the duelist to plan exactly where and when they will move. Attacks and parries occur at specific angles and times, giving them precise control over their weapons and the timing of the duel. Outside observers would often see the form in use as a kind of dance, the fighter swirling around in specific steps, designed to give the fighter the maximum advantage in a fight.


The straight forward advantages in combat were not the only reasons for use of the circle in dueling. The circle, at the time, was believed to invoke semi-mystical powers. This period saw a "revival" of sorts in the use of ceremonial magic, a system that relied heavily on circles. In this system, the circle and sphere represented the universe or cosmos. Actions within a drawn circle were thought to effect the greater "circle" of the cosmos, in a kind of reversed astrology. The Magic Circle of La Verdadera Destreza used a similar thought process. The actions within the circle imitated the forces of Good and Evil, Life and Death. By simulating these powers, the fighters would be calling on those forces to give meaning and divine judgement to their duel, in which the righteous would defeat the transgressor. These metaphysical beliefs, combined with Christian teachings, formed the mystique of the Spanish school and was likely the largest part of why the form was sought after so much.


Also unlike many other Western forms, La Verdadera Destreza is securely grounded in a particular philosophy and history. Its proper use and history are tied to the beliefs and religion of Renaissance Spain. This era was marked by several key events, notably the Age of Explorers, the formation of the Spanish Empire in the New World, and the ever-popular Spanish Inquisition. The key (and pretty much only) religion of the period was Roman Catholicism, as the Spanish Inquisiton stamped out the Jews, Muslims, Protestants, and other "heretics". Religeon entered into every aspect of daily life, including combat. Honor and respectability, at least among equals, also formed a large part of the Spanish character. To a Spanish gentleman, and therefore a Duelist, a battle must be fought correctly and honorably, as God and Justice rarely side with uncouth barbarians.


Students of the art use a rapier as their main weapon, usually with a second weapon (normally a dagger) for parrying held in the opposite hand. They will always keep their distance from an opponent, carefully measuring the space between them and their enemy, and will close only when they believe they have the opportunity to strike and kill their enemy. Attacks will come almost entirely in the form of Combination Parry/Attacks, given their preference for using two weapons at once. The Duelist will always appear to be calm and calculating, mainly because they are. They will approach a fight in a detached manner, secure in the knowledge that Right is on their side. Confidently, they will plan out a strategy and follow it through with precision.


Like other forms of Western martial arts, La Verdadera Destreza faces a problem in modern environments, beyond the obvious laws against its practical use. Few people in the world who know about the realities of rapier fighting, much less the exacting methods of the Spanish school, and there are even fewer proper teachers. As the gun became the primary self-defense weapon and weapon of war, the sword was phased out. Thanks to the pragmatic outlook of most Westerners, the skill of swordfighting became lost as the more powerful and easier-to-learn art of gunplay became more and more popular. This means that the skill most often must be learned in small groups who recreate the skill, rather than learned in a proper school. To be turned into an effective martial art, the skill must be practiced day after day for several years, as well as researched by whatever means are neccessary. Also, since it has no schools and very few people study it, the art recieves very little press, and less respect, in the martial art community. Not that they don't respect someone who can effectively use a sharp, pointy object, its just "not as good as what they do."


Entrance Requirements: IQ of 9 or higher, PP of 10 or higher, and a calm, calculating disposition in combat. Skill Cost: 7 Years Costume: Whatever the common street clothes are of the period the character lives in. Prefered outfits will have enough room in the shoulders, arms, legs, and crotch to allow free movement. Stance: Arm and main weapon extended straight out, parrying weapon held out and to the side, body turned towards the opponent, one leg before the other, both feet remain flat on the ground.


CHARACTER BONUSES


Add 1 to I.Q. (constant mathmatic thought)


Add 1 to M.E. (concentration)


Add 1 to M.A. (honor and religion)


Add 2 to P.P. (balance and coordination)


Add 1 to P.E. (aerobic exercise)


COMBAT SKILLS Attacks per Melee: Four Escape Moves: Roll with Punch/Fall/Impact Basic Defensive Moves: Parry, Automatic Parry, Dodge Advanced Defenses: Circular Parry, Disarm, Maintain Balance, Combination Parry/Attack, Multiple Dodge Hand Attacks: Strike (Punch) Basic Foot Attacks: Tripping/Leg HooksSpecial Attacks:


Straight Attack (SPECIAL!) The Lunge was developed and used by the Italian masters of the time, and so attacks for the Spanish school take the form of a thrust and a step forward. This allows for finer control of the weapon when attacking, though it lacks the reach of the Italian move. A Straight Attack is always a called shot. The attacker declares where on the body they are striking before rolling (else, they strike at the lungs). Unlike normal Called Shots, the Straight Attack requires a 10 or greater to succeed.


False Attack (NEW!) The False Attack is just that, a fake attack. It is used to draw a parry or reaction out of the opponent. The exact method of attack the character fakes varies and can be any type of attack the character possesses. This is a Combination Move, used in conjunction with another attack. The character chooses what attack to fake and rolls to strike. On a roll of 5 (or equal to the opponent's AR) or greater, the false attack succeeds. The opponent can (and should) attempt to defend against the false attack. Whether they successfully defend against the fake attack or not, the attacker then moves into the second attack. The character is at +3 to strike with second attack and the defender must use an attack to defend against it (no Automatic Defenses).


Off-Hand Parry (SPECIAL!) The off-hand parry is a parry with whatever hand a weapon is not held in. It uses the same bonus as the normal parry and produces a +2 to Strike with a following attack or a +5 to Grab or entangle, depending on the mode of attack chosen. This is not an Automatic move and is not a prefered method of defense, because if the attacker is using an edged weapon, there is a chance of cutting oneself on their blade. If the parry roll is close (3 or less) to the attack roll, the defender will take one-quarter damage from the weapon to their hand.


Binding the Blade (SPECIAL!) Binding or "enveloping" the blade is a defensive move made with the sword that traps the other person's arm or weapon in a position they can't attack from. Specifically, a Bind involves making contact with the opponent's weapon at two points along the blade/attacking surface. One contact is made with the blade, the other contact is made with the guard. This prevents the weapon from moving into a position it can attack from.


This allows the Duelist to perform a few different actions. They could move in and strike with the off-weapon hand or foot, they could slide their weapon up the attacker's arm/weapon to strike with less chance of defense, attempt to disarm the opponent, or could simply hold the opponent's weapon there. Any action made during the Bind is at +3 and the defender cannot use their bound arm to defend against it. Escaping from a bind is fairly simple, just retreat or move your blade back and/or out. This leaves the defender able to parry with their weapon, but the person who performed the Bind is still at +3 to strike for the next melee attack while the defender sets themselves back up into a defensive posture.


Duelist's Critical Strike (SPECIAL!) Duelist's train for the singular purpose of ending the fight as quickly as possible. To this end, they train particularly to strike at the points that will best result in instantaneous death or incapacitation for the opponent. When entering into combat, a Duelist must declare whether or not they intend to kill their enemy. If they have lethal intentions, a Critical Strike results in damage directly to Hit Points. No multiplier is added to the damage roll. If the Duelist declares that they are only intending to wound the opponent (ie: fighting to first blood), then normal Critical Strike rules are used. If intentions are not declared, then normal Critical Strike rules apply, save in situations where a character would obviously be trying to kill the other character (ie: blood fued between the characters or the Duelist has an evil alignment). Grab, Entangle, Death Blow Holds/Locks: NoneWeapon Katas: WP: Spanish Rapier, WP: Spanish Rapier and Dagger (paired). Both are at 3rd Level. Modifiers to Attacks: Critical Strike, Critical Strike from Behind


SKILLS INCLUDED IN TRAINING Martial Art Powers: Wrist Hardening and one Special Kata of choice. Any of these can be traded one-for-one for any Basic Skill Program (excluding Physical) Languages: Spanish at 50% Philosophical Skills: Judeo-Christian Physical Skill: Fencing, Running Other Skills: Research, Advanced Mathmatics, History: Spanish


If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Any other Western Dueling Art (subtract 3 years), Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years).


