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Martial
Arts
ACS (Astral Combat System)
(x2/2.5/3)
Attack (Punch): +1 die (2/3/4); M stun Defense (Dodge): +1 die
(2/3/4) Linked Attribute: Intelligence and Willpower Special
abilities: - minimal Intelligence and Willpower 5 - this ‘combat
system’ can be used in astral space normally when astral projecting, with
+1 TN modifier when using astral perception and with +2 TN in ‘real
world’ - bonuses from this ‘combat system’ can be used only in astral
space when astral projecting - initiatve in astral combat +1
(1/2/3) - attack strength in astral combat +1
(1/3) Description: This ‘combat system’ was created by Aztechnology
corporation after a years of reserch. The priority of this project was to
create a combat skill that will guarantee to Aztechnology mages
superiority in Astral Space. Mages use simple attacks and dodges, the main
target of this combat system is mind training. Thats why this combat
system is almost usless in normal world. ACS is used almost exclusively by
Aztechnology mages.
Aikido
(x2.5/3/3.5)
Attack (Hold): used only after successful defense technique Defense
(Throw, Dodge): +1 die (1/2/3); -1TN(5) Linked Attribute:
Quickness Special abilities: - atemi strike: this is very lethal
punch learned only by the greatest masters (the minimum aikido rating 15
is required), its damage code is (Str-2) S Physical, it can only be used
as counterattack (6) - students of aikido are skilled in throwing
opponent using his own strength, that's why throw damage code is (1/2
opponent Body + 1/4 enemy attack strength + 1/4 aikido skill) M (2) -
fighting against multiple opponents –1TN (2) - aikido can be used with
Boken and Jo as default, +2TN Description: Aikido was founded in
1941 by Morihei Ueshiba and derived from older Aikijutsu. Aikido uses
strength and momentum of the opponent's attacks to throw him off the
balance. It teaches many throws, grabs and holds, but few punches (mainly
so-called "atemi" - originally they were lethal strikes to opponent's
vital points, but today they are used as light, distracting strikes).
Aikido, beside teaching how to fight unarmed, uses "jo"-long staff and
"boken" - bamboo or wooden sword. This style has many analogies with
"kenjutsu"- Japanese sword fencing style. Skilled "aikidoka"-this term
means "one who trains aikido"-can take on several opponents, using their
attacks against them, throwing one into another and so on. Aikidoka wears
"hakama"-wide pants similar tosplit skirt and jacket similar to that worn
by karatekas. In Sixth World, one of the most skilled aikidokas is Cedric
Seth, also master of Karate Kyokushinkai and quite good Thai
boxer.
Bojutsu
(x2/2.5/3)
Attack (Bash, Smash): +1 die (2/4) Defense (Parry, Dodge): +1 die
(2/3/Parry only: 4); Parry only: -1 TN (5) Linked Attribute:
Strength Special abilities: - this martial art uses only staff,
Bo - attack power +1 (2) - great blow: +2TN, Power Level+1, Damage
Level+1 (4) - stunning blow: this is a blow targeting temple with the
ending of the Bo, it requires a lot of skill but it'll send almost anyone
on the ground unconscious, increase target number by one, damage done is
(str+3) D stun, damage can never become physical when using this ability,
this ability can be purchased only with Bojutsu minimum rating of 10
(4) Description: This is Japanese martial art, it teaches fighting
with a staff called Bo. This martial art concentrates on attacks as well
as on defense, it is common technique for its practitioners to wait and
parry incoming attack and then fast counterattack so opponent don't have
time to defend himself. To study real Bojutsu one must go to Japan.
Boxing
(x2/2.5/3)
Attack (Punch): +1 die (1/3/5); -1TN (6); M stun; S stun (3) Defense
(Block, Dodge): +1 die (1/2) Linked Attribute: Strength Special
abilities: - block and dodge in Boxing can be used only against punches
normally, if used against other type of attack recive +2 TN modiefier -
opponents knockdown target number: +1 (1/2/2/3) - subtract 1 from
opponents attacks strength when blocking (1/2/2/3)
Description: This unarmed fighting style concentrates exclusively
on punches. Until 1865 boxers were fighting usually with bare hands and
fights were illegal. Then Marquis of Queensberry created a set of rules,
that are almost the same as contemporary boxing rules (padded gloves,
rounds etc.). Boxing teaches also punch ducking and punch blocking, but is
almost useless against other attacks.
Capoeira
(x2/2.5/3)
Attack (Kick, Sweep): +1 die (2/3); M stun Defense (Dodge): +1 die
(2/3/4) Linked Attribute: Quickness Special abilities: -
required skills: dance minimum 3; acrobatics: capoeira cannot be raised
above two times acrobatics skill - every round opponent must make
surprise test, if he’s surpassed he receives +1 TN modifier for all
attacks against character during this round, if he’s not surprised,
nothing happens (4) - knife fighting: character can fight with knife
using Capoeira (4) Description: Capoeira is a Brazilian martial art
developed by slaves brought to South America from Africa. It grew out of
dance. Fighters wanted to look like they were 'dancing' so they could
avoid being punished if they were caught fighting. This style retains the
affinity to music and dance today. It is typically practiced to musical
accompaniment. Capoeira uses almost no hand techniques, but relies instead
on kicks and acrobatics. Some "capoeiristas" incorporated knife-fighting
techniques into their repertoire.
Carromeleg (x2.5/3/3.5)
Attack (Punch, Kick): +1 die (2/3/Kick only: 4); M stun Defense
(Block, Dodge): +1 die (2/3/Dodge only: 4); Dodge only: -1TN(5) Linked
Attribute: Quickness Special abilities: - required attribute:
quickness rating minimum = 6 - Disarm: every time character attacks or
counterattacks he can chose to in addition to normal punch or kick to
disarm opponent, the normal attack or defense test have then additional
+2TN modifier and if its successful the opponent is disarmed and takes
damage, this attack cannot be combined with any other special abilities
(4) - Stun: every time character attacks or counterattacks he can chose
to in addition to normal punch or kick to stun opponent, the normal attack
or defense test have then additional +2TN modifier and if its successful
the opponent is stunned for next combat phase and have +2TN for all tests,
this attack cannot be combined with any other special abilities (4) -
Evade: if character dodges and chooses not to counterattack he receives no
penalties for multiple opponents (2) - Quick attack: this is very fast
and hard to block attack, but it have little strength, opponent receives
+1TN to defense technique and damage level is (Str-2) L stun (4)
Description by Fetch: The Elven martial art; it emphasizes speed
over strength. It is a very rare martial art to see on the streets, only
the elves of the Tir should know it! The elves gained their inspiration
from nature and how it compensated for its own weaknesses, and exploited
others.
Cedric-Ryu (x3/3.5/4)
Attack (Punch, Kick,only combined with defense technique: Hold): +1 die
(2/3/kick only:4); -1TN(5); M stun; S stun (3) Defense (Throw, Dodge):
+1 die (2/3); -1TN(5) Linked Attribute: Quickness and
Strength Special abilities: - this Martial Art is extremely
difficult to learn and only people incredibly fit can learn it, required
attributes body, strength and quickness of 4 - killing strike: hit with
open hand in eyes or neck, +2 TN, D Physical (3) - attack strength +1
(1) - special throw: damage code is (1/2 opponent Body+1/4 enemy attack
strength+1/4 Cedric-Ryu) M (2) - multiple opponents combat –1TN
(2) - disarm: this ability works like defense technique but in order to
use it character have to delay his action and use it when his opponent
attacks, no negative weapon range modifiers apply, character can use
defense bonuses (base TN=4), and combine it with another defense technique
(yup, he can disarm, throw and punch) (3) Description: This style
was founded around year 2078 by Cedric Seth, famous martial artist and
physical adept. Cedric is exceptionally skilled aikidoka, master
Kyokushinkai karate, Muay Thai and melee weapons expert. Cedric-ryu
combines these three combat styles into lethal unarmed combat system.
Powerful, high kicks come from Kyokushinkai and low vicious knee strikes
from Muay Thai, hand techniques are mainly based on Thai Boxing punches
and all 'soft' techniques (throws, grabs, holds) came from Aikido. An
integral part of Cedric-ryu training is learning how to defend against
armed opponent (this includes opponent with firearm). This style teaches
disarming, sudden, unexpected attacks and stunning opponents.Today, it is
taught only to Seth's two students Deborah and Timothy.
Choi Kwang Do (x2/2.5/3)
Attack
(Punch, Kick, Hold): +1 die (3), M Stun Defense (Dodge, Block, Throw):
+1 die (2/3/Dodge only: 4) Linked Attribute: Quickness Special
abilities: -
because this style is very easy to learn, for the first three ratings of
this skill use the following Skill Improvement Cost x1.5/2/2.5
- due to lack of full contact training, up to rating 3 of Choi
Kwang Do practitioners have +1 TN to all TN in “real combat” with Choi
Kwang Do - fall damage strength while resisting damage from throws –1
(1/2) - thanks to development of self-discipline and
self-control practitioners of Choi Kwang Do roll one additional die in
morale based willpower tests, this power can be bought only after 4 rating
in Choi Kwang Do (1) - fighting against multiple opponents
–1 TN (2) Description: This martial art was created by
Tae Kwon Do grandmaster Kwang Choi. However, it is significantly different
from many traditional martial arts such as karate and Tae Kwon Do.
Rather than hard punches and kicks, and rigid body positioning, which can
be injurious to the health of muscles and joints when practiced over a
long period of time, Choi Kwang Do utilizes "natural" body movements which
are far less likely to cause stress-related injury. It emphasizes
practical self-defense through easy moves and spiritual self-cultivation
over success in sports competitions. In fact free sparring and
participation in competitive tournaments are avoided in Choi Kwang Do;
rather, in favor of confidence-building through a "win/win teaching
technique."
Chung Moo
Doe (x2/2.5/3) Attack (Thrust, Sweep, Slash, Bash, Smash): +1
die (2/4) Defense (Dodge, Parry): +1 die (2/Parry only: 3) Linked
Attribute: Strength Special abilities: - Chung Moo Doe is usable
with all kinds of close combat weapons, choose one weapon per 1 rating
point in Chung Moo Doe; 1 weapon at rating 1, 2 weapons at rating 2, 3
weapons at 3 and so on - practitioners of Chung Moo Doe can use all
weapons that they haven’t chosen as default with +2 TN -
reaction in armed combat for purposes of calculating initiative and
reaction tests +1 (1/3) - attack power +1 (2) - disarm: this special
technique is usable with any attack technique, roll attack test with +1 TN
modifier, if you win, your opponent have to roll strength or armed combat
skill against attacks power and he have to accumulate more successes than
your net successes or he will be disarmed; if you loose the combat is
calculated normally (4) Description: This
martial art seeks to improve the mental and physical discipline of its
practitioners through weapons training. Followers of Chung Moo Doe
believe that practicing with weapons allows for greater health and
spiritual benefits than empty hand training do. Therefore, this
martial art is somewhat unusual in that it lacks a barehanded
system.
