TEXT: Palladium Martial Arts Netbook (revised edition)
   
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  Welcome to the Palladium Martial Arts Netbook. This is an attempt to collect the many player-created 
  martial art forms and powers found on the internet, mailing lists, and other sources. 
  I have attempted to get permission from the original creators, but in some cases, this was not possible. 
  If you find something of yours on this site and you would like it removed, or if you have a new form, a 
  revision, or correction, please contact Kuseru.
  Sign Guestbook View Guestbook 
  MARTIAL ART STYLES 
  Alphabetical Listing
  A • B • C • D • E • F • G • H • I • J • K • L • M • N • O • P • Q • R • S • T • U • V • 
  W • X • Y • Z 
  Author Listing
  A-C • D-E • F-J • K • L • M • N-R • S • T-Z 
  Total Number of Styles: 361
  MARTIAL ART POWERS
  Arts of Invisibility Atemi Body Hardening Exercises Chi Mastery Martial Art Techniques Special Katas 
  Zenjorike
  Advanced Atemi Advanced Chi Mastery Demon Hunter Exercises Chi Katas Other
  Total Number of Powers: 217
  OPTIONAL RULES
  AUTHOR LINKS
  A note about the formatting: If a form has a * in front of it, then the link leads to the file on the creator's page, at their 
  request. In the martial art file, the creator's name is for E-mail. 
  Please note that the martial arts and martial art powers in this site belong to their respective creators, and Palladium 
  Books.
  http://www.geocities.com/kuseru/PMAN/MAIN.htm (1 of 3) [1/4/2003 9:30:40 PM]
  
  Palladium Martial Arts Netbook (revised edition)
  These are not my creations, unless marked as "By Kuseru."
  Question or comment about the Netbook or HTH Rules? Then Click Here 
  Have a martial art style and/or martial art power you would like to submit to the Netbook? Then Click 
  Here 
  Guideline for Creating Martial Art Styles
  Guideline for Creating Quickie Styles to Replace Hand to Hand Combat: Martial Arts
  Click Here to download the Martial Arts Netbook (HTML format; approximately 933 KB zip file )
  Click Here to download the Martial Arts Powers (HTML format; approximately 146 KB zip file ) 
  Old Palladium Martial Arts Netbook Links 
  Palladium Martial Arts Netbook
  Palladium Martial Arts Netbook Message Board
  Palladium Martial Arts Netbook Styles Download #1
  Palladium Martial Arts Netbook Powers Download#1
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  Palladium Martial Arts Netbook Powers Download#2
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  Palladium Martial Arts Netbook Alternate Downloads
  Additional Links 
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   PRACTITIONERS
   
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  © 2002 Kevin Siembieda; © 2002 Palladium Books®, All rights reserved world wide. 
  No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the 
  publisher. 
  All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons 
  living or dead is strictly coincidental.
   
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  All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental.
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  Martial Art Styles A
  Martial Art Styles A 
  Name
  Game
  Application Country
  Author
  Advanced Zero Gravity
  Any
  Revision
  NA
  Kuseru
  Aikido
  Any
  Quickie
  Japan
  Kuseru
  Aikido (Revised)
  Any
  Revision
  Japan
  JJ Fuzz
  Aikijutsu
  N&S
  Conversion
  Japan
  Kuseru
  Aikikai Aikido*
  N&S
  Conversion
  Japan
  Lee Casebolt 
  Akaido
  N&S
  Fiction
  Japan
  Kuseru
  American Kickboxing
  N&S
  Conversion
  United States
  danzig138
  Anbo-Jyutsu
  Rifts
  Fiction
  NA
  Cutter Kinseeker 
  Angaranco
  PF
  Fiction
  NA
  Sinestus
  Anything Gose Kung Fu
  N&S
  Humor
  China
  Ben Quash
  Araki Ryu Kusarijutsu
  N&S
  Conversion Japan
  Kuseru
  Arnis
  N&S
  Conversion Philippines
  Kuseru
  Arondight
  N&S
  Fiction
  United States
  Sinestus
  Art of the Crystal Mind
  Rifts
  Fiction
  NA (Dweomer) Patrick Young#
  Art of Battering
  Rifts
  Fiction
  NA (Atlantis)
  danzig138
  Art of the Fox
  MC
  Fiction
  China
  Author Unknown
  Asayama Ichiden Ryu
  N&S
  Conversion Japan
  Kuseru
  Aslyl Otka
  Any
  Fiction
  NA
  No Beard Pete
  Assassin (Revised)
  Any
  Revision
  NA
  JJ Fuzz
  Assassin (Revised)
  N&S
  Revision
  NA
  Mantisking
  Assassin
  Any
  Revision
  NA
  Kuseru
  Number of Styles: 21
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleA.htm [1/4/2003 9:30:59 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_adv_zerog.htm
  Hand to Hand: Advanced Zero Gravity
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  Virtually identical to Hand to Hand: Expert Self Defense. Two characters, both with Hand to 
  Hand: Zero Gravity (any) skills, fighting in zero gravity, would resolve their combat as normal. 
  However, a character with this skill fighting in any kind of gravity has a -3 modifier on all combat 
  dice rolls, including damage rolls. In addition, if fighting in zero gravity against someone with no 
  zero gravity movement/combat skills, the character gets a +2 on all combat rolls, excluding 
  damage, and also gets one additional attack per melee.
  In order to obtain these skills, the character must have spent at least six months in a weightless 
  environment. It is possible for one character to take both Hand to Hand: Expert Self Defense or 
  Expert Military and Hand to Hand: Advanced Zero Gravity skills, but bonuses are NOT 
  cumulative.
  Requirements: Two skill selections. Zero Gravity Movement Skill
  Attacks Per Melee: 3
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Entangle, Punch, Knife Hand, Kick, Snap Kick, Pull Punch, Knock-Out/Stun, 
  Critical Strike, Knock-Out/Stun from Behind, Critical Strike from Behind.
  Level Advancement Bonuses
  1st: +2 to roll with punch/fall/impact, +2 to pull punch.
  2nd: +2 to parry and dodge.
  3rd: Tripping Leg/Hook or Backward Sweep.
  4th: One additional attack per melee round.
  5th: +2 to strike and +1 on initiative.
  6th: Knockout/stun on an unmodified roll of 18, 19 or 20. 
  7th: +2 to damage and +4 to disarm.
  8th: One additional attack per melee round.
  9th: Body Flip/Throw.
  10th: +3 to roll with punch/fall/impact, +3 to pull punch.
  11th: +2 to parry and dodge.
  12th: Critical strike on an unmodified roll of 18, 19 or 20.
  13th: +2 to strike and +1 on initiative.
  14th: One additional attack per melee round.
  15th: Death Blow on a Natural 20
  http://www.geocities.com/kuseru/PMAN/Styles/hth_adv_zerog.htm [1/4/2003 9:31:02 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_aikido.htm
  Hand to Hand: Aikido (Quickie version)
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  Aikido is another martial arts form known to the modern characters living in Japan. It has the 
  greatest pacifist stance of all the martial arts. Its focus is entirely on defense, with absolutely no 
  offensive maneuvers. In the 20th century, Aikido was created by drawing on techniques from 
  Jujutsu, Judo, Karate and Kendo.
  The Aikido martial artist can fend off the attacks of any and all who approach. Their goal in 
  combat is to subdue opponents as quickly as possible. To do this they seize the leading part of 
  the attacker's body, usually right at the wrist or ankle. At this point, one can either use the 
  attacker's momentum in a flip/throw, or, by applying a joint lock, one can lead the attacker 
  around into a helpless position on the ground.
  Requirements: Three skill selections. Alignments must be Principled (Good), Scrupulous 
  (Good), Unprincipled (Selfish), or Aberrant (evil).
  Attacks Per Melee: 1
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Knife Hand, Trip/Leg Sweep, Pull Punch, Knock-Out/Stun, Critical Strike.
  Level Advancement Bonuses
  1st: +2 to roll with punch/fall/Impact, +2 to pull punch.
  2nd: +2 to parry and dodge.
  3rd: Breakfall. +2 to Body Flip/Throw (does 2D6 damage).
  4th: +1 to strike and +1 to disarm.
  5th: +1 to damage and +1 to parry.
  6th: One additional attack per melee round.
  7th: Critical Body Flip/Throw.
  8th: +2 to roll with punch/fall/Impact, +2 to pull punch.
  9th: +1 to dodge and +1 to disarm. 
  10th: Automatic Wrist Lock.
  11th: +1 to strike and +1 on initiative.
  12th: One additional attack per melee round.
  13th: +2 to Body Flip/Throw (does 3D6 damage).
  14th: Automatic Body Flip/Throw.
  15th: Critical Body Flip/Throw on a Natural 18, 19, or 20.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_aikido.htm [1/4/2003 9:31:05 PM]
  
  Hand to Hand: Martial Arts ( Aikido )
  ( Hand to Hand: Martial Arts ) Aikido ( revised )
  By JJ Fuzz
  Skill Cost: Four "other" skills, or as noted under O.C.C. Skills section.
  Techniques Known at First Level: Body Block/Tackle (1D6 damage), Body Flip/Throw (2D6 damage), 
  automatic flip/throw, critical flip/throw, breakfall, disarm, roll with punch/fall/impact, pull punch, multiple dodge, 
  automatic parry, kick attack (2D4 damage), and the basic strike, parry and dodge. 
  Locks/Holds: Arm hold, leg hold, body hold, neck hold, wrist lock, arm lock
  Special Attacks: Knife hand knock-out (Special! The opponent must first be in some sort of joint lock or 
  bound. It does no damage but renders the victim unconscious for 2D4 melees. Requires a normal strike roll), 
  combination automatic parry/strike, combination automatic parry/throw (automatic flip/throw). 
  Modifiers to Attacks: Pull punch, knock-out/stun, automatic flip/throw, critical flip throw, critical strike. 
  Additional Skills (Choose Two): W.P. Knife, W.P. Forked (Sai), W.P. Blunt (Tonfa), W.P. Paired Weapons. 
  Also choose any two domestic or domestic:cultural skills, or Holistic Medicine (any) or Identify Plants & Friuts. 
  Selected skills recieve a +15% skill bonus. 
  Character Bonuses: Add +2D4 to P.P.E. and I.S.P. (if applicable), +2D6 to S.D.C., +1D4 to M.E., +1 to P.P., 
  and +1 to P.E. 
  Level Advancement Bonuses:
  Level 1: Add two additional attacks per melee, +2 to parry and dodge, +3 to breakfall, +2 to roll with 
  punch/fall/impact, +2 to body flip/throw, critical flip/throw on natural 20 (double damage; 4d6 damage), critical 
  strike on natural 20.. 
  Level 2: Learns automatic locks, +1 on initiative, +2 to parry and dodge.
  Level 3: Learns knife hand knock-out, add +1D6 to P.P.E or I.S.P., +1 to disarm.
  Level 4: One additional attack per melee, +1 to strike, +1 to body flip/throw . 
  Level 5: Automatic Dodge, critical flip/throw on natural 18 or better (double damage), +1 to body block tackle. 
  Level 6: +1 to parry and dodge, +1 to body flip/throw (flip/throw damage does 2D6 extra damage instead of the 
  usual 1D6 damage, inflicting 3D6 total damage). 
  Level 7: +2 to pull punch, +1 to disarm. 
  Level 8: One additional attack per melee, +1 to breakfall. 
  Level 9: +1 on initiative, +1 to strike, parry and dodge. 
  Level 10: Add +2D6 to P.P.E. or I.S.P., +1 to disarm. 
  Level 11: +1 to parry, +2 to dodge, and +1 to body flip/throw. 
  Level 12: One additional attack per melee. 
  Level 13: +1 on initiative, +2 to body block/tackle. 
  Level 14: Critical strike on natural 18, 19, or 20. 
  Level 15: One additional attack per melee
   
  http://www.geocities.com/kuseru/PMAN/Styles/aikido.html [1/4/2003 9:31:07 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/aikijutsu.html
  Aikijutsu (EXCLUSIVE)
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include I.Q.: 9, P.S.: 8, P.P.: 12, and Spd.: 10. 
  Skill Cost: 14 Years.
  Aikijutsu developed within the Aizu domain of Japan where certain families came together, 
  bringing their own expertise in Jujutsu, swordsmanship, spearmanship, horsemanship, archery, 
  strategy, and other war-related arts. Other non-martial arts were also valued such as 
  calligraphy, poetry, healing arts, ethics, etiquette, and other areas of learning more related to 
  peace. The more traditional lines of Aikijutsu today still give priority to the spiritual training of 
  the student, and judges his or her progress by means of character, dedication, humility, 
  willingness to contribute to the welfare of the dojo, the progress of the fellow students, and 
  other traits that show a loyal and selfless spirit. These make a student worthwhile to be 
  instructed in the inner secrets of the art. These fundamental principles are:
  1. Metsuke: Meeting or focus of the eyes.
  2. Kokyu: Breathing.
  3. Ma-ai: Distance between opponents.
  4. Kuzushi: Breaking the opponent's balance.
  5. Zanshin: Staying attentive at the end of a technique.
  6. Aiki: Spirit or energy unification.
  Costume: Keikogi and Hakama
  Stance: Facing opponent with one foot forward and the other back, arms extended forward as 
  if holding a sword. Hanmai - The ready stance used to precede most techniques, also referred 
  to as a "T" stance. 
  CHARACTER BONUSES
  Add 1 to P.S.
  Add1 to P.P.
  Add1 to M.E.
  Add2 to Spd.
  Add 5 to Chi
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Auto Parry. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Parry/Attack, Auto Roll, Break fall, 
  Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Reverse Turning Kick, Drop 
  Kick.
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee, 
  http://www.geocities.com/kuseru/PMAN/Styles/aikijutsu.html (1 of 2) [1/4/2003 9:31:10 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/aikijutsu.html
  Elbow, Forearm, Grab/Attack, Parry/Attack, Paralysis Attack, Headbutt .
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold Wrist Lock.
  Weapon Kata (Pick two): W.P. Bokken, W.P. Daikyu, W.P. Katana , W.P. Naginata, W.P. 
  Spear, W.P. Wakizashi.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Automatically receives Zanshin, Select a total of one (1) Powers from 
  among Body Hardening, Special Kata, or Martial Art Techniques.
  Language: Japanese.
  Cultural Skills: Calligraphy, Etiquette, First Aid, Haiku, Horsemanship, Strategy, Ukio-E.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Goshinjutsu (4 Years), Jujutsu (3 Years), Kaze Arashi Ryu (7 Years), or Kito Ryu 
  Jujutsu (6 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical on a 19 or 20.
  2nd: +1 to Strike, +1 to Disarm.
  3rd: +1 to Body Flip/Throw (2D6 damage), +2 to Maintain Balance, Select One (1) Martial Art 
  Power from Body Hardening, Special Kata, or Martial Art Techniques.
  4th: +1 Attack per Melee, KO/Stun on an 18, 19, or 20.
  5th: +2 to Roll with Punch/Fall/Impact, Critical on an 18, 19, or 20, Death Blow on a Natural 20.
  6th: +1 Attack per Melee, Select One (1) Martial Art Power from Body Hardening, Special Kata, 
  or Martial Art Techniques.
  7th: +1 Body Flip/Throw, +1 to Damage.
  8th: +1 Disarm, +1 to Maintain Balance.
  9th: +2 to Roll with Punch/Fall/Impact, +1 to Damage.
  10th: +1 Attack per Melee, +1 to Parry/Dodge, +1 to Disarm.
  11th: + 1 to Damage, Select One (1) Martial Art Power from Atemi, Special Kata, or Martial Art 
  Techniques.
  12th: +1 to Parry/Dodge, +1 to Strike.
  13th: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  14th: Death Blow on a Natural 19 or 20, Select One (1) Martial Art Power from Atemi, Special 
  Kata, or Martial Art Techniques.
  15th: +1 Attack per Melee, Select one Zenjorike.
  WHY STUDY Aikijutsu?
  Combining the best of Jujutsu and Kenjutsu, Aikijutsu is a powerful art with awesome offensive 
  and defensive abilities. The main drawbacks are the intensive, rigorous and strict training, 
  coupled with limited mental abilities.
  http://www.geocities.com/kuseru/PMAN/Styles/aikijutsu.html (2 of 2) [1/4/2003 9:31:10 PM]
  
  Aikikai Aikido
  AIKIKAI AIKIDO
  by
  Lee Casebolt
  Aikikai Aikido (EXCLUSIVE)
  Entrance Requirements: Alignment must be Principled (good), Scrupulous (good), Unprincipled 
  (selfish), or Aberrant (evil). There are no attribute requirements.
  Skill Cost: 15 years
  (Basically, this is a representation of Aikido based on my GM's numerous complaints. It's resemblance to 
  "true" Aikikai-school aikido is indeterminate. In terms of history and philosophy, it is identical to the 
  Aikido found on page 84 of Ninjas and Superspies.)
  Costume: Standard Karate outfit with the addition of a black hakama
  Stance: Shizentai Gamae; a natural stance, facing either right or left, feet a shoulder's width apart, 
  forward hand outstretched loosely, rear hand held back for defense.
  CHARACTER BONUSES:
  Double Normal CHI
  +4 ME
  +2 PP
  COMBAT SKILLS
  Attacks per Melee: 1 Escape Moves: Roll with Punch/Fall/Impact, Breakfall Basic Defensive Moves: 
  Dodge, Parry, Automatic Parry Advanced Defenses: Multiple Dodge, Circular Parry, Disarm Hand 
  Attacks: Strike (Punch), Knife Hand Foot Attacks: None Special Attacks: Body Flip/Throw, Automatic 
  Flip/Throw, Critical Flip/Throw Holds/Locks: Neck Hold, Wrist Lock, Elbow Lock, Automatic Wrist 
  Lock, Automatic Elbow Lock Weapon Katas (Pick Two): WP Sword--Katana, WP Sword--Bokken, WP 
  Knife--Tanto, WP Jo Staff
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Recieves the Zanshin Martial Arts Technique automatically. Select one additional 
  power from Atemi Abilities or Chi Mastery.
  Language: Japanese, Full Literacy
  Cultural Skills: Ikebana, Bonsai, Calligraphy, Ukio-E, Haiku, or Go Philosophical Training: Zen
  LEVEL ADVANCEMENT BONUSES
  (see Ninjas and Superspies, page 85)
  WHY STUDY AKIKAI AIKIDO? A slightly more combat oriented style than standard aikido, it should 
  appeal to those who need some offense with their defensive skills. Somewhat less mystic power than the 
  usual aikido.
  http://www.geocities.com/kuseru/PMAN/Styles/aikikai_aikido.htm (1 of 2) [1/4/2003 9:31:19 PM]
  
  Aikikai Aikido
  Lee Casebolt
  "The opprobrium of assholes is a badge of honor" - Norman Spinrad
  http://www.geocities.com/kuseru/PMAN/Styles/aikikai_aikido.htm (2 of 2) [1/4/2003 9:31:19 PM]
  
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  New Martial Art: Anbo-Jyutsu
  Anbo-Jyutsu
  The Ultimate Way of the Staff
  By Cutter Kinseeker
  In the distant future of another time-line, the martial arts had become obsolete in the face of super-
  powerful weaponry. As such, they had been relegated to mostly ceremonial functions and were rarely if ever 
  used in actual combat. Many of the more aggressive martial arts died out completely (or lived on secretly) in 
  those dark times, but at least one new form was created.
  Even though humans of the future liked to believe themselves free from all violent impulses, they still 
  required an occasional venting of anger and frustration. Because of the combatant nature of the martial arts, 
  these ancient practices were deemed worthy of further study; the fact that they required great mental and 
  physical discipline as well was seen as a great plus. So, sometime in the mid- to late 23rd century, an historian 
  and student of the martial arts decided to create his own form. Well, it wasn't actually that simple a decision, but 
  it's as good a description as any.
  Working with the idea that the martial arts should be a vent for negative emotions and not a means of 
  self-defense, this historian (who is ironically unnamed in the history texts of later eras) synthesized a workable 
  form from his knowledge of many older forms. He called this discipline "Anbo-Jyutsu," but among its 
  practitioners it was often called (wrongly and arrogantly) "the ultimate advancement in the martial arts." Anbo-
  Jyutsu is practiced and performed in light-weight armor made out of a material similar to kevlar. Its primary 
  weapon is a staff about five feet long, with a padded weight on one end and a carved air-whistle on the other. In 
  combat, these staves made a low, throbbing noise counterpointed with shrill whistles each time it strikes. 
  However, the most stunning thing about this martial art (besides its impressive appearance) is that it is 
  performed without the benefit of sight! All Anbo-Jyutsu armor is built with an attached faceplate which can be 
  lowered or raised. In performances, mock battles, and grudge matches, it is always kept down.
  Anbo-Jyutsu has many wide, sweeping, circular motions in it, partly to make up for the lack of sight, but 
  also just for the sake of an impressive appearance. Do not be fooled by thinking this martial art weak just 
  because it prides itself on appearance; on the contrary, practitioners of Anbo-Jyutsu (who often consider it a 
  game rather than a combat discipline) equate being good with looking good and can be truly devastating, both 
  to their mock opponents and their real ones.
  (Note: If you want to use this in a campaign that isn't Phase World/Rifts, arbitrate that a group of Anbo-Jyutsu 
  practitioners were caught in a transporter accident and sent to whatever game world you're using. Or just move 
  the background [ie: an historian with a penchant for the martial arts] to whatever game world you're using.)
  Entrance Requirements: PP 13; PE 11; MA or PB 12
  Skill Cost: 4 years (people can learn Anbo-Jyutsu fairly quickly because of its dependence on the purely 
  physical aspects of martial arts)
  Costume: Light, padded armor for competitions which is fairly useless in real battle (AR 16; 25 SDC); 
  traditional colors are red and blue, but any are allowed. If actually fighting, the practitioners go with something 
  comfortable, but stylish, depending on individual tastes.
  Stance: Feet planted wide, pointing apart at a 45-degree angle, weight on the balls of the feet rather than the 
  heel. Arms kept level and steady, holding the staff in a defensive posture.
  CHARACTER BONUSES 
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  New Martial Art: Anbo-Jyutsu
  Add 2 to PP
  Add 1 to PE
  Add 1 to PS
  Add 15 to SDC
  Add 5 to sound-based perception (if those optional rules are used)
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Parry, Dodge, Automatic Parry
  Advanced Defenses: Circular Parry, Disarm, Multiple Dodge, Combination Parry/Attack
  Hand Attacks: Strike (Punch), Palm Strike
  Basic Foot Attacks: Kick Attack
  Special Attacks: Death Blow, Combination Strike/Parry, Blindfighting (Special, see below), Temple Strike 
  (Special, see below), Tripping Strike (Special, see below), Pinwheel Attack (Special, see below)
  Weapon Katas: WP Staff (treat as two levels higher than actual level), WP Short Staff (treat as two levels 
  higher than actual level), WP Short Staff (Paired) (treat as two levels higher than actual level)
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind, Staff Choke 
  (Special, see below)
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of two powers from either Body Hardening Exercises (with the exception of 
  Chagi/Kick Practice) or Special Katas. If the optional perception rules are not used, ignore the Blindfighting 
  ability and the perception bonuses, and instead give the character the ability of Zanshin.
  Languages: English
  Cultural: Performance
  Physical: Prowl, Athletics
  Philosophical Training: None, except possibly "win as much as possible while looking as good as possible."
  If Anbo-Jyutsu is your primary martial art form, then the following other forms can be learned in a 
  shorter time: Jujutsu (3 years), Choy-Li-Fut Kung Fu (4 years), Isshin-Ryu Karate (4 years), Tai-Chi Ch'uan (5 
  years), or Taido (6 years).
  LEVEL ADVANCEMENT BONUSES
  Level 1: +3 to roll with punch, +3 to parry, Critical Strike on natural 20
  Level 2: +1 to strike with staves, Knock-Out/Stun on natural 19-20
  Level 3: +1 attack per melee; +1 to parry/dodge, +1 to disarm 
  Level 4: +2 to damage with staves, Select one additional martial art power from Special Katas 
  Level 5: +2 to Maintain Balance, Critical Strike on natural 19-20
  Level 6: +1 to roll with punch, +3 to pull punch, Knock-Out/Stun on Natural 18-20 
  Level 7: +2 to parry, Select one additional martial art power from Body Hardening (except Chagi) 
  Level 8: +1 attack per melee, +1 to Maintain Balance, +2 to disarm 
  Level 9: +1 to damage with staves, +1 to parry/dodge, +1 to strike with staves
  Level 10: Critical Strike on Natural 18-20, +1 to disarm 
  Level 11: +1 to strike and dodge, Death Blow on Natural 20 
  Level 12: Select one additional martial art power from Body Hardening (except Chagi), Special Katas, or 
  Martial Arts Techniques 
  Level 13: +2 to roll with punch, +1 to disarm, Critical Strike from behind 
  Level 14: +1 to strike/parry with staves
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  New Martial Art: Anbo-Jyutsu
  Level 15: Death Blow on natural 19-20 
  Why study Anbo-Jyutsu?
  Despite its flashy maneuvers and posturing, Anbo-Jyutsu is a viable martial art with a great deal of 
  strength in one area: the staff. Practitioners of this martial art are good at putting on shows, but are also good at 
  winning fights, as long as a staff or rod is readily available (and many carry concealed hardwood dowel rods 
  "just in case"). Those that practice Anbo-Jyutsu never start fights (you might get dirty, after all) and would rather 
  avoid them, but can defend themselves along with the best of them. The only area in which Anbo-Jyutsu is 
  notably deficient is kick attacks, mainly because the tournament rules (and remember, originally this martial art 
  was just for show) forbid kicks.
  Special Maneuvers
  Blindfighting
  Anbo-Jyutsu is unique among the martial arts in that all matches are fought completely blind! While 
  those that pursue this form as a means of self-defense are not required to fight every battle blind, they are very 
  prepared in case they have to. The rules are simple: At the beginning of each melee round, roll a flat perception 
  check (no bonuses). If it succeeds, the practitioner is only -1 to strike, parry, and dodge. If it fails, then half the 
  usual penalties apply.
  Temple Strike
  On a called shot at -4 to strike, a practitioner of Anbo-Jyutsu may make a staff or rod strike against the 
  side of an opponent's head. This strike inflicts double damage, results in the negation opponent's combat 
  bonuses for 1D4 melees, and has a 15% +(damage inflicted)% chance of causing knock-out for 1D4 minutes! 
  Repeated usage of this attack (ex: reducing an opponent to 1 HP using only this attack) can result in serious 
  and long-lasting brain damage (GM has final say).
  Tripping Strike
  This strike is aimed at an opponent's legs, preferably the bend of the knee, but the shin works as well. 
  This attack does minimal damage (1D4) and is used primarily to ensure a knock-down on an opponent. Treat it 
  exactly as the Tripping/Leg Hook from N&SS.
  Pinwheel Attack
  This flashy, show-off move is used primarily to intimidate but also has good damage. Unfortunately, the 
  use of the Pinwheel Attack (so called because of the "pinwheeling" motions of the attacker's arms) results in an 
  almost compete loss of defensive capability for its duration! The build-up to this attack is eerily silent for all its 
  obvious power. In the moments preceding this attack, the attacker begins to whirl his weapon(s) in a circular 
  pattern that does look like a pinwheel, all the while moving closer to the target. This attack must be the first 
  attack in a melee round, and regardless of the initiative roll, this attack always comes last in the first group of 
  attacks. During the build-up, the attacker may still use circular parries, but may not dodge or use a regular 
  parry, and the circular parry is at -4.
  When the attack itself comes, it comes as the whirlwind--fast and hard. The attacker spins in a complete 
  circle, hits the target with both ends of the staff (or both rods), comes to a complete stop, and does the same 
  thing in reverse. In essence, the character gets four attacks for the price of one! Each set of attacks (the first 
  two, then the last two) must be rolled for separately, and unless the opponent has two weapons (or a staff) a 
  parry of the first attack results in a -4 to the parry roll on the second attack (the weapon has been knocked out 
  of line).
  When the attack ends, the character may not do anything for the remainder of the round except defend, 
  and may only do that with a penalty of -6! However, this attack is so impressive and cool-looking that any 
  opponent of less than fifth level must save vs. horror factor 15 to avoid being cowed into retreat or submission. 
  http://www.geocities.com/kuseru/PMAN/Styles/anbo.html (3 of 4) [1/4/2003 9:31:38 PM]
  
  New Martial Art: Anbo-Jyutsu
  More experienced characters without martial arts ability are less impressed by flashy maneuvers and only need 
  a 12 to save. Martial artists of fifth level or above are completely unaffected by this move, considering it the tool 
  of a show-off and braggart.
  (Example: Will, a first-level practitioner of Anbo-Jyutsu armed with a bo staff [with which he is 
  considered to have third level proficiency], is in a duel against Kyle, a third level Soldier with Hand to Hand: 
  Martial Arts who is armed with a sword. Will and Kyle each have three attacks per melee. The first round of 
  combat begins; Will gets a 17 on initiative and Kyle gets a 10. Normally, Will would go first, but he declares that 
  he is building up for a Pinwheel Strike. Kyle gets his first attack, going for a simple sword strike. Will cannot use 
  any defense except a circular parry, and manages to parry the sword strike successfully. Now it's Will's turn. 
  Will goes into his attack run, rolling a 16 to strike for the first pair of staff strikes. Kyle parries the first strike with 
  his sword by rolling an 18, but because of the -4 penalty (which reduces his parry to 14) the butt end of the staff 
  connects squarely with him and inflicts seven points of damage. Then the next two strikes come through the 
  other way; Will rolls 14 to strike. Kyle rolls an 18 to parry, blocking both strikes successfully (but barely on the 
  second one). Will is incapable of any attacks for the remainder of the round, but can now parry, dodge, or 
  whatever [albeit at a -6 penalty] if Kyle attacks him. Fortunately for Will, Kyle [a martial artist of less than fifth 
  level] rolls only a 13 on his save vs. horror factor and books away, deciding he doesn't want anything to do with 
  this fight.)
  Staff Choke
  This is identical to the Choke ability in N&SS except that is performed with a staff or pair of rods and 
  that it must be done from behind (ie: using the staff to essentially garrote the poor sod in front of you).
  A Final Note on Damage and Size
  Weapon
  Damage
  Average Length
  Short Staff
  1D6 SDC
  Five feet
  Long Staff
  1D8 SDC
  Seven feet
  Bo Staff
  2D4 SDC
  8.5 feet 
  Quarterstaff
  1D8 SDC
  Six feet 
  Iron Staff
  1D8+2 SDC Six feet 
  Rod
  1D4+1 SDC 2.5 feet 
  Ironwood Rod 1D6 SDC
  Three feet 
   
  http://www.geocities.com/kuseru/PMAN/Styles/anbo.html (4 of 4) [1/4/2003 9:31:38 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/angaranco.htm
  Angaranco
  By Sinestus
  Inspired by The Minion (with Dolph Lundgren)
  In the early ages of Man, the Temple of the Holy Light was founded to train the protectors of the 
  mortal races. These Holy Templars were trained in the ways of demon hunting, and similar 
  spiritual duties. From them spawned the modern Paladins and Warrior Monks; however, with 
  the return of the Old Gods, the Holy Templars were instructed to disband. In their first act of 
  disobedience, the Templars did not disband, instead they made their existence secret, allowing 
  a mist of rumors surround their true motivations.
  Angaranco is the fighting technique taught to all who enter the Temple of Holy Light. It's primary 
  concern is fighting possessing entities, and thus trains to bring about a quick, merciful death to 
  the opponent. To aid in its methods, Angaranco trains in the use of many weapons, specializing 
  in a modified Cestus, a spiked gauntlet.
  One can easily identify a Templar after a battle, as they are trained to crush the skull, and 
  destroy the eyes of their enemies. In addition, they are taught to revere holy ground (churches 
  and the like) and will seek to move combat from such places before spilling blood (lest there is 
  no alternative).
  Requirements: P.P.: 9, P.S.: 10, Devotion to the Templars
  Training: 10 years
  Character Bonuses 
  +2 to P.P. 
  +2 to P.E. 
  +2 to P.S. 
  +10 Chi
  Stance: Similar to a Kickboxing or boxing stance
  Outfit: Light chain mail vest (A.R.: 10, S.D.C.; 15), loose pants, and Cestus on primary arm.
  Combat Skills
  Attacks per Melee: 3
  Hand Attacks: strike/punch, power punch (1D10, one attack), backhand, forearm, turning 
  backhand (dodge/strike, +3 damage with Cestus)
  Foot Attacks: crescent kick, axe kick, roundhouse, kick attack, turning kick (dodge/kick), knee, 
  snap kick
  Basic Defense Moves: parry, dodge, automatic parry
  Advances Defense Moves: roll, circular parry, disarm (as/with parry)
  Holds/Locks: wrist lock, one handed-arm hold (-1 to hold)
  Escape Techniques: roll
  Modifiers to Attack: critical, death blow
  Special Moves: one hand choke
  Weapon Katas: Cestus (see below)
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  http://www.geocities.com/kuseru/PMAN/Styles/angaranco.htm
  Additional Skills: Lore: Possession/Demon (+10), Lore: Religion (General)
  Martial Arts Powers: Select two from Martial Arts Techniques, Specialty Katas, or Body 
  Hardening (including Demon Wrestling)
  Level Advancement Bonuses
  1st: +2 to parry, +2 to damage
  2nd: +2 to strike, +1 to initiative, Critical from Behind
  3rd: +2 to dodge, +1 to roll
  4th: Select one power from Body Hardening, Specialty Katas, Or Martial Arts
  5th: +1 attack, Critical on 19+
  6th: Gain Leap Attack, +2 to hold/lock/choke
  7th: +1 to damage and parry, Select one Chi Mastery or Body Hardening
  8th: +1 to strike and roll, Deathblow on natural 20
  9th: Select one power from Martial Arts, Specialty Katas, or gain Enlightenment Strike (Atemi)
  10th: +1 attack, Critical 18+
  11th: +1 to parry and hold/lock/choke
  12th: Deathblow from Behind
  13th: +1 to damage and dodge
  14th: Select one Chi Mastery, Body Hardening, or Specialty Kata
  15th: +1 attack, +1 to parry
  Special Weapon Training - The Cestus is a not truly a specialty weapon, it can be found in 
  many cultures. Generally it is composed of a spiked gauntlet of some sort. The Templar Cestus 
  is made from a heavy leather bracer and a light gauntlet. Both are lined with spikes roughly 1 to 
  2 inches long. When striking it provides +1D6 to most hand and forearm strikes.
  The Cestus W.P. cannot be paired with itself (only other single-handed, short weapons). It 
  Provides +1 to parry at levels 1, 3, 7, 12, and 15, and +1 to strike at levels 2, 7, and 14.
  At level five, W.P. Cestus provides a two action Power Punch which deals 2D6 for the Punch + 
  2D4 from Spike Damage.
  The Arm bearing the Cestus is also 'immune' to wrist and finger hold/locks, however, it cannot 
  be used for holds/locked either.
  Those who have bare hand/leg attacks parried by the Cestus suffer 1D4 damage to the 
  offending limb. (A natural 20 on the parry deals 2D4 to the offending limb).
  The average Cestus acts as a shield, directly attempting to damage the gauntlet can be done. 
  Generally it has a natural A.R.: 11, S.D.C.: 15.
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  http://www.geocities.com/kuseru/PMAN/Styles/anything_gose_kungfu.htm
  Anything Gose Kung Fu
  By Ben Quash 
  Entry Requirements: M.E. of 12 or higher, only a stubborn person is able to put up with the 
  training regiment the masters put students through.
  Skill Cost: 10 years ( 5years if secondary form)
  This Martial Art was first taught in the 1800's by a wandering pugilist, whose students were 
  desperate kids that saw him to be the road to independence. However most of his students 
  dropped out of training early, due to the ramshackle teaching methods the pugilist used. For the 
  pugilist used various tasks to teach each student the essential of the art, with the least effort on 
  his part. These tasks also develop and honed the students Physical dexterity and stamina, 
  while also building their strength of body and character.
  Each student ends up exiting the initial training with the basics set martial art moves and with a 
  desire and the ability to learn more. This comes from the wanting to beat the daylights out of 
  the master after the years of living hell they have been put through. It is this desire that sets in 
  motion the ability to learn the moves and powers of different forms.
  If the student finds an instructor and dedicates their time to training, then the base time to learn 
  something is four weeks, subtracting the char's P.P. or I.Q. in day from the training time(GM 
  discretion) with a minimum training time of one week. However, if there is no instructor, or can't 
  dedicate the time to the learning, each new move takes half a year and each power takes a 
  year to learn.
  Because of the eclectic training methods of this form embraces, ends up teaching the students 
  a basic set of moves, but also makes those moves seam self taught and sloppy, for good 
  portion that is exactly what it is. This fools most martial artists that they are not any good. But 
  the teaching techniques also make it so that each student learns a different set of moves from 
  one another.
  Once a martial artist learns Anything Gose KUNG FU he is ruined for any other form because 
  of the living hell the Anything Gose KUNG FU master puts their students through breaks their 
  previous form's moves into new moves for Anything Gose KUNG FU.
  Costume: for the formal daily practice a white 'gi' is worn, but any clothes are worn by the 
  practitioners, but most like loose clothing.
  Stance: Just about Anything here, depends on the practitioner
  Character Bonuses
  +4 P.P.
  +2 P.E.
  +1 P.S.
  +10 S.D.C.
  +3 Parry
  +5 dodge
  Combat Skills
  Escape Moves: roll with fall/impact, somersault, maintain balance
  Defensive Moves: dodge, parry, auto parry
  Hand Attacks: Strike, Knife hand, power punch
  Basic Foot Attacks: Kick, Snap Kick, Drop Kick(combination dodge(drop)/Kick, Round House 
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  http://www.geocities.com/kuseru/PMAN/Styles/anything_gose_kungfu.htm
  Kick
  Jumping Kick Attacks: Jump Kick
  Special Attacks: Leap Attack, Body Block/Tackle, Body Flip/Throw
  Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, Critical Strike from Behind(AG 
  masters never ever teach their students Death blow, even if they know Death Blow, however 
  they would teach someone else student Death blow)
  Holds/Locks: none standard to start
  Advanced Defensive moves: none standard to start
  Special Katas: none standard to start
  Weapon Katas: Improvised Weapon all (Strike, Parry, Damage, Throw, Entangle), WP 
  chopsticks or WP Paired weapons Fork and Knife(depending on the master)
  Skills learned in Training
  Martial Art Powers: Any two to start other then, Mystic Invisibility, all Atemi, Chi-Gung, all chi 
  mastery powers, sword drawing, chi Katas and Zenjorike.
  Language Skills: only the primary language of the Master
  Cultural Skills: Combative Eating(+ 2 attacks, +2 to all combat rolls while eating), 
  Packing(cultural: the ability to pack traveling gear in less then fifteen minutes on a successful 
  roll)
  Physical Skills: Prowl, running, Gymnastics and Acrobatics
  Philosophical Training: "Feed you Stomach and you will not be hungry" and "The Master is 
  always there to make your life a Living Hell"
  Other forms
  Because of the ramshackleness of the training leaves a mark on the Martial Artist , that once he 
  goes though the training they can no longer learn a complete form, even though they can learn 
  the moves of that form, taking them into their own style of Anything Goes KUNG FU. And any 
  form they had is lost to the M.A. after going through the Anything Gose training.
  Level Advancement Bonuses
  1st: +2 Parry & Dodge, Critical from behind, +2 roll with fall/impact, +2 perception
  2nd: +1 Parry,+1 Strike,+1D6 S.D.C.
  3rd: +1 attack, +1 roll with fall/impact, +1 M.E., +1 Escape Moves
  4th: Paired Improvised Weapons, +1 to Improvised Weapons
  5th: +1 P.E., +1D6 S.D.C., Learns the basics of Chi if has not already and one chi power
  6th: +1 strike, +2 Parry & Dodge, +1 M.E., +1 Escape Moves
  7th: +1 Attack, Double chi, +2 to Improvised Weapons,
  8th: Demon Wresting, + 1 Maintain balance
  9th: +1 Strike & Dodge, +2 Parry, +1 Escape Moves
  10th: +2 damage
  11th: Vital Harmony Martial Art Technique
  12th: +1 Attack
  13th: Double chi, +1 P.E., +1 Strike, Parry, Dodge and Escape Moves
  14th: Double eating attacks
  15th: + 1 Maintain balance, +2 damage
  Why study Anything Goes KUNG FU?
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  http://www.geocities.com/kuseru/PMAN/Styles/anything_gose_kungfu.htm
  It's the only martial art that you can easily learn new moves, skills, powers of other M.A. forms 
  with out having to learn a whole new form. However, masters never let their students live in 
  peace, continually testing them and keeping them on their toes.
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  http://www.geocities.com/kuseru/PMAN/Styles/araki_ryu.htm
  Araki Ryu Kusarijutsu
  By Kuseru
  Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions. 
  Skill Cost: 12 years (6 as a Secondary Martial Art Style).
  Araki Ryu Kusarijutsu is a Japanese style that teaches a wide variety of chain weapons. This 
  style was founded by Araki (Mujinsai) Mataemon Minamoto Hidetsuna (c. 1584-1638), who was 
  skilled in the Yagyu Shinkage Ryu and in the Muso Jikiden Ryu. Araki Hidetsuna founded this 
  style around 1573, at the end of the Muromachi Era (roughly 1333-1573), during the Sengoku 
  Jidai (Warring States Period, roughly 1542-1600, though some sources date this from the Onin 
  War (1467-1477) to the Battle of Sekigahara (1600)).
  This style teaches unarmed combat, a variant of torite kogusoku, which concentrates primarily 
  on grappling and close combat. However, the primary teaching of this style is weapon skills, 
  including kusarigamajutsu (Kusarigama); chigirikijutsu (Chigiriki); ryofundojutsu (Ryofundo), 
  and mojiri nawa. In addition, this style also teaches common combat weapons and techniques 
  such as; tojutsu (sword practice), tantojutsu (knife fighting), bojutsu (staff techniques), shuriken, 
  and the nagimaki.
  Training for this style is currently conducted by three headmasters, 17th generation shihan 
  Kikuchi Kunimitsu, 17th generation shihan Suzuki Nobuo, and 18th generation shihan, Arakawa 
  Seishin. Training is conducted in Gunma and Saitama Prefectures in Japan.
  Costume: Dogi top with Hakama.
  Stance: None.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +1 to P.P.
  Add +1 to P.E.
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact.
  Attack Moves: None.
  Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
  Advanced Defense Moves: Circular Parry, Combination Parry/Lock.
  Hand Attacks: Punch (Human Fist), Palm Strike.
  Foot Attacks: Kick Attack, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Choke, Elbow, Knee, Grab Attack.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Arm Lock, Elbow Lock, Neck Hold/ Choke.
  Weapon Kata (Choose three, at least two must be chain weapons): W.P. Kusarigama, 
  http://www.geocities.com/kuseru/PMAN/Styles/araki_ryu.htm (1 of 2) [1/4/2003 9:31:47 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/araki_ryu.htm
  W.P. Chigiriki, W.P. Ryofundo, W.P. Yagara Mogara, W.P. Daito (Japanese longsword), W.P. 
  Shoto (Japanese short sword), W.P. Tanto, W.P. Nagimaki, W.P. Bo staff, W.P. Bokken.
  Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of Two (2) Martial Art Powers from among Martial Art 
  Techniques and Special Katas. If desired, any number of Powers can be traded, on a one-for-
  one basis, for Basic Skill Programs (excluding Physical).
  Languages: Japanese
  Cultural: Hojojutsu
  Weapon Proficiencies: W.P. Kusarigama, W.P. Chigiriki, W.P. Ryofundo, W.P. Yagara 
  Mogara, W.P. Daito (Japanese longsword), W.P. Shoto (Japanese short sword), W.P. Tanto, 
  W.P. Nagimaki, W.P. Bo staff, W.P. Bokken, and W.P. Shuriken.
  Philosophical Training: Zen Buddhism/Bushido.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Kogusoku (4 years), Masaki Ryu Kusarijutsu (5 years), or Zanji Shinjinken Ryu (4 years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Parry, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
  2nd: +1 Attack per Melee, +2 to Dodge, +1 to Damage .
  3rd: Critical Strike on a Natural 18, 19, or 20.
  4th: +2 to Strike, +1 to Roll with Punch/Fall/Impact.
  5th: Select One (1) Martial Art Power from Martial Art Techniques or Special Kata.
  6th: +1 Attack per Melee, Death Blow on a Natural 20.
  7th: +2 to Parry, +1 to Dodge.
  8th: +1 to Roll with Punch/Fall/Impact, +1 to Initiative, +1 to Damage with chain weapons.
  9th: Add One (1) Martial Art Power from Atemi.
  10th: Select One (1) Martial Art Power from Martial Art Techniques or Special Kata.
  11th: +1 Attack per Melee, +2 to Strike, +1 to Damage.
  12th: +2 to Parry, +1 to Roll with Punch/Fall/Impact.
  13th: +1 to Dodge, +1 to Initiative, +1 to Damage with chain weapons.
  14th: Select One (1) Martial Art Power from Martial Art Techniques or Special Kata, +1 to 
  Strike, +1 to Parry.
  15th: Add One (1) Martial Art Power from Atemi, +1 Attack per Melee.
  Why Study Araki Ryu Kusarijutsu ?
  A well rounded style that teaches unarmed and armed combat, with a variety of moves and 
  techniques. This style is fairly devastating with chain weapons.
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  http://www.geocities.com/kuseru/PMAN/Styles/arnis.htm
  Arnis
  By Kuseru
  Entrance Requirements: No Attribute or Alignment restrictions.
  Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style).
  Arnis, also known as Arnis de Mano, is a Filipino fighting art. The word 'Arnis' is derived from 
  the Spanish word 'arnes,' which means 'trappings' or 'defensive armor.' Arnis was developed as 
  streamlined, simplified way to teach people to fight Spanish invaders. Arnis is considered a 
  "soldier's art".
  Arnis weapon techniques include (one or two) sticks, knifes, and machetes or swords. After 
  having acquired some skills, one will also be able to self-defend with other things, like an 
  umbrella, a newspaper, even a towel. One of the most notable techniques of Arnis is the 
  continuous, figure-eight striking pattern used for both weapons and unarmed attacks. In the 
  daily training there is also focus on coordination, timing and reaction-abilities, and also 
  concentration. The focus on strict discipline isn't as high as in some other martial arts, which 
  mainly is because the philosophy is to use the time for training, and not formal stuff.
  Empty hand techniques are derived from weapon movements. First the weapons are learned, 
  then the empty-handed applications are shown. The main technical stuff includes blocking, 
  trapping, disarming and various lock- and throwing-techniques. Arnis is a Filipino weapon art 
  which teaches empty hand techniques based on weapon movements.
  Arnis is associated with the inhabitants of Luzon. Training for Arnis can be found in the 
  Philippines and North America.
  Costume: Unknown, similar to the Kung Fu uniform.
  Stance: None.
  CHARACTER BONUSES
  Add +2 P.P.
  Add +1 P.E.
  Add +10 S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall, Maintain Balance.
  Attack Moves: None.
  Basic Defensive Moves: Parry, Dodge, Automatic Parry, Entangle. 
  Advanced Defenses: Circular Parry, Disarm, Combination Parry/Attack.
  Hand Attacks: Punch, Backfist (The character twists his torso to extend his fist into a target to 
  the rear. He may also bring his fist straight up over his shoulder or down past his thigh to strike 
  close targets to the rear without changing facing direction. Damage is 1D6.), Knife Hand, Palm 
  Strike
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  Foot Attacks: Snap Kick, Tripping/Leg Hooks, Kick Attack.
  Special Attacks: Death Blow, Body Flip/Throw.
  Holds/Locks: Arm Hold, Arm Lock, Wrist Lock.
  Weapon Katas: Pick two of the following forms:
  Espada y Daga: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger.
  Solo Baston: W.P. Short Stick or W.P. Kris(sword) .
  Doble Baston: W.P. Short Stick -Paired or W.P. Kris(sword)-Paired, Scissor Choke: uses the 
  short sticks to choke a person squeezing them together in a motion similar to that of a pair of 
  scissors (1D6 S.D.C.+2D4 HP/melee).
  Modifiers to Attack: Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of One (1) Power from among Body Hardening or Martial Art 
  Techniques, or two more Weapon Katas. Powers may be traded one for one for basic skill 
  programs excluding physical.
  Languages: English, Filipino, and Spanish
  Weapon Proficiencies: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger, W.P. Short 
  Stick, W.P. Kris(sword), W.P. Short Stick -Paired, W.P. Kris(sword)-Paired, W.P. Knife, W.P. 
  Knife-Paired, W.P. Sibat(Staff), W.P. Spear, W.P. Oar (Polearm), W.P. Chain, W.P. Whip, W.P. 
  Bow, W.P. Blowgun, W.P. Thrown, and W.P. Fistload.
  Philosophical Training: None
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Eskrima (7 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: Any found object usually not considered a weapon (typically umbrellas, rolled up 
  newspapers, or other stick-like objects) becomes a 1D6 damage weapon when used in hand to 
  hand. Critical Strike from Behind. 
  2nd:+1 to Strike, +1 to Parry.
  3rd: +2 to Disarm, +1 to Entangle.
  4th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques.
  5th: +1 to Initiative, Critical Strike on a Natural 19 or 20.
  6th: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance.
  7th: +1 to Strike, +1 to Parry/Dodge.
  8th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques, or a new 
  Kali Weapon Kata.
  9th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  10th: +1 to Initiative, Death Blow on a Natural 20.
  11th: +1 to Disarm, +1 to Entangle.
  12th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques.
  13th: +1 to Strike, +2 to Parry/Dodge.
  14th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  15th: +1 to Strike, +1 to Parry/Dodge.
  Why Study Arnis?
  A deadly martial art that is well rounded in everything, from kicks, strikes, and grappling, to 
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  weapon skills.
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  http://www.geocities.com/kuseru/PMAN/Styles/arondight.htm
  Arondight
  By Sinestus
  Initially, this style was little more than a brutal, ritualistic competition between gangs in various 
  US cities. As the combat techniques evolved, those who learned it enhanced the knife fighting 
  techniques with aspects of other fighting styles. Arondight is the evolution of basic knife fighting 
  techniques combined with the grappling techniques taught in many law enforcement agencies.
  Refinement of the style is credited to members of the Detroit Police force, who adapted their 
  training procedures to allow patrolmen to deal with potentially deadly situations without drawing 
  their pistol, but still employing lethal force.
  Requirements: I.Q.: 10, P.P.: 10
  Training: 4 years
  Character Bonuses 
  +2 to P.P. 
  +10 S.D.C. 
  +2D4 H.P.
  Stance: Varies. There are two primary fighting stances: Aggressive (leaning forward, toward 
  the opponent, both hands forward, like a wrestling stance) and Passive (standing fairly upright, 
  empty hand drawn back, blade pointing towards the opponent's face).
  Outfit: Anything, usually comfortable clothes.
  Combat Skills
  Attacks per Melee: 2
  Hand Attacks: strike, knife hand, palm strike, forearm, elbow.
  Foot Attacks: tripping leg hooks, backward sweep, snap kick, kick.
  Basic Defense Moves: parry, dodge, auto parry, roll.
  Advances Defense Moves: parry/hold (one action, goes to wrist or arm hold), 
  somersault/dodge, disarm.
  Holds/Locks: wrist lock, automatic wrist hold (only needs one hand, acts as a grab/hold), arm 
  hold, arm lock.
  Escape Techniques: somersault/dodge, roll.
  Modifiers to Attack: knockout, critical.
  Special Moves: Pulling Strike (requires wrist hold/lock and a free knife hand, acts as a 
  combination throw/strike. Victim is thrown, and is cut along the length of their arm for 2D4+P.S. 
  damage, save vs. pain. If the officer is unarmed or using a blunt weapon, the strike is to the 
  head and deals 1D10+damage and is a KO on natural 15+); Knee Strike (breaking attempt, leg 
  is broken on successful natural strike of 16+)
  Weapon Katas: Knife, Handcuffs (can employ the use of handcuffs once they have a 
  successful Wrist lock or arm hold), Tonfa/Nightstick (Blunt)
  Additional Skills: Select two: anticipation, prone fighting, boxing or gun grabbing.
  Martial Arts Powers: Wrist Hardening, and Arm Strengthening (Special: repeated wounds to 
  the arms increases durability, providing +2 to save vs. Pain, +5 S.D.C. and +1D4 H.P.)
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  Level Advancement Bonuses
  1st: +2 to disarm and roll
  2nd: +2 to strike/grab, +1 to hold/lock and parry
  3rd: Critical on natural 18+
  4th: +1 attack, +1 to dodge
  5th: +1 to hold/lock and parry
  6th: +1 to disarm, select one power from Body Hardening
  7th: +1 attack, +1 to strike/grab and dodge
  8th: Gain Parry/strike and strike/parry abilities. Turning kick.
  9th: +1 to dodge, Natural KO on 19+ (boxing like)
  10th: +1D6 damage with knives, +1 to parry
  11th: +2 to initiative, +1 attack
  12th: +1 to strike/grab and disarm
  13th: gain neck and body holds, +1 to holds/locks
  14th: Select one power from Martial Arts Techniques or Body Hardening
  15th: +1 to disarm and dodge
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  Hand to Hand
  Hand to Hand: Art of the Crystal Mind
  by Patrick Young
  Similar to the basic hand to hand combat taught by many, this art also has more metaphysical training, teaching its 
  students to be better mages as well as passable fighters. Its teachings are that energy is a malleable force, be it the energy 
  of an opponent's attack or the energy of a spell. Developed in Dweomer by a battle mage, it was later spread to Tolkeen, 
  Lazlo, the rest of the Federation of Magic, and New Lazlo. Its teachings are simple, but very effective, teaching the 
  average mage both basic self defense and better control over his magic. 
  Entrance Requirements: Must be a magic using character class
  Skill Cost: 4 years (to gain this art, one must be able to gain Martial Arts, and it costs the same as that art, replacing it as a 
  choice for most O.C.C.s.)
  Costume: None
  Stance: Varies. Practitioners are taught several different stances. 
  CHARACTER BONUSES
  Add +2 to M.E.
  Add +1 to P.E.
  Add +5 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Disarm
  Basic Defense Moves: Dodge, Parry
  Advanced Defenses: Automatic Parry
  Hand Attacks: Punch (1d4) 
  Basic Foot Attacks: Kick Attack (2d4) 
  Jumping Foot Attacks: Jump Kick (at later levels)
  Special Attacks: Death Blow (at later levels), Body Block/Tackle, Body Flip/Throw, disarm, 
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Behind
  Multiple Attackers: 2
  Preferred Range: Standard and Grappling
  SKILLS INCLUDED IN TRAINING
  Lore: Pick any 2 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 Spell Attack, +1 Break Fall, +1 Roll with Punch/fall/impact, +2body flip/throw, +2 pull punch, +2 Horror 
  Factor, +1 Save vs. Magic, +1 save vs. psionics
  Level 2: +1 initiative when casting a spell, +2 parry and dodge, +5 P.P.E, +1save vs. Mind Control
  Level 3: Automatic Body Flip/Throw, +1 Spell Attack, and +1 Disarm
  Level 4: +1 attack per melee round, +1 body flip/throw, +1 Horror Factor
  Level 5: Critical Body Flip/Throw on Natural 18-20 (double damage), +1 Horror Factor
  Level 6: +1 Parry/dodge and +1 to Body Flip/Throw, +1 save vs. magic
  Level 7: Automatic Dodge, +2 pull punch, +1 Spell Attack, +5 P.P.E, +1 save vs. mind control
  Level 8: +1 attack per melee round, +3 save vs. Magic
  Level 9: +1 Initiative and +1 strike, parry, and dodge, +1 Spell Attack
  Level 10: Multiply Existing P.P.E by 1.5 and +1 disarm
  Level 11: +1 Parry, +2 Dodge, +1 Body Flip/Throw
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  Hand to Hand
  Level 12: +1 Attack per melee round
  Level 13: +1 Initiative when casting a spell and +2 Body Block/Tackle, +10PPE
  Level 14: Critical Strike on a Natural 18-20, +1 Spell Attack
  Level 15: +1 Attack per melee attack
  Why study Art of the Crystal Mind?  
  If you are a magic user, the good effects are without parallel. If you are not however, the art is all but useless. 
  It teaches good defense, passable offensive maneuvers, and good metaphysical training making it an art unparalleled by 
  any for a mage. 
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  http://www.geocities.com/kuseru/PMAN/Styles/art_of_battering.html
  The Art of Battering
  By danzig138
  This is one of the many fighting arts developed by the Kydians (Atlantis, page 47 ). This is also one of 
  the most brutal of Kydian martial arts. Originally, this was developed by the police forces to subdue criminals, 
  but it spread in popularity, and was eventually available to all Kydians.
  A practitioner of this style will enter combat rapidly, with the intent to land as many blows as possible in 
  the shortest amount of time. The goal of this method is not to inflict pain, but to end the confrontation as soon 
  as possible. Most of the time, if the opponent backs down, or surrenders, the attack will end. 
  Practitioners of this style rarely attempt to dodge or parry an attack ( unless the opponent is using a 
  weapon ), preferring to take the damage while launching their own attacks ( simultaneous Attack ).
  Those who practice this art demonstrate a particular interest in physically developing their bodies, and 
  can often be identified by their unusually "ripped" physique.
  Entrance Requirements: P.S. 23, P.P. 10, P.E. 12
  Costume: Shorts, leather straps on the hands.
  Stance: Similar to a boxing stance, but the both fists are held up and out at shoulder level.
  CHARACTER BONUSES
  Add +3 to P.S.
  Add +15 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Hand Attacks: Strike ( Punch ), Power Punch, Roundhouse Punch ( 1D10 damage ), Palm Strike, Backhand
  Special Attacks: Death Blow, Knee, Forearm, Elbow, Simultaneous Attack, Ear Box ( SPECIAL! The 
  character slams both of his fists into the opponent's ears. Requires a strike roll of 12 or better. Inflicts 2D6 
  damage, and the victim must save versus pain, with a 14 or better, or lose initiative and two melee attacks for 
  1D4 melee rounds. There is a damage x3% chance that the victim will be rendered permanently deaf ).
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from rear
  Special Katas
  The Flurry: This is very similar to the Muay Thai kata, Lightning Form. The Kydian is able to deliver all of his 
  attacks for the melee round on his first attack. This must be his first attack, and he must have initiative. After he 
  uses his attacks, he cannot dodge, and suffers a -3 penalty to Parry for the remainder of the melee round.
  SKILL INCLUDED IN TRAINING
  Physical: Body Building
  LEVEL ADVANCEMENT BONUSES
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  Level 1: +1 to Strike, Knock-Out/Stun on Natural 19-20
  Level 2: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
  Level 3: +1 Attack per Melee, +2 to Damage
  Level 4: Critical Strike on Natural 19-20
  Level 5: +2 to Strike, +1 to Damage
  Level 6: Knock-Out/Stun on Natural 18-20
  Level 7: +1 Attack per Melee, +1 to Maintain Balance
  Level 8: +1 to Strike, +2 to Roll with Punch/Fall/Impact
  Level 9: Death Blow on a Natural 20
  Level 10: Critical Strike on Natural 18-20, +1 Attack per Melee
  Level 11: Automatic Knock-Out on a Natural 19-20
  Level 12: +2 to Strike, +2 to Damage
  Level 13: Knock-Out/Stun on Natural 17-20, +2 to Maintain Balance
  Level 14: +1 Attack per Melee, +2 to Damage
  Level 15: Death Blow on a Natural 19-20
  Why Study The Art of Battering?
  This is an excellent style for those who are interested in developing their bodies and learning how to put 
  people down quickly.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/art_ofthe_fox.htm
  Art of the Fox (Counts as One Martial Art) 
  By Unknown
  Based on the Spirit Fox Advancement Table. 
  Obviously to learn this style the character must first know of a Fox Spirit and secondly (most 
  important of all) be able to convince the Fox Spirit to teach it to the character. Or if so inclined 
  be able to capture one, be able to keep it captive and finally be capable of stealing its secrets. 
  Character Bonuses:
  Add +15 to Chi Base
  Add +3 to Spd. 
  Combat Moves
  Escape Moves: Roll, Leap, Back Flip
  Attack Moves: Roll, Leap, Back Flip
  Basic Defensive Moves: Dodge, Parry, Auto Parry
  Advanced Defensives: Auto Dodge, Automatic Roll
  Hand Attacks: Punch (1D4), Palm Strike (1D6), Claw Hand (1D6), Dual Claw Hand (3D4)*
  Foot Attacks: Kick (1D8), Snap Kick (1D6)
  Special Attacks: Leap Attack
  Modifiers to Attacks: Critical Strike / Knock-Out From Behind 
  Martial Art Powers and Abilities: Automatically knows Dragon Chi. Choose Three (3) Chi 
  Mastery Abilities (No Negative Chi Allowed) and One (1) Zenjorike. 
  Level Advancement Bonuses
  1st: +2 to Dodge, +2 to Roll, +2 to Back Flip
  2nd: Add +1 Attack Per Melee
  3rd: +1 to Roll
  4th: +1 to Back Flip
  5th: +1 to Dodge
  6th: +1 to Strike 
  7th: +1 to Back Flip
  8th: Add +1 Attack Per Melee
  9th: +1 to Roll
  10th: +1 to Dodge
  11th: Add +1 Attack Per Melee
  12th: Double Existing Chi **
  13th: Learn Continuous Chi Mask ***
  14th: Learn Permanent Yin / Yang Chi Kata ****
  15th: Learn Assume Pure Chi Form ***** 
  All Attacks, bonuses, abilities and maneuvers are added and / or combined with any style 
  known by the martial artist. Note that there are no starting attacks listed; this is because a style 
  must be known previous to learning the Art of the Fox. This Style is only useful to someone with 
  previous martial art training. If multiple styles are known then the martial arts are combined to 
  encompass all attacks and bonuses (total bonuses / attacks are not added together but instead 
  the best total bonus / attack from the multiple style is chosen) and maneuvers. 
  * Dual Claw Hand Attack can only be used with the Leap Attack Maneuver, and must be the 
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  first attack in the round or with a surprise attack. Cannot parry while using this attack.
  ** Allowed to Double the Existing Chi beyond the maximum of 4 (Snake Style, Tien-Hseuh, and 
  Tai Chi) Note: Allowed to learn Chi Overcharge.
  *** Chi Mask as the spell but constantly active.
  **** As per the Yin / Yang Chi Kata but always in effect and the martial artist does not have to 
  dance.
  ***** Assume Pure Chi Form as if a Fox Spirit but not restricted to a positive chi form. If the 
  martial artist is filled with negative chi then he well assume a pure negative chi form, but just as 
  a positive pure chi form will take damage from being in a negative chi zone, the martial artist 
  will take damage from being in a positive chi area. 
  Example: A Dedicated Martial Artist knows Tien-Hseuh / Shao-Lin / Praying Mantis then later in 
  life gains a new O.C.C., Operative Agent, and learns the Art of the Fox. For this example the 
  Dedicated Martial Artist class is at 15th level. All maneuvers from the three styles will be used 
  with the Art of the Fox. The best natural Critical number (17) is chosen from the 3 styles 
  (Praying Mantis). The x3 damage modifier for critical strikes and critical strikes / KO from 
  Behind is chosen (Tien Hseuh). The best # of attacks/strike/parry/dodge/roll/etc… bonus is 
  used from the 3 styles. Later on the character learns Muay Thai and upon reaching high 
  enough level the strike bonuses from that style will be used because they are higher than other 
  martial arts known.
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  Hand to Hand: Martial Arts ( Aikido )
  Asayama Ichiden Ryu
  By Kuseru
  Entrance Requirements: No Attribute or Alignment restrictions.
  Skill Cost: 9 years (5 Years as a Secondary Martial Art Style).
  Asayama Ichiden Ryu is a Japanese martial art that teaches a variety of armed and unarmed 
  techniques. This style was founded by Asayama Ichidensai Shigetatsu during the Tensho Era 
  (1573-1593). This ryu is strongly associated with the goshi (farmer warriors) or jizamurai 
  (landed bushi). 
  This style teaches the weapon arts of kenjutsu (sword techniques), battojutsu (quick draw 
  techniques), iaijutsu (quick draw techniques), kamajutsu (kama techniques), bojutsu (staff 
  techniques), and shurikenjutsu (throwing techniques). The fast draw (or iaijutsu) techniques of 
  this ryu are all practiced using a pair of swords; there is no single sword drawing. The kama 
  used in this tradition is huge, with a long wide blade. This school also teaches unarmed 
  techniques derived from taijutsu and jujutsu.
  Training in this school can be found in Kanagawa Prefecture Japan. The current headmaster of 
  the style is Ozaki Kiyoshi.
  Costume: Dogi top with unusual trouser-like hakama, similar to those worn by the goshi.
  Stance: Kasumi no Kamae: The sword is held at eye level with the edge facing diagonally 
  upwards. The point of the sword threatens the enemy's eyes and hinders his movement. The 
  instant the enemy moves you cut without raising the sword. This posture is of use when the 
  enemy holds his sword in Jodan or Hasso.
  Migi (Right Hand) Kasumi no Kamae: The sword is held with the edge facing diagonally 
  upwards and to the right, with the sword somewhere between shoulder level and eye level. The 
  left foot is advanced.
  Hidari (Left Hand) Kasumi no Kamae: The sword is held the edge facing upwards and to the 
  left, with the sword somewhere between shoulder level and eye level. The right foot is 
  advanced.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +2 to P.E.
  Add +4 to Spd.
  Add +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Back Flip, Leap, Roll with Punch/Fall/Impact.
  Attack Moves: Leap, Cartwheel.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
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  Hand to Hand: Martial Arts ( Aikido )
  Advanced Defense Moves: Multiple Dodge, Combination Parry/Attack.
  Hand Attacks: Strike (Punch), Knife Hand, Palm Strike.
  Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Drop Kick (Combination 
  Fall/Dodge/Kick).
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Death Blow, Leap Attack, Roll/Knockdown (Special! This is a knock-down 
  attack that does no damage, standard Roll bonus applies.), Body Flip/Throw.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.
  Weapon Kata (pick two): W.P. Katana, W.P. Wakizashi, W.P. Daisho, W.P. Bo staff, W.P. 
  Kama (O-kama).
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receives Iaijutsu. Select One (1) Martial Art Power from 
  among Body Hardening, Martial Art Techniques, or Special Kata.
  Languages: Japanese.
  Cultural: Farming, Gardening.
  Weapon Proficiencies: W.P. Katana, W.P. Wakizashi, W.P. Daisho, W.P. Bo staff, W.P. Kama 
  (O-kama).
  Philosophical Training: Zen Buddhism.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Jujutsu (3 years), Te (3 years), or Zanji Shinjinken Ryu (4 years).
  LEVEL ADVANCEMENT BONUSES
  1st + 3 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on Natural 19 or 20, Critical 
  Strike or Knock-Out from Behind, Death Blow on roll of a Natural 20.
  2nd + 1 to Parry/Dodge, + 2 to Back Flip/Cartwheel.
  3rd + 1 Attack per Melee, + 1 to Leap (Add 4ft to Leap Distance). 
  4th Gains Battojutsu Martial Art Technique.
  5th+ 1 to Strike, +2 to Roll/Knock-Down.
  6th + 1 Attack per Melee, + 2 to Backflip/Cartwheel.
  7th Critical Strike on Natural 18, 19, or 20,+ 2 to Leap (Add 4ft to Leap Distance).
  8th + 1 to Roll with Punch/ Fall/Impact, Select One (1) Additional Martial Art Power from Body 
  Hardening, or Martial Art Techniques, or Special Kata.
  9th + 2 to Parry/Dodge, + 2 to Roll/Knock-Down.
  10th +1 to Leap (Add 4ft to Leap Distance), +2 to Damage.
  11th +1 Attack per Melee, Select One (1) Additional Martial Art Power from Body Hardening, or 
  Martial Art Techniques, or Special Kata.
  12th +2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on Natural 19 or 20.
  13th Death Blow on roll of 19 or 20, +2 to Back Flip/Cartwheel.
  14th + 1 to Roll/Knockdown, +2 to Damage.
  15th +2 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Body 
  Hardening, or Martial Art Techniques, or Special Kata.
  Why Study Asayama Ichiden Ryu?
  http://www.geocities.com/kuseru/PMAN/Styles/asayama_ichiden_ryu.htm (2 of 3) [1/4/2003 9:32:05 PM]
  