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Parry, +1 to Roll with Punch/Fall, Critical Strike, Critical Strike from Behind, Duelist's Critical Strike. Level 2: +1 to Dodge, +1 to Strike Level 3: +2 to Disarm, +1 to Maintain Balance, Select One Martial Art Power from the list below. Level 4: +1 Attack Per Melee, +1 to Parry/Dodge Level 5: Critical Strike on Natural 19-20, +2 to Binding the Blade Level 6: Death Blow on Natural 20 Level 7: +1 to Strike, +1 to Maintain Balance Level 8: +1 to Parry/Dodge, +1 Attack Per Melee Level 9: Select one Weapon Kata from the list below, +1 to Binding the Blade Level 10: +1 to Strike, +1 to Disarm, Critical Strike on Natural 18-20 Level 11: Select two Weapon Katas from the list below (one is paired with a single Rapier, so the result is Paired Weapons: Rapier and one weapon of choice) Level 12: Select one Martial Art Powers from the list below, +1 Attack per Melee. Level 13: +1 to Parry/Dodge, +1 to Disarm, +1 to Binding the Blade Level 14: +1 to Maintain Balance, Critical Strike on Natural 17-20, +1 Attack Per Melee Level 15: +1 to Strike, Death Blow on Natural 19-20


MARTIAL ART POWER LIST


Any Body Hardening Excercise (excluding Chi Gung)


Any Special Kata (Weapon Katas can be chosen from any weapon)


One Life, One Shot, One Hit, One Kill (Martial Art Technique)


Iai Jutsu (Martial Art Technique)


Zanshin (Martial Art Technique)


Geometric Attack (Special Kata) (NEW!)


This "kata" represents the scientific and mental processes of the attack in the Spanish School. Similar to Kime, Geometric Attack is the single minded focus towards a given goal. The Duelist spends one melee round circling around their opponent, striking and defending as normal. The difference is that the duelist is not really trying to hit their opponent. What they are trying to do is work their opponent into a position where they can strike with maximum effect. What that advantage is exactly depends on the specifics of the battlefield. It could mean that the defender ends up standing on slippery ground, an obstacle sits behind the defender (preventing retreat), a bright light sits behind the attacker, or any other advantage that may come to hand.


Use of this kata requires a roll against Advanced Mathmatics (at +20%, due to the relative ease of geometery as opposed to advanced calculus). If successful, the kata begins. The melee round continues, with both sides manuevering for position. While defenses remain the same, all attacks made by the duelist are made at -5 to Strike (total, no other bonuses apply). If any succeed, the kata is disturbed and the duelist can not attack for the rest of the round and is at -3 to Parry and Dodge. At the end of the melee round, the opportunity comes and the duelist makes his real strike roll. The defender is at -5 to Parry or Dodge (total) the blow.


Geometric Defense (Special Kata) (NEW!)


The Geometric Defense is a combination of defensive Kime and Warrior Spirit. The duelist circles around their opponent in a defensive stance, blocking each attack made by the opponent with ease. This is done in a precise manner and with as little emotion as possible. The opposing duelist will percieve the flowing, almost dance-like defenses as nearly impenatrable, as every move is countered by a specific and defined motion.


Rather than roll a 20-sider to parry as usual, the defender rolls against Advanced Mathmatics (at +20%). The attacker's strike roll is subtracted from the character's Mathmatics score. Every successful roll results in a blocked attack, in what is effectively a Circular Parry or Multiple Dodge. If all attacks are blocked, the end effect, besides not getting hit, will be a perceived indomitable defense. This boosts the character's MA to 17 or +4, whichever is higher. Attackers must roll over the character's Trust/Intimidate score or will be at -4 to Strike for the rest of the combat.


WEAPON KATA LIST WP: Spanish Rapier:


Uses the WP Large Sword bonuses. The Spanish Rapier is both a cut and thrust weapon, with an edge designed for signifigant cutting. The Spaniards, though, prefered the thrust over the cut due to its greater speed. Due to stance and the length of the weapon (average of 48 inches overall), it can be used at Long Range with no penalty, recieves a penalty of -1 to strike at Combat and -2 at Grappling Ranges. Spanish Rapiers do 2D6 damage. Average cost: $400-$500 WP: Dagger: See WP: Knife WP: Blunt/Single Stick: See WP: Blunt WP: Cloak/Net


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


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


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


See WP: Paired Weapons. The choices are almost always Rapier, Small Sword, or Cut-and-Thrust Sword, combined with one other weapon. The individual weapons cannot be used singly unless that Weapon Kata is also possessed.


Why Study LA VERDADERA DESTREZA?


The art is a deadly force, focusing on the singular task of slaying an enemy in as precise a fashion as possible. As such, it appeals not only to those with a finely tuned sense of honor but to those with clear intellects and talent at mathematics.



LAAMB By Kuseru Entrance Requirements: Limited to Good Alignments. No Attribute restrictions. Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style) Laamb is Wolof for the traditional wrestling of Senegal. This centuries-old style is usually compared to Greco-Roman wrestling, however, it is very typical of traditional African wrestling. There are two primary variations of Laamb. Hand strikes are permitted in the most common style while the other style eschews striking for more acrobatic moves. Spirituality is as important in Laamb as the physical, and various rites and rituals are used to prepare for fighting. Each wrestler has a personal Marabout (JuJu Man) who creates the various amulets worn on the arms, legs, and waist to protect against evil spirts and witchcraft. Matches are started by dancing around the arena accompanied by singers and drummers. Costume: A loin cloth and various amulets and juju worn on the arms, legs, and waist. Stance: Feet a shoulder's width apart, both facing forward, knees slightly bent. Left hand forward at chin level, right hand pulled back to the waist, both tightly clenched in a fist. CHARACTER BONUSES Add +5 to Chi Add +2 to P.S. Add +2 to P.E. Add +10 to S.D.C. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Maintain Balance, Somersault, Roll with Punch/Fall/Impact. Attack Moves: Somersault, Leap. Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry. Advanced Defense Moves: Combination Parry/Hold. Hand Attacks: Punch (Human Fist), Palm Strike, Power Punch, Uppercut. Basic Foot Attacks: Tripping/Leg Hook. Jumping Foot Attacks: None. Special Attacks: Body Block/Tackle, Leap Attack, Roll/Knockdown. Holds/Locks: Automatic Hold, Arm Hold, Leg Hold, Body Hold, Neck Hold. Weapon Kata: None. Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Zenjorike. Automatically receives Chi Defense Kata. Languages: Wolof Cultural: Dance, Lore: African: Characters with this skill can recognize the different tribes, warriors, shamans, totems, fetishes and warnings of the African peoples. They can identify the people by their housing, clothing, wall paintings, skin painting/decorations, and weapons. This skill also gives the character a fundamental understanding about the African society, beliefs, customs and laws; at least the most notable ones. This skill is unlikely to be practiced by anybody outside of Africa. Base Skill: 25%+5% per level. Weapon Proficiencies: None. Philosophical Training: Traditional African Religion If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gladiator (8 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: +2 to Dodge, +2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance. 2nd: +1 to Damage OR Leap (add 4 feet to Leap Distance). 3rd: +1 Attack per Melee. 4th: +1 to Damage OR Leap (add 4 feet to Leap Distance), Knockout/Stun on a Natural 20. 5th: Select One (1) Additional Martial Art Power from Zenjorike. 6th: +1 Attack per Melee, +1 to Damage OR Leap (add 4 feet to Leap Distance). 7th: +2 to Dodge, +2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance. 8th: +1 to Damage OR Leap (add 4 feet to Leap Distance), Knockout/Stun on a Natural 19 or 20. 9th: +1 Attack per Melee. 10th: +1 Attack per Melee, +1 to Damage OR Leap (add 4 feet to Leap Distance). 11th: Knockout/Stun on a Natural 18, 19, or 20. 12th: +1 Attack per Melee. 13th: Knockout/Stun on a Natural 17, 18, 19, or 20. 14th: Select One (1) Additional Martial Art Power from Zenjorike. 15th: +1 Attack per Melee. Why Study Laamb? Grappling with a variety of other skills, what else needs be said? Strengths include a wide variety of techniques and it also teaches the rare internal arts. Aside from the rich tradition in this art, there is its common sense approach to battle. The art is effective but not very glamorous.