Commando
Training (x2.5/3/3.5)
Attack (Punch, Kick, Sweep, Throw, Hold): +1 die (2/3/4); M stun; S
stun (3) Defense (Block, Throw, Dodge): +1 die (2/Block and Throw:
4) Linked Attribute: Strength Special abilities: - required
minnimum body and strength attributes of 4 - +1 attack strength
(1) - neck breaker: it must be declared before Hold technique,
character makes hold attack at +1TN, after successful hold, character can
declare that he is breaking opponents neck, he must make normal strength
opposed test, if he gathers three successes on this test he kills his
opponent (6) - soldiers are skilled fighting in armour that's why they
can carry heavy armour limiting its negative effects; increase Quickness
by 2 only for purpose of determining the combat pool loss because of heavy
armor (1/3) - killing strikes: this technique is very hard to learn
(minimum Commando Training rating is required, for lv.1 rating 4; lv.2
rating 8; lv.3 rating 12), it is series of methods of killing with bare
hands, and have three levels: 1) +2 TN, (Str) M Physical, 2)+1 TN, (Str) S
Physical, 3) (Str) D Physical (3/4/5) Description: This Martial Art
was created for purpose of training special forces troops in hand to hand
combat. It consist most deadly and nasty techniques of all other Martial
Arts and combines them in incredibly effective Killing Art. This Martial
Art doesn’t look to graceful or impressive and it doesn’t concentrate on
dodging incoming attacks, it rather specializes in doing most damage with
quick and brutal kicks and punches stunning or killing opponents.
Coppo
(x2.5/3/3.5)
Attack (Punch): +1 die (2/3/4); -1TN(5); M stun; S stun (3) Defense
(Dodge): +1 die (2/4) Linked Attribute: Quickness Special
abilities: - character can deal physical damage with his hand to hand
attacks (4) - character can use Coppo rating like strength during
attack, this power can be purchased after the skill rating of 10
(5) Description by Fetch: Coppo was a part
of Ninjutsu but over a years (till 2050) it evoluated in to separate
martial art. Coppo is a rather vicious martial art that specializes
in studying the weak points in the human anatomy and exploiting those with
bone-crunching strikes. A hit from a Coppo expert is likely to snap the
bone cleanly without much force being applied.
Cyber-Do
(x3/3.5/4)
Attack (Punch, Slash, Thrust): +1 die (2/3/4), -1TN (6), M Stun, S Stun
(3) Defense (Parry, Block, Dodge): +1 die (2/6) Linked Attribute:
Strength Special abilities: - this style can be used with cyber
weapons: spurs, razors, hand blades etc. - subtract 1 from opponents
attacks power when blocking or paring (1/3) - attack power +1
(1/2/3/4) - hard block: when blocking unarmed opponents attack,
character deals (opponents Str) M Stun damage but must make damage
resistance test against (1/2 opponents Str) M Stun. If he wins conflict he
deals damage for block, and eventually attack (but he must divide
successes between two hits because he is counterattacking), but if lose,
he must make damage resistance test twice. (2) Description: This
"martial art" was created in year 2043 by great martial artist J. Lion who
lost his own arms and had implanted a pair of cyberarms. This fighting
style uses advantages of cyber implants, their strength, hardness and
endurance. Cyber weapons can be used with this style too, some of them
are: spurs, razors, hand blades. This is very brutal martial art, attacks
have great strength and accuracy.
Daito-ryu Aiki Jiujitsu
(x2.5/3/3.5)
Attack (Hand,
Hold): +1 die (2/4), M Stun Defense (Throw, Dodge): +1 die (1/2/3);
-1TN(6) Linked Attribute: Quickness Special abilities: - students
of this art are skilled in throwing opponent using his own strength,
that's why throw damage code is (1/2 opponent Body + 1/4 enemy attack
strength + 1/4 Aiki Jiujitsu skill) M (2) - fighting against multiple
opponents –1TN (2) - attack power in close combat +1 (2) - in
Japanese corporate settings, or among high-ranking yakuza character have
+1 die to his Etiquette skill or if he doesn’t have Etiquette skill he can
use his score in Aiki Jiujitsu as Etiquette skill up to maximum rating of
3 (1) Description: This martial art focuses on putting mind and body
in balance with the spirit that pervades the universe, developing oneself
as a person, and contributing to society. It is less a savage combat
art, and more a Zen-do, a pathway to enlightenment. It was founded
by while Shinra Saburo Yoshimitsu, who was both a deadly warrior and a
refined gentleman who had great skill in the sho, a musical
instrument. One day, while observing some dancers who were
accompanying his music, he saw that while their movement was fluid and
graceful, they admitted no openings ("suki"). This revelation
revealed to him the principle of non-form ("mukei") and the deepest
essence of aiki. Yoshimitsu passed his marital art on to the Takeda
family, who preserved the art until their annihilation in 1573 following
the death of the great general Takeda Shingen. However, a man named
Kunitsugu, who was a distant relative of the house of Takeda, still knew
the art. He became a counselor under Hosina Masayuki (1611-1673), to
whom he taught his secret martial art. Masayuki in turn combined
Kunitsugu's teachings with court etiquette and some other martial arts,
and developed the fighting art which would be used by his family for
generations.
Do
(x3/x3.5/4)
Attack (Punch, Kick, Throw): +1 die (1/2/4/6), -1TN(5), M Stun, M
Physical (5) Defense (Block, Dodge): +1 die (2/4/6) Linked
Attribute: Quickness Special abilities: - Every time when anyone
use throw technique on Do master he can add half of his Do skill to
resistance damage test, if he resist all the damage it means that he’ve
landed on his feet and receives no penalties for being thrown (1) -
masters of Do have archived to control their body and thus can even
displace their bones, add 1/2 of Do skill to any Escape Artist skill test
(3) - attack strength +1 (1/3) - simulate death: Do master can
simulate his death almost perfectly, any test trying to detect if he is
alive are made with +1/2 Do TN modifier; this ability can only by
purchased with minimum Do rating of 15 (4) Description: "Do" means
way, the students of Do believe that whole life is their way and they
should follow it. Very often Do practitioners have their Code, and they
always try to act according to it. Do is very primal Martial Art, it's
attacks are very powerful and accurate. There are two styles of Do
internal and external, the practitioners of Internal Do concentrate on
accuracy of their attacks while external style on power of the attack. Do
students devote many time to mind and body exercises and some of the reach
such a perfection that they can displace their bones or like some of the
greatest Do masters can simulate their death.
Escrima
(Arnis, Kali) (x2.5/3/3.5)
Attack (Thrust, Slash, Bash): +1 die (2/3/4) Defense (Parry, Dodge):
+1 die (2/4) Linked Attribute: Quickness Special abilities: -
this style uses following weapons: Chako, Yoyo, Buntot page, Sibat, Tabat
Maliit, Bangkaw, Saber, Daggers, Knives, Balisong - after character
learn how to use all weapons, he can start learning unarmed techniques
(after reaching skill rating 10): Attack techniques: Punch, Kick (3);
Defense Tehniques: Dodge, Block (3); and after purchasing techniques
character can purchase attack bonuses: +1 die (2/3/4) - attack power
+1, usable only with weapons (1/3) - initiative in melee combat (either
with or without weapon) +1 (1/3) Description: Philippines martial
arts are named Arnis de mano, which means combat using several types of
melee weapons. Unarmed combat techniques are secondary in importance. Ago,
it's been called Kali, nowadays the most often name is Escrima, which
means simply 'combat'. Escrima divides,according to Philippine's, into
three substyles: North, South and middle Philippines styles. Training
begins by learning how to fight with weapons, later without them. This is
opposite to all other unarmed Martial Arts styles incorporating weapon
fighting techniques, which teach first unarmed techniques, later with
weapons. Kali uses mainly so called Philippines sticks, but also many
others: Chako, Yoyo, Buntot page, Sibat, Tabat Maliit, Bangkaw, Saber,
Daggers, Knives, Balisong.
Fencing
Fencing is an art of
sword-fighting developed in Europe during Renaissance period. It uses
long, light swords (like foils, rapiers and epees) and sometimes daggers.
Some fencing styles also teach fighting with heavier stuff like sabers or
cutlasses. There are many schools of fencing, here are four
examples:
French Schools
(x2.5/3/3.5)
Attack (Thrust): +1 die (2/4) Defense (Parry, Dodge): +1 die
(2/3/4); -1 TN (6) Linked Attribute: Quickness Special
abilities: - usable with rapier and light swords - riposte: fencer
can delay his action instead of attacking, wait for incoming opponents
attack, parry it, and quickly respond; if fencer successfully parries
attack, he resign from his counterattack and uses delayed action to
attack, opponent have then +1 TN to his defense technique (3) - light
slash: this is quick but very feeble attack, opponent have +1 TN to
defense technique but damage code is (standard weapon power) L physical,
damage can't in this way exceed L physical, can only be used as attack
technique (3) - fighting against multiple opponents -1 TN
(2) Description: It emphasizes on parrying and then
counterattacking. French stylists often fight defensively, waiting for
opponent's strike.
Italian Schools (x2.5/3/3.5)
Attack (Thrust): +1 die (2/3/4) Defense (Parry): +1 die
(2/3) Linked Attribute: Quickness Special abilities: - usable
with rapier, light sword and dagger or cloak as second weapon - light
slash: this is quick but very feeble attack, opponent have +1 TN to
defense technique but damage code is (standard weapon power) L physical,
damage can't in this way exceed L physical, can only be used as attack
technique (3) - two weapon combat: when using main gauche as second
weapon fencer have only +1 TN to main hand and +3 to off hand instead of
standard +2/+4 for using two weapons (3) - attack power +1 (2) -
initiative in armed combat (with fencing only) +1 (1/3) - tricks: with
the use of cloak (it can be jacket or something similar) fencer can gain
superiority in fight, make a surprise test, if fencer loses, nothing
happens, if he wins, he can either decrease his or increase opponents
combat test target number for his next attack or defense by 1 for every 2
successes up to maximum 3 (6) Description: It is more aggressive,
emphasizes speed of attack. It often uses cloak or dagger as second
'weapon'.
Scottish Schools
(x2.5/3/3.5)
Attack (Thrust, Slash): +1 die (2/3/4); -1 TN (5) Defense (Parry):
+1 die (2/4) Linked Attribute: Strength Special abilities: -
usable with claymore sabers - attack power +1 (1/3) - initiative in
armed combat (with fencing only) +1 (1/3) Description: This school
uses Claymore sabers, emphasizes speed, agility and forceful
blows.
Spanish Schools
(x2.5/3/3.5)
Attack (Thrust): +1 die (2/3/4); -1 TN (6) Defense (Parry): +1 die
(2/3) Linked Attribute: Quickness Special abilities: - usable
with sword (only with light ones), rapier, epee or similar, and
main-gauche (long dagger) as second weapon - two weapon combat: when
using main gauche or dagger as second weapon fencer have only +1 TN to
main hand and +3 to off hand instead of standard +2/+4 for using two
weapons (3) - initiative in armed combat (with fencing only) +1
(1) - riposte: fencer can delay his action instead of attacking, wait
for incoming opponents attack, parry it, and quickly respond; if fencer
successfully parries attack, he resign from his counterattack and uses
delayed action to attack, opponent have then +1 TN to his defense
technique (4) Description: It is probably most known fencing school.