  Hand to Hand: Martial Arts ( Aikido )
  A well balanced martial art that teaches some weapon skills and some unarmed skills. A decent 
  answer to the 'pure samurai' martial arts, developed by and for the common man.
  http://www.geocities.com/kuseru/PMAN/Styles/asayama_ichiden_ryu.htm (3 of 3) [1/4/2003 9:32:05 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/aslyl_okta.html
  Aslyl Okta
  By No Beard Pete
  This martial Art has a history of many thousands of years. Its roots lie in several marital arts styles 
  developed on the ra-hu man's home world. An amalgam of these forms made its way into the Palladium world, 
  where it was refined into the Algor Mountains, at the monestary of Von Hodlon, an important place in ra-hu man 
  mythology. Since then it has remained more or less the same. 
  Optionally, one can allow students of Aslyl Okta to learn Chi Abilities, Martial Art Techniques, and/or 
  Specialty Katas from Ninjas and Superspies and/or Mystic China. Each one of these will cost 3 OCC related 
  skill selections to most OCCs, and only 2 skill selection, of any category, to a Warrior Monk. At 12th level, the 
  Warrior Monk may select a zenjoriki ability. If allowing this, instead of spending chi (unless, of course, you use 
  chi in your Rifts game, in which case Aslyl Okta gives +5 chi, with another +5 at levels 5, 10, and 15), spend 
  triple the listed cost in ISP or PPE (player's choice) to activate abilities. This may increase the power level 
  significantly, and should be thought out by the GM. Not all abilities may be available (GM's choice). 
  There are two different styles used in Aslyl Okta. When fighting other Ra-hu men or multiple attackers, 
  the Martial Artist will keep a little more than an arms reach and attempt to land as many blows as possible while 
  parrying most attacks. 
  When fighting other humanoids, the Ra-hu man can utilize his extra set of arms to their full advantage. If 
  the opponent is using hand based attacks, the Ra-hu man will attempt to entangle one (or more) of his/her 
  arms with one (or more) of the opponents. This typically leave the Ra-hu man free to press the attack with 
  his/her remaining arms. The Ra-hu man can also try to break the entrapped arms (does 3D6 MDC to entangled 
  arm/attack). If the opponent is using foot based attacks, the Ra-hu man will attempt to parry or dodge most 
  attacks, then attempt to catch the foot on a slow/misplaced kick, or sweep the opponent.
  If the opponent is using small weapons, such as knives or short swords, these tactics work fine. If the 
  opponent is using larger weapons, such as pole arms, large swords, or large clubs, the Ra-hu man will attempt 
  to dodge most attacks (or parry is they have a convienient weapon or shield to parry with), then disarm the 
  opponent when the opportunity presents itself.
  The Ra-hu man also recieves training in the use of swords, knives, pole arms, and the "Zwittentang", a 
  huge weighted staff that is wielded with three or four arms. 
  CHARACTER BONUSES: +2 P.S., +1 P.P., +1D6 Spd., +2 M.E.
  COMBAT SKILLS
  Attacks
  Punch, power punch, hammer fist(2D4 MDC), snap kick(2D6 MDC), thrust kick(3D6 MDC), tripping leg hook 
  Defenses
  Auto parry, dodge, roll, auto limb entangle(on an 18-20), circular parry(not an auto-circular parry at first), auto 
  disarm, disarm 
  Weapons
  WP Large Sword, WP Small Sword, WP Knife, WP Pole Arm, WP Staff, WP Small Shield, WP Zwittentang, WP 
  Paired (any combination of other WPs and/or hammerfist). 
  Note on WP Paired:
  This is a little different then the ordinary WP Paired. If more then one weapon/fist is used to strike at 
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  once, then those weapons/limbs are not available for auto-parrying for the attack sequence. If one or more 
  limbs are being used to parry attacks, then other limbs may be available for a simultaneous attack. It is possible 
  to use at most 3 limbs per attack sequence (at first, anyway). 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 attack, +3 roll, +2 pin, +1 disarm 
  Level 2: +1 strike, parry and dodge, +2 MDC to hand/foot strikes. 
  Level 3: +1 attack, +1 disarm 
  Level 4: +1 strike parry and dodge 
  Level 5: +1 roll, +1 pin, Jump kick(6D6 MDC, 2 attacks)
  Level 6: +1 strike and parry, +1 roll, +2 MDC to hand/foot strikes.
  Level 7: Critical Strike on natural 18-20 
  Level 8: +1 attack, Critical strike from behind, Knockout strike from behind 
  Level 9: +1 parry and disarm 
  Level 9: Paired weapons can now use all 4 limbs in an attack sequence.
  Level 10+2 MDC to hand/foot strikes, +1 roll, auto roll 
  Level 11: +1 strike and parry, +2 pin 
  Level 12:Auto circular parry, body flip/throw, +2 flip/throw 
  Level 13: +1 attack, + 1 dodge, multiple dodge 
  Level 14: Auto flip/throw, Critical stike on natural 16-20, +3 MDC to hand/foot strikes,
  Level 15: +1 on all combat roles 
  The Zwittentang is a huge gnarled staff (usually 18 ft long or so) that weighs at least 250 lbs. It is 
  traditionaly made from iron wood trees, although on Rifts Earth they are commonly made from mega damage 
  alloys or ceramics, as well as the occasional bone of a large supernatural creature or piece of a mega damage 
  tree. In order to use it with three limbs, one must have a supernatural PS of at least 20, with four limbs, a 
  supernatural PS of at least 16. For non Ra-hu men with only two limbs, one must have a supernatural PS of at 
  least 30, and the user must be at least 10 ft tall. When used with two limbs, only WP Staff applies. When used 
  with 3 or more, WP Zwittentang comes into play, in addition to the bonuses and abilities of WP Staff. 
  The only defensive move that works with the Zwittentang is the basic automatic parry, regardless of 
  what moves the wielder can execute due to martial arts knowledge. Using it quickly requires lots of experience, 
  and moves like a circular parry aren't easy to do. 
  The Zwittentang does 6D6 MDC + the damage for the users supernatural PS. 
  WP Zwittentang
  Level 1: +1 parry 
  Level 2: Circular parry with Zwittentang
  Level 3: +1 strike
  Level 4: Spinning strike does half damage to everyone within 10 ft takes 2 attacks
  Level 5: Thrust does half damage and target must roll vs punch/fall/impact or be pushed back 10 ft & lose an 
  attack.
  Level 6: +2 damage 
  Level 7: +1 parry 
  Level 8: Spinning strike does full damage 
  Level 9: +1 damage 
  Level 10: +1 strike and parry 
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  http://www.geocities.com/kuseru/PMAN/Styles/aslyl_okta.html
  Level 11: Thrust does full damage 
  Level 12: Auto Circular parry with Zwittentang 
  Level 13: +1 parry 
  Level 14: +1 damage 
  Level 15: +1 attack with Zwittentang
   
  http://www.geocities.com/kuseru/PMAN/Styles/aslyl_okta.html (3 of 3) [1/4/2003 9:32:08 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/assassin.html
  Hand to Hand: Assassin ( Revised )
  By J.J. Fuzz
  Skill Cost: Four "other" skills, or as noted under O.C.C. Skills section. 
  Character Bonuses: +1 to P.S., +3 to Spd, +1D6 S.D.C. 
  Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), fore-knuckle strike 
  (2D4 damage), kick attack (1D6 damage), tripping/leg hooks. Multiple dodge and automatic parry are in 
  addition to the usual strike, parry, and dodge. 
  Locks/Holds: Arm hold, leg hold. 
  Special Attacks: Elbow strike (1D6 damage) Body/block tackle, Body flip/throw, choke 
  Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind, death blow. 
  Additional Skills: W.P. Knife
  Level Advancement Bonuses:
  Level 1: Add one attack per melee, +1 on initiative, +2 to strike, +2 to pull punch, critical strike on natural 19 or 
  20. 
  Level 2: Add two additional ttacks per melee, +1 to body flip/throw, +1 to parry. 
  Level 3: +3 to roll with punch/fall and +3 to pull strike. 
  Level 4: +4 to damage, +2 to disarm, +1 on intiative. 
  Level 5: Add one additional attack per melee, critical strike from behind. 
  Level 6: Learns Entangle, +1 to entangle, +2 to parry and dodge. 
  Level 7: Death blow on natural 20 
  Level 8: Add on additional attacks per melee, +1 to disarm. 
  Level 9: Kick Attack does 2D4 damage and can learn two kick attacks of choice (except jump kicks), +1 to 
  parry and dodge. 
  Level 10: Critical strike on natural 18 to 20, 
  Level 11: Knock-out/stun on natural 17 to 20, +1 to entangle. 
  Level 12: +1 on initiative, +2 to strike, +1 to disarm. 
  Level 13: Add one additional attack per melee, +1 to body flip/throw, +1 to body block/tackle. 
  Level 14: +2 to damage, +2 to roll with impact, +1 to pull strike. 
  Level 15: +2 to strike, +1 on initiative.
   
  http://www.geocities.com/kuseru/PMAN/Styles/assassin.html [1/4/2003 9:32:10 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/assassin2.htm
  Hand to Hand: Assassin
  By Mantisking
  Entrance Requirements: None
  Skill Cost: 3 Years
  COMBAT SKILLS
  Attacks per Melee: Two (2)
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Hand Attacks: Strike (Punch), Single-Knuckle Punch
  Foot Attacks: Kick Attack (Does 1D6 Damage), Trip/Leghook
  Special Attacks: Deathblow, Choke
  Holds/Locks: Arm Hold, Neck Hold, Wrist Lock
  Weapon Kata: W.P. Knife
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
  2nd: +1 Attack per Melee
  3rd: +1 to Strike
  4th: +1 to Damage
  5th: +1 Attack per Melee
  6th: Critical Strike from Behind, +1 to Roll with Punch/Fall/Impact
  7th: Knockout/Stun on a Natural 20
  8th: +1 Attack per Melee
  9th: Critical Strike on a Natural 19+
  10th: +2 to Strike
  11th: +2 to Damage
  12th: Deathblow on a Natural 20, +1 to Roll with Punch/Fall/Impact
  13th: +1 Attack per Melee
  14th: +2 to Strike
  15th: +2 to Damage
  Why Study HAND TO HAND: ASSASSIN?
  http://www.geocities.com/kuseru/PMAN/Styles/assassin2.htm [1/4/2003 9:32:12 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_assassin.htm
  Hand to Hand: Assassin
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  Taught only to character trained by secret organizations (CIA, Mafia, etc.), this is the 
  specialized science of killing.
  Requirements: Three skill selections. Must be an evil alignment.
  Attacks Per Melee: 3
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Punch, Kick, Knife Hand, Death Blow, Choke, Pull Punch, Knock-Out/Stun, 
  Critical Strike, Knock-Out/Stun from Behind, Critical Strike from Behind.
  Level Advancement Bonuses
  1st: Death Blow on a Natural 20. +2 to strike and +3 to disarm.
  2nd: Two additional attacks per melee round. +2 to initiative.
  3rd: Select one hand attack and one kick attack. +2 to damage.
  4th: +2 to dodge and parry.
  5th: One additional attack per melee round. +2 to initiative.
  6th: +2 to roll with punch/fall/impact, +1 to pull punch, +2 to damage.
  7th: Entangle and W.P. Paired.
  8th: One additional attack per melee round. +2 to initiative.
  9th: Select one hand attack and one kick attack. +2 to damage.
  10th: Critical Strike on an unmodified roll of 17, 18, 19, or 20.
  11th: +2 to strike and +3 to disarm.
  12th: Body Flip/Throw and Body Block/Tackle. +2 to dodge.
  13th: One additional attack per melee round. +2 to parry.
  14th: Death Blow!
  15th: +2 to roll with punch/fall/impact, +1 to pull punch.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_assassin.htm [1/4/2003 9:32:15 PM]
  
  Martial Art Styles B
  Martial Art Styles B
  Name
  Game
  Application
  Country
  Author
  Bagua Zhang
  N&S
  Revision
  China
  Hibik
  Baji Quan
  N&S
  Conversion
  China
  Hibik
  Bak Lien Kuen Pai Kung Fu
  N&S
  Conversion
  China
  Kuseru
  Bak Mei
  N&S
  Revision
  China
  Hibik
  Ball-Breaker Boxing
  N&S
  Fiction
  Ireland
  Kittenstomp
  Balletist
  Any
  Fiction
  NA
  Thoth Ptolemy
  Barbarian Hand-To-Hand
  N&S/PF
  Fiction
  NA
  Flash Fire
  Bartitsu
  N&S
  Fiction
  United Kingdom
  Mantisking
  Baruk Gathol
  PF
  Fiction
  NA
  Sinestus
  Basic (Revised)
  Any
  Revision
  NA
  JJ Fuzz
  Basic (Revised)
  N&S
  Revision
  NA
  Mantisking
  Basic Military
  Any
  Revision
  NA
  Kuseru
  Basic Self Defense
  Any
  Revision
  NA
  Kuseru
  Basic Zero Gravity
  Any
  Revision
  NA
  Kuseru
  Battle Dancing
  PF
  Fiction
  NA
  Sinestus
  Bear Style
  N&S
  Fiction
  Japan
  Utu san' Balasteer#
  Bearman Ripclaw
  PF
  Fiction
  NA
  danzig138
  Bishoudo
  N&S
  Fiction
  United States
  Gabriel
  Blynar Faern 
  N&S
  Fiction
  China
  Sinestus
  Bouncer
  N&S
  Fiction
  Worldwide
  Nick McIntee
  Boxing
  N&S
  Conversion
  United Kingdom
  Brett Hegr
  Boxing
  N&S
  Conversion
  United Kingdom
  danzig138
  Boxing
  N&S
  Conversion
  United Kingdom
  Entropy Man
  Brawling
  N&S
  Fiction
  Worldwide
  Ron Barry#
  Brazilian Jujutsu
  N&S
  Conversion
  Brazil
  Lee Casebolt
  Breakinist
  N&S
  Fiction
  Worldwide
  Thoth Ptolemy
  Number of Styles: 26
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleB.htm [1/4/2003 9:32:19 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/bagua_zhang.htm
  Bagua Zhang- Eight Trigrams Palm Kung Fu
  By Hibik
  Entrance Requirements: Minimum IQ of 11, ME of 10.
  Skill Cost: 14 Years (7 Years as a Secondary Martial Art.).
  Bagua Zhang, or the Eight Trigrams Palm, is a relatively new (within the past 200 years), and very unique style 
  of Chinese Kung Fu. Considered one of the "Three Sisters" internal arts (along with Taiji and Xing-Yi), Bagua 
  can't clearly be traced back to an exact founder. However, the first person to teach Bagua to the public was a 
  man named Dong Haichuan, who lived during the late Qing Dynasty. From his teaching, three separate 
  students eventually formed their own separate, yet related versions of the style, resulting in the Yin Style, 
  Cheng Style, and Liu Style forms of Eight Trigrams Palm. Note that the name Bagua is derived from the 8 
  Trigrams of the Yi Jing/I Ching, The Book of Changes, which sums up the ever-changing nature of this art.
  Bagua as a combat art is rather unique and takes an unorthodox, yet logical approach to combat. In the main 
  styles of Bagua (Yin and Cheng Style), there are typically 64 fighting skills (which is a matching number to the 
  64 Hexagrams which can be formed from the Eight Trigrams). There are no hard stances in Bagua, as this is 
  considered inflexible and makes footwork and change slower. Instead, all stances are held shallow, and 
  movements are based in a circle. The palm is also used almost exclusively; in training, 90% of Bagua attacks 
  call for palms. In combat, a Bagua artist will use 80% palms. The reason for this is an open hand is a relaxed 
  hand, and relaxation if of utmost importance. Bagua artists will rarely tighten their arm muscles up for anything. 
  Opponents are viewed like a giant door, which is kept closed by their defense. A Bagua artist may have to open 
  side doors, by attacking from the sides and breaking down his opponent's defense, to open the final door. Also, 
  much like its tactical nature, Bagua Zhang also employs some exclusive or extremely rare weapons.
  A great deal of internal training is also involved in practicing Bagua (hence its status as one of the "Three 
  Sisters" arts. Much time is spent walking the circle; to not only develop the sixty-four combat skills, but also to 
  focus on the building of chi. Artists must learn how to draw upon different types of Jing (sources of power): 
  Guen (rolling), Zuan (drilling), Zheng (piercing), and Guo (wrapping) in order to hurt opponents with their palms. 
  The legs require the artist to develop the power of Qi (lifting-up), Luo (dropping-down), Bai (swinging-out) and 
  Ko (locking-in) Jing. Silk reeling energy, similar to Taiji, is also present in Bagua. 
  Bagua is a somewhat common art, available in China, Taiwan, and much of North America and Europe.
  Costume: Silk Kung Fu Uniform, typically of the northern style (with long sleeves).
  Stance: Bagua discourages the use of hard stances, instead using shallow stances that enable quick stepping, 
  and a constant change in stances.
  CHARACTER BONUSES
  Add 10 to Chi
  Add +2 to M.E.
  Add +2 to P.P.
  COMBAT SKILLS
  Attacks Per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, and Automatic Parry. 
  Advanced Defenses: Circular Parry.
  Hand Attacks: Palm, Knife Hand, Backhand, and Rotary Palm (SPECIAL! This is essentially a circular palm 
  strike, employing power from the waist. Does normal palm strike damage, but also serves as a knockdown. 
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  Note that Soft Chi can be used to add extra damage to this attack.).
  Basic Foot Attacks: Kick, Crescent Kick, Backward Sweep, and Tripping/Leg Hook.
  Jumping Foot Attacks: None.
  Special Attacks: Body Flip/Throw, Disarm, Forearm, and Combination Parry/Attack.
  Holds/Locks: Wrist Lock, and Elbow Lock.
  Weapon Katas (Select Two): WP Jian (Straight Sword), WP Dao (Broadsword), WP Qiang (Spear), WP Ji 
  Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp (Paired)), WP Lu Jiao Dao (Deer Antler Knives (Paired)), 
  WP Emei Ci (Emei Stingers (Paired)), WP Zhou Dao (Elbow Knives (Paired)) and WP Bagua Dao (Eight 
  Trigrams Broadsword).
  Modifiers to Attack: Pull Punch, Knockout/Stun, and Critical Strike.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of TWO (2) from Chi Mastery, or Specialty Katas (including Chi Katas). 
  Also available is the Bagua Circle Kata (see Mystic China). If desired, any number of powers can be traded, 
  one-for-one, for any Basic Skill Programs.
  Cultural: Wei Qi (Go)
  Languages: Chinese (Mandarin or another dialect; choose one.)
  Temple: Feng Shui.
  Philosophical Training: Taoism.
  If this is your primary martial art form, then the following other forms can be learned in shorter time: Taiji Quan 
  (5 Years), and Xing Yi (5 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Parry and +1 to Roll with Punch/Fall/Impact.
  2nd: +1 to Dodge and Strike.
  3rd: Select One Ability from Chi Mastery, or Specialty Katas (including Chi Katas), and +1 Attacks per melee.
  4th: Double Existing Chi.
  5th: +1 to Parry, +1 to Roll with Punch/Fall/Impact, and KO/Stun on Natural 19-20.
  6th: Select 1 Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas 
  (including Chi Katas), and +1 to Dodge.
  7th: +1 Attacks per Melee, and +1 to Strike.
  8th: +1 to Parry, Critical Strike on Natural 19-20.
  9th: Select One Ability from Chi Mastery (including Advanced), Marital Art Techniques or Specialty Katas 
  (including Chi Katas).
  10th: Double Existing Chi. +1 to Dodge.
  11th: +1 to Parry.
  12th: +1 to Strike, and +1 to Roll.
  13th: +1 Attacks per Melee, and KO/Stun on Natural 17-20.
  14th: Double Existing Chi.
  15th: Select One Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas 
  (including Chi Katas). OR, select 1 Xian Chi.
  Why Study Bagua Zhang?
  A graceful, flexible, and tactical martial art, Bagua Zhang combines a unique approach to combat, with its 
  circular theory and internal energy, to create a powerful style of Kung Fu.
  Weapon Notes:
  Zhou Dao (Elbow Knives): A pair of knives, roughly 6" long, single edged, with a slight curve. One is used for 
  parrying, while the other is used for thrusting. Originally used by soldiers to disable cavalry, by means of rolling 
  under the horse and driving the blades up (while being held in a backhand slash position supported by the 
  forearms) with their elbows, hence the name. Damage: 1D4 each.
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  http://www.geocities.com/kuseru/PMAN/Styles/bagua_zhang.htm
  Bagua Dao (Bagua Saber): An extremely large saber, with a single edged heavy blade over 4ft. long. Damage: 
  3D6.
  Lu Jiao Dao (Deer Antler Knives): Looking like a pair of crossed crescent blades, these paired weapons 
  usually from 8-9 inches, to up to 2ft. long. The four points, hooks, and edges of the knives allow a Bagua artist 
  to catch, hook, and lock empty hand and weapon attacks, while at the same time attacking with the other blade. 
  It was thought that this Bagua exclusive weapon may have originally been designed to defeat the sword. 
  Damage: 1D6 each.
  Emei Ci (Emei Stingers): Also known as Brass Chopsticks by some, this pair of thin metal rods, connected to a 
  pivoting ring, which fits upon the middle finger, was thought to be an underwater fighting weapon. Its ater fo(Daet
  
  http://www.geocities.com/kuseru/PMAN/Styles/baji_quan.htm
  Baji Quan- Eight Extremes Boxing
  By Hibik
  "When Baji and Pigua are used together, gods and demons will all be terrified."
  -Old Martial Art proverb
  Baji Quan, or Eight Extremes Boxing (which can also be translated as Eight Stamping, Eight 
  Extremities, Eight Directional, Eight Infinity, and Eight Limits Fist), is an art whose lineage can 
  only be traced back to the Qing Dynasty. While it is thought there were Baji artists in Hebei 
  province and in several surrounding provinces, it can only be traced back to Cang county of 
  Hebei province in the southeast villages, to a man named Wu Zhong. 
  Wu Zhong, a Chinese Muslim, had supposedly mastered Baji Quan and the art of the Spear 
  from two Taoist monks, who were thought to be Anti Manchurian rebels in disguise. Wu Zhong 
  himself was known as the "God of Spear" due to his incredible skill with the weapon. While 
  originally it was thought that Baji Quan and Pigua Zhang (Chop Hanging Palm) were taught 
  together, their lineages split around Wu Zhong's time. Wu Zhong's daughter, Wu Rong, was 
  married into the Luotong Village, and while it was thought she knew both Baji and Pigua, for 
  some reason she and her husband taught them separately. Baji was taught only in the Mong 
  Village, and Pigua was taught only in the Luotong Village. Since then, the arts have been 
  taught separate amongst the Cang county villages. While the art was originally known as Bazi 
  Quan, or Rake Fist (due to the standard fist shape used in combat), the name was changed to 
  Baji since the name was considered rather primitive.
  Baji Quan itself is a rather simple, yet very practical and powerful style. It is very short ranged 
  and swift, able to close long distances quickly to attack from inside. The legs are used for 
  rooting and hard stomping, and the hands are used for quick, powerful, short ranged attacks. 
  The name, Eight Extremes Boxing, can also be used to refer to the eight points of the body in 
  which Jing, or scared power, is applied. Attention is always given to the Eight Extremes (Head, 
  Shoulders, Elbows, Hands, Buttocks, Hips, Knees, and Feet.) as the artist moves and attacks. 
  In addition, a large portion of the training involves applying complex use of internal energy to 
  the relatively simple body mechanics. 
  Training for Baji Quan is exclusive to central China, as well as Taiwan and Hong Kong.
  On a special note, the full name of Baji Quan is Kaimen Baji Quan (Opening the Gate of the 
  Eight Extremes). The word "Baji" can also mean "The Whole World." 
  NOTE: Baji Quan and Pigua Zhang are two very complementary styles. Baji's straight forward, 
  powerful, short handed strikes are contrasted by Pigua's soft, circular, long arm palm 
  techniques. While they fit perfectly as paired arts, it is still unknown why the lineages of Baji 
  and Pigua split away from each other hundreds of years ago. 
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  http://www.geocities.com/kuseru/PMAN/Styles/baji_quan.htm
  Entrance Requirements: PS and PE of 10 or higher.
  Skill Cost: 12 Years (6 Years as a Secondary)
  Costume: Standard Kung Fu outfit.
  Stance: Bow Stance. 
  CHARACTER BONUSES
  Add 5 to S.D.C.
  Add 10 to Chi
  Add 1 to P.S
  Add 1 to P.P.
  COMBAT SKILLS
  Attacks Per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Breakfall, and Maintain Balance.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, and Automatic Parry. 
  Advanced Defenses: Power Block/Parry. 
  Hand Attacks: Punch, Duo Punch, Knife Hand, Palm Strike, and Backhand. 
  Basic Foot Attacks: Kick, Snap Kick, and Tripping/Leg Hook. 
  Jumping Foot Attacks: None.
  Special Attacks: Combination Grab/Strike, Deathblow, Jing (SPECIAL! A source of power 
  involving relaxation of the body, which allows you to draw upon tremendous amounts of power 
  from your entire body when you strike, as you tense at that moment. A successful strike means 
  that the opponent takes 1D4 Hit Point damage if s/he is not wearing armor (at least leather)! 
  Against an armored opponent, Jing will ignore the armor rating, and deliver a strike of 2D6 SDC 
  to the opponent. Requires 1 point of Chi per use, and can only be used once per melee.), 
  Forearm, and Elbow.
  Holds/Locks: Wrist Lock, Elbow Lock.
  Weapon Katas (Select Two): WP Dao (Broadsword), WP Jian (Straight Sword), WP Gun 
  (Staff), WP Mao (Lance) and/or WP Qiang (Spear).
  Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, and Critical Strike from Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of ONE (1) from among Chi Mastery, Specialty Katas 
  (including Chi Katas), or Martial Art Techniques. If desired, any number of powers can be 
  traded, one-for-one, for any Basic Skill Programs.
  Languages: Chinese (Mandarin, Cantonese or Taiwanese)
  Philosophical Training: Islam or Taoism (choose one).
  If this is your primary martial art form, then the following other forms can be learned in shorter 
  time: Bak Mei (6 Years), Xing Yi(6 Years), Li Chia (4 Years), or Pigua Zhang (5 Years).
  LEVEL ADVANCEMENT BONUSES
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  1st: +2 to Roll with Punch/Fall/Impact, +2 to Strike, and Critical Strike from Behind. 
  2nd: +2 to Damage, +1 to Parry.
  3rd: Critical Strike on a Natural 19-20.
  4th: +1 Attacks per melee, +1 to Dodge. 
  5th: Double Existing Chi, +1 to Strike and Parry.
  6th: Select one from Chi Mastery, or Specialty Katas (including Chi Katas).
  7th: +1 to Roll with Punch/Fall/Impact.
  8th: +1 Attacks per melee. 
  9th: +2 to Damage, Critical Strike on a Natural 18-20.
  10th: Select one from Chi Mastery (including Advanced), or Martial Art Techniques. 
  11th: Double Existing Chi, +2 to Damage.
  12th: +2 to Roll with punch/Fall/Impact.
  13th: Deathblow on a Natural 20, +1 to Strike.
  14th: +1 Attacks per melee.
  15th: Select one from Chi Mastery (including Advanced), Specialty Katas (including Chi Katas), 
  or Martial Art Techniques. 
  Why Study Baji Quan?
  A simplistic, harsh, no nonsense art that lends itself well to the aggressive. Baji's use of internal 
  energy mechanics through use of Jing points allows for devastating short ranged punches, 
  elbows, kicks and stomps. While overall a flexible art, it still lacks long range attacks, which 
  puts a Baji Artist at a disadvantage if he can't close the distance.
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  http://www.geocities.com/kuseru/PMAN/Styles/bak_lien_kuen_pai.html
  BAK LIEN KUEN PAI KUNG FU (WHITE LOTUS)
  By Kuseru
  Entrance Requirements: None.
  Skill Cost: 8 years
  According to legend, a monk meditating in the mountains beside a stream noticed that the lotus 
  flower is stationary and must wait for the insect to land just in the right area of the Lotus Flower 
  before the Lotus could capture the insect, he also noticed that the Lotus Flower's Petals closed 
  together in the evening trapping the insect. In combat a Bak Lien Kuen Pai master stands and 
  waits for his opponent to attack him before he reacts with a counter attack.
  Costume: White Silk Kung Fu outfit. 
  CHARACTER BONUSES:
  Add +1 to P.P.
  Add +2 to P.E.
  Add +15 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: Circular Parry.
  Hand Attacks: Punch, Palm Strike, Back Hand, Knife Hand, One Finger Attack, Fore Knuckle 
  Fist, Over Hand Fist, Uppercut, White Lotus Closing Fist (Special--both fists are used causing 
  2D6 damage).
  Foot Attacks: Kick Attack.
  Special Attacks: Elbow, Forearm, Critical, Death Blow, KO/Stun.
  Weapon Katas: W.P. Axe, W.P. Chiang Chiang, W.P. Lieu Yu Dau, W.P. Paired Sticks, W.P. 
  Polearm, W.P. Shi-Zi Jen, W.P. Shunn Gau Shih, W.P. Staff, W.P. Wu Grou Jen. 
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select two from Body Hardening or Special Katas.
  Language: Chinese.
  Cultural Skills: Gardening, Calligraphy.
  Philosophical Training: Buddhism or Taoism.
  LEVEL ADVANCEMENT BONUSES
  1st: + 2 to White Lotus Fist damage, +2 to Maintain Balance, Critical on a Natural 20.
  2nd: +1 to Strike, +1 to Damage, Death Blow on Natural 20.
  3rd: Select one Body Hardening or Special Kata. 
  4th: +1 Attack.
  5th: +1 to Parry/Dodge.
  6th: Critical on a 18, 19, or 20.
  7th: + 1 Attack.
  8th: Select one Body Hardening or Special Kata. 
  9th: +2 to White Lotus Fist damage.
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  10th: +1 to Parry/Dodge, +1 to Strike.
  11th: +1 Attack. 
  12th: Select one Body Hardening, Chi Mastery, or Special Kata 
  13th: +1 Attack, +2 to White Lotus Fist damage.
  14th: Double Chi, Death Blow on a 19 or 20.
  15th: Select one Zenjorike.
  WHY STUDY BAK LIEN KUEN PAI KUNG FU?
  A decent combination of attacks and advanced Marital Art Powers, especially at higher levels. 
  A beautiful style which lends itself to espionage agents.
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  http://www.geocities.com/kuseru/PMAN/Styles/bak_mei.htm
  Bak Mei- White Eyebrow Kung Fu (REVISED) 
  By Hibik 
  A notorious style of Southern Kung Fu, Bak Mei's origin can be traced back to the burning of 
  the Fukien Shaolin (Sil Lum) Temple, circa 1644. It's founder, Bak Mei (nicknamed such due to 
  his literally white eyebrows), had supposedly betrayed the Shaolin Temple, and may have been 
  responsible for the burning. His legacy has remained to this day with the existence of this art. 
  While many deny Bak Mei's status as a Manchurian supporter and the one responsible for the 
  Sil Lum temple's fall, none can deny the existence or power of this art.
  Bak Mei in itself is a very unorthodox system. In addition to being an infighting system, it's also 
  highly internal, with the building of chi being very important. The most notable aspect of Bak 
  Mei is its used of Scared Power, or Ging, which is used to make powerful strikes capable of 
  inflicting damage from a very short range and with no drawing back. In order to be proficient 
  with Bak Mei, one must merge the five external sources of power (Eyes (Ngan), Mind (Sum), 
  Hands (Sau), Waist (Yiu), and Stance (Ma)) with the five Internal Sources (Spirit (Shen), 
  Purpose (Yee), Courage (Gi), Internal Power (Chi), and Power (Ging)). The major points of 
  Ging in Bak Mei are from the wrist, forearms, and the elbow, as well as from the back. The 
  waist is also used frequently, much more then in most other systems of Southern Kung Fu.
  A Bak Mei master, when entering combat, stays very relaxed. An artist will wait until his 
  opponent acts offensively. All his defense maneuvers are soft and relaxed. However, when a 
  Bak Mei artist strikes, his arm stays relaxed until the point of impact, where upon it tenses into 
  a hard, sharp strike, often channeling chi through his strikes. The primary closed hand attack 
  that Bak Mei uses is the Phoenix Eye fist, and this is always aimed towards the enemy's weak 
  areas, such as pressure points. However, a Bak Mei artist's major weapon is his Wit.
  Bak Mei, while being a major category of Chinese Martial Arts, is relatively uncommon 
  nonetheless. Training can be found in the USA, Taiwan, and China (especially in Hong Kong 
  and the southern provinces).
  Entrance Requirements: IQ and PP of 11 or higher. A higher MA can be beneficial, but is not 
  required.
  Skill Cost: 15 Years (7 Years Secondary)
  Costume: Often a Southern Style Sleeveless Kung Fu uniform.
  Stance: A neutral bow stance, with equal weight on both legs when in a ready stance. This 
  often shifts to a forward bow with 70% of the body's weight on the front leg when striking. 
  Typically the arm opposite of the front leg is extended (Right Arm to Left Leg, and vise versa), 
  with the other hand under the extended arm, open palmed, guarding the armpit. Extended hand 
  is either open palm, or clenched in a Phoenix Eye fist. Footwork follows a triangular pattern, as 
  the leg's alignment at the toes is always 45 degrees off center. 
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  http://www.geocities.com/kuseru/PMAN/Styles/bak_mei.htm
  CHARACTER BONUSES
  Add 5 to Chi
  Add 2 to M.A.
  Add 2 to P.P.
  Add 4 to Spd
  COMBAT SKILLS 
  Attacks Per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, and Maintain Balance.
  Attack Moves: None
  Basic Defense Moves: Dodge, Parry, and Automatic Parry.
  Advanced Defenses: Chum (SPECIAL! A parry maneuver that involves sinking your chi as 
  you make contact with your opponent, bringing your opponent down and neutralizing his attack. 
  If successful, the opponent loses his next attack), and Circular Parry.
  Hand Attacks: Phoenix Eye Fist (variation of a fore knuckle fist), Backhand, and Palm Strike.
  Basic Foot Attacks: Kick Attack, Snap Kick, and Tripping/Leg Hook.
  Jumping Foot Attacks: None.
  Special Attacks: Forearm, Elbow, Deathblow, and Chuk (SPECIAL! A forward, aggressive 
  maneuver where the artist, combining all of his sources of power (including Ging) and his 
  internal energy into a sudden, violent strike to an opponent's weak spot, where chi is often 
  channeled through the hand. Typically used with a Phoenix Eye Fist, Chuk does 2D6 Damage, 
  with double damage to infernal demons.)
  Holds/Locks: Wrist Lock.
  Weapon Katas (Select One): WP Jian (Straight Sword), WP Bian (Chain Whip), WP Cha 
  (Trident), WP Hue Die Dao (Butterfly Sabers (Paired)), or WP Qiang (Spear). 
  Modifiers to Attack: Pull Punch, Knock Out/Stun, Critical Strike, and Critical Strike from Rear.
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Select a total of TWO (2) from Chi Mastery (including Advanced), Atemi 
  (Including Advanced), or Martial Art Techniques. If desired, any number of powers can be 
  traded, one-for-one, for any Basic Skill Programs.
  Languages: Chinese (Mandarin, Cantonese, or another Southern Dialect)
  Physical: Prowl.
  Philosophical Training: Taoism
  If this is your primary martial art form, then the following other forms can be learned in shorter 
  time: Shantung Black Tiger (4 Years), Taiji Quan (5 Years), or Hsing-I (5 Years).
  LEVEL ADVANCEMENT BONUSES 
  1st: +2 to Strike, +2 to Roll with Punch/Fall/Impact.
  2nd: +2 to Parry, +1 to Dodge.
  3rd: Select one additional Atemi (including Advanced), Chi Mastery (including Advanced), or 
  martial Art Techniques.
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  4th: +1 Attack per Melee, +1 to Strike.
  5th: Increase Chuk Damage to 3D6 (6D6 against infernals), +2 to Chum.
  6th: Critical Strike on Natural 19-20. 
  7th: Double Existing Chi, +1 Attack per Melee.
  8th: Select one additional Atemi (including Advanced), Chi Mastery (including Advanced), or 
  Martial Art techniques.
  9th: +1 Attack per Melee.
  10th: +1 to Strike and Parry, and select an additional Weapon Kata.
  11th: Deathblow on a Natural 20, +2 to Damage.
  12th: Double Existing Chi, +1 to Chum.
  13th: Select one additional Atemi (including Advanced), Chi Mastery (including Advanced), or 
  Martial Art Technique.
  14th: Critical Strike on Natural 18-20, +1 Attack per Melee.
  15th: Select a Xian Chi.
  Why Study Bak Mei? 
  A definitely unorthodox style, as well as the creation of a supposed traitor. Bak Mei combines 
  soft defenses, hard yet surprising strikes, and an aggressive infighting philosophy to create an 
  extremely effective southern style, as well as being primarily internal as well. Always 
  remember, a Bak Mei artist's best friend is his wit.
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  http://www.geocities.com/kuseru/PMAN/Styles/ball_breaker_boxing.htm
  Ball-Breaker Boxing
  By Kittenstomp
  Entrance Requirements: M.E. of 12 and a non-honorable alignment.
  Skill Cost: 9 Years (Primary), 4 Years (Secondary)
  Invented by a fairly masochistic street-fighting/boxing champion in Dublin, Ball-Breaker Boxing 
  is a style that combines primitive Atemi training with pain resistance exercises. Masters of the 
  art are supposedly so resistant to pain that they can take a kick to the groin and laugh right 
  through it. Martial Artists proficient in this form will enter combat defensively so as to study their 
  opponent and then lash out within the second melee with a crippling strike. If no such opening 
  can be found, then the fighter will fall back on his Body Hardening training and try to pummel 
  his opponent to death.
  Costume: None to speak of. Generally a pair of loose pants and a sleeveless shirt.
  Stance: Stances are seen as "sissy" and so the fighter will simply assume a position that he's 
  comfortable with.
  Character Bonuses
  +1 M.E.
  +1 P.S.
  +2 P.E.
  +15 S.D.C.
  Combat Skills
  Attacks per Melee: 3
  Escape Moves: roll with punch
  Attack Moves: none
  Basic Defense Moves: dodge, parry, automatic parry
  Advanced Defense Moves: power block
  Hand Attacks: Strike (Punch), palm strike, duo-fist strike, fore-knuckle fist, power punch, 
  crippling punch (Special! Does half damage and is -2 to strike but forces the opponent to save 
  vs. pain or lose 1D4 actions), sucker punch {Special! A poor version of a KO, this attack is -6 to 
  strike but if it hits knocks the opponent out for 1D4 melee rounds, does 1D8 damage and loses 
  the automatic parry)
  Foot Attacks: snap kick, tripping/leg hooks, combination grab/kick (Special! Works like Fong 
  Ngan's Grab/Kick)
  Jumping Foot Attacks: none
  Special Attacks: body block/tackle, crush, body flip/throw, choke
  Holds/Locks: Body hold, elbow lock
  Weapon Kata: none
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun
  Skills Included in Training
  Martial Art Powers: Ao Dah Jong, (From Mystic China)
  Languages: English
  Cultural: None
  Physical: Body Building
  Survival: First Aid
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  http://www.geocities.com/kuseru/PMAN/Styles/ball_breaker_boxing.htm
  Temple: None
  Weapon Proficiencies: None
  Philosophical Training: None
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Choy Li-Fut (4 years), Fong Ngan Kung Fu (3 years), Fu Chiao Pai (2 years)
  Level Advancement Bonuses
  1st: +1 to roll, +1 to strike, critical from behind and on natural 20
  2nd: +2 to damage, +1 to parry and dodge
  3rd: Select one power from Body Hardening
  4th: +1 attack, KO on a natural 19, 20
  5th: +1 to save vs. pain
  6th: +2 to parry, +1 to roll
  7th: +1 power from Body Hardening (Including Demon Hunter)
  8th: +1 to strike, +1 to damage
  9th: +2 to grapple
  10th: Select one power from Body Hardening (Including Demon Hunter)
  11th: +1 attack
  12th: +1 to dodge, +1 to roll
  13th: +1 to save vs. pain
  14th: +1 to strike
  15th: +1 attack and select one power from Body Hardening (including Demon Hunter)
  Why Study Ball-Breaker Boxing?
  Because you like to hurt people. Because you don't mind having your teeth knocked out of your 
  skull as long as you can knock the other guy out and then beat him to within an inch of his life 
  with a metal pole...oh yeah, because you like to hurt people.
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  http://www.geocities.com/kuseru/PMAN/Styles/balletist.html
  Balletist
  By Thoth Ptolemy
  These forms of martial arts are unique in the fact that the warrior cannot fight WITHOUT music. Music is 
  required to keep the beat and in time. The reason being, they dance around, fighting...combining attacks with 
  sometimes amazing and beautiful moves, sometimes not so beautiful, but still amazing. There are a variety of 
  forms of Dancing Martial Arts, each with certain unique attacks.
  Requirements: Requires the Acrobatics skill and the Dance skill.
  Skill Cost: 3 Other skills.
  General: This form of martial arts usually centers around graceful twirls and leaps, meaning it has powerful 
  kicking attacks. As well very high kicking attacks.
  Outfit: The usual outfit for this type of warrior is a skin tight outfit, regardless of fabric. In addition males usually 
  put a sock down the front of the pants.
  LEVEL ADVANCEMENT BONUSES
  Level 1: 2 attacks per melee, +3 roll
  Level 2: +4 Parry and Dodge, SuperHigh Kick ( Does 1D8 + lvl damage, Height Range (in feet): Spd + 1/2 
  lvls.)
  Level 3: Kick does 1D8 damage
  Level 4: +1 attack, Spin Dodge ( Once per melee the fighter do a spin dodge, avoiding any and ALL attacks 
  aimed at them. The dodge requires NO use of actions. They can attack right after the dodge (or even during).)
  Level 5: Jump Kick (critical strike)
  Level 6: Toe Kick (knocks opponent down on natural roll of 18, 19 or 20, victim loses 1 attack)
  Level 7: Critical Strike on natural roll of 19 or 20, SuperHigh Dropkick ( Does 1D8 + lvl + Spd damage, Height 
  range: Same as above, but only applies when come down from high kick)
  Level 8: Leap Attack (critical strike, range: (Spd + 1/lvl) feet)
  Level 9: +1 attack
  Level 10: +2 Parry and Dodge, Automatic Dodge on a natural 20
  Level 11: +5 damage
  Level 12: Knock-out/stun Kick on natural 17, 18, 19 or 20.
  Level 13: +1 attack
  Level 14: Auto-dodge on natural 18, 19 or 20
  Level 15: Death Blow on natural 20
   
  http://www.geocities.com/kuseru/PMAN/Styles/balletist.html [1/4/2003 9:32:36 PM]
  
  By the Sword: Barbarian Combat
  Barbarian Combat 
  By FlashFire 
  The barbarian chieftain said: "What then are the greatest things that a man may find in life?" 
  The man on his right thoughtfully drank his cocktail of mare's milk and snowcat blood, and spoke 
  thus: "The crisp horizon of the steppe, the wind in your hair, a fresh horse under you." 
  The man on his left said: "The cry of the white eagle in the heights, the fall of snow in the forest, 
  a true arrow in your bow." 
  The chieftain nodded, and said: "Surely it is the sight of your enemy slain, the humiliation of his 
  tribe and the lamentation of his women." 
  There was a general murmur of whiskery approval at this outrageous display. 
  Then the chieftain turned respectfully to his guest, a small figure carefully warming his chilblains 
  by the fire, and said: "But our guest, whose name is legend, must tell us truly: what are they that 
  a man may call the greatest things in life?" 
  "What shay?" he said, toothlessly. 
  "I said: what are they that a man may call the greatest things in life?" 
  The guest thought long and hard and then said, with great deliberation: "Hot water, good 
  dentishtry and shoft lavatory paper." 
  - Cohen the Barbarian, "The Light Fantastic"
  Kickin' arse and drinkin' ale. What else is being a Barbarian about? You wear black masks and tabi 
  boots? I bash you with my axe. You can pull off your Flying Spinning Kick of Death because you "know" you 
  can? I bash you with my axe. You can use the mystical powers of the Feng Shui, focusing your personal 
  energy into amazing feats? I skip the axe and have me and my friends waste you with our crossbows. But 
  when it all comes down to it, its all about kickin' arse and drinkin' ale.
  Fighting was as much a part of barbarian life as paperwork is today. Wars were waged against 
  neighboring tribes and clans; battles were fought with the Vikings, Romans, Celts, and others; and personal 
  duels were fought almost as often as in the fictional American Wild West and the historical tradition of France. 
  This constant aura of fighting and death resulted in a form of brutal Darwinism. The ones who survived to teach 
  fighting were the ones that could fight the absolute best, resulting in every generation of warriors being fiercer 
  than the last. The reputation of these deadly combatants survives to this day in spite of the lack of surviving 
  records. Berserkers, barbarians, Picts, Celts... all different names for people who fought the same way, 
  screaming and hacking away with whatever weapons came to hand (including enemy soldiers).
  The last remnants of this fierce combat style died out before the Renaissance, but it was that age that 
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  By the Sword: Barbarian Combat
  sealed its fate. Fighting became a matter of science and style, rather than charging and bashing. As the world 
  became more sophisticated, the barbarians faded into history. The modern world has no place for barbarians 
  and their kind. Pillaging is responded to with "economic sanctions" and "police actions". Drunken brawling 
  results in spending at least the next few nights in the Tank. Driving your enemies before you and gathering their 
  women and children to your bosom is called a War Crime and gets one sent to court. Soldiers can't even use 
  their .50 caliber machine guns against enemy troops without lawyers and politicians waving papers at them. 
  Bureaucrats and lawyers rule the world, leaving little room for those who wish to ride wild and free.
  Still, even against the might of Red Tape and the Forces of Legalese, there still remains the precious 
  few who stand in defiance of modern sensibilities, who still cheer when the quarterback gets sacked and when 
  monster trucks leap over cars only to smash their bodies apart. Biker gangs still roam the open road and 
  people still fight in bars. No matter how hard The Man may try, the passion for Life, Liberty, and the pursuit of a 
  bigger Axe still lives in the spirit of the few who live outside the rules. And while the Barbarians still ride, their 
  fighting style lives on.
  RRRAAAARRRRGGGGHHHHH!!!
  Entrance Requirements: P.S. and P.E. of 13, P.P. of 10, and M.E. of 12 or higher. No Alignment Restrictions.
  Skill Cost: 9 Years (5 Years as a Secondary Form) 
  Costume: Traditionally, the Barbarian would wear either a linen tunic, trousers, and a wool cloak or go buck 
  naked. Modern Barbarians tend towards Soft Leather Armor (i.e.: motorcycle leathers) and steel-toed boots, but 
  will work in anything that allows them full freedom of movement, up to and including Class 4 Hard Armor.
  Stance: Weapon held high, charging the enemy, and screaming bloody murder.
  CHARACTER BONUSES 
  Add +3 to P.S. 
  Add +2 to P.E. 
  Add +1 to P.P. 
  Add +5 to Spd 
  Add +10 to S.D.C.
  COMBAT SKILLS 
  Attacks Per Melee: Three 
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance 
  Attack Moves: Head Butt(1D8)
  Basic Defensive Moves: Parry, Automatic Parry, Dodge
  Advanced Defenses: Circular Parry, Multiple Dodge, Disarm, Breakfall
  Hand Attacks: Strike (Punch), Backhand, Roundhouse (1D10),Uppercut (1D8), Palm Strike, Power Punch, 
  Claw Strike
  Basic Foot Attacks: Kick, Snap Kick, Tripping/Leg Hook
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Body Block/Tackle, Crush/Squeeze, Pin/Incapacitate, Knee, Elbow, Forearm, Choke, Death 
  Blow, Combination Parry/Attack, Power Block/Parry, Combination Grab/Kick, Drop Kick, Combination 
  Grab/Head Bash (2D6 damage, see T'ang-Su Karate), Scottish Defense (Special!): The Scottish Defense, 
  named so because of its popularity among the Picts, simply means leaping onto one's opponent's weapon in 
  such a way that one will take a non-lethal hit. This results in the Barbarian/Scotsman being able to use their 
  own weapon with impunity. Like a Simultaneous Attack, neither side can dodge or parry the blows. The 
  Barbarian, though, takes only half damage from the other side's attack.
  Holds/Locks: Body Hold, Neck Hold/Choke
  http://www.geocities.com/kuseru/PMAN/Styles/barbarian.html (2 of 4) [1/4/2003 9:32:40 PM]
  
  By the Sword: Barbarian Combat
  Weapon Katas: WP: Battle Axe, WP: Hand-and-a-Half Sword, WP: Two-handed Greatsword, WP: Dagger, 
  WP: Shield, WP: Hand-and-a-Half Sword and Shield (Paired), WP: Mattock, WP: War Hammer. Battle Axe 
  starts at Fourth Level.
  Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knock-Out from Behind, Death Blow from 
  Behind
  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers: Dam Sum Sing (AKA "Quit cryin', ya baby" Exercise), Kangeiko/Shochu Geiko (AKA 
  "You're chopping the damn wood, no matter how much snow is out there" Exercise), and Warrior Spirit Kata 
  (AKA The "RRRRAAAAAGGGHHHHH!!!" Kata). Can be traded for any Body Hardening Exercise or any Basic 
  Skill Program, including (yes, that's *in*cluding) Physical.
  Languages: Ability to say "Rrrraaaggghhhh!" at 98%
  Physical Skills: General Athletics, Running
  Other Skills: Wilderness Survival
  Special Abilities: If you *really* want to, the character may take the drinking abilities given to the Barmaid and 
  Preacher O.C.C.s in Rifts: New West.
  If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: 
  Jujutsu (4 years), T'ang-Su Karate(3 years), Choy-Li-Fut Kung Fu (3 Years), and Drunken Style Kung Fu 
  (6years)
  LEVEL ADVANCEMENT BONUSES
  Level 1: +3 to Roll with Punch/Fall/Impact, +3 to Parry/Dodge, Critical Strike, Critical Strike from Behind
  Level 2: +2 to Strike, +2 to Maintain Balance, +1 to Breakfall
  Level 3: Select two Weapon Katas, +1 to Hold, +2 to Damage
  Level 4: +1 Attack per Melee, +1 to Body Block
  Level 5: Critical Strike on a Natural 18-20
  Level 6: Knock-out/Stun on a Natural 18-20, Knock-out from Behind
  Level 7: Select one Martial Art Power from Body Hardening Exercises or Special Katas
  Level 8: +1 Attack per Melee, +2 to Parry/Dodge, +2 to Damage
  Level 9: Death Blow on Natural 19-20
  Level 10: +2 to Strike, +2 to Breakfall
  Level 11: +2 to Maintain Balance, +2 to Roll with Punch/Fall/Impact.
  Level 12: +1 Attack per Melee, +1 to Hold, +1 to Body Block
  Level 13: Death Blow on Natural 18-20, +1 to Damage
  Level 14: Select one Martial Art Power from Body Hardening Exercises, Special Katas, or Martial Art 
  Techniques, +1 Attack per Melee
  Level 15: Death Blow from Behind
  Palladium Fantasy Notes: This MA form would probably be better applied to Pal Fantasy than to N&SS, but 
  since it uses N&SS rules... If you are inclined to use this in Pal Fantasy, there shouldn't be much trouble 
  converting it to PFRPG's HTH system. Ignore questions of Range and any other HTH move or term you're not 
  sure on. Characters gain an additional +2 to Strike, Parry, and Disarm if they are from or learn in PFRPG.
  Barbarian Combat exists wherever people get drunk and bash people with axes. It is particularly popular 
  among humans, dwarves, and orcs. It is most often known as Dwarven Fighting.
  Playing Notes: This form is a bit on the OPIE side. So to prevent Munchkins from going hog wild, remember 
  how a proper barbarian fights. No strategy. You are not Arthur, you are not Julius Caesar, you are not Sun Tzu. 
  You and your friends rush at the enemy and bash them with your axes. Strategy is for people who don't have 
  an axe to bash things with.
  History buffs will notice that there aren't many barbarians around any more for a reason.
  http://www.geocities.com/kuseru/PMAN/Styles/barbarian.html (3 of 4) [1/4/2003 9:32:40 PM]
  
  By the Sword: Barbarian Combat
  Why Study Barbarian Combat?:    
  Rrrrraaaaarrrrrggggghhhh!!! 'Nuff said.
   