Legendary Dolphin Style (Exclusive) By Angryjack Entrance Requirements: PS 12 PP 12 PE 11 ME 14 SPD 12 Skill Cost: 12 years The Legendary Dolphin style was mastered by an ancient island kingdom that was deep in mysticism, furthermore it was also located by an alcove frequented by marine animals. The desire of the people to be at one with the sea animals had lead them into wrestling each other underwater and above it, and often fighting beasts such as dolphins, sea lions, Walruses and Sharks. The intense power of the larger animals sent the sages and masters on a quest for a way to defeat these creatures and thus chi mastery soon entered the scene. Travellers from China taught them the various forms of chi mastery but the people soon needed ways to manipulate chi to further enhance their style. Legend has it a Fang Shih consulted a Water Dragon who further taught the people these new abilities. Infact, It seems the Fang shih of this island who developed most of the more remarkable abilties. Note: Due to the extreme power of this art, advancement beyond 9th is only possible by defeating a master of equal or higher level , or from learning the abilities from a Water or Ki Spirit. if none Can be found the character continues to advance and only gains the ability to use another martial arts power or skill program each level past 9th. Costume: Being that the character is meant to be able to fight underwater, costume only consists of short pants, and occassionally a Light cotton, canvas, or reed shirt for buoyancy. May or may not wear footwear. In modern times diving gear may be worn. Stance: The Opening Stance of Dolphin style is to have one leg bent over the other and the arms held over high as if in a dive position. CHARACTER BONUSES +4 to Physical Strength +2 to Mental Endurance +5 to Speed +2 to Physical Prowess +2 to Physical Endurance Cold Resistance: 1/2 Damage from cold and can stand in cold temperatures twice as long before suffering from hypothermia. Double Normal Chi +6d6 to S.D.C. COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Leap Away, Backflip, Roll w/ punch/fall, Power Dive( as leap but works underwater), Lock Break Attack Moves: Sommersault Attack, Combination Trip/Stomp (D6), Leap attack,Trip, Disarm, ,Double Body flip/throw, Combination Parry/Leap kick Basic Defense Moves: Dodge, Parry, Power Block, Multiple Dodge, Advanced Defensive Moves: I mpact Sponge, Automatic Dodge (underwater),Combination Roll/trip Hand Attacks: Finger tip Strike, Palm Strike, Knife Hand, Rake Basic Foot Attacks: Knee kick, Snap Kick, Round House, Spin Kick, Reverse Spin kick, Axe Kick Jumping Foot Attacks: Flying Reverse Kick, Leap Kick, Jump Kick Special Attacks: Dolphin Smash A Head Butt that does D10 Damage, and causes the opponent to Save vs stun (16) or be at -6 to combat actions for D6 rounds, if they make the saving throw they are -2 to combat actions for 1 round. performable only once per round and counts as 2 attacks. Head gear may increase the damage by +1d6 to 3d6. Holds/Locks: Head lock, Arm lock, Foot lock, Joint Break Weapon Kata: WP Tonfa , Net , Trident , Dragoncatcher, Mancatcher, Knife, Spear, Staff are allowed ( Select 2 to start) Modifiers to Attacks: Double strike ( allows the character to repeat the same move in secession if the first strike succeeds, 2nd strike is at 1/2 bonuses ), Pull Punch, Knock out/Stun, Stunning Blow (35+5 % per level of success, if successful treat as a disabling strike granting a penalty of -2 to all combat moves and -10% speed to the Opponent after blow. ) . Critical Strike Note: May use Body chi to raise PE to increase Swimming Speed, Leaping Distances, or the amount of time one can spend underwater. Chi Climbing can also be used to run across water at 1/2 speed , as long as the water is calm. SKILLS INCLUDED IN TRAINING Martial Art Powers: Starts with the following Katas and abilities: Dragon Line Kata, Kangeiko/Shugeiko, Body Chi. May select 2 additional powers from Chi katas, Weapon Katas, Chi powers, and Body hardening Excercises. Languages: Ancient Polynesian, Mandarin Chinese. Cultural: Fishing, Cooking, Spear Fishing, Spelunking, Physical: Oxygen Conservation, Running, Swimming, Acrobatics, Advanced Swimming Survival: Underwater Navigation, Identify Marine Life, Wilderness Survival, Skin and prepare Animal Hides Temple: Geomancy, Ancient History, Meditation, Calligraphy Weapon Proficiencies: Select 2 from available katas. LEVEL ADVANCEMENT BONUSES 1st: +2 feet to Leap distance, +2 to Strike, +2 to Pull/Punch/ Roll W/ Punch Fall 2nd: +2 to Disarm/Entagle, +2 to Parry/Dodge, +1 to Body flip/Throw 3rd: +1 Attack per melee , +2 initiative, +2 Damage 4th: +1 Martial Arts power, +2 to Pull /Punch/ Roll w/punch /fall 5th: +2 Damage, +2 feet to Leap distance, +2 to Strike 6th: Double Chi, +1 Martial Arts power. 7th: Knock Out / Stun on 18+, Critical Strke 19+. 8th: +1 Attack, +2 to Parry/Dodge. 9th: +2 to Body Flip/Throw, +2 Strike. 10th: Invoke WATER CHI animus (special, same as spell but costs 35 chi to initiate, Animus may not be detached) 11th: Double Chi, +1 Martial Arts Power 12th: +2 intiative, Critical Strike 18+, Knock Out/Stun 16+. 13th: Invoke Tangle of Chi, Invoke Spiral of Chi (as spelsl but Chi cost instead of PPE) 14th: Absorb Chi (May absorb all the chi within anyone in the same body of water within 100 feet, when not in water it can only be used within touch range. the amount of chi absorbed is All. To Save vs the drain, must have the ability to sense chi or have a mental barrier such as a mind block. Those who can resist chi influences can resist as normal. Positive Chi and negative chi cancel each other out when it forms in the final pool. The pool will last for D6 rounds before it dissipates back into the water. 15th: Torrent of Chi: Can at the cost of 100 chi cause someone to violently expel all the chi they have and turn into a vortex of Chi. This is painful and does SDC damage equal to the amount of chi released. this has a range of Line of Sight. Why Study Legendary Dolphin Style? why Not Study it? course it does make you into a powerful warrior, on the Down side, you've been living in an isolated ancient kingdom that has few ties to the Modern world. You'll have difficulty meeting masters who have the greater powers of the Legendary masters, but on the plus side, You'll be able to Defeat almost any opponent straight off the bat. OK... here is the updated Gun Fu style, with a new name and some background. This is a more "Rift" style submission. Feel free to play with it. Designer's note will come up soon Notes: This Martial Art Form Is a Resurrection of the Old Triad Assassin Style, Designed to include new skills, and new weaponary of Rifts Earth. 'Slingers may choose to take this Style with the cost of 6 skills, making them true gods of Pistols. The bonuses is slightly juiced up and altered, but the style is considered exclusive.





