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Martial Arts Styles – W:


http://web.archive.org/web/20091027113848/http://geocities.com/kuseru/PMAN/StyleW.htm


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


The Wado Ryu (Way of Peace) school of karate, was founded by the late grand master Hironori Ohtsuka (1892-1982), the highest karate authority in Japan, who for many years studied the finer points of Jujutsu and combined them with Okinawan karate. Wado Ryu karate is a fast, fluid style which emphasizes body movements in evasion. Evasion is stressed rather than meeting brute force head on. It's highly characteristic "nagashizuki" exemplifies the style's sophistication. The techniques are light and quick. The practitioner defends by using deflecting movements, and either accompanies it with a simultaneous counterattack or follows it up with an immediate counterstrike. Twisting of the hip is emphasized to generate power for the quick snappy techniques. Otsuka sensei taught that one's physical movement is a manifestation of one's spirit.


Costume: Karate gi.
Stance: Hachiji dachi: Natural stance (feet shoulder width apart toes slightly pointed out)
CHARACTER BONUSES Add +1 to P.S.
Add +1 to P.P.
Add +2 to P.E.
Add +2 to Spd.
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: Automatic Roll, Breakfall, Multiple Dodge.
Hand Attacks: Draw Hand (New!), Punch, Ridge Hand (New!).
Basic Foot Attacks: Drop Kick, Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: Flying Jump Kick, Flying Reverse Turning Kick, Jump Kick.
Special Attacks: Combination Grab/Attack, Death Strike (New!).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attack: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Arts Powers: Select a total of ONE (1) Martial Art Power 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: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Gensei Ryu (3 Years), Goju Ryu (3 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Isshin Ryu (4 Years), Kito Ryu (4 Years), Kobujutsu (2 Years), Shorinji Ryu (4 Years), Shorin Ryu (4 Years), Sosuishitsu Ryu (4 Years), Uechi Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Maintain Balance, Death Strike on a Natural 20.
2nd: +2 to Roll with Punch/Fall/Impact, +2 to Damage.
3rd: +1 Attack per Melee.
4th: +1 to Parry/Dodge, Critical Strike on a Natural 18, 19, or 20.
5th: +1 to Maintain Balance, +1 to Strike.
6th: +1 to Roll with Punch/Fall/Impact, +2 to Damage.
7th: +1 Attack per Melee.
8th: +1 to Parry/Dodge, Knockout/Stun on a Natural 18, 19, or 20.
9th: +1 Attack per Melee, +2 to Pull Punch.
10th: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
11th: +1 to Strike, +1 to Damage.
12th: +1 to Parry/Dodge, Death Strike on a Natural 19 or 20.
13th: +1 Attack per Melee, +1 to Pull Punch.
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 Wado Ryu Karate? An effective martial art that works great against multiple non-martial artist attackers
.



Wado Ryu Karate
By Ray Bull


Entrance Requirements: None Skill Cost: 12 years(primary), 6 years(secondary)
Costume: Standard Karate gi Stance: Standard karate back stance.


CHARACTER BONUSES


Add 5 to Chi


Add 1 to P.S.


Add 1 to P.P.


Add 1 to P.E.


Add 5 to S.D.C.


COMBAT SKILLS
Attacks per Melee: 3 Escape Moves: Roll w/Punch/Fall/Impact, Maintain Balance Basic Defensive Moves: Dodge, Parry, Automatic Parry Advanced Defenses: Combination Parry/Attack, Disarm, Multiple Dodge Hand Attacks: Strike(Punch), Palm Strike, Knife Hand, Backhand, Power Punch Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook, Backward Sweep, Reverse Turning Kick Special Attacks: Elbow, Knee, Death Blow, Combination Strike/Parry, Paralysis Attack, Leap Attack, Bodyflip/Throw, Choke Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike From Rear, Knockout/Stun From Rear


SKILLS INCLUDED IN TRAINING
Martial Art Powers: Choose a total of 2 powers from Atemi Abilities, Body hardening Exercises, Martial Arts Techniques, or Special Katas. Languages: Japanese


If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time. Isshin Ryu (5 years), Jujutsu (4 years), Kyokushinkai (5 years), Moo GI Gong (4 years), Shaolin (6 years), Shotokan (4 years), Taido (6 years), Tang Su (3 years)


LEVEL ADVANCEMENT BONUSES
Level 1: +1 to Dodge, +1 to Damage, Critical Strike or Knockout/Stun from Behind, Critical Strike Natural 20 Level 2: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance Level 3: +l to Parry/Dodge, +1 to Strike Level 4: +1 Attack per Melee, Critical Strike on a Natural 19+, Gain 1 Martial Art Power from Atemi Abilities, Body Hardening Exercises , Martial Arts Techniques, or Special Katas Level 5: +1 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20 Level 6: +1 Attack per Melee, +1 to Bodyflip/Throw(now does 2d6 damage), Knockout/Stun on a Natural 20 Level 7: +1 to Parry/Dodge, Critical Strike on a Natural 18+ Level 8: +1 to Roll with Punch/Fall/Impact, Gain 1 Martial Art Power from Atemi Abilities, Body Hardening Exercises, Martial Arts Techniques, or Special Katas
Level 9: +1 to Strike, +1 to Damage
Level 10: +1 to Damage, +l to Disarm Level 11: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact Level 12: +1 Attack per Melee, Gain 1 Martial Art Power from Atemi Abilities, Body Hardening Exercises, Chi Mastery, or Martial Art Techniques Level 13: Knockout/Stun on a Natural 19+, Death Blow on a Natural 19+ Level 14: +1 Attack per Melee, +2 to Maintain Balance Level 15: +1 to Parry/Dodge, +1 to Damage


Why Study WADO RYU KARATE?


Wado Ryu Karate is a well balanced style that adds grappling techniques to standard karate striking techniques.



Wah Lum Pai (Northern Praying Mantis Kung Fu) By Ray Bull


Created in the 1900's by Lee Kwan Shan, a martial arts escort, Wah Lum Pai is a combination of Tam Tui (Seeking Leg Kung Fu) and Jut Sow Tong Long (Wrestling Hands Praying Mantis Kung Fu). The style is named after the temple where Lee Kwan Shan learned Praying Mantis Kung Fu.


Entrance Requirements: None
Skill Cost: 12 Years (primary), 6 Years (Secondary)
Costume: Black T-shirt with the Wah Lum crest on it, black kung fu pants, kung fu flats, and a black sash knotted on the left for men or the right for women.
Stance: Right side towards opponent. Weight on the left leg bent parallel with the ground, right leg bent at a 85 degree angle from the knee, right foot lightly touching the ground. Both hands in front of the chest, held in mantis hooks.

CHARACTER BONUSES


Add +1 to M.E.


Add +2 to P.P.