  http://www.geocities.com/kuseru/PMAN/Styles/barbarian.html (4 of 4) [1/4/2003 9:32:40 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/bartitsu.htm
  Bartitsu 
  By Ray Bull <mailto:Mantisking@aol.com>
  Bartitsu is the creation of William Barton-Wright, an English engineer whose travels around the 
  world fueled his interest in the arts of self defense. Barton-Wright was born in India, educated in 
  Germany and France and traveled to Spain Portugal, Egypt, and Japan as part of his 
  occupation. In 1899 upon his return to England he began combining Savate, Boxing, Wrestling, 
  Fencing, and Jujutsu in new ways and formulated them into a method of self defense that he 
  called Bartitsu. Bartitsu became a small fad for a number of years, even the legendary Sherlock 
  Holmes was said to have studied it, but unfortunately it died out. Ironically, the Bartitisu fad was 
  replaced with a Jujutsu boom the was led by the two Japanese Jujutsu teachers that William 
  Barton-Wright had brought to England to help popularize his new art. Bartitsu uses the footwork 
  and kicks of Savate to deal with attackers at long range. Moves into the footwork and punches 
  of Boxing for combat range confrontations. Finally using the locks and holds of Wrestling and 
  Jujutsu for defense at grappling distance.
  The only school of Bartitsu can be found in London, England. Admission is limited to the 
  members of the Bartitsu Conservation Society, which arose after Barton-Wright's death in 1950. 
  Dedicated to preserving this eclectic art, the Society has a long, drawn-out initiation process 
  that helps to weed out those who are not truly interested in this unique art. 
  Entrance Requirements: Must be "spoken for" by a current member of the Bartitsu 
  Conservation Society.
  Skill Cost: 5 Years (Exclusive)
  Costume: A standard Judo Gi if practicing, if not, a conservative suit
  Stance: Strong side forward, standing in a natural stance, hands held at chin height. 
  CHARACTER BONUSES
  Add +1 to P.P.
  Add +1 to P.E.
  Add +1 to Spd.
  Add +10 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Disarm, Multiple Dodge, Combination Parry/Attack, Counterthrow (New! 
  Special! After the Bartitsu stylist has been thrown by an opponent, he holds on and rides the 
  throw to a point where he can throw the person who threw him.)
  Hand Attacks: Strike (Punch), Hook Punch, Uppercut
  Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook
  Special Attacks: Elbow, Knee, Deathblow, Bodyblock/Tackle, Joint Throw, Pickup, Hand 
  Throw
  Weapon Katas: W.P. Cane
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock, Ankle Lock
  http://www.geocities.com/kuseru/PMAN/Styles/bartitsu.htm (1 of 2) [1/4/2003 9:32:43 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/bartitsu.htm
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, 
  Critical Strike from Behind 
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: You may select a total of 3 from among Body Hardening Exercises, 
  Martial Arts Techniques, and Special Katas.
  Languages: The Queen's English
  Cultural: Tea Drinking
  Weapon: W.P. Cane
  Philosophical Training: None
  If this is your Primary Martial Arts Style then the following other styles can be learned in a 
  shorter time. Savate (4 years), Jujutsu (4 years), Wrestling (5 years), Boxing (2 years)
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Critical Strike or Knockout/Stun 
  from Behind
  Level 2: +1 to Damage, +1 to Maintain Balance
  Level 3: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  Level 4: +1 to Strike, Critical Strike on a Natural 18+
  Level 5: +1 to Maintain Balance, +1 to Parry/Dodge
  Level 6: +1 to Disarm, Select one (1) Martial Arts Power from Body Hardening Exercises, 
  Martial Arts Techniques, or Special Katas
  Level 7: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact
  Level 8: +1 to Damage, Knockout/Stun on a Natural 19+
  Level 9: +1 to Parry/Dodge, +1 to Maintain Balance
  Level 10: +1 Attack per Melee, +1 to Bodyflip/Throw (Bodyflip/Throw now does 2d6 damage 
  instead of 1d6.)
  Level 11: +2 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body 
  Hardening Exercises, Martial Arts Techniques, or Special Katas
  Level 12: +1 to Strike, +1 to Disarm
  Level 13: +1 to Parry/Dodge, +1 to Maintain Balance
  Level 14: +1 Attack per Melee, Deathblow on a Natural 20
  Level 15: +1 to Damage, Select one (1) Martial Arts Power from Body Hardening Exercises, 
  Martial Arts Techniques, or Special Katas
  Why Study Bartitsu?
  An effective, if rather dated, form of self defense that works well at long, combat, and grappling 
  ranges and also works against multiple opponents. The only weakness is the lack of mystical 
  Chi skills
  http://www.geocities.com/kuseru/PMAN/Styles/bartitsu.htm (2 of 2) [1/4/2003 9:32:43 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/baruk_gathol.htm
  Baruk Gathol
  By Sinestus
  Another great style with origins in the Ironfoot Mountains. Often seen as the primary 
  competition style to Jawa Fuzz's famous technique, Baruk Gathol was developed under similar 
  circumstances. The style first saw use in the Battle of the Iron Fields, when General Jargh 
  Morndin and his personal guards lead the attack against the Orcish Horde. Their prowess with 
  axe and sword won the General's troops a grand foothold in the annals of history. So powerful 
  was his combat style, that it is even rumored that the General could cleave a man in half with a 
  single blow, armor and all. 
  The primary weapon of Baruk Gathol is generally an Axe or War Hammer, however, many taller 
  students employ Flamberges or Claymores, the main idea is that the fighter can strike with their 
  greatest strength when using both hands on the weapon. The masters of the style teach that 
  the size of the fighter's weapon should strike fear into the heart of an opponent long before the 
  warrior removes it. It takes a true soldier to understand that bigger is better, and always will be.
  Training to become a master requires enrollment as a soldier for High Commander Jargh 
  Morndin, who now leads a mercenary company throughout the land. Once enlisted, any soldier 
  showing devotion and potential is invited into the Advanced Combat Program. The Program 
  automatically places the soldier on the front lines of any assault; however, it also partners him 
  with a Master who teaches the soldier all the techniques of the trade. Within 7 years a student 
  will have all the basic methods down pact, and at that point they are allowed to leave the 
  company (if their contract is up), or return to the normal troops. Should the student choose to 
  continue their education in Baruk Gathol, they will spend another 7 years mastering the 
  methods of Crushing and Blocking. 
  Requirements: P.S.: 15, P.P.: 10, P.E.: 10
  Training: 14 years, for full training, or 7 without the Special Moves of Crushing and Blocking.
  Bonuses: +4 to P.S., +1 to P.E., +5 S.D.C.
  Initial Stance: generally evenly balanced between front and back legs, firmly planted sidelong 
  with opponent. Weapon is held either in front of the chest, straight up or slightly forward, or at 
  the waist with blade pointing away from the opponent. 
  Outfit: Padded Armor full suit for practice, overlaid with plate mail or scale mail half suit in 
  combat.
  Combat Skills
  Attacks per Melee: 2 (cannot benefit from boxing)
  Hand Attacks: strike/punch, power punch (one attack, 1D10 + damage, opponents +1 to 
  dodge), turning punch (dodge/punch, if done with weapon pommel deals 3D6 damage, 
  otherwise 3D4). grand punch (2 attacks, 2D6 damage, opponent is +1 to dodge, natural hit of 
  14+ will unbalance target, maintain balance or fall/loose one attack.)
  Foot Attacks: kick (2D4), roundhouse (3D6), crescent kick (2D6), power kick/punt (2D6+2, 
  main body only, only kick, can be used in grapple to break away, two attacks)
  Basic Defense Moves: parry, dodge, auto parry, roll
  Advances Defense Moves: circular parry, power parry
  http://www.geocities.com/kuseru/PMAN/Styles/baruk_gathol.htm (1 of 3) [1/4/2003 9:32:47 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/baruk_gathol.htm
  Holds/Locks: none
  Escape Techniques: power kick/punt, roll 
  Modifiers to Attack: critical, knockback
  Special Moves: leap attack, disarm.
  Blocking - special Disarming parry only useful against weapons, success grants a 30 +3%/level 
  chance of breaking opponents weapon (lest enchanted otherwise). If break is not successful, 
  but parry is, opponent is disarmed (GM May offer P.S. roll as defense, d20, under P.S. saves). 
  Can only be done while using a weapon. Cost one action to use.
  Crushing - Massive striking technique, designed to crumple armor and mangle the wearer. Can 
  only be done once per minute, A.R. of armor is -2 with this attack, including Natural A.R.s. 
  Strike is automatic Critical if successful, but defender is +2 to parry/dodge. If parried, must be 
  by weapon, and there will be chance of Breaking the defending weapon, otherwise the 
  defender must also roll with impact or be disarmed. After fifth level can be done as a 
  Dodge/Strike. Although the attack is fast, even when successful slightly unbalances the fighter 
  (costing a total of two melee actions), for one action following the attack, the fighter is -1 to 
  parry/dodge.
  Knockback Bonus - with all strikes, the fighter is attempting to unbalance their opponent. With 
  any strike dealing exceptional damage (17+ P.S. with weapons dealing 3D6, 22+ P.S. with 
  those dealing 4D6, etc...) the opponent MUST make a Maintain Balance or Roll with Impact 
  (without losing an action) or they will suffer penalties as a throw (knocked down, lose one 
  action). Only opponents BOTH stronger and larger are somewhat immune (only suffering 
  knockback from CRITICAL and maximum damage Strikes). 
  Throwing - can hurl their primary weapon with HALF their strike bonus plus their weapon's 
  Throw bonus, up to their P.S. in meters, and at just the Throw bonus up to twice their P.S. in 
  meters. (Gains both Hand to Hand Damage Bonus and P.S. damage bonus on this.... as well 
  as the chance of Knockback as normal)
  Weapon Katas: Select Two (2): Axe, Hammer, Great Swords (Two-handed only), 
  Polearms/Halberds. Select one as Primary (starts at level 2).
  Additional Skills: Body Building, Strength Training/Toning (+2 to P.S. and PB, +5 S.D.C.), and 
  either Recognize Weapon Quality or Arm Wrestling
  Martial Arts Powers: Select Two from Body Hardening or Martial Arts Techniques (except 
  Awareness), (Generally Winter/Summer Training, Chi Gung)
  Level Advancement Bonuses 
  (NOTE: the +D6 Damage bonuses only apply to Primary Weapon, other weapons covered by 
  Katas receive a +1 damage instead. Weapons not covered by Katas receive NO damage 
  bonus from the martial art.)
  1st: +2 to strike, Critical on 20, +2 to dodge 
  2nd: +1 to initiative, and combo moves (dodge/attack, goes to both) +1 level to WP of Primary 
  http://www.geocities.com/kuseru/PMAN/Styles/baruk_gathol.htm (2 of 3) [1/4/2003 9:32:47 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/baruk_gathol.htm
  Weapon.
  3rd: +1 die of damage with weapons, +1 attack 
  4th: Select one power from Body Hardening or Specialty Katas
  5th: +1 to strike, +2 to roll and disarm, gains Circular Parry
  6th: +1 to Throwing attempts, Critical 19+, +1 level to Primary Weapon Kata
  7th: +1 attack, +1 to combo moves (dodge/attack, goes to both)
  8th: Select one power from Body Hardening or Martial Arts Techniques (no restriction), +1 to 
  Throwing attempts.
  9th: +1 die of damage with weapons, +1 to dodge
  10th: Critical 18+, +2 to disarm. May opt to add half their normal Strike or Dodge bonus into 
  part of a combo move (select each time move used). 
  11th: +1 attack, +1 to strike gains Reverse Turning Kick
  12th: +1 to roll and parry, +1 level to all Weapon Katas.
  13th: +1 to combo moves, +1 to Throwing attempts
  14th: Select one power from Body Hardening or Specialty Katas. Critical 17+
  15th: +1 attack, +1 die of damage with weapons.
  http://www.geocities.com/kuseru/PMAN/Styles/baruk_gathol.htm (3 of 3) [1/4/2003 9:32:47 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/basic.html
  Hand to Hand: Basic ( revised )
  By J.J. Fuzz
  Skill Cost: One "other" skill. 
  Character Bonuses: +1 to P.E. and Spd
  Techniques Known at First Level: Overhand punch (1D4 damage), kick attack (1D6 damage), snap kick (1D4 
  damage), and the usual strike, parry and dodge. 
  Special Attacks: Body flip/throw, body block/tackle. 
  Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike or knock-out from behind. 
  Additional Skills: None
  Level Advancement Bonuses:
  Level 1: Add two attacks per melee, +2 to roll with punch/fall/impact, +2 to pull strike, critical strike on natural 
  20. 
  Level 2: +2 to parry and dodge. 
  Level 3: Front kick attack does 2D4 damage, snap kick does 1D6 damage. 
  Level 4: Add one attack per melee. 
  Level 5: +1 on initiative, +1 to strike. 
  Level 6: Critical strike on natural 19 or 20. 
  Level 7: +2 to damage. 
  Level 8: +1 to body flip/throw (1D6 damage), +1 to disarm. 
  Level 9: Add one additional attack per melee.
  Level 10: +2 to roll with punch/fall/impact, +2 to pull strike. 
  Level 11: +1 to parry and dodge. 
  Level 12: +1 to strike. 
  Level 13: Critical strike or knock-out from behind. 
  Level 14: +2 to damage. 
  Level 15: Add an additional attack per melee.
   
  http://www.geocities.com/kuseru/PMAN/Styles/basic.html [1/4/2003 9:32:49 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/basic2.htm
  Hand to Hand: Basic
  By Mantisking
  Entrance Requirements: None
  Skill Cost: 1 Year
  COMBAT SKILLS
  Attacks per Melee: Two (2)
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Hand Attacks: Strike, Knife Hand
  Foot Attacks: Kick Attack (Does 1D6 Damage)
  Special Attacks: Bodyblock/Tackle, Bodyflip/Throw
  Holds/Locks: Arm Hold, Body Hold
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +1 to Pull Punch
  2nd: +1 to Parry/Dodge
  3rd: +1 Attack per Melee
  4th: +1 to Strike
  5th: +1 to Damage
  6th: +1 to Roll with Punch/Fall/Impact, +1 to Pull Punch
  7th: +1 Attack per Melee
  8th: Knockout/Stun from Behind
  9th: Knockout/Stun on a Natural 19+, Kick Attack now does 2D4 Damage
  10th: Critical Strike from Behind
  11th: +1 Attack per Melee
  12th: +1 to Parry/Dodge
  13th: Critical Strike on a Natural 19+
  14th: +1 to Strike
  15th: +1 to Damage
  Why Study HAND TO HAND: BASIC?
  A quick and simple system of self defense that covers the basics of unarmed combat.
  http://www.geocities.com/kuseru/PMAN/Styles/basic2.htm [1/4/2003 9:32:51 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_basic_mil.htm
  Hand to Hand: Basic Military
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  This is the kind of fighting techniques taught in military basic training. Students learn 
  elementary methods of attack and self-defense.
  Requirements: One skill selection. Character must be a man of arms O.C.C.
  Attacks Per Melee: 2
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Entangle, Auto 
  Parry, Disarm, Punch, Kick, Pull Punch, Knock-Out/Stun, Critical Strike.
  Level Advancement Bonuses
  1st: +1 to roll with punch/fall/Impact, +1 to disarm.
  2nd: +2 to strike and +2 to damage.
  3rd: Wrist Lock or Elbow Lock
  4th: One additional attack per melee.
  5th: +2 to parry and dodge.
  6th: Snap Kick
  7th: +1 on initiative and +1 to pull punch.
  8th: One additional attack per melee.
  9th: Body Flip/Throw
  10th: +2 to strike and +2 to damage.
  11th: W.P. Knife
  12th: One additional attack per melee.
  13th: +1 to roll with punch/fall/Impact, +1 to disarm.
  14th: +1 to parry and dodge.
  15th: Critical Strike from Behind.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_basic_mil.htm [1/4/2003 9:32:53 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_basic_sd.htm
  Hand to Hand: Basic Self Defense
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  This is the kind of fighting technique taught in self-defense classes. Students learn elementary 
  methods of attack and self-defense.
  Requirements: One skill selection
  Attacks Per Melee: 2
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Punch, Kick, Pull Punch, Knock-Out/Stun, Critical Strike.
  Level Advancement Bonuses
  1st: +2 to roll with punch/fall/Impact, +2 to pull punch.
  2nd: +2 to parry and dodge.
  3rd: Kick attacks: Karate style kick does 2D4 damage or Snap Kick, 1D6 damage.
  4th: One additional attack per melee.
  5th: +1 to strike and +1 to disarm.
  6th: Critical Strike on natural 19 or 20.
  7th: +1 to damage and +1 to parry.
  8th: One additional attack per melee.
  9th: Body Flip/Throw.
  10th: +2 to roll with punch/fall/Impact, +2 to pull punch.
  11th: +1 to dodge and +1 to disarm. 
  12th: Knockout/Stun from Behind.
  13th: One additional attack per melee.
  14th: +1 to strike and +1 on initiative.
  15th: Critical Strike from Behind.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_basic_sd.htm [1/4/2003 9:32:56 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_basic_zerog.htm
  Hand to Hand: Basic Zero Gravity
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  Virtually identical to Hand to Hand: Basic Self Defense. Two characters, both with Hand to 
  Hand: Zero Gravity (any) skills, fighting in zero gravity, would resolve their combat as normal. 
  However, a character with this skill fighting in any kind of gravity has a -3 modifier on all combat 
  dice rolls, including damage rolls. In addition, if fighting in zero gravity against someone with no 
  zero gravity movement/combat skills, the character gets a + 1 on all combat rolls, excluding 
  damage, and also gets one additional attack per melee.
  In order to obtain these skills, the character must have spent at least six months in a weightless 
  environment. It is possible for one character to take both Hand to Hand: Basic Self Defense or 
  Basic Military and Hand to Hand: Basic Zero Gravity skills, but bonuses are NOT cumulative.
  Requirements: One skill selection. Zero Gravity Movement Skill
  Attacks Per Melee: 2
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Punch, Kick, Pull Punch, Knock-Out/Stun, Critical Strike.
  Level Advancement Bonuses
  1st: +2 to roll with punch/fall/Impact, +2 to pull punch.
  2nd: +2 to parry and dodge.
  3rd: Kick attacks: Karate style kick does 2D4 damage or Snap Kick, 1D6 damage.
  4th: One additional attack per melee.
  5th: +1 to strike and +1 to disarm.
  6th: Critical Strike on natural 19 or 20.
  7th: +1 to damage and +1 to parry.
  8th: One additional attack per melee.
  9th: Body Flip/Throw.
  10th: +2 to roll with punch/fall/Impact, +2 to pull punch.
  11th: +1 to dodge and +1 to disarm. 
  12th: Knockout/Stun from Behind.
  13th: One additional attack per melee.
  14th: +1 to strike and +1 on initiative.
  15th: Critical Strike from Behind.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_basic_zerog.htm [1/4/2003 9:32:58 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/battledancing.htm
  Battledancing
  By Sinestus
  A Hand to Hand technique developed by gnomes and halflings, this style exploits the 
  advantages of being shorter then one's opponent. Primarily concerned with knocking down an 
  opponent before finishing them, the style emphasizes the use of rolls, sweeps, and short 
  bladed weapons.
  Requirements: Must stand four feet or shorter.
  Training: 2 years (For PFRPG, this costs as per Martial Arts, plus 2 skills.)
  Bonuses: +1 to P.P.
  Stance: Varies with training
  Outfit: Varies with training 
  Combat Skills
  Attacks per Melee: Two to start
  Hand Attacks: strike/punch, palm strike, slap-and-tear (see special moves)
  Foot Attacks: backward sweep, tripping leg hooks, kick (2D4)
  Basic Defense Moves: roll, maintain balance, backflip
  Escape Techniques: roll, backflip 
  Special Moves: Slap-and-tear (this is a hand strike aimed at the targets groin, a successful 
  strike requires a 13 or better with only half bonuses. Damage is 1D4 direct to hit points, and 
  target must roll save vs. pain, or be loose two actions, and suffer stun penalties for 2D4 
  melees. On a critical this is an automatic knockout...)
  Rolling-takedown (a modification of the Tumbling roll, this can be performed once per melee, 
  and is a combination dodge/tackle. Roll dodge with normal bonuses, and strike with only half. 
  Success knocks opponent's feet out from under them, causing 1D4 damage, and the loss on 
  one attack, the Battledancer will remain on their feet, and suffers no damage or penalties from 
  the opponent's fall).
  Three Point Roll (this can only be performed on prone opponents, by rolling across the 
  opponent, the Battledancer has the opportunity to inflict three strikes at only the cost of two 
  actions, these can be three hand/knife strikes, or two hand/knife strikes and a kick, all land on 
  main body.)
  Weapon Katas: Any short one handed weapon chosen with O.C.C. Skills. adding additional 
  Katas costs one additional skill slot when selecting the weapon. In PFRPG all WP's are 
  automatically katas if applicable.
  Additional Skills: Tumbling, Dancing
  Level Advancement Bonuses
  (All Roll bonuses also apply to Maintain Balance)
  1st: +3 to roll, +2 to dodge, knockout from behind
  2nd: +3 to parry, +2 to initiative
  3rd: +2 to strike, Knockout on 18+
  4th: jump kicks (all)
  5th: +1 Attack, +1 to roll
  6th: Critical on 19+
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  7th: +1 attack, +1 to dodge
  8th: Scissors Kick (Special. jump kick, can strike 2 opponents, or same one with both legs. 
  1D4+1 damage per leg, Double damage on 13+ Natural.)
  9th: +1 to parry/dodge
  10th: +1 initiative, knockout on 17+
  11th: +1 to strike, +2 to damage
  12th: +1 attack
  13th: Critical on 18+, Deathblow on Natural 20
  14th: +1 to strike
  15th: body flip/throw
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  http://www.geocities.com/kuseru/PMAN/Styles/bear_karate.html
  Bear Style (Exclusive)
  By Utu san’Balasteer
  This style teaches how to live off the land and have patience. It helps focus the already great strength of 
  the artist, so much that they could literally crush a persons bones in there bare hands. Though, this is only done 
  to those who truly deserve it. (Alignment) They have great patience and will wait for days on end, or catch there 
  food just like a bear catches fish from a river, just reach down and grab it. When in a fight they attack 
  aggressively and as quick as possible, usually ignoring their opponent’s blows, they can take it
  It is often surprising to see one of these people traveling, for they do not use animals to draw wagons 
  and do not use much technology. They will pull their wagons themselves, with their belongings and armor in the 
  wagon. So, you see this huge muscular man pulling a wagon that must weight many more times than he, and 
  he does not strain. A few people in the past have mistaken them for gods of strength on Earth, or mythical 
  giants. When out of their armor they wear just a loincloth and sometimes loose clothing. When looking closely, 
  you will see that he is covered with old scares and cuts that have healed and are now just old memories, this 
  gives him a very rugged look. 
  To learn this art is very hard. First, you must make the requirements, which aren’t much but are the 
  most important things to the art. Second, you must prove your strength, by either defeating a more advanced 
  student or moving the stone entrance to the "dojo". There are only two dojos in the whole world. Both are on 
  the northern island of Japan. One was carved into a cave of a mountain; the other is in a cliff facing the ocean. 
  Both are highly concealed and you must find them to join.
  This art is for the survival of the fittest; most people who try are killed within the first 10 years, most 
  within the first 8 years, while living in the wilderness. This art is Extremely tough to learn, for the stress is more 
  than any being will ever experience through their whole lives! 
  The people who are practitioners of this art may be very mean and aggressive, but many actually have 
  a heart of gold, for they are taut to never hurt an innocent and respect those who deserve respect. It is a "You 
  don’t bother me, and I wont bother you" deal.
  Entrance Requirements: P.S.: 15, P.E.: 13, Alignment: Any
  Additional Requirement: Must be a huge person and born in Japan. (Min. of 7’ in height)
  Skill Cost: 15 years (8 years living in the Wilderness, and 7 years of training in preparation for the armor, and 
  fighting skills all during this time)
  Costume: The Bear Armor. Heavy plate armor resembling samurai armor, but much more bulky and heavy! 
  (100- 120 pounds!!)
  Stance: Feet spread at shoulder level, one foot back slightly more than the other, arms at waist level and bent 
  at elbows, hands spread in claws. Head slightly bent down, mainly to see the opponent who is usually shorter 
  than he is. Sometimes making growling noises, for the further intimidation factor. When out of armor the fighting 
  stance is usually not much different but varies from each individual.
  CHARACTER BONUSES
  Add 1D6+6 to P.S.
  Add 1D6+4 to P.P.
  Add 2D4 to P.E.
  Add 2 to M.E.
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  Add 2D6 to Spd.
  Add 5D6 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2 Escape Moves: Maintain Balance, Get Up( This ability lets the character to get up while 
  in full armor and use only 1 action. Out of armor the character can get up with out using an action (automatic 
  kick-up so to speak )
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Power Parry, Take (Take a blow to the armor, used usually if striker rolls above AR), 
  Glance (Used to Parry bullets and Projectiles, will take ½ damage from bullets if successful parry is made)
  Hand Attacks: Strike (Punch/Claw), Power Punch, Back Hand, Turn Punch
  Basic Foot Attacks: Stomp (2D6+1/2 PS Bonus to Foot of opponent), Kick (1D6) Special Attacks: Head Butt, 
  Combined Parry/Stomp, Bear Swipe (2D6 +PS), Catch Strike (Parry a Fist, Foot, or other extremity by 
  catching it, then the character proceeds to attempt and Crush that part in his bear hands and claws of the 
  armor
  (with claws: 3D4+1/4 of PS min. of 1) 
  (Without claws: 1D6+1/4 of PS min. of 1)
  Weapon Katas:W.P Claw Paired, W.P Gauntlet Swords Paired
  Modifiers to Attacks: Pull Punch, Automatic KO on a natural 20 (like boxing), Critical Strike on natural roll of 
  19-20, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers:Stone Ox, Combination of Kangeiko and Shocku Geiko, Dam Sum Sing, +1 From Martial 
  Arts Techniques or Body Hardening or Special Katas
  Note: Limited to non-Kick related abilities only!
  Special: Bear Roar! Modified Form of Kaijutsu equal to Stun Yell.
  Physical: Body Building and Weight Lifting, Athletics, Wrestling, and (Pick One) Fasting, Prowl, Climbing
  Survival:Wilderness Survival (+50%), Skin and Prep Animal Hides (+10%),Holistic Medicine (+10%) 
  Weapon Proficiencies:W.P. Archery and Targeting
  Languages: Japanese
  Philosophical Training: General Alignment is Honorable.
  General Disposition: Must be very aggressive in battle, but they all have a good soul and a "heart of gold", 
  they would help the needy and help defend their homes and forests.
  Training in Armor: The Practitioner practices and learns to fight while training in armor, weight 
  increasing from 20 lbs. to eventually 150 lbs.! (Most people in training will kill themselves from stress during this 
  period of the training)
  Weapons Training: The character is trained to use short hand claws with deadly effectiveness and the 
  Gauntlet Swords, this is a fore arm gauntlet that has three Wakizashi attached to it on the front. (May be able to 
  draw these and post to Internet later)
  LEVEL ADVANCEMENT BONUSES
  Level 1: (modifier in armor; -5 to dodge, -2 to parry, and –1 to strike) +3 to Pull Punch
  Level 2: (-4 to dodge, -1 to parry) 
  Level 3: (-3 to dodge) +1 APM
  Level 4: +1 Additional Martial Art Power from Body Hardening or Martial Arts Techniques
  Level 5: +2 Damage, +1 Pull Punch, +1 Strike, Critical Strike on nat. 18-20
  Level 6: +3 parry
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  Level 7: +1 APM, +1 dodge, +3 Maintain Balance
  Level 8: Death Blow on natural 17-20
  Level 9: +1 parry, +3 damage
  Level 10: +1 APM, +1 strike
  Level 11: +1 Additional Body Hardening or Martial Arts Technique
  Level 12: +1 parry, +1 strike, +1 dodge
  Level 13: +3 damage
  Level 14: +1 parry
  Level 15: +3 dodge, +3parry, +5 strike, Automatic KO on natural roll of 18-20
  Bonuses out of armor
  (last up to 12 hours after getting out of armor)
  Leap 10 feet +2 per Level from standing strait up!
  Leap 15 feet +1 foot per Level across
  Can Lift 2x what they usually can (2x lift and carry capacity)
  Speed factor is increased by 20 for the next 6 hours after getting out of armor
  P.E.: tires at ½ the normal rate out of armor
  Penalties out of armor
  Must Pull Punch, if the character doesn’t there is a chance (30%) that he will pull every muscle in his 
  back and arm, -3 to initiative and -4 to strike 
  Also must be in armor for at least 20 hours a week or may lose strength and begin to have more 
  penalties in armor. (As an alternative can were other weighted armor, must be at least 80 lbs.)
  Why Study BEAR STYLE?
  If you like shear strength of the body and being intimidating to the look, this is for you. This style is 
  extremely physical and somewhat spiritual. Also, this style is for the person who loves nature, you are sort of a 
  knight of nature. Much of the principles are that of a knight you could say.
  The Bear Armor
  S.D.C.: 200
  A.R.: 16
  Weight: about 100-120 lbs. (each suit is created differently)
  Heavy Plated Armor with Chain Mail underneath. Underneath the chain mail are skin, and the loin cloth. 
  The armor resembles Samurai Armor. This armor strangly doesn’t corrode like most steel-like metals, it isn’t 
  effected by rusting and wont freeze up or lock up.As of yet there have been no female practitioners, mainly due 
  to the requirements.
  Many of the members of this art are usually found fighting the cutting down of trees, all that is left after 
  one of their attacks is decimated machinery and vehicles, the people are left alive usually. You could call them 
  environmentalists, but they are just protecting there home.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/bearman_ripclaw.html
  Bearmen Ripclaw
  By danzig138
  From the Palladium world came the Bearmen of the North. To Earth, they brought with them a unique 
  style of fighting, called "Ripclaw" by humans. Ripclaw was created by a tribe of the Bearmen who had 
  encountered many human fighters who used odd forms of weaponless combat. The Bearmen thought that this 
  way of fighting was strange, but had potential. They spent some time trying to develop a way of fighting suited 
  to their bodies and ways, but they were unsuccessful. Eventually, they determined that they needed help. So 
  they found a human that was skilled. After many offers of treasures and work, the human accepted the offer to 
  train them.
  It took a few years, but they finally succeeded. The end result was a vicious fighting style that the 
  human almost regretted helping to design. Ripclaw is designed to take advantage of the hidden speed of the 
  Bearmen. The Bearman will normally lash out , with blinding speed, with a Thrusting Body Block, and then 
  proceed to grapple and tear at the opponent. The weakness of this style is against long-range fighters. But it 
  does incorporate a leaping attack that looks strange when it occurs.
  Entrance Requirements: P.S. 16, P.E. 17
  Costume: None
  Stance: Crouched down in a stance similar to a three-point football stance. The legs are bent at the knees, and 
  the feet are spread a little more than shoulders-width. The "off" foot is placed a few inches behind the lead foot. 
  The arms are held loosely either at the sides or in front.
  CHARACTER BONUSES
  Add 30 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Parry, Automatic Parry.
  Advanced Defenses: Combination Parry/Bite.
  Hand Attacks: Claws (2D6), Overhead Claw Strike (The Bearman brings down his claws in a particularly 
  vicious manner. This inflicts 2D8 damage, but it suffers a -3 penalty to strike ).
  Basic Foot Attacks: Kick Attack ( can be used with the claws on the feet for an additional +4 damage, and it 
  turns the attack into an edged attack ). 
  Special Attacks: Death Blow, Crush/Squeeze (1D8), Bite (1D8), Knee, Elbow, Forearm, Body Block/Ram, 
  Thrusting Body Block/ Ram (SPECIAL!This is usually performed from the initial stance. If it is the Bearman's 
  first attack of the round, and the victim has never before encountered this style, then the Bearman gains a +4 
  Initiative bonus. If successful, treat this as a critical Body Block ), Pin/Incapacitate, Grab and Chew (SPECIAL! 
  The Bearman grabs the victim with both arms --treat as a standard Crush/Squeeze--and then begins to chew 
  on him. The initial grab is at -2 to strike, but if it is successful, the bite hits automatically. The damage is normal 
  for both the Crush and the bite, but it is applied every melee round until the hold is broken),Body Flip/Throw 
  (SPECIAL! This is actually a body slam, where the Bearman picks his opponent up and then throws him to the 
  ground. This uses two attacks, and suffers a -3 to strike, but if it is successful, the victim suffers 3D6 damage, 
  loses initiative, and three attacks), Leap Attack.
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.
  Preferred Range: Grappling.
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  SKILLS INCLUDED IN TRAINING
  None
  LEVEL ADVANCEMENT BONUSES
  Level 1: +3 to roll with punch/fall/impact, +1 parry, +2 leap,Knock-Out/Stun on Natural 20.
  Level 2: +2 strike, +1 maintain balance.
  Level 3: +1 Attack per Melee, Critical Strike on Natural 19-20.
  Level 4: Knock-Out/Stun on Natural 19-20, +3 damage.
  Level 5: +1 strike, parry, +2 roll with punch/fall/impact.
  Level 6: Death blow on Natural 20.
  Level 7: +1 Attack per Melee, Knock-Out/Stun on Natural 18-20. 
  Level 8: +2 parry, maintain balance. 
  Level 9: +2 body flip/throw (4D6), +1 crush/squeeze.
  Level 10: +1 Attack per Melee, Critical Strike on Natural 18-20.
  Level 11: +1 strike, +2 roll with punch/fall/impact, +2 damage.
  Level 12: Knock-Out/Stun on Natural 17-20.
  Level 13: Death Blow on Natural 19-20. 
  Level 14: +2 strike, parry, +3 damage.
  Level 15: +1 Attack per Melee, +2 maintain balance.
  Why Study Ripclaw?
  Well, it's designed for the Bearmen, and it has spread among them rapidly, so it's pretty much the only 
  game in town, so to speak.
  NOTE: There have been a few instances of non-Bearmen learning Ripclaw, but non-Bearmen suffer a -2 
  panalty to all the maneuvers. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/blynar_faern.htm
  Blynar Faern 
  By Sinestus.
  (Named in Drow)
  Remembering old kung-fu movies I used to watch, I recalled that there were many movies about 
  various creature based martial arts, one such was ''The seven Deadly Forms" or something like 
  that, thus I have decided to create them as I remember them.
  Inspired by the main character, and Lei Wu-long (from Tekken 3) I decided a 'combination' style 
  was needed. Unlike other masters, this character was a student of many schools instead of 
  staying only at one. 
  Requirements: P.P.: 8, P.S.: 10, P.E.: 12, Spd: 10 
  Also, due to the varied nature of this style, it cannot be combined with any other styles.
  Training: 17 years
  Character Bonuses
  +1 to P.S. and P.E., 
  +3 to Spd. 
  +2 to P.P.
  +5 S.D.C. 
  Stance: Varies with the primary style, (Players should announce the style they're appearing to 
  use at the beginning of combat).
  Combat Skills
  Attacks per Melee: Two to start.
  Hand Attacks: Knife hand, palm strike, strike (Punch), backhand, fore-knuckle strike.
  Foot Attacks: snap kicks, axe kick, crescent kick, backward sweep, and round house kick.
  Jumping Foot Attacks: Flying jump kick, back flip.
  Basic Defense Moves: dodge, automatic parry, parry
  Advanced Defense Moves: combination parry/strike, back flip.
  Holds/Throws: Arm hold, body flip/throw
  Escape Techniques: roll with impact, maintain balance.
  Modifiers to Attack: pull punch, critical strike, knockout.
  Weapon Katas: none.
  Special Moves: critical from behind, wall run (while fighting can move up/down a wall, and/or 
  leap from it, if the 'Modified Lizard Technique' is selected), Leap
  Skills: prone fighting, acrobatics
  Martial Arts Techniques: 
  At first level select Two (2) of the following techniques or Body Hardening exercises.
  Snake Strike Stance - a wavering stance, which restrains the user from using any kicks. 
  However, in this stance they can perform the 'Greased Lightning Kata without any strike or 
  damage penalties. 
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  Modified Lizard Technique - a modification of 'Light Climbing' and Karumi-jutsu. This can be 
  used in combat, and almost always is. If barefoot, the Lizard master can climb any non-metallic 
  surface using only his feet. The chance of success for this style is 59+5%/level (if the roll is 
  failed, the master has the option of performing a backflip off the wall instead, this can be used to 
  land on behind an opponent if they are within range) and rolls are made for each SURFACE 
  climbed. Thus, once the master climbs a surface successfully, they can return to it without 
  problems for the rest of the combat. 
  When fighting someone while on a wall, the Lizard master gains: +2 to strike and dodge, +1 on 
  initiative and +2 (+20%) to maintain balance, and Automatic Vertical Parry. 
  Unlike the normal Lizard Technique, the Modified Technique can only be maintained for one 
  melee (+1 every 3 levels) 
  Sleeping Bird Stance (Modified Crane Stance)- restricts user from moving, or using hand 
  strikes. However, all kicks are +2 to strike and damage, or can use all attacks to perform a flying 
  reverse turning kick at triple damage instead of the usual double. 
  Panther Stance - When using this technique, the martial artist can also use Drop Kicks, Turning 
  Kicks, Power Parries, and dual palm strikes. Also gains a +2 strike and parry. 
  Drunken Stance - This is a mimic of the Drunken style Kung fu. When using this technique the 
  martial artist gains a +2 to all back moves (back flip, sweep, and back hand.) as well as an Auto-
  dodge (+1 bonus only). 
  Two-Hand Technique - this is a mimicry of the techniques of Centipede Boxing. It allows the 
  fighter to act as though they were wielding paired weapons (Thus allowing them to parry/strike 
  with both hands in the same action… etc.) It also provides Katas: Knife - paired.
  Turtle Stance - This is a completely defensive technique. In this stance the master cannot 
  attack, however, they gain Automatic Flip/Throw with their normal Throw Bonus, and can 
  attempt to Auto-throw twice per melee.
  NOTE: only one of the preceding techniques can be used per melee, and the stance must be 
  assumed at the beginning of the melee to gain any bonuses. Until third level assuming a 
  specific stance DOES take a melee action. At third level and beyond it does not.
  Level Advancement Bonuses
  1st: +1 to strike, parry, and dodge, Knockout on natural 20 
  2nd: +1 to back flip, and maintain balance 
  3rd: Select one Blynar Faern Technique, Body Hardening or Martial Arts Technique, +1 to holds 
  and throws. 
  4th: +1 attack, and parry 
  5th: +1 to strike and roll 
  6th: +2 to back flip and Damage, Critical on 19+ 
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  7th: Select two Blynar Faern Techniques, Body Hardening or Martial Arts Techniques, +1 attack 
  8th: +1 to holds, throws, and strike 
  9th: +2 to parry and dodge, +1 to roll 
  10th: +1 to back flip, Knockout on 18+ 
  11th: Select one Blynar Faern Technique, or Chi Power, 
  12th: +1 to maintain balance, +1 attack 
  13th: +1 dodge, and parry 
  14th: Select one Blynar Faern Technique, Body Hardening or Chi Power, +1 to holds and 
  throws. 
  15th: Select one Zenjorike power, Critical on 18+.
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  http://www.geocities.com/kuseru/PMAN/Styles/bouncer.html
  Hand to Hand: Bouncer
  By Nick McIntee
  Entrance Requirements: None
  Skill Cost: 6 years
  Costume: None, but dark clothes are preferred.
  Stance: Looks like a boxing stance, but not required.
  CHARACTER BONUSES
  Add 15 to S.D.C.
  Add 2 to M.A. 
  Add 1 to P.P. 
  Add 1 to P.E. 
  Add 1 to P.S. 
  COMBAT SKILLS
  Attacks Per Melee: 2
  Escape Moves: Roll, Breakfall
  Basic Defensive Moves: Parry, Dodge, Automatic Parry
  Advanced Defenses: Circular Parry, Disarm
  Hand Attacks: Strike (punch), Back Hand, Power Punch
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Stomp
  Jumping Foot Attacks: Jump Kick 
  Special Attacks: Knee, Elbow, forearm, Body Flip/Throw, Groin Knee (use only natural strike roll, 1d6 HP 
  damage and stuns for 1d4 melees), Knee Buckle (Nat. 14 required, 1d8 SDC + 1d6 HP damage, 40% knee 
  broke {buckled}. If broke, victim can't stand and is -4 dodge/parry; -6 strike) 
  Holds/Locks: Wrist Lock, Elbow lock, Arm Holds, Neck Holds
  Weapon Katas: None 
  Modifiers to Attack: Knock out/stun, Knock out/stun form rear, Critical Strike, Critical Strike from rear. 
  SKILLS INCLUDED IN TRAINING
  Physical: Boxing
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to parry/dodge, KO 20/behind, Crit 20/behind 
  Level 2: +2 to strike, +2 to disarm 
  Level 3: +1 Attack per Melee, +1 to breakfall 
  Level 4: KO 19-20 
  Level 5: +2 parry/dodge, +3 roll 
  Level 6: +1 Attack per Melee, +1 to Disarm 
  Level 7: +1 breakfall, +2 strike 
  Level 8: Critical Strike 19-20
  Level 9: KO 17-20 
  Level 10: +1 Attack per Melee, +1 to disarm 
  Level 11: +1 to breakfall, +2 to strike 
  Level 12: +2 to parry/dodge 
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  http://www.geocities.com/kuseru/PMAN/Styles/bouncer.html
  Level 13: KO 16-20 
  Level 14: +1 Attack per Melee, +1 to strike 
  Level 15: +2 disarm, +2 to breakfall 
  * Every attack (excluding disarm) is an attempt to KO (not the boxing KO/Stun). When this 'automatic' knockout 
  happens, it is for 1d10 minutes - the victim is knocked out cold.
  WHY STUDY Hand to Hand: Bouncer? 
  A job requirement
   
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  http://www.geocities.com/kuseru/PMAN/Styles/boxing3.html
  Hand to Hand: Boxing
  By Brett Hegr
  Gladiators, cyborgs, headhunters, and mercenaries are the most common practitioners of this combat 
  style. Obviously, it is the skill of boxing rounded out to include a wider range of punches for a better attack 
  capability. It doesn't have the versatility of Expert, the kick attacks of Martial Arts, or the grappling skills of 
  Wrestling. However, a skilled boxer can quickly batter single opponents to the point where those shortcomings 
  aren't even relevant. The defense ability of this combat style is unmatched in American combat styles.
  Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or Commando. It costs one more "other" skill than 
  Hand to Hand: Martial Arts. 
  Skill Requirements: Must know the Physical: Boxing skill.
  Attribute Requirements: P.S. of 12 or more.
  Techniques Known at First Level: Automatic parry, dodge, roll with punch/fall/impact, block (special), and 
  pull punch. Attacks include punch (1d4 damage), hard punch (1d6 damage), overhead punch (1d4 damage but 
  is +1 to strike from the speed and angle), power punch (used with any kind of punch), and elbow or forearm 
  smash (1d6 damage). Don't forget the special knockout punch of the boxer - an automatic (no need to declare) 
  knockout/stun for 1d6 melees on a natural 20. 
  The block is a skill unique to the boxer (GMs could let other combatants purchase it separately for one 
  secondary skill). The hands and forearms are used to deflect blunt attacks (punches, kicks, and blunt 
  weapons). A block is an automatic defense much like a parry, but can be used to defend against any and all 
  attacks against the frontal upper body (unlike a parry, which is only good against one attack). If successful the 
  boxer takes no damage, or half damage if failed. The character can also block mega-damagetm blows, but he 
  must be wearing M.D.C.tm body armor or power armor. If bought separately, add a +1 to block at levels 1, 4, 7, 
  11, and 15 (must have the Boxing skill and no other bonuses can be added in). If part of combat boxing, use 
  the bonuses listed below. 
  Limitations: Due to the emphasis on using the hands for primary attacks, no more than one half of the 
  character's attacks can be used to strike with a weapon or fire a gun. Small, one hand weapons (like knives and 
  blackjacks) are the preferred choice. Forearm vibro-blades do not restrict the character at all and can be used 
  at will. Two handed weapons (battle axes, rifles, etc.) can be used, but the boxer loses one attack and his 
  bonuses to defend are halved. Also, for attacks that do not use the arms (like head butts, knees, and kicks) the 
  boxer only gets to apply half the damage bonus from combat boxing due to the nature of the attack (but still add 
  the full P.S. damage bonus). 
  Bonuses: +2d6+3 S.D.C.tm, +1 to P.S., and +1 to P.E.
  Level 1: Three attacks per melee, +2 to strike, +2 to block, and +2 to damage.
  Level 2: +2 to pull punch, +1 to roll with punch/fall/impact, and +1 to parry. 
  Level 3: +1 to dodge, +1 to maintain balance, and +1 to grapple. 
  Level 4: Backhand (1d6 damage), head butt (1d6 damage), +1 attack per melee, and +2 to damage. 
  Level 5: Automatic knockout/stun on an unmodified roll of 19 or 20 (for 1d6 melees) and +2 to block.
  Level 6: Hard punch (2d4 damage) and critical strike on an unmodified roll of 19 or 20. 
  Level 7: One-two punch - A special attack where the first punch (a normal punch doing 1d4 damage) distracts 
  the victim from the real danger, a second devastating punch. The second punch can be another normal punch, 
  a hard punch, an overhand punch, a power punch (still uses two attacks), or an uppercut/roundhouse. Initially, 
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  http://www.geocities.com/kuseru/PMAN/Styles/boxing3.html
  roll one strike roll. If that one succeeds roll damage for both punches. If it fails, roll a second strike roll for the 
  second punch (hits as normal). If the first punch connects, then the second one automatically hits. If it doesn't, 
  the boxer still gets another chance to nail his enemy. The boxer can only block or parry one melee attack when 
  using this attack, and it can only be used twice per melee. 
  Level 8: +2 to block and +2 to damage. 
  Level 9: Uppercut/roundhouse - A special punch that takes two melee actions. It is a critical strike that does 
  triple damage and gets a special +1 bonus to strike, but no defenses can be done while using it. Also add +1 
  attack per melee and +1 to strike at this level. 
  Level 10: +1 attack per melee, +1 to parry, and +1 to dodge.
  Level 11: +1 to strike, +2 to pull punch, and +2 to roll with punch/fall/impact. 
  Level 12: Kick attack (1d6 damage) and an automatic knockout/stun on an unmodified roll of 18 to 20 (for 2d4 
  melees). 
  Level 13: Automatic dodge and +2 to block. 
  Level 14: +1 attack per melee. 
  Level 15: Critical strike on an unmodified roll of 17 or 20. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/boxing2.html
  Boxing
  By danzig138
  Boxing is a sport that traces it's origins back to ancient Greece. According to mythology, the god Apollo 
  invented boxing, and even out-boxed Ares. Boxers wore ox-hide straps to reinforce their hands and wrists. The 
  Romans eventually carried this concept to the cesti, which were studded and spiked, turning boxing into a 
  deadly sport. Boxing fell out of favor after the fall of Rome, but regained popularity in England during the 18th 
  century. At this time, bare- knuckle boxing was popular. As time marched on, more rules were added, some to 
  increase the safety of the fighters, some to enhance the enjoyment of the spectators. During the late 19th 
  century, the Marquis of Queensberry Rules were adopted, in which boxers wore padded gloves, three-minute 
  rounds were used, and the fighters could not wear shoes or boots that contained springs. 
  Since that time, boxing has continued to grow in popularity, and is now one of the most popular sports 
  in the world. Modern matches have a variety of rules ( Do an Internet search, or visit your local library to learn 
  the various rules by state, and boxing associations ).
  On the streets, boxing can be a deadly art, since there is no referee to govern the actions of the fighter. 
  Professional boxers can be especially dangerous, considering their highly developed bodies and actual fighting 
  experience.
  ( NOTE: This martial form is designed to be at a level of skill possessed by fighters such as George Foreman, 
  "Iron" Mike Tyson, and Muhammad Ali. As such, it provides tremendous physical bonuses, and may be 
  reduced in power at the Game Master's discretion ). 
  Entrance Requirements: Must have the Boxing skill, also high P.S., P.P., and P.E. are recommended.
  Costume: Big baggy shorts and large padded gloves.
  Stance: I am not really sure how to describe a boxing stance
  CHARACTER BONUSES
  ( Does NOT include bonuses from Boxing skill )
  Add +1 to P.S.
  Add +1 to P.P.
  Add +1 to P.E.
  Add +15 to S.D.C.
  ( Optional ) Subtract -1 from P.B.
  COMBAT SKILLS
  Attacks per Melee: 3 ( Includes bonus attack from Boxing skill )
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Combination Parry/Attack, Power Block/Parry
  Hand Attacks: Strike ( Punch ), Power Punch, Uppercut ( 1D8 damage ), Jab ( SPECIAL! This is a short, fast 
  punch. Inflicts only 1D4 damage, with no P.S. bonus, but it is -3 to be parried or dodged ).
  Basic Foot Attacks: None
  Special Attacks: Death Blow, Combination Parry/Attack
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear
  Multiple Attackers: 2
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  http://www.geocities.com/kuseru/PMAN/Styles/boxing2.html
  Preferred Range: Between Combat and Grappling
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Equal to Dam Sum Sing, Wrist Hardening
  Physical: Athletics
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 strike, parry, roll with punch/fall/impact, Knock-Out/Stun on a Natural 19-20
  Level 2: +1 dodge, roll with punch/fall/impact, maintain balance
  Level 3: +1 attack per melee, Critical Strike on Natural 19-20
  Level 4: +2 parry, +1 dodge, Automatic Knock-Out on Natural 19-20
  Level 5: +2 damage, +1 to A.R.
  Level 6: +1 combination parry/attack, power block/parry
  Level 7: +1 attack per melee, +2 damage
  Level 8: +1 strike, parry, Knock-Out/Stun on Natural 18-20
  Level 9: +1 dodge, roll with punch/fall/impact, maintain balance
  Level 10: Death Blow on Natural 20
  Level 11: +1 attack per melee, Critical Strike on Natural 18-20
  Level 12: +1 strike, parry, Automatic Knock-Out on Natural 18-20 ( 2D6 melees )
  Level 13: +2 roll with punch/fall/impact, +1 maintain balance, Knock-Out/ Stun on Natural 17-20
  Level 14: +1 strike, +2 dodge
  Level 15: Death Blow on Natural 19-20, +2 damage
  Why Study Boxing?
  It is an excellent style for those interested in developing their bodies and increasing their general 
  toughness. It teaches absolutely nothing in the way of internal, mystical training, but to some, this is a fair trade.
   
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  Boxing
  Boxing
  By Entropy Man
  (Note the Boxing physical skill may not be selected if Boxing is taken as HtH form)
  The origins of Boxing date back to ancient Grecce, however it didn't become truly popular until modern 
  times, In America, boxing became famous in the early 1900's, when bare-knuckle brawlers would step into the 
  ring and fight until only one man still stood. Boxing evolved into an incredibly popular professional sport, with 
  multimillion-dollar purses to be won for big pay-per-view televised bouts. 
  Boxer's incredible training programs hone their reflexes and punching power until they become fighting 
  machines. The incredible pounding boxers withstand during training and bouts also makes them one of the 
  toughest bunch of fighters around.
  Entrance Requirements: None
  Skill Cost: 6 years
  CHARACTER BONUSES
  Add 2 to P.S. 
  Add 2 to P.E. 
  Add 20 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 3 
  Escape Moves: Roll with Punch/Fall, Resist Knockout(Special): Boxers take incredible amounts of 
  punishment in the ring and over time they learn to resist the would-be Knockout Punches other boxers throw at 
  them. Roll under PE, if successful then the boxer is only stunned for 2 attacks otherwise full Knockout penalties 
  are suffered.
  Basic Defenses: Dodge, Parry, Auto Parry 
  Advanced Defenses: Power Block/Parry (1D6), Bob/Weave (Special): Boxer gives up his/her first attack of the 
  round and may autododge all Hand-to-Hand attacks they know are coming until they attack. 
  Hand Attacks: Punch(1D4), Backhand(1D4), Power Punch(1D10), Uppercut(1D8), Hook Punch(1D8), 
  Jab(does 1 point of damage)
  Basic Foot Attacks: None 
  Special Attacks: Forearm(1D4), Headbutt(1D4) *Note: neither of those are legal in the ring 
  Weapon Katas: None 
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike 
  SKILLS INCLUDED WITH TRAINING
  Physical: Body Building 
  Languages: None 
  Philosophy: None 
  Martial Arts Powers: Select one (1) Body Hardening Technique except Chi Gung and Chagi, this may be 
  traded in for any General Skill Program except Physical
  LEVEL ADVANCEMENT BONUSES
  Level 1: KO on Natural 20, +2 pull, +2 roll, +2 strike, +2 parry
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  Boxing
  Level 2: +1 to Resist Knockout, +2 damage
  Level 3: +1 attack per melee 
  Level 4: KO on 19-20, +2 dodge 
  Level 5: +1 strike, +1 parry, +2 pull punch 
  Level 6: +1 attack per melee 
  Level 7: Critical Strike on a 19 or 20, KO on 18-20, select 1 Body Hardening Technique*
  Level 8: +1 damage, +2 to Resist Knockout
  Level 9: +1 strike, +1 parry, Critical Strike on 18-20 
  Level 10: +1 attack per melee 
  Level 11: +1 dodge, +1 damage, Knock-Out on 17-20 
  Level 12: +1 strike, +1 parry, select 1 Body Hardening Technique* 
  Level 13: +1 attack per melee, +1 to Resist Knockout 
  Level 14: +2 pull, +2 roll, +1 dodge 
  Level 15: Add Tamashiwara and select 1 Body Hardening Technique* 
  *May select any Body Hardening Technique except Chi Gung and Chagi
  Boxing Gloves: GM's may have different takes on the effects of wearing the gloves, I recommend, +2 pull and 
  1/2 damage on all hand strike
   
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  http://www.geocities.com/kuseru/PMAN/Styles/brawling.html
  (Hand to Hand) Brawling
  By Ron Barry
  This is a type of non-formal fighting which is not taught in any school or dojo. It is very similar to Street 
  Fighting, except that Brawling deals more with power punches, smashing an opponent with a chair or bottle and 
  other one-punch knockouts. This could be considered untrained boxing, often seen in bar rooms. Because of 
  the lack of formal training involved, this skill only goes up to level 5, with one additional bonus at level 9.
  Level Advancement Bonuses
  Level 1: +1 additional attack per melee. +2 damage on all S.D.C. attacks
  Level 2: +1 to strike and +1d6 damage when using a non-combat object as a weapon, such as a barstool, 
  chair, crowbar, pool stick or similar item. This damage should be increased by 3d6 per 100 pounds if a 
  character with exceptional strength uses a larger itemsuch as a washing machine, a steel file cabinet, a car, or 
  some similar thing.
  Level 3: +4 to parry, dodge, roll with punch, fall or impact
  Level 4: 2d6 power punch which counts as only one attack. When using a power punch, the attacker can get 
  an automatic knockout on natural roll of 19 or 20. Victim will remain unconscious for 1d4 melee rounds. 
  Knockout attempt does not have to be announced prior to roll.
  Level 5: +1 additional attack per melee
  Level 9: +1 additional attack per melee 
   
  http://www.geocities.com/kuseru/PMAN/Styles/brawling.html [1/4/2003 9:33:25 PM]
  
  Brazilian Jujutsu
  A special gift for the Entropy Man...
  BRAZILIAN JUJUTSU
  by
  Lee Casebolt
  Palladium Books' Trademarks
  Brazilian Jujutsu
  Entrance Requirements: None
  Skill Cost: 8 years (5 years as secondary form)
  Brazilian Jujutsu (frequently abbreviated to BJJ) is a relatively modern form developed from judo and 
  traditional Japanese jujitsu styles by the family of Brazilian landowner Carlos Gracie in the early 20th 
  century. Over the years, the style was refined through repeated challenge matches against boxers and 
  other martial artists. Techniques were modified to reflect the combat realities of street fights in Brazil.
  In combat, the BJJ master seeks to drive immediately to a clinch, where the punches and kicks of his 
  opponent are no longer effective. Once this is achieved, the opponent is taken to the ground, where he is 
  choked or joint locked into submission.
  BJJ training is very hands-on, with the majority of practice being spent on groundfighting practice, There 
  are no preset forms.
  Costume: Standard Judo unifrom (though speedoes are often worn during competitions)
  Stance: Feet just over a shoulder's width apart, knees slightly bent, feet out for balance. The forward arm 
  is extended to check the range to the opponent, the other is held back over the chest for defense. Hands 
  tend to be open.
  CHARACTER BONUSES
  +1 ME
  +2 PP
  +2 PE
  +10 SDC
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Attack Moves: Clinch (Special! This involves a quick movement forward to grasp the opponent, while 
  staying close enough that virtually all attacks are impossible. On a successful Clinch roll, only 
  holds/locks, body block/tackle, body flip/throw, and tripping/leg hook attacks are possible for either 
  fighter. Neither may parry or dodge attacks from other characters. A Clinch is maintained until broken by 
  a successful escape move or knockdown attack)
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  Brazilian Jujutsu
  Basic Defensive Moves: Parry, Dodge, Automatic Parry
  Advanced Defenses: Automatic Roll
  Hand Strikes: Strike (punch), Palm Strike
  Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks
  Special Attacks: Elbow, Knee, Body Block/Tackle
  Holds/Locks: Arm Hold, Body Hold, Neck Hold, Neck Hold/Choke, Choke, Elbow Lock, Mount 
  (Special! Performed immediately after a knockdown attack, such as a tackle or leg hook, it pins the 
  opponent to the ground, allowing the character an advantage. While mounted, the character may use any 
  upper body strike or hold/lock, and is +2 to strike and +2 to damage on all techniques. His opponent is 
  limited to hand attacks only, at -2 to strike and damage, and may not roll with impact. The mount may be 
  escaped as a hold), Guard (Special! Performed after suffering a knockdown attack, this defensive 
  position allows the character to defend himself by trapping the opponent between his legs. The character 
  is +2 to roll with impact and parry, and may use any upper body strike, hold/lock, snap kick, or 
  tripping/leg hook attack. A successful tripping/leg hook will roll both combatants to a standing position; 
  a critical strike with the leg hook rolls the character from the guard to the mount! While "in the guard" 
  the opponent may use any upper body strike, hold/lock, or knee attack. The guard may be escaped as a 
  hold)
  Weapon Katas: None
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Receives the Kansetsu Waza - Grasping Hand Atemi power automatically. Choose 
  one power from Body Hardening Exercises and Martial Arts Techniques.
  Languages: Portugese
  Philosophical Training: None
  If this is your primary martial arts form, then the following forms can be learned in a shorter time: 
  Jujutsu (4 years), Kodokan Judo (4 years), or Ch'in Na (4 years)
  LEVEL ADVANCEMENT BONUSES
  1st - +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Clinch, Critical Strike from Behind
  2nd - +1 to Locks/Holds, +1 to Boddy Block/Tackle and Tripping/Leg Hooks
  3rd - +1 to Strike, +2 to Maintain Balance
  4th - Add one attack per melee, Critical Strike on natural 18, 19, or 20
  5th - +2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on a natural 20
  6th - Select one additional Martial Arts Power from Body Hardening Exercises (including Demon 
  Hunter) or Martial Arts Techniques, +1 to Locks/Holds
  7th - +1 to Clinch, +1 to Body Block/Tackle and Tripping/Leg Hooks
  8th - Add one attack per melee, +1 to Maintain Balance
  9th - +2 to Roll with Punch/Fall/Impact, +1 to Damage
  10th - +1 to Parry/Dodge, +1 to Locks/Holds
  11th - Select one additional Martial Arts Power from Body Hardening Exercises (including Demon 
  Hunter) or Martial Arts Techniques, add one atack per melee
  12th - +1 to Parry/Dodge, +1 to Strike
  13th - +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
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  Brazilian Jujutsu
  14th - Add one attack per melee, Knock-Out/Stun on a natural 19 or 20
  15th - Select one additional Martial Arts Power from Body Hardening Exercises (including Demon 
  Hunter) or Martial Arts Techniques.
  Why study Brazilian Jujutsu?: For taking an opponent out of his element, there's nothing better. BJJ's 
  groundfighting is second to none. On the downside, while it excels in one-on-one combat, the emphasis 
  on ground-fighting makes the practitioner vulnerable to multiple attackers.
  Comments/questions/etc. can be emailed to nightwolf47@geocities.com 
  This page hosted by 
   Get your own Free Homepage
  http://www.geocities.com/kuseru/PMAN/Styles/brazilian_jujitsu.htm (3 of 3) [1/4/2003 9:33:30 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/breakinist.html
  Breakinist
  By Thoth Ptolemy
  These forms of martial arts are unique in the fact that the warrior cannot fight WITHOUT music. Music is 
  required to keep the beat and in time. The reason being, they dance around, fighting...combining attacks with 
  sometimes amazing and beautiful moves, sometimes not so beautiful, but still amazing. There are a variety of 
  forms of Dancing Martial Arts, each with certain unique attacks.
  Requirements: Gymnastics and Dance skills.
  Cost: 3 other skills.
  General: This form usually centers around fast moves on the ground.
  Outfit: Stuff from the 80s (???)
  LEVEL ADVANCEMENT BONUSES
  Level 1: 3 attacks per melee, +5 Roll
  Level 2: +1 Parry, +2 Dodge
  Level 3: Kick does 1D6 damage
  Level 4: Drop Dodge ( With this, the Breakinist drops to the ground rolls away, successfully removing themself 
  from direct HtH combat (rolls away 4-5 feet). No bonuses apply unless specifically stated above.)
  Level 5: +1 attack, Entangle on natural 20
  Level 6: Leg Sweep ( With this attack, the Breakinist drops to the ground and tries to take out their opponents 
  legs and knock them down. Normal strike bonuses apply. Opponent is knocked down on a natural roll of (20 - 
  lvl) to 20. If knocked down, opponent loses initiative and 1 attack.)
  Level 7: Ground Kick ( This attack happens when the character is already on the ground. What they do is pop 
  up with both feet out in front. Damage is decent, and opponent may be knocked down. Damage: 1D6 + Spd. 
  Knockdown on natural 18,19 or 20.)
  Level 8: Leap Kick (critical strike, range = Spd attr)
  Level 9: Critical Strike on natural 19 or 20, Entangle on natrual 17, 18, 19or 20
  Level 10: +1 attack, +1 parry, +3 dodge
  Level 11: +3 damage
  Level 12: +5 roll, +2 Drop Dodge
  Level 13: Knock-out/stun on natural 20
  Level 14: +1 attack
  Level 15: Entangle on successful strike (no bonuses, must be called).
   