Lei Feng Do - The Way of the Thunder Wind

by Gabriel



Lei Feng Do, the Way of the Thunder Wind, was designed by Lei Meng in the early 1900's. Lei had traveled extensively in Japan and learned how to use the nunchakus (a weapon that consists of two lengths of wood connected with a cord or chain). He quickly became enamored with the weapon and upon his return to China he began developing a new martial art form based around the use of the nunchakus without being totally dependent upon them. The result was Lei Feng Do, a very fast style which can be used both empty handed or with a pair of nunchakus. It cannot be used with paired nunchakus. Currently, training is available in China, Japan, and other places scattered throughout the world. It is not a major martial art.

Lei Feng Do is a very fast martial art. The natural spinning motion of the nunchakus lends itself to rapid strikes and blocks. In addition, Lei Meng teaches a doctrine of meditation and Zen techniques which include the exploration of the mind. Although this is not as intensive as some mind oriented martial arts, by the time the martial artist has mastered Lei Feng Do they are able to use a few mind oriented abilities.

Entrance Requirements: P.P. of 12 Skill Cost: 9 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 front hand is held out in a knife hand position and the back hand is holding a nunchaku up under the arm or drawn back in a fist at shoulder level if the martial artist is empty-handed. Character Bonuses: +2 to P.P. +1 to P.S. +1 to P.E. +1 to M.E. +5 to Spd. +15 to S.D.C. Combat Skills: Attacks Per Melee: 3 Escape Moves: Roll with impact, maintain balance Basic Defensive Moves: Dodge, parry, automatic parry Advanced Defenses: Combination parry/attack, circular parry, multiple dodge, entangle Hand Attacks: Strike, knife hand Basic Foot Attacks: Kick attack, tripping / leg hook, crescent kick, axe kick Jumping Foot Attacks: Jump kick Special Attacks: Body flip/throw (see below), choke (see below) Holds/Locks: Neck hold/choke (see below), wristlock, automatic wristlock Weapon Katas: W.P. Nunchaku, 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 Choke & Body Flip/Throw: Chokes (both the normal choke and the neck hold/choke) and body flip/throws can be performed with nunchakus, adding +4 to damage. Do not include W.P. bonuses or the damage bonus given at levels 4, 7, and 13.

Note on Nunchakus: A good pair of nunchakus will do 1D8-2D6 S.D.C. Striking with the butt of the nunchakus does 1D4 S.D.C., but some practitioners put small blades on the end of their nunchakus (increases the damage to 1D6 S.D.C.). Also, depending on how realistic a game you want, you should note that nunchakus are noisy weapons and unless they are properly secured it will be hard to prowl while carrying them. Note that this only applies to chain nunchakus.

Skills Included in Training Martial Art Powers: Select two powers from Martial Art Techniques, Special Katas or Body Hardening. If desired, any number of powers can be traded, one-for-one, for any basic skill program (excluding physical). Languages: None Skills: W.P. Nunchaku (use W.P. Chain bonuses) Philosophical Training: Zen

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), Tae Kwon Do (4 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 hold, +1 to maintain balance

2nd

+2 to parry and dodge, +1 to body flip/throw

3rd

Add one attack per melee, +2 to strike

4th

+1 to entangle, +2 to damage with nunchakus

5th

Select one (1) additional power from martial art techniques, special katas, or body hardening, +1 to hold

6th

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

7th

Add one attack per melee, +2 to damage with nunchakus

8th

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

9th

Select one (1) additional power from martial art techniques, special katas, or body hardening, +1 to body flip/throw

10th

+2 to parry and dodge, +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 hold

13th

+2 to damage with nunchakus, +1 to entangle, +1 to strike

14th

Add one attack per melee

15th

Select one (1) additional power from chi master abilities or zenjoriki

Why Study Lei Feng Do? Nunchakus are cool, no doubt about it. This form does not require a pair of nunchakus, but it is greatly enhanced if wielding them. This form provides good defenses against multiple attackers in addition to good offensive capabilities.

NPC Character: Lei Meng, the creator of Lei Feng Do Lei Meng studied in a monastery during the last years of the 19th century. Early in the 20th century he traveled to Japan upon his musha-shugyo and learned a great deal. One evening he saw a man practicing with the nunchakus and was mesmerized. The speed with which the man used them was incredible the Lei Meng convinced the man to teach him. After a few months Lei Meng had learned most of what the man could teach him about the nunchakus and he continued on his journey. When he returned to China he began to formulate a new martial art based on the use of the nunchakus. After years of study he came up with Lei Feng Do, the Way of the Thunder Wind. When he was on his deathbed in 1987 Luan E, a fallen goddess-deity, visited him. She had encountered him on his musha-shugyo and remembered his abilities as a warrior. In return for his companionship and protection she offered to confer immortality upon him. Although he did not fear death, Lei saw a chance to learn about more of the world and took it. Now he stands by Luan E's side as protector, companion, and consort.

Attributes: I.Q.: 14, M.E.: 19, M.A.: 12, P.S.: 21, P.P.: 24, P.E.: 25, P.B.: 18, Spd: 24 Alignment: Principled Disposition: Very pleasant and polite. Extremely honorable. Hit Points: 68 S.D.C: 86 Chi: 46 Height: 5'7" Weight: 150lbs Age: 102, but temporarily immortal Martial Art Form: Lei Feng Do, 15th level Special Abilities: Eight Horse Stomp, Warrior Spirit, Iai-Jutsu, Stone Ox, Chi-Atsu Attacks Per Melee: 7 Description: A very handsome oriental man in extremely good shape, apparently about 25 years old, with black hair parted down the center. He often wears only a pair of black silk kung fu pants, china flats, and an emerald green sash. Tucked into the back of the sash is his pair of nunchakus, "Lei Feng" (extremely high quality spiked ironwood nunchakus, 2D6 S.D.C. or 1D8 S.D.C. when striking with the butt).



Lethwei (Burmese Boxing) By Mantisking Entrance Requirements: Minimum P.S. of 8, minimum P.P. of 12, minimum P.E. of 8, and a minimum Spd. of 8. Skill Cost: 8 Years (Primary), 6 Years (Secondary) Lethwei is a non-weapon fighting system that bears a great deal of similarity to Muay Thai. The exact age, and place of origin, of this style is unknown. The first mention of this style in oral history dates to the 18th century. Most Lethwei matches take place at tribal festivals, in a sandpit, and musicians will play to accompany the match. A match will continue until one opponent is knocked out, or concedes. Fighters will open a fight with kicks and long punches, moving steadily closer to the opponent. Once in a clinch elbows, knees, and headbutts can be used to their best effect. Throws and tackles take an opponent to the ground where he can be pummeled unmercifully. Training in Lethwei can only be found in Burma. Costume: Boxing trunks, and hemp cloth hand wrappings. Stance: Like a boxing stance, except the weight is shifted from leg to leg in preparation for kicking. CHARACTER BONUSES Add 2 to P.S. Add 2 to P.E. Add 1 to P.P. Add 2 to Spd. Add 10 to S.D.C. COMBAT SKILLS Attacks per Melee: Four (4) Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Attack Moves: None Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Multiple Dodge, Combination Parry/Attack, Breakfall Hand Attacks: Strike (Punch), Backhand, Roundhouse Strike (N&S, page 88), Power Punch Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook, Roundhouse Kick, Axe Kick, Reverse Turning Kick, Drop kick, Shin Kick (N&S, page 108) Jumping Foot Attacks: None Special Attacks: Deathblow, Combination Grab/Kick, Knee, Elbow, Forearm, Head Butt, Bodyflip/Throw, Bodyblock/Tackle Holds/Locks: None Special Kata: Lightning Kata (N&S, page 108) 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 a total of two (2) Powers from among Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques.and Special Kata. Languages: Burmese Cultural: Dancing Physical: None Survival: None Temple: None Weapon Proficiencies: None Philosophical Training: None If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bando (? Years), Choy Li Fut (4 Years), Kyokushinkai (5 Years), Li Chia Ch'uan (4 Years), T'ang Su (4 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry, +1 to Maintain Balance, Critical Strike or Knockout/Stun from Behind 2nd: +1 Attack per Melee, +1 to Strike 3rd: +1 to Parry/Dodge, +1 to Damage 4th: Knockout/Stun on a Natural 17+, Critical Strike on a Natural 18+ 5th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact 6th: +1 to Strike, +1 to Damage 7th: +1 to Maintain Balance, Select one (1) Power from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques.and Special Kata 8th: +1 to Strike, +1 to Roll with Punch/Fall/Impact 9th: +1 to Parry/Dodge, +1 to Maintain Balance 10th: +1 to Strike, +1 to Damage 11th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact 12th: +1 to Strike, +1 to Damage 13th: +1 to Parry/Dodge, Select one (1) Power from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques.and Special Kata 14th: +1 Attack per Melee, +2 to Strike 15th: Deathblow on a Natural 19+, +1 to Parry Why Study LETHWEI? Because you want to beat up Thai Boxers, that's why!