Add +1 to Spd.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Leap
Attack Moves: Leap
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Disarm
Hand Attacks: Strike (Punch), Backhand, Uppercut, Double-Fist Strike, Gou Strike, Negative Gou, Lau
Basic Foot Attacks: Kick Attack, Snap Kick, Crescent Kick, Trip/Leg Hook, Backward Sweep
Jumping Foot Attacks:Jump Kick
Special Attacks: Forearm, Elbow, Deathblow, Leap Attack, Body Flip/Throw
Holds/Locks: Elbow Lock, Arm Hold, Automatic Lock, Automatic Hold, Gou Grip, Tsai Grip
Weapon Katas: (Choose One) W.P. Chinese Broadswords (Paired), W.P. Three-Section Staff, W.P. Spear, W.P. Nine-Section Metal Whip, W.P. Daggers (Paired)
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Behind

SKILLS INCLUDED IN TRAINING Martial Art Powers: Automatically receive Body Hardening Exercise: Wrist Hardening. You may select a total of two (2) Powers from among Atemi Abilities, Body Hardening Exercises, and Special Katas.
Languages: Chinese (Cantonese)
Weapon: W.P. Staff, W.P. Chinese Broadsword, W.P. Spear, W.P. Double-Edged Straight Sword (Gim)
Philosophical Training: Taoism


If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Shaolin (7 Years), Choy Li Fut (3 Years), Drunken Style (7 Years), Pao Pat Mei (3 Years)
LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20, Critical Strike from Behind
Level 2: +1 Attack per Melee, +2 to Parry/Dodge
Level 3: +1 to Damage, +1 to Holds/Locks
Level 4: +1 to Strike, Critical Strike on a Natural 19+
Level 5: +1 to Parry, Select one (1) Martial Arts Power from Atemi Abilities, Body Hardening Exercises, or Special Katas
Level 6: +1 Attack per Melee, +1 to Damage
Level 7: +1 to Strike, +1 to Roll with Punch/Fall/Impact
Level 8: Deathblow on a Natural 20, +2 to Leap (Add 4 feet to leap distance)
Level 9: +1 to Roll with Punch/Fall/Impact, +1 to Bodyflip/Throw
Level 10: +1 to Damage, +1 to Strike
Level 11: Critical Strike on a Natural 18+, Select one (1) Martial Arts Power from Atemi Abilities, Body Hardening Exercises, or Special Katas
Level 12: +1 Attack per Melee, +1 to Parry
Level 13: +1 to Damage, +1 to Strike
Level 14: +2 to Parry/Dodge, +1 to Bodyflip/Throw (Bodyflip/Throw now does 2d6 Damage)
Level 15: +1 to Holds/Locks, Receive Martial Arts Technique: Tamashiwara (Iron Palm)
Why Study Wah Lum Pai?


A well rounded Kung Fu style, Wah Lum Pai adds kicking and weapon skills to the standard Praying Mantis Kung Fu formula. Able to deal with multiple opponents, Wah Lum Pai is only lacking in mystical abilities.



Way of the Forgotten Spirit By Brian K Partridge


As human augmentation reached new heights in Japan, Lei Chi-Aki grew to notice the complete irreverence given to the ancient kami of the islands. He knew that fighting would not teach the "techies" a lesson but the passion he felt for his fading culture grew more militant as the days drew on. He took his kung-fu lessons to a new level as anger found outlets in his art, but this outlet was soon overloaded by his rising animosity. It did not take his master long to notice the turmoil of his student's life and attempt to correct it. He took Lei aside after the others had left the dojo and counseled the young man by burning an ornately crafted bokken. Using this as a teaching aid his master told Lei what hatred could do to any fine thing.


Lei took this lesson to heart, but he held a renewed hope when he realized that his master had not told him to stop fighting for his belief. As a way of honoring his master, and recapturing the hope he held, Lei began to use a bokken when his mind was clouded with anger. After every such practice, Lei would meditate, seeking the kami of the weapon. In time, his mind became clearer than ever, his anger left him, and his bokken remained. This was the birth of "Way of the ForgottenSpirit".


Shortly before Lei could open a dojo to teach his new form the Coming of the Rifts occurred. Lei survived the calamity but there was hardly time to teach martial arts to anyone afterward. Lei soon became one of a dozen staunch champions who fought many supernatural horrors. By the time Kyoto was founded, his art had reached another plateau as a premiere art for the combat of the supernatural. Lei had hundreds of pupils eager to learn his art, but he consented to teach only a few, based on the "kami-sent" dreams he was having at the time (latent clairvoyance).


After the first few were trained Lei, then around thirty-six, left the art to itself by retiring to the tops of Mount Fuji.


Entrance Requirements: P.P. of 12, M.E. of 10, P.E. of 13
Skill Cost: 12 years
Costume: Training is conducted in a light robe similar to those used in Karate, accompanied by loose pants, and china flats. The pants worn by the instructor are always black with patterns of green embroidered about them, while those of the students vary from white (beginner) to earth tones or greens (advanced). Outside the dojo anything that allows free movement can be used.
Stance: The back leg is bent slightly at the knee, placing the foot perpendicular to the front foot (and body). The have two positions although the most common (i.e. more emphasized) one places the hands at the sides of the individual ready to spring into action when the first strike comes form the opponent. The less common one is used when the combatant has already begun the fight and has his bokken drawn. It places the sword arm (usually right) at a ninety-degree angle with the body, holding the sword across the face (at eye level), while the off-hand is in a knife hand position slightly away from the body.


CHARACTER BONUSES


Add 2 to P.P.


Add 1 to M.E.


Add 1 to P.E.


Add 1d6 to Spd.


Add 10 to S.D.C.


Add 5 to P.P.E. (Chi)


COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Break fall, maintain balance
Attack Moves: Leap, drop kick, body flip/throw
Basic Defensive Moves: dodge, parry
Advanced Defenses: Disarm, entangle
Hand Attacks: Strike, knife hand, karate punch (1d6+1)
Basic Foot Attacks: Kick attack, axe kick, crescent kick
Jumping Foot Attacks: None
Special Attacks (see below): Spirit Hand, Soul-striking Holds/Locks: None
Weapon Katas: WP Bokken (use sword bonuses) at two levels higher than the level of the character.
Modifiers to Attacks: Pull punch, critical strike


SKILLS INCLUDED IN TRAINING Martial Art Powers: Combination of Kangeiko and Shochu Geiko, and one Zenjoriki Power. (?)
Language(s): None
Skills: WP Bokken, Bodybuilding, Running
Spirit Hand: Once per melee round the practitioner may channel his energies into a hand strike. This strike does 2d6+PS bonus MD to supernatural creatures or, if HP/SDC, 2d6+4+PS bonus directly to hit points. This special attack will penetrate armor of all kinds, including powered armor. Any damage done by a "spirit hand" regenerates at half normal speed. However, this attack uses two melee actions and the user may not attempt another hand strike in that round.
Soul Striking: The practitioner may, at the beginning of a round, specify that he is soul striking for that round. From that point on all of his attacks are at -4 to strike, and he may not be holding any ranged weapons in his hands. Each time a blow lands the being struck looses 3d4 PPE and ISP (if applicable). Every other attack gives the creature back 1/2 of the absorbed PPE (and ISP) but it counts as a deathblow. Soul Striking cannot penetrate MDC materials but does work on MDC creatures.