It uses main weapon (rapier, epee or similar) and main-gauche - long
dagger customized to parrying as second weapon.
Gedrian, Wolfs Dance (x2.5/3/3.5)
Attack (Punch, Weapon Attack): +1 die (2/3/4); M stun Defense
(Dodge): +1 die (2/4) Linked Attribute: Quickness and
Willpower Special abilities: - this style can be used in both astral
space and normal world with all bonuses guaranteed by it – in berserk
(Wolf Shaman Disadventage; SR3 166) practicioner have attack power +2
(1) – this style can be used with Knife (1) and in form of the wolf
(2) - increase initiative in close combat and astral space by +1
(1/3) - war dance: to start the war dance shaman have to be wounded and
make a Willpower (10) test, if he succeeds his condition monitor ‘is
turned off’, he recives no damage modifiers but don’t control his total
damage (GM should secretly keep the track of inficted damage); this lasts
untill fight is over or shaman falls uncouncious; this power can be
purchased first after the rating 10 in Gedrian
(5) Description: Bacause Wolf Shamans are born fighters, many kinds
of fighting styles was used by them over years, before finally Red Claw
codified them in a form of martial art in 2050. Since then many young wolf
shamans come to Red Talon or one of his oldest students to learn it.
Gedrian is very fast and dangerous style, it learns how to fight with
hands, knife, tomahawk and in wolf form for shamans who can take shape of
wolf (e.g. with use of spell). It teaches alsow how to fight in Astral
Space. The second name, Wolfs Dance was given, bacause shamans during the
fight move like they had making ritual dance.
Hapkido (x2/2.5/3)
Attack (Punch, Kick, Hold): +1 die (2/3/Kick only: 4); M
stun Defense (Dodge, Throw): +1 die (2/3) Linked Attribute:
Quickness Special abilities: - Fighting against multiple opponents
–1TN (2) - Quick attack: this is very fast and hard to block attack,
but it have little strength, opponent receives +1TN to defense technique
and damage level is (Str-2) L stun (4) - character can stun his
opponent using hold technique: after 3 combat phases of holding opponent
is stunned and unconscious (3) - character receives +1 to reaction only
for purposes of determining initiative (1/2/3) Description: Hapkido
means "Way of coordinated power". It originated in early 20th Century.
This style is practical, designed for actual combat use. Hapkido
synthesizes techniques from other styles like Hwarang-Do, Aikido or
Jujutsu attempting to teach the best aspects of 'soft' and 'hard' styles
alike. It uses more kicks than punches, just like most Korean styles.
Usually Hapkidoka will try to end combat quickly with fast preventive
attack.
Ho-Tien-Hi (x2/2.5/3)
Attack (Punch, Kick): +1 die (2/4); M stun Defense (Block, Dodge):
+1 die (2/3/4) Linked Attribute: Quickness Special abilities: -
when punching Ho-Tien-Hi student can increase own attack strength by
spending one complex action by 2 (max +4), and can dodge during the time
of generating blows strength but can’t attack (2) - when blocking
Ho-Tien-Hi student can decrease opponents attack strength by spending one
complex action by 2 (max -4), and can dodge during the time of generating
block energy but can’t attack (2) Description: Ho-Tien-Hi is very
soft martial art, all attack and defense techniques relay on the inner
energy of the practitioner. Students of this martial art can either
cumulate this energy to deprive incoming attack of strength or use this
energy to increase own attack power.
Iaijutsu (x3/3.5/4)
Attack (Slash): +1 die (2/2/4); -1TN (5) Defense (Parry): no
bonus Linked Attribute: Quickness Special abilities: - this
style is usable with Katana only - initiative in melee combat with
katana or when drawing katana +1 (1/2/2/2/3/3) - attack’s Power +1
(2/3) - reduce modifier for fighting in hard conditions by 1 (1/3) -
character can make quick draw test with katana, for purposes of this test
increase reaction by 1 (4/2/1) Description: This martial art teaches
lightning sword drawing, making a slash and sheathing the weapon with one
smooth move. Iaijutsu teaches also drawing sword in hard or uncommon
conditions. The key to victory is speed and surprise. In confrontation
with master of Iiaijutsu no one stand a chance, just no one is so fast to
draw a sword.
Jeet Kune Do (x2.5/3/3.5)
Attack
(Kick, Punch, Hold, Throw and Sweep): +1 die (2/3/4); -1TN (6); M
stun Defense (Dodge, Block and Throw): +1 die (2/3/4); Linked
Attribute: Body and Quickness Special abilities: - you cannot raise
your JKD skill above two times Athletics skill - power in unarmed
combat +1 (2/3) - initiative in melee combat +1 (2/3) - Bil Gee: you
thrust your leading hand towards your opponent's eyes with your fingers in
a "nukite" ("spear hand") position, this is not a hard strike;
rather, the entire emphasis is upon the speed and accuracy of delivery The
opponent's eyes are tapped very quickly, which creates an opening during
which the JKD practitioner can attack. This movement telegraphs very
little and can be executed with amazing speed; (Str-3)L Physical, if the
hit was accurate the opponent receives +1 TN to all combat test in
addition to any injury modifiers. If damage from this hit reaches Serious
level the opponent is temporary blind until damage is healed. If damage
reaches Deadly level the eyes are lost (5) - "Empty move
slot": Since Bruce Lee himself studied and adopted principles from
many different fighting styles into JKD (including Western fencing,
Western Boxing, Jiujitsu, and Wrestling, in addition to various Chinese
styles), JKD fighters with a skill of 6 or more are able to purchase one
special move or modifier from another martial art, but its cost is
multiplied by x1.25; However, to incorporate these moves, the JKD
practitoner must find a competent instructor and any move taken will have
to have GM permission (cost
various) Description It is Bruce Lee who created Jeet Kune Do
- "The Way of the Intercepting Fist". After studying several martial arts,
Bruce decided that reliance on limited set of manoueuvres and techniques
made them obsolete. So, he catalogued all of the ways that human body can
be used to attack or defense and then created a simplified, versatile and
practical fighting style with no apparent patterns. He used to say: "Use
whatever works". That is the motto of this martial art. It uses simple yet
effective strikes like elbow smashes or knee strikes and likewise uses
"atemi", distracting techniques used mainly in aikido. It uses also many
throws and grabs, well, just almost all kinds of techniques. Follow
this Link if you want to read more about Bruce Lee and
JKD.
Jujutsu
(x2/2.5/3)
Attack (Sweep, Hold, Throw): +1 die (2/3/Hold and Sweep: 4); -1TN but
only Hold (5) Defense (Block, Throw, Dodge): +1 die (2/3) Linked
Attribute: Quickness Special abilities: - masters of this Martial
Art can hold their opponents so hard that they can’t move, after
successful hold attack victim must make successful opposed Willpower or
Body test against opponents Ju Jitsu or Strength (whichever is grater) or
have +2 TN to any action he wants to take (2) - escaping hold –1 TN, +1
die (1) - negative modifier for fighting on the ground is lowered by 1
(1/2) Description: Jujutsu is a Japanese fighting style originated
about 1,200 years ago. It uses many throws, grabs, holds and teaches how
to fight on the ground. Many of its techniques are very dangerous,
especially those that target joints. The main tactic is to force opponent
to the ground and finish him.
Judo
(x2/2.5/3)
Attack (Throw, Sweep, Hold): +1 die (2/2/ Throw, Sweep: 4); Defense
(Dodge, Throw): +1 die (2/3) Linked Attribute: Strength Special
abilities: - judoka learn to fall safely, reduce the power of falling
by 1 (1) - students of judo are skilled in throwing opponent by
throwing them off the balance, that's why throw damage code is (1/2
opponent Body + 1/4 own strength + 1/4 judo skill) M
(2) Description: Judo is a Japan martial art founded and developed
by Jigoro Kano. It is based on ancient and more aggressive "Jujutsu". This
style involves many throws, grabs and holds but no kicks or punches.
First, student learns how to fall safely, secondly how to maintain balance
and at the same time throw his opponent off the balance. Judo is very
effective self-defense art yet the most popular martial art
sport.
Kailindo
(x2.5/3/3.5)
Attack (Claw Rake, Bite): +1 die (2/3/4); L physical; M physical
(3) Defense (Dodge): +1 die (3) Linked Attribute:
Strength Special abilities: - to perform all attacks character needs
claws and/or fangs - required attribute: body, strength and quickness
of 4 - attack strength +1 (1/2) - ram attack: add 1/2 characters
body to opponents knockdown test (2) - cripple extremity: with powerful
swing character can cripple opponents arm or leg by tearing his sinews;
+2TN (Str+2)L; if the damage level reaches serious the extremity is
crippled and cannot be used (the damage level cannot exceed serious I this
way) (4) - throat attack: +2TN D physical (6) Description: This
martial art was created by one of the shapeshifters and until now known
only to them, mainly because its highly specialized and for normal
metahuman (without cybernetic enchantments) almost unusable. This martial
art uses as advantage their greater strength, quickness, toughness and of
course their claws. It is very brutal because shapeshifters strength and
his claws are together incredibly dangerous and usually his attack leaves
opponent bleeding on the ground if not crippled or dead.
Kaitsu
(x2/2.5/3)
Attack (Punch, Kick, Throw): +1 die (2/3/4); M stun; S stun
(4) Defense (Dodge): +1 die (2/3) Linked Attribute:
Willpower Special abilities: - character can add 1/2 of his Kairsu
skill to reaction when making surprise test (2) - all Willpower based
morale tests in combat have –2TN modifier (1) Description: Kaitsu is
a martial art derived from Zen Buddism group known as Kai Lao. Their
philosophy concludes that thanks to the cosmic balance the Kai Lao
followers are invincible. That's why they are almost never surprised and
incredibly brave. Their attacks are known to be simple and
accurate.
Kalaripayit (x3/x3.5/4)
Attack (Punch, Hold, Weapon attack): +1 die (2/3/Punch only: 4); Punch
only: -1TN (5); M stun Defense (Dodge, Block): +1 die (2/3) Linked
Attribute: Strength Special abilities: - Stick fighting (3); this
ability can be purchased after the rating 5 - Fighting with other
weapons: Staff (2), Knife (2), Sword (2), this ability can be purchased
after the rating 8 - knowledge of 108 vital points of human body, after
each successful hit opponent have +1 TN for his next combat phase, this
ability can be purchased after the rating 8, required skill: Anathomy 6
(3) - Killing punch: (Str-2) D physical; this ability can be purchased
after the rating 10, required skill: Anathomy 10
(6) Description: Kalaripayit (it means 'battlefield practices') is a
southern India martial art. There are several regional substyles.
Kalaripayit fighters train in four levels: Verumkai: unarmed fighting;
Kolthari: fighting with stick; Angathari: fighting with other weapons;
Marmadi: knowledge of 108 vital point of human body and how to use them to
hurt or heal.