HTH: Li Chia (Quickie Version) By Mephisto



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


Called Short Hand Kung Fu because it's designed for the boxing distance. Includes primarily striking (hand) techniques and rapid hand movements. This style is for those that don't stick around long enough to gain the entire full style.


Requirements: 3 Skill Slots. Attacks per melee: 3 Character Bonuses: +8 S.D.C. Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Automatic Parry, Strike (Punch)(1D4), Fore-Knuckle Fist (1D6), Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from Behind. Level Advancement Bonuses: 1st: +1 Parry, +1 Dodge. 2nd: +1 Strike, +1 Roll with Punch/Fall/Impact, +1 Pull Punch. 3rd: +1 Initiative, Add Knife Hand (1D6). 4th: +1 Attack per melee. 5th: +1 Damage, Critical Strike Natural 19/20. 6th: +1 Parry, +1 Dodge, Add Circular Parry. 7th: Add Palm Strike (1D6). 8th: +1 Initiative, Knockout/Stun Natural 19/20. 9th: +1 Attack per melee, +1 Strike. 10th: +1 Roll with Punch/Fall/Impact, +1 Pull Punch, Add Double-Knuckle Fist (1D8). 11th: +1 Parry, +1 Dodge. 12th: +1 Initiative, +1 Strike. 13th: +1 Damage, +1 Parry. 14th: +1 Roll with Punch/Fall/Impact, +1 Pull Punch, +1 Attack per melee. 15th: +1 Strike.



Lilt-Nuru [Elfish Death-Dance, Graceful art of swordsmanship] By Poiuy Wired Entrance Requirements: Any Alignment IQ 10 PS LESS THAN 14 (too strong and it breaks the "grace of this art form) PP 16 Speed 12 Skill Cost: 36 years (No learning bonus if used as a secondary style, this style is simply too different) This is a rarely known style of swordsmanship. It is rare in the even amongst Elfish swordsmen, not to mention other species. Some may argue that Lilt-Nuru started out as ritual dancing turned lethal, though that is unlikely. The unnatural grace and its deviation from regular laws of martial Art makes it difficult to learn and understand. Rumor is that the style is taught by the Old Ones, refined by the Jeridus, and passed on to the Elves as the Jeridus switches side. But the rarity of Jeridus makes it impossable to varify such facts. Anyhow, the extreme agility of the style, coupled with the almost impossable moves dodging between blades is a wonderful sight, at least for the bystanders. It is said that any race can learn this style, although no non-elf have been able to find a master and be able to complete the long and complex training, which consists of many nights of singing and dancing. CHARACTER BONUSES +4 PP +4 Speed +5 S.D.C COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Leap, Back Flip, Maintain Balance. Attack Moves: Leap. Basic Defense Moves: Dodge, Parry. DOES NOT get Automatic Parry. [Almost use Automatic Dodge exclusively in place of a Parry] Advanced Defensive Moves: Multiple Dodge, Automatic Dodge, Automatic Roll. Hand Attacks: Strike(punch). Basic Foot Attacks: Kick Attack, Roundhouse Kick. Jumping Foot Attacks: Jump Kick. Special Attacks: Death Blow, Leap Attack. Holds/Locks: None Weapon Kata: W.P. All Paired Weapons, W.P. Knife, W.P. Sword. Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear. SKILLS INCLUDED IN TRAINING Martial Art Powers: None Languages: Elfish/Dragonese. Cultural: Dancing(+30%), Singing(+15%), Art(one music Instrument) Physical: Acrobatics, Gymnastics. Survival: None Weapon Proficiencies: W.P. All Paired Weapons, W.P. Knife, W.P. Sword. Philosophical Training: None This style is simply too different to provide and bonus in learning any other known style. LEVEL ADVANCEMENT BONUSES 1st: +1 to Dodge, +2 to Roll with Punch/Fall/Impact, Critical Strike on Natural 20, Critical Strike from Rear. 2nd: +2 Initiative, +1 Parry/Dodge. 3rd: +2 to Strike, +1 to Maintain Balance, +1 to Leap (Add 6 Feet to leap Distance) 4th: +1 to Dodge, Knock-Out/Stun on Natural 20 5th: Critical Strike on Natural 19 or 20. 6th: +1 Attack Per Melee, +1 to Strike. 7th: +1 to Dodge, +1 Maintain Balance. 8th: +1 to Strike, Knock-Out/Stun on Natural 19-20 9th: +1 Attack Per Melee, +1 Initiative, +1 to Leap (Add 6 Feet to leap Distance) 10th: +1 to Dodge, +2 to Roll with Punch/Fall/Impact. 11th: +1 Attack Per Melee, +1 to Strike. 12th: +1 to Roll with Punch/Fall/Impact, Death Blow on Natural 20. 13th: +1 Attack Per Melee, Critical Strike on Natural 18, 19 or 20. 14th: +1 to Strike, +1 to Dodge. 15th: +1 Attack Per Melee, +2 Initiative, +1 to Leap (Add 6 Feet to leap Distance) Why Study Lilt-Nuru? To dance gracefully amongst your enemies, and to send them to their end with their screams as your appaluse. [Designer Notes: Another Entry, this one for Palladium Fantasy. Yes this one is a bit munchie, but it is supposed to be Special. Yes, even this will not beat a crazed Jeridu. This style is almost On Par with Zanji Shinjinken-Ryu when it comes to Attacks, and is Definitely way faster. The Focus on Automatic Dodge is a Good thing, though the lack of a basic Automatic Parry means it is extremely dangerous to be caught inmobile. The attacks are generally extremely precise, this is important since all Lilt-Nuru Elves have low strength.] [NOTE TO GM: Please DO NOT send a Jeridu with Lilt-Nuru against your PCs, its not even fair. ] [EDIT: I changed a few Typos and the weird out Automatic Dodge thingy. Since In N&SS format Automatic Dodge gets full Dodge Bonus]





Tagnikzur Zotreth (The Lizard Form : EXCLUSIVE) By Sinestus (Named in Drow) Remembering old kung-fu movies I used to watch, I recalled that there were many movies about various creature based martial arts, one such was The seven Deadly Forms" or something like that, thus I have decided to create them as I remember them.



The Lizard Form is based around performing maneuvers, which intimidate and unbalance one's opponent. When confronted with combat, the master will usually retreat up the nearest wall using one of his climbing techniques. Once he has taken good measure of his opponent, he will then strike when most advantageous.



