[ACS]

[Jeet Kune Do]

[- Ving Tsung Kuen]

[Savate]

[Aikido]

[Jujutsu]

[- Huo Long Pai]

[Sidon-Ryu]

[Bojutsu]

[Judo]

[- Jian Pai]

[Silat Malay St.:]

[Boxing]

[Kailindo]

[- She Quan]

[- Minan Gkabay]

[Capoeira]

[Kaitsu]

[- Zui Pai]

[- Sendeng]

[Carromeleg]

[Kalaripayit]

[- Hou Quan]

[- Patani]

[Cedric-Ryu]

[Karate Styles:]

[- Mi Zhong Quan]

[- Java]

[Choi Kwang Do]

[- Goju-Ryu]

[- Shi He Quan]

[Silat Pentiak]

[Chung Moo Doe]

[- Kyokushinkai]

[- Shaolin Quan]

[Street Fighting]

[Commando Training]

[- Shito-Ryu]

[- Hung Gar]

[Sumo]

[Coppo]

[- Shtokan]

[- Choy Lee Fut]

[Tae Kwon Do]

[Cyber-Do]

[- Wado-Ryu]

[- Pak Mei]

[Tai Chi]

[Daito-Ryu]

[Kendo]

[- Tang Lang Pai]

[Tai-Jutsu]

[Do]

[Kenjutsu]

[- Tao]

[Tatanka]

[Escrima]

[Kick Boxing]

[- Chin Na]

[Te]

[Fencing:]

[Kobujutsu]

[Kyujutsu/Kyudo]

[THAMOC]

[- French Schools]

[Krav Maga]

[MADES]

[Tsubame-Gaeshi]

[- Italian Schools]

[Kul Sook Wan]

[Marai]

[Unnamed]

[- Scottish Schools]

[Kung Fu Styles:]

[Muay Thai]

[Wing Chun]

[- Spanish Schools]

[Nei Jia, internal:]

[Naginata-Do]

[Wrestling]

[Gedrian]

[- Taiji Quan]

[Ni To Ichi Ryu] [Yagyu Shinkage]

[Hapkido]

[- Xingyi Quan]

[Ninjutsu]

[Yari-Jutsu]

[Ho-Tien-Hi]

[- Bagua Zahng]

[Parker Kempo]

[Iaijutsu]

[Wai Jia, external:] [Sambo]


All Martial Arts in Bold are new or revised

 

 

 

 

 

 

 

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.