Karate
Karate (meaning 'empty hands'
or 'Chinese hands') is a popular martial art that originated in Okinawa in
the 5th century AD. It developed mainly after Japanese invaders forbade
the Okinawans to carry weapons. It uses punches and kicks, but no grabs
nor throws. Karatekas often learn Kobujutsu, an Okinawian armed fighting
style. Karate is divided into many substyles and schools. There are a few
most known:
Goju-ryu (x2/2.5/3)
Attack (Punch, Kick): +1 die (2/3/4); M stun; S stun (3) Defense
(Block, Dodge): +1 die (2/Block only: 4) Linked Attribute:
Strength Special abilities: - required minimum body of 4 -
subtract 1 from opponents attacks strength when blocking (1) - add one
die to damage resistance test in hand to hand combat, minimum 5 body
required (2) Description: It is Chojun Miyagi who is cosidered
founder of Goju-ryu. It means 'hard-soft style'. It emphasizes receiving
blows with minimalizing their effects (special breath control and muscle
tension techniques). This style concentrates on 'real-life' combat, when
sometimes it is better to withstand blow and respond with stronger and
more effective one. It emphasizes stamina, willpower and pain
resistance.
Kyokushinkai (x2/2.5/3)
Attack (Punch, Kick): +1 die (2/3/Kick only: 4); M stun ; Kick only: S
stun (3) Defense (Block, Dodge): +1 die (2/3) Linked Attribute:
Strength Special abilities: - required minimum body and strength of
4 - Tameschiwari: half the barrier rating up to Karate rating (1) -
+1 Kick attack strength (1) Description: "Kyokushin" means 'The
Truth coming from South', "kai" - 'organization, group'. This style is
based mainly on Goju-ryu with some elements from Korean martial art
styles. It was founded by Korean martial artist Young-I-choi who came to
Japan and changed his name to Masutatsu Oyama. It is very demanding style
that concentrates on toughness, strength and general fitness. Kyokushinkai
is especially known for its high, dynamic and strong kicks.
Shito-ryu (x1.5/2/2.5)
Attack (Punch, Kick, Sweep): +1 die (2/3); L stun; M stun
(3) Defense (Block, Dodge): +1 die (2/3) Linked Attribute: Quickness
Special abilities: - Character acts as he had highest initiative
score in case of Initiative Ties, when two characters have the same or
similar ability continue resolving the tie as normal adding 1/2 Shito-ryu
to reaction (1) - When fighting in hand to hand combat, without any
things held in hands and with armour which impact+ballistic score not
greater than 1/2 Shito-ryu rating character have +2 to initiative
(2/6) - Deflecting Block: when blocking add 1/2 dices from Attack Bonus
(3) Description: This style was founded by Kenwa Mabuni. It is more
specialized than Shotokan and is obviously adapted to requirements of
modern sport fights, where agility and speed is more important than
strength and stamina. Hard block lose in importance and are replaced by
'half-blocks' which only deflect blows instead of stopping
it.
Shotokan
(x2/2.5/3)
Attack (Punch, Kick, Sweep): +1 die (2/3/Punch only: 4); M stun
Defense (Block, Dodge): +1 die (2/3/Block only: 4) Linked
Attribute: Strength Special abilities: - subtract 1 from opponents
attacks strength when blocking (1) - Hard block: The adepts of this Art
are known to have very hard blocks, when using this ability against
unarmed opponents adept deals (1/2 opponents Str or 1/3 Shotokan rating) M
Stun damage but must make damage resistance test against (1/2 opponents
Str) M Stun. If he wins conflict he deals damage for block, and eventually
attack (but he must divide successes between two hits), but if lose, he
must make damage resistance test twice. (1) Description: It is most
traditional Karate style that has been found by Gichin Funakoshi. It uses
many blocks (Funakoshi was famous for his incredibly hard blocks, so
painful that almost no one wanted to fight with him) and low, wide
positions.
Wado-ryu
(x2/2.5/3)
Attack (Punch, Kick, Sweep): +1 die (2/3); M stun Defense (Dodge,
Throw): +1 die (2/3/4) Linked Attribute: Quickness Special
abilities: - character knows tricks which help him to overcome
opponents, roll surprise test, against surprised opponents character have
–1TN for this attack only, after either successful or unsuccessful trick
anyone seen it rolls intelligence against TN=5, if he gathers any
successes next time this trick will be used on him he will have –2 TN on
surprise test, it is possible to buy this ability more than once for
different tricks (2) - when character uses throw as defense technique
his damage code is (1/2 opponents Body+1/4 Wado-ryu) M (2) Description: This Karate style was
founded by Funakoshi's student Hironori Otsuka. In 1939 he was allowed by
his master to open new school, and he named his new style "wado-ryu" ("wa"
means harmony, "do" means way and "ryu" means school). Otsuka postulated
that "iron block" rule was obsolete. Instead bone-breaking force he uses
wits and agility. This style is more 'soft' than traditional Shotokan and
uses more subtlety than direct force. It uses some throw-similar
techniques.
There are also many other
styles and schools of Karate, for example: Isshin-ryu, Kenpo, Shorin-ryu,
Shuko-kai, Sanku-kai.
Kenjutsu (x2/2.5/3)
Attack (Thrust, Slash): +1 die (2/3/4); -1TN (6) Defense (Dodge,
Parry): +1 die (2/4), this bonuses apply only to parry Linked
Attribute: Strength Special
abilities: - this martial art is usable with the following weapons:
Katana, Wakizashi, No-daichi - attack power +1 (1/3) - initiative in
melee combat +1 (2) - disarm: resolve attack as normal, if attacker
loses, nothing happens, if attacker wins, opponent has to make opposed
strength or martial art test using attackers Kenjutsu as target number.
Again if attacker loses, nothing happens, but, if Kenjutsuka win,
opponent, is disarmed and his weapon flies away d6 meters in direction
chosen by him (4) - two weapon combat: when fighting with two weapons
(katana and wakizashi only) negate +1 for using second weapon, at first
level practicioner gets +1 TN to main hand and +3 to off hand, and at
second level +0/+2 (2/3) Description: Kenjutsu is a Japanese sword
fighting martial art, it can be used with katana (samurai sword),
wakizashi (short sword carried as second sword) or no-daichi (large two
handed sword). Kenjutsu have many substyles and schools, some of them
prefer quickness other strength of the blow. The style of the greatest
master of Kenjutsu, Miyamoto Musashi, prefers fighting with two weapons,
katana in one hand and wakizashi in the other.
Kendo
(x2/2.5/x3)
Attack (Thrust and Slash): +1 die (2/3/4); -1TN (6) Defense (Parry):
+1 die (2/4) Linked Attribute: Strength Special abilities: - this
Martial Art is usable with: shinai and bokken - character can use
Katana as default with +1 TN - initiative in melee combat +1
(3) Description: Kendo was created to prevent wounds and contusions
during practice fights by replacing sharp sword with bamboo
shinai, or wooden boken. In kendo during practice fights
combatants use also wooden armour to protect them from powerful
blows.
Kick-Boxing (x2/2.5/3)
Attack (Punch, Kick, Sweep): +1 die (2/3/4); M stun Defense (Block,
Dodge): +1 die (2/4) Linked Attribute: Quickness Special
abilities: - Quick Kick/Punch: this is very fast and hard to block
attack, but it have little strength, opponent receives +1TN to defense
technique and damage level is (Str-2) L stun (4) - Deflecting Block:
when blocking add 1/2 dices from Attack Bonus (3)
Description: Kick-Boxing is an fighting sport. It combine all kinds
of kicks, sweeps and punches dealt in very fast series of blows. Like in
many other fighting sports in Kick-Boxing more important than strength is
quickness and agility.
Kobujutsu
(x2.5/3/3.5)
Attack (Thrust, Slash, Bash): +1 die (2/3/ Bash only: 4) Defense
(Parry, Dodge): +1 die (2/Parry only: 4) Linked Attribute:
Strength Special abilities: - this style can be used with following
weapons: bo, jo, sai, kama, nunchaku, tonfa, tekko (brass knuckles), hoe,
suruchin (short, weighted rope), eiku (boat oar) - attack power +1
(2) - initiative in armed combat +1 (1) - add one die to damage
resistance test in melee combat, minimum 5 body required
(3) Description: This martial art descend from Okinawa and is often
taught with karate. Kobojutsu uses many various weapons: bo, jo, sai,
kama, nunchaku, tonfa, tekko (brass knuckles), hoe, suruchin (short,
weighted rope), eiku (boat oar).
Krav Maga (x2.5/3/3.5) Attack
(Punch, Kick, Sweep, Throw, Hold): +1 die (2/4); M stun Defense (Block,
Throw, Dodge): +1 die (2/Block and Throw: 4) Linked Attribute:
Strength Special abilities: - this skill requires minimal strength
and body of 5 - attack power in hand to hand combat +1 (2) - silent
kill: character have to win surprise test in order to declare this
technique (normally he should move secretly to his opponent), if he
succeeded he have to make an hold attack, finally he can attack with the
knife driving it in, in unprotected and vital organs (hearth, neck): -1 TN
(Weapon Power) D Physical (6) - knee breaker kick: it’s low kick in
knee, +1 TN M Stun, if any damage was done opponent receives additional +1
TN modifier for move related tests (combat too) and his running multiplier
is halved (4) - Krav Maga can be used with knife (2) and stick (2) with
all bonuses from attack and defense Description: Krav
Maga is the hand-to-hand combat system used by the Israeli
military. It is becoming increasingly popular because of its brutal
effectiveness and simple practicality. In addition to highly
effective unarmed techniques, Krav Maga training also teaches knife and
stick fighting.
Kul Sook Wan (x3/3.5/4)
Attack
(Punch, Kick, Throw, Hold): +1 die (2/3/4), -1 TN (6), M stun Defense
(Dodge, Block): +1 die (2/3/4) Linked Attribute: Strength Special
abilities: - for each MA point spend practitioner can purchase 1 point
of athletics maneuvers like he had acrobatics or combat fighting
specialization (this points are cumulative with Athletics skill or
specialization) - practitioners of this skill learn many traditional
healing methods so they become the skill Traditional Healing at rating
equal to ½ Kuk Sool Won - ground fighting: decrease the negative
modifier for fighting on the ground by 1 (2) - attack power in close
combat +1 (1/2) - reduce power of damage from falling by 1 (2) -
this style can be used with following weapons: sword and double sword (3
points for both or 2 for the first and later additional 1 for the second),
pole (2), nunchaku (2), short stick (2), spear (2), cane (2), belt (2),
folding (2), fan (2) Description: Kuk Sool Won is a very broad range of traditional
Korean fighting arts, encompassing many types of strikes, submission
holds, joint breaking techniques, weapon techniques, physical
conditioning, safe falling, spiritual cultivation, and traditional herbal
and ki-based healing techniques. It includes, but is not limited to,
animal-style fighting techniques, such as Tiger, Praying Mantis, Crane,
Dragon, or Bear. It is one of the oldest Korean martial
arts.
Kung
Fu
Word "Kung Fu" is used to
describe all of styles of Chinese unarmed combat which incorporate armed
fighting techniques. Sole unarmed fighting techniques are named "quan fa".