Requirements: P.P.: 8, P.S.: 12 Training: 14 years Character Bonuses +2 to P.S. +2 to P.P. +3 to P.E. +5 S.D.C. Stance: Almost crouched, gently swaying side to side like a dancing snake. The masters of this art are always barefoot, to assure the best mobility. Combat Skills Attacks per Melee: Two to start. Hand Attacks: Knife hand, palm strike, strike (Punch), backhand. Foot Attacks: snap kick, axe kick, crescent kick, Jumping Foot Attacks: Flying jump kick, flying turning kick Basic Defense Moves: dodge, automatic parry, automatic vertical parry (Can parry while fighting off a wall) Advanced Defense Moves: combination parry/strike, back flip (can be performed on/onto a wall). Escape Techniques: roll with impact, break fall. Modifiers to Attack: pull punch. Weapon Katas: none. Special Moves: critical from behind, death blow, wall run (while fighting can move up/down a wall, and/or leap from it, see 'Lizard Technique'), Leap Skills: prone/vertical fighting, climbing, Gymnastics Martial Arts Techniques: At first level start with the following:



Falling Technique (as per ninjas)



Lizard Technique - a modification of 'Light Climbing' and Karumi-jutsu. This can be used in combat, and almost always is. If barefoot, the Lizard master can move along any non-polished/rough surface/wall (marble, polished aluminum, etc. are not usable) using only his feet. The chance of success for this style is 69+5%/level (if the roll is failed, the master has the option of performing a backflip off the wall instead, this can be used to land on behind an opponent if they are within range), and rolls are made for each surface climbed. Thus, once the master climbs a surface successfully, they can return to it without problems for the rest of the combat. Unfortunately, this technique can only be used for short periods of time (one min/level max). When fighting someone while on a wall, the Lizard master gains: +2 to strike and dodge, +1 damage, +3 on initiative and +5 (+50%) to maintain balance. Level Advancement Bonuses 1st +2 to roll, critical on natural 20 and from behind. 2nd +2 to Leap/jump (adds 6 feet), +1 to strike and dodge 3rd +1 attack, +2 to damage, 4th +2 to back flip, +1 to roll and break fall 5th +1 to strike, +2 to parry. 6th Gains 'Light Climbing' (see Mystic China), and +1 attack 7th +2 leap/jump (+6 feet), critical on 18+, Knockout from Above/behind with leap attacks (from walls). 8th +2 back flip, +1 to dodge and roll 9th Select one power from Body Hardening, Chi Masters, or Martial Arts Techniques 10th +1 attack, roll, and break fall. 11th +1 parry and dodge 12th +1 leap (+4 feet), death blow on natural 20 13th Gain Karumi-jutsu Zenjorike 14th +1 attack and strike, can Auto-dodge (with normal bonuses) when using Lizard Technique 15th +2 leap (+6 feet), critical on 16+




Lockdown By Ray Bull <mailto:Mantisking@aol.com> Entrance Requirements: Character must have a Corrections Officer Skill Program. Skill Cost: 5 Years (Primary), 3 Years (Secondary)


This style was created so that corrections officers could defend themselves against the growing number of criminals that they have to deal with on a daily basis. It was also created to deal with the growing number of inmates who are learning martial arts such as "Jailhouse Rock". A student of this style will enter to combat distance as quickly as possible. Then they will start with several strikes to "soften up" the opponent. After the opponent is subdued, they will be held or locked and then thrown to the ground and handcuffed. If there are a large number of opponents, such as in a riot, weapons will be used to subdue the opponents. Practitioners of this style will avoid going to the ground in any confrontation they might have. This system is only taught to current and accredited corrections officers. It is not available to the general public. There are a number of certified instructors across the United States.


Costume: Standard Police Uniform Stance: None CHARACTER BONUSES Add 1 to P.S. Add 1 to P.E. Add 8+1D4 to S.D.C. COMBAT SKILLS Attacks per Melee: Two (2) Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defense Moves: Dodge, Parry, Automatic Parry Advanced Defense Moves: Disarm, Combination Parry/Attack, Combination Parry/Hold Hand Attacks: Strike (Punch), Palm Strike Foot Attacks: Snap Kick, Trip/Leghook, Stomp (This attack can only be used against a prone opponent, or the lower legs of one who is standing. Damage: 1D8) Special Attacks: Knee, Elbow, Forearm, Bodyflip/Throw, Critical Bodyflip/Throw, Headbutt, Combination Grab/Kick, Choke, Combination Neck Hold/Choke Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Automatic Hold, Wrist Lock, Elbow Lock, Automatic Lock Weapon Kata: W.P. Tonfa (The combat skills of Trip/Leghook and Disarm can be performed with this weapon), W.P. Nightstick 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 a total of three (3) Powers from among Atemi Abilities, Body Hardening Exercises, and Martial Art Techniques. Languages: Prison Slang Physical: Body Building, Boxing, Wrestling Survival: Detect Ambush, Detect Concealment Weapon Proficiencies: W.P. Tonfa, W.P. Nightstick, W.P. Self-Defense Spray Philosophical Training: None If this is your Primary Martial Art then the following other styles can be learned in a shorter time: LEVEL ADVANCEMENT BONUSES 1st: +1 to Dodge, +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, Critical Strike or Knockout/Stun from Behind 2nd: +1 to Damage, +1 to Strike 3rd: +1 to Holds/Locks, +1 to Roll with Punch/Fall/Impact 4th: +1 Attack per Melee, +1 to Bodyflip/Throw 5th: Critical Strike or Knockout/Stun on a Natural 18+, Select one (1) Power from Atemi Abilities, Body Hardening Exercises, or Martial Art Techniques 6th: +2 to Damage, +1 to Parry/Dodge 7th: +1 to Strike, +1 to Holds/Locks 8th: +2 to Damage, +1 to Maintain Balance 9th: +1 Attack per Melee, Select one (1) Power from Atemi Abilities, Body Hardening Exercises, or Martial Art Techniques 10th: +1 to Bodyflip/Throw (Bodyflip/Throw now does 2D6 damage), Critical Bodyflip/Throw on a Natural 18+ 11th: +1 to Parry/Dodge, +1 to Holds/Locks 12th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact 13th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact 14th: +2 to Damage, Select one (1) Power from Atemi Abilities, Body Hardening Exercises, or Martial Art Techniques 15th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact Why Study LOCKDOWN? A strong, physical style designed to subdue an opponent in the quickest time possible.



Lojoritzu By Sinestus



Lojo is a combat style developed by monks (aren't they all?) to utilize the Lajantang. The Lajantang is a specialty weapon (separate WP, but use the WP Staff bonuses) that consists of a length of wood or metal three to five feet in length, with one to two foot (identical) curved blades at each end. A proficient Lajantang user is a veritable whirlwind of death. The greatest benefit of Lojoritzu is its "360 degree training" where the student learns to move and spin to attack and defend in any direction. This allows a student to automatically parry attacks from any direction (no penalties for being unable to see an opponent who is behind them) so long as the student is armed.



Requirements: P.P.: 12, I.Q.: 14 Training: 10 years Character Bonuses +3 to P.P. +4 to Spd +5 S.D.C. Stance: A low, sideways stance, evenly distributed. Front hand is open, palm towards opponent, back arm is crooked with the weapon held so it presses against the forearm. Outfit: Tunic, sash, and loose pantaloons. During demonstrations, many practitioners will tie cloth streamers to their arms and weapon. Combat Skills Attacks per Melee: 3 Hand Attacks: strike (punch), knife hand, palm strike, turning punch (dodge/punch attack) Foot Attacks: tripping leg hook, backward sweep, crescent kick, roundhouse, turning kick (dodge/kick attack), back kick (low, straight kick targeting opponents behind the martial artist, 2D4 damage but -1 to strike) Basic Defense Moves: automatic parry, parry, dodge. Advances Defense Moves: multiple dodge, roll, circular parry, parry/strike. Holds/Locks: none Escape Techniques: roll Modifiers to Attack: Critical strike, disarm. Special Moves: parry/strike



Whirlwind Strike - Allows the targeting of two opponents with a single strike, as long as they are on either side of the fighter. Both strikes are done with full bonuses.



Whirlwind Attack - Effectively a Lightning Kata with a staff or Lajantang. If surrounded, the student can use half his melee attacks in a single action, (and may use one Whirlwind Strike during the attack) to perform a massive spinning attack combo. The student gets half their melees worth of attacks in a single action, but may only parry/circular parry for the remainder of the melee.