  http://www.geocities.com/kuseru/PMAN/Styles/breakinist.html [1/4/2003 9:33:34 PM]
  
  http://www.geocities.com/kuseru/PMAN/Files/StyleC.htm
  Martial Art Styles C 
  Name
  Game
  Application Country
  Author
  Cante
  N&S
  Fiction
  Unknown
  Sinestus
  Capoeira
  N&S
  Conversion Brazil
  Mantisking
  Capoeira
  N&S
  Conversion Brazil
  Sinestus
  Capoeira
  N&S
  Conversion Brazil
  Mike Best
  Capoeira
  N&S
  Conversion Brazil
  Kuseru
  Capoeira
  N&S
  Conversion Brazil
  danzig138
  Catongi
  N&S
  Fiction
  Unkown
  danzig138#
  Centepede Boxing 
  N&S
  Fiction
  China
  Sinestus
  Cheetah Gata Style
  N&S
  Fiction
  Unkown
  Author Unknown
  Chen Taiji
  N&S
  Conversion China
  Hibik
  Chi-Kung
  N&S
  Fiction
  Worldwide
  Gabriel
  Chiang Di Chuang
  N&S
  Fiction
  China
  Gabriel#
  Chito Ryu Karate 
  N&S
  Conversion Japan
  Kuseru
  Choy Lay Fut
  N&S
  Revision
  China
  Hibik
  Choy Li Fut
  Any
  Quickie
  China
  Kuseru
  Chun Xin Kung Fu
  N&S
  Fiction
  China
  KnightFall
  Chuong Nhu
  N&S
  Conversion Vietnam
  Kuseru
  Close-Quarters Combat
  N&S
  Conversion United States
  Billy Bardo
  Commando (Revised)
  Any
  Revision
  NA
  JJ Fuzz
  Commando 
  N&S
  Fiction
  NA
  Mantisking
  Commando Military
  Any
  Revision
  NA
  Kuseru
  Number of Styles: 21
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleC.htm [1/4/2003 9:33:36 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/cante.htm
  Cante
  By Sinestus
  A derivative of Kendo and Judo, Cante is primarily a defensive martial art. Cante is one of the 
  few styles developed in the late 20th century and whose creator is still alive. Cante was 
  developed by a master vampire (ala the Smigs types) who found that deception was an 
  incredible tool. Renard Tempes, the style's creator, had taken up the habit of carrying a cane 
  with him where ever he went (even simulating a limp to be convincing). To him, the cane was 
  one of the most useful weapons ever created. It was almost always at hand, and provides a 
  hooked end useful for grappling. 
  For a master of the style, grappling range is anywhere within the reach of their cane. Also, 
  anyone unfamiliar with the style suffers a -2 to initiative the first melee of combat. 
  Requirements: P.P.: 10, I.Q.; 10, P.S.: 12
  Training: 12 years
  Character Bonuses 
  +2 to P.P. 
  +2 to P.S. 
  +5 S.D.C.
  Stance: sidelong with opponent, feet shoulder width apart, hands resting on the top of the 
  cane.
  Outfit: casual clothing
  Combat Skills
  Attacks per Melee: 2
  Hand Attacks: strike/punch, palm strike, knife hand, fore-knuckle strike.
  Foot Attacks: snap kick, turning kick (dodge/kick), roundhouse, tripping leg hook, kick attack, 
  crescent kick
  Basic Defense Moves: dodge, roll, parry, automatic parry
  Advances Defense Moves: none
  Holds/Locks: arm hold, leg hold, neck hold (can use cane in holds, thus requiring only one 
  hand for the hold.), 
  Escape Techniques: roll
  Modifiers to Attack: critical, 
  Special Moves: neck hold/choke, one handed choke, death blow.
  Cane Trip - hooking move aimed at the back of the knee. Requires natural 12+ to strike. 
  Buckles the knee (lose one action) and deals 1D6 + to leg. Cannot be parried. Critical strike 
  beaks the knee.
  Dual Limb Hold - an incapacitating move. Requires a successful arm or leg hold first. Second 
  action allows including the other like limb. With both limbs trapped, victim suffers -5 to escape, 
  and can only free one limb at a time. At level six this places a shoulder or knee lock on the first 
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  http://www.geocities.com/kuseru/PMAN/Styles/cante.htm
  limb caught, and breaks the lock when the first limb is freed (thus breaking/dislocating the 
  knee/shoulder.) If defending against a dual hand/weapon attack, the Cante master can attempt 
  to go straight into the dual arm hold, but is -3 to hold.
  Head Pull - cane hook to the neck, -1 to strike, but success throws victim to ground for 2D4 
  damage (plus throw penalties), and can be continued into a Neck Hold at +2 to hold for a 
  second action. Choke damage is doubled for the first melee.
  Weapon Katas: Hooked, Blunt (apply as appropriate for end of cane)
  Additional Skills: Fencing (may apply bonus to Blunt when using cane).
  Martial Arts Powers: Select Two powers from Arts of Invisibility or Atemi Abilities.
  Level Advancement Bonuses
  1st: +2 to roll, +1 to initiative, critical from behind
  2nd: +2 to strike and parry
  3rd: +1 to dodge, Critical 19+
  4th: +1 attack, select one power from Atemi or Invisibility
  5th: Can Deathblow Attack when opponent is in Hold gain parry/throw combination (one action, 
  no throw bonus) with Cane
  6th: +2 to holds, +1 to strike
  7th: +1 to parry/dodge, select one power from Atemi or Invisibility
  8th: +1 to roll, gain Parry/(arm/leg) hold maneuver (one action) Critical 18+
  9th: +1 attack, automatic neck hold with Head Pull attack.
  10th: Can Deathblow Attack From Behind with Cane
  11th: +1 parry/dodge
  12th: Select one power from Martial Arts Techniques, Atemi, or Invisibility
  13th: +2 to strike, +1 to holds
  14th: +1 attack, can Deathblow Attack with Cane
  15th: +1 to initiative, +1 to roll
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  http://www.geocities.com/kuseru/PMAN/Styles/capoeira4.html
  Capoeira
  By Ray Bull
  Entrance Requirements: None
  Skill Cost: 12 years(Primary), 6 years(Secondary)
  Costume: None
  Stance: None
  CHARACTER BONUSES
  Add 1 to M.E.
  Add 1 to P.S.
  Add 3 to P.P.
  Add 1 to P.E.
  Add 15 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 4
  Escape Moves: Roll w/Punch/Eall/Impact, Backflip, Cartwheel
  Attack Moves: Backflip, Handstand, Cartwheel
  Basic Defensive Moves: Dodge, Automatic Dodge
  Advanced Defenses: Multiple Dodge, Breakfall
  Hand Attacks: Strike (Punch), Knife Hand, Back Hand 
  Basic Foot Attacks: Trip/Leghook, Backward Sweep, Kick Attack, Crescent Kick, Wheel Kick, Axe Kick, 
  Reverse Turning Kick, Drop kick, Roundhouse Kick 
  Jumping Foot Attacks: Jump Kick, Armada with Martelo (NEW! Combination Wheel kick/Jumping 
  Roundhouse, Must be 1st and only attack, does 1D8+1D10)
  Special Attacks: Knee, Elbow, Headbutt, Eye Poke, Ear Slap, Double Ear Slap
  Modifiers to Attack: Pull Punch, Pull Kick, Critical Strike, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select 2 powers from Body Hardening Exercises.
  Language: Portugese
  Physical Skills: Gymnastics
  Cultural Skills: Dance, Play Insrrument:Agogo(two-tone bell), Atabaque (drum), Berimbau (wire-strung 
  wooden bow), Pandeiros(tambourines)
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to Dodge, +1 to Strike with Hand Attacks, Critical Strike on a Natural 20
  Level 2: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  Level 3: +1 to Handstand, +1 to Cartwheel/Backflip
  Level 4: +1 to Strike with Foot Attacks, Gain 1 Martial Art Power from Body Hardening Exercises
  Level 5: +1 Attack per Melee, +2 to Dodge
  Level 6: +1 to Rear Attacks, +1 to Cartwheel/Backflip
  Level 7: +1 to Handstand, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19+
  Level 8: +1 Attack per Melee, +2 to Strike with Foot Attacks
  Level 9: +2 to Dodge, +1 to Cartwheel/Backflip
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  Level 10: +1 to Rear Attacks, Gain 1 Martial Art Power from Body Hardening Exercises
  Level 11: +1 Attack per Melee, +1 to Handstand
  Level 12: +1 to Roll with Punch/Fall/Impact, +1 to Strike with Foot Attacks
  Level 13: +2 to Dodge, Critical Strike on a Natural 18+
  Level 14: +1 Attack/Melee, Gain 1 Martial Art Power from Body Hardening Exercises
  Level 15: +1 to Handstand, +1 to Strike with Hand Attacks
  Why Study CAPOEIRA?
  A strong and unorthodox style that can be hidden within dance movements. Capoeira is only lacking in 
  weapon skills and mystical abilities. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/capoeira5.htm
  Capoiera
  By Sinestus
  I know there's already a version of this Brazilian style out there, but I've been working on my 
  own for a while... in a game one might consider this the Non-exclusive version of the other one 
  out there...
  Entrance Requirements: P.P.: 12 P.E.: 12
  Skill Cost: One year
  Outfit: Loose fitting pants, with or without a shirt.
  Attribute Bonuses
  +3 to P.P. 
  +2 to Spd 
  +2 to P.E. 
  Stance: The jinga is a rhythmic stance which is in constant motion, starting with the feet even, 
  one foot is drawn back to an angled stance and then brought back up, and the process is 
  repeated back and forth... while the legs are in motion so are the arms, whichever leg is moving 
  back, the like arm is 'sweeping water' (moving in a downward parry motion), the other draws up 
  or to the chest.
  NOTE: Should the dancer loose the rhythm (e.g. gets knocked down or thrown) no kicks are 
  possible for the rest of the melee. 
  Combat Skills
  Attacks per Melee: 2
  Escape Moves: Roll with impact, Cartwheel, Flip, Back flip.
  Basic Defensive Moves: Dodge, Parry, leg parry (can use leg instead of arm to parry an 
  attack, can parry sweeps)
  Advanced Defenses: Multiple Dodge, Breakfall, Breakfall/roll (use roll bonuses, and tumbling 
  style action, takes only one-quarter damage and may opt to move to a farther combat range, 
  e.g. Grappling Range to Normal or Normal to Long)
  Hand Attacks: Punch, Backhand, turning strike (dodge/punch)
  Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Crescent 
  Kick, Backward Sweep. (NOTE: In Capoiera, the primary attack is kicking, thus kicks which 
  usually use up all kick attacks for the melee do not, however, such kicks cannot be used twice 
  per melee.... no repeated roundhouse kicks, roundhouse kick to crescent kick, or similar 
  patterns) 
  Jumping Foot Attacks: Jump Kick, Flying Reverse Turning Kick (a.k.a. Reverse Butterfly 
  Kick), and Scissors Kick (jumping brings both legs together on opponent, or can strike two 
  opponents, 1D6+P.S. [x2] damage per leg).
  Special Moves: Knee, Handstand, backflip, drop kick, 
  Continual Dodge (the constant movement of the style allows the dancer to dodge every attack 
  without sacrificing actions, also, failed dodges can still opt for a roll with impact, but cause the 
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  loss of this ability until the next melee. If performed in combination with attacks only gains half 
  dodge bonus)
  Continual Kick (with any successful kick the dancer may continue with their momentum to 
  perform other kicks until one is parried successfully or they run out of attacks, in this fashion 
  they may also use any combination of kicks even if they usually take all attacks or are the only 
  ones used in the melee) Similar to Lightning Kata, but takes entire melee, after the first 
  successful kick the opponent is forced to be defensive unless they dodge (thus losing one 
  attack), if the next attacks happen simultaneous (because the dancer does not stop to dodge), 
  then if the dancer's natural roll is higher then opponents by 5 or more, the opponents attack is 
  unsuccessful and only the opponent takes damage, the Continual Kick proceeds, and the 
  opponent must again dodge before attacking. If the opponent's natural roll is higher by 5+, then 
  the dancer's rhythm is disrupted and the attack fails, only the dancer takes damage. If neither of 
  these happen, both take damage and the Continual Kick continues, the opponent must once 
  again dodge before attacking again. Generally combined with Handstands and Cartwheels. 
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Critical Strike, Knock-out/Stun.
  Additional Skills: Gymnastics, Running, Dance, play percussion instrument.
  Martial Arts Abilities: At first level automatically gain Chagi (Kick Practice) and may select two 
  abilities from specialty katas or body hardening
  Special Bonus: should a Capoiera dancer fight to any rhythm based music, then they gain an 
  additional +1 to all moves. 
  Level Advancement Bonuses 
  NOTE: Where there are Roll bonuses, also consider those 'pull punch' bonuses
  1st: +1 to strike, +2 to roll, knockout on natural 20 with a kick
  2nd: +2 to dodge, +1 to breakfall
  3rd: +1 attack, parry, and backflip
  4th: gains automatic leg parry, select one power from martial arts techniques or specialty katas
  5th: critical on 17+, +1 to strike
  6th: +1 to cartwheel, and handstand, +1 to dodge
  7th: +1 to parry, and roll 
  8th: +1 to strike, cartwheel and handstand
  9th: +1 attack, select one body hardening, martial art, or Chi technique
  10th: +1 to parry, roll and backflip
  11th: +1 to handstand and backflip, +2 dodge
  12th: gains Calm Minds Zenjorike
  13th: critical on 15+ with kicks, knockout on 18+
  14th: +1 attack, +1 parry, +1 breakfall
  15th: choose one chi power, and select one chi, martial art, or body hardening technique
  Why Study Capoiera? 
  Even though the strength of this style is in it's continuation techniques, it still remains fairly 
  powerful against multiple attackers and solo combat alike. 
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  http://www.geocities.com/kuseru/PMAN/Styles/capoeira1.html
  Capoiera (EXCLUSIVE)
  By Mike Best
  Capoiera is a Brazilian martial art form that comes from African decent. It is very fluent and consists of 
  rhythmic motions. In it's dance like movement the master will use a combination of kicks and punches to 
  counter his opponent moves and to strike the opponent when he or she is off balance.
  Entrance Requirements: P.P. 14, Spd. 12, a high PS is suggested but not required.
  Skill Cost: 7 years
  Costume: Loose fitting pants, with or without a shirt.
  Stance: One leg forward the other back arms slightly out to the sides. The martial artist will move in a circular 
  dance like motion called a jinga.
  CHARACTER BONUSES
  Add 2 to P.P.
  Add 2 to Spd.
  Add 1 to P.S.
  Add 1 to P.E.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 4
  Escape Moves: Roll with punch/fall/impact, Cartwheel, Flip, Back flip.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Multiple Dodge, Automatic Roll, Breakfall, Combo Parry/Attack.
  Hand Attacks: Strike (punch) Power Punch, Backhand
  Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Crescent Kick, Backward 
  Sweep.
  Jumping Foot Attacks: Jump Kick, Flying Reverse Tuning Kick.
  Special Attacks: Knee, Elbow, Handstand
  Weapon Katas: W.P. Blunt, W.P. Paired Blunt
  Modifiers to Attacks: Pull Punch, Critical Strike, Knock-out/Stun. 
  SKILL INCLUDED IN TRAINING
  Martial Art Powers: Choose 2 for Martial Art Techniques, and 1 from Special Kata's. 
  Languages: Portuguese
  Physical: Gymnastics, Acrobatics
  Cultural Skills: Dance
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to dodge/parry, +3 roll with punch/fall/impact
  Level 2: +1 to strike, Knock-Out/Stun on a natural 19-20 
  Level 3: + one extra attack per Melee, +1 to dodge/parry/roll with punch/fall/impact 
  Level 4: +3 maintain balance, +2 strike 
  Level 5: Select 1 Body Hardening Exercises 
  Level 6: +1 dodge/parry, +2 roll with punch/fall/impact 
  Level 7: +one extra attack per melee, +2 to strike 
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  Level 8: +2 maintain balance, Knock-Out/Stun on natural 18-20 
  Level 9: select one Additional Martial Art Power from Martial art Techniques, Body Hardening, or Special Katas
  Level 10: +2 to dodge/parry/roll with punch/fall/impact 
  Level 11: +2 strike, +3 to disarm, death blow on natural 20 
  Level 12: +1 attack per melee 
  Level 13: +1 to dodge/parry/roll with punch/fall/impact
  Level 14: Knock-Out/Stun on natural 17-20, +2 strike 
  Level 15: + 1 attack per melee, +2 dodge/parry/roll, select one Additional Martial Art Power from Martial art 
  Techniques, Body Hardening, or Special Katas 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/capoeira3.html
  CAPOEIRA (EXCLUSIVE)
  By Kuseru
  Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: P.S.: 8, P.P.: 10, 
  P.E.: 8, Spd.: 10. 
  Skill Cost: 8 years.
  Capoeira, a Brazilian martial art, was born in the "senzalas", where African slaves were kept. 
  Capoeira blends elements of dance, music, rituals, acrobatics, and fighting. It is primarily a 
  stylized dance, practiced in a circle called the "roda", with percussion instruments providing 
  sound. In addition to unarmed techniques, weapons are taught; "maculele", done with blades, 
  and "maracatu", done with sticks. It is very common for a capoeirista to have two or three 
  nicknames. When a person is "baptized" into the art of Capoeira, they are given a nickname.
  When a roda is formed, music is played, and spectators clap and sing while two fighters do 
  battle in the center. The music is made by a leading instrument, the berimbau (one stringed, 
  bow shaped instrument with a gourd attached to one end to give resonance). Also played are 
  an atabaque(drum), and a pandeiro (tambourine).
  Costume: Loose fitting cotton pants and belt.
  Stance: Balanto--Actually a movement where the body rocks back and forth as the weight 
  shifts from leg to leg.
  CHARACTER BONUSES:
  Add +1 to P.S.
  Add +2 to P.P.
  Add +2 to Spd.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Back Flip, Roll, Maintain Balance.
  Attack Moves: Leap, Cartwheel, Back Flip, Handstand.
  Basic Defensive Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: Multiple Dodge.
  Hand Attacks: Punch, Palm Strike.
  Foot Attacks: Kick, Trip/Leg Hook, Backward Sweep, Axe Kick, Wheel Kick, Roundhouse 
  Kick. 
  Jumping Foot Attacks: None.
  Special Attacks: Headbutt, Parry/Strike, Leap, Cartwheel, Back Flip, Handstand, Critical, 
  Critical from Rear, KO/Stun, Death Bow.
  Holds/Locks: None.
  Weapon Katas: W.P. Short Sword, W.P. Stick, W.P. Paired Sticks, W.P. Paired Short Swords.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select two from Atemi or Body Hardening.
  Language: Spanish.
  Cultural Skills: Dance, Play Musical Instrument(Capoeira Instruments).
  Physical Skills: Gymnastics.
  LEVEL ADVANCEMENT BONUSES
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  1st: +1 to Parry/Dodge, +2 to Maintain Balance.
  2nd: +1 Attack, +2 to Roll. 
  3rd: KO/Stun on 18, 19, or 20, +1 to Back Flip.
  4th: +2 to Kick Damage, Critical on a 19 or 20.
  5th: +1 Attack, +2 to Maintain Balance.
  6th: +1 to Strike, +1 to Cartwheel.
  7th: +1 Attack, Select one from Atemi or Body Hardening.
  8th: +1 to Maintain Balance, +1 to Roll, +1 to Handstand.
  9th: +1 Attack, +1 to Back Flip.
  10th: +1 to Cartwheel, +2 to Parry/Dodge.
  11th: +1 Attack, +1 to Damage.
  12th: +1 to Kick Damage, +1 to Strike.
  13th: +1 to Roll, Select one from Atemi or Body Hardening.
  14th: +1 Attack, +1 to Parry/Dodge.
  15th: Death Blow on a 19 or 20.
  WHY STUDY CAPOEIRA?
  A highly stylized art that is nonetheless effective.
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  http://www.geocities.com/kuseru/PMAN/Styles/capoeira2.html
  Capoiera
  (kap-oh-er-a )
  By danzig138
  The actual history of this interesting style is unknown, but this is the basic, accepted theory: 
  Capoiera was developed by the African slaves brought to Brazil by Portugese merchants. The 
  slaves were from various tribes, some were even from enemy tribes. Realizing that their 
  condition would not change on it's own, they decided to revolt. Bu they had to be able ot fight, 
  and they were obviously not allowed to have weapons, so they took lessons from their tribal 
  dances, and began to develop a way of fighting based on these dances. This was act- ually very 
  clever, as they were able to convince their masters that they were only practicing their ancient 
  traditional dances while they were, in fact learning to fight. The practiced their secret art to the 
  rhythms of drums and a stringed, wooden instrument called the berimbau. Eventually, they did 
  gain their freedom. The "dance" of capoiera and the capoeiristas ( practicioners of the art ) 
  became so feared that Capoiera was actually made illegal in Brazil until the 1930's, when 
  government restrictions were relaxed and students were once again allowed to practice. 
  Today, Capoiera is popular around the world. The dancing and music initially used to disguise the style 
  have been fully integrated into the style. It is even a type of game for those who practice it. 
  Capoeira is usually done inside a circle of people called a "roda", pronouced HO-DUH. The people in 
  the circle are usually other capoeiristas waiting to "play", and observers. Player or not you are expected to give 
  energy to the roda by clapping and singing in response to the person "in charge" of the roda. There are several 
  instruments used to make the music in the capoeira roda. The agogô (double cowbell), pandeiro (tambourine), 
  Atabaque (conga type drum), and the Berimbau which is the most important. Each instrument, when played 
  correctly, contributes to the energy in the roda, but the Berimbau is the commanding instrument. It tells the 
  players inside the roda how to play, fast or slowly, agressively or pretty with lots of acrobatics. The berimbau 
  starts and stops the roda, and all the other instruments follow it's rhythm and tempo.
  Many people ask if Capoiera is a dance, or a fighting art. Mestre Joao Grande, considered to be one of 
  the greatest Capoiera teachers, answered this question once with this, " In the hour of fighting, it is a fight. And 
  in the hour of dance, it is a dance". 
  Capoiera is a very interseting form to observe. It appeals to both the body and the mind. The driving 
  rhythms reach into the body and stir one to movement, while the wild dancing and acrobatics entertain the eye 
  and mind. It is a constantly moving style, and this can be very confusing to someone who has never faced a 
  capoeirista before. 
  Entrance Requirements: P.S. 13, P.P. 14, Spd. 15
  Costume: None in particular, but students dress in all white.
  Stance: A low crouching position, with circular motion.
  CHARACTER BONUSES
  Add +2 to P.P.
  Add +1 to P.E. 
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  Add +5 to Spd. Add +15 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Backflip, Cartwheel, Somersault, Leap, Maintain Balance
  Attack Moves: Backflip, Cartwheel, Handstand, Leap, Roll, Somersault 
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Multiple Dodge, Circular Parry, Automatic Dodge, Automatic Roll
  Hand Attacks: Strike ( Punch ), Knife Hand, Double Knuckle Fist, Back Hand 
  Basic Foot Attacks: Kick Attack, Roundhouse Kick, Wheel Kick, Crescent Kick, Tripping/Leg Hook, Drop Kick, 
  Reverse Turn Kick, Whirling Kick ( Special! Must be the first attack and it uses half of the character's attacks. 
  Roll to strike with no bonuses. Affects every target in Combat range, and acts as an Automatic Parry. Inflicts 
  1D8 damage ).
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turn Kick 
  Special Attacks: Death Blow, Leap Attack, Knee, Elbow, Forearm, Head Butt, Arrastao ( SPECIAL! The 
  capoeirista attempts to grab the opponent's legs and pull them out from underneath him. Uses two attacks, and 
  requires a strike roll of 13 or better. If successful, the victim suffers 1D8 damage and loses initiative and two 
  attacks ).
  Modifiers to Attacks: Pull Punch, Knock-out/Stun, Critical Strike, Critical Strike from behind 
  Multiple Attackers: 4
  Preferred Range: Long to combat
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of three powers from among Body Hardening Exercises, Martial Art 
  Techniques, or Specialty Katas. 
  Languages: Portugese
  Domestic: Dancing, Singing
  Survival: Jungle ( or Wilderness ) Survival
  Physical: Acrobatics, Gymnastics, Running, Swimming 
  LEVEL ADVANCEMENT BONUSES
  ( NOTE: There are very few strike bonuses in this style. Most of the bonuses are geared towards evasion and 
  escape ).
  Level 1: +1 to three (3) Escape Moves of choice 
  Level 2: +1 to three (3) Attack Moves of choice
  Level 3: +1 to Parry/Dodge/Automatic Dodge
  Level 4: Knock-out/Stun on a Natural 19-20 
  Level 5: +1 Attack per Melee, +1 to Strike, +1 initiative
  Level 6: Select one additional Martial Art Power from Martial Art Techniques or Specialty Katas 
  Level 7: +2 to Strike, +1 initiative
  Level 8: Critical Strike on Natural 19-20
  Level 9: +2 to Leap ( +6 feet ) 
  Level 10: +1 to three (3) Escape Moves of choice
  Level 11: Select one additional Martial Art Power from Martial Art Techniques or Specialty Katas 
  Level 12: +2 to damage, +2 to Parry/Dodge 
  Level 13: Knock-out/Stun on Natural 18-20, Critical Strike on Natural 18-20 
  Level 14: +1 to three (3) Attack Moves of choice
  Level 15: +1 Attack per Melee, +3 to Leap ( +6 feet )
  Why Study Capoirera?
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  http://www.geocities.com/kuseru/PMAN/Styles/capoeira2.html
  It's an unusual style that combines strong defenses with fast offensive moves. In addition, it provides 
  excellent physical conditioning, and a sense of belonging.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/catongi.html
  Catongi
  By danzig138
  This is the martial art that is practiced by all Calemora.Most Calemora enter combat with a steady, 
  dedicated approach, waiting to see what the opponent's first move will be. They will then try to counter with 
  opposite techniques.
  Entrance Requirements: Must be Calemoran
  Skill Cost: 12 years
  Costume: None
  Stance: Feet about shoulder's width apart, arms hanging loosely at sides.
  CHARACTER BONUSES
  Add 3 to P.S.
  Add 1 to P.P.
  Add 2 to P.E.
  Add 5 to Spd.
  Add 30 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 4
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Automatic Dodge, Multiple Dodge, Cirular Parry.
  Hand Attacks: Strike ( Punch ), Knife Hand, Power Punch, Palm Strike, Double Fist Punch
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Wheel Kick, Crescent Kick, Axe Kick
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turn Kick
  Special Attacks: Death Blow, Body Flip/Throw, Knee, Elbow, Body Block/Tackle, Choke, Crush/Hug
  Modifiers to Attacks: Pull Punch, Knock-out/Stun, Critical Strike, Critical Strike from Rear
  Multiple Attackers: As many as necessary
  Preferred Range: Combat
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of 5 powers from among Body Hardening Exercises, Chi Mastery, Martial Art 
  Techniques, or Specialty Katas
  Philosophical: Code of the Dragon
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to strike/parry, Knock-Out/Stun on a Natural 20
  Level 2: +3 to damage
  Level 3: +2 to Roll with Punch/Fall/Impact and Dodge
  Level 4: +1 strike/parry, Knock-Out/Stun on Natural 19-20
  Level 5: +1 attack per melee
  Level 6: +1 strike/parry, Death Blow on a Natural 20
  Level 7: +3 to damage
  Level 8: +2 to Roll with Punch/Fall/Impact
  Level 9: Double Existing Chi
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  Level 10: +1 attack per melee
  Level 11: +2 strike, Knock-Out/Stun on Natural 16-20
  Level 12: +1 parry, Death Blow on Natural 19-20
  Level 13: +3 damage, Gain Muay Thai " Lightning Form" kata
  Level 14: +1 attack per melee
  Level 15: +1 attack per melee, Double Existing Chi, Death Blow on Natural 17-20
  Why Study Catongi? 
  Well, if you are Calemora, there's not much choice.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/centipede_boxing.htm
  Centipede Boxing (Exclusive)
  By Sinestus. 
  Remembering old kung-fu movies I used to watch, I recalled that there were many movies 
  about various creature based martial arts, one such was ''The Five Deadly Venoms" or 
  something like that, thus I have decided to create them as I remember them.
  The Centipede Boxing style is concerned with many, fast combination strikes, purposely 
  designed to deliver as much damage at close range as possible. Unlike its base style (Phoenix 
  Eye), Centipede Boxing is also concerned with not taking any damage as well. Instead of 
  performing pure counter strikes, a Centipede Boxed will prefer to parry and counter strike at the 
  same time. 
  Requirements: P.P.: 12, Spd: 16
  Training: 15 years
  Character Bonuses 
  +1 to P.S.
  +1 to P.P. 
  +1 to Spd
  +10 S.D.C. 
  Stance: As Phoenix Eye, except the hands are not in the Phoenix Fist.
  Combat Skills
  Attacks per Melee: Four to start
  Hand Attacks: Knife hand, palm strike, strike (Punch), duo knuckle strike, fore-knuckle fist
  Foot Attacks: snap kick, tripping leg hook, knee
  Basic Defense Moves: dodge, automatic parry, 
  Advanced Defense Moves: combination parry/strike, power block/parry, 
  Escape Techniques: roll with impact,
  Modifiers to Attack: pull punch
  Weapon Katas: Knives - Paired, Hands - Paired (the martial artist can perform all usual Paired 
  Weapon techniques without actually holding weapons, or even if holding only one weapon. This 
  allows the option of parrying and striking in a single attack without the loss of damage 
  bonuses.)
  Special Moves: head butt (2D4), critical from behind, death blow, knockout
  "Double Parry Knee" (gained in level ups) allows parry of two attacks/weapons while return-
  striking with a knee attack. Thus can defend against paired weapons and attack in a single 
  action. Knee attack has no strike bonus.
  Skills: prone fighting, boxing, fasting, Climbing 
  Martial Arts Techniques: Select a total of two powers from Body Hardening (including Demon 
  Hunter)
  Level Advancement Bonuses
  1st: +2 strike and parry, Critical on natural 20
  2nd: +2 to damage, +1 attack and roll
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  3rd: +1 to parry and dodge, select one power from Body Hardening or Martial Arts Techniques
  4th: +1 attack and strike, Critical from Behind or on natural 18+
  5th: +1 damage, parry, and dodge,
  6th: +1 attack, knockout on natural 20, +1 on initiative
  7th: +2 to damage, select one power from Martial Arts Techniques or Specialty Katas (Cannot 
  learn weapon katas that use two hands.)
  8th: +1 to roll, parry, and dodge
  9th: +1 attack and strike, gain "Double Parry Knee"
  10th: Death Blow on natural 20, knockout on natural 18, critical on natural 17
  11th: +1 attack and damage
  12th: +1 strike, dodge, and roll
  13th: gains Auto-dodge at +1
  14th: +1 attack and damage
  15th: Select two powers from Body Hardening, Martial Arts Techniques, or Specialty Katas. 
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  http://www.geocities.com/kuseru/PMAN/Styles/cheetah_gata_karate.htm
  Cheetah Gata Karate(Cheetah Style Karate) 
  By Unknown
  Entrance Requirements: Almost Never honorable alignments, but they tend not to be pure evil 
  either. P.P.: 12, Spd: 12
  Skill Cost: 10 Years 
  This style was created in medieval Japan. It was created by a great traveler and karate expert 
  named Kensuke Yatsu. After seeing how Cheetah's acted, waiting for their prey, then quickly 
  pouncing on it and incapacitating it as quickly as possible with brutal, unforgiving force. 
  Kensuke thought this would be perfect to base a martial art around. He spent years and years 
  documenting and perfecting his martial art form. When he was done he decided that it was too 
  precious and deadly a form to let just anyone learn, he would only choose students that were 
  worthy of the form, and would use it with reserve. He chose 4 students. Akira Tamura, Kentaro 
  Ichihara, Naoki Nogami, & Takashi Kimura. He chose these 4 based on their Chi and they way 
  they were in everyday life. All 4 were upstanding citizens, and had high inner chi levels. None 
  were previously trained in the Martial Arts either. Yatsu trained these 4 men to be masters over 
  the years, training never really ceased, the 4 would always come back to continue to hone their 
  skills. But then something unfortunate happened, Takashi Kimura was kidnaped by his brother, 
  who was a great warrior, but was evil. Takashi's brother Shinjiro brainwashed his brother using 
  evil and magical tactics. He forced Takashi to teach the secrets to a few of their elite forces, 
  and so there was evil in the Cheetah Karate lineage from then on. 
  Costume: When training they wear tradition karate Gi, usually white, with a belt around their 
  waist that is either Red, Brown or Black. When out on missions, they tend to wear karate pants 
  that are painted and dyed like a cheetah skin with a black belt and no shirt. The women wear 
  the full Gi, but the top has no sleeves. 
  Stance: When in face to face combat, , the legs are a little more than shoulder length apart, the 
  fighter is standing almost completely sideways to opponent. Hands are made into claw-like fists 
  and knees are bent. 
  Character Bonuses
  Add 10 to Chi
  Add 2 to M.E.
  Add 1 to P.S.
  Add 2 to P.P.
  Add 5 to Spd 
  Combat Skills
  Attacks per Melee: 4
  Escape Moves: Roll with Punch/fall/impact, Leap, Backflip, Maintain Balance
  Attack Moves: Leap
  Basic Defense: Dodge, Parry, Automatic Parry
  Advanced Defense: Combination Parry/Attack
  Hand Attacks: Strike (Punch), Claw Hand, Fore-Knuckle Fist, Double-Knuckle Fist, Knife 
  Hand, Palm Strike, Double Claw Hand (Special! Does damage of 2 Claw hand punches for 1 
  strike roll, must be used when in predator and prey kata only)
  Basic Foot Attacks: Kick Attack, Snap Kick, Backward Sweep
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  Jumping Foot Attacks: Jump Kick, Flying Jump Kick
  Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Elbow, Forearm, choke
  Weapon Katas: WP Claws
  Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, Critical Strike from Behind
  Special Katas: 
  Kyukoka Shugeki Jutsu (Art of Pounce): The fighter must successfully prowl (Use Pi Mi Hsing 
  Tung) and get all crouched down ready to pounce. The fighter waits for the perfect time and 
  pounces. The fighter automatically gets initiative and must roll to strike with a bonus of +5 and 
  normal strike bonuses (Body Tackle bonuses may also be applied) The only thing the opponent 
  can do is dodge the flying body. Opponent is totally surprised unless the fighter has given them 
  reason to suspect there is someone specifically there. Dodge is - 5 and their dodge bonus 
  doesn't apply if totally surprised and -2 with half dodge bonuses if opponent is in somewhat 
  anticipation. Once a pounce if successful the fighter may start attacking immediately. Only 
  being able to use punching attacks, usually directed at the head/face. The opponent can try 
  and bully the fighter off of them in the same manner you try and bully out of a choke. When on 
  opponent any unmodified roll of 17, 18, 19, or 20 is Critical. Once KO/Stun is attained you can 
  call a KO/Stun on a roll 1 number better than you're normal KO/Stun ability. Fighter will usually 
  try to Knock out or beat into submission, and will only kill on extremely rare occasions. 
  Skills Included in Training:
  Martial Art Powers: Receives Pi Mi Hsing Tung (Art of Stealth) Automatically. Select a total of 
  two Powers from among Arts of Invisibility, Body Hardening and Martial Arts Techniques 
  (Excluding Weapon Katas). If desired, any number of powers (excluding Pi Mi Hsing Tung) can 
  be traded one-for-one for any basic skill programs excluding Physical.
  Languages: Japanese
  Physical: Climbing
  Philosophical Training: Zen Buddhism 
  Level Advancement Bonuses
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
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  http://www.geocities.com/kuseru/PMAN/Styles/chen_taiji.htm
  Chen Jia Taiji Quan- Chen Family Grand Ultimate Fist
  By Hibik
  Entrance Requirements: None. However, the more patient generally prefer Taiji more so then the more rash 
  and violent.
  Skill Cost: 15 Years (7 Years as a Secondary Martial Art)
  Considered by many to be the most original style of Taiji, Chen Style Taiji dates back to the Ming Dynasty, in 
  the village of the Chen Family. The style's supposed founder was Chen Wang Ting, a military examiner during 
  the final years of the Ming Dynasty (1368-1644 AD), Chen Wang Ting retired as the Ming Dynasty fell to the 
  Manchurians and rebellions within central China. Being retired from military duty, it is said that Chen Wang Ting 
  combined his knowledge of martial arts, with medical theory and Taoist breathing exercises. While some credit 
  the creation of Taiji to the Chen family's historical patriarch, Chen Bu, historical documents seem to indicate 
  Chen Wang Ting to be the founder. It may also be possible that the legendary Taoist monk Zhang San Feng 
  was the creator of this art. It's interesting to note that the Yang Style of Taiji, and its descendants, typically 
  tribute the Chen style as its founding style.
  While no one may be able to verify the origins of Taiji, the legacy of the Chen family remains today in the Chen 
  family style of Taiji. Divided into several sub-forms, including the Lao Jia (Old Frame) and Xiao Jia (Small 
  Frame) sub styles, each form, created by a family Taiji master between the beginning of the Qing Dynasty 
  (1644-1912) and the present, is the choreographed knowledge of ancient masters, and each sub-form stresses 
  different aspects of Chen Taiji.
  Taiji Quan is a very relaxed art. Unlike many harder styles of Kung Fu, the Taiji artist is always calm. Never 
  tense, always flowing like water, with controlled breathing. The building of Chi is of the utmost importance, and 
  its growth is essential for mastery of this art. Of course, this means many years of training. It is typically years 
  later until an artist of Taiji is able to use his skills in combat. In all reality, one never really stops practicing Taiji, 
  as there is no such thing as perfection; simply moving yourself closer with each step and breath you take. The 
  entire body is always moving, and all actions make careful use of body movement, using the legs to root down 
  and reinforce strikes and pushes with shifting weight. Of course, in order to inflict damage you must be firm and 
  hard, which Taiji accomplishes by stressing a transition between soft defenses, and hard, explosives strikes; 
  Explosive power that comes at the point of impact.
  Interesting enough, despite the popularity of Taiji, as a combat art it's much more rare. Since the "hard" part of 
  training doesn't come until much later, many students never reach this stage, instead focusing on the soft 
  circular movements and never moving on to its original combat aspects. Only those that can successfully 
  merge hard movement with soft movement can master Taiji.
  In combat, a Taiji master will keep his calm, remaining relaxed. He will feel his opponent's moves before acting, 
  parrying aside blows gently. However, in order to attack, hard, explosive strikes are used, chi reinforcing all 
  actions as it flows. It is also what can be considered one of the more aggressive (in relation) of the Taiji styles, 
  containing techniques and maneuvers not present in the Yang Style and its descendants. The Master's pace is 
  also very erratic, switching between fast and slow. At the advanced levels, a Chen Taiji artist doesn't even look 
  like what most people would of as Taiji, with movements almost impossible for the eye to see. The movements 
  are all about controlling an opponent, with little resistance on the part of the opponent. A Taiji artist fights to 
  Zhan (Adhere to an Opponent), Nian (Follow his movements.), Lian (Maintain contact with the opponent.), and 
  Sui (Responding without resisting.).
  Instruction in Chen Taiji is available in many places. Being Taiji is a very popular art (especially due to the 
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  popularity of the Yang Style amongst the elderly), Taiji can be found in almost every major city. Of that, Chen 
  Taiji schools make up a pretty strong share. Taiji is also the most popular of the "Three Sister" styles (the other 
  two being Baguazhang and Hsing-I/Xing Yi) of Internal Martial Arts.
  Costume: Silk Kung Fu Outfit.
  Stance: Varies, typically a relaxed stance, legs shoulder width apart at a diagonal angle, as you face towards 
  your opponent, or all the weight on the back leg, with the front leg barely touching the ground in a cat stance. 
  Arms are out in open palms. Stances are usually always firm and rooted to the ground.
  CHARACTER BONUSES
  Add 15 to Chi
  Add +1 to M.E.
  Add +2 to M.A.
  Add +2 to P.P.
  COMBAT SKILLS
  Attacks Per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, and Maintain Balance.
  Attack Moves: None
  Basic Defense Moves: Dodge, Parry, and Automatic Parry.
  Advanced Defenses: Circular Parry.
  Hand Attacks: Strike (Punch), Palm Strike, Backhand, and Push Open Hand (SPECIAL! An open handed 
  strike, using a shift in stance to bring all your weight into your blow, and knocking your opponent back. This 
  does 1D6 damage, and knocks away your opponent a distance equal to 1ft. for every 5 points of Chi, rounding 
  up.)
  Basic Foot Attacks: Kick, Crescent Kick, Snap kick, and Tripping/Leg Hook.
  Jumping Foot Attacks: None.
  Special Attacks: Elbow, Forearm, and Fajing (SPECIAL! A source of power involving relaxation of the body, 
  which allows you to draw upon tremendous amounts of power from your entire body when you strike, as you 
  tense at that moment. A successful strike means that the opponent takes 1D4 Hit Point damage if he is not 
  wearing armor! Against an armored opponent, Fajing will ignore the armor rating, and deliver a strike of 2D6 
  S.D.C. to the opponent. Requires 1 point of Chi per use, and can only be used once per melee.).
  Holds/Locks: Finger Lock, Wrist Lock, and Arm Hold.
  Weapon Katas (Select Two): WP Jian (Sword), WP Dao (Broadsword), WP Qiang (Spear), WP Gun (Staff), 
  WP Er Jie Gun (2 Sectional Staff), WP Chui (Iron Maces (Paired)), or WP Chang Jian (Long Sword). (Note: The 
  Jian, Dao, and Chang Jian are the most commonly seen Taiji weapons, followed by the Qiang. The rest are 
  uncommon or rare.)
  Modifiers to Attack: Pull Punch, Knockout/Stun, and Critical Strike.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of TWO (2) from Chi Mastery (including Advanced) or Specialty Katas 
  (including Chi Katas). Also select 1 Xian Chi. If desired, any number of powers can be traded, one-for-one, for a 
  Basic Skill Program.
  Languages: Chinese (Select a Dialect, most commonly Mandarin, Cantonese, or Taiwanese.)
  Philosophical Training: Taoism.
  If this is your primary martial art form, then the following other forms can be learned in shorter time: Bagua 
  Zhang (5 Years), Xing-Yi Quan (5 Years), or another Taiji Style (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +2 to Parry.
  2nd: +1 to Maintain Balance, +1 to Dodge.
  3rd: Double Existing Chi, +1 to Strike.
  4th: +1 Attack per Melee, Critical Strike on a Natural 19-20.
  5th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), Martial Art 
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  Techniques, or Specialty Katas (including Chi Katas).
  6th: +1 to Parry and Strike.
  7th: Double Existing Chi.
  8th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  9th: +1 Attack per Melee, +1 to Dodge.
  10th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), Martial Art 
  Techniques, or Specialty Katas (including Chi Katas).
  11th: Double Existing Chi, +1 to Parry and Strike.
  12th: Select a Xian Chi.
  13th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), Martial Art 
  Techniques, or Specialty Katas (including Chi Katas.
  14th: +1 Attack per Melee, +1 to Dodge.
  15th: Double Existing Chi, +1 to Maintain Balance and Roll with Punch/Fall/Impact.
  Why Study Chen Jia Taiji Quan?
  Not only considered one of the founding styles of Taiji, the Chen style contains a well rounded system of 
  physical, mental, and spiritual improvement, in addition to being an extremely effective system of internal 
  martial arts. Also, Taiji is held in high regard as one of the internal "Three Sisters" of the Chinese Martial Arts.
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  http://www.geocities.com/kuseru/PMAN/Styles/chito_ryu_karate.htm
  Chito Ryu Karate 
  By Kuseru 
  Entrance Requirements: Minimum Attributes include P.S.: 8 and P.E.: 10.
  Skill Cost: 10 Years (6 Years as a Secondary Martial Art Style). 
  Chito Ryu Karate was developed by Tsuyoshi Chitose. He based his teachings on his extensive 
  study of Shorei-ryu and Shorin-ryu karate. He combined these two systems and eliminated the 
  training elements which were detrimental to the health and well-being of the practitioner. 
  The characters in the name Chito Ryu Karate are translated as: Chi = 1000 (year old), To = 
  T'ang (China), Ryu = Style, Kara = Empty, Te = Hand . This is an acknowledgment of the 
  Okinawan tradition that the roots of Karate are traced back 1000 years in to China. Chito Ryu is 
  a traditional Japanese/Okinawan martial art comprised of strikes, kicks, blocks, throws, and 
  holds. Chito Ryu training provides a complete regimen suitable for those seeking physical 
  exercise, sport competition and self defense skills.
  Special Note! Kobujutsu is a style designed to work with many forms of Karate (particularly 
  Goju-Ryu, Shorin-Ryu, Uechi Ryu, Isshin-Ryu, Gensei Ryu, Chito Ryu, Shorei Ryu, and Te, but 
  not Shotokan, Wado Ryu, Shorinji-Ryu, Kyokushin, Shito Ryu, or Taido). When a character has 
  one of the listed Karate styles and Kobujutsu, then all the attacks per melee, bonuses, abilities, 
  and powers of that form of Karate are used in wielding weapons, weapon proficiencies, and 
  weapon kata of Kobujutus. Any martial art powers and abilities from Kobujutsu are used with 
  that style of Karate.
  Costume: Karate Gi
  Stance: Seisan dachi is a front stance with inward tension, slightly shorter and narrower than 
  zenkutsu dachi. (Forward leg bent at the knee with 60% of weight on front leg and 40% on rear 
  leg. Knee of rear leg locked and extended approximately two shoulder-widths behind lead foot. 
  Torso erect.) 
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +2 to P.E.
  Add +5 to Chi
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Automatic Roll, Breakfall.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Fore-Knuckle Fist.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Axe Kick, Crescent Kick, 
  Kick Attack.
  Jumping Foot Attacks: Jump Kick
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  Special Attacks: Death Blow, Body Block/Tackle, Body Flip/Throw.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold Wrist Lock.
  Weapon Kata: None 
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from among Body Hardening, Special 
  Kata, or Martial Art Techniques.
  Language: Japanese.
  Cultural Skills: First Aid
  Physical Skills: Athletics
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Gensei Ryu Karate (3 Years), Goju-Ryu Karate (3 Years), Isshin-Ryu Karate (4 
  Years), Kobujutsu (2 Years), Kyokushinkai Karate (4 Years), Shito Ryu Karate (3 Years), 
  Shorei Ryu Karate (4 Years), Shorin Ryu Karate (5 Years), Shorinji-Ryu Karate (6 Years), 
  Shotokan Karate (5 Years), Te (3 Years) Uechi Ryu Karate (6 Years), or Wado Ryu Karate (5 
  Years).
  LEVEL ADVANCEMENT BONUSES
  1st : +1 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge.
  2nd : +1 to Strike, Critical on a Natural 20
  3rd : +1 Attack per Melee, +1 to Body Flip/Throw (2D6 damage).
  4th : Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  5th : +2 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20.
  6th : +1 Attack per Melee, +1 to Maintain Balance.
  7th :+1 to Damage, Knockout/Stun on an 18, 19, or 20.
  8th :Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  9th : +1 Strike, +1 to Maintain Balance.
  10th : +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact.
  11th: +1 to Parry/Dodge,+1 to Damage.
  12th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  13th : +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  14th : Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  15th : +1 to Parry/Dodge, +1 to Strike.
  WHY STUDY Chito Ryu?
  A well balanced striking art, Chito Ryu has little flash or fury but is effective nonetheless. Great 
  for martial artists who want a healthy lifestyle.
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  http://www.geocities.com/kuseru/PMAN/Styles/choy_lay_fut.htm
  Choy Lay Fut Kung Fu
  By Hibik
  Entrance Requirements: None.
  Skill Cost: 13 Years (5 Years as a Secondary Martial Art.)
  Choy Lay Fut dates back to 1838, during the midst of the Qing Dynasty (1644-1912 AD). Its creator, Chen 
  Heung, originally learned his foundation Kung Fu from a man named Choy Mok. Later, Choy Mok took Chen 
  Heung to Lay Gar Master Lay Yau Shan, who taught him the quick and powerful techniques of the Lay Gar 
  system. 
  After learning from his first two teachers, Chen Heung was then instructed to seek out a man known as the 
  'Green Grass Monk'. From this man, Chen Heung learned the style of Buddha Palm. From this accumulation of 
  martial arts, Chen Heung founded a system of Kung Fu that would become notorious with the anti Qing rebels 
  of the time period, Choy Lay Fut. The name Choy Lay Fut is Chen's tribute to his first two teachers. The last 
  word, Fut, pays homage to the Buddha, for this art derives its roots from Shaolin training. 
  While Choy Lay Fut is a Southern Kung Fu Style, this art has characteristics both northern and southern in 
  origin. Deep, powerful stances are combined with long reaching, swinging arm movements and long, extended 
  jabs. Choy Lay Fut artists think of themselves like a rope dart, with fists of iron attached to relaxed, supple 
  arms. Combined with its aggressive tactics, this has made Choy Lay Fut one of the most noted Kung Fu 
  systems in existence.
  In combat, a master of Choy Lay Fut will dive aggressively into the middle of a melee. Using his vast 
  combinations of roundhouse strikes, uppercuts, fore knuckle fists, straight punches, trips, and various other 
  techniques, the master will fend off attackers with a combination of speed and damaging power.
  Choy Lay Fut training is available and widespread. Training for this art can be found in China, Taiwan, and the 
  United States.
  Costume: Silk Kung Fu Uniform, often sleeveless.
  Stance: Often a deep well rooted stance. Arms are typically out from the body. 
  CHARACTER BONUSES 
  Add +10 to S.D.C.
  Add +5 to Chi
  Add +2 to P.S.
  Add +1 to P.P.
  COMBAT SKILLS
  Attacks Per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, and Automatic Parry.
  Advanced Defenses: Circular Parry.
  Hand Attacks: Punch (Strike), Palm Strike, Backhand, Fore knuckle Fist, Roundhouse Strikes, Uppercut, 
  Overhead Fore Knuckle Fist.
  Basic Foot Attacks: Kick, Snap Kick, and Tripping/Leg Hook.
  Jumping Foot Attacks: None.
  Special Attacks: Knee, Forearm, Elbow, and Deathblow.
  Holds/Locks: Elbow Lock.
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  Weapon Katas (Select Two): WP Jian (Straight Sword), WP Dao (Broadsword), WP Shan (Fan), WP Guai 
  (Cane), WP San (Umbrella), WP Guan Dao, WP Gun (Staff), WP Qiang (Spear), WP Cha (Trident), WP Chan 
  (Spade), WP Ba Tou (Hoe), WP Hu Die Dao (Butterfly Knives (Paired)), WP Fu (Axes (Paired)), WP Bi Shou 
  (Daggers (Paired)), Hu Tou Gou (Tiger Head Hooks (Paired)), WP San Jie Gun (3 Sectional Staff), and WP Jiu 
  Long Cha (9 Dragon Trident).
  Modifiers to Attack: Pull Punch, Critical Strike, Critical Strike from Behind, and Knockout/Stun.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of TWO (2) from Body Hardening Exercises, or Specialty Katas (including 
  Chi Katas). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs.
  Languages: Chinese (Typically Cantonese or another Southern Dialect, choose one.)
  Physical: Body Building
  Philosophical Training: Buddhist.
  If this is your primary martial art form, then the following other forms can be learned in shorter time: Taizu Quan 
  (5 Years), and Hung Gar (5 Years).
  LEVEL ADVANCEMENT BONUSES 
  1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry and Dodge.
  2nd: +2 to Strike, +1 to Damage.
  3rd: +1 Attack per Melee, +1 to Parry.
  4th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, and Specialty Katas 
  (including Chi Katas), Critical Strike on Natural 19-20.
  5th: +1 to Strike, +2 to Damage.
  6th: +1 Attack per Melee, +1 to Roll.
  7th: +1 to Damage, Knockout/Stun on Natural 19-20.
  8th: Critical Strike on a Natural 18-20, +1 to Parry.
  9th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, and Specialty Katas 
  (including Chi Katas).
  10th: +1 to Strike, and +1 to Roll with Punch/Fall/Impact.
  11th: +1 Attack per Melee, +1 to Parry.
  12th: Knockout/Stun on Natural 18-20.
  13th: +1 to Strike, +1 Damage.
  14th: Select One (1) Additional Martial Art Power from Body Hardening Exercises, and Specialty Katas 
  (including Chi Katas).
  15th: +1 Attack per Melee.
  Why Study Choy Lay Fut?
  A dynamic and aggressive style of Southern Kung Fu, Choy Lay Fut comes strong, powerful rooting footwork 
  with powerful long range punching.
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  Hand to Hand: Close-Quarters Combat
  Hand-To-Hand: Close-Quarters Combat
  by Billy Bardo
  CQB or Closed-Quarters combat (considered a martial arts), Is a tactical form of combat emphasizing 
  quick take downs, expediant B&E (breaking and entering) and weapon improvization with just a touch of 
  presure points thrown in for prisoner/combatant control. HH:CQB is what you use to give you the advantage in 
  tight quarters such as inside buildings, sea-going vessels and starships. Here is just one Z's interpitation.
  Starting Attacks per Melee: 2
  The following techniques are known at first level.
  Maintain balance, Arm-hold, Disarm, Auto-parry, Auto-dodge 
  Bonuses: +2MA, +2PP, +1Initiative, +6 Speed.
  The following weapons should be treated as if they were in kata, although they are not really kata's, the 
  use of the HH manuvers along with these weapons is allowed.
  Baton, Pistol, Rifle, Dagger, Flashlight, Shotgun, Hooligan tool or crowbar and paired pistol/flashlight and 
  Kubotan.
  Level Advancement Bonuses
  Level 1: +2 Attacks, +2 Roll, +2 Dodge, Use any small object as a thrown weapon
  Level 2: +2 Strike, +1 Disarm, +6 Damage
  Level 3: +1 Attack, +1 Initiative Use suitable blunt object as weapon 
  Level 4: Blunt strike with Pistol/Butt-stroke with rifle (1d6 damage)
  Level 5: Body Hold, Pin/Incapacitate 
  Level 6: +1 Attack, Knock-out/Stun 18-20 (Pressure point)
  Level 7: Critical Strike (Called!, also Pressure point), use suitable flexible object as weapon
  Level 8: +1 Initiative, +1 Roll, +1 Dodge, +2 Parry 
  Level 9: Knock-out/Stun (Called, pressure point)
  Level 10: +1 Attack, Blind-Fighting (fighting without negatives when you cannot see such as in smoke/gas, 
  darkness, while blinded, etc) 
  Level 11: +4 Speed, Arm lock 
  Level 12:Combo Wrist lock/Disarm 
  Level 13:+2 Damage, +1 Disarm, +1 Initiative 
  Level 14:+2 Roll, +2 Dodge, +1 Parry 
  Level 15:+1 Attack, Shoot wild without penalty! 
  Why learn CQB?
  Well, for realism! It is taught to many military personel and law enforcement. If your character wants an 
  effective combat that can be used where combat mostly takes place (up close and personal) then you want 
  CQB. It's emphasis on quick take down and good defense make it a well rounded HH form. With all it has to 
  offer, give your next military/law enforcement character CQB.
   
  http://www.geocities.com/kuseru/PMAN/Styles/closequarters.html [1/4/2003 9:34:16 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/commando.html
  Hand to Hand: Commando ( Revised )
  By J.J. Fuzz
  O.C.C. Restriction(Special!): Available only to special military personnel and is not a general combat skill. 
  Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section.
  Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), kick attack (1D8 
  damage), snap kick (1D6 damage), body flip/throw (1D6 damage) body block/tackle (1D4 damage), automatic 
  parry, disarm, roll with punch, and the usual strike, parry, and dodge. 
  Special Attacks: Elbow strike (1D4 damage), knee strike (1D6 damage), automatic parry/attak, automatic 
  parry/disarm. 
  Locks/Holds: Arm hold, body hold, neck hold, wrist lock, arm lock, choke.
  Modifiers to Attacks: Pull punch, knock-out/stun, critical body flip/throw, critical strike, death blow. 
  Character Bonuses: +1 to M.E., +2D6 to S.D.C.
  Additional Skills: Paired Weapons (special!): Choose one paired weapons proficiency at levels one, three, 
  seven and ten. 
  Level Advancement Bonuses:
  Level 1: Add two additional attacks per melee, +2 to save vs horror factor and pain, +1 to save vs heat and 
  cold, critical strike or critical flip/throw on natural 20, knock-out stun on natural 20. 
  Level 2: Learns backward sweep (knockdown), +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll 
  with punch/fall/impact, +3 to pull punch.
  Level 3: +1 to disarm, +1 to flip/throw. 
  Level 4: Add one additional attack per melee, learns Karate kick attack (2D6 damage).
  Level 5: Learns automatic dodge, critical flip/throw on natural 18 to 20
  Level 6: +2 on intiative, +1 to strike, parry, and dodge, +1 to body flip/throw, critical strike on natural 18 to 20. 
  Level 7: +2 to damage, +1 to save vs horror factor, +1 to disarm, +1 to dodge, +2 to pull punch. 
  Level 8: Add one additional attack per melee,learns jump kick (automatic critical strike; 1D8 damage), +1 to 
  body flip/throw, +1 to roll with punch/fall/impact. 
  Level 9: Death blow on natural 18 to 20! 
  Level 10: +2 to save vs horror factor, +1 on initiative, +1 to strike. 
  Level 11: +1 to disarm, +1 to pull punch, +1 to body flip/throw.
  Level 12: +2 to damage, +1 to parry, +2 to dodge. 
  Level 13: Add one additional attack per melee. 
  Level 14: Knock-out/stun on natural 19 or 20. 
  Level 15: Critical strike on natural 17 to 20.
   
  http://www.geocities.com/kuseru/PMAN/Styles/commando.html [1/4/2003 9:34:18 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/commando2.htm
  Hand to Hand: Commando
  By Mantisking
  Entrance Requirements: None
  Skill Cost: 3 Years
  COMBAT SKILLS
  Attacks per Melee: Two (2)
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Disarm
  Hand Attacks: Strike (Punch)
  Foot Attacks: Kick Attack (Does 1D6 Damage)
  Special Attacks: Deathblow, Bodyflip/Throw, Knee, Elbow, Choke, Combination Grab/Kick
  Holds/Locks: Arm Hold, Wrist Lock
  Weapon Kata: W.P. Knife
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch
  2nd: +1 Attack per Melee
  3rd: +2 to Strike
  4th: +1 to Damage
  5th: +1 to Parry/Dodge
  6th: +1 Attack per Melee, Kick Attack now does 2D4 Damage
  7th: Knockout/Stun or Critical Strike from Behind
  8th: Knockout/Stun on a Natural 19+
  9th: Critical Strike on a Natural 19+
  10th: +1 to Strike
  11th: +1 to Damage
  12th: +1 Attack per Melee
  13th: Deathblow on a Natural 20
  14th: +2 to Parry/Dodge
  15th: +2 to Damage
  Why Study HAND TO HAND: COMMANDO?
  A quick and dirty system of combat.
  http://www.geocities.com/kuseru/PMAN/Styles/commando2.htm [1/4/2003 9:34:20 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_commando.htm
  Hand to Hand: Command Military
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  An advanced form of unarmed combat usually taught to commandos in the military or some 
  other form of special training. 
  Requirements: Three skill selections. Character must be a man of arms O.C.C.
  Attacks Per Melee: 4
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Punch, Kick, Body Flip/Throw, Body Block/Tackle, W.P. Paired Weapons, Pull 
  Punch, Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Behind, Critical Strike from 
  Behind.
  Level Advancement Bonuses
  1st: +2 to strike and +1 on initiative.
  2nd: +2 to roll with punch/fall/impact, +1 to pull punch. Choose one kick attack.
  3rd: +2 to parry and dodge.
  4th: One additional attack per melee round. Choose one hand attack.
  5th: Automatic Dodge and Critical Body Flip/Throw.
  6th: +3 to damage and +3 to disarm.
  7th: +3 to strike and +2 on initiative.
  8th: One additional attack per melee round. Jump Kick.
  9th: Death Blow on a Natural 20. +1 to Body Flip/Throw.
  10th: +2 to roll with punch/fall/impact, +1 to pull punch.
  11th: +2 to parry and dodge.
  12th: Critical Strike on an unmodified roll of 17, 18, 19, or 20.
  13th: One additional attack per melee round. +2 to Auto Dodge.
  14th: +3 to damage and +2 to disarm. Automatic Body Flip/Throw. 
  15th: Death Blow!
  http://www.geocities.com/kuseru/PMAN/Styles/hth_commando.htm [1/4/2003 9:34:22 PM]
  