LEVEL ADVANCEMENT BONUSES Level 1: +2 pull punch and break fall, +1 initiative
Level 2: +2 parry, +1d6 damage with any sword
Level 3: Add one action per melee, +1 strike
Level 4: Stun/Knockout on a natural 17-20, +2 disarm
Level 5: Tripping leg hook and backward sweep kicks, select one additional power from body hardening, special katas, or martial art techniques.
Level 6: +2 strike, +1 initiative, +1 pull punch
Level 7: Add one action per melee, +1 to all hand strike damage
Level 8: Select one additional power from body hardening, special katas, or martial art techniques.
Level 9: Double Chi (PPE), +1 disarm
Level 10: +2 damage from drop kick, +1 body flip/throw
Level 11: Add one attack per melee, +2 strike
Level 12: Automatic body flip/throw, +2 initiative
Level 13: +2 damage from all strikes, +2 disarm, +1 strike
Level 14: Add one action per melee, +2 maintain balance
Level 15: Select one zenjoriki, Deathblow on a natural 18-20



Way of the Wendigo By Kinthalis Silverbow
Entrance Requirements: No Alignment Restrictions. Requires a minimum P.S. of 13 and P.E. of 14.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style).
This style from the wilderness of Canada was created by a wandering mutant bear. The bear created this style based on events after the Crash. Finally, after much combative testing, the bear managed to perfect this style. This style has an accurate reputation for sudden violence, and has a casual, but important, focus on hunting skills.
Training in this style improves the devotees' health, running speed, and strength. At the first sign of a fight, advocates of this style enter combat aggressively, leaping or charging the opponent as soon as possible. At the first opportunity, masters prefer to close to grappling range to subdue opponents with a bear hug. Weapons training in this style includes spears and clubs.
This Way is practically unknown and is taught informally all over The North. The current head of this style is the wandering mutant bear who created the style.
Costume: None.
Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside, rear foot pointed out and to the front, knees bent. Forward fist rigidly extended on a straight line from the shoulder, rear fist tight against the waist.
CHARACTER BONUSES
Add +1 to P.S. Add +3 to P.E. Add +4 to Spd. Add +1D6 to S.D.C. COMBAT SKILLS Attacks per Melee: 4 Escape Moves: Leap. Attack Moves: Leap. Basic Defense Moves: Automatic Parry, Dodge, Parry. Advanced Defense Moves: Power Block/Parry. Hand Attacks: Punch, Power Punch, Double Fist Punch. Basic Foot Attacks: Kick Attack, Axe Kick. Jumping Foot Attacks: Double Kick Technique (SPECIAL! Wendigo practitioners are so well trained they can kick twice in the air before landing again, similar to many flashier Kung Fu styles and Tae Kwon Do; once per melee round the character may, if he has won Initiative, perform any two kicks in a row, rolling to strike with one immediately after the other; the first kick gets full strike bonuses, while the second gets only half bonuses, rounding down), Flying Reverse Spinning Kick, Jump Kick, Flying Jump Kick, Flying Reverse Turn Kick, Flying Hook Kick Takedown (SPECIAL! Jump onto the opponent's shoulders then fall backward, taking him over by the head with your legs. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Cannot be parried, but can be dodged.) Special Attacks: Leap Attack, Crush/Squeeze (Special! This combat move uses the rules from After the Bomb 2nd Edition, page 144). Holds/Locks: None. Weapon Kata: None. Modifiers to Attacks: Critical Strike. SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening Exercises and Demon Hunter Body Hardening Exercises. Automatically receives Kangeiko/Shochu Geiko Body Hardening Exercise. These can not be traded for Basic Skill Programs. Languages: English and French. Cultural: Brewing, Fishing, and Sports Physical: None. Survival: Forestwise, Hunting, and Wilderness Survival. Temple: None. Weapon Proficiencies: W.P. Blunt, W.P. Spear. Philosophical Training: None. If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Drunken Style (6 Years), Kyokushinkai (4 Years), Liang Hsiung (1 Year), Shan Tung (2 Years), Shih Ba Ban Wu Yi (3 Years), Tae Kwon Do (3 Years), or Tong Lun (3 Years). LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike, +2 to Leap (add 6 feet to Leap Distance). 2nd: +1 to Save vs Pain, +1 to Initiative. 3rd: +1 to Strike, +2 to Leap (add 6 feet to Leap Distance). 4th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises. 5th: +1 Attack per Melee. 6th: +2 to Parry, +2 to Leap (add 6 feet to Leap Distance). 7th: Critical Strike on a Natural 19 or 20. 8th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises. 9th: +1 to Strike, +1 to Damage. 10th: +1 to Initiative. 11th: +1 to Save vs Pain. 12th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises. 13th: Critical Strike on a Natural 18, 19, or 20. 14th: +1 Attack per Melee. 15th: +1 to Leap (add 6 feet to Leap Distance). Why Study Way of the Wendigo? Highly mobile and damaging, but the art is short on defensive maneuvers. A good, strongly offensive form of martial arts that also includes weapon skills. The perfect outdoor martial art. A solid, combat effective form that stresses quickness and power. NOTE: this form was designed for ATB2.



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



Wing Chun is believed to be a Shaolin derivative that concentrates on simple and effective moves.


Requirements: Three skill selections.
Attacks Per Melee: 3
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Punch, Knife Hand, Double-Knuckle Fist, Kick, Backward Sweep, Tripping/Leg Hook, Elbow, Knee, W.P. Bo Staff, Knock-Out/Stun, Critical Strike.
Level Advancement Bonuses 1st: +2 to roll with punch/fall/impact, +1 to strike with Bo Staff.
2nd: +2 to parry and dodge.
3rd: Critical Strike from Behind.
4th: +2 to strike and +1 on initiative.
5th: One additional attack per melee round.
6th: Back Hand, Palm Strike, Snap Kick
7th: +2 to damage and +2 to damage with Bo Staff.
8th: One additional attack per melee round.
9th: +3 to roll with punch/fall/impact, +1 to strike with Bo Staff.
10th: +2 to parry and dodge.
11th: One additional attack per melee round.
12th: Leap Attack.
13th: +2 to strike and +1 on initiative.
14th: One additional attack per melee round.
15th: Death Blow on a Natural 20.



Wing Tsun/Wing Chun/Ving Tsun v1.21 By Jason Che-han Yip


Wing Chun Kuen and its various other spellings is the name of a system of martial arts developed in Southern China approximately 300 years ago. The originator was the Buddhist nun, Ng Mui, one of the five who had survived the burning of the Siu Lum (Shao-lin) temple. Legend has that Ng Mui took pity on Yim Wing Chun, a woman who was a victim of a local bully. From Wing Chun, the art was passed to her husband and eventually to others leading to Yip Man, generally recognized as the founder of *most* modern Wing Chun systems.