Extension Kick - similar to a drop kick, this attack can be used to dodge one opponent (usually a back-attacker) and power kick another. A successful strike means the target must maintain balance or fall, and automatically suffers 3D6+ damage. This drains the martial artist of two actions. Weapon Katas: WP: Lajantang, Spear, and Staff Additional Skills: Dancing Martial Arts Powers: Automatically receives "Blind Man's Kata" and Windmill Kata. Select one power from Martial Arts Techniques or Specialty Katas. Level Advancement Bonuses 1st: Critical From Behind, +2 to parry, +1 strike. 2nd: Select one Body Hardening Exercise 3rd: +2 to roll and damage 4th: +1 attack, gains Power Block/Parry 5th: +1 dodge and disarm 6th: Select one Body Hardening, Specialty Kata, or Martial Arts Technique 7th: +2 to parry, Critical on 19+ 8th: +1 to roll and disarm 9th: +1 attack, +1 to strike 10th: +1 to dodge and damage 11th: Select one Specialty Kata or Chi Mastery Power 12th: +1 attack, +1 to parry 13th: +2 dodge, Critical 18+ 14th: Knockout from behind 15th: +1 to strike, parry and disarm




LUA (EXCLUSIVE) By Kuseru Entrance Requirements: No Attribute or Alignment Restrictions. Skill Cost: 20 Years Lua, the Hawaiian art of bone breaking is translated as "dislocation of joints," "hard and soft," "life and death" or the number two. Originally this style of grappling evolved from the lomilomi massages given to boat paddlers. By the 15th century, twelve different schools, each with its own specialty attacks based on animal forms, had developed. In the 19th century this style was restricted to the royal family of Hawaii and was considered illegal for anyone else to practice. Recently, the style has begun to spread somewhat, with the opening of a school in southern California. The principal focus of Lua is the breaking and dislocation of joints, with over 300 techniques for the breaking of bones, with or without weapons. Both armed, with wooden weapons, and unarmed techniques are taught. Attacks include elbow strikes, hand strikes, joint-breaking, kicks, locks, and throws. Blocking an incoming strike and following up with the appropriate attack is the standard pattern of Lua combat. Some practitioners were known to ambush victims in order to test their bone-breaking skills, and thus earned a reputation as being pilau (savages). Also involved in Lua is the use of internal energy, mana, essentially the same as Chi. 'Olohe-lua, or masters of the style, were said to have a number of special abilities, including hypnotism and telepathy. Costume: None. Stance: Low knee bends, feet more than shoulder-width apart. Hands out-stretched in an open position. CHARACTER BONUSES Add +5 to Chi Add +1 to M.E. Add +2 to P.S. Add +2D6 to S.D.C. COMBAT SKILLS Attacks per Melee: 4 Escape Moves: Roll with Punch/Fall/Impact. Attack Moves: None. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Breakfall, Combination Parry/Attack, Power Block/Parry. Hand Attacks: Strike (Punch), Knife Hand, Fore-Knuckle Fist, Power Punch. Basic Foot Attacks: Backward Sweep, Kick Attack, Reverse Turning Kick, Snap Kick. Jumping Foot Attacks: Spear Kick (Jump Kick). Special Attacks: Death Strike, Elbow, Hand Throw (New!), Hip Throw (New!), Joint Throw (New!), Paralysis Attack, Shoulder Throw (New!). Holds/Locks: Elbow Break, Elbow Lock, Finger Break, Finger Lock, Wrist Break, Wrist Lock. Weapon Kata (Pick Five): W.P. Hoe (Polearm), W.P. Hoe Lei-o-mano (Polearm), W.P. Ihe (Spear), W.P. Ka'ane (Demon Snare), W.P. Ko'oko'o (Staff), W.P. Ku'eku'e Lima Lei-o-mano (Fist Load), W.P. La'au Palau (Club), W.P. Ma'a/ka-ala (Sling), W.P. Maka Pâhoa (Forked), W.P. Newa (Club), W.P. Pahi (Knife), W.P. Pâhoa (Knife?), W.P. Pâhoa Ko'oko'o (Trident), W.P. Pololu (Spear). Modifiers to Attacks: Critical Strike, Critical Strike from Behind. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi, Chi Mastery, and Lua Martial Art Techniques. Lua Martial Art Techniques (In addition to the combat styles listed below, Kosshijutsu and Koppojutsu are both available to this style) Crab Style: Adds the following martial art techniques: Choke, Crab Pinch (Gou Grip), Crab Throat Pinch (One Handed Choke) Dolphin Style: Adds the following martial art techniques: Backhand, Dolphin Palm Strike (Lau), Dolphin Nerve Strike (Fingertip Attack), Dolphin Block (Combination Dodge/Attack) Eagle Style: Adds the following martial art techniques: Power Elbow (NEW!), Eagle Block, Eagle Strike (Eagle Claw Hand), Eagle Grab (Tsai Grip) Hawk Style: Adds the following martial art techniques: Hawk Beak (Crane Fist), Hawk Strike (Leap Attack), Hawk Block (Disarm) Moray Eel Style: Adds the following martial art techniques: Moray Eel Strike (Fingertip Attack), Moray Eel Evasion (Multiple Dodge), Moray Eel Bite (Knockout/Stun, occurs on a Natural 18, 19, or 20) Mountain Pig Style: Adds the following martial art techniques: Mountain Pig Throw (Combination Joint Break/Throw), Mountain Pig Kick (Stomp), Knee, Drop Kick Ocelot/Cat Style: Adds the following martial art techniques: Ocelot Palm Strike (Rotary Palm Strike), Ocelot Sweep (Sweep Kick), Tripping/Leg Hook, Ocelot Claw (Claw Hand) Octopus Style: Adds the following martial art techniques: Octopus Block (Circular Parry), Octopus Strike (Power Punch), Octopus Poke (Hook at Eyes) Owl Style: Adds the following martial art techniques: Owl Beak (Chuk), Owl Strike (Gou Strike), Owl Dodge (Automatic Dodge) Shark Style: Adds the following martial art techniques: Shark Strike (Thumb Drive Fist), Shark Block (Combination Dodge/Thumb Drive Fist (NEW!)), Shark Bite (Gore) Tiger Style: Adds the following martial art techniques: Tiger Claw (Black Tiger Claw Strike), Tiger Paw (Negative Gou), Tiger Dodge (Leap Dodge) Languages: Hawaiian Cultural: Massage Weapon Proficiencies: W.P. Hoe (Polearm), W.P. Hoe Lei-o-mano (Polearm), W.P. Ihe (Spear), W.P. Ka'ane (Demon Snare), W.P. Ko'oko'o (Staff), W.P. Ku'eku'e Lima Lei-o-mano (Fist Load), W.P. La'au Palau (Club), W.P. Ma'a/ka-ala (Sling), W.P. Maka Pâhoa (Forked), W.P. Newa (Club), W.P. Pahi (Knife), W.P. Pâhoa (Knife?), W.P. Pâhoa Ko'oko'o (Trident), W.P. Pololu (Spear). Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Chito Ryu (3 Years), Gensei Ryu (3 Years), Goju Ryu (3 Years), Isshin Ryu (4 Years), Kajukenbo (4 Years), Kodokan Judo (4 Years), Okinawa Kenpo (4 Years), Ryukyu Kenpo (7 Years), Sankukai (4 Years), Shito Ryu (3 Years), Shorei Ryu (3 Years), Shorin Ryu (4 Years), Shorinji Kenpo (4 Years), Shorinji Ryu Karate (4 Years), Shotokan (4 Years), Shukokai (3 Years), Uechi Ryu (4 Years), Wado Ryu (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Joint Locks, +1 to Body Flip/Throw (all Throws) 2nd: +1 to Strike, +2 to Damage 3rd: Select One (1) Additional Martial Art Power from Atemi, Lua Martial Art Techniques, or Weapon Kata. 4th: +2 to Parry/Dodge, +1 to Joint Locks 5th: +1 Attack per Melee, +1 to Damage 6th: Select One (1) Additional Martial Art Power from Chi Mastery or Zenjorike. 7th: +2 to Joint Locks, +1 to Body Flip/Throw (all Throws) 8th: +2 to Parry/Dodge, +1 to Strike 9th: +1 Attack per Melee, +1 to Joint Locks 10th: Select One (1) Additional Martial Art Power from Atemi, Lua Martial Art Techniques, or Weapon Kata. 11th: Add +5 to Chi, +2 to Body Flip/Throw (all Throws) 12th: +1 to Damage, Critical Strike on a Natural 19 or 20 13th: Select One (1) Additional Martial Art Power from Chi Mastery or Zenjorike. 14th: +1 Attack per Melee, +1 to Strike 15th: Death Strike on a Natural 20 Why Study Lua? A very complete style, it offers attacks at every range of combat, and also teaches both weapon skills and good unarmed moves. Although it can be used quite effectively at any range, it is truly fearsome when used in grappling range. Any opponent falling under an attack risks permanent maiming. A very well-rounded form that tries to have a bit of everything, from kicks to weapon skills, to internal training.