  Martial Art Styles D
  Martial Art Styles D 
  Name
  Game Application Country
  Author
  Daikido
  N&S
  Fiction
  Unkown
  No Beard Pete
  Dance of the Glittering Spirals
  Rifts
  Fiction
  Unkown
  danzig138
  Dekigoto Jutsu Ryu
  N&S
  Fiction
  Japan
  Mantisking
  Dian Xue
  N&S
  Revision
  China
  Hibik
  Dwarven Leg Breaking
  PF
  Fiction
  NA
  Mephisto
  Dwarven Wrestling
  PF
  Fiction
  NA
  danzig138
  Dwur Beldegar Style Fighting 
  N&S
  Humor
  Unknown
  Sinestus
  Number of Styles: 7
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleD.htm [1/4/2003 9:34:25 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/daikido.html
  Daikido - The Way of Total Concentration
  By No Beard Pete
  Daikido was designed with the idea that no more action should be taken than is absolutely neccessary. 
  Rather than landing a flury of blows on an opponent as many other martial artists will do, a master of Daikido 
  will bide their time until an opening appears and then make a single strike of deadly effect. Likewise, rather than 
  madly dodging or making a flury of parries, a master of Daikido will deftly remove themselves from the path of 
  several attacks at once, or fend off many blows with one sweep of an arm. 
  Training emphasizes being fully aware of what one is doing, planning every action and thinking through 
  the concequences of one's movements, words, and deeds. As a result irresponsible or spontaneous people 
  have a tendency to either change or drop out before getting very far through training. This will almost always 
  completely shape a person's entire approach to life leading to a more thoughtful, cautious person. A master will 
  always be of the opinion that if you are going to do _anything_, you should make sure you do it right. 
  Entrance Requirements: M.E. 12
  Skill Cost: 8 years
  Costume: Pretty much anything goes. Practitioners will rarely wear constricting or akward clothing.
  Stance: A variety of stances can be used, but the centre of mass is invariably low and the weight is almost 
  always shifted to the balls of the feet.
  CHARACTER BONUSES:
  Add 3 to M.E.
  Add 2 to P.P.
  Add 15 to CHI
  Add 5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 1 (note: if you take boxing you _do not_ get the extra attack, however you do get the other 
  bonuses and the number you need to roll to knock someone out is reduced by 1.) 
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Dodge*, Parry*,
  Advanced Defenses: Multiple Dodge*, Disarm, Circular Parry*, Breakfall*
  Hand Strikes: Punch, Knife Hand, Palm Strike 
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Tripping Leg/Hook 
  Holds/Locks: Arm Hold, Neck Hold, Finger Lock, Arm Lock 
  Modifiers to Attacks: Pull Punch, Critical Strike or Knockout on 18-20, Critical Strike or Knockout from behind, 
  Death blow on natural 20 
  * The starred abilities are semi-automatic, each round the first of these done does not take an attack or action.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Two martial arts abilities can be selected from Martial Arts Techniques, Specialty Katas, 
  Body Hardening, and Chi Abilities. In addition, the Kime or one mind kata is automatically learned at first level. 
  Up to two of these may be traded in for basic skill programs (no physical skill program). The kime ability may 
  not be traded for a skill program. 
  Skills: None 
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  http://www.geocities.com/kuseru/PMAN/Styles/daikido.html
  Language: None 
  Philosophical Training: None per se, although there is a distinct approach to life taken by students of this 
  form. 
  If this is your primary form then the following may be learned in less time: Shao Lin (4 years), Tai Chi 
  Chuan (6 years).
  LEVEL ADVANCEMENT BONUSES
  Level 1: +3 strike and parry, +2 damage, +2 maintain balance, pull and roll 
  Level 2: +1 strike, +3 disarm, +3 dodge 
  Level 3: Critical Strike on 17-20, +5 SDC and Chi, select one additional Martial Arts Technique, Specialty Kata 
  or Chi Ability
  Level 4: +3 roll, pull, and breakfall, +2 to holds, +1 balance 
  Level 5: +1 strike and dodge, +2 damage, +2 locks 
  Level 6: +1 parry, +2 disarm and balance 
  Level 7: +1 strike, +1 attack per melee 
  Level 8: Critical Strike on 16-20, Knockout on 17-20, select one MA Technique, Specialty Kata, Chi Ability, or 
  Zenjoriki Power 
  Level 9: +1 strike, +1 to holds and locks, +2 parry 
  Level 10: +3 pull, roll and breakfall, +2 balance, +5 SDC and Chi 
  Level 11: +1 strike, +2 damage, +2 disarm 
  Level 12: +2 init, +2 roll and breakfall 
  Level 13: Critical Strike on 15-20, Select one MA Technique, Specialty Kata, Chi Ability, or Zenjoriki Power 
  Level 14: +2 strike, parry and dodge 
  Level 15: +1 attack per melee, +1 disarm, hold, lock, roll, and breakfall 
  WHY STUDY THE WAY OF TOTAL CONCENTRATION?
  Although you won't get to impress anyone with fast flurries of attacks, those few actions you do take will 
  be incredibly effective. This form can be used with weapons training to good effect, works resonably well 
  against multiple attackers, provides good internal and mystical training, and teaches one the value of taking the 
  time to make sure you do something right. You will also learn patience, self control, and caution. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/daikido.html (2 of 2) [1/4/2003 9:34:28 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/dance_of_the_glittering_spirals.html
  Dance of the Glittering Spirals 
  By danzig138
  A very long time ago, on the homeworld of the elves, there was a mighty warrior named K'Rish-kov. 
  Now, while K'Rish-kov was a warrior through and through, he had a love for the arts, especially dance. He had 
  always felt that the skills gained in dancing were of benefit to any warrior. So he decided to merge his two 
  favorite things, war and dance, into one. 
  Many years he spent consulting with the greatest warriors and dancers, and finally developed what he 
  believed to be the perfect fighting art, which he named " The Dance of the Glittering Spirals". The name refers 
  to the light reflected from the fighter's swords, which he is trained to use, especially with this form. Today, the 
  art is practiced by many elven people, some of whom have brought it to Rifts Earth.
  Entrance Requirements: P.S. 12 (16 for two swords ), P.P. 13 ( 16 for two swords ). 
  Skill Cost: 10 years.
  Costume: The standard fighting costume of a practitioner of this style consists of billowy pants ( similar to 
  hakama ), a colored sash, and a loose, sleeveless shirt, that is the same color as the pants. Often, leather 
  armor, the same color as the shirt and pants, is also worn. The colors are based on the artist's level of ability, 
  as follows:
  Levels 1-3: White garments with a black sash.
  Levels 4-6: Black garments with a red sash.
  Levels 7-10: Red garments with a black sash.
  Level 11: Purple garments with a golden sash.
  Level 12: Yellow garments with a purple sash.
  Level 13: Green garments with a blue sash.
  Level 14: Blue garments with a green sash.
  Level 15: Black garments with a white sash.
  Stance: This varies according to how the artist is armed:
  *Bare Handed: Turned sideways, with his feet spread a little more than shoulders-width apart. Weight 
  is carried on the back leg, while the front leg is constantly moving back-and-forth. The back hand is held in front 
  of the face with an open palm, and the front hand is held low, near the groin, with a closed fist. 
  *One Sword: Turned sideways, with his feet spread a little more than shoulders-width apart. Weight is 
  carried on the front leg. The sword is held low and forward, and the free hand is held loosely at the side.
  *Two Swords: Identical to the One-Sword stance, except that the second sword is held high and back, 
  and parallel to the ground. 
  CHARACTER BONUSES
  Add 1 to P.S. 
  Add 2 to P.P. 
  Add 1 to P.E. 
  Add 15 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 2 ( 3 with swords ).
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
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  http://www.geocities.com/kuseru/PMAN/Styles/dance_of_the_glittering_spirals.html
  Advanced Defenses: Circular Parry, Combination Parry/Attack.
  Hand Attacks: Strike (Punch), Knife Hand, Palm Strike.
  Basic Foot Attacks: Kick Attack, Snap Kick.
  Advanced Foot Attacks: Jump Kick, Reverse Turn Kick.
  Special Attacks: Death Blow, Combination Parry/Attack, Flat Stun ( This is an attempt to strike the opponent 
  on the side of the head with the flat of the blade. It requires a natural 13 or better to be successful. If it hits, it 
  inflicts 1D8+bonus damage, and stuns the victim for 1-2 melee rounds, during which time he suffers a -1 
  penalty to all attack rolls, loses two attacks and initiative. If the Strike roll is a Natural 20, it is an automatic 
  Knock-Out for 1D4 minutes ).
  Weapon Katas: W.P. Sword, W.P. Paired Swords.
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Rear, Knock-Out/Stun. 
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Iaijutsu, and one additional power from either Martial Art Techniques or Specialty Katas ( 
  no Weapon Katas ).
  Cultural Skills: Dance (+10%). 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 Roll with Punch/Fall/Impact, +2 Parry.
  Level 2: +1 Strike, +1 Dodge, +1 Damage.
  Level 3: Critical Strike on Natural 19-20, +1 Maintain Balance.
  Level 4: +1 Attack per Melee, Select one additional power from Martial Art Techniques or Specialty Katas (No 
  Weapon Katas).
  Level 5: +2 Strike, +1 parry.
  Level 6: +1 Dodge, +2 Damage.
  Level 7: +1 Attack per Melee, +2 Parry, +1 Maintain Balance.
  Level 8: Critical Strike on Natural 18-20, +1 Combination Parry/Attack.
  Level 9: +1 Strike, +1 Parry/Dodge.
  Level 10: +1 Attack per Melee, Death Blow on a Natural 20.
  Level 11: Select one additional power from Martial Art Techniques or Specialty Katas (No Weapon Katas ).
  Level 12: +2 Maintain Balance, +3 Damage.
  Level 13: Flat Stun is a Knock-Out on a Natural 19-20.
  Level 14: +1 Attack per Melee, +1 Strike, +1 Parry.
  Level 15: Death Blow on Natural 19-20, Death Blow with Swords on a Natural 18-20. 
  Why Study THE DANCE OF THE GLITTERING SPIRALS?
  If you're an elf, and you want to learn inner peace and harmony, this teaches you how to dance and kill 
  people with swords, so you might look elsewhere. But if you want to learn an art that teaches killing, this is for 
  you. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/dance_of_the_glittering_spirals.html (2 of 2) [1/4/2003 9:34:30 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/dekigoto_jutsu_ryu.html
  Dekigoto Jutsu Ryu (Art of the Accident School) 
  By Ray Bull 
  Note: Due to the excessive amount of martial arts powers gained from this style, Dekigoto Jutsu Ryu counts as 
  3 martial arts.
  Founded in the 1950's during the post-war rebuilding of Japan by a Chinese Sangokujin (black 
  marketeer) and a Nukenin (renegade ninja) Chunin, this style is a blend of Drunken Kung Fu and Ninjutsu. 
  Designed for use by assassins, it has kept up with modern trends. The weapon proficiency in pistol and the 
  demolition skill are examples of this modernization. The Dekigoto Jutsu Ryu stylist will ignore the notion of 
  "honorable" combat. They instead seek every means to gain total advantage in a fight. Attacking from 
  concealment, weapons, traps, and poison are all possible combat tools for a follower of this style.
  The current "home" of the Dekigoto Jutsu Ryu can be found in an office building in downtown Tokyo, 
  although this is just a front to screen possible applicants and clients. The real training ground is a farm on the 
  northern tip of Hokkaido. To gain entry to the Dekigoto Jutsu Ryu one must pass a grueling week-long battery 
  of tests, similar to several special forces groups entry "exams", devised by the current, and past, masters of the 
  school. 
  Entrance Requirements: Evil alignments only, M.E.:10, P.S.:10, P.E.:10
  Skill Cost: 15 Years (Exclusive) 
  Costume: None. The students of Dekigoto Jutsu Ryu change disguises, and clothing, frequently.
  Stance: None 
  CHARACTER BONUSES
  Add +4 to M.E.
  Add +3 to P.P.
  Add +2 to Spd. 
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Multiple Dodge, Combination parry/Attack, Disarm, Automatic Dodge
  Hand Attacks: Strike (Punch), Single-Knuckle Fist, Double-Knuckle Fist, Fingertip Attack, Palm Strike
  Basic Foot Attacks: Trip/Leghook
  Special Attacks: Knee, Elbow, Choke, Combination Strike/Parry, Combination Grab/Kick, Deathblow, Pistol 
  Whip
  Holds/Locks: Arm Hold, Neck Hold, Wrist lock, Elbow Lock, Automatic Hold, Automatic Lock
  Weapon Katas: W.P. Knife
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout Stun from Behind, Critical Strike 
  from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receive Arts of Invisibility: Stealth and Disguise, Select two (2) Powers from 
  Atemi Abilities.
  Languages: Japanese
  http://www.geocities.com/kuseru/PMAN/Styles/dekigoto_jutsu_ryu.html (1 of 2) [1/4/2003 9:34:34 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/dekigoto_jutsu_ryu.html
  Cultural: Dancing, Sewing
  Espionage: Pick Locks, Disguise, Use/Recognize Poison
  Physical: Climbing, Prowl
  Weapon: W.P. Knife, W.P. Garotte, W.P. Pistol
  Philosophical Training: None
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. 
  None
  LEVEL ADVANCEMENT BONUSES
  Level 1: + 3 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19+, Critical Strike or Knockout/Stun 
  from Behind
  Level 2: Automatically receive Art of Invisibility: Hiding, Select one (1) Martial Arts Power from Atemi Abilities
  Level 3: +2 to Strike, +2 to Parry/Dodge, +2 to Holds/Locks
  Level 4: +1 Attack per Melee, Select one (1) Martial Arts Power from Atemi Abilities
  Level 5: Knockout/Stun on a Natural 19+, +2 to Rol with Punch/Fall/Impact, Critical Strike from Behind now 
  does Triple Damage (x3)
  Level 6: Automatically receive Art of Invisibility: Vanishing, Select one (1) Martial Arts Power from Atemi 
  Abilities
  Level 7: +2 to Strike, +2 to Parry/Dodge, +2 to Holds/Locks
  Level 8: +1 Attack per Melee, Select one (1) Martial Arts Power from Atemi Abilities
  Level 9: +2 to Rol with Punch/Fall/Impact, +3 to Damage, Automatically receive Martial Arts Technique: Light 
  Body Climbing
  Level 10: +2 to Holds/Locks, Select one (1) Martial Arts Power from Atemi Abilities
  Level 11: +3 to Strike, +2 to Holds/Locks, Add 3 levels to W.P. Pistol
  Level 12: +1 Attack per Melee, Select one (1) Martial Arts Power from Atemi Abilities
  Level 13: Deathblow on a Natural 20, +3 to Holds/Locks, Critical Strike on a Natural 18+
  Level 14: Automatically receive Martial Arts Technique: One Life, Select one (1) Martial Arts Power from Atemi 
  Abilities
  Level 15: Critical Strike on a Natural 17+, Deathblow on a Natural 19+, Automatically receive Atemi Ability: Dim 
  Mak
  Why Study Dekigoto Jutsu Ryu?
  A very complex and time-consuming style to learn, Dekigoto Ryu's advantages lie in the large number 
  of skills learned and the incredible range of Atemi Abilities. 
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  http://www.geocities.com/kuseru/PMAN/Styles/dian_xue.htm
  Dian Xue/Tien Hsueh- Touch Mastery (Exclusive)
  By Hibik
  Entrance Requirements: As this art carries a very bad reputation, typically only dishonorable or evil 
  alignments take Dian Xue. An I.Q. and M.E. of 12 are required.
  Skill Cost: 20 Years.
  Touch Mastery can trace its origins back to the early Ming Dynasty (1368-1644), to a doctor in Beijing, named 
  Bi Ming Shi. Bi, who at the time was an accomplished doctor in many fields, was also a talented Martial Artist 
  (although the original system which he studied is now unknown.), and was constantly searching for new martial 
  knowledge. Near 1400 AD, Bi left on a trip through China, to seek out more Martial information.
  If only more of the story could be told. However, for a period of 20 years, no one knew what really happened to 
  Bi. In fact, no one ever saw Bi Ming Shi again. It was merely assumed that he died under mysterious 
  circumstances and that was that. However, 20 years later, a man claiming to be the student of Bi Ming Shi was 
  involved in a tavern fight in a small town in Henan province. He reportedly killed 20 thugs, with mere grabs and 
  touches. This act of power scared the villagers so much; that they eventually reported the presence of this man 
  to Shaolin.
  Shaolin didn't have to wait terribly long to meet this man, for the man choose to seek the monk's of Song Shan 
  (Song Mountain) temple himself. The man, who called himself Dian Long, challenged all those who wished to 
  face off against his art, which he called Dian Xue, or Touch Mastery. Six senior monks answered the challenge, 
  and they all suffered the same fate, death. Then, the fighting abbot of the temple showed up, and subsequently 
  made this newcomer a deal: If the master of Dian Xue won, he would have access to some pretty secret 
  information. If the abbot won, however, the Touch Master would have to leave to the north, forever. As he was 
  an honorable person, the Touch Master agreed.
  The fight took place in a secluded chamber of the temple grounds, where no other person was allowed to 
  watch. After 3 days of waiting, some of the Sr. monks opened the doors to the temple to see what had 
  transgressed. Neither the abbot nor, the Touch Master was anywhere to be seen, and neither of them was 
  seen again. It was later discovered that several martial manuals and medicinal formula books were stolen from 
  the temple's library. However, found in the chamber room of the former head abbot, was a recently written 
  book, detailing the human anatomy and the secret points of Dim Mak (the death touch), as well as the combat 
  method of Dian Xue.
  After much debate, it was decided that the art was far too dangerous to teach, and that the book should be 
  burned. Several monks, however, disagreed, feeling that it would be wrong to destroy this knowledge, and that 
  the temple may someday need it. It was decided that the book should be sealed away, at a location only known 
  to the head abbot, for hopefully, all eternity.
  However, the descendants of Bi Ming Shi were not gone, and unknown to Shaolin, they were quickly gaining 
  power in the underworld, using their martial ability to serve as assassins, causing their name to be spoken with 
  fear. However, during the Qing Dynasty, it was discovered that there was a new family of Martial Artists who 
  trained in Dian Xue. These newcomers, who had apparently found the manual in the ruins of the Henan Shaolin 
  Temple, drew the attention of the old family, and fighting quickly broke out. The Qing dynasty, seeing their 
  chance at destroying this threat once and for all, set both families up, convincing that the other had set a final 
  challenge for them in an old Taoist Temple. When both families arrived and began fighting, the Manchurians 
  burned the temple to the ground. However, there were survivors from both sides, who amended their 
  differences and survived to this very day.
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  In the strictly secret training, a student of Touch Mastery will gain an extremely through knowledge of human 
  anatomy. Every aspect of the body's functions is learned, from blood flow, organ function, muscle movement, 
  and an understanding of the nervous system. The flow of chi, and the location of special points are also 
  studied. These points can be used to stun, knock out, paralyze, hurt, or kill with a mere touch. The student also 
  learns how to reverse this damage.
  As a combat art, Dian Xue is extremely precise, and very efficient. One strike to incapacitate or kill is more 
  important then a thousand strikes, so a Dian Xue master is patient, waiting for the exact moment where he can 
  deliver his strike. However, this is a very quick thinking art, so a lot of time will not be spent waiting, but rather, 
  a single evasion and then a strike is often the preferred method of defeating an opponent.
  Training for Dian Xue is extremely limited. Its students are all hand picked by its secretive masters, who are 
  typically looking for the twisted and malicious qualities that emulate from themselves. However, as there are 
  (relatively few) artists of higher standing character, it's always possible for someone of a lighter alignment to 
  learn this heart, only very unlikely, as its masters are extremely secretive of their darker brethren. All masters of 
  Dian Xue reside in China, Japan, or Korea.
  Note: Recently it was been speculated as to whether or not the legendary Jeng San Feng (the founder of 
  Taijiquan) may be related, or partially responsible for the art of Dian Xue. As Taijiquan has a deep 
  understanding of vital points, it has been speculated that Jeng San Feng and Bi Ming Shi may have met at one 
  point, and exchanged martial knowledge. Or maybe it's something more sinister? No one really knows.
  Costume: Typically beautiful silk robes.
  Stance: Upright stance, with legs shoulder width apart, with one arm lifted towards the opponent and relaxed. 
  The other arm is relaxed, open handed, guarding across the chest.
  CHARACTER BONUSES
  Double Existing Chi
  Add +3 to M.E.
  Add +2 to M.A.
  Add +1 to P.P.
  COMBAT SKILLS
  Attacks Per Melee: 1
  Escape Moves: Roll with Punch/Fall/Impact
  Attack Moves: None
  Basic Defense Moves: Dodge, Parry, and Automatic Parry.
  Advanced Defenses: Multiple Dodge.
  Hand Attacks: Palm Strike, Fore Knuckle Fist, Duo Knuckle Fist, and Fingertip Attack.
  Basic Foot Attacks: Kick, and Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Paralysis Attack (Vital Points), Deathblow, and Disarm.
  Holds/Locks: Finger Lock, and Wrist Lock.
  Weapon Katas: WP Shan (Fan, in this case a spring loaded variation capable of firing a set of needles (which 
  do 1D4 damage each) up to 10ft. away.)
  Modifiers to Attack: Pull Punch, Knockout/Stun, Knockout/Stun from Rear, Critical Strike, and Critical Strike 
  from Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Automatically receives Dim Mak. Select a total of THREE (3) from Chi Mastery, 
  Atemi/Tien Hsueh (including Advanced), or Arts of Invisibility. Also select ONE (1) Xian Chi. If desired, any 
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  number of powers may be traded, one-for-one, for any Basic Skill Programs.
  Languages: Chinese (Typically Mandarin or another Northern dialect).
  Cultural: Artistic Calligraphy, Feng Shui (Geomancy), Massage, and Wei Qi (Go).
  Medical: Acupuncture and Moxibustion, Acupressure, and Herbology.
  Philosophical Training: Taoism.
  If this is your primary martial art form, then the following other forms can be learned in shorter time: Bak Mei (5 
  Years), Tang Lang (4 Years), and Ying Jiao (4 Years)
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike. Successful Dim Mak on a Natural 19 or Higher.
  2nd: +1 to Parry and Dodge.
  3rd: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery or Atemi (including 
  Advanced).
  4th: +1 Attack per Melee, +1 to Strike.
  5th: Successful Dim Mak on a Natural 18 or higher.
  6th: Double Existing Chi, +1 to Roll.
  7th: +1 to Parry, Critical Strike on a Natural 19 or Higher.
  8th: +1 Attack per Melee, +1 to Dodge.
  9th: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery or Atemi (including 
  Advanced).
  10th: Successful Dim Mak on a Natural 17 or Higher.
  11th: +1 to Strike, +1 to Roll.
  12th: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery, or Atemi (including 
  Advanced).
  13th: +1 Attack per Melee.
  14th: Select a Xian Chi.
  15th: Successful Dim Mak on a Natural 16 or Higher.
  Why Study Dian Xue?
  The power that comes from the ability to paralyze, stun, cripple, or kill with a mere touch is a powerful 
  temptation for anyone to resist. Touch Mastery provides its practitioners with extensive training in anatomy, chi 
  control and flow, Herbology and Acupuncture, allowing them to exert almost complete control over the human 
  body, making them a force to be reckoned with. Downright deadly and efficient, its only concern is a less then 
  optimal focus on toughening up the body.
  Dim Mak Powers (Advanced Atemi/Tien Hsueh): Dim Mak is effectively a deathblow that requires a 
  NATURAL 19 or higher to successfully strike in combat, preferably with a one-finger strike or fore knuckle fist. 
  Note that Strike bonuses can be added, but the natural roll must be 20 or higher or else the correct point isn't 
  touched. Note that the roll needed for a successful Dim Mak is reduced as a person increases in levels (see 
  above). Rolling with Dim Mak reduces the effects to the point of being uncomfortable and possibly weakness, 
  but not necessarily lethal, as mentioned in the below paragraph.
  Several of the below abilities have a lesser, non-lethal version of the power. In those cases, a lesser natural 
  strike is needed then what would normally be needed for a full deathblow.
  Note: Due to the precise nature of Dim Mak, a lethal strike CANNOT be used as a simultaneous attack.
  Lowering Chi: A touch that disrupts the body's natural pooling of chi in the chest cavity, this ability in particular 
  causes the body's chi to overflow into the legs and feet. This, in turn, causes the blood pressure to drastically 
  fall, and slows or stops the person's heartbeat and body functions, causing death within 1D6 minutes.
  Rising Chi: This point disrupts the body's "pooling" of chi in the Dantien, and causes it to all spiral upwards, to 
  rebel against mind and body. The brain is over saturated with chi, causing massive hemorrhaging and death, 
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  as blood spills out of the eye sockets, ears, nostrils, and mouth. The death of the victim will only take 1D4 
  melees.
  Quick Acting Dim Mak: The classic "delayed" touch of death. This strike will cause a victim to die within 1D6 
  days after being struck. The chi of the victim is disrupted and drops to 1D6 points, and will no longer 
  regenerate. Victims then become painfully sick within a few hours, and will die shortly unless a cure is sought.
  5, 10, and 50 Paced Palm: A delayed deathblow that causes a victim to simply die after they take the 
  appropriate number of steps. To use this power, the user must declare which strike he is using, and then roll 
  Deathblow, as per normal Dim Mak deathblow. At Lv. 1, only the 100 Paced Palm is available. 10 and 5 Paced 
  Palm is available at Lv. 5 and Lv. 10, respectively. In order to survive, the victim must not walk, and must have 
  someone carry him, or bring him a cure.
  Disrupted Organs: These are strikes, which can cause disruption (such as spasms) and failure in the organs. 
  Obviously, effecting vital organs (such as the lungs and heart) can cause death. Disrupting the organs without 
  killing the person can be very painful and cause nausea or sickness, as well as be very distracting (A Save vs. 
  Pain is needed). Note that the heart and lungs cannot be lesser disrupted. Permanently causing an organ to fail 
  can be lethal. 
  Kidneys: One Kidney can be lost with no penalty. Both kidneys will cause the blood to become impure, and will 
  result in blood poisoning. Treat it as having normal Dim Mak.
  Liver: Liver failure will cause a gradual poison buildup, which is amplified by consuming any food or drink (treat 
  as Zero Chi). 
  Lungs: One lung will make breathing slightly difficult, but both lungs will cause asphyxiation and death within 
  minutes.
  Stomach: The failure of the stomach will cause death within 1D4+2 days from thirst. 
  Heart: Instant Death.
  All of the other organs are treated as standard Dim Mak. Lesser versions of this ability require a Natural 14 or 
  higher to strike.
  Insanity: Several Dim Mak points on the body, even when not lethal, can actually cause severe insanity for life. 
  Victims can eventually regress into raving lunatics with severe nervous disorders. A save vs. Insanity must be 
  made to the victim when striking these points. Note that the lesser version (natural 14 or higher) of this ability 
  only causes insanity for 1D6 days. The more advanced version (full roll needed), however, is potentially 
  permanent (1D6 years, plus a 50% chance of being permanent.). The lesser version of this ability requires a 
  Natural 14 or higher to strike.
  Weakness: A strike that causes the person to suddenly become extremely weak. This includes fatigue, inability 
  to speak, difficulty moving, extreme hypochondria, labored breathing, and nausea. This is typically a strike to 
  the point that affects the master alarm of the Pericardium (the membrane surrounding the heart.). This causes -
  8 to all combat actions, and -30% to skills. This strike only requires a 15 or higher to execute, as it is, in itself, 
  not lethal.
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  http://www.geocities.com/kuseru/PMAN/Styles/dwarven_leg_breaking.htm
  Dwarven Leg Breaking
  By Mephisto
  Entrance Requirements: None
  Skill Cost: 8 Years (6 Years as a secondary)
  This martial art gets its name largely from the fact that most of the attacks are aimed at the legs 
  of the opponent that often tend to be taller than Dwarves. This martial art is definitely 
  unorthodox by most surface dwellers standards; until they see it in action or much to their 
  chagrin, are the victim of this particular fighting style. Dwarves usually focus their attacks on the 
  legs and ankles of the opponent, using chains, whips, and nets to entangle their legs and once 
  the opponent is on the ground, then the Dwarf will either twist the limb off, or simply beat the 
  person with their hammers or axes. And if they get within grabbing distance of a surface 
  dweller, they will usually try to break the ankles or go for groin shots. In a confined space the 
  Dwarf is often a lethal opponent. For that is their environment and they often still within range 
  that is too close for a larger opponent, such as an orc or troll to adequately strike at the smaller 
  opponent.
  Gnomes can learn this art although it's rare for them to do so. The same applies to kobolds. 
  Training is available from most skilled Dwarves, which number into the thousands. The Old 
  Kingdom Mountains and the Western Empire house the most proficient and skilled Leg 
  Breakers around.
  O.C.C. Note: A Dwarf can learn this martial art by first upgrading to Hand to Hand: Martial Arts 
  then sacrificing two O.C.C. related skills. There are no O.C.C. limitations. Gnomes and Kobolds 
  must sacrifice three O.C.C. related skills and half the secondary skills. Plus it's not available to 
  Gnome or Kobold men of magic.
  Stance: There are no formal Stances in Dwarven Leg Breaking; rather they wait for the 
  opponent to attack and then respond accordingly. For this reason they will usually spring to 
  action only after they have utilized a trap of some sort to get their opponent on the ground or 
  otherwise vulnerable.
  Costume: None
  Character Bonuses
  +2 to P.S.
  +2 to P.E.
  +12 to S.D.C.
  Combat Skills
  Attacks Per Melee: 3
  Escape Moves: Roll With Punch/Fall/Impact
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Disarm, Circular Parry, Combination Parry/Hold (Special! The character 
  can on a successful parry latch onto a part of the victim and try to pull him to the ground. A 
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  successful strike using the Hold bonus is required to hold on, and another roll with the Body 
  Flip bonus to pull the person to the ground. Ideal for group attacks).
  Hand Attacks: Strike (Punch), Backhand, Power Punch, Duo-Fist Strike
  Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Trip/Leg Hook
  Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow
  Holds/Locks: Automatic Neck Hold, Automatic Arm Hold, Automatic Leg Hold
  Weapon Skills: W.P. Axe, W.P. Sword, W.P. Net, W.P. Bola
  Special Katas: None
  Modifiers to Attack: KO/Stun, Death Blow, Critical Strike
  Skills Included in Training
  Martial Art Powers: Select Two Body Hardening 
  Physical Skills: Prowl, Climb/Scale Walls, Wrestling
  Training Skills: Camouflage
  Languages: Dwarven
  Level Advancement Bonuses
  1st Critical Strike Natural 20 or from behind, +2 to Dodge
  2nd +2 Holds
  3rd +3 to Parry, +1 Body Flip
  4th +1 attack, Select One Additional Body Hardening Technique
  5th +2 strike, +1 Initiative 
  6th +2 Holds
  7th Critical Strike Natural 19 or 20, +1 Parry and Dodge
  8th +1 Attack, Select One Additional Body Hardening Technique
  9th +2 damage
  10th +2 Holds
  11th +2 to Strike, +1 to Damage
  12th Select One Additional Martial Art Power, +1 Attack
  13th Critical Strike Natural 18-20, +2 Holds
  14th +2 Body Flip, +1 Initiative 
  15th +1 Attack , Death Blow Natural 20
  Why study Dwarven Leg Breaking?
  Best suited for little people, who need to deal with big opponents, it has a common sense 
  approach to dealing with larger foes and is highly effective. Not as effective in dealing with 
  smaller foes, but is capable of handling most situations effectively.
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  http://www.geocities.com/kuseru/PMAN/Styles/dwarven_wrestling.html
  Dwarven Wrestling
  By danzig138
  All children wrestle around, and dwarven children are no different. And like humans, dwarves have 
  developed this into a sport. But unlike humans, almost all dwarves have an interest in wrestling, so the sport 
  was developed until it was a viable combat form. It even has special moves for fighting big people. 
  Wrestling is the most common of the sports practiced by the dwarven people, and it is practiced equally 
  between men and women. Dwarven wrestling matches take place in a marked-off ring, about 20 feet in 
  diameter. There are three divisions, Basic, Standard, and Advanced. 
  In Basic matches, the match is fought until one of the contenders surrenders, or is thrown out of the ring 
  three times. Eye gouging and hits to the joints or groin are not allowed, and the participants are allowed a 15 
  second rest period every two minutes. 
  In Advanced matches, all attacks are allowed, and matches last until one person surrenders, or is 
  knocked out. And there are no rest periods. Also, in advanced matches, men and women competeagainst each 
  other.
  Entrance Requirements: None, but high P.S., P.P., and P.E. are recommended.
  Skill Cost: 4 years ( 9 years for a Big Person if they happen to find a teacher ). 
  Stance: Feet are spread shoulders-width apart. The wrestler is hunched over slightly, with his elbows tucked 
  close to his body, and his hands out, with fingers spread wide. 
  Costume: In Basic matches, the wrestlers wear a loin cloth. In Standard matches, they wear loincloths, and 
  they are allowed to wear thick, reinforcing leather bands on their heads, knees, and hands ( +1 damage ). In 
  Advanced matches, they wear loincloths, and often wear spiked gloves, knee and shin guards, elbow guards, 
  and studded headbands. 
  CHARACTER BONUSES
  Add 2 to P.S. 
  Add 1 to P.E. 
  Add 30 to S.D.C. 
  A.R. 5 
  COMBAT SKILLS
  Attacks per Melee: 2 
  Escape Moves: Roll with Punch/Fall/Impact. 
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defenses: Automatic Roll, Breakfall. 
  Hand Attacks: Strike (Punch), Power Punch. 
  Basic Foot Attacks: Kick Attack.
  Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Elbow Lock.
  Special Attacks: Crush/Squeeze, Body Flip/Throw, Body Block/Tackle, Neck Hold/Choke, Choke, Head-Butt 
  (Slams forehead into the opponent's face, preferably the nose. Inflicts 1D4 damage + bonus, and has a 
  damage x5% chance to stun the opponent into losing one action and initiative), Hip Punch (Must be in 
  Grappling range. The wrestler delivers a powerful punch to the opponent's hip. This attack requires a Natural 
  11 or better to hit, and uses two actions. If it is successful, the damage is 1D6 + bonus, and a damage x2% 
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  chance that the victim will suffer a penalty of -1 Attack per Melee and -10% Spd. for 1D4 days. Additional hits 
  can reduce Spd. by -10% each, and each additional three hit reduce Attacks per Melee by -1. If the victim's 
  Spd. is reduced to 0, the hip is broken)
  Special Big People Attacks: Knee Punch ( This is identical to the Hip Punch described above, but the chance 
  of reducing the victim's abilities is damage x3% ), Groin Punch ( This is pretty much a hit to the groin. It 
  requires a Natural 11 or better Strike roll. If successful, it inflicts 1D6 + bonus damage direct to Hit Points, and 
  the victim loses initiative and one action ), Toe Stomp ( The Dwarf brings his foot down violently on the victim's 
  toes. Requires a Natural 10 or better to hit, and inflicts 1D4 +bonus damage, and the victim loses initiative, one 
  attack, and hops around a lot. There is a 50% chance that one or more toes will be broken ). 
  Modifiers to Attacks: Critical Strike, Knock-Out/Stun. 
  SKILLS INCLUDED IN TRAINING
  Physical: Body Building.
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +2 Roll with Punch/Fall/Impact, +2 Parry.
  Level 2: Knock-Out/Stun on Natural 20, +1 Strike. 
  Level 3: +1 Attack per Melee, +3 Maintain Balance. 
  Level 4: +2 Body Flip ( inflicts 2D6 damage ), +1 Dodge. 
  Level 5: +1 Strike, +1 Roll with Punch/Fall/Impact.
  Level 6: Critical Strike on Natural 19-20, +2 Maintain Balance.
  Level 7: Knock-Out/Stun on Natural 19-20, +2 to Holds/Locks.
  Level 8: +1 Attack per Melee, +2 Parry.
  Level 9: +2 Damage, +2 Breakfall.
  Level 10: Critical Strike on Natural 18-20, +1 Dodge.
  Level 11: +1 to P.S., P.E.
  Level 12: Knock-Out/Stun on Natural 18-20, +1 Strike.
  Level 13: +2 Parry/Dodge.
  Level 14: +2 Body Flip ( 3D6 damage ), +1 Maintain Balance. 
  Level 15: +2 Strike, +3 Damage. 
  Why Study DWARVEN WRESTLING?
  It's a good style if you like to get in close and hurt your opponent. It teaches absolutely no internal 
  training, but it does teach you how tough you can be. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/dwur_beldegar.htm
  Dwur Beldegar Style Fighting
  By Sinestus
  Yes, another Smigs style of combat, with some wonderfully fictitious background about 
  forgotten monks, drunken dwarves, ancient masters, or whatever... I don't really feel up to the 
  "background regurgitation" part of this, so I'll cut to the chase.
  Dwur is a fighting style designed to counter-act the oh-so-powerful locking and chi styles. To 
  master this form, one must give up everything. GM digression as to who can select this, but 
  beware, it is incredibly powerful in the right hands.
  The primary principle of Dwur is to act as an empty vessel, and react to the chi flow as it is 
  changing. When a Dwur fighter is preparing for combat (usually their first melee action), they 
  will purge themselves of chi using the Dwur Doragi Technique making themselves invisible to 
  their opponent's Chi Eye (e.g.: Zanshin), then respond to their opponent's first attack with a 
  handstand. The ideal of the style to compliment the opponent's fighting style by not stopping 
  their opponent's attacks, but letting them pass freely. So the Dwur master will often oblige their 
  opponent's wishes by not being where the opponent wishes to place his fist.
  Requirements: P.P.: 13, P.S.: 10, P.E.: 10, I.Q.: 13 ; Most are Taoists or Anarchists, Most will 
  acknowledge other Codes of Honor, and respect them, but only follow them when fighting 
  honorable opponents.
  Training: 20 years
  Character Bonuses 
  +2 to P.S. 
  +3 to P.P. 
  +10 S.D.C.
  Stance: Constantly changing. The most preferred stance for a Dwur master is the Handstand, 
  after activating the Doragi Technique, this will usually be their next maneuver. Ideally, the Dwur 
  master will move like a snake, wrapping a victim in its coils.
  Outfit: Loose pantaloons or aikido style pants, women usually wear a light shirt as well, but 
  men are trained topless to provide maximum movement. In ritual combat climbing style shoes 
  with cleats (+1D4 damage), spined bracers (+1D4 damage to elbow and fore-arm strikes) are 
  added.
  Combat Skills
  Attacks per Melee: 4
  Hand Attacks: punch/strike, palm strike, fore-arm strike (1D6), elbow (1D4), shoulder grind (a 
  wicked turning/rising fore-knuckle technique that targets the shoulder joint, natural 10+ to land, 
  but deals 1D4 [flat] to H.P., once per melee). Fore-knuckle punch (1D10)
  Foot Attacks: kick, snap kick, tripping leg hook, turning kick (dodge/kick), drop kick 
  (dodge/kick), axe kick, roundhouse, crescent kick, 
  Basic Defense Moves: parry, dodge, auto-parry
  Advances Defense Moves: roll, handstand/dodge (goes to handstand, can be used to move 
  into grapple range), handstand roll, backflip.
  Holds/Locks: neck hold, leg lock, arm lock, wrist lock, leg hold, arm hold.
  Escape Techniques: backflip, roll, automatic maintain balance.
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  Modifiers to Attack: critical on surprise/behind, chi break (special, like Paralysis Attack, but 
  disrupts Chi Use for 1D4 melees, can only be done once per melee), knockout.
  Special Moves: Tripping Tackle (combination move, an anticipated tripping leg hook, followed 
  by a pinning tackle. The hook counts as a parry at half normal bonus, the tackle is a flat roll). 
  Low Spin Sweep (combination dodge / back sweep). Handstand, cartwheel, backflip 
  (dodge/kick), Leg Neck-Lock (done from handstand, defenders are at -2, if the lock misses, 
  target still takes 1D6 damage, and handstand is broken). Follow-up Leg lock (follows Leg Neck-
  Lock, grabbing legs, if successful, victim is totally incapacitated, and cannot use "Art of Escape" 
  without breaking a leg). Rising Kick (done from prone, aims for chest, raises fighter to 
  handstand, requires natural 12+, if successful, does 2D4+ damage). Locked Punch (can only 
  be done upright, shifts to a horse stance-esque position, fighter is -2 to defend after throwing 
  the punch but, the attack cannot be locked/held/or auto-lock/hold defended, strike deals 2D6 + 
  damage, and on success will knock down opponent, only punch for the melee.) Inverted 
  Roundhouse (handstand technique, spins low to strike the gut, only kick that melee, but deals 
  2D6+ damage and on success will wind an opponent [costing them 1 action]), Counter Lock 
  (standing technique specifically in response to a wrist lock, success allows the Dwur fighter to 
  place his captor in an equally balances Ankle or Elbow lock using his legs, the original lock is 
  not broken, but both fighters are locked until the wrist is released [thus breaking both locks]), 
  Double Leg Kick (similar to the Mule Kick, handstand brings hands to chest and curls legs, then 
  kicks out, takes 2 actions, deals 3D6+2 + damage, will throw opponent), Tackle/Pin 
  Incapacitate 
  Weapon Katas: Select one: Mouth Weapons or Grappling Hook
  Additional Skills: Escape Artist/Contortionist, Prone Fighting, and Select one: Wrestling, 
  Anticipation, or Use/Recognize Poison.
  Martial Arts Powers: Select three powers from Invisibility, Martial Arts Techniques, or Atemi.
  Special: Dwur Doragi Technique - Activation of this power makes the master a null point of Chi. 
  They become invisible to the Chi world, as they will effectively remain at zero Chi for the 
  duration of the combat. This makes them immune to ALL chi based attacks and moves, 
  including Body Chi, Hard/Soft Chi and the Dim Mak. Because of this technique, no one with 
  Dwur can ever learn Chi Mastery or Chi based powers. GM Digression as to wether or not this 
  negates already in effect Dim Mak.
  YES, this does halt normal healing for the fighter during combat; however, one full melee of 
  meditation will allow the Dwur master to recover his full chi and return to normal functions. 
  Level Advancement Bonuses 
  1st: +2 to handstand, backflip, and cartwheel moves, Critical on Behind/Surprise
  2nd: +2 to dodge, +1 to holds/locks
  3rd: +2 to balance, +1 to parry
  4th: +1 attack, +1 strike, Knockout on 19+ with handstand moves
  5th: Select one power from Invisibility, Body Hardening, or Martial Arts
  6th: +1 to balance and handstand/cartwheel/backflip
  7th: +1 to parry and dodge, +1 attack 
  8th: Knockout 18+ from handstand, Critical 18+ from handstand
  9th: +1 to holds/locks and strike
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  10th: gains Auto-Dodge and Auto-Roll to Handstand (can only use one or other in response to 
  an action)
  11th: +1 to balance and handstand/backflip/cartwheel 
  12th: Select one power from Invisibility, Atemi, or Body Hardening
  13th: +1 to strike and dodge
  14th: Knockout from behind, critical 19+ when not in handstand.
  15th: +1 attack, +1 to handstand/cartwheel/backflip
  For Clarification: People Using this style should track their unmodified 
  Handstand/cartwheel/backflip bonus, this stack on top of the characters normal 
  strike/parry/dodge bonuses when a move is used in combination (E.G.: handstand crescent 
  kick), when striking with a weapon, the move can be coming out of a handstand (thus getting 
  the bonus), but the handstand is broken. If the fighter is tripped in handstand, they may 
  maintain balance to roll to standing, but suffer 1D6 damage from the kick either way.
  Going to a hold/lock breaks handstands as well.
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  Martial Art Styles E
  Martial Art Styles E 
  Name
  Game
  Application Country
  Author
  English Swordsmanship
  N&S
  Conversion
  United 
  Kingdom
  Flash Fire
  Enmei Ryu Shurikenjutsu
  N&S
  Conversion Japan
  Kuseru
  Eskrima
  N&S
  Conversion Philippines
  Kuseru
  Er Chiang Pai
  N&S
  Fiction
  Taiwan
  Mantisking
  Expert (Revised)
  Any
  Revision
  NA
  JJ Fuzz
  Expert (Revised)
  Any
  Revision
  NA
  Mantisking
  Expert Military
  Any
  Revision
  NA
  Kuseru
  Expert Self Defense
  Any
  Revision
  NA
  Kuseru
  Number of Styles: 8
   
   
   
   
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  http://www.geocities.com/kuseru/PMAN/Styles/english_swordsmanship.html
  English Swordsmanship 
  By FlashFire 
  "I've got a knife! Gimme your-- WHAT THE F&!@ IS THAT?!?" 
  English Swordsmanship has a history spanning thousands of years. Honed over the millenia through 
  action against almost every invader on the European Continent, the art of the sword is highly regarded 
  throughout English history. The blades of Great Britian have been used and abused against Romans, Vikings, 
  Normans, Picts, Germanic barbarians, Angles, Saxons, Danes, French, Spainiards, and each other. Naturally, 
  they got very good at what they did. This form, in particular, represents the art of swordsmanship in England 
  shortly before and into the Renessaince (circa 1550-1600). The preferred English weapon, before the rapier 
  came into play, was the hand-and-a-half sword. A cut-and-thrust weapon, the sword had an edge along both 
  sides of a wide blade that slightly tapered toward the point. The weapon had a bar-shaped crossguard that 
  often bent outwards in the direction of the tip. Pommel shapes varied anywhere from crescents and rings to 
  rectangular blocks and leaf-shapes. The weapons also tended to be very well balanced, making them feel 
  much lighter than they look. The prime advantage to the English style of swordplay in personal combat over the 
  thrusting style that the rest of the continent was adopting was its use in melee. The English had a tendancy to 
  use whatever worked best, so they adopted the standard combat form of swordfighting (meant for use on the 
  battlefield) even in one-on-one duels. This provided a few advantages over the newer rapier style, mainly the 
  quick and brutal kill as well as its natural advantages when facing more than one opponent. 
  Modern use of this form is mostly limited to displays and SCA combat, but some have been working on 
  restoring it as a legitimate martial art form. It is still extremely rare, almost to the point of being an Exlcusive 
  form (not so thanks to its use in the SCA), making teachers hard to find. Most swordsmen (and swordswomen, 
  of course) will be forced to research the form, rather than learn it in a proper school. Still, once learned, the art 
  is extremely effective and deadly against nearly any combatant, even with its near total lack of Oriental-style 
  Internal Training. 
  Entrance Requirements: PS and PE of 10 or higher 
  Skill Cost: 8 Years (6 Years as a Secondary Form) 
  Costume: English swordplay traditionally required heavy protection, running towards full plate armor. For more 
  reasonable clothing, a swordsman will prefer something loose that allows for full body movement, particularly in 
  the waist and shoulders. 
  Stance: Stands upright, knees only slightly bent, both feet in solid contact with the ground. The exact position 
  of the primary weapon varied, but was most often held back or above the head in preperation to strike, point 
  forward. 
  CHARACTER BONUSES 
  Add 2 to P.S. 
  Add 1 to P.P. 
  Add 2 to P.E. 
  COMBAT SKILLS 
  Attacks per Melee: 3 
  Escape Moves: Roll with Punch/Fall/Impact 
  Basic Defensive Moves: Parry, Automatic Parry, Dodge 
  Advanced Defenses: Disarm, Maintain Balance, Circular Parry 
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  Hand Attacks: Strike (Punch), Roundhouse (See Choy-Li-Fut Kung Fu, does 1D10 Damage), Uppercut (See 
  Choy-Li-Fut Kung Fu, does 1D8 Damage) 
  Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks 
  Special Attacks: False Attack(NEW! The False Attack is just that, a fake attack. It is used to draw a parry or 
  reaction out of the opponent. The exact method of attack the character fakes varies and can be any type of 
  attack the character possesses. This is a Combination Move, used in conjunction with another attack. The 
  character chooses what attack to fake and rolls to strike. On a roll of 5 (or equal to the opponent's AR) or 
  greater, the false attack succeeds. The opponent can (and should) attempt to defend against the false attack. 
  Whether they successfully defend against the fake attack or not, the attacker then moves into the second 
  attack. The character is at +3 to strike with second attack and the defender must use an attack to defend 
  against it (no Automatic Defenses). Knee, Elbow, Grab, Entangle, Death Blow 
  Holds/Locks: Arm Hold, Body Hold, Automatic Arm Hold 
  Weapon Katas: WP: Hand and a Half Sword (3rd level), WP: Buckler Shield, WP Hand and a Half Sword and 
  Buckler Shield (paired), Select one from the list below 
  Modifiers to Attacks: Critical Strike, Critical Strike from Behind 
  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers: Dam Sum Sing. Can be traded for any Body Hardening Exercise (excluding Chi Gung) or 
  any Basic Skill Program. 
  Languages: English 
  Physical Skills: Wrestling 
  Other Skills: Research 
  If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: 
  Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years). Special Notes: Unless noted 
  above, any Martial Art that teaches a Philisophical Skill will take 1 more year to learn. This is due to the 
  Duelist's pragmatic outlook and its effect on the philosophy ofthe fighter. Should the game be run in its correct 
  historical time period, or in a fantasy setting, drop the Research skill above and add an extra +1 to strike and 
  parry. 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +2 to Roll/Pull Punch, +1 to Parry, Critical Strike, Critical Strike from Behind 
  Level 2: +1 to Strike, +1 to Dodge 
  Level 3: +1 Attack Per Melee, +1 to Disarm 
  Level 4: Select two Weapon Katas from the list below and one Martial Art Power from the list below. 
  Level 5: +2 to Damage, +1 to Maintain Balance 
  Level 6: +1 to Parry, +1 to Roll with Punch/Fall, Critical Strike on Natural 19-20 
  Level 7: +1 Attack Per Melee, +1 to Disarm 
  Level 8: Death Blow on Natural 20, Select one Weapon Kata from the list below 
  Level 9: +1 to Strike, +1 to Dodge 
  Level 10: Select one Weapon Kata from the list below, Critical Strike on Natural 18-20 
  Level 11: +1 Attack Per Melee, +1 to Maintain Balance 
  Level 12: +1 to Roll with Punch/Fall, +1 to Parry, +1 to Disarm 
  Level 13: Select one Weapon Kata from the list below, Critical Strike on Natural 17-20 (weapon only) 
  Level 14: +1 Attack Per Melee, Select one Martial Art Power from the list below 
  Level 15: +1 to Strike, +1 to Dodge, Death Blow on Natural 19-20 (weapon only) 
  Martial Art Power List 
  Any Body Hardening Excercise (excluding Chi Gung) Any Special Kata (Weapon Katas can be chosen from 
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  any weapon) One Life, One Shot, One Hit, One Kill (Martial Art Technique) Iai Jutsu (Martial Art Technique) 
  Zanshin (Martial Art Technique), 
  Breathing (NEW) (Body Hardening Exercise) The Breathing BHE is simply the ability to breathe adequately 
  when engaging in heavy combat, a neccessity when swinging a heavy sword while covered in plate mail. It is 
  the rough equivalent of aerobic training. BONUSES: +1 to PE, +10 to SDC, 
  Four Governers (NEW) (Special Kata) While all good (read: not dead) swordsmen keep these four virtues in 
  mind, the Four Governers Kata allows the swordsman to combine all four effectivally at once. The first 
  Goverener is Judgement, allowing the swordsman to judge his opponent's style and likely moves. The second 
  is Distance, giving the swordsman an idea of what the proper distance is for him to strike without being hit. 
  Time is the next, granting a better sense of the timing and flow of the battle. The fourth is Place, loosely defined 
  as granting the swordsman the knowledge of how best to align his body against the opponent and the 
  opponent's style. The kata requires one full melee of no strikes. The swordsman can parry and dodge, but no 
  attack moves are allowed. At the end of the melee, the bonuses take effect for the rest of the combat or until 
  the opponent changes martial art forms. BONUSES: +3 to Strike, Parry, and Dodge, +1 attack per melee, Can 
  move more effectivally through the Combat Ranges (does not take an attack, regardless of movement). 
  Weapon Kata List 
  WP: Hand and a Half Sword 
  The traditional knightly Crusader broadsword. See WP: Large Swords for bonuses. 
  WP: One-handed Sword 
  The one-handed sword is a cut-and-thrust weapon that is used most effectivally with one hand, like the Basket-
  hilted Claymore or Sword-Rapier (the edged version of the rapier). Bonuses are the same as WP: Large Sword. 
  WP: Short Sword 
  The Short Sword is just that, a short sword. Typical examples would be a cutlass, hoplite, and the occasional 
  machette. Uses WP: Short Sword bonuses. 
  WP: Two Handed Sword 
  See WP: Large Swords. 
  WP: Dagger 
  See WP: Knife 
  WP: Blunt/Single Stick 
  See WP: Blunt 
  WP: Buckler Shield 
  Described in Pal Fantasy 1st and 2nd Edition, a Buckler Shield is basically a small round shield. A smaller 
  version, called the target shield, was also used, though the buckler was preferred for its larger size. Provides a 
  bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15. The shield can be used to strike with, as well, doing 1D4 
  damage. Gains +1 to strike at levels 4, 8, and 12. 
  WP: Lantern/Flashlight 
  The flashlight or focused-light lantern is used in the off-weapon hand in combination with other attacks. Best 
  used in the dark (all effects are at 1/2 strength in the light), the light is shined into the opponent's eyes, 
  momentarily blinding them to the attacker's moves. The target of a successful lantern strike is at -5 to strike, 
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  parry, and dodge the lantern holder's next two attacks. The lantern itself has +1 to strike at levels 1, 3, 5, 8, 11, 
  13, and 15. 
  WP: Short Staff 
  The short staff is something of a misnomer, in my opinion. The length of this weapon is determined by holding 
  the staff close to one's body with the left hand, reaching up as high as possible with the right hand, then adding 
  a space for the fighter to put both his hands. This puts the "short" staff at between 8 to 9 feet in length. Uses 
  the WP: Staff Bonuses. 
  WP: Pike/Polearms 
  Polearms, in this case, is a general combination of spear and staff weapons, from the long staff and javelins to 
  pikes and halberds. The character that chooses polearms has to choose a particular weapon to use, no general 
  types allowed, and it has to be Western in design. Because of the lengths of these weapons, they are best 
  used at greater than Long Range. At Combat and Grappling Range, the weapon effectively becomes a staff. 
  Uses the WP: Spear bonuses. 
  WP: Paired Weapons 
  See WP: Paired Weapons. The choices are almost always Half-and-a-half sword, Short Sword, or Cut-and-
  Thrust Sword, combined with one other weapon. The individual weapons cannot be used singly unless that 
  Weapon Kata is also possessed. 
  The following Katas are allowed, as a master combatant will learn to use every weapon he can. Keep in mind, 
  though, that these weapons and styles are poorly regarded in this style of combat and will be the last chosen, 
  as a general rule. 
  WP: Rapier 
  Uses the WP Large Sword bonuses. The Rapier (in-game context) is a thrust only weapon. Small cuts can be 
  made with its edge, but they only do 1 point of damage. Due to stance and the length of the weapon (average 
  of 48 inches overall), it can be used at Long Range with no penalty, recieves a penalty of -5 to strike at Combat 
  Range, and is impossible to use at Grappling Range (pending a special move developed by the GM and/or 
  player). Note that some versions of the rapier have real cutting edges and some do not. A rapier with a 
  signifigant cutting edge (ie: blade width of greater than 1.5 inches/3 cm) uses WP: Cut-and-Thrust Sword rather 
  than WP: Rapier. Rapiers do 2D6 damage. Average cost: $400-$500 
  WP: Small Sword 
  The Small Sword is essentially the same as a Rapier, but smaller and lighter. The weapon has a penalty of -3 
  to strike at Grappling Range and uses WP: Small Swords bonuses. Damage: 1D8. Average Cost: $300-$400 
  WP: Cloak/Net 
  Described in Pal Fantasy 2nd Edition. The cloak or net can be used in a whipping motion (1D6 damage), 
  thrown at the opponent (blinding damage), used to parry an incoming blow, or to entangle the opponent's arm 
  or weapon. Recieves +1 to strike or entangle at levels 2, 5, 8, 11, and 15. Recieves +1 to parry at levels 2, 4, 6, 
  9, and 12. 
  PAL FANTASY NOTES: This MA form would probably be better applied to Pal Fantasy than to N&SS, but 
  since it uses N&SS rules... If you are inclined to use this in Pal Fantasy, there shouldn't be much trouble 
  converting it to PFRPG's HTH system. Ignore questions of Range and any other HTH move or term you're not 
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  sure on. Also, ignore the few teachers rule and drop the Research skill. There will be a great many more 
  teachers in Pal Fantasy, as well as better techniques. 
  Why Study ENGLISH SWORDSMANSHIP? 
  The art is mainly studied for its historical value than effectiveness in modern combat, but it still works as 
  an extremely deadly and impressive force when properly used. 
   
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  Hand to Hand: Martial Arts ( Aikido )
  Enmei Ryu Shurikenjutsu
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include P.S.: 10, P.P.: 12, and Spd.: 10. 
  Skill Cost: 9 Years (5 Years as a Secondary Martial Art Style).
  This is a Japanese shurikenjustu and kenjutsu style. Miyamoto Musashi was reportedly the 
  founder of this school, which involves throwing a 40cm blade, probably a tanto (knife). This 
  comes from a story of a duel between Musashi and Shishido, an expert of the kusari-gama. As 
  Shishido pulled out his chain, Musashi threw a dagger and struck him in the chest, killing him. 
  The credited founder of this school is Shibuki Shinjuro, who developed this style during the Edo 
  period.
  Training for this school can be found in Japan.
  Costume: Street clothes.
  Stance: When carrying both swords, they are held together in the left hand, the daito is held 
  most left by the pinkie and the shoto with the other fingers in such a way that the shoto tsuka 
  points up more than the daito tsuka. The left arm is held straight down, the swords are brought 
  to the hip only when something happens, like a bow for example or when you're about to draw 
  the sword. When the shoto is inserted in the belt (which it is before starting the nito set), the 
  daito tsuka is higher. To draw, the right hand grasps the daito, the left hand takes the shoto 
  from below and both are drawn together so as not to cut a hand off. When performing throwing 
  attacks, Upright, legs shoulder width apart, hands held loosely depending on the 
  location/availability of throwing objects.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +2 to P.P.
  Add +3 to Spd
  COMBAT SKILLS
  Attacks per Melee: Three (3) hand to hand attacks or Four (4) thrown weapon attacks.
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Auto Parry. 
  Advanced Defenses: Multiple Dodge, Parry/Attack, Auto Roll, Break fall, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Snap Kick.
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap, Combination Grab/Throw (Special! The character can 
  attempt to grab any incoming hand propelled projectile(see Yadomejutsu) and return it to the 
  sender in the same motion), Knee, Elbow, Forearm.
  Holds/Locks: None.
  Weapon Kata: W.P. Thrown. Pick one of the following: W.P. Bokuto, W.P. Katana , W.P. 
  Wakizashi, W.P. Daisho.
  Modifiers to Attack: Critical Strike, Critical Strike from Behind, Stapling Throw (When the 
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  Hand to Hand: Martial Arts ( Aikido )
  character wants to disarm or otherwise entangle someone, he can attempt a stapling 
  maneuver. By making a called shot, the character can staple some part of the target's clothing 
  to a nearby object, as long as that object is of a material that is reasonably subject to 
  penetration by thrown weapon (such as wood or plaster). The target must be standing near 
  such an object or the shot is wasted. If the shot is successful, the target is pinned to that object. 
  The target must spend a melee action tearing free, although this requires no roll. Pinned targets 
  defend with a -2 to defensive rolls and to strike. After one melee round, if they have not taken 
  the time to free themselves, they break free due to exertion. During the melees round, the 
  penalties to defense and strike still apply. The stapling shot is not only good for preventing 
  various actions on the part of a hostile person, it serves to demonstrate that the character is far 
  from defenseless.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of Two (2) Martial Art Powers from among Body Hardening, 
  Martial Art Techniques and Special Katas. If desired, any number of Powers can be traded, on 
  a one-for-one basis, for Basic Skill Programs (excluding Physical).
  Languages: Japanese
  Weapon Proficiencies: W.P. Thrown, W.P. Bokuto, W.P. Katana , W.P. Wakizashi, W.P. 
  Daisho.
  Philosophical Training: Zen Buddhism/Bushido
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Kinzoku Shurikenjutsu (2 years), Ganritsu Ryu Shurikenjutsu (2 years), or Zanji Shinjinken Ryu 
  (4 years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, Critical Strike with a weapon on 
  a Natural 20.
  2nd: +1 to Damage, +1 to Initiative.
  3rd: +1 Attack per Melee (both hand to hand and thrown), +1 to Strike.
  4th: Any small found objects not usually considered a weapon (anything which could be 
  conceivably thrown-GMs, use your judgement) becomes a 1D4 damage weapon when thrown.
  5th: +1 to Parry, +2 to Stapling Throw, +1 to Disarm.
  6th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques 
  or Special Kata.
  7th: +1 Attack per Melee (both hand to hand and thrown), +1 to Damage, +1 to Maintain 
  Balance.
  8th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
  9th: +1 to Disarm, Critical Strike on a Natural 19 or 20.
  10th: Select One (1) Additional Martial Art Power from Body Hardening, Martial Art Techniques 
  or Special Kata.
  11th: +1 to Parry, +2 to Stapling Throw.
  12th: +1 Attack per Melee (both hand to hand and thrown), +1 to Damage with any thrown 
  object.
  13th: +1 to Strike with any thrown object, +1 to Maintain Balance.
  14th: Death Blow on a Natural 20.
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  Hand to Hand: Martial Arts ( Aikido )
  15th: +1 Attack per Melee (for thrown weapons), Select One (1) Additional Martial Art Power 
  from Body Hardening, Martial Art Techniques or Special Kata.
  Why Study Enmei Ryu Shurikenjutsu?
  Decent combination of ranged and melee weapon attacks make this a fairly versatile combat 
  style. 
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  Eskrima
  By Kuseru
  Entrance Requirements: No Attribute or Alignment restrictions.
  Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style).
  Eskrima was developed as streamlined, simplified way to teach people to fight Spanish 
  invaders. Since weapons were outlawed during the Spanish rule in the 16th century, the original 
  martial art of the Philippines, Kali went underground. To help combat the invaders, the Filipinos 
  adapted the Spanish method of fencing to Kali to create new styles such as Eskrima. Eskrima 
  is considered a "soldier's art".
  Eskrima is a comprehensive fighting art employing both weaponry and empty-hand techniques. 
  In fact, the latter are a direct outgrowth of the former, which is why Eskrima students learn 
  weapon techniques before learning empty hands. This distinction is one of the hallmarks of 
  Eskrima, a distinction rooted in the exigencies of street realism.
  Empty hand techniques are derived from weapon movements. First the weapons are learned, 
  then the empty-handed applications are shown. Eskrima is a weapon art which teaches empty 
  hand techniques based on weapon movements.
  Eskrima is associated with the Cebuanos of the Central Visayans. Training for Eskrima can be 
  found in the Philippines, Indonesia, Malaysia, and North America.
  Costume: Unknown, similar to the Kung Fu uniform.
  Stance: None.
  CHARACTER BONUSES
  Add +2 P.P.
  Add +2 P.E.
  Add +5 S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall, Maintain Balance.
  Attack Moves: None.
  Basic Defensive Moves: Parry, Dodge, Automatic Parry. 
  Advanced Defenses: Circular Parry, Power Block/Parry, Combination Parry/Attack.
  Hand Attacks: Punch, Backfist (The character twists his torso to extend his fist into a target to 
  the rear. He may also bring his fist straight up over his shoulder or down past his thigh to strike 
  close targets to the rear without changing facing direction. Damage is 1D6.), Knife Hand, Palm 
  Strike
  Foot Attacks: Snap Kick, Tripping/Leg Hooks, Kick Attack.
  Special Attacks: Death Blow , Knee, Elbow, Body Flip/Throw, Combination Grab/Strike.
  Holds/Locks: Arm Lock, Wrist Lock.
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  http://www.geocities.com/kuseru/PMAN/Styles/eskrima.htm
  Weapon Katas: Pick two of the following forms:
  Espada y Daga: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger.
  Solo Baston: W.P. Short Stick or W.P. Kris(sword) .
  Doble Baston: W.P. Short Stick -Paired or W.P. Kris(sword)-Paired, Scissor Choke: uses the 
  short sticks to choke a person squeezing them together in a motion similar to that of a pair of 
  scissors (1D6 S.D.C.+2D4 HP/melee).
  Solo Daga: W.P. Knife.
  Doble Daga: W.P. Knife-Paired.
  Modifiers to Attack: Pull Punch, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of One (1) Power from among Body Hardening or Martial Art 
  Techniques, or two more Weapon Katas. Powers may be traded one for one for basic skill 
  programs excluding physical.
  Languages: English, Filipino, Cebuano, Visayan, and Spanish.
  Weapon Proficiencies: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger, W.P. Short 
  Stick, W.P. Kris(sword), W.P. Short Stick -Paired, W.P. Kris(sword)-Paired, W.P. Knife, W.P. 
  Knife-Paired, W.P. Sibat(Staff), W.P. Spear, W.P. Oar (Polearm), W.P. Chain, W.P. Whip, W.P. 
  Bow, W.P. Blowgun, W.P. Thrown, and W.P. Fistload.
  Philosophical Training: None.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Arnis (3 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, Critical Strike from Behind.
  2nd: +2 to Strike, +1 to Parry/Dodge.
  3rd: +1 to Damage, +1 to Pull Punch.
  4th: Gains Disarm as an Attack or Defense.
  5th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques, or a new 
  Kali Weapon Kata.
  6th: +1 to Initiative, Critical Strike on a Natural 19 or 20.
  7th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  8th: +1 to Strike, +1 to Parry/Dodge.
  9th: Body Flip/Throw does 2D6 Damage.
  10th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques, or a 
  new Kali Weapon Kata.
  11th: +1 to Damage, +1 to Pull Punch.
  12th: +1 to Initiative, Death Blow on a Natural 20.
  13th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  14th: +1 to Strike, +2 to Parry/Dodge.
  15th: Select One (1) Martial Art Power from Body Hardening or Martial Art Techniques.
  Why Study Eskrima?
  A deadly martial art that is well rounded in everything, from kicks, strikes, and grappling, to 
  weapon skills.
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  http://www.geocities.com/kuseru/PMAN/Styles/eskrima.htm
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  http://www.geocities.com/kuseru/PMAN/Styles/expert.html
  Hand to Hand: Expert ( Revised )
  By JJ Fuzz
  Skill Cost: Two "other" skills, or as noted under O.C.C. Skills section.
  Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), palm strike (1D6 
  damage), kick attack (1D6+1 damage), snap kick (1D6 damage), tripping/leg hooks 
  Special Attacks: Knee and elbow strikes (1D6 damage), forearms strike (1D4 damage), body flip/throw. 
  Locks/Holds: Arm hold.
  Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind, death blow. 
  Character Bonuses: +1 to P.S. and +2 to Spd, +1D6 to S.D.C.
  Additional Skills: None
  Level Advancement Bonuses:
  Level 1: Add two additional attacks per melee, +2 to roll with punch/fall/impact, +2 to pull strike, critical strike 
  on natural 20. 
  Level 2: +3 to parry and dodge. 
  Level 3: +2 to strike, +1 on initiative. 
  Level 4: Add one additional attack per melee.
  Level 5: +1 on initiative, front kick attack does 2D4 damage and can learn two kick attacks of choice. 
  Level 6: Critical strike on natural 18 to 20, +1 to body flip/throw 
  Level 7: Select one ancient Paired Weapons skill. 
  Level 8: +1 on initiative, +2 to disarm, critical strike from behind. 
  Level 9: Add one additional attack per melee. 
  Level 10: +3 to damage, +2 to pull strike. 
  Level 11: Knock-out/stun on natural 18 to 20, +1 to body flip/throw. 
  Level 12: +2 to parry and dodge. 
  Level 13: Critical strike or knock-out from behind (triple damage). 
  Level 14: Add one additional attack per melee, +1 on initiative. 
  Level 15: Death blow on natural 19 or 20.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/expert2.htm
  Hand to Hand: Expert
  By Mantisking
  Entrance Requirements: None
  Skill Cost: 2 Years
  COMBAT SKILLS
  Attacks per Melee: Two (2)
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Hand Attacks: Strike (Punch), Palm Strike
  Foot Attacks: Kick Attack (Does 1D6 Damage)
  Special Attacks: Bodyblock/Tackle, Bodyflip/Throw, Choke
  Holds/Locks: Wrist Lock
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall, +2 to Pull Punch
  2nd: +1 Attack per Melee
  3rd: +1 to Parry/Dodge
  4th: +1 to Strike
  5th: +1 to Damage
  6th: +1 to Roll with Punch/Fall, +1 to Pull Punch
  7th: +1 Attack per Melee, Kick Attack now does 2D4
  8th: Knockout/Stun or Critical Strike from Behind
  9th: Knockout/Stun on a Natural 19+
  10th: +1 Attack per Melee
  11th: Critical Strike on a Natural 19+
  12th: +2 to Parry/Dodge
  13th: +1 to Strike
  14th: +1 to Strike
  15th: +2 to Damage
  Why Study HAND TO HAND: EXPERT?
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  http://www.geocities.com/kuseru/PMAN/Styles/hth_expert_mil.htm
  Hand to Hand: Expert Military
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  This is the standard military training for ground soldiers and other troops expected to see lots of 
  direct combat. Students learn standard methods of attack and self-defense.
  Requirements: Two skill selections. Character must be a man of arms O.C.C.
  Attacks Per Melee: 3
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Entangle, Punch, Kick, Snap Kick, Wrist Lock, Pull Punch, Knock-Out/Stun, 
  Knock-Out Stun from Behind, Critical Strike, Critical Strike from Behind.
  Level Advancement Bonuses
  1st: +2 to roll with punch/fall/Impact, +2 to disarm.
  2nd: +2 to strike and +2 to damage.
  3rd: Elbow Lock or Knee Lock.
  4th: One additional attack per melee round.
  5th: +2 to parry and dodge.
  6th: Body Flip/Throw.
  7th: +2 to pull punch and +2 on initiative.
  8th: One additional attack per melee round.
  9th: Critical strike on an unmodified roll of 18, 19 or 20.
  10th: +2 to roll with punch/fall/Impact, +2 to disarm.
  11th: +3 to strike and +3 to damage.
  12th: Pick one W.P. from among Knife, Chain, Staff, or Blunt.
  13th: +2 to parry and dodge.
  14th: Death Blow on a Natural 20.
  15th: One additional attack per melee round.
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  http://www.geocities.com/kuseru/PMAN/Styles/hth_expert_sd.htm
  Hand to Hand: Expert Self Defense
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  This is the kind of fighting taught in high cost or time intensive self-defense classes. Students 
  learn standard methods of attack and self-defense.
  Requirements: Two skill selections.
  Attacks Per Melee: 3
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Entangle, Punch, Knife Hand, Kick, Snap Kick, Pull Punch, Knock-Out/Stun, 
  Critical Strike, Knock-Out/Stun from Behind, Critical Strike from Behind.
  Level Advancement Bonuses
  1st: +2 to roll with punch/fall/impact, +2 to pull punch.
  2nd: +2 to parry and dodge.
  3rd: Tripping Leg/Hook or Backward Sweep.
  4th: One additional attack per melee round.
  5th: +2 to strike and +1 on initiative.
  6th: Knockout/stun on an unmodified roll of 18, 19 or 20. 
  7th: +2 to damage and +4 to disarm.
  8th: One additional attack per melee round.
  9th: Body Flip/Throw.
  10th: +3 to roll with punch/fall/impact, +3 to pull punch.
  11th: +2 to parry and dodge.
  12th: Critical strike on an unmodified roll of 18, 19 or 20.
  13th: +2 to strike and +1 on initiative.
  14th: One additional attack per melee round.
  15th: Death Blow on a Natural 20.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_expert_sd.htm [1/4/2003 9:35:08 PM]
  