All Wing Chun schools emphasize abandoning the use of raw, muscular power and instead stress borrowing an opponent's force to use against him/her. Arms are kept soft and flexible and act like a strip of bamboo; they bend before a strong attack and snap back to return the energy received.


Other key concepts include the centre line (central axis of body), sensitivity and contact reflexes (Chi Sau, Chi Gerk), and forward energy.


The system is encompassed in three fist forms, two weapon forms, and one wooden dummy form.


During combat, once contact is made, the Wing Chun practitioner will attempt to maintain contact to "feel" the opponent's intentions and weaknesses. Combat is ended by rapid strikes with the hands and feet, often all at the same time.


"Stay with what comes, follow through as it retreats, and thrust forward when the hand is freed."


Currently the many variants of Wing Chun have schools all over the world.


Entrance Requirements: No Attribute or Alignment requirements
Skill Cost: 10 years (4 years as a Secondary Martial Art Form)
Uniform: Either kung fu uniform with sash or T-shirt with either kung fu pants or baggy jogging pants. Either wear kung fu or wrestling style slippers.
Stance: Frontal stance with toes and knees turned inward. Feet are shoulders width apart and the body and head are straight over the feet. Both arms, one leading, are outstretched along the centre line with open hands.


CHARACTER BONUSES:


Add 10 to Chi


Add 3 to M.A.


Add 1 to Spd.


Add 2 to P.P.


COMBAT SKILLS: Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Combination Parry/Attack, Multiple Dodge
Hand Attacks: Strike (Punch), Back Hand, Knife Hand, Palm Strike, Uppercut (SPECIAL! 1D8), Hook (SPECIAL! 1D6), Double-fist Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Stomp Kick (SPECIAL! An attack on the opponent's foot. 1D4 plus opponent cannot kick for the rest of the round. -3 to strike.)
Special Attacks: Death Blow, Combination Strike/Parry, Combination Grab/Kick, Knee, Elbow, Forearm, Eye Gouge (SPECIAL! 1D4 plus opponent is half-blinded for 1D4 melees, -6 strike/parry/dodge. -4 to strike.), Throat Strike>< (SPECIAL! 1D4 * 2 directly to hit points plus opponent suffers -3 to strike/parry/dodge for 1D4 melees. -3 to strike.), Chi Sau/Gerk (Arm and leg clinging or Sticky Hands and feet) (Special): If the Chi Sau/Gerk attack is successful, the Wing Chun practitioner gains a bonus of +1 to initiative and +1 to strike/parry/dodge. Special: While under Chi Sau/Gerk, Combination Strike/Parry and Combination Grab/Kick will give the Wing Chun practitioner the damage bonus of his/her opponent. Note that the combat range is effectively limited to the grappling range which means kick attacks are limited to the Snap Kick, Tripping/Leg Hook, Drop Kick and Stomp Kick. Escape from Chi Sau/Gerk can only be accomplished by a successful escape move or a successful strike by the martial artist defending against Chi Sau/Gerk., Chain Punch (Special): Rapid hand-over-hand strikes designed to both limit counter strikes and defenses. The first punch may be defended against with an automatic defense but for the following strikes the defender must use Parry, Dodge or other non-automatic defenses. The number of strikes is the same as the number of attacks and therefore uses up all attacks including defending; the entire idea is that the defender will be too busy to strike back. However, if the defender escapes the chain punch flurry with a successful escape move defense or automatic throw the melee continues as usual with the failed chain puncher penalized with -3 to parry.
Weapon Katas: Bat Cham Do (8 cutting pattern knives, similar to Da Kan Dau) - WP Short Sword paired, Luk Dim Boon Gwun (6 point and a half pole) - WP Staff
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear


SKILLS INCLUDED IN TRAINING: Martial Art Powers: Select a total of two (2) Powers from among Martial Art Techniques or Special Katas. If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Program (exluding physical).
Languages: Chinese (Cantonese)
Philosophical Training: Ch'an Buddhism


If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Ch'in-Na (4 Years), Ba Gua (4 Years), Tai-Chi Ch'uan (4 Years), Aikido (6 Years), Li-Chia (3 years), Mien-Ch'uan (3 years)


LEVEL ADVANCEMENT BONUSES Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Strike, Critical Strike from Behind
Level 2: +1 Attack per Melee, +1 to Damage
Level 3: +2 to Maintain Balance, Select One (1) Additional Martial Art Power from Martial Art Techniques, or Special Katas (including Chi Katas), or Tien Hseuh
Level 4: Critical Strike on Natural 18 or better, Add one level each to Bat Cham Do and Luk Dim Boon Gwun
Level 5: +1 Attack Per Melee, Knock-Out/Stun on Natural 19 or 20
Level 6: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge
Level 7: Select One (1) Additional Martial Art Power from Martial Art Techniques, or Special Katas (including Chi Katas)
Level 8: +1 Attack per melee, +1 to strike
Level 9: +2 to Chi Sau/Gerk, +10 Chi, +1 to Maintain Balance
Level 10: +1 to Parry/Dodge, Select One (1) Additional Martial Art Power from Martial Art Techniques, or Special Katas (including Chi Katas)
Level 11: +1 Attack per Melee
Level 12: +1 to Roll with Punch/Fall/Impact, +1 to Damage
Level 13: Select One (1) Additional Martial Art Power from Tien Hseuh (including Dim Mak!)
Level 14: +1 to Maintain Balance, Death Blow on roll of Natural 20
Level 15: +2 Chi Sau/Gerk, +10 Chi


Why Study WING CHUN?


A very efficient empty-hand style that emphasizes speed, sensitivity, and sound combative principles. Limited in that it was not designed to work against weapons, however that is the reason for the two weapon forms.



Wolf Style Kung Fu



By Brett Hegr



Entrance Requirements: Limited to Honorable Alignments. No Attribute Restrictions.



Skill Cost: 11 Years (6 Years as a Secondary Martial Art Form)



Inspired by the stealth and cunning of the wolf, Wolf Style is a martial art form that focuses on skill and speed. As such, it is a defense-oriented form even when used offensively.



A master of Wolf Style will enter combat aggressively, preferably after having observed his opponent from afar. Once actually in combat, the Wolf master will be more circumspect, using offensive and defensive moves equally and leaping in and out of combat range to throw his enemy's timing off. If his opponent attacks too aggressively, the Wolf master will try to stay out of combat range, using his kicks to keep his opponent at a distance, using hand attacks, snap kicks, and Body Flip/Throws when he gets too close. This is done to let the overly aggressive opponent tire himself, after which the Wolf master can finish him off.



Wolf Style Kung Fu is taught at many dojos in the wildernesses of the U.S.A. and Canada. There are also two dojos in Japan and five in China.



Costume: None, prefer to remain inconspicuous.



Stance: There is no set stance in Wolf Style.



Character Bonuses Add 2 to M.A.
Add 1 to M.E.
Add 3 to P.P.
Add 1D6 to Spd.