CAPOEIRA (EXCLUSIVE) By Kuseru Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: P.S.: 8, P.P.: 10, P.E.: 8, Spd.: 10. Skill Cost: 8 years. Capoeira, a Brazilian martial art, was born in the "senzalas," where African slaves were kept. Capoeira blends elements of dance, music, rituals, acrobatics, and fighting. It is primarily a stylized dance, practiced in a circle called the "roda," with percussion instruments providing sound. In addition to unarmed techniques, weapons are taught; "maculele," done with blades, and "maracatu," done with sticks. It is very common for a capoeirista to have two or three nicknames. When practitioners are "baptized" into the art of Capoeira, they are given a nickname. When a roda is formed, music is played, and spectators clap and sing while two fighters do battle in the center. The music is made by a leading instrument, the Berimbau (one stringed, bow shaped instrument with a gourd attached to one end to give resonance). Also played are an Agogo (two-tone bell), Atabaque (drum), and a Pandeiro (tambourine). A mestre of this style is very lethal in combat. Costume: Loose fitting cotton pants and belt. Stance: Balanto--Actually a movement where the body rocks back and forth as the weight shifts from leg to leg.Also konwn as the Ginga or Jinga. CHARACTER BONUSES Add +1 to P.S. Add +2 to P.P. Add +2 to Spd. COMBAT SKILLS Attacks per Melee: 2 Escape Moves: Back Flip, Roll with Punch/Fall/Impact, Maintain Balance. Attack Moves: Leap, Cartwheel, Back Flip, Handstand. Basic Defensive Moves: Automatic Parry, Dodge, Parry. Advanced Defenses: Multiple Dodge. Hand Attacks: Backhand, Punch, Palm Strike. Basic Foot Attacks: Amada*, Au-Bachido*, Axe Kick, Backward Sweep, Crescent Kick (Queixada), Kick Attack, Meia-Luadecompass*, Queddaderins*, Rasteira*, Roundhouse Kick, Tripping/Leg Hook, Wheel Kick. Jumping Foot Attacks: Armada with Martelo (NEW! Combination Wheel kick/Jumping Roundhouse. Must be 1st and only attack, does 3D6, credited to Ray Bull/Mantisking), Jump Kick. Special Attacks: Knee, Elbow, Headbutt, Combination Strike/Parry, Leap Attack, Death Strike. Tesouras Rasteiera*. Holds/Locks: None. Weapon Kata (Pick One): W.P. Short Sword, W.P. Stick, W.P. Paired Sticks, W.P. Paired Short Swords. Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.

  • These combat moves can be found in Rifter#7.

SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Atemi or Body Hardening. Language: Portuguese. Cultural Skills: Dance, Play Musical Instrument(Capoeira Instruments). Physical Skills: Gymnastics. Weapon Proficiencies: W.P. Short Sword, W.P. Stick, W.P. Paired Sticks, W.P. Paired Short Swords. Philosophical Training: None If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +2 to Maintain Balance, Critical Strike from Behind. 2nd: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact. 3rd: Knockout/Stun on a Natural 18, 19, or 20, +1 to Back Flip. 4th: +2 to Kick Damage, Critical on a Natural 19 or 20. 5th: +1 Attack per Melee, +2 to Maintain Balance. 6th: +1 to Strike, +1 to Cartwheel. 7th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Atemi or Body Hardening. 8th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact, +1 to Handstand. 9th: +1 Attack per Melee, +1 to Back Flip. 10th: +1 to Cartwheel, +2 to Parry/Dodge. 11th: +1 Attack per Melee, +1 to Damage. 12th: +1 to Kick Damage, +1 to Strike. 13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Atemi or Body Hardening. 14th: +1 Attack per Melee, +1 to Parry/Dodge. 15th: Death Strike on a Natural 19 or 20. WHY STUDY CAPOEIRA? A highly stylized art that is nonetheless effective.



Angola Variant Add the following Modifier to Attack: Waiting Game (New! By forfeiting initiative in the first round of combat, the character gets a +2 bonus to initiative for every combat thereafter, against that opponent.)


Bate Coxa Variant This African style, where combatants attempt to knock each other down with their thighs, is believed to be a predecessor of Capoeira. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Replace Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera with Body Block/Tackle. Remove Weapon Kata and Weapon Proficiencies. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Body Block/Tackle Damage.


Capoeira Batuque Variant Another style believed to be a predecessor of Capoeira, this style emphasizes kicking and dancing. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Backhand, Palm Strike, Knee, Elbow, and Headbutt as well as the weapon skills. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years).


Kalenda/Kalinda Variant Also seen as Calenda/Calinda, this style dates from about 1860 among freed slaves. It is a stick fighting art. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Backhand, Palm Strike, Knee, Elbow, Headbutt, Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera. Change Weapon Kata to W.P. Stick and remove W.P. Short Sword, W.P. Paired Sticks, and W.P. Paired Short Swords from both Weapon Kata and Weapon Proficiencies. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage with Stick.


Luta do Bode Variant Yet another predecessor of Capoeira, this time one that specializes in headbutting. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Backhand, Palm Strike, Knee, Elbow, Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Headbutt Damage.


Mani Variant Mani is a Cuban fighting-dance art dating from the 19th century. With a choreographed routine of fight/dance movements, combatants engage each other in a circle. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies. Change the Language to Spanish. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.


Pinge Variant Developed in Haiti by slaves, this style is similar to Capoeira. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, and Tesouras Rasteiera. Change the Language to Creole and French. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.


Danmyé/Ladja Variant Another slave fight/dance, this time from Martinique. Notable for being from the African "N'golo" initiation ceremony as well as Kakan (immobilizations), and pulling punches. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies. Add Body Block/Tackle, Body Hold, Crush/Squeeze, Pin/Incapacitate and Lifting Hold (New! This is a body hold where the opponent is lifted off the ground and held, no fundamental differences). Change the Language to French, creole patois. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years), Susa (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Pull Punch.


Susa Variant This style is very similar Capoeira, but is studied by the Saramaccan and Ndyuka people of Suriname. Remove the Exclusive categorization, Add a Secondary Martial Art cost of 6 years. Remove Amada, Au-Bachido, Cresent Kick, Meia-Luadecompass, Queddadareins, Rasteira, Amada with Martelo, Tesouras Rasteiera and all Weapon Kata and Weapon Proficiencies. Change the Language to Dutch & Sranang Tongo. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bate Coxa (4 Years), Batuque (4 Years), Danmye/Ladja (5 Years), Kalinda/Kalenda (4 Years), Luta do Bode (3 Years), Mani (5 Years), Pinge (5 Years). In Level Advancement Bonuses, Change all bonuses to Kick Damage to Damage.

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