  Martial Art Styles F
  Martial Art Styles F 
  Name
  Game
  Application Country
  Author
  Fencing 
  N&S
  Conversion Europe
  Sinestus
  Feng Gar Zhang
  N&S
  Fiction
  China
  Prettz
  Fist of the Kusanagi
  Rifts
  Fiction
  Japan
  Chap
  Fist of the White Swan
  Any
  Fiction
  NA
  Marcus Johnson#
  Number of Styles: 4
   
   
   
   
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  http://www.geocities.com/kuseru/PMAN/Styles/fencing.htm
  Fencing
  By Sinestus
  I've done a little fencing in my time, and recently I started wondering if sacrificing a single skill 
  slot to gain only a +1 to strike an parry with swords was fair. I concluded that it was not. 
  Fencing is much faster than normal combat, and a well trained fencer can do a lot more 
  damage than most other swordsmen. Thus I have designed my own martial art form based off 
  fencing and Renaissance style combat. This version is designed for an S.D.C. world, where 
  S.D.C. is depleted before Hit Points are affected...
  Also, this incarnation is designed for Ninjas and Superspies. In PFRPG only the Swashbuckler 
  can have Fencing.
  Requirements: A high P.P. and P.E. are required, but not necessary. Generally, fencers will 
  develop some sense of Honor and Justice, and most would never strike without reason. 90% 
  follow the usual codes of honor.
  Training: 6 years, 3 if secondary to Tai Chi because of the similarity in movement.
  Character Bonuses
  +2 to P.P. 
  +2 to P.E.
  Stance: Varies with style, most develop their own variation. Generally, a sideways stance so as 
  to provide a small target. Unless a paired weapon technique is known, will almost solely rely on 
  the forward leg and arm.
  Outfit: Standard fencing gear is lightly padded, and may grant up to an AR of 7 and have about 
  15 S.D.C., although as heavy as studded leather may be worn. 
  Combat Skills
  Attacks per Melee: Four to start 
  Hand Attacks: Knife hand, palm strike, power punch, backhand
  Foot Attacks: Snap kick
  Basic Defense Moves: dodge, automatic parry, 
  Advances Defense Moves: Repose (see special), disarm
  Escape Techniques: roll with impact, turn with impact (same bonus as roll)
  Modifiers to Attack: Disarm, Automatic Repose (gained at ninth level, costs no action, occurs 
  after every parry unless otherwise declared, but only gets Repose bonus) 
  Special Moves: NOTE: the fencer may opt to deal normal damage instead of the special 
  damages listed with any attack.
  The Rapier and Saber are fast and deadly weapons in the right hands. When using either a 
  fencer can use the following moves: (NOTE: Fencers only gain Half the P.S. bonus to attacks 
  which damage hit points.)
  Slash: standard wide attack, normal damage
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  Repose: an incredible quick attack almost always following a parry, defenders without fencing 
  skills are at -3 to parry the Repose. A successful repose deals 1D4 damage directly to Hit 
  Points. Cannot Disarm with a Repose [until later levels]. (use strike and repose bonuses)
  Thrust: The Power Punch for fencing, only costs one attack. Because it extends the fencer so 
  much, defenders are at +1 to dodge or parry. Against unarmored opponents the Thrust deals 
  normal damage direct to hit points. Armored opponents take double damage. 
  The Rapier training also has some additional moves
  Sidestep: a dodge/strike like the turning kick, deals 1D6 to hit points. Full dodge bonuses, half 
  strike bonus.
  Arm Nick: generally looked down on by fencers, this attack is focused on the opponents arm 
  and is meant to be used repeatedly so as to numb the arm through blood loss. Deals 1-2 
  (1D4/2 round up) to hit points, defender is at -1 to parry. [cannot be rolled with]
  Killing Blow: always delivered with a Thrust, this requires two actions. A successful Killing Blow 
  requires a natural strike of 14 or higher and deals 3D6 to hit points. Unlike other attacks this 
  does not gain any additional bonuses. Cannot be performed against armored opponents.
  Weapon Katas:
  Automatically receives WP: Rapier and WP: Saber.
  Additional WP Bonus: because many of the attacks are piercing oriented, the Fencer gains a 
  +1 against A.R. every four levels when using a Saber or Rapier.
  NOTE: Using a 'overweighted blade' (E.g. Long swords) will cost the Fencer two attacks and -1 
  to combat moves (except roll and dodge). Standard Damage for a Rapier is 1D8 to 2D6 
  piercing, 1D6 to 1D8 slashing, 1D8+1 either way for Sabers. It is not uncommon to find 
  specially balanced rapiers (GM Digression) which in trained hands can provide and additional 
  +1 to strike and parry. 
  Special Katas: Unlike other styles, fencing is restricted to the following 'Fencing Katas' which 
  usually are not options for other styles.
  Blind fighting - this allows the Fencer to fight based on his other senses other than sight. 
  Unlike the Blind Man's Kata the Fencer can act offensively, but is restricted to Slashing and the 
  Repose.
  Sword Combination Katas- there are four primary things the Rapier and Saber are usually 
  paired with (GMs feel free to allow others), each is a different Kata.
  Sword-Cape - primarily a defensive tool, WP Cape for Fencing provides :
  +1 to parry at levels 2, 5, 7, and 10
  +1 to entangle/disarm at levels 3, 6, 8, and 13
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  Sword-Dagger - usually a thin stiletto or other piercing blade, can perform Thrusts, Sidesteps, 
  and Slashes, all else as per Paired Weapons and WP Knife, Note: throwing ones dagger is 
  considered bad form and avoided by most fencers.
  Sword-Shield - generally a buckler (small, round metal shield.) Can perform an 'edge slash' 
  (1D6+P.S. S.D.C.) or 'blunt thrust' (2D4+P.S. S.D.C.) as well as paired maneuvers.
  +1 to strike at levels 1, 4, 6, 10
  +1 to parry at levels 2, 5, 9, 11 and 15
  Sword-Whip - one of the deadliest techniques, provides long range attacks with deadly 
  accuracy. Uses a bull whip (8 feet long, 1D8 damage), at level six can deal 1D4 to hit points on 
  a strike of 16 or better.
  +1 Strike at levels 1, 3, 6, 9, and 14
  +1 entangle/disarm at levels 4, 8, 12, and 15
  Other Swords- This allows the Fencer to use any light sword with the normal techniques, this 
  must be selected for each specific style of sword, options included are:
  Shamshir/Scimitar - a mid-length, curved blade
  Cut and Thrust - standard long swords
  Falchion - curved short sword that widens near the tip.
  Cutlass - a broad short sword with a heavy basket hilt.
  Alternate Hand - allows the Fencer to fight equally with either hand, if using opposite hand than 
  opponent, gains a +1 to strike and parry. (Only applicable when both are using only one 
  weapon)
  Discipline Kata - generally used by teachers who wish to insult their students, this is a very fast 
  series of attacks similar to the lightning kata from kick boxing. It uses all attacks per melee in 
  the duration of one normal attack, only the slash may be used and each successful strike only 
  deals half damage. Defenders are -3 to parry each strike after the first. Often this kata is 
  accompanied with yelled phrases like "NO! NO! NO! NO, STUPID!
  Additional Skills: Recognize weapon quality - Swords (50+5%/level), Etiquette: General, 
  Dance, and Fencing (of course, for the usual +1 to strike and pary with swords)
  Martial Arts Powers: Katas Rapier and Saber, and select one Fencing Kata, can trade in for 
  basic skill programs.
  Level Advancement Bonuses
  1st: +1 to strike, +2 to parry
  2nd: +1 to dodge, critical on natural 19+
  3rd: select one Fencing Kata, +1 attack, +2 to disarm
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  4th: +1 to strike, +2 to S.D.C. damages, +1 to Hit Point Damages 
  5th: +1 to initiative, dodge, and disarm
  6th: +1 attack, +1 to strike and parry
  7th: select one Fencing Kata, also gain Zanshin Awareness
  8th: +1 to Repose, critical on 18+
  9th: +1 attack, gains Automatic Repose
  10th: +1 die of damage to all attacks with swords [covered by katas]
  11th: +1 to Repose, parry, and strike
  12th: +1 attack and dodge, can Disarm with a Repose
  13th: select one Fencing Kata, +1 to repose and Disarm
  14th: critical 17+, can perform Killing Blows against armored opponents
  15th: +1 attack, select one Fencing Kata
  Why study Fencing? 
  Because you're not man enough to use a claymore.
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  http://www.geocities.com/kuseru/PMAN/Styles/feng_gar_zhang.htm
  Feng Gar Zhang
  By Prettz
  Entrance Requirements: 
  Skill Cost: 
  The object of this art is to strike in quick and debilitating ways that keep your opponent off balance and unable 
  to attack by means of speed and a dominating position and neural strikes. The attacks are typically not forceful, 
  however, as they are quick, light, and meant to keep the opponent off balance without falling. When the 
  attacker is ready, they will make a final spring and finish the sequence of attacks with either a strong foot or 
  hand attack.
  Costume: 
  Stance: One leg slightly bent at the knee extending straight forward, and with one slightly bent at a 45% angle 
  to it, with the back bent forward as if ready so spring, hands open and in front of the chest. 
  CHARACTER BONUSES
  +1 to M.A.
  +1 to P.E.
  +2 to P.P.
  +4 to Spd.
  +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: 
  Attack Moves: Strong Footing- This technique is designed to explosively attack quickly and sharply without 
  being expected. To perform this, the user can roll to strike at the beginning of the melee to try and dominate his 
  opponent. The sudden burst of motion has a chance of throwing the opponent so off balance they lose an 
  attack and can only defend. 
  Basic Defense Moves: Parry, Automatic Parry, Dodge
  Advanced Defense Moves: Disarm, Circular Parry
  Hand Attacks: Palm Strike , Fingertip Attack, Double-knuckle Fist, Knife Hand, Palm Push (Like Taiji, only this 
  attack is designed to be used after the attacker is finished "throwing off" his opponent, inflicting 1d8 damage 
  and knocking them back a few feet)
  Foot Attacks: Snap Kick, Tripping/Leg Hooks, Backward Sweep, Crescent Kick (Used in alternative to the 
  Palm Push)
  Jumping Foot Attacks: 
  Special Attacks: Death Blow
  Holds/Locks: Wrist lock, Elbow lock, Arm hold
  Weapon Kata: 
  Modifiers to Attacks: Pull Punch, Roll with Punch/Fall/Impact, Critical Strike, Critical From Behind, 
  Knockout/Stun
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select two from Chi Mastery or Martial Art Techniques and one Atemi power.
  Languages: Chinese
  Cultural: 
  Physical: Gymnastics
  Survival: 
  Temple: 
  Weapon Proficiencies: 
  Philosophical Training: None
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  http://www.geocities.com/kuseru/PMAN/Styles/feng_gar_zhang.htm
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
  LEVEL ADVANCEMENT BONUSES
  1st: 
  2nd: 
  3rd: 
  4th: 
  5th: 
  6th: 
  7th: 
  8th: 
  9th: 
  10th: 
  11th: 
  12th: 
  13th: 
  14th: 
  15th: 
  Why Study Feng Gar Zhang ?
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  http://www.geocities.com/kuseru/PMAN/Styles/fist_of_the_kusanagi.htm
  FIST OF THE KUSANAGI MARTIAL ARTS FORM
  By Chad
  The fighting style was innovated by the Kusanagi clan, an aristocratic Japanese family whose bloodline has the 
  ability to control the element of fire. In the world of Rifts, it can be used by those with highly developed 
  pyrokinetic skills, such as the psychic Bursters. The nature of the fighting style incorporates the psionic's 
  pyrokinetic abilities into his attacks, maximising his psychic abilities by infusing them into his physical abilities. 
  Note that even if a Shiki attack fails to hit, the Hi No Shinobi must still pay the appropriate I.S.P. cost when 
  applicable.
  Historical note: The Kusanagi dynasty appears in Japanese lore as epic figures who were immune to fire. In 
  one account, enemies of the clan lured their warriors into a field of tall grass, setting the landscape ablaze to 
  destroy them. Supposedly, the Kusanagi fighters withstood the attack and slayed their treacherous opponents. 
  In reality, the warriors probably cut the vegetation around them to stop the approaching fire (hence the name 
  Kusanagi, which literally means "grass cutter,") waiting for their enemies to let their guard down before 
  launching a decisive counter-attack. The blade used to mow the wild lawn, known as Kusanagi No Tsurugi, is 
  to Japanese mythology what Excalibur is to English lore.
  EDITOR'S NOTE: While the Kusanagi No Tsurugi myth does exist (the sword is counted among the three 
  Imperial Regalia of Japan, though the original is believed lost), there is no such thing as the Kusanagi dynasty.
  ENTRANCE REQUIREMENTS: None
  SKILL COST: Around 2 additional years to normal Burster training
  COSTUME: No standard garb
  STANCE: There is no standard stance as such. However, the Burster Ninja is likely to be in continuous 
  movement like the flickering of an open flame.
  COMBAT SKILLS: The techniques known at first level are Disarm, Maintain Balance, Pull Punch, Roll with 
  Impact, Kick Attack 2D4 S.D.C., Knee/Elbow Strikes 1D6 S.D.C., Paired Weapons, and one Kusanagi 
  technique below.
  ATTRIBUTE BONUSES: + 2 M.A., + 2 P.S., + 1 P.E., + 1 P.P., + 4 Spd. + 2 sv. Horror Factor
  BONUSES PER LEVEL:
  1. 3 attacks per melee, + 2 to parry, initiative, damage and roll with impact
  2. + 3 to dodge, + 1 to disarm and maintain balance
  3. + 1 initiative, to strike and parry, and critical strike from behind
  4. + 1 attack and learn a Kusanagi technique
  5. Critical strike on a natural 18 - 20, + 1 to maintain balance
  6. + 1 to roll with impact, dodge, and maintain balance
  7. Learn a Kusanagi technique
  8. + 1 attack, + 1 to dodge
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  9. Knockout (deathblow if armed) on a natural 20
  10. + 1 initiative, + 1 sv. Horror Factor and a Kusanagi technique
  11. + 1 attack, + 1 to strike and parry
  12. + 2 to damage, + 1 sv. Horror Factor and maintain balance
  13. + 1 attack and a special technique
  14. Double existing P.P.E., + 1 to disarm
  15. + 1 attack and a Kusanagi technique
  Why study Fist of the Kusanagi?
  With their untamed power, pyrokinetics can be a threat to others...and even to themselves. The Kusanagi 
  fighting style, with its emphasis on self-discipline, self-knowledge, and self-sacrifice, is able to temper the 
  Bursters' fiery spirits. The fighting form is taught to members of the Kusanagi family, Burster Ninjas, and other 
  pyrokinetics.
  The following are special moves developed by the Kusanagi family with their long history in the art of fighting. 
  Although each member of the family has the opportunity to develop his own style, the following techniques are 
  the most utilized abilities that have stood the test of time. At the GM's discretion, new powers may be added to 
  the arsenal.
  100 SHIKI - ONI YAKIKIRU (Technique 100 - The Burning Demon): 
  The Burster enhances his normal attacks with his flaming aura, causing additional heat damage. When fighting 
  against supernatural opponents, the Burster may concentrate his entire aura around his fists, feet, or weapon to 
  inflict fiery mega-damage. When using this ability, the warrior is made immediately obvious by his burning aura; 
  thus, the technique is not suited for sneak attacks.
  Requirements: The Flame Burst ability must be in effect and the attack must connect.
  Range: Punch, kick, or weapon attack distance
  Duration: Instant flame damage
  Bonus to strike: an additional + 2 to strike to any other bonuses
  Damage: An additional 6D6 S.D.C. or 2D6 M.D. to the normal attack. Note that the suddenness of the attack 
  means that the opponent does not catch on fire although an article of clothing may be set ablaze temporarily.
  I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in affect. An additional + 6 I.S.P. is necessary for a 
  M.D. attack.
  Attacks cost: 1 attack including the punch, kick, or weapon slash
  114 SHIKI - ARAI KAMIKIRU (Technique 114 - Wild Bite): 
  The Burster uses his flames to distract his opponent, flaring his fiery aura so that his opponent has a hard time 
  seeing the ninja past his flames. For all intents and purposes, consider this a parry move where the Burster 
  uses his fiery image as a decoy while he brushes off his enemy's attack.
  Requirements: The Flame Burst ability must be in effect to create a fiery facade.
  Range: Punch, kick, or weapon attack distance
  Duration: For the length of his opponent's attack
  Bonus to parry: an additional + 4 to parry to any other bonuses
  Damage: Not applicable
  I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in effect
  Attacks cost: 1 attack like a normal parry
  128 SHIKI - KONO KIZU (Technique 128 - Nine Wounds): 
  This ability is a follow-up to Technique 114 - Wild Bite. The Burster does not only parries the blow, but is able to 
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  make a counter-attack as his opponent is off-balance from his miss. The counter-strike is so swift and graceful 
  that it seems automatic; no extra attacks are needed assuming the was successful in his parry.
  Requirements: The Flame Burst ability must be used and the parry must have connected from the Technique 
  114 - Wild Bite. Thus, Technique 114 - Wild Bite must be known in order to use this ability.
  Range: Punch, kick, or weapon attack distance
  Duration: Instant flame damage
  Bonus to strike: Automatically hits
  Damage: An additional 6D6 S.D.C. or 2D6 M.D. to the normal attack. Note that the suddenness of the attack 
  means that the opponent does not catch on fire although an article of clothing may be set ablaze temporarily.
  I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in affect. An additional + 6 I.S.P. is necessary for a 
  M.D. attack.
  Attacks cost: No additional attack cost
  212 SHIKI - KOTOYOU (Technique 212 - The Luminaries of the Harp):
  The Burster causes a Fire Eruption right behind his opponent as he forces him backwards into the inferno, 
  usually by stunning him with an elbow in the gut and a subsequent push into the explosion. Aside from the 
  damage, this attack disorients the victim; he has a 30% + 5% per the Burster's experience level of being 
  knocked down, causing him to lose initiative and one attack that round. Note that the Burster does not need to 
  make a skill check to see if the Fire Eruption is on target; it is assumed that his mastery of this attack allows 
  him to compensate even if the explosion is off-target.
  Requirements: The Burster has to cast a Fire Eruption and the initial elbow attack has to connect.
  Range: Elbow range
  Duration: The damage from the elbow plus instant flame damage. Due to the amount of concentration needed 
  the flame remains for the duration of the attack only.
  Damage: Depends on the size of the Fire Eruption, up to 4D6 M.D. at the very most in additional to the damage 
  caused by the elbow 1D6 S.D.C.
  I.S.P. cost: Just the 10 I.S.P. for the Fire Eruption
  Attacks cost: 3 attacks must be used, 1 for the elbow, 1 for the pushback, and 1 for the Fire Eruption. Roll 
  once to strike for the elbow attack only; if the elbow does not connect, the entire attack fails but still costs all 3 
  attacks.
  MIKANSEI 212 SHIKI - AIKAYOU (Unperfected Technique 212 - Lament of the Stars): 
  This technique was designed by the Burster Ninjas to aid them in escaping. A variation of the above 212 Shiki - 
  The Luminaries of the Harp, this ability is less damaging but is more likely to knock an opponent off balance. 
  The ninja casts a Fire Eruption over an area, often behind himself, so that his opponent is looking into the 
  flames. The enemy would use his hands to shield his eyes from the fire instinctively; the Burster Ninja would 
  capitalize on this distraction, grabbing his opponent's raised arm to throw him over the shoulder into the blaze. 
  As the Kusanagi fighting style is not designed around throws, this attack is slightly awkward for the Hi No 
  Shinobi, dubbing the technique as Mikansei or "unperfected." The Burster Ninja has a 70% + 2% per 
  experience level chance of knocking his opponent down, causing him to lose initiative and one attack that 
  round.
  Requirements: The Burster has to cast a Fire Eruption and the throw attack must connect.
  Range: Throw range
  Duration: The damage from the throw plus instant flame damage. Due to the amount of concentration needed 
  the flame remains for the duration of the attack only.
  Damage: Depends on the size of the Fire Eruption, up to 2D6 M.D. at the very most (as it takes more 
  concentration to cast an eruption behind oneself out of one's view) in additional to the damage caused by the 
  throw 1D6 S.D.C.
  I.S.P. cost: Just the 10 I.S.P. for the Fire Eruption
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  Attacks cost: 2 attacks must be used, 1 for the Fire Eruption and 1 for the throw. If the throw does not connect, 
  the entire attack fails but still costs 2 attacks.
  SHIN SHIKI - KUSANAGI NO TSURUGI (New Technique - The Big-ass Blade of the Kusanagi): 
  A Burster resourceful enough to acquire a Flaming Sword (from the Rifts Main Book) is able to use this ability in 
  conjunction with the techno-wizard item. However, as techno-wizardry is a recent innovation in Rifts Japan, 
  very few Bursters know of this ability. The Burster uses his Fuel Flame ability to maximize the size the weapon 
  allows, which is essentially double its normal length due to the amount of concentration it takes to use the 
  power while swinging a sword, inflicting twice the normal damage.
  Requirements: The Burster Ninja must be wielding a TW Flaming Sword and has to cast Fuel Flame.
  Range: Usually about 6 ft. (as a typical sword is 3 ft. long)
  Duration: Instant flame damage
  Bonus to strike: an additional + 2 to strike to any other bonuses
  Damage: As the damage is equivalent to the size of the blade, doubling the length of the Flaming Sword should 
  double the damage at around 4D6 x 2 M.D.
  I.S.P. cost: 8 I.S.P. per attack
  Attacks cost: No additional attacks needed
  HI-OUGI URA - OROCHI NAGI (Hidden Technique - Serpent Slayer):
  Of all the Kusanagi techniques, this is the least common; the attack is so difficult, devastating, and damning 
  that only the most experienced of warriors have been taught this technique or were able to develop it on their 
  own. The Burster enters a trance like state to focus his flames into a large wave of fire, relaxing his higher 
  mental functions to create a single fatal attack.
  Requirements: The Burster must concentrate entirely on the attack and will not respond to anything else going 
  on around him. Furthermore, the size of the blast will set nearby combustible materials on fire unintentionally. 
  The difficulty of this technique means that only characters of 7th level or above can learn it.
  Range: 10 feet
  Duration: Instant flame damage
  Damage: 2D4 x 10 M.D.
  I.S.P. cost: 80 I.S.P.
  Attacks cost: 4 attacks
  KIN-OUGI URA - SHOUNETSU JIGOKU (Forbidden Technique - The Lake of Fire): 
  This ability depends on the pyrokinetic relaxing his mental defenses and forsaking his martial discipline to 
  create an uncontrolled version of the Flame Burst, essentially making him an human bomb. As the explosion 
  burns out the oxygen around the pyrokinetic as he is consumed by his own flames, he appears as a fallen 
  angel drowning in his own lake of fire, giving the forbidden technique its name.
  Despite its incredible power, the personal sacrifice needed to use this ability far outweighs its usefulness, 
  leading masters of the Kusanagi-style to ban it. The exhaustion and self-mutilation caused by this attack tests 
  the endurance and pain thresholds of its user who may never fully recover from this trial by fire. As such, this 
  technique will only be used in the most desperate of situations. The Burster Ninja has a 30% chance of 
  knocking his opponent down, causing him to lose initiative and one attack that round.
  Requirements: The Burster must concentrate entirely on the attack and will not respond to anything else going 
  on around him. Furthermore, the size of the blast will set nearby combustible materials on fire unintentionally. 
  The difficulty of this technique means that characters of 10th level or above can learn it. 
  Range: 40 square feet. The intense heat uses the nearby oxygen so quickly that the blast is localized. Note 
  that unlike the other attacks, this forbidden technique damages anything within its perimeter and will even hurt 
  nearby allies.
  Duration: Instant flame damage
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  Damage: 2D4 x 10 M.D. For roleplaying purposes, additional damage and effects may be assigned due to the 
  explosion using up the surrounding oxygen. Keep in mind damage is also assigned to the Burster Ninja.
  I.S.P. cost: 100 I.S.P.
  Attacks cost: 4 attacks
  Additional costs: As the Hi No Shinobi abandons his guard to use this attack, he is vulnerable to it, too. It 
  inflicts the normal 1/10th fire damage. Furthermore, the trauma of this attack forces the Burster Ninja to make a 
  saving throw vs. coma/death. Even if he successfully saves, the pyrokinetic has his attacks and bonuses 
  halved for the next rest of the round.
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  http://www.geocities.com/kuseru/PMAN/Styles/fist_of_white_swan.html
  (Hand to Hand) Fist of the White Swan
  By Marcus Johnson
  Character Bonuses: +1D4 x10 to S.D.C., +3 to P.S., P.E., +5 to P.P., +20 to SPD, and +140 to I.S.P.
  Level Advancement Bonuses
  Level 1: 3 attacks per melee, all tengu powers, +3 to dodge, +2 roll with punch, +2 initiative, +1 to disarm, +3 to 
  maintain balance, +1 to strike, +2 to parry
  Level 2: Drop Kick(1D8 SDC), paired weapons, +1 to initiative, +2 on all back flips
  Level 3: +2 to strike, parry, and dodge, +4 to disarm, +4 to leap dodge
  Level 4: +1 attack per melee, +2D6 to PP, automatic parry
  Level 5: Critical Strike on unmodified 18, 19, or 20 on ALL kick attacks
  Level 6: +2 to pull punch, +1 to leap dodge, +2 to maintain balance
  Level 7: +2 to initiative, tripping/leg hook, Backwards sweep kicks
  Level 8: +2 attacks per melee, +1D4 to PP and PS, Knockout on 18, 19, or 20
  Level 9: +2 to disarm, +1 on all back flips, +4 to cartwheel attack damage, +2 to parry
  Level 10: Axe Kick(2D8 SDC), +4 to initiative, +3 to dodge and parry, + 3 maintain balance
  Level 11: +1 attack per melee, automatic dodge, automatic leap dodge
  Level 12: +4 to leap dodge, +3 to disarm, death blow on 18, 19, or 20
  Level 13: Snap Kick(2D4 SDC), Wheel Kick(2D8 SDC), Double Axe Kick(4D6 SDC)
  Level 14: +1 to pull punch, +2 to dodge, +3 to strike
  Level 15: +3 attacks per melee, +2D6 to strike, parry, and dodge
  Abilities of all trainees: Able to hit object( within 10ft[16m]) without using hands or feet. Uses air pressure to 
  make contact with object. Does same amount of damage as normal hitting. Can also create their own 
  techniques. The techniques must involve hidden throwing weapons. Each will cost no ISP seeing how that they 
  are physical techniques and not spiritual. 
   
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  Martial Art Styles G
  Martial Art Styles G 
  Name
  Game
  Application Country
  Author
  Ganritsu Ryu Shurikenjutsu
  N&S
  Conversion Japan
  Kuseru
  Gatka
  N&S
  Conversion
  India
  Hengest
  Gen Kuei Do
  N&S
  Fiction
  China
  Gabriel#
  Gensei Ryu Karate
  N&S
  Conversion
  Japan
  Kuseru
  Giant Grizzly Kung Fu
  AtB
  Fiction
  United States
  Big Red
  Goju-Ryu Karate
  N&S
  Conversion
  Japan
  Lee Casebolt
  Goju-Ryu Karate
  N&S
  Conversion 
  Japan
  Kuseru
  Goju Kai Karate-Do 
  N&S
  Conversion
  Japan
  Mantisking
  Goshinjustu
  N&S
  Conversion
  Japan
  Kuseru
  Guardan
  N&S
  Fiction
  Unknown
  Chris Gileppa
  Gunmaster
  Rifts
  Fiction
  NA
  Brett Hegr
  Number of Styles: 11
   
   
   
   
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  Hand to Hand: Martial Arts ( Aikido )
  Ganritsu Ryu Shurikenjutsu
  By Kuseru
  Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions. 
  Skill Cost: 7 Years (4 Years as a Secondary Martial Art Style).
  Ganritsu Ryu Shurikenjutsu is one of the earliest schools of throwing weapons in Japan. This 
  school was founded by a professional swordsman in service of the 18th lord of Matsuhiro in 
  Kanei, Matsubayashi Henyasai, around 1624. This style paved the way for Katono, or Izu Ryu, 
  founded by a samurai of Sendai, called Fujita Hirohide of Katono (aka Katono Izu), who was a 
  student of Mastubayashi. He pioneered the use of a throwing needle, about ten centimeters in 
  length and weighing about twenty grams, several of which he wore in his hair. The needle was 
  held between the middle and forefinger, and thrown like a modern dart into the eyes of an 
  attacker. It was said that he could throw two needles at a time at a picture of a horse, hitting 
  each hoof in turn.
  Training in Ganritsu Ryu can be found in Japan.
  Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
  Stance: When facing opponent with swords, with one foot forward and the other back, arms 
  extended forward and holding sword in a two-handed grip. When performing throwing attacks, 
  Upright, legs shoulder width apart, hands held loosely depending on the location/availability of 
  throwing objects. When performing throwing attacks, Upright, legs shoulder width apart, hands 
  held loosely depending on the location/availability of throwing objects.
  CHARACTER BONUSES
  Add 10 to CHI 
  Add +2 to M.E. 
  Add +2 to P.P. 
  Add +1 to P.E.
  COMBAT SKILLS
  Attacks per Melee: Four (4) hand to hand attacks or Three (3) thrown weapon attacks.
  Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance. 
  Basic Defensive Moves: Dodge, Parry, Automatic Parry.
  Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Power 
  Block/Parry, Automatic Roll, Breakfall.
  Hand Attacks: Strike (Punch).
  Basic Foot Attacks: Kick Attack, Backward Sweep.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Death Blow, Strike/Throw (This is a special dual attack where the character 
  can strike one target using one of the hand attacks while simultaneously throwing a held 
  weapon at another target. The character has no bonuses or penalties for this dual strike), , 
  Combination Strike/Parry, Multiple Throw (similar to Thai Boxing's Lightning Form Kata, this 
  attack allows the character to throw a number of weapons of the same type, equal to his 
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  Hand to Hand: Martial Arts ( Aikido )
  number of attacks, in the first action of the melee. The character must have initiative, cannot 
  perform any other attacks for the rest of the melee, and can only throw at multiple targets if they 
  are standing close together (withing five feet of one another).), Forearm.
  Weapon Kata (Select two): W.P. Katana, W.P.Wakizashi, W.P. Daisho (Paired), W.P. Bokken, 
  W.P. Thrown.
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of two (2) Powers from among Body Hardening Exercises 
  and Martial Art Techniques. If desired, any number of Powers can be traded, one-for-one, for 
  any Basic Skill Program (excluding physical). 
  Languages: Japanese.
  Weapon Proficiencies: W.P. Katana, W.P. Wakizashi, W.P. Daisho (Paired), W.P. Bokken, 
  W.P. Thrown.
  Philosophical Training: Zen Buddhism.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Kinzoku Shurikenjutsu (2 years), Enmei Shurikenjutsu (3 years), or Zanji Shinjinken Ryu (4 
  years).
  LEVEL ADVANCEMENT BONUSES
  1st + 2 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike or Knockout 
  from Behind.
  2nd + 2 to Parry, + 1 to Maintain Balance.
  3rd + 1 Attack per Melee (both hand to hand and thrown), Select One (1) Additional Martial Art 
  Power from Body Hardening, or Special Kata, or Chi Mastery.
  4th + 2 to Strike, +1 to Initiative.
  5th + 1 Attack per Melee (both hand to hand and thrown), Critical Strike on Natural 18, 19, 
  or20.
  6th + 1 to Roll with Punch/Fall/Impact, Knock-Out/Stun on Natural 19 or 20.
  7th +1 to Strike, Select One (1) Additional Martial Art Power from Chi Mastery, or Body 
  Hardening, or Special Kata.
  8th + 1 Attack per Melee (thrown only), + 1 to Maintain Balance.
  9th Any small found objects not usually considered a weapon (anything which could be 
  conceivably thrown-GMs, use your judgement) becomes a 1D4 damage weapon when thrown.
  10th + 1 Attack per Melee (both hand to hand and thrown), + 1 to Strike.
  11th + 2 to Parry, Select One (1) Additional Martial Art Power from Chi Mastery, or Body 
  Hardening, or Special Kata.
  12th + 1 to Roll with Punch/Fall/Impact, + 1 to Maintain Balance, +1 to Initiative.
  13th + 1 Attack per Melee (both hand to hand and thrown).
  14th + 2 to Dodge, Death Blow on roll of Natural 20.
  15th + 1 Attack per Melee (thrown only), Add One (1) Zenjorike Power.
  Why Study Ganritsu Ryu Shurikenjutsu?
  A deadly martial art that has the single disadvantage of being dependent on a combination of 
  ranged and melee weapon attacks for effective combat.
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  Hand to Hand: Martial Arts ( Aikido )
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  http://www.geocities.com/kuseru/PMAN/Styles/gensei_ryu_karate.htm
  Gensei Ryu Karate
  By Kuseru
  Entrance Requirements: None.
  Skill Cost: 9 Years (5 Years as a Secondary Martial Art Style). 
  Gensei Ryu Karate finds it's roots in the type of Okinawa karate called Shuri-Te. Takemura 
  created a version of Kushanku Kata which is still practiced in Gensei Ryu Karate today. 
  Besides Shuri-Te he also came to learn Kobudo (weapons training); particularly the Sai and Bo 
  were emphasized. 
  Special Note! Kobujutsu is a style designed to work with many forms of Karate (particularly 
  Goju-Ryu, Shorin-Ryu, Uechi Ryu, Isshin-Ryu, Gensei Ryu, Chito Ryu, Shorei Ryu, and Te, but 
  not Shotokan, Wado Ryu, Shorinji-Ryu, Kyokushin, Shito Ryu, or Taido). When a character has 
  one of the listed Karate styles and Kobujutsu, then all the attacks per melee, bonuses, abilities, 
  and powers of that form of Karate are used in wielding weapons, weapon proficiencies, and 
  weapon kata of Kobujutus. Any martial art powers and abilities from Kobujutsu are used with 
  that style of Karate.
  Costume: Karate gi
  Stance: Right leg bent out to the right and slightly forward, left leg at a right angle, with the 
  knee bent out to the back. Right arm extended and curved back, left arm back and curved up 
  and forward.
  CHARACTER BONUSES
  Add +1 to M.A.
  Add +1 to P.S.
  Add +1 to P.P.
  Add +4 to Spd.
  Add +10 to Chi
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Back Flip.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Breakfall.
  Hand Attacks: Punch, Backhand, Rotary Palm Strike, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Wheel Kick, Reverse Turning Kick.
  Jumping Foot Attacks: Jump Kick, Flying Reverse Turning Kick.
  Special Attacks: Death Blow, Leap, Body Flip/Throw.
  Holds/Locks: None.
  Weapon Kata: W.P. Bo staff, W.P. Sai.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from among Special Kata or Martial Art 
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  Techniques.
  Language: Japanese.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Chito Ryu Karate (4 Years), Goju Ryu Karate (3 Years), Isshin Ryu Karate (4 
  Years), Kobujutsu (2 Years), Shorei Ryu Karate (4 Years), Shorin-Ryu Karate (5 Years), Te (3 
  Years), or Uechi Ryu Karate (6 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Roll with Punch/Fall/Impact.
  2nd: +1 to Strike, +2 to Back Flip.
  3rd: +1 to Body Flip/Throw (2D6 damage), +2 to Maintain Balance.
  4th: Knockout/Stun on a Natural 19 or 20.
  5th: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques.
  6th: +1 to Back Flip, +1 to Parry/Dodge.
  7th: +1 Attack per Melee, +1 Body Flip/Throw.
  8th: +1 to Maintain Balance.
  9th: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques.
  10th: +1 to Back Flip, +1 to Parry/Dodge.
  11th: +1 Attack per Melee.
  12th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
  13th: Critical Strike on a Natural 19 or 20, +1 to Maintain Balance.
  14th: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques.
  15th: +1 Attack per Melee, Select one Zenjorike.
  WHY STUDY Gensei Ryu Karate?
  A well rounded martial art for that has weapons, unarmed strikes, and spiritual skills, Gensei 
  Ryu Karate is neither outstanding nor underpowered.
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  http://www.geocities.com/kuseru/PMAN/Styles/giant_grizzly_kungfu.htm
  Giant Grizzly Kung Fu
  By Big Red
  Entrance Requirements: Character must be at least Size Level 15, with a P.S. of 18, and a 
  P.E. of 12. Also, the character must have at least partial Bipedal Stance and Hands. Humans 
  may also learn this form, but in addition to the other requirements, must be at least 6' 4" and 
  over 400 lbs.
  Skill Cost: 4 Years of study.
  This form was developed by a large, mutant grizzly bear named Adam. Seeking to learn a style 
  of fighting, he was frustrated by everything he tried. None of the forms were well suited to his 
  tastes. He had difficulty learning many of the moves because few students were willing to spar 
  with him, and he soon found that in real-world situations, he was often singled out and was 
  often facing five or six opponents at once. True combat situations for him were never one-on-
  one. Adam sought to develop his own form which would focus on multiple attackers, group 
  attacks, and would be appropriate for practitioners of his size. Study and practice involve facing 
  multiple attackers, and a punishing regimen of workouts and body-strengthening exercises.
  Costume: No official Costume, although practitioners generally prefer loose-fitting clothes.
  Stance: The Grizzly form's stance is facing forward, feet shoulder-width apart, knees slightly 
  bent, shoulders back, with hands open, slightly above waist-level.
  Character Bonuses
  Add +6 to P.S.
  Add +4 to P.E.
  Add 50 to S.D.C.
  Natural A.R. of 6, or +2 to existing A.R.
  Combat Skills
  Attacks per Melee: 1
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Crush (SP.E.CIAL! Character 
  falls or jumps on opponent, attempting to crush them with his body weight and thereby break 
  their hold. Does 4D6 S.D.C. for characters 400-600 lbs, 6D6 for characters 600-900 lbs, 
  1D4x10 + 10 for characters 900-1500 lbs, and 2D4 x 10 for characters 1500 lbs and higher. 
  Treat as an attempt to break a hold. Character gets to add his Crush bonus, and his P.S. bonus 
  to the roll), Overpower (Special! This is simply an attempt to break a hold through sheer 
  strength. Treat as an attempt to break a hold, but add in the character's P.S. bonus to his roll, 
  with an additional bonus of +1 for every 5 P.S. points that the character has over his opponent).
  Basic Defense Moves: Dodge, Parry.
  Advanced Defense Moves: Power Block/Parry (does damage!), Absorb Impact (Special! The 
  character attempts to step into and absorb the brunt of all attacks directed against him for the 
  duration of the melee. The character must have the initiative, and can perform no other actions 
  this melee. The character gets a +2 to his A.R., and all attacks that strike do 25% less damage 
  than normal. The goal of this is to draw his opponents in for a Group Throw (see below)).
  Hand Attacks: Punch, Power Punch.
  Foot Attacks: Stomp (Special! Opponent must be prone, or 8 Size Levels smaller than the 
  character. The character simply lifts his foot and stomps on his opponent. This attack is -2 to 
  Strike against opponents who are on their feet. Damage is the same as for Crush, but with P.S. 
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  bonus added in), Boot (Special! Not actually a kick, but more of running your foot into your 
  opponent. Does 2D4+2 S.D.C., plus P.S. bonus).
  Jumping Foot Attacks: None
  Special Attacks: Body Flip/Throw (does 2D6 damage), Body Block/Tackle (does 2D4 damage, 
  plus P.S. bonuses), Group Tackle (Special! The character attempts to tackle an entire group of 
  opponents. The character can attempt to tackle a number of opponents equal to half his Size 
  Level, rounding down. The opponents must be close together, and the character rolls only once 
  for this attack, adding in bonuses to Body Block/Tackle. Damage is 1D4, plus one-quarter the 
  character's P.S. bonus), Throw (Special! Unlike the body throw, the character is simply 
  scooping bodies up and tossing them out of his way. This is very effective for making your way 
  through large mobs or crowds. Thrown characters go 1D4 feet, plus 1D4 feet for every 10 P.S. 
  points over 20. Victims take 1D6 S.D.C. per ten feet thrown. The character can choose to pull 
  his punch on this attack. If so, opponents are knocked 1D4 feet out of the way, and take no 
  damage.), Power Throw (Special! The character simply grabs an opponent and hurls them as 
  far as he can. See the Heroes Unlimited GM Guide for distances and damages), Double Axe-
  Handle (Special! This is a devastating attack wherein the character balls his fists together, lifts 
  them over his head, and brings them crashing down on his opponent. Damage is 2D6 plus P.S. 
  bonus, and the character is knocked down. Opponents may attempt to Maintain Balance. 
  Counts as two attacks.), Roundhouse Punch (Special! This is an attempt to strike several 
  opponents with one blow. The character winds up and lets go with everything he has, 
  potentially striking everyone within range (a radius of half the character's height). This counts 
  as four attacks, and must be the character's first attack of the melee. The character must also 
  have initiative. Damage is 2D6 S.D.C. plus P.S. bonuses. The character rolls once to Strike, 
  and all characters within range (including teammates) must roll to Dodge to avoid being hit (no 
  parries!)), Battering (Special! This attack can only be used after the character has successfully 
  applied a Face Grab to an opponent, and has held it for one melee. The character is then able 
  to use the opponent as a weapon! Only basic Hand Attacks are available. The opponent in the 
  Face Grab takes the same amount of damage as is inflicted on opponents against whom he is 
  used as a weapon. This is in addition to the damage he takes from the Face Grab. While using 
  the Battering attack, the character's Attacks per Melee are reduced by half.), Group Throw 
  (Special! This impressive attack can only be done when the character is completely surrounded 
  or covered by opponents. Generally this only happens after he has utilized the Absorb Impact 
  defense. The character waits until his opponents has piled on or surrounded him, then 
  explodes in a massive attack that sends them flying. The character basically explodes into a 
  fully erect position, throwing his arms upwards. This sends all surrounding opponents (must be 
  right next to or on top of the character) flying 3D4 feet, +1 foot for every 2 P.S. points over 40. 
  This counts as two attacks. Damage is 1D6 S.D.C. to all affected opponents. Opponents are 
  knocked down, losing the initiative, and losing the next melee attack/action. The character can 
  only affect a number of opponents equal to or less than his Size Level. Also, if the combined 
  strength of the opponents is equal or greater to fifteen times the character's strength, he will not 
  be able to perform this attack).
  Holds/Locks: Choke/Face Grab (Special! This is a hold that involves either grabbing an 
  opponents throat, or their entire face. To do the Face Grab, the opponent must be at least 2 
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  Size Levels smaller than the character. The character uses his P.S. bonus instead of his P.P. 
  bonus when determining attempts to break the hold. Once the character has his opponent in a 
  Face Grab, he may attempt a Battering attack (see above). Damage from the Choke is 1D6 
  S.D.C. per melee, and damage from the Face Grab is 2D4 S.D.C. per melee).
  NOTE: For all above attacks marked "Special!", the character receives no bonuses to Strike 
  except for those specifically gained from Level Advancement. The only exceptions are the 
  Crush attack, and Battering. Crush receives its own bonuses, and Battering attacks are the 
  same as normal attacks, with normal bonuses to strike.
  Weapon Kata: None.
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
  Skills Included in Training
  Martial Art Powers: Select one power from Body Hardening Techniques.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Sumo (4 years).
  Level Advancement Bonuses
  1st: +4 to Damage, +2 to Roll with Punch/Fall/Impact, +1 to Parry, Critical Strike on a Natural 
  20, Knockout on Natural 19 or 20.
  2nd: +2 to Crush, +2 to Strike with all Special Attacks, +1 to Dodge.
  3rd: +1 to Strike, +3 to Maintain Balance, +2 to Body Flip/Throw, Knockout on Natural 18-20.
  4th: +2 to Strike with all Special Attacks, +1 to Parry, + 1 Attack Per Melee.
  5th: +2 to Crush, +2 to Roll with Punch/Fall/Impact, +2 to Damage, +1 to A.R.
  6th: +1 to Dodge, Select One (1) Additional Martial Art Power from Body Hardening.
  7th: +2 to Body Flip/Throw, +1 Attack Per Melee, Knockout on Natural 16-20.
  8th: +1 to Parry, +1 to Strike, +2 to Strike with Special Attacks, +1 to A.R.
  9th: +2 to Crush, +2 Roll with Punch/Fall/Impact, +2 to Damage.
  10th: +2 to Maintain Balance, +2 to Maintain Balance, +1 Attack Per Melee.
  11th: +2 to Strike with Special Attacks, +1 to Parry, +1 to A.R.
  12th: +2 to Roll with Punch/Fall/Impact, +2 to Damage, +1 to Strike, Critical Strike on a Natural 
  17-20.
  13th: +2 to Crush, +2 to Maintain Balance, +1 Attack Per Melee, +1 to A.R.
  14th: +1 to Strike, +1 to Dodge, Select One (1) Additional Martial Art Power from Body 
  Hardening.
  15th: +2 to Strike with all Special Attacks, +2 to Damage, +2 to Maintain Balance, Knockout on 
  a Natural 15-20.
  Why Study Giant Grizzly Kung Fu?
  This is the perfect form for massive, mutated creatures. It allows them to use their size to their 
  advantage and tackle numerous foes at the same time. While weak on individual combat and 
  defense, and entirely lacking in internal skills, it's perfect for monstrous characters who have to 
  face multiple opponents regularly.
  **********************
  While some may say this is a bit on the Munchkin side, I personally think it fits well with a 12 
  foot tall, 1500 lb mutant bear. They'd fight a little different than a 5'6", 170lb human, and that's 
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  http://www.geocities.com/kuseru/PMAN/Styles/giant_grizzly_kungfu.htm
  what I was going for here. My next entry is designed for less imposing characters. 
  http://www.geocities.com/kuseru/PMAN/Styles/giant_grizzly_kungfu.htm (4 of 4) [1/4/2003 9:35:35 PM]
  
  Goju-Ryu Karate
  Another art that I don't study. Any karate students feel free to correct me, the rest of you can debate in 
  ignorance (like me!). :) Limited background in this; I just don't know that much.
  GOJU-RYU KARATE
  by
  Lee Casebolt
  Goju-Ryu Karate
  Entrance Requirements: None
  Skill Cost: 8 years (5 as a secondary martial art)
  Goju-Ryu karate is a modern descendant of Okinawan Naha-Te (itself a derivative of the Chinese Shao 
  Lin style). Heavy emphasis is placed on solid stances and generating power. Very much a traditional 
  style, stressing strong punching and limited kicking techniques. Most training is done in kata form, with 
  sparring reserved for advanced students.
  Costume: Standard karate outfit
  Stance: Feet a shoulder's width apart, both knees slightly bent, forward hand extended at navel level, and 
  rear hand tightly back at waist. Fists tightly clenched.
  CHARACTER BONUSES
  +2 PS
  +1 PE
  +15 SDC
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Advanced Defenses: Power Block/Parry
  Hand Attacks: Strike (punch), Knife Hand, Palm Strike, Fore-Knuckle Fist, Double Knuckle Fist. Duo-
  Fist Strike, Backhand, Hook Punch (Special! A curving punch, usually aimed at the temple, jaw, or ribs. 
  Does 1d6 damage)
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Elbow, Forearm, Knee
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select two from among Body Hardening Exercises, Martial Arts Techniques, and 
  Special Katas. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one 
  basis, as desired.
  Language: Japanese (Okinawan dialect)
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  Goju-Ryu Karate
  Philosophical Training: Zen
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: 
  Kyokushinkai Karate (4 years), Shao-lin Kung Fu (6 years), or Te (3 years).
  LEVEL ADVANCEMENT BONUSES
  1st - +2 to Roll with Punch/Fall/Impact, +2 to Damage, Critical Strike from Behind
  2nd - +2 to Parry/Dodge, +1 to Strike
  3rd - +1 Attack per melee
  4th - +2 to Roll with Punch/Fall/Impact, +1 to Strike
  5th - Select one additional martial arts power from the list above
  6th - +1 to Damage, +2 to Maintain Balance
  7th - +1 Attack per Melee
  8th - +1 to Strike, +1 to Parry/Dodge
  9th - Critical Strike on Natural 18, 19, or 20
  10th - Select one additional martial arts power from the list above
  11th - +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
  12th - +1 Attack per Melee
  13th - Knock-Out/Stun on Natural 18, 19, or 20
  14th - Death Blow on Natural 20
  15th - Select one additional martial arts power from the list above
  WHY STUDY GOJU-RYU KARATE? A strong style, emphasizing striking power and generating force 
  over all else.
  Lee Casebolt
  "The opprobrium of assholes is a badge of honor" - Norman Spinrad
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  http://www.geocities.com/kuseru/PMAN/Styles/goju_ryu3.htm
  Goju Ryu Karate
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10. 
  Skill Cost: 7 Years (5 Years as a Secondary Martial Art Style).
  Goju Ryu is a close-range infighting system of self-defense, characterized by circular blocks, 
  joint manipulations and kicking techniques to lower body targets. Dynamic tension and 
  breathing are major elements in its training, incorporated in many of the kata. Chojun Miyagi is 
  known as the founder of Goju Ryu. He trained many years with his teacher Kanryo Higaonna 
  (the founder of Naha-te) and became his top student. After the death of his teacher he traveled 
  to China to further his knowledge of the martial arts. Upon his return he renamed his style of 
  Okinawan Te and developed it over the next two decades. Goju Ryu Karate was the first style 
  of karate to have a name other than the city in which it originated. Miyagi Chojun named his art 
  "Goju-Ryu" meaning "Hard and Soft" after a poem of the eight principles of Chinese Chuan Fa 
  which came from the ancient White Crane text "Bubishi" (Wu Bei Zhi in Chinese). Goju Ryu is 
  recognized worldwide by a clenched fist modeled after the right fist of its founder Chojun 
  Miyagi.
  Special Note! Kobujutsu is a style designed to work with many forms of Karate (particularly 
  Goju-Ryu, Shorin-Ryu, Uechi Ryu, Isshin-Ryu, Gensei Ryu, Chito Ryu, Shorei Ryu, and Te, but 
  not Shotokan, Wado Ryu, Shorinji-Ryu, Kyokushin, Shito Ryu, or Taido). When a character has 
  one of the listed Karate styles and Kobujutsu, then all the attacks per melee, bonuses, abilities, 
  and powers of that form of Karate are used in wielding weapons, weapon proficiencies, and 
  weapon kata of Kobujutus. Any martial art powers and abilities from Kobujutsu are used with 
  that style of Karate.
  Costume: Karate gi with the symbol of the clenched fist on the back and front.
  Stance: heisoku-dachi (ready stance) - Feet together, legs straight and relaxed.
  CHARACTER BONUSES:
  Add +1 to P.S.
  Add +2 to P.E.
  Add +2 to Spd.
  Add +10 S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Automatic Roll, Breakfall, Circular Parry.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand, Fore Knuckle Fist, Fingertip Attack.
  Foot Attacks: Kick, Backward Sweep, Snap Kick, Roundhouse Kick, Tripping/Leg Hook.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Forearm, Elbow.
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  Holds/Locks: Joint Lock.
  Weapon Kata: None.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from among Martial Art Techniques or 
  Special Kata.
  Other Skills: None.
  Language: Japanese.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Chito Ryu Karate (4 Years), Gensei Ryu Karate (3 Years), Isshin-Ryu Karate (4 
  Years), Kobujutsu (2 Years), Shorei Ryu Karate (4 Years), Shorin Ryu Karate (5 Years), Te (3 
  Years), or Uechi Ryu Karate (6 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike.
  2nd: +1 Attack Per Melee.
  3rd: +1 to Damage, Select One (1) additional Martial Art Power from Martial Art Techniques or 
  Special Kata.
  4th: +2 to Roll with Punch/Fall/Impact
  5th: +1 Attack Per Melee, Knock-Out Tun on a Natural 20.
  6th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20. 
  7th: Select One (1) additional Martial Art Power from Martial Art Techniques or Special Kata.
  8th: +1 Attack Per Melee.
  9th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
  10th: +1 to Parry/Dodge.
  11th: +1 Attack Per Melee.
  12th: +1 to Strike.
  13th: +1 to Roll with Punch/Fall/Impact, Select One (1) additional Martial Art Power from Martial 
  Art Techniques or Special Kata.
  14th: +1 Attack Per Melee, +1 to Parry/Dodge.
  15th: Select One (1) additional Martial Art Power from Martial Art Techniques or Special Kata.
  WHY STUDY Goju Ryu Karate?
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  http://www.geocities.com/kuseru/PMAN/Styles/goju_kai_karatedo.htm
  Goju Kai Karate-Do (Hard/Soft System of the Way of the Empty Hand)
  By Ray Bull <mailto:Mantisking@aol.com>
  Entrance Requirements: None
  Skill Cost: 8 Years (Primary), 5 Years (Secondary)
  Goju Kai Karate Do is an offshoot of Goju Ryu Karate Do. As it stands Goju Kai could be called 
  "old school"Goju Ryu. The reason behind this is the fact that a former student of Chojun Miyagi, 
  the founder of Goju Ryu, left the school after Miyagi had begun to change the art. This student, 
  Gojen Yamaguchi, felt that the martial art that he had learned was meant to be unchanged. 
  After years of teaching around Japan, and a year long stay in a Russian prison camp during 
  World War Two, Yamaguchi finally made the decision to open his own school. Preceding this 
  decision were hours of discussion with Shinto priests, days of fasting, and hours of meditation -- 
  sometimes under extreme conditions. Yamaguchi's dojo opened in 1948. Since then Goju Kai 
  has spread throughout Japan and the world, along with the other schools of Karate Do. 
  Combat for Goju kai students is a close quarters affair. Flowing from hard techniques to soft 
  techniques, attack to defense and back again, karateka of this style quickly adapt to whatever 
  situation they might face.
  Costume: Standard Karate Gi
  Stance: Sanchin Dachi (Hourglass Stance)
  CHARACTER BONUSES
  Add 5 to Chi
  Add 1 to P.S.
  Add 1 to Spd.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: Three (3)
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Powerblock/Parry, Combination Parry/Attack
  Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Spear Hand, Ridge Hand, Back Hand, 
  Claw Hand, Hammerfist, Power Punch, Fingertip Strike
  Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick
  Special Attacks: Knee, Elbow, Deathblow
  Holds/Locks: Arm Hold, Elbow Lock
  Special Kata: Sanchin Kata (Three Battles Form): Sanchin is a defensive kata that changes it's 
  application as the Goju stylist gains experience with it. From levels 1 to 5 the character gains a 
  +1 to Powerblock/Parry and +1 to Parry/Strike (Punch). From levels 6 to 10 it acts a Body 
  Hardening Exercise: Chi Gung (Starting at level 1 of Chi Gung and progressing to level 5.). 
  From levels 11 to 15 it acts as Martial Arts Technique: Ti Chi Kung.
  Modifiers to Attacks: Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
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  Knockout/Stun from Behind, Pull Punch
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receive Body Hardening Exercise: Sangeiko/Shochugeiko. 
  Select a total of two (2) Powers from Atemi Abilities, Body Hardening Exercises, and Special 
  Kata.
  Languages: Japanese
  Physical: Body Building
  Survival: Wilderness Survival, Fasting
  Philosophical Training: Shinto
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Goju Ryu (Years), Kyokushinkai (Years), Te (Years), Uechi Ryu Karate-Do (Years)
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20, 
  Critical Strike or Knockout/Stun from Behind
  2nd: +1 Attack per Melee, +2 to Damage
  3rd: +2 to Strike, +1 to Roll with Punch/Fall/Impact
  4th: +1 to Damage, Select one (1) Martial Art power from Atemi Abilities, Body Hardening 
  Exercises, or Special Kata
  5th: +1 Attack per Melee, Knockout/Stun on a Natural 20
  6th: +1 to Strike, Critical Strike on a Natural 19+
  7th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
  8th: +1 Attack per Melee, Select one (1) Martial Art power from Atemi Abilities, Body Hardening 
  Exercises, or Special Kata
  9th: +1 to Strike, Knockout/Stun on a Natural 19+
  10th: +1 to Damage, +1 to Parry/Dodge
  11th: +1 Attack per Melee, Deathblow on a Natural 20
  12th: +1 to Damage, +1 to Roll with Punch/Fall/Impact
  13th: Critical Strike on a Natural 18+, Double Existing Chi
  14th: +1 Attack per Melee, Select one (1) Martial Art power from Atemi Abilities, Chi Mastery, 
  or Special Kata
  15th: +2 to Damage, +1 to Parry/Dodge
  Why Study GOJU KAI KARATE-DO?
  A simple, straight forward, and hard hitting style of karate.
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  http://www.geocities.com/kuseru/PMAN/Styles/goshinjutsu.htm
  Goshinjustu
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.S.: 10 and P.P.: 8.
  Skill Cost: 9 Years (6 Years as a Secondary Martial Art Style). 
  Goshinjutsu-ryu is somewhat related to the Shito Ryu family of systems, but it was very much 
  affected by both Southern Chinese styles and even some Indonesian Pentjak, in a roundabout 
  fashion. Also, Goshinjutsu is related to the Goshin Ryu Aikijutsu system, and a lot of the bunkai 
  of the kata are descended from Kumi Uchi and Aikijutsu techniques, especially the Kansetsu 
  Waza. Goshinjutsu uses angular footwork, and circular body dynamics, with emphasis on hip 
  rotation in evasion and striking. Both the "snapping" hip rotation familiar to Shotokan stylists , 
  and the floating/flowing hip motion more familiar to Okinawan styles, especially those 
  influenced by Chinese technique, are used. Most Goshinjutsu stylists use the curled fist*, not 
  the vertical fist of Isshin styles, nor the trapped index finger as found in Oshima's Shotokan and 
  some of the Shobayashi Shorin schools. Most of the bunkai of Goshinjutsu forms and the waza 
  contain much more kansetsu (joint leverage striking and manipulation ) waza than found in 
  most karate ryu. Also common to Goshinjutsu is the use of happo no sabaki, or eight directions 
  of movement, probably taken from the Goshinryu Aikijutsu in which tai sabaki moves in a radial 
  manner from the center of the attack at eight directions, both forward and back. Striking is 
  Dakentaijutsu style, in which sharp series of blows are used both to incapacitate and to do 
  structural damage by using the body's reaction to the previous strike. Kata tend to be variable 
  in speed, and use the kihon no sabaki.
  Costume: None, street clothes are preferred.
  Stance: "Shiko-dachi"(straddle stance) is a stance similar to that the sumo wrestlers assume 
  when they face off with each other before they put their knuckles to the ground. Feet spread 
  approximately two shoulder-widths apart, toes pointed outward at 45º. Weight distributed 
  evenly over both legs. Knees bent deeply and pulled back as far as possible. Torso erect. 
  Lower legs/shins approximately vertical.
  CHARACTER BONUSES
  Add +3 to P.S.
  Add +1 to P.P.
  Add +2 to Spd.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Power Block/Parry, Combination Parry/Attack, Automatic Roll, Breakfall.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Fore Knuckle Fist, Backhand, Duo Fist Strike, 
  Curled Fist (Special: The curled fist is special form of the Duo Knuckle Fist formed by curling 
  the tips of the fingers into the palm as if holding a roll of pennies with the being held by the 
  thumb and the ring and little fingers kept loose. On impact the fist is squeezed and rotated to 
  the horizontal so that the first two knuckles strike. Damage is 2D4).
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  http://www.geocities.com/kuseru/PMAN/Styles/goshinjutsu.htm
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Wheel Kick, Crescent Kick, Roundhouse 
  Kick, Reverse Turning Kick, Drop Kick.
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee, 
  Elbow, Forearm, Combination Grab/Attack, Combination Strike/Parry.
  Holds/Locks: Arm Hold, Wrist Lock, Elbow Lock.
  Weapon Kata: None.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from among Body Hardening, Special 
  Kata, or Martial Art Techniques.
  Language: Japanese.
  Philosophical Training: Jodo Pure Land Buddhism.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Pentjak Silat (4 Years), Shito Ryu Karate (3 Years), Shotokan Ryu Karate (5 
  Years), or Te (3 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Maintain Balance, Death Blow on a Natural 20.
  2nd: +2 to Roll with Punch/Fall/Impact, +1 to Strike.
  3rd: +1 Attack per Melee, +2 to Damage.
  4th: +2 to Parry/Dodge, Critical Strike on Natural 19 or 20.
  5th: +1 to Maintain Balance.
  6th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
  7th: +1 Attack per Melee, Select one additional Martial Arts Power from Body Hardening, 
  Special Kata, or Martial Art Techniques.
  8th: +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better.
  9th: +1 Attack per Melee, +1 to Maintain Balance.
  10th: +1 to Roll with Punch/Fall/Impact
  11th: +1 to Damage.
  12th: +1 to Parry/Dodge, +1 to Maintain Balance.
  13th: +1 Attack per Melee, +1 to Strike.
  14th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
  15th: Select one additional Martial Arts Power from Body Hardening, Special Kata, or Martial 
  Art Techniques.
  WHY STUDY Goshinjutsu?
  A hard striking combat art, Goshinjutsu is weak with weapons and multiple attackers but can 
  hold its own.
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  http://www.geocities.com/kuseru/PMAN/Styles/guardan.html
  Guardan
  By Chris Gileppa 
  Due to extensive training blocking is done automatically (don't use an attack) and can be used against 
  any number of attacks both high and low (high uses arms, low uses legs). A successful block means the 
  character takes no damage, and a failed block means the character takes half damage. Maintaining balance is 
  the other major focus of training, is done automatically, and halves the penalties suffered from knockdown. 
  Additionally the character can do the splits or kick directly overhead and can jump half his height straight up or 
  his height and a half lengthwise, double these amounts with a run up.
  Alignment Restriction: Only good alignments can learn this art, as the techniques are based on the art of 
  defence.
  O.C.C. Restriction: Dedicated martial artists only
  Skill Cost: Counts as an advanced Mystic Martial arts from Ninjas & Superspies. It is rarely taught to anyone, 
  although there have been those who were able to learn the art due to their natural aptitude for HTH combat.
  Costs four more 'other' skills than Hand to Hand: Martial Arts and four secondary skills. Counts as eight 
  secondary skills, or two skills from the physical skills programs and four secondary skills. It cannot be learned 
  as a secondary form and generic purposes takes 15 years to learn at base level and a lifetime to master. Can 
  be used in Rifts, and Hero's Unlimited. Not suggested for a medieval type setting, or Nightbane.
  Attribute Requirements: M.E. 12, P.S. 10, P.P. 12, P.E. 12, Spd. 12
  Limitations: The only armour that can be worn are arm/leg guards and bracers, nothing else. The only 
  weapons that can be used are ancient weapons. Large, bulky or overweight/sized characters are never taught 
  this form of HTH combat. The character prefers to use light and maneuverable vehicles that are quick and 
  responsive. You'll never see a practitioner of this art driving a heavily armour APC, tank, GB etc. However 
  lighter vehicles, aircraft etc are acceptable.
  Techniques known at 1st level: Guardan special mystic martial arts powers, Autoparry, block high/low, 
  backflip, backhand, body flip/throw, breakfall, elbow/knee strike (1d6), forearm, headbutt, karate kick (2d4), 
  maintain balance, palm strike (2d4), pull punch, roll with punch/fall/impact, trapping, escaping, and the usual 
  strike/parry/dodge.
  Weapon Bonuses and Techniques:Additional +2 to block/parry with arm/leg guards. Simultaneous striking 
  and parrying with arm/leg guards.
  Bonuses: +2d6 S.D.C., +1d4 M.E., +2 P.P., +2 P.E.
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 attacks, +1 to block/parry/dodge, +1 to maintain balance, +1 to roll with punch/fall/impact and +1 to 
  trap/escape.
  Level 2: Roundhouse kick (3d6), +1 to pull strike (palm strike, elbow/knee strike), +1 to strike.
  Level 3: +1 attack, Backward Sweep Kick Only used on opponents behind character, does no damage, but 
  cannot be parried (can be dodged but is -2 to do so). Penalties are the same as body flip/throw. Add +1 to 
  block/parry/dodge.
  Level 4: Autododge, +1 to maintain balance, +1 to roll with punch/fall/impact.
  Level 5: Power elbow/knee (1d6 +PS bonuses, counts as 2 attacks), +1 to pull strike, +1 to strike, +1 to 
  trap/escape.
  Level 6: Counter movement, +1 to block/parry/dodge.
  Level 7: +1 attack, Aerial Stomp, +1 to maintain balance, +1 to roll.
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  http://www.geocities.com/kuseru/PMAN/Styles/guardan.html
  Level 8: Jump kick (critical strike, 3d6x2), +1 to breakfall.
  Level 9: Wrist/ankle break, +1 to trap/escape.
  Level 10: Double axel flip, +1 to maintain balance, +1 to roll with punch/fall/impact.
  Level 11: +1 attack, air drop, +1 to breakfall.
  Level 12: Air catch, +1 to block/parry/dodge.
  Level 13: Air slam/tackle, +1 to trap/escape.
  Level 14: Rising crescent, +1 to breakfall.
  Level 15: +1 attack, Double existing Chi, +1 to initiative, +1 to save vs Horror, +1 to perception.
  Guardan Techniques
  Counter movement: Uses 1 attack/action:
  A non-offensive technique that can save the characters butt in certain situations that have a simple 
  solutions, but no specific counter. A few good examples are:
  1.An opponent sweeps the character, and instead of hitting the ground the character springs off his hands back 
  onto his feet.
  2.You are on the ground and an opponent is in the process of an aerial stomp. You raise your feet and propel 
  your opponent back into the air.
  3.An opponent throws you. You can either use the moment to perform a cartwheel, or a flip.
  Trapping: Uses 1 attack/action:
  Wrist/ankle break: This is can only be used in combination with a trapping maneuver against a high attack. 
  When an opponents hand/foot is entrapped the character uses a quick snap or twist of the wrists to break an 
  opponents wrist/ankle. A successful attempt does 1d6 HP damage, and unsuccessful attempt does 1d6 SDC 
  damage. 
  Against midsection attacks:
  The knee and elbow are use to strike the limb/weapon between them doing combined elbow and knee strike 
  damage to that limb/weapon. Against low attacks: The feet are used to parry the attack while applying counter 
  pressure, this causes an opponent to make a test of balance to see if he remains standing. An opponents roll to 
  maintain balance must be higher than the characters roll to trap. Failure means an opponent suffers the 
  penalties of a trip/leg hook.
  Escaping: Uses 1 attack/action: Used to escape entanglement, holds, bonds etc.
  Air drop: 4d6, used on opponents below, uses both feet, with arms upward, can be tacked on the end of a 
  double axel flip.
  Rising crescent: 3d6, attack/escape combination, opponent loses initiative, uses 2 attacks.
  Double axel flip: Twice the height and length of a backflip, does a 180 degree rotation starting with feet, 
  ending with feet.
  NOTE: I have seen this done in my kendo class in real life.
  Aerial stomp: 1d6 per 2ft of height above opponent and knockdown unless already on ground.
  Air catch: 2d6 and knockdown. Catches any opponent in the air and slams them to the ground.
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  http://www.geocities.com/kuseru/PMAN/Styles/guardan.html
  Air tackle: 1d6 per 3ft fallen and knockdown. Tackles an opponent whether in the air or on the ground and 
  slams them to the ground.
  Guardan Special Mystic Martial Arts Powers
  Gaurdan
  Range: Self
  Duration: 1 minute per level
  Chi: 15 per limb (usually 60, 2 arms and legs)
  Damage: Adds +2d to elbow/knee strikes and +1d to backhand/forearm.
  Special: Adds +1 to block/parry per arm/leg guard.
  Each arm/leg guard has 160 SDC (80 MDC in Rifts) and can only be used to defend against HTH 
  attacks. The overall design of the guards are a reflection of the characters subconscious.
  Guard Jump
  Range: short distance: Up to 120ft.
  Duration: Instant
  Chi: 10
  Number of Attacks/Actions: 1
  Special: +6 bonus to dodge.
  The character teleports to a predetermined location visible to the character. Passengers, vehicles and 
  large amounts of equipment are not teleported with the character.
  Guard Escape
  Range: 1 mile per level.
  Duration: Instant
  Chi: 30
  Concentration: Takes 1 melee round and is the only action that can be performed during that round.
  The character can teleport in a straight line for only a second or two. Chance of Success: 50% plus 4% 
  per level of experience. A failed roll means the teleport failed to occur. Passengers, vehicles and large amounts 
  of equipment are not teleported with the character.
  Guarda Shield
  Range: Self
  Duration: 10 mins per level of experience.
  Chi: 30
  No of Attacks/Actions: takes 1 attack/action to activate.
  Special: +6 when used as a defensive action, no other bonuses apply (purely mental)
  The shield is an invisible force field bubble (air tight) that surrounds the character. It has 50 SDC (25 
  MDC in Rifts) per level of experience and can be focused in one direction to withstand double the usual amount 
  of damage. It takes 1 attack/action to focus/unfocus the shield in a given direction and it takes an additional 
  attack/action each time the direction of the shields focus is changed.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/gunmaster.html
  Hand to Hand: Gunmaster
  By Brett Hegr
  This combat form teaches basic hand to hand combat tactics, but also includes extra training and 
  techniques for the use of firearms. Emphasis is also placed on training the reflexes and natural speed of the 
  character. This combat skill does not take the place of W.P. Sharpshooting (pg. 15 of the RiftsR Conversion 
  Book One) by any means, but the bonuses are compatible. Sharpshooting is an extreme specialization in the 
  use of one kind of firearm (or more, with multiple skills). This combat form is an emphasis on general shooting 
  principles and the use of firearms for more than just shooting. The bonuses of sharpshooting and W.P. skills 
  can be combined with this art form. This combat form is found mostly among people with formal military 
  training, but it is also cropping up as a mercenary's fighting style. Rumor has it that a man from another world 
  brought with him knowledge of a martial art form that integrated firearms into basic combat, and that he was 
  employed by a mercenary outfit to teach them the basics. The extent of truth in this tale remains unknown. 
  Skill Cost: Equivalent to Hand to Hand: Expert. In contemporary genres that do not use the O.C.C. system, 
  this combat skill can be purchased with one physical skill from the physical skill program or with two secondary 
  skills.
  Skill Requirements: At least two modern W.P.s, one of which has to be a pistol W.P. 
  Attribute Requirements: P.P. of 10
  Techniques Known at First Level: Automatic parry, dodge, disarm, and roll with punch/fall/impact. The only 
  attacks known are a punch (1d4 damage) and a snap kick (1d6 damage, a low and fast kick). At the cost of an 
  extra secondary skill, the character can learn a kick attack (1d8 damage), power punch, and power kick to 
  improve his physical combat abilities. The strike and parry bonuses can be used with the punches and kicks, or 
  when using a weapon to bludgeon (1d6 damage for pistols and 1d8 damage for rifles) or parry. The character 
  also has an automatic knockout/stun attack from behind using a firearm, a cold-cock to the back of the neck 
  that renders the victim unconcious for 1d4 minutes. Note that augmented humans, some D-Bees, and most 
  supernatural creatures may not be affected by this. 
  Bonuses: +1d4 to Spd, +1 to P.P., and +1 on an aimed strike with firearms that the gunmaster doesn't have a 
  W.P. for.
  Level Advancement Bonuses
  Level 1: Two attacks per melee, +2 to parry, +2 to dodge, and +1 to roll with a punch/fall/impact. 
  Level 2: +2 to strike (with hand attacks).
  Level 3: +1 attack per melee. 
  Level 4: +1 on initiative and +2 to disarm.
  Level 5: Critical strike on an unmodified roll of 18 to 20 (applicable only to attacks with firearms). 
  Level 6: +1 to strike and +1 to parry when using a firearm as a blunt weapon (not applied to shooting the 
  weapon).
  Level 7: +1 to parry, +1 to dodge, and +1 to roll with a punch/fall/impact.
  Level 8: Dual gun use - A special ability that only a proficient gunmaster can do well. By holding a pistol in 
  each hand, a gunmaster can shoot twice at one target with one strike roll and his standard W.P. strike bonus. 
  Or, he can fire at two different targets with two separate strike rolls and half his standard W.P. strike bonus. No 
  other training or augmentation strike bonuses (like those from this combat form and targeting sights) can be 
  used. Bonuses inherent in the weapon are applicable. If the character is able to use a rifle one handed, two 
  rifles can be used to do this also.
  Level 9: +1 shooting attack - this is an extra attack per melee that can only be used to fire a gun. 
  Level 10: Critical strike from behind (double damage) when firing a gun and +1 attack per melee.
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  Level 11: Death blow (takes two attacks and a gun must be used - this is an extra careful aimed strike) and +1 
  on initiative.
  Level 12: +1 to parry and +1 to dodge.
  Level 13: +1 on an aimed strike and +1 on a burst strike with firearms that the gunmaster doesn't have a W.P. 
  for. 
  Level 14: +1 shooting attack - this is an extra attack per melee that can only be used to fire a gun. 
  Level 15: Add +1 to aimed strikes and +1 to burst strikes when using guns that the gunmaster has a W.P. for.
   