Kung Fu divides in many styles, substyles and schools, but there exists
one consistent and widely accepted division - into 'external' ("wai jia")
and 'internal' ("nei jia") styles.
Nei
Jia (internal styles)
Internal styles are often
described as 'soft' styles because they use evasions, dodges and agility
instead of physical force, stamina and pain resistance of 'external'
styles. They greatly use "qiqong" - Chinese breath control techniques.
There exists three main internal styles:
Taiji
quan (Fist of
the Great Peak) (x2.5/3/3.5)
Attack (Punch, Kick): +1 die (3); M stun Defense (Dodge): +1 die
(2/3/4); -1TN (5) Linked Attribute: Quickness Special
abilities: - this style is so “soft” that often after dodge attacker
can lose his stability, if character successfully dodges incoming Punch or
Kick, and chooses not to counterstrike, the opponent must make quickness
or martial art test against characters Kung Fu or Reaction (whichever is
greater), if opponent gathers more successes than character on his dodge
test, nothing happens, in other way he receives +1TN to all actions until
end of his next combat phase (2) - fighting against many opponents –1TN
(2) Description: This is the most known internal style and the most
'soft'. This means it rarely uses fast and strong moves. It uses many hand
techniques, emphasizes waist motions which are followed by other body
parts then by hands. This style incorporates many breath control
techniques.
Xingyi
quan or Hsing I (Heart and Mind) (x2.5/3/3.5)
Attack (Punch, Hold): +1 die (3); M stun Defense (Dodge, Block): +1
die (2/3/Block only: 4); Block only: -1TN (5) Linked Attribute:
Quickness Special abilities: - special combination of block and
attack which character uses increases the strength of counterattack by +1
(1/3) - block - strike maneuvers: if character wishes he can after
successful block divide his successes between punch and hold, he hits his
opponent (make for victim damage resistance test against successes
allocated on punch) and simultaneously tryes to hold him (follow normal
hold rules using allocated successes) (2) Description: Students
learning Hsing I begin from exercise called "Wu Xing" (five methods):
series of block-strike maneuvers. After that they learn twelve
animal-based forms (Dragon, Horse, Tiger, Monkey, Leopard, Hawk, Bear,
Snake, Turtle, Chicken and others). Typical Hsing I attack is to block an
opponent's strike, grab the arm or leg he attacked with and strike him
(usually with the hand).
Bagua
Zhang or Bagua Pai (Hand of Eight Trigrams)
(x2.5/3/3.5)
Attack (Punch): +1 die (2/4); M stun Defense (Dodge, Block): +1 die
(2/3/5), Dodge only: -1TN (5) Linked Attribute: Quickness Special
abilities: - thanks to special attack techniques character have +1
attack strength (2) - when blocking subtract 1 from opponents attack
strength (1) - constant motion often gives character initiative in
combat +1 initiative in hand to hand combat (1) Description: Bagua
Zhang is a highly circular art emphasizing footwork and constant motion.
In this style waist motions are very important and strikes are always with
palms rather than fists. In Bagua Zhang all motions are circular in
opposite to Taiji quan and Hsing I which prefer straight
ones.
Wai
Jia (external styles)
Those styles are characterized
by forceful, intensive training methods and very offensive fighting
techniques. There are many muscle and string developing exercises, heavy
weapon forms and a lot of feet and hands hardening methods. Here are some
external styles:
Ving
Tsun Kuen (Fist of Beautiful Spring) (x2.5/3/3.5)
Attack (Punch, Kick): +1 die (2/3/Punch only: 4); M stun; S stun
(4) Defense (Block, Dodge): +1 die (2/3); Block only: -1TN
(4) Linked Attribute: Strength Special abilities: - attack
strength +1 (2) - character is very hard to overturn, he receives –1TN
whenever he is defending against Throws and Sweeps
(2) Description: This style's practitioners stand high and with
their body's center closed. Ving Tsun Kuen use many hand techniques
because it prefers close range combat. Kicks are employed to the belt
level only.
Huo Long
pai (Burning Dragon Style) (x2.5/3/3.5)
Attack (Punch, Kick, Sweep): +1 die (2/3/4); M stun Defense (Block,
Dodge): +1 die (2/3) Linked Attribute: Strength Special
abilities: - fast footwork gives character initiative in combat; +1
initiative in hand to hand combat (1/3) - finger strike: -1 impact
armour (1/2) - using the opponents strength after punch or kick and
combination of dodge and Sweep character can send opponent on the ground
doing damage with code of (1/2 attack strength +1/4 opponents body +1/4
skill) M Description: This style's main technique is fast footwork
along with torso and hip turns. It is very important to use your
opponent's strength properly and to control breath. Its most
characteristic strike is with two fingers pointed straight
forward.
Jian
pai (Sword Style) (x2.5/3/3.5)
Attack (Punch): +1 die (2/3/4); M stun Defense (Dodge, Block): +1
die (2/4) Linked Attribute: Strength Special abilities: - attack
strength +1 (1) - the cutting hand: it is an open hand attack which
thanks to special hit technique brakes bones and makes te skin crack;
attack damage is M Physical but usable only as attack technique
(5) Description: Its name has derived from characteristic sword-like
hand shapes. It mainly uses sudden and unexpected attacks.
She
quan (Snake Fist Syle) (x2.5/3/3.5)
Attack (Punch): +1 die (2/3/4); M stun Defense (Block, Dodge): +1
die (2/3/Block only:4) Linked Attribute: Strength Special
abilities: - attack strength +1 (2) - snake like attacks with
fingers that can easly pierce skin; damage L physical and are usable only
as attack technique (4) Description: This style is based on
snake-like motions. Fighter's one hand is shaped like snake's head. It
uses techniques both strong and agile, just like snakes are.
Zui
pai (Drunken Fist Style)
(x2.5/3/3.5)
Attack (Punch): +1 die (2/3); M stun Defense (Block, Dodge): +1 die
(2/3/Dodge only: 4); Linked Attribute: Quickness Special
abilities: - because the drunken style is so unexpected: opponent must
every round do Intelligence or Reaction opposed test against characters
martial art, for every two characters successes opponent receives +1TN to
this round hand to hand tests up to maximum +3, if opponent wins test,
nothing happens (4) - fall damage strength –1
(1/2) Description: Its moves imitate drunken moves so they seem
illogical and ineffective. There are many groundballs and surprising,
unexpected attacks. This style uses mainly hand attacks.
Hou quan
or Tai Shing Bagua (Monkey Style)
(x2.5/3/3.5)
Attack (Punch): +1 die (2/4); M stun Defense (Dodge): +1 die
(2/3/4); -1TN (6) Linked Attribute: Quickness Special
abilities: - required skill: acrobatics, martial art can’t be raised
above two times acrobatics - with series of jumps character can dodge
almost every attack, if character chooses not to counterattack he receives
+1 die and –1TN (5) - getting free from Hold –1 TN (1/2) - +1
initiative in hand to hand combat (2) Description: This fighting
style specializes in long strikes with straight and reversed fist. Moves
are very fast, often on toes. There are many jumps, evasions, acrobatics
and crouching.
Mi
Zhong quan or Yen Ching quan (Labyrinth Style)
(x2.5/3/3.5)
Attack (Punch, Kick, Sweep): +1 die (2/3/4); M stun Defense (Dodge):
+1 die (2/3/4) Linked Attribute: Strength Special abilities: -
surprise attack: make a surprise test if opponent is surprised character
receives –1TN to next attack (4) - attack strength +1
(2) Description: It bases on sudden, confusing moves and unexpected
attacks. The most known master of this style was Huo Yuanjia, he was never
defeated,he is supposed to have been poisoned by Japanese ninja in 1909
after winning over several Japanese martial artists coming to fight
him.
Shi He
quan (White Crane Style from south Shaolin)
(x2.5/3/3.5)
Attack (Punch): +1 die (2/3/4); -1TN (6); M stun Defense (Dodge): +1
die (2/3) Linked Attribute: Strength Special abilities: - attack
strength +1 (1/3) - quick punch: this is very fast and hard to block
attack, but it have little strength, opponent receives +1TN to defense
technique and damage level is (Str-2) L stun (3) Description: This
fighting style uses almost exclusively hand strikes. It uses high
postures. There are five hand techniques related to five Taoist
elements.
Shaolin
quan (Shaolin Style, north)
(x2.5/3/3.5)
Attack (Kick, Sweep): +1 die (2/3/4); M stun; S stun (4) Defense
(Dodge): +1 die (2/4) Linked Attribute: Strength Special
abilities: - attack strength +1 (1/3) - kick attacks count as they
had reach 1, but only if opponent have reach 0, this ability cannot be
used with counterattack (5) - string kick: character can kick two
separate targets in one attack if the targets are away one from another
not more than 3m, make a attack test against each opponent separately with
+1TN modifier dividing combat pool between two attacks; this ability can
be used only as attack technique (3) Description: This style uses
primarily kicks because, according to its masters, legs are more useful
and dangerous 'cause they have greater reach than hands. There are many
flying kick techniques. The basis are forceful and fast attacks, with
circular motions powered strength instead of muscle powered
strength.
Hung Gar
or Hung Chia pia (Style of Hung Family)
(x3/3.5/4)
Attack (Punch, Kick, Sweep): +1 die (2/3/4); -1TN (5); M stun
Defense (Dodge, Block): +1 die (2/3/block only: 4) Linked
Attribute: Quickness Special abilities: - fighting in hard
conditions (like narrow spaces or slidy surfaces), negative modifier is
reduced by 1 (1/3) - character can use vertical surfaces like walls,
columns to rebound from them and thus increase attack strength and
surprise opponent: make surprise test, if opponent have lost he receives
+1TN to defense against this attack, damage code: (Str+2) S stun
Description: This style was created by Hung Hay kwun who
transformed Tiger Style from Shaolin. At first it used high positions and
was effective in tight city quarters. It gradually evolved, positions were
lowered, there were introduced longer reach techniques. It was an
influence of Hung Hay kwun's wife, who knew White Crane Style. Later there
were added techniques from Dragon and Snake Styles. Hung Gar is the
hardest from Kung Fu styles.
Choy Lee
Fut or Tsai Li Fut (x2.5/3/3.5)
Attack (Punch, Kick): +1 die (2/3/4); M stun; S stun (3) Defense
(Dodge): +1 die (2/4) Linked Attribute: Strength Special
abilities: - attack strength +1 (1) - strong kick: +1TN, (str+1) M
Physical (4) - quick kick: this is very fast and hard to block attack,
but it have little strength, opponent receives +1TN to defense technique
and damage level is (Str-2) L stun (3) Description: This is one of
the most popular Kung Fu styles. It was founded by Guangdong Chan Heung.
Its name comes from names of two Guangdong masters: Lee Yan san and Choy
Foot. Choy Lee Fut is highly aggressive style, basing on confusing leg
movements and circular, whipping techniques.
Pak Mei
(White Eyebrow) (x2/2.5/3)
Attack (Punch, Kick): +1 die (2/3/4); M stun Defense (Dodge, Block):
+1 die (2/3) Linked Attribute: Strength Special abilities: -
attack strength +1 (2) - when blocking subtract 1 from opponents attack
strength (2) Description: It was founded by one of Five Elders from
Shaolin monastery named Pak Mei. This style is between external and
internal styles. Its techniques look similar to Karate
techniques.