Combat Skills



Attacks per Melee: 3



Escape Moves: Leap, Backflip, Breakfall



Attack Moves: Leap, Roll



Basic Defensive Moves: Dodge, Parry, Automatic Parry



Advanced Defenses: Multiple Dodge, Disarm, Body Flip/Throw



Hand Attacks: Strike (Punch), Backhand, Palm Strike, Power Punch



Foot Attacks: Kick Attack, Snap Kick, Wheel Kick, Roundhouse Kick, Reverse Turning Kick, Tripping/Leg Hook



Special Attacks: Death Blow, Knee, Elbow, Wolf's Bite (Special! This is a modified version of Fong Ngan's One-Hand Choke which can be used on any part of the body. The following is a small list of the places Wolf's Bite can be used on and the damage it does there per melee: throat (1D6 direct to hit points), joints (1D6 + immobilization of the joint), torso (1D6), extremities/head (1D10), male groin (3D6 direct to hit points).



Holds/Locks: Wrist Lock



Modifiers to Attacks: Pull Punch, KnockOut/Stun, Critical Strike, Critical Strike from Rear



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



Skills Included In Training



Martial Art Powers: The character automatically receives the Art of Stealth and can select two (2) more powers from Arts of Invisibility, Body Hardening Techniques, or Martial Art Techniques. These powers can be traded one-for-one for any Basic Skill Program.



Survival: Fasting, Wilderness Survival, Tracking (+5%)



Physical: Athletics, Running



Philosophical Training: Taoism



If this is your Primary Martial Art Form, the following forms can be learned in a shorter time: Shao-Lin (6 Years), Fong Ngan (3 Years), Monkey Style (4 Years), or Pao Pat Mei (2 Years)



LEVEL ADVANCEMENT BONUSES 1st +2 to Parry/Dodge, +2 to Strike, Critical Strike from Rear
2nd +1 to Body Flip/Throw, +2 to Damage, +1 to Breakfall
3rd +1 Attack per Melee, +2 to Disarm, Death Blow on roll of 20
4th +2 to Leap and Backflip, +3 to Roll, +2 to Strike with Wolf's Bite
5th Select one more Martial Art Power
6th +2 to Breakfall, +1 to Disarm, +1 to Parry/Dodge
7th KnockOut/Stun and Critical Strike on a roll of 18-20
8th +1 Attack per Melee, +2 to Body Flip/Throw, +2 to Damage
9th Select one more Martial Art Power
10th Death Blow on a roll of 19-20, +1 to Leap,+1 to Roll, +1 to Strike
11th +1 Attack per Melee, +1 to Breakfall, +2 to Parry/Dodge
12th +2 to Disarm, +1 to Damage, +1 to Strike with Wolf's Bite
13th Select one more Martial Art Power
14th +1 Attack per Melee, +2 to Strike, +2 to Body Flip/Throw
15th Add one Zenjoriki Power



Why study Wolf Style Kung Fu? A solid martial art form that stresses skill and cunning over simply inflicting damage, Wolf Style contains a good mix of powers and combat skills. It can also deal with multiple attackers. Wolf Style Kung Fu is good martial art for spies because it teaches the Arts of Invisibility.




Wolfen Empty Hand By Mephisto
Entrance Requirements: Other than being a Wolfen; none
Skill Cost: 5 Years (3 as a Secondary)



This is a martial art common among ranger and wilderness-based Wolfen. Its also popular among Mercenary Warriors. The idea is to teach the fighter how to defend him or herself when they are alone and there are no weapons around. It teaches the Wolfen how to use their natural weapons to utmost effectiveness, and the techniques have been around for hundreds of years and thus have been practiced and refined to near perfection.



When in a combat situation, the Wolfen will snarl, bare his fangs, and immediately attack with claw strikes, kicks, and other striking attacks. If the opponent manages to defend against these attacks, they will then tackle them to the ground, hoping to pin the victim while they bite at the victim's neck and throat. They are also adept at throwing or tackling even a troll-sized victim to the ground and pinning the larger foe, and are not afraid to do whatever it takes to win an encounter.



Training is limited strictly to Wolfen, and is available in most Wolfen communities in the Great Northern Wilderness. Elders usually have 1D6 students and 4D6 apprentices at any given location.



O.C.C. Note: A Wolfen can get Wolfen Empty Hand by first upgrading to Hand to Hand: Martial Arts then exchanging one Secondary Skill to get Empty Hand.
Stance: Standing with one leg forward, one back with 70% of the weight on the front foot, hands near the face to the side, with palms showing and hands in a claw position. Usually with teeth baring and low snarls accompany the action.
Costume: None
Character Bonuses +2 to P.S.
+2 to P.P.
+2 to P.E.
+10 to S.D.C.
Combat Skills Attacks Per Melee: 3
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Power Block/Parry, Combination Dodge/Body Block (Special! This uses up a melee action, but allows the Wolfen to dodge an attack by initiating a Body Block! If the dodge roll succeeds roll for the Body Block using the Body Block bonus. The victim can attempt to dodge the body block at +3 to dodge. Parrying the attack is impossible.), Circular Parry, Disarm, Multiple Dodge
Hand Attacks: Strike (Punch), Backhand, Elbow, Claw Strike
Foot Attacks: Kick Attack, Snap Kick, Knee, Crescent Kick, Trip/Leg Hook, Backward Sweep
Special Attacks: Body Block/Tackle, Bite (does 2D6 damage instead of 2D4), Body Flip/Throw, Choke
Holds/Locks: Body Hold, Arm Hold, Leg Hold
Weapon Skills: None
Special Katas: None
Modifiers to Attack: KO/Stun, Pull Punch, Critical Strike, Critical Strike from Behind
Skills Included in Training Martial Art Powers: Select two from among Body Hardening
Physical Skills: Running and two of choice
Training Skills: None
Languages: None
Level Advancement Bonuses 1st Critical Strike Natural 20 or from behind, +2 to Roll, +2 to strike
2nd +2 to dodge, +2 Body Block/Tackle
3rd +2 Initiative, +2 Parry
4th +1 attack, +2 Maintain Balance
5th +2 to Body Flip/Throw, +2 damage, Select One Additional Martial Art Power
6th +1 dodge, +1 Body Block/Tackle
7th Critical Strike Natural 19 or 20, +1 Roll
8th +1 Attack, +2 parry
9th +2 Body Block/Tackle, +2 Initiative
10th +2 damage and +2 to maintain balance
11th +2 to Damage, +3 dodge
12th +2 Initiative, Select One Additional Martial Art Power
13th +1 Attack, +2 Body Flip/Throw, Critical Strike Natural 18-20
14th +2 maintain balance, +1 strike
15th Death Blow Natural 20
Why study Wolfen Empty Hand? A good martial art with a decent mix of skills and abilities, and is able to handle itself in most situations. Plus the bite attacks become extremely lethal.