  http://www.geocities.com/kuseru/PMAN/Styles/gunmaster.html (2 of 2) [1/4/2003 9:35:53 PM]
  
  Martial Art Styles H
  Martial Art Styles H 
  Name
  Game
  Application Country
  Author
  Hakko Denshin Ryu Jujutsu
  N&S
  Conversion
  Japan
  Kuseru
  Hand to Hand Jem'Hadar
  Any
  Fiction
  NA
  Crow T. Robot
  Hand to Hand Jed
  Any
  Fiction
  NA
  Basara Nekki
  Hapkido
  N&S
  Conversion
  Korea
  Daniel Matthis with Lee 
  Casebolt#
  Harimau Pentjak Silat
  N&S
  Conversion
  Indonesia
  Mantisking
  Hayerquel
  PF
  Fiction
  NA
  Mephisto
  Heki-ryu Kyujutsu
  N&S
  Conversion
  Japan
  Kuseru
  Hibiki Ryu Karate
  N&S
  Fiction
  Japan
  Daimyo Shi
  Hirazuki Ryu
  N&S
  Fiction
  Japan
  Daimyo Shi
  Hiten Mitsurgi Ryu
  N&S
  Fiction
  Japan
  Daimyo Shi
  Hjarlqurleiwk
  PF
  Fiction
  NA
  Mephisto
  HtH: Martial Arts-Defencive 
  Any
  Revision
  NA
  Sinestus
  Hozo-in Ryu Sojutsu
  N&S
  Conversion Japan
  Kuseru
  Hung Gar Kung Fu
  N&S
  Conversion
  China
  Lee Casebolt
  Hyaku Oni Kuran Ninjutsu
  N&S
  Fiction
  Japan
  Mantisking
  Number of Styles: 15
   
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleH.htm [1/4/2003 9:35:56 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hakko_ryu.htm
  Hakko Ryu Jujutsu 
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include P.S.: 8, and P.E.: 12. 
  Skill Cost: 11 Years (7 Years as a Secondary Martial Art Style). 
  Hakko-Ryu Jujutsu was founded by Okuyama Yoshiharu. Okuyama combined martial 
  techniques descended from a classical style of Aikijutsu known as Daito-Ryu, with the medical 
  technique of shiatsu to form the basis of Hakko-Ryu. Through the understanding of the 
  meridian system of the body in shiatsu, a Hakko Ryu practitioner can deliver varying amounts 
  of pain to an opponent, usually without causing serious injury. This characteristic has gained 
  Hakko Ryu strong support from law enforcement agencies in Japan and the United States. Mr. 
  Okuyama studied traditional oriental medicines such as Chinese Yin/Yang theory, acupuncture, 
  acupressure, massage and diet. One of the more exotic remedies that Okuyama studied was 
  "western" style medicine. Mr. Okuyama also studied martial arts including sword drawing, 
  sword techniques, stick techniques, sickle and chain techniques, spear techniques and 
  throwing weapons. In 1945, Mr. Okuyama fled Tokyo to avoid the bombings and went to the 
  region of Yamagata. Eventually, after the war, Mr. Okuyama settled in Omiya City and 
  established the Honbu Dojo or headquarters of Hakko-Ryu Jujutsu where it exists today and is 
  taught by his son. 
  Costume: Karate Gi.
  Stance: Facing opponent with one foot forward and the other back, arms extended forward as 
  if holding a sword.
  CHARACTER BONUSES
  Add +1 to M.A.
  Add +1 to P.S.
  Add +1 to P.E.
  Add +15 to Chi
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Automatic 
  Roll, Breakfall, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Fingertip Attack, Gakun (Special: The Hakko 
  Ryu grip is a very powerful grip. The little finger is accentuated and the forefinger is extended. 
  Gakun is accomplished by dropping your hand from a level position and squeezing with your 
  little finger. Initially, this type of movement is used to apply wrist techniques. Later students 
  learn to use Gakun as a type of atemi on meridians in the wrists. Damage is 2D6+2).
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Reverse Turning Kick, Drop 
  Kick.
  Jumping Foot Attacks: Jump Kick
  http://www.geocities.com/kuseru/PMAN/Styles/hakko_ryu.htm (1 of 2) [1/4/2003 9:35:59 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hakko_ryu.htm
  Special Attacks: Death Blow, Leap, Body Block/Tackle, Body Flip/Throw, Knee, Elbow, 
  Forearm, Combination Grab/Attack, Combination Strike/Parry, Paralysis Attack.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock.
  Weapon Kata (Pick two): W.P. Bo staff, W.P. Jo staff, W.P. Katana , W.P. Hanbo, W.P. Yari, 
  W.P. Kusari Gama, W.P. Wakizashi, W.P. Shuriken.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from among Body Hardening, Special 
  Kata, or Martial Art Techniques.
  Language: Japanese.
  Medical Skills: First Aid, Massage: Shiatsu.
  Physical Skills: Dieting.
  Weapon Proficiencies: W.P. Bo staff, W.P. Jo staff, W.P. Katana , W.P. Hanbo, W.P. Yari, 
  W.P. Kusari Gama, W.P. Wakizashi, W.P. Shuriken.
  Philosophical Training: Taoism.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Asayama Ichiden Ryu (3 Years), Goshinjutsu (4 Years), Hozo-in Ryu Sojutsu (3 
  Years), Jujutsu (3 Years), Kaze Arashi Ryu (7 Years), or Kito Ryu Jujutsu (6 Years), Maniwa 
  Nen Ryu (6 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20, Death Blow on a 
  Natural 20.
  2nd: +1 to Strike, +1 to Initiative, Knockout/Stun on a Natural 20.
  3rd: +1 Attack per Melee, +1 to Pull Punch.
  4th: Select One (1) Martial Art Power from Atemi.
  5th: +2 to Damage.
  6th: Critical Strike on an 17 or better.
  7th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
  8th: Select One (1) Martial Art Power from Atemi.
  9th: +1 to Strike, +1 to Pull Punch.
  10th: +2 to Parry/Dodge.
  11th: Death Blow on a Natural 19 or 20.
  12th: Select One (1) Martial Art Power from Atemi.
  13th: +2 to Damage.
  14th: +1 Attack per Melee.
  15th: Select One (1) Martial Art Power from Atemi.
  WHY STUDY Hakko Ryu?
  Jujutsu with healing applications, what else needs be said?
  http://www.geocities.com/kuseru/PMAN/Styles/hakko_ryu.htm (2 of 2) [1/4/2003 9:35:59 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/jem_hadar.html
  Hand to Hand: Jem'Hadar 
  By Crow T. Robot
  Level 1: 3 Attacks per Melee, +2 Parry/Dodge, +2 Strike, Critical hit on 20. +2 Roll w/Impact. Automatic dodge. 
  Level 2: +1 Strike, +2 Disarm 
  Level 3: Body Flip (+1, 2D6 Damage) 
  Level 4: +1 to Dodge/Parry, Critical on 19 or 20 
  Level 5: Knockout on 20, +1 Attacks per Melee 
  Level 6: Pick 2 Weapon Katas 
  Level 7: +2 Roll w/ Punch, Critical on 18-20 
  Level 8: +1 to Strike 
  Level 9: +1 to Parry/Dodge, +1 Roll w/ Impact 
  Level 10: +1 Attacks per Melee 
  Level 11: 1 Additional Weapon Kata, Critical on 17-20 
  Level 12: +1 to Strike, +1 to Parry/Dodge 
  Level 13: +1 Attacks per Melee 
  Level 14: Critical on 16-20, +1 to Strike, +1 to Parry/Dodge 
  Level 15: +1 Attacks per Melee 
   
  http://www.geocities.com/kuseru/PMAN/Styles/jem_hadar.html [1/4/2003 9:36:01 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/jed.html
  ( Hand to Hand ) JED 
  By Basara Nekki 
  Level 1: +3 to roll with punch fall or impact; Haymaker does 3D6 SDC Gains Brewing skill at +10%, Pilot Truck; 
  WP Rifle, WP Shotgun, WP Black Powder 
  Level 2: +3 to save vs. non-lethal toxins and drugs. +2 to strike and dodge. 
  Level 3: Gains Lore: Animal/Cattle (at level, +10%) 
  Level 4: +1 to hit with farm implements using melee 
  Level 5: +1 additional attack; knockout on natural 18-20 
  Level 6: +10% to brewing skill; critical strike on natural 18-20 
  Level 7: +2 to hit with shotguns and hunting rifles (including black powder) 
  Level 8: +1 to save vs. drugs and toxins 
  Level 9: +10% to vehicle combat moves made with Pilot Truck 
  Level 10: Gains Breed Dogs (+30%), specifically for hunting traits. 
  Level 11: +1 additional attack 
  Level 12: +2 to strike, dodge and roll. 
  Level 13: +10% to brewing skill 
  Level 14: Gains Lore: Confederate States of America (+20%) 
  Level 15: + 1 additional attack, Death blow with all proficient weapons (even ranged modern weapons) on 
  natural 20. 
  http://www.geocities.com/kuseru/PMAN/Styles/jed.html [1/4/2003 9:36:03 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hapkido.html
  HAP KI DO
  By TDRAGON
  (a.k.a. Daniel Matthis)
  (assisted and modified by Lee Casebolt)
  Entrance Requirements: None
  Skill Cost: 12 years (9 years as a secondary form)
  Costume: Normal Karate (Usually a heavier weight), Colors are usually Black and Red, but may change from 
  style to style
  Stance: There is no set stance, usually done from a walking stance, or (simply) fighting stance.
  Fighting Stance Description: Front foot is pointed forward at roughly at a 60 degree angle. The back foot is at 
  90 degrees from the opponent. Most of the weight is distributed on the back leg (typically about 60% of the 
  weight is on the back leg). Defensive Hand placement varies. Usually the front hand is just below chin level and 
  about 45 degrees from the body. The hand is either in a closed fist or open hand position. The back hand is 
  guarding the solar plexsus and is in a fist.
  CHARACTER BONUSES
  Add 10 to CHI
  Add 2 to M.E.
  Add 1 to P.P.
  Add 1 to P.E.
  Add 10 S.D.C.
  COMBAT SKILLS
  Attacks Per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Breakfall, Maintain Balance
  Basic Defensive Moves: Parry, Dodge, Automatic Parry
  Advanced Defenses: Multiple Dodge, Circular Parry, Power Block/Parry, Disarm
  Hand Attacks: Strike (punch), Knife Hand, Back Hand, Fingertip Attacks, Palm Strike,
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Hook Kick (SPECIAL! Looks like a side kick 
  that misses. Instead the initial part of the kick misses but you bring the heel around (bending at the knee), 
  hooking to go past the defense and hitting the target. It doesn't do extensive damage but it does get past 
  blocks. Is aimed at the head, spine, or groin. Damage is 1d6, defender is -2 to Parry.)
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick
  Special Attacks: Death Blow, Knee, Elbow, Body Flip/Throw
  Holds/Locks: Arm, Leg, wrist, and elbow locks, Arm Holds, Body Holds (Note: Many of the Locks will do a 
  break on that body part. After all if their leg is broken, they can't chase you ;)
  Weapon Katas: None
  Modifiers to Attack: Pull Punch, Knock out/stun, Critical Strike, Critical Strike from rear.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of three powers from Atemi Abilities, Chi Mastery, or Body Hardening 
  Exercises. If desired, these powers may be exchanged, one for one, for basic skill programs (excluding 
  physical).
  Language: Korean
  If this is your primary martial arts form, the following arts can be learned in a shorter period of time: Tae 
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  Kwon Do (5 years), Jujitsu (5 years), Yu-Sool (6 years), and Isshin-Ryu (5 years)
  LEVEL ADVANCEMENT BONUSES
  Level 1::+2 to Maintain Balance, +2 to Roll with Punch/Fall/Impact
  Level 2::+2 to Parry/Dodge, +1 to Strike
  Level 3::+1 Attack per Melee, +2 to Damage
  Level 4::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening 
  Exercises
  Level 5::Critical Strike on 18-20
  Level 6::+1 Attack per Melee, +1 to Disarm
  Level 7::Double existing CHI
  Level 8::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening 
  Exercises
  Level 9::+1 Attack per Melee, +1 to Maintain Balance
  Level 10::+1 to Strike and Parry/Dodge, +1 to Body Flip/Throw
  Level 11::Death Blow on natural 20
  Level 12::+1 Attack per Melee, +1 to Breakfall
  Level 13::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening 
  Exercises
  Level 14::Double existing CHI
  Level 15::+1 Attack per Melee, +2 to Damage
  WHY STUDY HAPKIDO?
  An all around martial art that can handle a variety of situations. It also develops good spiritual harmony 
  and is usually intended for Defense, but if the going gets tough then the tough can get really nasty. [Snap] "Oh, 
  so sorry, was that your arm?"
   
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  http://www.geocities.com/kuseru/PMAN/Styles/harimau_pentjak_silat.htm
  Harimau Pentjak Silat (Tiger Style Self-Defense Fighting)
  Entrance Requirements: None
  Skill Cost: 11 Years (Primary), 6 Years (Secondary)
  Harimau Pentjak Silat originated in Painan area of the island of Sumatra. The climate of 
  Sumatra is hot and rainy, with the ground conditions tending toward muddy. Harimau Silat is 
  perfectly suited for this because it teaches it's students to crawl around like a tiger on hands 
  and knees. The crawling techniques of Harimau Silat are distracting and deceptive, designed to 
  lull an opponent into complacency, just like a tiger stalking it's prey. One of the more unique 
  Silat styles, Pentjak Silat Kuching - as Harimau Silat is also known - relies mainly on leg 
  techniques. To build the strength necessary for these techniques a Harimau Silat player will sit 
  for hours in a full squat, he will also climb mountains whenever possible.
  Combat for a Harimau Pentjak Silat player consists of four stages. Stage one is either dodging 
  an opponent's attack or crawling around like a tiger to lure an opponent into attacking. Stage 
  two consists of bringing an opponent to the ground by lock or trip, or by leaping on them in a 
  flying body block. Stage three is the elimination of the opponent. Stage four sees the Harimau 
  stylist preparing for the next opponent.
  To find a Guru (teacher) of Harimau Pentjak Silat one must go to the United States, Germany, 
  the Netherlands or Sumatra. If one wishes to learn the deeper, spiritual side of the art from a 
  pendekar (spiritual leader) one must go to Sumatra.
  Costume: Black Shirt, Black Pants, Black Sarong
  Stance: 
  CHARACTER BONUSES
  Add 2 to P.S.
  Add 1 to P.P.
  Add 1 to Spd.
  Add 15 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Drop (New! Character just falls to the ground.)
  Attack Moves: Roll
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Disarm, Combination Parry/Attack, Breakfall, Drop
  Hand Attacks: Strike (Punch), Claw Hand, Backhand, Palm Strike
  Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook, Backwards Sweep, Drop Kick
  Jumping Foot Attacks: None
  Special Attacks: Deathblow, Combination Strike/Parry, Leap Attack, Body block/Tackle, Joint 
  Throw, Automatic Bodyflip/Throw
  Holds/Locks: Leg Hold, Arm Hold, Ankle Lock, Knee Lock, Wrist Lock
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  Weapon Kata: (Choose One) W.P. Pisau (Small Knife), W.P. Tjabang (Sai), W.P. Parang 
  (Cleaver/Knife), W.P. Kris (Wavy Bladed Knife), W.P. Toya (Staff)
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Knockout/Stun from Behind, Critical Strike, 
  Critical Strike from Behind
  Skills Included in Training
  Martial Art Powers: Automatically receive Body Hardening Exercise: Kick Practice and Martial 
  Arts Technique: Ground-Fighting.
  Languages: Sumatran
  Cultural: Mountaineering, Jungle Survival
  Weapon: W.P. Pisau (Small Knife), W.P. Tjabang (Sai), W.P. Parang (Cleaver/Knife), W.P. 
  Kris (Wavy Bladed Knife), W.P. Toya (Staff)
  Philosophical Training: Muslim
  If this is your Primary martial arts style then the following other styles can be learned in a 
  shorter time: Fu Chiao Pai (3 Years), Kuo Ch'uan (6 Years)
  Level Advancement Bonuses
  1st: +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Deathblow on a Natural 20, Critical 
  Strike or Knockout/Stun from Behind
  2nd: +1 Attack per Melee, +1 to Damage
  3rd: Critical Strike on a Natural 19+, +1 to Strike with Drop Kick, Select one (1) Martial Art 
  Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
  4th: +1 to Strike, +1 to Leap (Add 3 feet to Leap distance)
  5th: +1 to Parry/Dodge, +1 to Damage
  6th: +1 Attack per Melee, +1 to Holds/Locks when Groundfighting, Select one (1) Martial Art 
  Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
  7th: +1 to Strike, Knockout/Stun on a Natural 19+
  8th: Deathblow on a Natural 19+, +1 to Strike when Groundfighting, Select one (1) Martial Art 
  Power from Body Hardening Exercises, Martial Art Techniques, or Special Kata
  9th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
  10th: +1 Attack per Melee, +1 to Damage, +1 to Leap (Add 3 feet to Leap distance)
  11th: +1 to Damage when Groundfighting, Select one (1) Martial Art Power from Body 
  Hardening Exercises, Martial Art Techniques, or Special Kata
  12th: +1 to Roll with Punch/Fall/Impact, +1 to Strike when Groundfighting
  13th: +1 to Parry/Dodge, +1 to Strike, +1 to Damage when Groundfighting
  14th: +1 Attack per Melee, +1 to Damage
  15th: +1 to Strike when Groundfighting, Select one (1) Zenjorike
  Why Study HARIMAU PENTJAK SILAT?
  This is a rare, exotic style that emulates the tiger in it's core teachings. Tactics for long, combat, 
  and grappling distance as well as integral weapons use and mystic abilities make this a well 
  rounded martial art
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  http://www.geocities.com/kuseru/PMAN/Styles/hayerquel.htm
  Hayerquel
  By Mephisto
  Entrance Requirements: None
  Skill Cost: 17 Years (10 Years as a Secondary)
  A martial art that served to fuse the arts of combat with the arts of magic, this was the 
  brainchild of a charismatic Elf named Hayerquel Orchidbloom. He spent many decades trying 
  to create mystic effects with just motions of the body without requiring spoken words. 
  Eventually with the assistance of several men of arms, diabolists, and wizards in his village 
  located in the Eastern Territory, he came up with a workable martial art. When he died, his 
  students took his work and continued to work and refine it, to the point that at it's present form 
  it's a viable and deadly martial art. The art is named in memory of the man who originated the 
  art. In combat, the Hayerquel practitioner will focus on using the force abilities to subdue the 
  opponent and force him to surrender or knock him out. They will seldom allow themselves to 
  get into hand to hand combat and physically grappling without a reserve of P.P.E. to assist 
  them.
  Hayerquel is available only in the Eastern Territory, and the village where Hayerquel lived; 
  although some of the students have left and gone out adventuring. One adventurer is currently 
  going north to see the Wolfen, another south to Timoro, and a group of four are headed west 
  towards the Western Empire (in hopes of setting up another school there something the others 
  have no idea about).
  O.C.C. Note: This martial art is limited to Paladin, Knight, and Monk; the reasoning is they 
  already have knowledge and practiced use of their P.P.E. in a combat situation. It costs these 
  O.C.C.s to upgrade to Hand to Hand: Martial Arts and sacrificing four O.C.C. related skills. 
  Other O.C.C.s could try to learn but add 5 years to the Skill Cost and reduce the number of 
  Secondary Skills by half, in addition to the other penalties.
  Stance: Usually with the arms crossed near their chest, the legs side by side heels together. 
  Costume: None
  Character Bonuses
  +4D6+10 P.P.E.
  +1 M.E.
  +4 P.E.
  Combat Skills
  Attacks Per Melee: 2
  Escape Moves: Roll With Punch/Fall/Impact
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Disarm, Circular Parry, Multiple Dodge
  Hand Attacks: Strike (Punch), Backhand, Palm Strike, Fore-Knuckle Fist, Duo-Knuckle Fist
  Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Trip/Leg Hook, Axe Kick, Wheel Kick, 
  Crescent Kick
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  Jumping Foot Attacks: Jump Kick, Flying Jump Kick
  Special Attacks: Knee, Elbow
  Holds/Locks: None
  Weapon Skills: None
  Special Katas: None
  Modifiers to Attack: KO/Stun, Death Blow, Critical Strike
  Skills Included in Training
  Martial Art Powers: Starts with Force Attack and Attack Absorption Internal Abilities. Also 
  select one Martial Art Technique.
  Physical Skills: None
  Training Skills: Magic Lore
  Languages: None
  Level Advancement Bonuses
  1st Death Blow Natural 20, Critical Strike Natural 20 or from behind, +2 to strike
  2nd +1D6 P.P.E., +1 save versus magic
  3rd +1D6 P.P.E., Select One Additional Internal Ability, +2 to save versus horror factor
  4th +1D6 P.P.E., +1 attack, +2 Parry and Dodge
  5th +1D6 P.P.E., +1 strike, Critical Natural 19 or 20, +1 save versus magic
  6th +1D6 P.P.E., Select One Additional Internal Ability
  7th +1D6 P.P.E., +3 to Roll, +2 to save versus horror factor
  8th +1D6 P.P.E., +1 Attack, +1 to save versus magic
  9th +1D6 P.P.E., Select One Additional Internal Ability
  10th +1D6 P.P.E., +2 to Parry and Dodge
  11th +1D6 P.P.E., +1 to Damage, +2 to Roll
  12th +1D6 P.P.E., Select One Additional Internal Ability
  13th +1D6 P.P.E., Critical Strike Natural 18-20, +1 strike, +1 save versus magic
  14th +1D6 P.P.E., +2 to Parry and Dodge
  15th +1D6 P.P.E.+1 Attack, Death Blow Natural 20, Select One Additional Internal Ability
  Why study Hayerquel?
  The only known martial art to combine magic and physical combat, it also provides good 
  defenses against physical and mystic assaults, something that nearly every other martial art 
  lacks.
  Internal Martial Art Powers:
  The following Internal abilities are exclusively part of the Elven martial art known as Hayerquel. 
  Attack Absorption
  P.P.E.: 6
  Range: within 5 feet (1.6 m)
  Duration: Instant
  Saving Throw: None
  The Hayerquel practitioner can set up a shield of energy that will absorb ALL the damage from 
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  any one single attack directed at him or her. This happens instantly against hand to hand 
  attacks, but must roll a mystic parry to counter arrows, siege weapons, thrown spears, or 
  anything fast moving. Energy weapons, guns, and other super-fast attacks cannot be absorbed. 
  The mystic parry is done at +4 and must beat the strike roll of the attacker.
  Fire Fist
  P.P.E.: 8
  Range: Must be physically touching the victim.
  Duration: Instant to use; can be maintained one melee per level of experience.
  Saving Throw: Parry or Dodge
  The Hayerquel master can envelope one or both fists in a fiery ball which deal in more damage 
  and are able to parry magic attacks. The fist does 3D6 damage plus has a 28% chance of 
  setting combustibles on fire with each successful strike. Unarmed opponents cannot parry 
  without taking damage unless they are impervious to fire. The attack does double damage to 
  water elementals, zombies, mummies, and those who are vulnerable to magic or fire.
  Fire Kick
  P.P.E.: 10
  Range: Must be physically touching the victim.
  Duration: Instant to use; can be maintained one melee per level of experience.
  Saving Throw: Parry or Dodge
  Similar to the fire fist, the martial artist envelopes his foot in a flaming ball. The flame adds 2D6 
  to kick damage and has a 32% chance of setting combustibles on fire with each successful 
  strike. Unarmed opponents cannot parry without taking damage, unless they are impervious to 
  fire. The attack does double damage to water and ice elementals, zombies, mummies, and 
  those who are vulnerable to magic or fire.
  Force Blow
  P.P.E.: 5
  Range: Up to 20 feet (6.7 m)
  Duration: Instant
  Saving Throw: None
  This attack enables the martial artist to deliver a punch and have the force strike an opponent 
  up to 20 feet (6.7m) away! The P.P.E. is used up even if the strike fails. The strike does the 
  standard damage of the attack used, including P.S. damage bonus. The unexpected nature of 
  the attack means the victim is -4 to parry or dodge, and the attack is mostly invisible; it looks 
  like a hollow tube is propelled towards the defender of the attack and it's hard to see.
  Force Leap
  P.P.E.: 6
  Range: Self
  Duration: Instant
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  Saving Throw: None
  This ability allows the character to leap great distances; 30 feet (10m) plus 3 feet (1m) per level 
  high; double length ways. Trying to use this in combination with a jump kick will result in doing 
  triple damage to the victim and taking 2D6 damage to oneself. Plus the attack has a strike 
  penalty of -6. 
  Shock Attack
  P.P.E.: 5
  Range: Must be physically touching the victim.
  Duration: Instant
  Saving Throw: None
  This attack sends a bolt of electricity through the person that's touching the magic user, or 
  several people if many are touching him at once. The victim suffers 1D6 S.D.C. damage and 
  suffers the following penalties: -3 to strike, parry, dodge and attacks per melee are reduced by 
  two. Penalties last for 1D6 melee rounds. No additional penalties per multiple shocks but the 
  damage and duration of penalties increase.
  Spell Redirect
  P.P.E.: 9
  Range: Self; the person to be redirected against must be within line of sight.
  Duration: Instant
  Saving Throw: Special
  A handy defensive ability, this allows the person attacked by a spell to redirect it to another 
  person! First the person attempting the spell redirect must make a successful save against the 
  spell, then the person he or she is trying to afflict gets to save against both the redirect and the 
  spell. Unlike most spells the spellcaster can NOT instantly cancel the spell as its the spell 
  redirect ability that's controlling the spell, not the caster of the initial spell. This ability only works 
  on spells that target a specific individual, such as life drain, agony, or fire ball. Has no effect on 
  summoning spells, wards, talismans, amulets, area affect spells such as fogs, storms, or any 
  ritual magic.
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  http://www.geocities.com/kuseru/PMAN/Styles/heki_ryu.htm
  Heki-Ryu Kyujutsu
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include P.S.: 9, P.P.: 10, and Spd.: 8. 
  Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style). 
  Heki-ryu was founded by Heki Danjo Masatsugu ("father of modern-time kyujutsu"). There exist 
  different versions of his biography. According to "Sankoku jishi" ("Geographic description of 
  three provinces"), clan Heki was a branch of famous ninja clan Tsuge. Heki-Ryu had a great 
  influence on the whole tradition of Japanese archery. Its branches can be found in many 
  provinces of Japan, from northern Honshu (Heki Yoshida-ryu of Aizu province) to Kyushu, but 
  the main spreading took place in the central provinces of Honshu: Yamato, Iga, Omi etc.
  Among the branches of Heki-Ryu it is necessary to name Iga Heki-Ryu (Yamato Heki-Ryu; 
  founded by Heki Yazaemon Noritsugu (Norimochi), younger brother of Heki Danjo Masatsugu), 
  Yasumatsu-Ryu (founded by Yasumatsu Sakon Yoshitsugu from Iga province, student of Heki 
  Danjo Norimochi) and Yoshida-Ryu (founded by Yoshida Sukezaemon Toyotsuna), also known 
  as "shinobi yajutsu" ("art of spy archery").
  Costume: Chain Armor (Haramaki) or better.
  Stance: Low, wide legged, side stance, with most of the body centered over the back leg, 
  forward leg resting lightly on the ball of the foot. Forward hand is held out and open, the rear 
  hand is pulled back and out at waist level.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +2 to P.P.
  Add +1 to P.E.
  COMBAT SKILLS
  Attacks per Melee: 4
  Escape Moves: Roll with Punch/Fall/Impact.
  Attack Moves: Grab.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry.
  Advanced Defenses: Multiple Dodge.
  Hand Attacks: Punch, Knife Hand, Palm Strike
  Foot Attacks: Kick, Trip/Leg Hook, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow.
  Holds/Locks: None.
  Weapon Kata: W.P. Daikyu. W.P. Bow.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from among Martial Art Techniques or 
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  Special Kata.
  Language: Japanese.
  Other Skills: Archery.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Enmei Ryu Shurikenjutsu (3 Years), Ganritsu Ryu Shurikenjutsu (2 Years), or 
  Kinzoku Shurikenjutsu (2 Years). 
  LEVEL ADVANCEMENT BONUSES
  1st: Sharpshooting Bonuses: All bonuses are in addition to the conventional W.P. bonuses of 
  +3 aimed and +1 burst, Critical on a Natural 20.
  2nd: +1 to Dodge,+2 to Parry.
  3rd: +1 Attack per Melee, Select One (1) Martial Art Power from Martial Art Techniques, or 
  Special Kata.
  4th: +2 to Damage.
  5th: Sharp Aimed Shot (applicable to both the single shot and the Double-Arrow shot): +1 to 
  strike with a P.P. of 20 and every five P.P. points above 20. Aimed shots only. No bonuses for 
  shooting wild.
  6th: +1 Attack per Melee, Select One (1) Power from Martial Art Techniques, or Special Kata.
  7th: The Quick Draw: +1 to initiative with a P.P. 18 and every additional four P.P. points above 
  18, but the bonuses are only applicable when the Daikyu is used.
  8th: +1 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20.
  9th: +1 Attack per Melee, +1 to Parry.
  10th: Accurately shoot while riding a horse or moving vehicle (normally a wild shot), but strike 
  bonuses are halved and a called shot is impossible. Shoot accurately while standing on head or 
  hanging upside down; all bonuses applicable. Roll or somersault and come up shooting 
  (normally a wild shot), no bonuses or penalties; straight roll of the dice.
  11th: Select 1Power from Martial Art Techniques, or Special Kata.
  12th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact. 
  13th: Hanging-Tree Shot: Because archers spend so much time in and around with trees, they 
  obviously have found a need to incorporate trees into their archery. Ninja especially have 
  learned to use trees effectively. They drop from branches to land in front of their enemies or 
  use trees as concealment. One of the tricks archers are most proud of is the dangling shot. In 
  this shot, the archer wraps her legs around a sturdy tree branch and drops downward while 
  simultaneously firing right into the faces of her oncoming enemies. Unfortunately, the 
  disadvantages to this shot are numerous. The most obvious is that anything on the archer that 
  isn't tied down or strapped in (arrows, daggers, loose change, et cetera) will fall to the ground. 
  Another disadvantage is the -3 to strike. Lastly, the archer can't fire her multiple shots. 
  However, the archer can still take an action, such as swinging back up into the tree or jumping 
  to the ground. Further, the enemy suffers a -6 to his initiative! This advantage alone often 
  outweighs the drawbacks, and the hanging tree shot is a favorite trick of archers ambushing 
  lone outriders.
  14th: +2 to Dodge, Critical on a 19 or 20.
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  15th: +1 to Attack per Melee, Select One (1) Power from Arts of Invisibility.
  WHY STUDY Heki Ryu Kyujutsu?
  Japanese mastery of the bow, Heki Ryu makes an archer even more dangerous than a typical 
  archer. With Special archery skills and access to the Arts of Invisibility, someone with Heki Ryu 
  can become the perfect medieval sniper.
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  http://www.geocities.com/kuseru/PMAN/Styles/hibik_ryu_karate.htm
  Hibiki Ryu Karate
  By Himura_Battosai
  Entrance Requirements: None
  Skill Cost: Eight years as a primary Martial art (five if secondary)
  Ryoga style karate is a very hardform.Formulated by the self training of Hibiki Ryoga, in his quest to beat 
  Saotome Ranma, developed a style that is very hard hitting but still can't defeat Ranma. Don't be mistaken 
  though, Hibiki style is effective and can be used to defeat a number of people. 
  Costume: Street clothes normally, the few students of theis art have taken to wearing yellow head bands with 
  black polka dots.
  Stance: Loose stance with both hands at about chest level like a lower boxing stance, right leg out front, left 
  back with knees bent. 
  CHARACTER BONUSES 
  + 3 PS
  + 25 to S.D.C.
  COMBAT SKILLS 
  Attacks per Melee: 3
  Escape Moves: Roll with punch/fall/impact
  Basic Defense: Dodge, Parry, Automatic Parry
  Advanced Defenses: Circular Parry
  Hand Attacks: Strike (punch). Knife hand, double knuckle fist
  Basic Foot Attacks: Kick, snap kick, crescent kick and reverse turning kick.
  Jumping Foot Attacks: Jump Kick 
  Special Attacks: Body Flip/throw, combined Strike/parry, Akane Strike Kata (special: this attack Kata is very 
  strong but leaves the martial artist vulnerable to counter-attack. It adds + 3 strike, and + 4 damage and the 
  strike bonus counts for Critical strikes, but all defenses are just straight rolls on the dice on the dice, with no 
  bonuses of any kind)
  Weapon Katas: Head band (special: Allows to use headband as a whip 1d2 damage)
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  http://www.geocities.com/kuseru/PMAN/Styles/hibik_ryu_karate.htm
  Modifiers to Attacks: Knock out/stun/ Critical strike, Critical strike from rear.
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: two from Body hardening and martial Art techniques. Powers may be exchanged for 
  basic skill programs (excluding physical) on a one-for-one basis, as desired.
  Language: Japanese
  Cultural Skills: None but does get Wilderness Survival
  Physical Skills : body building, swimming
  Philosophical Training: None
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: 
  Jujitsu (three years)
  LEVEL ADVANCEMENT BONUSES 
  1st + 2 damage Critical Strike from Behind, critical Strike
  2nd +1 parry and dodge, knock out on natural 20
  3rd + 1 attack per melee, + 1 Strike, + 2 Damage
  4th Add one more martial art power from Body Hardening or Martial Art techniques
  5th + 2 to damage, headband now 1D3 damage
  6th + 1 Strike, Add Tamashiwara (called Batsu Breaking technique by students of this art it uses only one 
  finger)
  7th + 1 attack per melee, +3 damage
  8th + 2 parry and dodge, Critical Strike 19 -20
  9th + 2 Strike, Add one more martial art power from Body Hardening or Martial Art techniques
  10th headband does 1D4, gain Multiple Dodge Defense maneuver
  11th Knock out on 18 - 20, + 2 damage
  12th +1 Attack Per melee,+1 Strike + 2 Dodge and parry
  13th + 1 body flip/throw, Critical Strike triple damage on natural 20
  14th + 2 damage, + 1 Attack per melee
  15th + 1 strike Critical Strike Triple damage 18 - 20
  WHY STUDY Hibiki Ryu karate?
  Not other martial Art does as much damage in one strike, very week facing true masters but quite able to defeat 
  novices. Normally needs only one or two hits to down the toughest opponent.
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  http://www.geocities.com/kuseru/PMAN/Styles/hirasuk_ryu.htm
  Hirasuki Ryu
  By Himura_Battosai 
  Entrance Requirements: limited to those with Honorable alignments, I.Q. 11, P.P. 12 and 
  Spd. 10 
  Skill Cost: 12 years (8 as a Secondary Form)
  Gatotsu Ryu has a distinct difference to most Nipponese sword forms in that it uses primarily 
  thrusting attacks rather than slashing attacks. There are slashing attacks in the form, but they 
  are the minority. It is a very fast and offensive based style.
  Costume: Keikogi (quilted navy-blues jacket) and hakama
  Stance: Sword hand back behind head, hand on the very end of the Katana, the other hand in 
  a knife hand with thumb out in front of chest guiding the back edge of the katana between 
  thumb and fingers. sword hand lag back and other hand's forward. 
  CHARACTER BONUSES 
  Add 10 Chi
  Add 2 to M.A.
  Add 2 to M.E.
  Add 2 to P.P.
  COMBAT SKILLS 
  Attacks per Melee: 4
  Escape Moves: role with Punch/impact/Fall, Maintain Balance
  Basic Defense: Dodge, Parry, Automatic Parry
  Advanced Defenses: Multiple dodge, Circular parry, Combination parry/attack, power 
  Block/parry, Automatic Roll, breakfall
  Hand Attacks: Strike (punch)
  Basic Foot Attacks: kick attack, Crescent Kick, Backwards sweep, Leg hook 
  Jumping Foot Attacks: Jump Kick
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  http://www.geocities.com/kuseru/PMAN/Styles/hirasuk_ryu.htm
  Special Attacks: Death Blow, leap attack, Combination Strike/parry, Gatotsu First Stance 
  (Must be first attack of the melee, dashing thrust + 3 Initiative, + 2 strike Counts towards Critical 
  Strike and Death Blow), Gatotsu Second Stance (Leap Thrust automatic Critical Strike), 
  Gatotsu Third Stance (level 7, a stab-slash combo that counts as one attack, can only be done 
  as the first attack of the melee), Gatotsu Zero Stance (15 level, Special death blow attack, 
  Automatic Critical Strike, death Blow on 17, 18, 19, 20 natural can also be done as a back 
  attack like a backhand or backwards sweep), forearm
  Weapon Katas: W.P. Katana, W.P. Wakizashi, W.P. Daisho, W.P. Bokken
  Modifiers to Attacks: pull punch, knock Out/stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Select a total of three martial art powers from Body hardening, Martial Art 
  techniques, and Special Katas. Powers may be exchanged for basic skill programs (excluding 
  physical) on a one-for-one basis, as desired.
  Language: Japanese
  Cultural Skills: Go, Haiku
  Physical Skills Running, Prowl
  Philosophical Training: Zen
  If this is your primary martial arts form, the following styles may be learned in a shorter period 
  of time: Jujitsu (3 years), Kuno Ryu (3years), Kamiya Kashin Ryu (4 Years) , Kodachinitou Ryu 
  (5 years)
  LEVEL ADVANCEMENT BONUSES 
  1st + 1 Strike, + 1 Roll with Punch/impact/fall, Death Blow 20, Critical Strike from Behind, 
  Knock out/stun from behind.
  2nd + 2 Strike, + 1 Maintain Balance, + 1 dodge/parry
  3rd + 1 Attack per melee, Select additional martial art power from Body hardening, Martial Art 
  techniques, and Special Katas
  4th + 2 strike, + 1 Dodge/parry, Knock out/stun 19-20
  5th + 1 Attack per melee, critical Strike on 18-20
  6th + 2 Roll with Punch/impact/Fall, + 1 dodge
  7th + 1 Attack per melee, + 1 maintain balance
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  http://www.geocities.com/kuseru/PMAN/Styles/hirasuk_ryu.htm
  8th + 1 Strike, + 1 parry,+1roll with Punch/Impact/fall, Select additional martial art power from 
  Body hardening, Chi Mastery, and Special Katas
  9th + 1 Attack per melee, + 1 dodge/parry
  10th Double Existing Chi, Death Blow 19-20
  11th + 1 dodge/parry, + 1 Roll with Punch/impact/fall
  12th + 1 maintain Balance, Select additional martial art power from Body hardening, Chi 
  Mastery, and Special Katas
  13th + 1 Attack per Melee, + 1 Roll with Punch/impact/fall
  14th + 1 Dodge/parry, knock Out/stun 18-20
  15th + 1 Attack per Melee, + 1 maintain balance, add one Zenjorike power
  WHY STUDY Gatotsu Ryu?
  It is a very offensive sword form that values hard attacks. It is much different than the many 
  other styles of kenjutsu in Nippon.
  http://www.geocities.com/kuseru/PMAN/Styles/hirasuk_ryu.htm (3 of 3) [1/4/2003 9:36:20 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hiten_mitsurugi_ryu.htm
  Hiten Mitsurugi Ryu
  By Himura_Battosai
  Entrance Requirements: Limited to Honorable Alignments. Minimum Attributes are: IQ 9, P.P. 12 
  Spd. 10
  Skill Cost:12 years(8 as a Secondary form) 
  Hiten Mitsurugi Ryu is a school of samurai swordsmanship meant to defend the people of Nippon 
  (Japan). One should remember thought that this is an art designed to kill. A master will carefully evaluate 
  his opponent before entering combat.
  Costume: A silk kimono with a hakama 
  Stance: Right Foot forward and left foot back shoulder wide a part. Knees slightly bent. Left hand on 
  Saya, right over katana handle. 
  CHARACTER BONUSES 
  Add 10 to CHI
  Add 2 to M.E.
  Add 2 to M.A.
  Add 2 to P.P.
  Add 2 to P.E.
  Add 4 to Spd.
  COMBAT SKILLS 
  Attacks per Melee: 4
  Escape Moves: Roll with Punch/fall/impact, Maintain Balance
  Basic Defenses: Dodge, Parry, Automatic Parry
  Advanced Defenses: Automatic Dodge, Multiple Dodge, Circular Parry, Combination Parry/Attack, 
  Power Block, Break Fall
  Hand Attacks: Strike (punch), Knife Hand
  Basic Foot Attacks: Kick Attack, Backward Sweep
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  http://www.geocities.com/kuseru/PMAN/Styles/hiten_mitsurugi_ryu.htm
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Combination Strike/Parry, Combination grab/Slash, Forearm, Tsumuji 
  (special, level 3, This is a dodge and slash maneuver, roll to dodge first and then roll to strike. Normally 
  this will cause the artist to land behind his opponent. it take one melee action.) Sho Sen (special, level 5, 
  Upper word slash done two handed, on bracing the blade the other on the handle of the Katana. it is a 
  critical Strike when successful and a knock down.) Ryu Tsui (special, level 7 This attack cause the 
  ground to break along a straight line from the Artist to target. it is a knockdown attack and does 2d6 
  damage.)Hiten Mitsurugi Ryu Kuzu Ryu Sen (special, level 15, Nine Cut attack, all of the artist attacks 
  take place in first attack of a melee leaving only automatic parry as a defense for the rest of the round.) 
  Amakakeru Ryu No Hiramek (special, level 15, This attack is a death blow attempt and if a successful 
  strike is a knock out blow/stun. There are two attacks with this maneuver if the first connects ignore the 
  second if it miss then the second has a +5 to hit do to the vacuum effect created by the speed of this 
  maneuver It takes)
  Weapon Katas: W.P. Katana, W.P. Wakizashi, W.P. Daisho, W.P. Bokken, W.P. Bo Staff
  Modifiers to Attacks: Pull Punch, Knock Out/Stun, Critical Strike
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: automatically gains Iai-jutsu and two more Body-Harding, martial art techniques, 
  or special katas Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one 
  basis, as desired.
  Language: Japanese
  Physical: Archery, Prowl
  Cultural Skills: Cooking and Go
  Philosophical Training: Bushido, Shinto
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: 
  Jujutsu (3 years), Te (4 years), Moo Gi Goug (4 Years), Zanji Shinjinken Ryu (4 years)
  LEVEL ADVANCEMENT BONUSES 
  1st +2 Strike, + 2 Parry, +1 Dodge, +1 Roll with punch/fall/impact, Critical 19-20
  2nd +1 Dodge, + 2 Maintain Balance
  3rd + 1 Attack per melee, +1 leap, Select one additional martial arts powers from body hardening, Chi 
  mastery, or Special Kata.
  4th + 2 Strike, + 1 Dodge, + 2 Parry
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  http://www.geocities.com/kuseru/PMAN/Styles/hiten_mitsurugi_ryu.htm
  5th + 1 attack per melee, critical strike on 18-20
  6th + 1 roll with punch/fall/impact, Death blow 20
  7th +1 Strike, Select one additional martial arts powers from body hardening, Chi mastery, or Special 
  Kata.
  8th + 1 Attack per melee, + 1 Strike, + 2 Dodge
  9th Double existing Chi, +1 Leap
  10th + 1 Attack per melee, + 1 strike
  11th +2 parry, Select one additional martial arts powers from body hardening, Chi mastery, or Special 
  Kata.
  12th + 1 Roll with punch/fall/impact, + 1 maintain balance
  13th + 1 Attack per melee, + 1 leap
  14th + 2 Dodge, knockout/stun on natural 19 or 20
  15th + 1 Attack per Melee, + 1 Leap, + 1 Roll With punch/fall/impact, death blow 18-20
  WHY STUDY Hiten Mitsurugi Ryu?
  A well rounded martial art form capable of dealing with most other martial art forms. restricted because 
  of it reliance on a weapon for it to be effective. While mostly offensive in nature it does not have any 
  serous weakness on defense and has a well rounded scope of martial art abilities.
  http://www.geocities.com/kuseru/PMAN/Styles/hiten_mitsurugi_ryu.htm (3 of 3) [1/4/2003 9:36:23 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hjarlqurleiwk.htm
  Hjarlqurleiwk
  By Mephisto
  Entrance Requirements: None
  Skill Cost: 7 Years (4 Years as a Secondary) 
  Hjarlqurleiwk (roughly translated to Jar-kurl-ee-wark, which means in Wolfen Group weapon 
  fighting) is a martial art that ascribes to the theory that more is better. So Wolfen Soldiers are 
  encouraged to learn this, as it teaches fighting as a group along with individual weapon and 
  armor training. This martial art indeed seems like it was designed with the purpose of a large 
  group of warriors fighting together. Something which will likely trouble the people living in the 
  Eastern Territory, whom if they see this practiced, will likely think that the Wolfen are preparing 
  for an invasion of the Eastern Territory. However, most of the training occurs near the Algor 
  Mountains, away from the prying eyes of humans. So it is that the Wolfen armies, when 
  combining their natural fighting spirit and strength with the skill of this art and the quality arms 
  of the Kobolds, will be a force that will be extremely difficult to overcome.
  In practice, this is an infantry martial art. So with the use of heavy armor and weapons, and 
  group fighting, each warrior will know his role in the combat encounter and will instinctively 
  follow the orders and procedures. Surrounding opponents, leading a group of warriors into an 
  ambush, and also the ability to out-fight the opposition, are all elements integrated into this 
  fighting style. Since Wolfen are so disciplined, they seldom have a problem with soldiers not 
  following through or breaking rank, so most missions end up nearly perfect successes.
  O.C.C. Note: this martial art is best suited to the Soldier O.C.C., so any Wolfen Soldier can 
  upgrade to this instead of Martial Arts. Other men of arms must first upgrade to Hand to Hand: 
  Martial Arts then exchange two additional O.C.C. Related Skills.
  Stance: Usually with the shield up, spear or sword in hand, legs bent and slightly hunched 
  over, as if ready to start sprinting.
  Costume: usually in full arms and armor
  Character Bonuses
  +2 to P.S.
  +2 to P.P.
  +2 to P.E.
  +10 to S.D.C.
  Combat Skills
  Attacks Per Melee: 3
  Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Power Block/Parry, Combination Parry/Sword Slash, Circular Parry
  Hand Attacks: Strike (Punch), Backhand, Elbow, Claw Strike
  Foot Attacks: Kick Attack, Snap Kick, Knee, Roundhouse Kick, Crescent Kick, Trip/Leg Hook, 
  Backward Sweep, Drop Kick
  http://www.geocities.com/kuseru/PMAN/Styles/hjarlqurleiwk.htm (1 of 2) [1/4/2003 9:36:26 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hjarlqurleiwk.htm
  Special Attacks: Body Block/Tackle 
  Holds/Locks: None 
  Weapon Skills: W.P. Sword, W.P. Shield, W.P. Spear, Two other W.P.'s of choice.
  Special Katas: None
  Modifiers to Attack: KO/Stun, Pull Punch, Critical Strike, Critical Strike from Behind
  Skills Included in Training
  Martial Art Powers: Select two from among Body Hardening and Specialty Katas
  Physical Skills: Body Building, Running, Forced March and two of choice
  Training Skills: Detect Ambush, Detect Concealment, Intelligence, and Track Humanoids
  Languages: None
  Level Advancement Bonuses
  1st Critical Strike Natural 20 or from behind, +2 to Roll, +2 to Parry 
  2nd +2 to dodge, +2 strike
  3rd Add 3 levels to W.P. Shield, +2 Initiative
  4th +1 attack, +2 Maintain Balance
  5th Add 3 levels to W.P. Spear, +2 damage, Select One Additional Martial Art Power
  6th Add 3 levels to W.P. Sword, +1 dodge
  7th Critical Strike Natural 19 or 20, +1 strike
  8th Add 2 levels to W.P. Spear, +1 Attack, +2 parry
  9th Add 2 levels to W.P. Shield, +2 Initiative
  10th +2 damage and +2 to maintain balance
  11th Add 2 levels to W.P. Sword, +2 to Damage, +3 dodge
  12th +2 Initiative, Select One Additional Martial Art Power
  13th +1 Attack, Critical Strike Natural 18-20
  14th +2 maintain balance, +1 strike
  15th Death Blow Natural 20
  Why study Hjarlqurleiwk?
  To learn a good infantry art that stresses attacking and defending as a group rather than 
  entirely as an individual is definitely unique and will throw some people who are used to facing 
  groups of disorganized and ill-trained ruffians. A good mix of weapon and defensive skills make 
  it good in most combat situations. The lack of grappling skills is a major weakness; however 
  grappling isn't usually a big concern in huge army combat.
  http://www.geocities.com/kuseru/PMAN/Styles/hjarlqurleiwk.htm (2 of 2) [1/4/2003 9:36:26 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/martial_art_defensive.htm
  Hand To Hand: Martial Arts - Defensive
  By Sinestus
  Not all who train in the martial arts study only the aggressive styles. Instead, some take quick 
  classes in Judo, Aikido, and similar styles, thus developing a technique based around holds, 
  throws, and avoiding damage. Note: This is a Standard style interchangeable with Hand to 
  Hand: Martial Arts in Heroes 2nd ed.
  Attacks per Melee: Two to start
  Holds/Locks: When the time comes, the character can select from the following list:
  Holds
  Arm Hold
  Leg Hold
  Body/neck Hold
  One-handed Arm hold
  Choke
  One-handed Choke 
  Locks
  Wrist Lock
  Arm Lock
  Leg Lock
  Damaging Lock (must be selected specifically with another, deals 2D4 to H.P.)
  Locks and holds can be made 'automatic' (Meaning they can be done in place of a parry) is 
  selected twice (does NOT apply for damaging holds/locks)
  Level Advancement Bonuses 
  (Roll also covers pull punch)
  1st: +3 to Roll, +2 to parry
  2nd: +1 to strike and parry, +3 to dodge, +2 to disarm
  3rd: Flip/Throw, Select three holds
  4th: +2 to throw and holds
  5th: +1 attack
  6th: Automatic flip/throw, +2 to roll
  7th: +2 to disarm, select three Locks
  8th: Knockout 18+, +1 to parry
  9th: +1 attack, 
  10th: +2 to locks, +1 to holds and throws
  11th: Critical Flip/throw
  12th: +3 parry/dodge, +1 to roll
  13th: Auto dodge at +2
  14th: +1 attack
  15th: Knockout for 1D10 minutes on 17+ 
  http://www.geocities.com/kuseru/PMAN/Styles/martial_art_defensive.htm [1/4/2003 9:36:28 PM]
  
  Hand to Hand: Martial Arts ( Aikido )
  Hozo-In Ryu Sojutsu
  By Kuseru
  Entrance Requirements: No Honorable Alignments allowed. No Attribute restrictions.
  Skill Cost: 9 years (5 years as a Secondary Martial Art Style).
  This style of Japanese spear fighting is also known as Hozoin Ryu Takada-ha. This style was 
  developed by Hozoin Kakuzenbo In-ei around 1560. It was named after the Hozo monastery 
  where spear fighting was widely practiced.
  This style teaches unarmed jujutsu techniques. The primary weapon teaching of this school is 
  the yari, specifically Su Yari and Kama Yari. This style also teaches kenjutsu.
  The current headmaster of this style is Kagita Chubei. Training for this style is available in Nara 
  Prefecture Japan.
  Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
  Stance: The body and head firmly face the opponent, with the left leg advanced a half step and 
  the right leg to the rear, at a 90 degree angle. The Spear is held above the head with the right 
  hand gripping near the end of the spear and the left hand gripping near the middle of the spear.
  CHARACTER BONUSES
  Add +5 to Chi
  Add +1 to P.P.
  Add +2 to P.E.
  Add +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defense Moves: Multiple Dodge, Disarm, Breakfall.
  Hand Attacks: Strike (Punch), Knife Hand, Palm Strike.
  Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Backward Sweep, Reverse Turning 
  Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Death Blow, Leap Attack, Body Block/Tackle, Body Flip/Throw, Choke, Knee, 
  Elbow.
  Holds/Locks: None.
  Weapon Kata (Pick two, at least one must be a spear weapon): W.P. Su Yari, W.P. Kama 
  Yari, W.P. Daito, W.P. Shoto. 
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of Two (2) Martial Art Powers from among Body Hardening, 
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  Hand to Hand: Martial Arts ( Aikido )
  Martial Art Techniques, and Special Katas. If desired, any number of Powers can be traded, on 
  a one-for-one basis, for Basic Skill Programs (excluding Physical).
  Languages: Japanese
  Temple: Meditation
  Weapon Proficiencies: W.P. Su Yari, W.P. Kama Yari, W.P. Daito, W.P. Shoto. 
  Philosophical Training: Zen Buddhism
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Jujutsu (3 years), Shindo Jinen Ryu (6 years), or Zanji Shinjinken Ryu (4 years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Roll with Punch/Fall/Impact, +1 to Pull Punch, Critical Strike or Knockout 
  from Behind.
  2nd: +1 to Dodge/Parry, +2 to Damage with spear.
  3rd: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Initiative.
  4th: Knockout/Stun on a Natural 19 or 20.
  5th: +1 to Strike, +2 to Pull Punch.
  6th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Body Hardening, or 
  Martial Art Techniques, or Special Kata.
  7th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20.
  8th: +2 to Dodge/Parry, +2 to Damage with spear.
  9th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Initiative.
  10th: +1 to Strike, Death Blow on a Natural 20.
  11th: Select One (1) Additional Martial Art Power from Body Hardening, or Martial Art 
  Techniques, or Special Kata.
  12th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
  13th: +1 to Pull Punch, +2 to Damage with spear.
  14th: +1 to Strike, +1 to Dodge/Parry.
  15th: Select One (1) Additional Martial Art Power from Body Hardening, or Martial Art 
  Techniques, or Special Kata.
  Why Study Hozo-In Ryu Sojutsu?
  A spear technique that's designed to get the job done.
  http://www.geocities.com/kuseru/PMAN/Styles/hozoin_ryu.htm (2 of 2) [1/4/2003 9:36:31 PM]
  