Tang
Lang pai (Praying Mantis Style) (x2.5/3/3.5)
Attack (Punch): +1 die (2/3/4); -1TN (5); M stun Defense (Dodge,
Block): +1 die (2/3/Block only: 4) Linked Attribute:
Strength Special abilities: - after two successful punches (one
after another) character can start hitting opponent with incredibly fast
and almost ublocable series of blows: -1TN (str-2) L stun and can continue
striking until one of them won’t be successful, then to begin new series
of blows new two punches must be delivered (2) - deadly elbow strike:
+1TN (Str+1) M physical (5) Description: Mantis is one of the most
inspiring insects, from which their names derive many of the Kung Fu
styles. Mantis Style was created in 17th century by Wong Long. Masters of
this style more or less emphasize kicks, but all of them base on specific
hand techniques. The most famous are numerous elbow strikes.
Tao
(x2/2.5/3)
Attack (Punch, Kick): +1 die (2/3/4); M stun Defense (Block, Dodge):
+1 die (2/3) Linked Attribute: Strength Special abilities: -
attack strength +1 (2) - quick attack: this is very fast and hard to
block attack, but it have little strength, opponent receives +1TN to
defense technique and damage level is (Str-2) L stun (4)
Description: It was founded by Chan Tao at the beginning of 20th
century. Its most famous form (a kind of exercise similar to "kata" in
Karate) is "zui ba xian" which means 'eight drunken immortals'. Positions
are very important in this style.
Chin Na
(x2.5/3/3.5)
Attack (Punch, Hold): +1 die (2/3/4); M stun Defense (Dodge): +1 die
(2/4) Linked Attribute: Quickness Special abilities: - required
skill: this martial art can’t be increased above two times Chinese
traditional healing skill - character can stun his opponent using hold
technique: after 3 combat phases of holding opponent is stunned and
unconscious (3) - knowing the vital points of human body allows
character to deliver very painful strikes, after successful hit opponent
have to make Body opposed test against Chin Na skill rating or have +1 TN
for his next combat turn (4) Description: This style emphasizes
grabs, locks and attacks to vital points.
Kyujutsu/Kyudo (x2.5/3/3.5)
Bow: +1 die (2/3/Japanese Bow only: 4); Japanese Bow only: -1TN
(5) Linked Attribute: Quickness Special abilities: - reduce
negative modifier for called shot by 1 (1/2/3/4) - reduce negative
modifier for blind fire by 1 (1/2/3/4) - character can make quick draw
test with arrows, for purposes of this test increase reaction by 1
(3/2/2) Description: Kyujutsu is an ancient art of Japanese combat
bow shooting. Nowadays very few people know it. To find a master the one
must look for him in Japan (probably for a long, long time). The purpose
of training is to draw an arrow, and shoot with one smooth move. From
Kyujutsu arose more contemporary Kyudo,it is more popular but rather seen
as the way of meditation and relaxation than combat usable
skill.
MADES (Mage Defence System) (x2/2.5/3)
Attack (Punch): no special bonuses, M stun Defense (Dodge, Throw):
+1 die (2/3/4); -1 TN (7) Linked Attribute: Quickness and
Intelligence Special abilities: - this style can be used in both
astral space and normal world with all bonuses guaranteed by it -
fighting against multiple opponents –1TN (2) (not usable in astral
space) Description: This combat system was created by the magical
corporation ‘The Raising Sun’. Their best mages along with hired martial
artists worked over this style for many years. The result was incredible
potent defence system useful in astral space and in the real world.
Becouse one of the main targets was to make this style easy to learn it
consists mostly of simple defence techniques. When learning the skill,
magician have to train both his body and his mind. Only members of “The
Raising Sun” corporation are oficially trained.
Marai (x2.5/3/3.5)
Attack (Punch, Throw): +1 die (2/3/4); -1 TN (6); M stun; S stun
(3) Defense (Block): no bonuses Linked Attribute: Body and
Strength Special abilities: - minimal required Body and Strength of
8 - punch attack power +1 (1/2/2/3) - trained body; dermal armor +1
(3) - special throwing damage code is (1/4 opponents Body + 1/2 martial
artists strength + 1/4 Marai Skill) M (3) - Marai students can ignore
damage modifiers; ignore +1 modifier for every two successes in Body test
against target number equal to 7+damage modifier; this effect lasts untill
end of the next round or untill martial art adept recives new damage; this
roll can be made every round but effect of the following roll cannot be
better than pervious; after the failed roll this abillity can be used
again, untill this damage will be healed (4)
Example: Ben have recived moderate damage, he will try to ignore damage
modifiers. He rolls his Body (11) against target number 9 and have 4
successes, in this round he have ignored damage, but this round he recived
new damage to total of serious, so next round he rolls body again, this
time against the target number 10, he is lucky and gathers 6 successes, it
would be enough to ignore whole damage modifier but last round he had only
4 successes, so now he have +1 damage modifier, in third round he fails to
gather any successes and he cannot use this power untill he heals his
damage.
Description: This martial art was created by a Troll named Kharon
Ghend, master of karate kyokushinkai. Thats why this martial art is
perfect for trolls, it takes adventage of their natural strength,
toughness and reach of the arms. There is no finesy in this martial art,
punches and throws are simple, brutal and deadly. Practicioners don’t
learn how to dodge incoming attacks, they count on their
toughness.
Muay
Thai (x2/2.5/3)
Attack (Punch, Kick): +1 die (2/4); M stun; S stun (3) Defense
(Block): +1 die (2/4) Linked Attribute: Strength Special
abilities: - killing strike: hit with open hand in eyes or neck, +2 TN,
D Physical (4) - +1 attack strength (1/3) Description: Muay Thai
is also known as Thai Boxing. It is brutal and fast Martial Art, which
involves many close-in strikes with fists, knees, elbows and feet. It uses
no grabs or throws. In Thailand it is extremely popular sport. Each match
is proceed by short ritual dance known as Ram Muay, in which fighters
pay tribute to their masters and schools.
Naginata-do (x2.5/3/3.5)
Attack (Slash, Thrust): +1 die (2/3/4); -1TN (6) Defense (Parry,
Dodge): +1 die (2/3) Linked Attribute: Strength Special
abilities - this style exclusively uses naginata - attack’s power +1
(1/3) - great blow: with this powerful attack martial artist can even
cut opponent in two (power level +2; damage level +1; TN +1); but this
attack takes him off ballance, his next defense technique +1 TN (4) -
vigorous slash: with this attack character can slash two or three
opponents at the time, divide the skill and combat pool dices between
opponents and add 1/3 skill for two opponents (rounded down) or 1/4
(rounded down) for three opponents to dice pool destined for each opponent
(3) Description: This martial art style teaches fighting with
Japanish halberd naginata. Nowadays it is almost forgotten, but
if you get in a way of troll who happen to know it, you're dead chummer.
Ni To Ichi Ryu (Musashi’s Style)
(x3/3.5/4)
Attack
(Sweep, Slash,
Thrust, Bash, Smash): +1 die (1/2/3/4), -1 TN
(5) Defense
(Dodge, Parry): +1 die (1/2/3/4), -1 TN (5) Linked Attribute: Strength
and Quickness Special abilities: - usable with two japanese steel
swords or one wodden and one steel sword - required minimum Strength of
4, Body of 4, Quickness of 4, Willpower of 4 - in order to advance
beyond a skill level of 6, a character must have some zen art at an
equally high level. For example, if I wanted an 8 in Ni To, I would also
need an 8 in Japanese Calligraphy, Haiku, or Chanoyu Ceremony, - true
masters of Ni To don't do stun damage with a wooden sword or club; rather,
the damage code is identical to that of a steel sword (recived automaticly
at rating 10 of Ni To) - Fire and Stones Cut – with this powerful cut
swordmaster can breake weapon of his opponent, declare before attack, if
attack was succesfull make barrier resistance test for opponents weapon
and increase the attackers weapon power by 1/2 of the Ni To skill, only
usable as attack technique (4) - add 1/4 od the Ni To skill to all
wound recovery rolls, both stun and physical, but not to damage resistance
tests (1) -
two weapon combat: at first level of this ability,
practicioner have only +1 TN modificator to main hand and +3 to off hand
instead of standard +2/+4 for using two weapons, and at second level +0/+2
(2/3), - attack power +1 (2/3) - fighting against multiple
opponents –1 TN (2) - initiative in armed combat +1
(1/2/3) Description: Ni
To Ichi Ryu ("two swords, one school") is style created by
Musashi, he is considered the best swordsman in history, for he
defeated all of the other grandmasters whom he challenged. At first
Musashi was fighting with two metal swords, but later in life, he began
using a wooden sword instead
of two metal swords, and he was still invincible. IT is said that
after he started using the wooden sword, he began searching no longer for
how simply to defeat others, but for a perfect understanding of the
spiritual essence of the way of the sword. He was one of the few
samurai who died of natural causes after a full lifetime. In
addition to developing a practical and efficient fighting system, Musashi
saw how learning the way of the sword could lead to enlightenment in life,
and mastery of many other arts. Musashi was an excellent painter and
calligraphist in addition to an undefeatable swordsman. His
masterpieces are among the most prized works of art in the world. You can
find the book that Miyamoto Musashi wrote at www.samurai.com/5rings.
Ninjutsu
(x2.5/3/3.5)
Attack (Punch, Kick, Sweep, Weapon attack: see below): +1 die (2/3); M
Stun Defense (Dodge): +1 die (2/3) Linked Attribute: Quickness
Special abilities: - Required skills: stealth 5; throwing 4;
athletics 4; disguise 3 - Ninjitsu can be used with various types o
weapons, but each type of weapon must be paid separately: Katana (2);
Wakizaschi (2); Tanto (2); Nunchaku (2); Kagi (2), Tarinch (2) -
Because students Ninjas are skilled assassins when ninja successfully
surprise an opponent he receives special modifier –1TN to next attack
(2) - Ninjas are skilled in stealth, they receive -1 TN to all stealth
tests (3) Description: Formally
Ninjutsu and Tai-Jutsu were exactly the same martial art, but between 2000
and 2010 they split up in two different martial arts. Ninjutsu is
something more than only a martial art, it is actually a learning program
which include besides fighting techniques, skills like stealth, athletics,
art of disguise, making and using poisons and many others. Ninjas are
trained from very early age in small clans, training takes many years and
is extremely difficult. Ninjas are usually hired for assassinations,
thefts and sabotages.
Parker/Trancy Kempo
(x2/2.5/3) Attack (Kick, Punch, Hold, Throw and
Sweep): +1 die (2/3), -1 TN (8), M Stun Defense
(Dodge, Block
and Throw): +1 die (2/3) Linked Attribute:
Strength Special abilities: - attack power in unarmed combat +1
(2/3) - initiative in melee combat +1 (2/3)
Description: First there is a simmering controversy
about the exact nature of Kenpo. To put our prejudices squarely up front
we consider Kenpo to be a respectable part of the general Kung Fu picture.