WOODLAND INDIAN WRESTLING By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style)
This form of combat began as nothing more than simple entertainment among the various woodland tribes of North America. Later it was used to develop agility and stamina. As a combat style it uses a mix of basic strikes and grappling techniques, as well as some weapons. In its developed form it is used to settle personal disputes, particularly those involving goods or women. Unlike many combat styles, Woodland Indian Wrestling involves beating opponents or chasing them off, rather than killing them. Many practitioners combine this style with spiritual discipline, allowing them to invoke spirits for supernatural feats.
Costume: In summer males wear a buckskin breech cloth and in winter they wear buckskin leggings, moccasins and shirts.
Stance: Relaxed standing position, with arms loosely at the sides.
CHARACTER BONUSES Add +2 to P.P.
Add +2 to P.E.
Add +3 to Spd.
Add +1D6 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, Entangle, Parry.
Advanced Defense Moves: Power Block/Parry.
Hand Attacks: Punch (Human Fist).
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Combination Grab/Kick, Crush/Squeeze, Pin/Incapacitate.
Holds/Locks: Arm Hold, Leg Hold, Body Hold.
Weapon Kata: W.P. Tomahawk (Thrown)
Modifiers to Attacks: Critical Strike, Knockout/Stun, Knockout/Stun from Behind, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility and Body Hardening Exercises. Select a total of ONE (1) Martial Art Power from among Zenjorike. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Varies.
Weapon Proficiencies: W.P. Tomahawk (Thrown), W.P. Bow, W.P. Shield, W.P. Warclub (Blunt), W.P. Knife
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gladiator (8 Years), 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 Roll with Punch/Fall/Impact, Maintain Balance
2nd: +1 Strike, +1 to Hold, +1 to Body Flip/Throw
3rd: +1 Attack per Melee, Knockout/Stun from Behind
4th: +2 to Parry/Dodge
5th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening Exercises, or Zenjorike.
6th: +1 Attack per Melee
7th: +1 Roll with Punch/Fall/Impact, Maintain Balance
8th: Knockout/Stun on a Natural 20
9th: +1 Attack per Melee
10th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening Exercises, or Zenjorike.
11th: +1 Strike, +1 to Hold, +1 to Body Flip/Throw
12th: +1 Attack per Melee
13th: Knockout/Stun on a Natural 19 or 20
14th: Critical Strike on a Natural 19 or 20
15th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening Exercises, or Zenjorike.
Why Study Woodland Indian Wrestling? A very complete style, it offers attacks at every range of combat, and also teaches both weapon skills and good defensive moves. The art is effective but not very glamorous. Students are proficient fighters and are capable of defending themselves in most situations, including group attacks. A good mix of Martial Art Powers and combat moves.



WRESTLING
by Lee Casebolt



Entrance Requirements: None
Skill Cost: 8 years (6 as a Secondary form)


Though often forgotten or ignored in martial arts discussion, wrestling is actually the world's oldest martial art. Organized wrestling was known to the ancient Greeks, Egyptians, Jews, and Indians, among others. Paintings on the interiors of Egyptian pyramids depict wrestlers using holds and other techniques still practiced to this day.


Wrestling as commonly seen today has devolved to either sport with limited combat application (amatuer freestyle, collegiate, and Greco-Roman), or so-called "sports entertainment" (professional wrestling). Both styles sprang from the professional wrestling contests frequently sponsored by traveling carnivals in the late 19th and early 20th centuries. The carnival would frequently have a "champion" who would offer prize money for those who could defeat him, or simply last a given period of time. These champions frequently developed a number of dangerous (now illegal) techniques for dispatching local challengers who threatened to go the distance.


Up until very recently, some of the most formidable martial artists in the world could be found working as "professional wrestlers"; either former carnival "hookers", as they were called, or men who had trained with such. Currently, training in this method of wrestling is available in only a few schools, located in Florida, southern California, and Missouri in the US, Alberta in Canada, and Tokyo, Japan. The wrestler seeks to immediately close with his opponent, controlling his body and/or limbs to immobilize, then throw or lock them into helplessness.


Costume:
Stance:
CHARACTER BONUSES Add 2 to PS
Add 1 to PP
Add 2 to PE
Add 15 to SDC
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves:
Basic Defense Moves: Parry, Dodge, Automatic Parry
Advanced Defense Moves: None
Hand Attacks: Palm Strike
Basic Foot Attacks: Tripping/Leg Hooks
Jumping Foot Attacks:
Special Attacks: Body Block/Tackle, Body Flip/Throw, Critical Flip/Throw, Elbow, Knee, Forearm, Choke, Neck Hold/Choke, Crush/Squeeze, Headbutt (SPECIAL! Can be performed only when in grappling range. Does 1d4 damage.)
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock, Elbow Lock, Ankle Lock (SPECIAL! Performed like a Leg Hold, but treated as a Wrist Lock for escape purposes), Knee Lock (SPECIAL! Performed as a Leg Hold, but treated as an Elbow Lock for escape purposes)
Weapon Kata:
Modifiers to Attacks:
SKILLS INCLUDED IN TRAINING Martial Art Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi Ability automatically. In addition, select one Body Hardening Exercise.
Languages: None
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES 1st: +2 to Maintain Balance, +3 to Roll with Punch/Fall/Impact, Critical Strike from Behind
2nd: +2 to Hold/Lock*, +1 to Body Flip/Throw
3rd: +1 to Damage, +1 to Dodge
4th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
5th: +2 to Body Flip/Throw (Does 2d6 damage, instead of the usual 1d6), Critical Strike/Throw on Natural 18, 19, or 20
6th: Select one additional Martial Arts Power from Body Hardening Exercises
7th: +1 to Hold/Lock*, +2 to Maintain Balance
8th: +1 to Strike, +1 to Parry/Dodge
9th: +1 Attack per Melee
10th: +2 to Roll with Punch/Fall/Impact, +1 to Damage
11th: +1 to Body Flip/Throw, +1 to Maintain Balance
12th: +1 Attack per Melee
13th: +2 to Dodge, +1 to Hold/Lock
14th: +2 to Maintain Balance, +1 to Roll with Punch/Fall/Impact
15th: Select one additional Martial Arts Power from Body Hardening Exercises or Martial Arts Techniques.
* - Bonus to Hold/Lock is added to the character's initial atempt, as well as his/her attempt to maintain or break holds. "Holds" for this purpose include not only those techniques listed under "Holds/Locks" but also Chokes, Neck Hold/Chokes, and Crush/Squeezes.
Why Study WRESTLING? Most martial artists are lost in a grappling situation; the wrestler lives there. Provides excellent physical training as well. Weaknesses are a difficulty with multiple attackers and a lack of "internal" training.



Wrestling By Mephisto



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


NOTE #2: This is a modification of the material in Rifter 3, page 41. I completely ignore the Wrestling skill as presented officially by Palladium (my personal hatred for Pin/Incapacitate knows no bounds). Note that these abilities can be combined with martial art styles that allow them into their systems.


NOTE #3: The grapple bonus applies to all holds, locks, body block/tackles, body flip/throws, crush/squeezes, automatic grabs and grab attacks. Strike bonuses do not apply to these moves, only to hand and foot attack. The Automatic Grab is a defensive move in place of a parry (it gets to use the Grapple bonus) and if it fails then the character cannot use any escape move such as Roll with Punch/Fall/Impact or Maintain Balance to affect the damage taken.


Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills cannot be used to acquire Wrestling.
Character Bonuses: +2 to P.S., +2 to P.E., +3D6 to S.D.C.
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Sense of Strength (********), Body Flip/Throw (1D6), Body Block/Tackle (1D4), Body Hold, Grab Attack, Automatic Grab, Crush/Squeeze.


Level Advancement Bonuses: 1st: +1 Grapple.
2nd: +1 Damage.
3rd: +1 Sense of Strength, +1 Roll with Punch/Fall/Impact.
4th: +1D6 to S.D.C., add Arm Hold.
5th: +1 Maintain Balance, add Neck Hold.
6th: +1 Grapple.
7th: +1 Roll with Punch/Fall/Impact, add Leg Hold.
8th: +1 Body Flip/Throw.
9th: +1 Grapple.
10th: +1 Sense of Strength, +1D6 to S.D.C.
11th: +1 Roll with Punch/Fall/Impact, +1 Maintain Balance.
12th: +1 to P.S.
13th: +1 Grapple.
14th: +1 Body Block/Tackle.
15th: +1 Body Flip/Throw.


(*******) 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.



Wu Song Tou Kao (Wu Song Breaks Manacles) By Ray Bull <mailto:Mantisking@aol.com> Entrance Requirements: None
Skill Cost: 11 Years (Primary), 8 Years (Secondary)
An esoteric and little known style of kung fu, Wu Song Tou Kao owes it's origins to a chapter in the 12th century Chinese classic "Outlaws of the Marsh". From this novel, also known as "The Water Margin", the chapter "Wu Song goes wild at Flying Cloud Pools" provides the inspiration and foundation for this martial art. Wu Song, one of the 108 Rebels, was captured by Northern Song dynasty troops. Even though he was manacled, his martial skill was great enough to defeat his captors. In homage to the "founder" of this style, the students of Wu Song Breaks Manacles practice while pretending to be bound in manacles. At higher levels manacles are truly worn and even used as a weapon. Staff and broadsword are taught as part of two-on-one and four-on-one forms that help to prepare the student for encounters with multiple opponents.



Wu Song Tuo Kao is a quick and dynamic martial art. A student of this style is always moving; leaping, tumbling, and flipping to stay away from opponents. Strike fast and hard, then move out of range is the combat philosophy of this martial art. Preferring body and leg techniques to keep opponents at a distance and to prevent them from capturing bound hands, a Wu Song stylist will still use hand techniques when necessary.



Finding a Sifu (teacher) that teaches this style requires that the hopeful student go to mainland China. A kwoon (school) that has this style as part of it's curriculum will be rare. But one of the most famous can be found in Shanghai.
Costume: Standard Kung Fu Uniform
Stance: CHARACTER BONUSES Add 5 to Chi
Add 1 to M.E.
Add 1 to M.A.
Add 1 to P.S.
Add 1 to P.P.
Add 1 to Spd.
Add 5 to S.D.C.
COMBAT SKILLS Attacks per Melee: Two (2)
Attack Moves: Leap, Backflip
Escape Moves: Roll with Punch/Fall/Impact, Leap, Backflip
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Spin Evasion (see Ninjas & Superspies, Page 115)
Hand Attacks: Strike(Punch), Knife Hand, Spear Hand, Back Hand, Uppercut, Fingertip Attack
Foot Attacks: Kick Attack, Backward Sweep, Crescent Kick, Trip/Leg Hook, Axe Kick, Reverse Turning Kick
Jumping Foot Attacks: Jump Kick
Special Attacks: Leap Attack, Forearm, Knee, Elbow, Shoulder Ram, Body Flip/Throw (Entering Throw), Body Flip/Throw (Sweeping Throw)
Holds/Locks: Arm Hold
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: Kick Practice. Select a total of two (2) Powers from among Body Hardening Exercises, Martial Arts Techniques, or Special Kata.
Languages: Chinese (Mandarin)
Physical: Gymnastics
Weapon Proficiencies: W.P. Staff, W.P. Chinese Broadswords (Paired), W.P. Manacles: These are simply a set of bracers that fit around the wrist/forearm area and a chain, 3 feet long, linking them together. They can be made from wood, or metal. Bonuses: +1 to Strike and Entangle at Level 1. +1 to Strike at Levels 3, 5, 8, 11, and 14. +1 to Parry at Levels 4, 7, 10, and 13. +1 to Entangle at Levels 2, 5, 8, 11, and 14. Damage: 1D4 (wood), 1D6 (metal). Philosophical Training: Buddhism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Shaolin Ch'uan (7 Years), Taido (7 Years)
LEVEL ADVANCEMENT BONUSES 1st: +2 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind
2nd: +1 to Strike, Knockout/Stun from Behind
3rd: +1 to Damage, Select one (1) Martial Art Power from Body Hardening Exercises, Martial Arts Techniques, or Special Kata
4th: +1 to Backflip, +1 to Roll with Punch/Fall/Impact
5th: +1 Attack per Melee, Knockout/Stun on a Natural 19+
6th: +1 to Parry/Dodge, +1 to Damage
7th: Critical Strike on a Natural 19+, Automatically receive Weapon Kata: W.P. Manacles (The combat skills Choke, Circular Parry, Disarm, Body Flip/Throw (Hip Throw), and Trip/Leg Hook can be performed with this weapon.)
8th: +1 to Strike, +1 to Backflip
9th: +1 Attack per Melee, +1 to Damage
10th: +1 to Spin Evasion, +1 to Roll with Punch/Fall/Impact
11th: +1 to Parry/Dodge, Select one (1) Martial Art Power from Body Hardening Exercises, Martial Arts Techniques, or Special Kata
12th: +1 to Damage, +1 to Backflip
13th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
14th: +1 to Strike, Deathblow on a Natural 19+
15th: +1 to Spin Evasion, Select one (1) Martial Art Power from Body Hardening Exercises, Martial Arts Techniques, or Special Kata
Why Study WU SONG TUO KAO? Lacking only mystical skills, this martial art teaches you how to fight with bound hands.




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



The official martial art of the People's Republic of China. Wu Shu is practiced by millions of people and taught to all Communist Chinese military and espionage forces. Attention is devoted to constant motion, with attacks favored over defense.


Requirements: Three skill selections.
Attacks Per Melee: 3
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Punch, Fore-Knuckle Fist, Double-Knuckle Fist, Kick, Snap Kick, Axe Kick, W.P. Spear, Knock-Out/Stun, Critical Strike.
Level Advancement Bonuses
1st: +2 to strike.
2nd: +2 to parry and dodge.
3rd: Maintain Balance, Knife Hand, and Tripping/Leg Hook.
4th: +2 to roll with punch/fall/impact and +1 on initiative.
5th: One additional attack per melee round.
6th: Back Flip, Palm Strike, and Crescent Kick.
7th: +2 to back flip and +2 to maintain balance.
8th: +1 to strike.
9th: Somersault, Back Hand, and Wheel Kick.
10th: One additional attack per melee round.
11th: +2 to parry and dodge.
12th: Leap Attack or Jump Kick.
13th: One additional attack per melee round.
14th: +2 to roll with punch/fall/impact and +1 on initiative.
15th: Death Blow on a Natural 20.



WU TAO KUNG FU(SPLASHING HANDS) [EXCLUSIVE] By Kuseru
Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: P.P.: 8, and Spd.: 10.
Skill Cost: 8 years.
Splashing Hands, developed at a Shaolin Temple in the late 1700's is a grappling range fighting system of kung fu taught to those monks who were in charge of guarding the temple gates. Splashing Hands, named for the way the hands move as if one is shaking water from them, is prized for its hand and footwork and its simultaneous offensive and defensive techniques. Because Splashing Hands is an infighting system, the attacker must maintain grappling range. Blocks and strikes along with the rolling hands technique entice the opponent into an attack and pull him off balance. When an opponent attempts to withdraw from combat, a master stay in range striking with jabs, punches, elbows and uppercuts. Once the opponent goes down a master continues attacking until the opponent has been subdued.
Costume: Standard Kung Fu outfit.
Stance: None.
CHARACTER BONUSES +1 to P.S.
+2 to P.P.
+4 to Spd.
COMBAT SKILLS Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: Leap
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Block/Parry.
Hand Attacks: Punch, Hook, Palm Strike, Backhand, Uppercut, Knife Hand, Splashing Hand Strike(Special! This strike is a quick snapping like strike using the blade of the hand, does 2D4 damage), Fingertip Attack, Gou Strike.
Basic Foot Attacks: Kick, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Death Blow, Elbow, Knee, Combination Grab/Kick, Combination Grab/Punch.
Weapon Katas: None.
Modifiers to Attack: Pull Punch, 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 and Martial Art Techniques.
Language: Chinese.
Training Skills: Streetwise.
LEVEL ADVANCEMENT BONUSES 1st: +1 to Parry/Dodge, +1 to Initiative, +2 to Strike, Critical Strike from Behind.
2nd: +2 to Hand Strikes, Critical Strike on a Natural 19 or 20.
3rd: +1 Attack per Melee, +1 to Maintain Balance.
4th: +2 to Damage, Death Blow on a Natural 20.
5th: +1 to Strike, Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
6th: +1 Attack per Melee, +1 to Hand Strikes.
7th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20.
8th: Critical Strike on a Natural 18, 19, or 20.
9th: +1 Attack per Melee, +1 Damage.
10th: +1 to Initiative, +2 to Parry/Dodge.
11th: +1 to Strike, Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques.
12th: +1 Attack per Melee, +1 to Hand Strikes.
13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Atemi.
14th: +1 to Parry, +1 to Initiative.
15th: Select one power from Atemi.
WHY STUDY WU TAO KUNG FU? The close in strikes coupled with speed and strength along with Atemi, gives this art a lot of good offensive moves. Not great against multiple attackers
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Wudang Chuan Fa - Taoist Mountain Temple Boxing By SeonJin108
Skill Cost: 12 years
Wudang is the central combat discipline taught in the temples of the Wudangshan, or the Wudang mountains, of China. These high, hidden mountain temples were the Taoist martial centers, and many great heroes came from these schools. It is a very powerful style, focusing both on physical as well as chi power. It is the quintessential external and internal art.
Wudang takes years to master, but the training pays off in the end. Harsh physical conditioning is paired with meditation and chi building exercises. Fists are trained to strike with maximum force, and then go beyond that force by channeling one's Chi into the punch. Wudang teaches both striking and grappling, and is adept at combat at all ranges. Like Shaolin Chuan Fa, Wudang is a superb art with very little limitation.
Because of the hard to reach location of the Wudang temples, this style is virtually unknown in the West. To study Wudang, one must travel to China, to one of the temples. That journey can be an adventure in itself.
Entrance Requirements: No Attribute or Alignment requirements, although those of Taoist alignment are preferred.
Costume: Loose tunic and pants
Stance: An almost absurdly low back stance with hands held out open palmed.
Character Bonuses Add +10 to Chi
Add +1 to ME
Add +1 to PE
Add +1 to PP
Add +1 to PS
Add 10 to S.D.C.
Combat Skills Attacks per Melee: 3
Escape Moves: Leap, Maintain Balance, Roll with Punch/Fall/Impact
Basic Defensive Moves: Automatic Parry, Dodge, Parry
Advanced Defenses: Circular Parry, Combination Parry/Attack, Multiple Dodge, Power Block/Parry
Hand Attacks: Backhand, Claw Hand, Fingertip Strike, Fore-Knuckle Fist, Knife Hand, Palm Strike, Power Punch, Punch
Basic Foot Attacks: Backward Sweep, Crescent Kick, Kick Attack, Reverse Turning Kick, Snap Kick, Tripping/Leg Hook, Wheel Kick
Jumping Foot Attacks: Flying Jump Kick, Flying Reverse Turning Kick, Jump Kick
Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Combination Parry/Attack, Death Blow, Disarm, Elbow, Forearm, Knee, Leap Attack, Paralysis Attack
Holds/Locks: Arm Hold, Arm Lock, Leg Hold, Neck Hold
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear
Skills Included in Training Martial Art Abilities & Powers Select two from among Chi Mastery Abilities (including Advanced) and/or Martial Art Techniques, Specialty Forms (including Chi Forms). Recommended powers are: Chiatsu, Tamashiwara, and Fist Gesture.
Language Skill: Chinese (Mandarin Dialect)
Training Skills: Acrobatics, Calligraphy, Fasting, Feng Shui, Mediation, Prowl
Philosophical Training: Taoism
Level Advancement Bonuses 1st: +2 to parry and dodge, +1 to strike, +2 to roll with punch/fall/impact
2nd: +2 to damage
3rd: Select one addition Chi Mastery Ability and/or Martial Art Techniques, Specialty Forms (including Chi Forms).4th: +1 attack per melee, knock-out/stun on natural 19 or 20.
5th: +1 to hand strikes and +1 to damage
6th: +1 to strike
7th: Select one addition Chi Mastery Ability and/or Martial Art Techniques, Specialty Forms (including Chi Forms).
8th: Double existing Chi
9th: +1 attack per melee, knock-out/stun on natural 17 or better
10th: +2 to roll with punch/fall/impact
11th: Select one addition Chi Mastery Ability and/or Martial Art Techniques, Specialty Forms (including Chi Forms).
12th: +1 to parry and dodge, +2 to damage
13th: Select one addition Chi Mastery Ability and/or Martial Art Techniques, Specialty Forms (including Chi Forms).
14th: +1 attack per melee, knock-out/stun on natural 16 or better
15th: Add one Xian Chi
Why study Wudang Chuan Fa? A perfect all-around martial art, combining hard external techniques with soft internal Chi training.

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