Some teachers disagree. Some agree strongly. We can nonetheless evaluate
Edmund Parker's contributions to the martial arts. Many people think of
him as an expert self-defense teacher and practitioner. Some as a strong
anti-traditionalist. Parker
believed that each student would need to prefect techniques in his own
right, and learn on his own what worked and what didn't, rather than
imitating a master who had a different body, different strength, and
different speed. Parker felt depressed before his death because he
thought that not enough of his students had become innovative in their own
right; none of them questioned his techniques as they should have, and
none of them developed their own moves. If you want to know more about
Parker Kempo check this links: http://www.americankenpo.com/dedication.html http://www.plumpub.com/info/Articles/on_ed_parker__kenpo.htm If
you want to know more about Tracy Kempo check this link: http://www.tracyskarate.com/
Sambo
(x2/2.5/3)
Attack (Punch, Kick, Throw, Hold): +1 die (2/3/4); Hold only: - 1 TN
(4); M stun; S stun (3) Defense (Dodge): +1 die (2) Linked
Attribute: Strength Special abilities: - disable: special kick which
goal is to disable opponent by breaking one of his legs, +1 TN, Damage
Code (Str) M physical, if damage code reaches S then opponents leg is
broken (5) - special throw damage: (1/2 opponent Body + 1/2 own
Strength) M (3) Description by Fetch: Sambo is the former Soviet
Army's own Martial Arts. This is a hybrid of wrestling, jiu-jitsu, judo,
aikido, karate.and just plain nastiness. The goal of sambo (a Russian
acronym meaning “Self-Defense Without Weapons”) is to lift an opponent and
throw him to the ground. Then, submission locks are inflicted on
shoulders, elbows and legs. Strangle-holds are not a part of sambo,
because (as they say in Russia), “If you strangle an enemy you remove one
soldier from the field, but if you break his leg you remove three - the
victim plus two people to carry him away.”
Savate
(x2.5/3/3.5)
Attack (Punch, Kick, Sweep): +1 die (2/3/ Kick, Sweep :4); Kick, Sweep:
-1TN (5); M stun; Defense (Dodge): +1 die (2/4) Linked Attribute:
Strength Special abilities: - quick kick: this is very fast and hard
to block attack, but it have little strength, opponent receives +1TN to
defense technique and damage level is (Str-2) L stun (4) - kick attack
strength +1 (1/3) - sweep dodge: -1 TN when dodging sweep
(2) Description: Savate or 'la boxe francaise' is said to be
developed in Marseilles in 17th century out of a crude kick-brawling used
by sailors. One century later, some maneuvers from English were added
creating the martial art we know today. Despite opinion that Savate bases
only on kicks, "savateurs" or "savateuses" learn also to punch and dodge,
just like boxers. Savate fighters are known as 'savateurs' (or
'savateuses' if females).
Sidon-Ryu
(x2/2.5/3)
Attack (Punch, Kick): +1 die (2/3); M stun; S stun (4) Defense
(Dodge): +1 die (2/3/4) Linked Attribute: Strength Special
abilities: - disarm: this ability works like defense technique but in
order to use it character have to delay his action and use it when his
opponent attacks, no negative weapon range modifiers apply, character can
use defense bonuses (base TN=4), and combine it with another defense
technique (yup, he can disarm, throw and punch) (3) - reach: character
receives no negative modifiers for inferior reach: negate +1 TN for 1
reach difference (2/4) - attack strength +1
(2) Description: Sidon-Ryu was founded by master Sidon in year 2023.
It is designed for use against an armed opponent, and makes use of the
unarmed combatant's inferior reach. It was designed with the unarmed
combatant facing armed foes in mind. It is vicious and brutal, often
combining elbow and fist strikes to batter the opponent.
Silat
Melayu (Malay Silat)
Silat is, among Aikido, probably the most graceful martial art style.
One not knowing (s)he watches Silat exercises might think it is a kind of
oriental dance. It divides into many substyles, systems and schools. Here
are a few:
Silat Minangkabau
(x2/2.5/3)
Attack (Punch, Kick, Sweep): +1 die (2/3/kick only: 4); M stun
Defense (Dodge): +1 die (2/3); Linked Attribute: Quickness
Special abilities: - required skill: dance minimum 3; required
attribute: quickness minimum 3 - special sweep: because silat student
usually kicks low, he can deal damage while doing sweep: damage code is
(str-2) M, but until character actually do any damage the sweep won’t be
successful (3) - fast kicks: character can blow very fast two powerful
kicks one after another, +1 TN, (Strx1.5) M stun (2) - kris fighting
(3) Description: This style emphasizes low positions. Its specialty
are kicks delivered at lower-body parts.
Silat
Sendeng (x2.5/3/3.5)
Attack (Punch, Kick): +1 die (3/4); M stun Defense (Dodge): +1 die
(2/3/4); -1TN (5) Linked Attribute: Quickness Special
abilities: - required skill: dance minimum 3; required attribute:
quickness minimum 5 - character knows tricks which help him to overcome
opponents, roll surprise test, against surprised opponents character have
–1TN for this attack only, after either successful or unsuccessful trick
anyone seen it rolls intelligence against TN=6, if he gathers any
successes next time this trick will be used on him he will have –2 TN on
surprise test, it is possible to buy this ability more than once for
different tricks (3) - freeing from Hold –1TN (1) - kris fighting
(3) Description: It is supposed this style was based on monkey's
moves. It requires much agility and dexterity from practitioners. There
are many techniques used to deceive an opponent.
Silat
Patani (x2.5/3/3.5)
Attack (Punch, Kick): +1 die (3); M stun Defense (Dodge, Throw): +1
die (2/3/4); -1TN (5) Linked Attribute: Quickness Special
abilities: - required skill: dance minimum 3; required attribute:
quickness minimum 4 - students of Silat are skilled in throwing
opponent using his own strength, that's why throw damage code is (1/2
opponent Body + 1/4 enemy attack strength + 1/4 silat skill) M (2) - if
silat student delays action and then successfully dodges incoming attack
he can throw two attacks as counterattack against the opponent, deal
damage separately using successes from dodge (2) - kris fighting
(3) Description: This style emphasizes high positions, slow and
flowing techniques. It uses many throws and holds. Usually, stylist waits
for opponent's attack and then counterattacks fast.
Silat
Jawa (x2.5/3/3.5)
Attack (Punch, Kick): +1 die (2/3); M stun Defense (Block, Dodge):
+1 die (2/3/block only: 4); block only: -1TN (4) Linked Attribute:
Quickness Special abilities: - required skill: dance minimum 3;
required attribute: quickness minimum 4 - Hard block: The adepts of
this art are known to have very hard blocks, they can break opponents bone
only blocking his attack, when using this ability against unarmed
opponents adept deals (opponents Str or 1/2 Silat rating) M Stun damage
but must make damage resistance test against (1/2 opponents Str) M Stun.
If he wins conflict he deals damage for block, and eventually attack (but
he must divide successes between two hits), but if lose, he must make
damage resistance test twice. (2) - attack strength +1 (2) - kris
fighting (3) Description: Sialt Jawa probably came from southern
Malay Peninsula. It uses, contrary to other Malay styles, many punches and
kicks. It is also probably the 'hardest' from Silat substyles.
There are of course many other Silat styles, but there are too numerous
to describe them here. It is very important to notice that every Silat
practitioner learns to fight with "kris" - a dagger with wavy blade,
rumored to possess many magical powers.
Silat
Pentjak (Indonesian Silat) (x2/2.5/3)
Attack (Punch, Kick, Hold): +1 die (2/3/5); M stun Defense (Block,
Dodge): +1 die (2/3) Linked Attribute: Strength Special
abilities: - special called hit in neck or groin area, +1 TN, (Str+2) S
stun (2) - fighting in hard conditions (like narrow spaces or slidy
surfaces), negative modifier is reduced by 1 (1/3) - kris fighting
(3) Description: Pentjak Silat is a fighting art originated in
Sumatra. It has many styles (around 150). this is very diverse fighting
art but its styles are one thing in common: they teach how to fight on
slippery, treacherous ground because of conditions being common in
Indonesia. Pentjak Silat teaches many weapons, but most prominent is
immortal "kris".
Street Fighting
(x1.5/2/2.5)
Attack (Punch, Kick, Sweep, Hold): +1 die (2/4); M stun Defense
(Dodge, Block): +1 die (2/4) Linked Attribute: Strength Special
abilities: - to learn this "martial art" no teacher is needed -
fighting in hard conditions (like narrow spaces or slidy surfaces),
negative modifier is reduced by 1 (2) - character knows tricks which
help him to overcome opponents, roll surprise test, against surprised
opponents character have –1TN for this attack only (character knows one
such a trick for 2 levels of skill) (6) - character can try to archive
superiority in hand to hand combat, if he wins instead for dealing damage
he can increase his opponent's target number in combat tests for next
combat phase by 1 for 2 successes archived on combat test (max +3)
(6) - called “shoot” (in hand to hand combat only) +2TN
(4) Description: This is generic unarmed fighting style. It includes
all crude brawling maneuvers and dirty fighting tricks. Some ‘styles’
include special attacks ‘borrowed’ from other martial arts. It can be
'taught' only by experience and rather on the streets. And yes you don't
need a teacher. There are so many diffrient styles of street fighting as
people on the streets, so its not possible to describe them
all.
Sumo
(x2/2.5/3)
Attack (Punch, Throw, Hold): +1 die (2/4); M stun; S stun
(1) Defense (Dodge): +1 die (3/6) Linked Attribute:
Strength Special abilities: - required attribute: minimum body and
strength of 5 - ram attack: add characters body to opponents knockdowns
test (2) - free from hold, add +1 die when trying to free from hold
(1/3) - attack strength +1 (1/2) Description: Sumo is a Japanish
wrestling. Wrestlers are very big and powerful. The fight is getting place
in a dirt ring dohyo, and the purpose of the fight is to get opponent out
of the ring. This style uses some punches but mainly throws, holds and of
course ram attacks.
Tae Kwon
Do (x2/2.5/3)
Attack (Punch, Kick, Sweep): +1 die (2/3/Kick and Sweep: 4); M stun;
Kick only: S stun (4) Defense (Block, Dodge): +1 die (2/4) Linked
Attribute: Strength Special abilities: - quick kick: this is very
fast and hard to block attack, but it have little strength, opponent
receives +1TN to defense technique and damage level is (Str-2) L stun (4)
- character can use sweep as defense technique
(2) Description: This Korean martial art originated approximately
the seventh century AD. Tae Kwon Do means 'Thw Way of Kicking and
Punching'. It's extremely popular sport as well as martial art. Like many
of Korean styles, it emphasizes kicks over punches.
Tai Chi
(x2/2.5/3)
Attack (Punch, Kick): +1 die (2/3); M stun Defense (Dodge, Block):
+1 die (2/3) Linked Attribute: Quickness Special abilities: -
character can add 1/4 of his skill to body when resisting poisons, toxins
and diseases (1.5) - character can add 1/4 of his skill to body when
resisting effects of falling (1.5) - character can add 1/4 of his skill
to body when rolling damage resistance test inhand to hand combat
(4) Description: Tai Chi is seen as training program and often is
considered not useful to real fighting. But taught properly can be very
effective in hand to hand combat. This martial art is very popular in
China. Many exercises is devoted to breath and body control.
Tai-Jutsu
(x2.5/3/3.5)
Attack (Punch, Kick, Sweep): +1 die (2/3/4); M Stun Defense (Block,
Dodge): +1 die (2/4) Linked Attribute: Quickness Special
abilities: - Special killing techniques allow students of Tai-Jutsu to
quickly eliminate their surprised opponents, if he successfully surprises
opponent in hand to hand combat damage code is (Str+1) S stun, and in
weapon combat +1 to weapon str. (2) - Because students of Tai-Jutsu are
skilled assassins when he successfully surprise an opponent he receives
additional modificator –1TN, +1 die to next attack (3) Description by
Fetch: Formally
Ninjutsu and Tai-Jutsu were exactly the same martial art, but between 2000
and 2010 they split up in two different martial arts. Tai-Jutsu is
the art of assassination. Sometimes referred to as the Warriors of the
Night, they carry an arsenal of tricks and techniques designed for
infiltration, penetration, assassination and terror. Tai-Jutsu masters
always attempt to finish their fights as quickly as possible. That can
mean a devastating attack with bare hands or weapons, or just the throwing
of shuriken to cover an escape. Remember that Tai-Jutsu masters only care
about the mission, killing is unimportant unless it becomes absolutely
necessary.
Tatanka (x2.5/3/3.5)
Attack (Punch): +1 die (2/3); M stun; -1 TN (5) S stun (3) Defense
(Parry, Dodge): +1 die (2/3) Linked Attribute: Strength and
Willpower Special abilities: - this skill can be learned only by
shamans or shamanic path adepts - this style can be used in both astral
space and normal world with all bonuses guaranteed by it except damage
code (it is Moderate in astral space even if Seriouse was purchased) -
stunning blow: this is very strong punch targeted in the head, damage done
is standard but victim takes his knockdown test with +2 modifier, will
still fall down with one success (normally character falls down with 0
successes) and needs one extra success not to be knocked down at all
(6) - shamans believe that Batoko helps them all the time, increase
impact armor by 1 (2/3/4) Description: There were many fights during
the Indian Wars. Many attacks from both sides: NAN and USA. One of such a
operations by mistake brought one of US forces teams to attack defenceless
village. Women, children and elderly people had to take weapons in their
hands and fight. In the face of total slaughter they were saved by their
village shaman. Old and peaceful Buffalo shaman Calm Bull had a vision in
which Tatanka, greate Buffalo spirit inspired him and in one second gave
him knowledge how to beat his opponents. So came into existance ‘Tatanka’
martial art, which he have later teached other shamans, so they could
defend their people from attackers. This fighting style base on powerful,
stunning blows. ‘Tatanka’ alsow strenghten shamans mind and spirit and he
is able to fight better in astral space.
Te
(x2.5/3/3.5)
Attack (Punch, Kick, Sweep): +1 die (2/4); -1TN (5); M stun Defense
(Dodge): +1 die (2/4) Linked Attribute: Strength Special
abilities: - attack strength +1 (1/3) - weapon fighting: Knife (2),
Tonfa (2) Description by Bird Man: This is a Martial Art from the
islands of Okinawa in southern Japan. It is also known as "Ryukyu
(Okinawan) Karate".
THAMOC (The
Art of Modern Conflict) (x2/2.5/3)
Attack (Punch, Kick, Hold): +1 die (2/3/Hold only: 4); M
stun Defense (Dodge): +1 die (2/3) Linked Attribute:
Strength Special abilities: - hand to hand and weapon combat
initiative +1 (2/4) - THAMOC can be used with Clubs (3) - Opponents
Knockdown target number in hand to hand and weapon combat: +1
(1/2/3) Description by Bird Man: THAMOC is a Martial Art developed
by Lone Star. Its set of skills incorporates an economy of motion. THAMOC
masters always take the direct, utilitarian attack. The art is designed to
incapacitate (not kill) the opponent in the shortest amount of time, with
the least amount of collateral damage.
Tsubame-Gaeshi ("Swallow Counter")
(x2.5/3/3.5)
Attack (Thrust, Slash): +1 die
(2/3/Slash only: 4); -1TN (5) Defense (Dodge, Parry): +1 die (2/ parry
only: 3), Linked Attribute: Strength Special abilities: - this
martial art can be only used with a custom made sword one like Sasaki
Kojiro had, it can be made properly only by a master swordsmith, the cost
of such a sword would be about 50-300 thousand nuyen (see weapon table for swords
statistic), if practitioner is using other sword than his customized
weapon he receives +1 TN and cannot take advantage from any special
abilities or bonuses (If this weapon is used by a person other that it was
customized to, this person receives +2 TN) - initiative in close combat
+1 (1/2/3) - fast attack: this is usually final attack in combat,
because of its speed and precision it is very difficult to parry or dodge
but also because of its impact it is difficult to make any maneuver after
making this move, opponent receives +2 TN to defense technique against
this attack but practitioner will have +2 TN for his next combat phase to
defense/ attack techniques or any other maneuvers, usable only as attack
technique (4) - attack power +1 (2/3) Description: Sasaki Kojiro
was a contemporary of Musashi. He was killed by Musashi in a duel,
but before the fight many people thought that Kojiro would be able to
defeat Musashi. Kojiro's trademark was a custom forged very long
sword, and he developed an amazing, deadly style for use with that
sword. It was forged specially for him by Nagamitsu of Bizen.
Tsubame-Gaeshi ("Swallow Counter") was the name of the style, and it was
developed in imitation of a swallow's tail in fight.
Unnamed
(x3/x3.5/4)
Attack (Punch): +1 die (1/3/4/5); -1TN (5) M stun Defense (Dodge):
+1 die (1/2/3/4); -1TN (5) Linked Attribute: Willpower and Quickness
Special abilities: - this skill require minimum willpower rating of
5, Philosophy skill, and cannot be increased above two times Philosophy
Rating - the followers of unnamed Martial Art never use any
weapons - opponents don’t have modificator for friends in melee, note
that character still have negative modificator for many opponents (3) -
opponents don’t have modificator for longer reach, note that character
still have negative modificator for inferior reach (3) - Quick Punch:
can be used only as Attack technique, (Str+1)L Physical (4) - in hand
to hand combat character have +1 reaction for purposes of determining
initiative (2/3/4) Description: The founder of this Martial Art was
know to be a traveler and philosopher in Japan during 4th century AD he
never told anyone his name, and never called his Martial Art. His
philosophy was that human body can do everything but mind don’t allows it,
if one free his mind, he will be able to do everything. He had never
founded his own Dojo, nor any of his students did, he teached numerous
students during his travels. His Students never called this Martial Art
too. Students of this Martial Art don’t take part in tournaments, and use
it only when necessary, they never tell anyone (except their students, and
other followers) what kind of Martial Art they use. This Martial Art is
very fast and unpredictable, usually if anyone see it in action it is for
the first and last time. Finally it is more than just Martial Art, its the
way of life.
Wing Chun/Wing
Tsun (2/2,5/3)
Attack
(Punch, Kick, Sweep): +1 die (2/4), M Stun Defense (Block, Dodge): +1
die (2/4) Linked Attribute: Strength Special abilities: - attack
power in close combat +1 (1) - escaping hold –1 TN (2) - because
Wing Chun practitioners prefer to fight very close to opponent their
attacks are very hard to block, to reflect this when Wing Chun
practitioner wins initiative, defense roll against his first attack will
be made at +1 TN (3) - because of the principles, "If your opponent
withdraws, follow through", and "If the way is clear, go forward", if
opponent tries to withdraw Wing Chun practitioner receives a special
modifier –1 TN to attack when opponent tries to withdraw from combat
(1) Description: There are many legends about the origins of Wing
Chun; many attribute it to the Buddhist nun Ng Mui, others say it was a
collaborative work of all the masters at the Shaolin temple, and still
others credit its creation to a Shaolin monk who disguised himself as a
cook in an opera troupe after the temple was attacked by the corrupt
government. Wing Chun is well known today as the first martial art that
the legendary Bruce Lee studied. When he was twelve, Lee was
assaulted and beaten by a street gang. Determined to be able to
protect himself, he studied Wing Chun, and eventually became the
redoubtable fighter whom we revere today. Wing
Chun is a relatively effective style. Its attacks are simple, and
direct. A practitioner learns to overcome strength differences
through getting close to the enemy and entangling him (that is to say, by
trapping limbs and attacking while the enemy cannot block or dodge), or by
"borrowing" the attacker's kinetic energy. A Wing Chun fighter will
get close, stick to you like glue, and maul you despite all your efforts
to escape or attack.
Wrestling
(x2/2.5/3)
Attack (Throw, Hold): +1 die (2/4); M stun Defense (Block, Dodge):
+1 die (2/4) Linked Attribute: Strength Special abilities: -
escaping Hold -1 TN (1) - Special Throw Damage: (1/2 opponents Body +
1/2 own Strength) (2) Description: This is actually a sport not a
martial art. The purpose of combatants is to get opponent outside the
ring. It uses many holds and throws.
Yagyu
Shinkage (x2.5/3/3.5)
Attack
(Thrust, Sweep, Slash): +1 die (2/Thrust only: 3) Defense (Parry,
Dodge): +1 die (2/Parry only: 3) Linked Attribute: Strength Special
abilities: - this martial art can be used with Japanese swords -
attack power +1 (2) - practitioners of this martial art are trained to
fight in heavy armor, and so the negative effects of heavy armor are
minimized; when calculating the combat pool loss due to heavy armor, treat
the Quickness attribute as though it were 2 points higher. (2/3) - fast
attack: this attack thanks to it’s speed gives to the martial artist -1 TN
to attack test but the hit is less powerful and the attack characteristic
is modified (Str-2) Power Level –1 (4) - practitioners of this martial
art can hit very precisely opponents in armor and through that halve it’s
rating, but only if armor rating isn’t greater than ½ Yagyu Shinkage skill
(2) Description: Yagyu Shinkage Ryu is a Japanese sword fighting which
has existed since at least the 1500's. It combines elements of
earlier kenjitsu schools such as Kage-no Ryû, Nen Ryû, and Shintô Ryû into
a system which effectively fosters not only the spiritual development of
the student, but teaches him the most efficient way to dispatch an
opponent in a real battlezone. Follow
this Link if you want to read more about Yagyu Shinkage Ryu
Yari-jutsu
(x2/2.5/3)
Attack (Slash, Thrust): +1 die (2/4/ Thrust only 6); Thrust only: -1TN
(5) Defense (Parry, Dodge): +1 die (3) Linked Attribute: Strength
Special abilities: - it uses yari exclusively - attack power +1
(1/3) - initiative in melee combat +1 (1/3) - reduce the called
"shot" modifier in armed combat only by 1 (2/2) Description: This is
Japanish spear martial art. Nowadays nearly no one can teach it. To find a
master one must go to Japan and there look for teacher.
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