  Hung Gar Kung Fu
  The departure of the Necromancer shocked me into gear. My knowledge of Chinese styles in general is 
  pretty surface, at best, so anyone with some deeper knowledge (Jason), feel free to share. General 
  commentary encouraged, as always.
  HUNG GAR KUNG FU
  by
  Lee Casebolt
  Hung Gar is the most widespread and popular of the five dominant Southern Chinese kung fu styles (the 
  others being Lau, Choy, Lay, and Mok). "Gar" translates as family or clan, while "Hung" refers to the 
  style's creator, Hung Hei Goon. Hung Gar, then, is the kung fu of the family of Hung. Legends say that 
  Hung originally learned the Shao-lin Tiger system from Master Gee See. From this basis, Hung added 
  elements from the White Crane, which he learned from his wife, as well as movements and techniques 
  from the Dragon, Snake, Leopard, and Five Elements Fist systems.
  Techniques were added and modified to reflect both Hung's own personality and the enviornment in 
  which he lived. Southern China is a land of river cities, where wet ground and crowded spaces are the 
  rule. For this reason, Hung Gar employs strong stances, low kicks, and a variety of ambidextrous, 
  simultaneous blocks and strikes which are best employed in tight quarters.
  Hung Gar physical training is grueling, building both strength and endurance, while its philosophical 
  aspect stresses honesty, directness, willpower, and righteousness in all matters.
  Hung Gar is one of the most popular of kung fu styles, with training available in most densely populated 
  areas.
  ENTRANCE REQUIREMENTS: Any alignment, but tends towards Principled, Scrupulous, Aberrant, 
  and others with a strong sense of honor. Minimum P.S. and P.E. of 12 required.
  COSTUME: Standard kung fu uniform.
  STANCE: Many stances are used, but tend towards very deep, strong stance. See Horse Stance under 
  Special Katas.
  CHARACER BONUSES:
  Add 2 to P.S.
  Add 1 to P.P.
  Add 1 to P.E.
  Add 2 to Spd.
  Add 15 to S.D.C.
  COMBAT SKILLS:
  Attacks per Melee: Three (3)
  Escape Moves: Roll with punch/fall/impact, maintain balance
  Basic Defensive Moves: Dodge, parry, automatic parry
  Advanced Defenses: Multiple Dodge, Power Block/Parry, Combination Parry/Attack
  Hand Attacks: Strike (punch), Power Punch, Claw Hand, Palm Strike
  http://www.geocities.com/kuseru/PMAN/Styles/hunggar.htm (1 of 3) [1/4/2003 9:36:35 PM]
  
  Hung Gar Kung Fu
  Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks
  Special Attacks: Death Blow, Elbow, Knee, Forearm, Combination Grab/Kick
  Holds/Locks: Arm Hold, Elbow Lock
  Weapon Katas: Select one from W.P. Straight Sword, W.P. Sabre, W.P. Staff, W.P. Butterfly Swords 
  (PAIRED), W.P. Trident, or W.P. Chain Whip
  Modifiers to Attacks: Pull punch, Knock-Out/Stun, Critical Strike, and Critical Strike from Behind
  Special Katas:
  Horse Stance: One of he most basic of martial arts stances, the Horse Stance can provide a devastating 
  fighting foundation when mastered. A master of the Horse Stance cannot be moved if he does not wish to 
  be moved, and this same strong root adds power to his strikes. Bonuses: +8 to Maintain Balance, +2 to 
  Damage. On the downside, the character cannot move, kick, dodge, or perform any other action which 
  would cause his feet to leave the ground.
  SKILLS INCLUDED IN TRAINING:
  Martial Arts Abilities and Powers: Select two (2) abilities from Body Hardening Exercises (including 
  Demon Hunter) and Special Katas (*not* including Chi Katas). These powers may be exchanged, on a 
  one-for-one basis, for basic skill programs (excluding physical).
  Languages: Chinese (Cantonese dialect)
  Physical: Swimming
  Philosophical: Taoism
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Damage, +1 to Maintain Balance, Critical Strike from behind
  2nd: +2 to Roll with punch/fall/impact, +1 to Parry/Dodge
  3rd: +1 attack per melee, Critical Strike on Natural 18 or better
  4th: +1 to Roll with punch/fall/impact, +1 to Parry/Dodge
  5th: +1 Attack per melee, +1 to Damage
  6th: Add one Martial Arts Power from Body Hardening Exercises (including Demon Hunter) and Special 
  Katas
  7th: +1 Attack per melee, Death Blow on Natural 19 or 20
  8th: +2 to Maintain Balance
  9th: Knock-out/Stun on Natural 18, 19, or 20
  10th: +1 to Damage, +1 to Strike
  11th: Add one Martial Arts Power from Body Hardening Exercises (including Demon Hunter) and 
  Special Katas (including Chi Katas)
  12th: +2 to Parry/Dodge, +1 to Strike
  13th: +1 Attack per Melee
  14th: Add one Zenjorike Power
  15th: +1 Attack per Melee, +1 to Damage
  WHY STUDY HUNG GAR KUNG FU? A well-rounded system, with powerful offensive and defensive 
  techniques, as well as basic weapons training, that excels at short-range combat. Its primary weakness is 
  a lack of internal skills.
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  Hung Gar Kung Fu
  Lee Casebolt
  TOP TEN REASONS TO JOIN THE CULT OF CASEBOLT
  10. Membership is still free.
  9. Chicks - you want 'em, we got 'em.
  8. Booze.
  7. No messy sacrifices.
  6. Simple theological precepts even you can understand.
  5. Did we mention the chicks?
  4. And the booze?
  3. A High Priestess so great it's a mortal sin.
  2. Cult leader with a cool name like Zanshin, Samurai Bassist.
  And the number one reason to join the Cult of Casebolt is...
  1. We're the only on-line cult with our own band.
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  http://www.geocities.com/kuseru/PMAN/Styles/hyaku_oni_kuran_ninjutsu.htm
  Hyaku Oni Kuran Ninjutsu (Art of the Hundred Demon Clan Ninja)
  By Ray Bull <mailto:Mantisking@aol.com>
  Entrance Requirements: Character must be a member of the Hundred Demon Clan. 
  Skill Cost: 15 Years (Exclusive)
  The origin of this style dates back to the beginning of the Hyaku Oni Kuran itself. Young genin 
  talk of a rumor that the clan founder sold his soul to a demon to learn the techniques they now 
  study. Chunin scoff outwardly at such silly gossip. Old jonin know the truth. Martial researchers 
  who know of both styles, compare Hundred Demon Clan Ninjutsu to Oni Chi Te. 
  Like their Iga and Koga cousins, The Hyaku Oni Kuran Ninja still sneak through the night. 
  Unlike their cousins, the Hundred Demon Clan have abandoned the use of the six traditional 
  disguises. They have also eliminated the more flashy and acrobatic techniques of traditional 
  ninjutsu from their teachings. Hyaku Oni Kuran Ninjutsu places more emphasis on close 
  combat techniques. Another difference from traditional ninjutsu is the use of the Onigatana 
  (Demon Sword). Wider, longer, and heavier than the ninja-to, it is still considered a tool. 
  As the Hyaku Oni Kuran are more assassins than spies, combat for them is swift and brutal 
  thing. Using the Arts of Invisibility to get to combat range, they then use surprise to their best 
  advantage. 
  Training, if you could find the clan, is only available to members of the clan. There are rumors 
  in the martial arts underworld that the Hundred Demon Clan is opening a training facility in the 
  United States. This would supplement the one in their home province in Japan.
  Costume: Standard Ninja Outfit
  Stance: None
  CHARACTER BONUSES
  Add 1 to M.A.
  Add 2 to P.S.
  Add 1 to P.P.
  Add 2 to Spd.
  Add 5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Attack Moves: Leap, Somersault
  Escape Moves: Roll with Punch/Fall/Impact, Leap, Somersault
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Multiple Dodge, Combination Parry/Attack, Combination 
  Powerblock/Parry
  Hand Attacks: Strike (Punch), Knife Hand, Palm Strike, Claw Hand
  Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook, Roundhouse Kick
  Special Attacks: Deathblow, Leap Attack, Elbow, Knee, Roll/Knockdown, Bodyflip/Throw, 
  Choke
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  http://www.geocities.com/kuseru/PMAN/Styles/hyaku_oni_kuran_ninjutsu.htm
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock
  Weapon Kata: W.P. Onigatana, Choose one: W.P. Tanto, W.P. Manriki-Gusari, W.P. Shikomi-
  Zue, W.P. Shuriken, W.P. Fukiya, W.P. Fukimi-Bari
  Modifiers to Attacks: Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind, Pull Punch
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of four (4) Martial Art Powers from among Arts of Invisibility, 
  Body Hardening Exercises (including Demon Hunter), and Martial Art Techniques.
  Languages: Japanese
  Cultural: Hojo-Jutsu, Interrogation, Poison Use
  Physical: Climbing, Swimming, Prowl
  Survival: Wilderness Survival
  Weapon Proficiencies: W.P. Onigatana, W.P. Shuriken, W.P. Fukiya, W.P. Fukimi-Bari, W.P. 
  Kawanga, W.P. Kusarigama, W.P. Kyoketsu-Shogi, W.P. Nekode, W.P. Tanto, W.P. Manriki-
  Gusari, W.P. Shikomi-Zue
  If this is your Primary Martial Art style then the following other styles can be learned in a shorter 
  time: Fong Ngan (4 Years), Jujutsu (3 Years), Kyokushinkai (5 Years), Sankukai (5 Years), 
  Tang Su (4 Years), Te (4 Years)
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Parry, +1 to Strike, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20, 
  Critical Strike from Behind
  2nd: Critical Strike on a Natural 19+, Knockout/Stun from Behind
  3rd: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  4th: +2 to Damage, +1 to Leap (add 3 feet to Leap distance), Knockout/Stun on a Natural 20
  5th: +1 to Roll with Punch/Fall/Impact, Deathblow on a Natural 20
  6th: +1 Attack per Melee, +1 to Choke, Select one (1) Martial Art Power from Arts of Invisibility, 
  Body Hardening Exercises (including Demon Hunter), or Martial Art Techniques
  7th: +1 to Strike, +2 to Damage
  8th: +1 Attack per Melee, +1 to Parry/Dodge, +1 to Strike with Claw Hand
  9th: +1 to Roll with Punch/Fall/Impact, +1 to Roll/Knockdown
  10th: +2 to Damage, +2 to Choke, Select one (1) Martial Art Power from Arts of Invisibility, 
  Body Hardening Exercises (including Demon Hunter), or Martial Art Techniques
  11th: +1 to Strike, +1 to Leap (add 3 feet to Leap distance)
  12th: +1 to Roll/Knockdown, +1 to Strike with Claw Hand, Automatically receive Horror Factor: 
  8
  13th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  14th: +1 to Strike, Select one (1) Martial Art Power from Arts of Invisibility, Body Hardening 
  Exercises (including Demon Hunter), or Martial Art Techniques
  15th: +1 to Parry/Dodge, -1 to M.E., -1 to M.A., -1 to P.B., Automatically receive Horror 
  Factor:11
  Why Study Hyaku Oni Kuran Ninjutsu?
  A style of Ninjutsu with enhanced combat skills. Enough said.
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  http://www.geocities.com/kuseru/PMAN/Styles/hyaku_oni_kuran_ninjutsu.htm
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  Martial Art Styles I
  Martial Art Styles I 
  Name
  Game
  Application Country
  Author
  Isshin Ryu Kusarigamajutsu
  N&S
  Conversion Japan
  Kuseru
  Italian Fencing
  N&S
  Conversion
  Italy
  Flash Fire
  Itto Ryu Kenjutsu
  N&S
  Conversion Japan
  Kuseru
  Iwakura Ryu Sueijutsu
  N&S
  Conversion Japan
  Kuseru
  Number of Styles: 4
   
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleI.htm [1/4/2003 9:36:40 PM]
  
  Hand to Hand: Martial Arts ( Aikido )
  Isshin Ryu Kusarigamajutsu
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include P.S.: 12, P.P.: 10.
  Skill Cost: 10 Years (6 Years as a Secondary Martial Art Style).
  Isshin-Ryu Kusarigamajutsu is a Japanese art created by Nen Ami Jion in the 15th century. It 
  includes techniques of the Kusarigama and Chogama. Isshin Ryu Kusarigamajutsu is taught by 
  senior exponents of the Shinto Muso Ryu (the Isshin Ryu is subsumed within the teachings of 
  Shinto Muso Ryu and is generally not studied as a separate art). Training for Isshin Ryu can be 
  found in Fukuoka, Tokyo, Osaka, Nagoya, as well as Sendai Prefecture Japan.
  Special! Isshin Ryu Kusarigamajutsu and Shinto Muso Ryu Jojutsu are unique in that they are 
  designed to work together. When a character has both, then all the attacks per melee, 
  bonuses, abilities, and powers of Shinto Muso Ryu Jojutsu are used in wielding weapons, 
  weapon proficiencies, and weapon kata of Isshin Ryu Kusarigamajutsu. Any martial art powers 
  and abilities from Isshin Ryu Kusarigamajutsu are used with Shinto Muso Ryu Jojutsu.
  Costume: Karate Gi
  Stance: Facing opponent with one foot forward and the other back, arms about half an arm 
  length out from the body.
  CHARACTER BONUSES
  Add +2 to P.E.
  Add +1 to P.P.
  Add +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Auto Parry, Entangle. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Parry/Attack, Break fall, Disarm.
  Hand Attacks: Punch, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Choke, Elbow, Combination Parry/Attack.
  Holds/Locks: None.
  Weapon Kata: W.P. Kusarigama, W.P. Chogama.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select One Martial Art Powers from among Martial Art Techniques or 
  Special Kata.
  Languages: Japanese.
  Weapon Proficiencies: W.P. Kusarigama, W.P. Chogama.
  Philosophical Training: Zen Buddhism.
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  Hand to Hand: Martial Arts ( Aikido )
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Kobujutsu (2 years), Moo Gi Gong (4 years), 
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19 or 20, 
  Critical Strike from Behind.
  2nd: +2 to Damage, +1 to Pull Punch.
  3rd: +1 Attack per Melee, +1 to Strike.
  4th: Critical Strike on a Natural 19 or 20.
  5th: +1 to Parry, +2 to Entangle.
  6th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
  7th: +1 Attack per Melee, +2 to Damage, +1 to Initiative.
  8th: +1 to Strike, +1 to Pull Punch, +1 to Dodge.
  9th: Critical Strike on a Natural 18, 19, or 20.
  10th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
  11th: +1 to Parry, +2 to Entangle.
  12th: +1 Attack per Melee, +2 to Damage.
  13th: +1 to Strike, +1 to Dodge, +2 to Roll with Punch/Fall/Impact .
  14th: +1 to Initiative, Death Blow on a Natural 20.
  15th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
  Why Study Isshin Ryu Kusarigamajutsu?
  One of the few styles that teaches the kusarigama as the primary weapon, Isshin Ryu is best 
  used when combined with Shinto Muso Ryu Jojutsu.
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  http://www.geocities.com/kuseru/PMAN/Styles/italian_fencing.html
  Italian School of Fence (EXCLUSIVE)
  By Flash Fire
  "And is he a man to encounter Tybalt?"
  "Why, what is Tybalt?"
  "More than Prince of Cats, I can tell you. O, he is the courageous captain of compliments. He 
  fights as you sing prick-song, keeps time, distance, and proportion; rests me his minim rest, one, 
  two, and the third in your bosom: the very butcher of a silk button. A duelist, a duelist!"
  - Mercutio and Benvolio "Romeo and Juliet" Act II Scene IV
  The Italian School of Fence represented the second of the major forms of swordsmanship to take 
  fighting to the "scientific" level. Following the social trends of the time, the Italians followed the Spanish into the 
  arena of planned and reasoned personal combat.
  The Italian School of Fence developed during the Renessaince, a time of scientific growth and learning 
  in the sixteenth century. Starting with a master named Agrippa in 1553, the formerly heavy style of swordplay, 
  typically used by knights to break through the plate armor that few wore anymore, transformed into a lighter, 
  thrust-oriented form. The Italians began to employ the factors of timing and distance rather than speed and 
  stamina. The design of civilian weapons followed along the same lines as the Spanish Rapier, becoming 
  thinner and lighter. This scientific approach to combat led to the dropping of most of the religious and mystical 
  guises that previous styles used.
  Agrippa, and the masters that followed, reasoned that several improvements could be made in 
  swordplay. Since no one wore plate armor in the cities, one didn't need to wield a heavy cutting weapon 
  designed to combat that kind of enemy. Civilians would, therefore, be able to fight in whatever method would 
  quickly dispatch an unarmored opponent. Since a line is shorter than an arc, the Italian Masters decided that a 
  thrust would work faster than a cut. Secondly, whatever was closest would hit first, so the weapon was held out, 
  between the two swordsmen, rather than in the backward position that would allow for a stronger cut. Other 
  "discoveries" were made about the mechanics of the weapons themselves, leading to the Italian Rapier, but 
  more importantly was the use of timing and distance. An Italian Fencer would examine his opponent's fighting 
  style, observing how fast moves work and judging how fast other moves would probably work. An attack could 
  then be properly timed, taking advantage of the point where an enemy is too busy moving into an attack to 
  properly defend. This led to specialized moves; such as the disengage, time thrust, and riposte; to take 
  advantage of those times.
  Beyond pure science, most teachers also discussed the concepts of honor to their students. It was 
  generally felt that if everyone dealt with everyone else in an honorable fashion, there would be fewer duels as 
  there would be no reason to fight. This idea, while reasonable, fell through. Noblemen would use honor to find 
  reasons to fight, and the common man just didn't care. Nevertheless, most teachers did their best to teach a 
  student of when it was proper to fight, as well as how to fight. Concepts such as who to behave toward a friend 
  who challenges you to a duel.
  As with other forms of Western Martial Arts, Italian Rapier Fencing faces the problem of few people 
  knowing about the realities of rapier fighting. As the gun became the primary self-defense weapon and weapon 
  of war, the sword was phased out. Thanks to the pragmatic outlook of most Westerners, the skill of 
  swordfighting became lost as the more powerful and easier-to-learn art of gunplay became more and more 
  popular. This means that the skill is learned in small groups who recreate the skill, rather than learned in a 
  proper school. To be turned into an effective martial art, the skill must be practiced day after day for several 
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  years, as well as researched by whatever means are neccessary. Like other Western duelists, the Italian 
  Fencer will approach a fight in a calm and composed manner. They treat fighting with the seriousness and 
  respect that it deserves, and not with the hot-blooded flashiness of the average Errol Flynn movie. They will 
  hold back, prefering to feel out the opponent until they feel they have a good enough knowledge of their 
  opponent's moves before moving in for the kill.
  Entrance Requirements: IQ of 10 or higher
  Skill Cost: 6 years
  Costume: Street clothes of the period the character lives in, but the prefered outfit will be loose, allowing for full 
  movement of the legs, crotch, and shoulders.
  Stance: Sword between the Fencer and his opponent, with the off weapon hand held forward to help with 
  parrying (often holding a dagger). Weight is on the balls of the feet and slightly forward, off-weaponside leg 
  forward, back foot at a 45-degree angle.
  CHARACTER BONUSES
  Add 2 to M.E. (concentration)
  Add 1 to P.P. (balance and control)
  Add 1 to P.E. (aerobic workout)
  COMBAT SKILLS
  Attacls per Melee: Four
  Basic Defensive Moves:Parry, Automatic Parry, Dodge
  Advanced Defenses: Disarm, Maintain Balance, Circular Parry, Combination Parry/Attack.
  Hand Attacks: Strike (Punch), Roundhouse (See Choy-Li-Fut Kung Fu, does 1D10 Damage)
  Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks
  Special Attacks: False Attack (NEW!) The False Attack is just that, a fake attack. It is used to draw a parry or 
  reaction out of the opponent. The exact method of attack the character fakes varies and can be any type of 
  attack the character possesses. This is a Combination Move, used in conjunction with another attack. The 
  character chooses what attack to fake and rolls to strike. On a roll of 5 (or equal to the opponent's AR) or 
  greater, the false attack succeeds. The opponent can (and should) attempt to defend against the false attack. 
  Whether they successfully defend against the fake attack or not, the attacker then moves into the second 
  attack. The character is at +3 to strike with second attack and the defender must use an attack to defend 
  against it (no Automatic Defenses).
  Time Thrust (SPECIAL!) The Time Thrust is an attack made as an opponent prepares to attack, similar 
  to a Simultaneous Attack. This move takes one action and is done in place of a Parry. The Fencer rolls to Strike 
  (using Time Thrust bonuses rather than Strike). If the Fencer gets higher than the attacker, the Fencer's 
  weapon lands first and interrupts the other, meaning no damage is done. If the attacker gets higher, standard 
  Simultaneous Attack rules apply. The attacker can try to defend against the move, but they are at half their 
  normal Parry bonus, due to the suddeness and surprise of the move. Base Time Thrust bonus is equal to one-
  fourth of the character's IQ (round up, maximum of 7) plus the character's PP bonus.
  Lunge (SPECIAL!) The Lunge is a fast attack used to close distance quickly. The front foot is thrown 
  towards the opponent, carrying the body and the weapon towards him. The Lunge basically is a standard attack 
  that only works at Long Range and produces a Critical Strike. Successful or unsuccessful, the Lunge requires a 
  Maintain Balance roll of 5 or better to get back into a position of being able to move. This recovery takes an 
  additional attack, making a total of two required for the move. Attacks and parries can still be made while in the 
  lunge position, but are both at -3 and moving is impossible.
  Disengage (SPECIAL!) The disengage is a fast move that brings the weapon underneath the 
  opponent's weapon to attack in the opposite line. This is a defensive move that can only be done in response to 
  an attack on the blade or weapon arm itself, such as an Arm Hold, Entangle, or direct damaging attack on the 
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  http://www.geocities.com/kuseru/PMAN/Styles/italian_fencing.html
  weapon. It uses the character's normal bonuses to parry, but grants the character +3 to strike on the following 
  attack due to the speed and ease of the "parry," as well as the opponent being slightly off-balance after the 
  failed attack. This is an Automatic move. This move can be combined with the Riposte, resulting in an 
  additional +2 to strike.
  Combination Attack/Grab (SPECIAL!) The Combination Attack/Grab is a move that requires agility 
  and speed. The Fencer starts by striking the blade to the side, called beating the blade in modern fencing. He 
  then steps forwardand snatches the opposing weapon by the guard. A Grabbed weapon cannot be used 
  against the Fencer, preventing the enemy from even trying to lever their weapon into him. The attack starts with 
  the beat. The Fencer rolls to Strike (full bonuses). Then, roll to Grab (PP bonuses only). If the Grab is 
  successful, several things happen. This is effectivally a Weapon Hold, requiring the same escape rules as a 
  Hold. The Fencer can follow it up with a Disarm on his next attack at +3. Alternately, they can attack with their 
  own weapon, which the defender will not be able to use the Grabbed weapon to parry with. This move can only 
  be performed on a weapon with a signifigant guard. So, while it will work against rapiers, cutlasses, basket-hilt 
  claymores, and even greatswords, it will not work against anything with a tiny guard, such as a katana or most 
  combat knives. It can also only be used once per melee round.
  Inquartata (SPECIAL!) Called the three point lunge in Modern Fencing (and an illegal move, too, since 
  no part of the body except the feet can touch the strip), this move consists of throwing the rear leg back and 
  dropping the whole body under an incoming attack. The non-weapon hand is placed flat on the ground to aid in 
  balance. The weapon is thrust outward into the attack, one that the defender will have to struggle to defend 
  against. This works just like a Combination Dodge/Attack. The Fencer rolls to Dodge at full bonuses, then rolls 
  to Strike at no bonuses. The opponent must use an attack to defend against it, as Automatic Parry won't work. 
  In addition, the character is at +3 to Maintain Balance after a successful Dodge roll, regardless of the Strike 
  Roll, until they rise back into the guard position. This move can only be used once per melee round.
  Off-Hand Parry (SPECIAL!) The off-hand parry is a parry with whatever hand a weapon is not held in. It 
  uses the same bonus as the normal parry and produces a +2 to Strike with a following attack or a +5 to Grab or 
  entangle, depending on the mode of attack chosen. This is not an Automatic move.
  Duelist's Critical Strike (SPECIAL!) Duelists train for the singular purpose of ending human life. To this 
  end, they train particularly to strike at the points that will best result in instantaneous death for the opponent. 
  When entering into combat, a Duelist must declare whether or not they intend to kill their enemy. If they have 
  lethal intentions, a Critical Strike results in damage directly to Hit Points. No multiplier is added to the damage 
  roll. If the Duelist declares that they are only intending to wound the opponent (ie: fighting to first blood), then 
  normal Critical Strike rules are used. If intentions are not declared, then normal Critical Strike rules apply, save 
  in situations where a character would obviously be trying to kill the other character (ie: blood fued between the 
  characters or the Duelist has an evil alignment). Knee, Elbow, Grab, Entangle, Death Blow 
  Holds/Locks: None
  Weapon Katas: WP: Rapier, WP: Rapier and Dagger (paired), WP: Rapier and Buckler Shield (paired), WP: 
  Rapier and Cloak (paired). Rapier and one other Kata of choice start at 3rd level.
  Modifiers to Attacks: Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Wrist Hardening. Can be traded for any Body Hardening Exercise (excluding Chi Gung) or 
  any Basic Skill Program.
  Languages: Italian at 25%, +5% per level 
  Physical Skills: Fencing, Running
  Other Skills: Research
  If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: 
  Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years), and other Western Fencing 
  systems (half time).
  Special Note: Unless noted above, any Martial Art that teaches a Philisophical Skill will take 1 more year to 
  learn. This is due to the Fencer's pragmatic outlook and its effect on the philosophy ofthe fighter.
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  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Strike, +2 to Parry/Dodge, Critical Strike, Critical Strike from Behind
  Level 2: +1 to Grab, +1 to Disarm, +1 to Time Thrust
  Level 3: +1 to Maintain Balance, +1 to Binding the Blade
  Level 4: +1 Attack Per Melee, +1 to Parry
  Level 5: Critical Strike on Natural 19-20, +1 to Time Thrust
  Level 6: +1 to Maintain Balance, +1 to Disarm, +1 to Strike
  Level 7: Death Blow on Natural 20, +1 to Grab
  Level 8: +1 Attack Per Melee, +1 to Dodge
  Level 9: Critical Strike on Natural 18-20, +1 to Time Thrust
  Level 10: +1 to Strike, +1 Attack Per Melee
  Level 11: +1 to Binding the Blade, +1 to Disarm, +1 to Parry
  Level 12: +1 to Maintain Balance, +1 to Time Thrust
  Level 13: +1 to Dodge, +1 to Disarm, +1 Attack Per Melee
  Level 14: Critical Strike on Natural 17-20, +1 to Strike
  Level 15: +1 to Maintain Balance, Death Blow on Natural 19-20
  MARTIAL ART POWER LIST
  Any Body Hardening Excercise (excluding Chi Gung)
  Any Special Kata (Weapon Katas can be chosen from any weapon)
  One Life, One Shot, One Hit, One Kill (Martial Art Technique)
  Iai Jutsu (Martial Art Technique)
  JUDGEMENT (Martial Art Technique)
  The technique of Judgement represents the ability of a Fencer to take the measure of their opponent and figure 
  out how to react appropriately against them. To use this power, the Fencer must spend two melees sizing up 
  their opponent. This takes the form of applying basic attacks and defenses to certain moves, allowing the 
  Fencer to judge what methods of attack their opponent can use. Note that this is two melees of watching the 
  opponent fight, but not neccessarily against the Fencer. If they have the opportunity to watch the combatant 
  fight for two melees and are using the Technique on them, the same results will occur. In game terms, this 
  means that the character will be able to determine the following things about the opposing character:
  approximate level of their HTH form as Low (1-3), Medium (4-7), and High (8 and up);
  the HTH form being used and the approximate moves they can use (tell them what form and let them look at 
  the book to see what they can do);
  the enemy's physical attributes;
  and indicate the general possibility of other abnormal powers and abilities (only shows generalities, like odd 
  eyesight, exceptional hearing, abnormal flexability, and so on, not give them a description of the exact powers 
  used.). It also grants a few bonuses, as the Fencer begins to be able to predict how their opponent will react 
  and move. 
  Bonuses:
  +2 to Initative 
  +2 to Parry/Dodge
  +2 to Time Thrust 
  +1 to Strike
  WEAPON KATA LIST
  WP: Rapier
  Uses the WP Large Sword bonuses. The Rapier (in-game context) is a thrust only weapon. Small cuts 
  can be made with its edge, but they only do 1 point of damage. Due to stance and the length of the weapon 
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  http://www.geocities.com/kuseru/PMAN/Styles/italian_fencing.html
  (average of 4 feet overall), it can be used at Long Range with no penalty, recieves a penalty of -5 to strike at 
  Combat Range, and is impossible to use at Grappling Range (pending a special move developed by the GM 
  and/or player).
  Note that some versions of the rapier have real cutting edges and some do not. A rapier with a 
  signifigant cutting edge (ie: blade width of greater than 1.5 inches/3 cm) uses WP: Cut-and-Thrust Sword rather 
  than WP: Rapier.
  Rapiers do 2D6 damage. Average cost: $400-$500
  WP: Cut-and-Thrust Sword
  The Cut-and-Thrust sword is mis-named slightly, but I have no better term to use. In this case, the Cut-
  and-Thrust Sword refers to any one-handed sword that can be used to both thrust and cut (duh), like the 
  Basket-hilted Claymore or Sword-Rapier (the edged version of the rapier). Bonuses are the same as WP: Large 
  Sword.
  WP: Small Sword
  The Small Sword is essentially the same as a Rapier, but smaller and lighter. The weapon has a 
  penalty of -3 to strike at Grappling Range and uses WP: Small Swords bonuses. Damage: 1D8. Average Cost: 
  $300-$400
  WP: Dagger See WP: Knife
  WP: Blunt/Single Stick See WP: Blunt
  WP: Cloak/Net
  Described in Pal Fantasy 2nd Edition. The cloak or net can be used in a whipping motion (1D6 
  damage), thrown at the opponent (blinding damage), used to parry an incoming blow, or to entangle the 
  opponent's arm or weapon. Recieves +1 to strike or entangle at levels 2, 5, 8, 11, and 15. Recieves +1 to parry 
  at levels 2, 4, 6, 9, and 12. 
  WP: Buckler Shield
  Described in Pal Fantasy 1st and 2nd Edition, a Buckler Shield is basically a small round shield. 
  Provides a bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15. The shield can be used to strike with, as well, 
  doing 1D4 damage. Gains +1 to strike at levels 4, 8, and 12. 
  WP: Lantern/Flashlight
  The flashlight or focused-light lantern is used in the off-weapon hand in combination with other attacks. 
  Best used in the dark (all effects are at 1/4 strength in the light), the light is shined into the opponent's eyes, 
  momentarily blinding them to the attacker's moves. The target of a successful lantern strike is at -5 to strike, 
  parry, and dodge the lantern holder's next two attacks. The lantern itself has +1 to strike at levels 1, 3, 5, 8, 11, 
  13, and 15. 
  WP: Paired Weapons
  See WP: Paired Weapons. The choices are almost always Rapier, Small Sword, or Cut-and-Thrust Sword, 
  combined with one other weapon. The individual weapons cannot be used singly unless that Weapon Kata is 
  also possessed.
  Why Study Italian Fencing?
  Because it is meant to get the job done in the best and most effecient manner possible. This mindset 
  appeals to those with a practical and analytical turn of mind, making it a favorite of architects, scientists, and 
  scholars. In the modern world, it is generally only studied by martial arts enthusiasts, people enamored with the 
  West's past, and the occasional Hopeless Romantic.
  HISTORICAL NOTES: 
  Since no-one really knows everything about the use and abuse of rapier fighting, please don't use this 
  as a historical reference. Certain facts and dates may be wrong, as well as some of the concepts. To the best 
  of my knowledge, they are all correct, but you never know.
  If this form is used in its historical period (ie: your campaign takes place in the 16th century), the 
  character does not get the Research skill, nor is the form Exclusive (takes 4 Years as a Secondary Skill).
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  PAL FANTASY NOTES:
  This MA form would probably be better applied to Pal Fantasy than to N&SS, but since it uses N&SS 
  rules... If you are inclined to use this in Pal Fantasy, there shouldn't be much trouble converting it to PFRPG's 
  HTH system. Ignore questions of Range and any other HTH move or term you're not sure on. 
  Rapiers are still somewhat unfashionable, and little study has been made in their use. This form is only 
  recently come into being, designed and used by small groups of Scholars in the Eastern Empire. Drop the 
  Research skill, but the form remains Exclusive (only the most dedicated of swordsmen will know it even exists, 
  and it costs 6 OCC Related Skills, or 3 more than HTH Martial Arts).
   
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  Hand to Hand: Martial Arts ( Aikido )
  Itto Ryu Kenjutsu
  By Kuseru
  Entrance Requirements: Restricted to Honorable Alignments. Requires a minimum P.E. of 12.
  Skill Cost: 11 years (6 years as a Secondary Martial Art Style).
  This is a Japanese sword style. It was created by Itto Ittosai Kagehisa (1560-1653) during the 
  Early Edo Period, circa 1630. This style was later revised by Ono Jirouemon Tadaaki and 
  called Ono-Ha Itto Ryu.
  This school teaches students to master Ki (Chi), Ryoku (energy of the body), and Shin (spirit-
  heart). By mastering these fundamentals, they learn to act only when the emotions are quiet 
  and free from any fear and evil intent. This style has had a profound influence on the 
  development of kendo.
  This school primarily teaches sword technique, with little thought given to unarmed combat. 
  One of the basic principles in Itto Ryu is Uchikachi (attack and defense in one blow). This style 
  teaches kenjutsu and iaijutsu as a "one sword" technique.
  Training in this style can be found in Tokyo Prefecture Japan, The current headmaster is 
  Sasamori Takemi.
  Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
  Stance: Onken: Also known as Wakigame, Yo no Kamae, or Sha no Kamae. The key to this 
  posture is to conceal the sword and expose the body to the enemy. This posture has the same 
  spirit as does Jodan. There are two variations: Wakigamae Gedan in which the sword points 
  down and back and Wakigamae Chudan in which the sword points back horizontally with the 
  edge facing out. The body is turned but the head faces forward.
  Migi (Right Hand) Onken: With the body turned to the right, the sword is held on the right side, 
  with the left hand in front of the center of the body.
  Hidari (Left Hand) Onken: With the body turned to the left, the sword is held on the left side, 
  with the right hand in front of the center of the body.
  CHARACTER BONUSES
  Add +10 to Chi
  Add +1 to M.E.
  Add +1 to P.P.
  Add +2 to P.E.
  COMBAT SKILLS
  Attacks per Melee: 4
  Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defense Moves: Multiple Dodge, Circular Parry, Combination Parry/Attack, Power 
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  Hand to Hand: Martial Arts ( Aikido )
  Block/Parry, Automatic Roll, Breakfall.
  Hand Attacks: Strike (Punch)
  Foot Attacks: Kick Attack
  Jumping Foot Attacks: None
  Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, 
  Holds/Locks: None
  Weapon Kata: W.P. Katana, W.P. Wakizashi.
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receives Iaijutsu. Select One Martial Art Power from among 
  Martial Art Techniques or Special Kata (including Chi Kata).
  Languages: Japanese
  Weapon Proficiencies: W.P. Katana, W.P. Wakizashi.
  Philosophical Training: Zen Buddhism/Bushido
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Zanji Shinjinken Ryu (4 years)
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
  2nd: +1 to Parry, +1 to Damage, +1 to Initiative.
  3rd: +1 to Maintain Balance, Critical Strike on a Natural 18, 19, or 20.
  4th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Chi Mastery 
  (including Advanced), or Martial Art Techniques, or Special Kata (including Chi Kata).
  5th: +1 to Damage.
  6th: +1 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20.
  7th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), or 
  Martial Art Techniques, or Special Kata (including Chi Kata).
  8th: +1 Attack per Melee, Add +10 to Chi, +1 to Maintain Balance.
  9th: +1 to Damage, +1 to Strike.
  10th: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Chi Mastery 
  (including Advanced), or Martial Art Techniques, or Special Kata (including Chi Kata).
  11th: +1 to Strike, +1 to Parry.
  12th: +2 to Damage, +1 to Initiative.
  13th: +1 Attack per Melee, +1 to Maintain Balance, Knockout/Stun on a Natural 19 or 20.
  14th: Select One (1) Additional Martial Art Power from Chi Mastery (including Advanced), or 
  Martial Art Techniques, or Special Kata (including Chi Kata).
  15th: +1 Attack per Melee, +1 to Damage.
  Why Study Itto Ryu Kenjutsu?
  A lethal martial art that has the disadvantage of being dependent on a weapon. The access to 
  Chi Mastery Abilities at high levels do make this style much more versatile.
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  Hand to Hand: Martial Arts ( Aikido )
  Mukai Ryu Suiejutsu
  By Kuseru
  Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions. 
  Skill Cost: 9 Years (5 Years as a Secondary Martial Art Style).
  A Japanese school that teaches swimming and combat in the water. It was founded by Mukai 
  Shogen originally as the naval forces in Edo era to serve the Tokugawa shogunate. Muaki Ryu 
  is one of the twelve Japanese martial arts swimming schools which is authorized by Japan 
  Swimming Federation.
  Muakai Ryu primarily teaches suiejutsu and tantojustsu. The main style of swimming is known 
  as Ofunate-Oyogi (Mariners' Swimming). This style came about due to the circumstances that a 
  samurai (often in armor) might need to cross, attack, defend or signal while being partially 
  submersed in water.
  Training for Mukai Ryu can be found in Tokyo Prefecture Japan.
  Costume: Typically wears splint lamellar armor.
  Stance: None.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +1 to P.P.
  Add +2D6 to Spd in water only
  Add +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defense Moves: Circular Parry, Combination Parry/Attack.
  Hand Attacks: Strike (Punch), Knife Hand, Palm Strike.
  Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Tripping/Leg Hook.
  Jumping Foot Attacks: None.
  Special Attacks: Body Block/Tackle, Combination Grab/Kick(1), Death Blow, Drown (Special! 
  A variant of choke, where the opponent's head is held underwater. Does the same damage as 
  choke.), Elbow, Grab Attack, Knee, Pin/Incapacitate.
  Holds/Locks: None.
  Weapon Kata: W.P. Tanto
  Modifiers to Attacks: Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically gains Suiren. Select One Martial Art Power from among 
  Body Hardening or Martial Art Techniques.
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  Hand to Hand: Martial Arts ( Aikido )
  Languages: Japanese
  Cultural: Horsemanship: Samurai, Navigation, Seamanship.
  Physical: Swimming.
  Weapon Proficiencies: W.P. Tanto.
  Philosophical Training: Zen Buddhism.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
  LEVEL ADVANCEMENT BONUSES
  1st + 2 to Roll with Punch/Fall/Impact, Critical Strike or Knock-Out from Behind.
  2nd + 1 to Parry/Dodge, + 1 to Strike.
  3rd + 1 Attack per Melee, + 1 to Parry/Dodge in water,+1 to Initiative in water.
  4th + 2 to Strike in water, Knock-Out/Stun on Natural 19 or 20.
  5th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art 
  Techniques.
  6th + 1 Attack per Melee, + 1 to Parry/Dodge.
  7th + 1 to Strike in water, +1 to Parry/Dodge in water.
  8th Death Blow on a Natural 20.
  9th + 1 Attack per Melee, + 1 to Roll with Punch/Fall/Impact, +1 to Initiative in water.
  10th + 2 to Parry/Dodge in water, + 2 to Damage with a weapon.
  11th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art 
  Techniques.
  12th+ 1 to Strike in water, +1 to Initiative in water.
  13th + 1 Attack per Melee, + 1 to Roll with Punch/Fall/Impact, Critical Strike on 19 or 20.
  14th + 1 to Parry/Dodge, +1 to Initiative in water.
  15th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art 
  Techniques. 
  Why Study Mukai Ryu Suiejutsu?
  A practical swimming art that teaches some combat techniques.
  Iwakura Ryu Suiejutsu Variant
  Remove Horsemanship: Samurai skill. Replace Navigation and Seamanship skills with Naval 
  Tactics skill. Replace W.P. Tanto (W.P. and Weapon Kata both) with W.P. Daito (long sword). 
  Training for Iwakura Ryu can be found in Wakayama Japan.
  Kankai Ryu Suiejutsu Variant
  Add Weapon Kata for W.P. Daito (longsword). Replace Horsemanship: Samurai skill with 
  Swimming: Advanced (Open Sea Swimming) skill. Add Naval Tactics skill. Training for Kankai 
  Ryu can be found in Tsu Japan.
  Swimming: Advanced (Open Sea Swimming): An advanced swimming technique which 
  covers swimming in the open ocean. Skills include methods for staying afloat, resting in water, 
  and pushing waves aside. A character can swim a distance equal to 10x his P.S. in 
  yards/meters per melee. This pace can be maintained for a length of time equal to 4 x his P.E. 
  in melees. Advanced Swimming provides the following abilities: 
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  Hand to Hand: Martial Arts ( Aikido )
  +2 to Dodge in water.
  +3D4 to Spd, when swimming only.
  +1D6 to S.D.C.
  Kobo Ryu Suiejutsu Variant
  Add Weapon Kata for W.P. Daito (longsword).
  Sasanuma Ryu Suiejutsu Variant
  Replace Horsemanship: Samurai skill with Swimming: Advanced (Lake Swimming) skill.
  Swimming: Advanced (Lake Swimming): An advanced swimming technique which covers 
  swimming in lakes. Skills include methods for staying afloat, resting in water, and pushing 
  waves aside. A character can swim a distance equal to 10x his P.S. in yards/meters per melee. 
  This pace can be maintained for a length of time equal to 4 x his P.E. in melees. Advanced 
  Swimming provides the following abilities: 
  +2 to Dodge in water.
  +3D4 to Spd, when swimming only.
  +1D6 to S.D.C.
  Shinden Ryu Suiejutsu Variant
  Remove W.P. (Both as a skill and as a Weapon Kata) Tanto. Add Swimming: Advanced (Long 
  Distance Swimming) skill. Training in Shinden Ryu can be found in Tokyo, Ichikawa, Niigata, 
  Matsumoto, Kobe, Tsu, Okayama, Kurashiki, Hiroshima, Miyoshi, Kure, Tottori, and Ozu Japan.
  Swimming: Advanced (Long Distance Swimming): An advanced swimming technique which 
  concentrates on covering long distances. A character can swim a distance equal to 10x his P.S. 
  in yards/meters per melee. This pace can be maintained for a length of time equal to 8 x his 
  P.E. in melees. Advanced Swimming provides the following abilities: 
  +2 to Dodge in water.
  +3D4 to Spd, when swimming only.
  +1D6 to S.D.C.
  Suifu Ryu Suiejutsu Variant
  Replace Horsemanship: Samurai skill with Swimming: Advanced (River & Stream Swimming) 
  skill. Remove Seamanship skill. Training for Suifu Ryu can be found in Mito Japan.
  Swimming: Advanced (River & Stream Swimming): An advanced swimming technique 
  which covers swimming in the open ocean. Skills include methods for staying afloat, resting in 
  water, and pushing waves aside. A character can swim a distance equal to 5x his P.S. in 
  yards/meters per melee. This pace can be maintained for a length of time equal to 4 x his P.E. 
  in melees. Advanced Swimming provides the following abilities: 
  +2 to Dodge in water.
  +4D4 to Spd, when swimming only.
  +1D6 to S.D.C.
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  Hand to Hand: Martial Arts ( Aikido )
  Yamauchi Ryu Suiejutsu Variant
  Replace Horsemanship: Samurai skill with Flag Signalling. Replace W.P. Tanto (W.P. and 
  Weapon Kata both) with W.P. Matchlock and W.P. Bow. Training for Yamauchi Ryu can be 
  found in Oita Japan.
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  Martial Art Styles J
  Martial Art Styles J 
  Name
  Game
  Application Country
  Author
  Jaer Harelic 
  PF
  Fiction
  NA
  Mephisto
  Jarorin
  PF
  Fiction
  NA
  Mephisto
  Jawa Fhuz's Style of Whupass
  PF
  Fiction
  NA
  Sinestus
  Jeet Kune Do
  N&S
  Conversion United States 
  Lee Casebolt
  Jeet Kune Do
  N&S
  Conversion United States
  Kuseru
  Jeet Kune Do
  N&S
  Conversion United States
  danzig138
  Jikishin Kage Ryu Naginata-do
  N&S
  Conversion Japan
  Kuseru
  Jiu Jue Hsiong 
  N&S
  Fiction
  China
  Mantisking
  Jiu Chih Xing Kung Fu
  N&S
  Fiction
  China
  KnightFall
  Joketsuzoku
  N&S
  Fiction
  China
  Cutter Kinseeker
  Jook Lum Tong Long Kuen
  N&S
  Conversion China
  Mantisking
  Jotan Targeting
  PF
  Fiction
  NA
  Mephisto
  Joy and Sorrow Technique
  N&S
  Fiction
  China
  danzig138
  Judo (Revised)
  Any
  Revision
  Japan
  JJ Fuzz
  Jujitsu (Revised)
  Any
  Revision
  Japan
  JJ Fuzz
  Jujutsu
  Any
  Quickie
  Japan
  Kuseru
  Junsado 
  N&S
  Fiction
  Korea
  Ronin
  Number of Styles: 17
   
   
   
   
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  http://www.geocities.com/kuseru/PMAN/Styles/jaer_harelic.htm
  Jaer Harelic 
  By Mephisto
  Entrance Requirement: I.Q. 9, M.E. 12, P.S. 11, P.P. 14, P.E. 12, Spd. 8
  Alignment Restriction: Evil only
  Skill Cost: 13 Years
  About 60 years ago, an Assassin's Guild in the Land of the South Winds became dissatisfied 
  with the quality of the skill of its members, and the lack of success they were having. The 
  assassins, though capable, often weren't able to carry out their orders, partly due to the 
  weakness of their training and the difficult odds they faced. The Guild realized that they needed 
  something more and went to the trouble of finding someone skilled enough to revamp and re-
  train their assassins. The result of their searching turned up about twenty possible candidates, 
  and after careful deliberation, they chose the services of Yetrom Willowdale. This 750 year-old 
  Elf had been an assassin, ranger, thief, and many other things in his life. He relished the 
  opportunity before him, and within 6 years, had developed Jaer Harelic (Elven for Art of Death). 
  This art teaches stealth, tracking, silent movement, as well as weapon and unarmed combat 
  skills, and most importantly, how to kill with utmost efficiency. 
  The practitioner of Jaer Harelic will avoid most combat situations, even when they are clearly 
  superior. Their main goal is to kill the target then get out as quickly as possible. Prolonged 
  combat is discouraged, and the skilled individual should ideally be able to kill within one melee 
  round! Any longer is considered failure.
  O.C.C. Note: Whether or not a Player Character has this martial art is left up to the G.M. It's 
  ideally suited for a deadly NPC to combat the players. This O.C.C., if available to Player 
  Characters, should cost ALL the Other skills and half Secondary Skills. Plus the player should 
  have a reasonably good reason why their character possesses this knowledge, which could be 
  good fuel for any campaigns, especially if he is forced to perform a hit that the rest of the group 
  would be morally against. The martial art is limited to the Assassin O.C.C. and no others.
  Stance: A crouching position with the body largely unobserved. This is to allow the individual to 
  conceal secret weapons on their body and will usually have their hands also hidden from sight, 
  until they are attacked at which point they will fly to action with deadly precision.
  Costume: Anything dark will do; black is preferred
  Character Bonuses
  +2 to P.S.
  +2 to P.P.
  +2 to P.E.
  +10 to S.D.C.
  Combat Skills
  Attacks Per Melee: 2
  Escape Moves: Maintain Balance, Breakfall, Roll With Punch/Fall/Impact
  Basic Defenses: Dodge, Parry, Auto Parry
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  http://www.geocities.com/kuseru/PMAN/Styles/jaer_harelic.htm
  Advanced Defenses: Combination Parry/Grapple (Special: Each parry is a simultaneous 
  attempt to grapple. Applies to the Body Flip/Throw and the Neck Hold-Choke, as well as any of 
  the joint locks or holds), Disarm, Circular Parry, Multiple Dodge, Auto Dodge
  Hand Attacks: Strike (Punch), Backhand, Palm Strike
  Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Trip/Leg Hook
  Special Attacks: Body Flip/Throw, Choke, Paralysis Attack (Vital Points), Knee, Elbow
  Holds/Locks: Body Hold, Neck Hold, Neck Hold-Choke, Arm Hold, Leg Hold, Finger Lock, 
  Wrist Lock, Elbow Lock
  Weapon Skills: W.P. Dagger, W.P. Whip, W.P. Targeting, W.P. Mouth Weapons
  Special Katas: None
  Modifiers to Attack: KO/Stun, Death Blow, Critical Strike
  Skills Included in Training
  Martial Art Powers: Select Two Martial Art Techniques and one Special Kata
  Physical Skills: Prowl, Climb/Scale Walls, Swim, Athletics (General), Wrestling
  Training Skills: Concealment, Detect Concealment, Detect Ambush, Pick Locks, Use and 
  Recognize Poison, Palming, Surveillance, Find Secret Compartments, Escape Artist, Track 
  Humanoids.
  Languages: None
  Level Advancement Bonuses
  1st Death Blow Natural 20, Critical Strike Natural 20 or from behind, +2 to strike
  2nd +1 to damage, +1 initiative, +2 Holds/Locks
  3rd +3 to Parry and Dodge
  4th +1 attack, +1 Body Flip/Throw, Select One Additional Martial Art Power
  5th +1 strike, +1 initiative, Death Blow Natural 19 or 20
  6th +2 to Maintain Balance, Gains Automatic Body Flip/Throw
  7th Critical Strike Natural 19 or 20, +1 Holds/Locks
  8th +1 Attack, Select One Additional Martial Art Power
  9th +1 initiative, Death Blow Natural 18-20
  10th +2 to Parry and Dodge
  11th +2 to Strike, +1 to Damage
  12th +1 initiative, Select One Additional Martial Art Power
  13th Critical Strike Natural 18-20, +1 Maintain Balance, +2 Holds/Locks
  14th +2 Body Flip/Throw, +1 Strike
  15th +1 Attack, Death Blow Natural 17-20
  Why study Jaer Harelic?
  If you enjoy dealing in death and want an art that does it to lethal perfection. A good mix of 
  various skills and martial art techniques makes it formidable in the right hands. Works best on 
  unsuspecting opponents.
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  http://www.geocities.com/kuseru/PMAN/Styles/jarorin.htm
  Jarorin
  By Mephisto
  Entrance Requirement: None
  Skill Cost: 5 Years (3 Years as a Secondary)
  Jarorin (Elven for Lightning Strikes) was developed a few hundred years ago by Elves in the 
  Western Empire who partook in men of arms O.C.C.'s, such as the Paladin, Knight, and 
  Mercenary Warrior. This martial art utilizes the quickness and agility inherent to elves and 
  contains many quick and dirty punch and kick strikes. This is to help the practioner of this art to 
  quickly overcome larger and/or more powerful foes such as orcs, ogres, and trolls. 
  The difference between Jarorin and Zentrial is that this is a pure fighting art without much 
  history, which teaches the Elf to simply out hit the opponent. No courtly manners are taught, 
  and Jarorin is more widespread in its use because of its practical nature. 
  In a fight, a Jarorin master will try to overwhelm the opponent with fist and foot strikes, 
  attempting to land more punches than the opponent. Only the ultra-quick coyles tend to be too 
  quick for the Jarorin master to out-hit in this manner.
  This has proven to be an effective martial art for Elves and is becoming increasingly more 
  widespread in its use.
  O.C.C. Note: A character can take Jarorin by first upgrading to hand to hand: Martial Arts, then 
  exchanging two O.C.C. related skills to select Jarorin.
  Stance: Feet are constantly shifting and the body weight shifts from left to right. Jarorin doesn't 
  have a set rigid Stance from which all attacks are based. The idea is to be in constant motion to 
  avoid being an easy target for the opponent.
  Costume: None; anything you're wearing is your Costume.
  Character Bonuses
  +3 to P.P.
  +4 to Spd.
  +5 to S.D.C.
  +1 to M.E.
  Combat Skills
  Attacks Per Melee: 4
  Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Combination Strike/Parry, Power Parry, Circular Parry
  Hand Attacks: Punch (Strike), Power Punch, Double Knuckle Fist, Fore Knuckle Fist, Elbow, 
  Forearm, Backhand
  Foot Attacks: Kick Attack, Snap Kick, Wheel Kick, Axe Kick, Crescent Kick, Sweep Kick (does 
  1D4 damage and catches the opponent around the ankle unless the opponent is short then it 
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  usually is aimed for the head and does 1D6 damage.), Drop Kick, Reverse Turning Kick
  Special Attacks: None
  Holds/Locks: None
  Weapon Skills: None
  Special Katas: None
  Modifiers to Attack: KO/Stun, Death Blow, Pull Punch
  Skills Included in Training
  Martial Art Powers: Select Two Abilities from Martial Art Techniques
  Physical Skills: Athletics (General) and Body Building.
  Training Skills: None
  Languages: None
  Level Advancement Bonuses
  1st Critical Strike Natural 20 or from behind, +1 to strike, +3 to parry
  2nd +2 to Dodge
  3rd +1 attack, Critical Strike Natural 19 or 20
  4th +2 to damage, +1 initiative
  5th +2 to Pull/Roll
  6th +2 initiative, Add One Additional Martial Art Ability
  7th +2 to Parry and dodge
  8th +2 to damage, +2 to strike
  9th +1 attack, +1 initiative
  10th Critical Strike Natural 18-20
  11th +2 to Maintain Balance, +2 to Parry
  12th +2 to damage, Add One Additional Martial Art Ability
  13th +2 Initiative, +2 to Pull/Roll
  14th +2 to strike, +1 to dodge
  15th +1 attack, +2 to parry
  Why Study Jarorin?
  To learn a fast, effective martial art that ignores things like courtly etiquette, acting proper, and 
  focuses on being a good martial art. The lack of grappling is a downside of the art but for the 
  boxing range, it's hard to beat.
  Additional Skills:
  Courtly Etiquette (Add to Scholar/Technical/Noble skill category) The practiced skill of how to 
  dress, act, and perform in a court, palace, or any other place where nobles reside and work. 
  This includes knowledge of how to address diplomats, workers, and other nobles so as to 
  behave in a civilized manner. It also allows the individual to know how to bribe and how to 
  respond to bribes, and generally also how to get by bureaucracy, and how most bureaucracies 
  work. A failed skill roll means that the character doesn't know how to respond to a given 
  situation or gives off the wrong signals and protocols. Base Skill Level: 30% + 5% per level of 
  experience.
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  http://www.geocities.com/kuseru/PMAN/Styles/jeet_kune_do2.html
  Jun Fan Jeet Kune Do ( Exclusive )
  By danzig138
  Jun Fan Jeet Kune Do is a martial art ( ? ) created by the late Bruce Lee. During his youth in Hong 
  Kong, he learned Wing Chun Kung Fu ( of/from Yip Man ). He also had exposure to other forms of kung Fu, but 
  Wing Chun remained his primary form.
  In 1959, Bruce moved to Seattle, and began to teach martial arts. His skills rapidly began to draw 
  attention. At this time, he also began to rethink the martial philosophy. This was when he started to streamline 
  his martial arts skills, discarding the techniques that simply bogged things down. Before long, he began to 
  teach a modifed version of Wing Chun, which he called Jun Fan Wing Chun ( Jun Fan being his given name ), 
  in tha basement of a grocery store owned by a friend. The main focus of Jun Fan Wing Chun was simplicity and 
  the reality of martial combat.
  As Bruce's acting career started to pick up, and more schools opened, Bruce modified Wing Chun so 
  much that it stopped resembling the Wing Chun Kung Fu he had learned in his youth. This was essentially 
  when it became Jeet Kune Do.
  After Bruce Lee's tragic death, the JKD world kind of came apart. Many people could not seem to agree 
  on what was to be the future of JKD. Some believed that it should be maintained exactly as Bruce had taught it, 
  while others felt that it should continue to change as Bruce had practiced it. Basically, two schools of thought 
  formed, Original Jeet Kune Do, and Jeet Kune Do Concepts.
  JKD is a very non-traditional, non-classical form. It draws techniques from many arts, primarily Wing 
  Chun, Boxing, and Fencing. The basic idea behind JKD is simplicity. Many martial arts practice forms out of 
  tradition, not because of any practical use. JKD dispenses with this, as it is not simple. There is no need to 
  overcomplicate things, and doing so can be dangerous in a real fight. Which covers another basic concept in 
  JKD: Reality. The martial arts as practiced did not necessarily prepare someone for true combat, and Bruce felt 
  that this was a disservice to the student, and dangerous as well. JKD was designed to provide skills and 
  techniques that would work in a street fight, where there are no rules. 
  Jeet Kune Do is not a bunch of techniques thrown together. It is more a philosophy, a way of thinking. If 
  it works, keep it, if it doesn't, ditch it. Training in JKD is available in many different places in the US.
  Entrance Requirements: None
  Costume: Loose-fitting clothing is preferred
  Stance: Feet are a little more than shoulder's width apart, and angled slightly forward ( to help protect the groin 
  ), and the knees bent. The back heel is raised. Shoulders are in-line with the waist, on a 45-degree pivot. The 
  lead hand is held out at chest height, with the elbow in position to protect the ribs. The lead shoulder is raised 
  slightly, and the chin is barely tucked behind it. The rear hand is held back at chin height ( slightly ), with the 
  elbow also protecting the ribs. Unlike most martial arts, this stance is based on the fighter's strong side. So a 
  right-handed person will lead with the right hand and vice-versa.
  CHARACTER BONUSES
  Add 1 to P.S.
  Add 1 to P.P.
  Add 2 to P.E.
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  Add 4 to Spd.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Attack Moves: Burst ( Special! A sudden move forward that covers x1.5 the character's normal movement. 
  This must be the character's first action, and it can be combined with a Kick Attack, Roundhouse Kick, or Snap 
  Kick for a Critical Strike ). 
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Circular Parry, Breakfall, Combination Parry/Attack
  Hand Attacks: Strike ( Punch ), Knife Hand, Palm Strike, Hook Punch ( Special! This is a wide punch. It 
  inflicts only 1D4 damage, but it cannot be auto-parried ), Power Punch, Uppercut ( Special! 1D6+1 damage )
  Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook, Roundhouse Kick
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Combination Strike/Parry, Combination Grab/Kick, Knee, Elbow, Choke 
  Holds/Locks: Arm Hold, Body Hold, Neck Hold
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select two from Body Hardening Exercises and/or Martial Art Techniques. Also gains the 
  Jeet Kune Do Concepts ( See Below )
  Physical: Athletics
  Philosophical Training: None
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Strike, Parry
  Level 2: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
  Level 3: +1 Attack per Melee, Knock-Out/Stun on a Natural 19-20
  Level 4: +1 to Dodge, +2 to Damage, 
  Level 5: +1 to Strike, Select one Martial Art Power from Body Hardening Exercises or Martial Art Techniques 
  Level 6: +1 Attack per Melee, Critical Strike on a Natural 18-20 
  Level 7: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance 
  Level 8: +2 Parry/Dodge
  Level 9: Knock-Out/Stun on Natural 17-20 
  Level 10: Death Blow on a Natural 20, One-Inch Punch ( Special! See below ) 
  Level 11: +1 to Strike, Knock-out/Stun on Natural 16-20 
  Level 12: +1 Attack per Melee, Critical Strike on Natural 17-20 
  Level 13: Burst attack inflicts triple damage 
  Level 14: +2 to Strike, +1 to Parry/Dodge 
  Level 15: Death Blow on Natural 19-20 
  One-Inch Punch
  This is a very special, very close range attack. It must be the character's first attack of the melee round, and it 
  uses all of his attacks. If successful, the attack inflicts 1D4x10 damage ( Normal Critical Strike, Knock-Out, and 
  Death Blow rules apply ). It also acts as a nkock-down attack ( the victim loses one action/attack and initiative ).
  Why Study JUN FAN JEET KUNE DO?
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  http://www.geocities.com/kuseru/PMAN/Styles/jeet_kune_do2.html
  JKD is a very effective physical srtyle, providing a wide range of useful techniques, but it is very weak in 
  mystical Chi training.
  NOTE: The name "Jun Fan Jeet Kune Do" was not the formal name of this art until January 10-11, 1996. Jun 
  Fan Jeet Kune Do is copyright © 1996-1999 Jun Fan Jeet Kune Do, all rights reserved.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/jikishin_kage_ryu.htm
  Jikishin Kage Ryu Naginata-Do
  By Kuseru
  Entrance Requirements: No men allowed. No attribute restrictions.
  Skill Cost: 8 Years (4 Years as a Secondary Martial Arts Style). 
  This school claims its roots in the Jikishin Kage Ryu sword technique (kenjutsu), developed by 
  the famous monk, Ippusai, out of older Shinkage Ryu sword schools. In the 1860's, Satake 
  Yoshinori, a student of the Jikishin and Yanagi Kage Ryu, developed a new naginata school 
  with his wife, Satake Shigeo. She had studied martial arts since she was six years old, and was 
  famous for her strength with the naginata. Together they developed the forms of the present 
  day Jikishin Kage Ryu naginata-Do. The addition of the suffix "do," (way) indicates that the 
  founders saw their school as a budo, a means of martial practice for the purpose of self-
  perfection rather than self-preservation.
  Jikishin Kage Ryu no longer emphasizes competition against kendo practitioners, although they 
  do still occur. Many members do participate in competitions with the modern sports-oriented 
  atarashii naginata. This tradition is clearly a valued part of its practitioner's lives. Their main 
  dojo seems to be a place of joyous health and good spirits, full of both laughter and serious, 
  finely-honed practice. This seems in keeping with Jikishin Kage Ryu's intention of create a 
  system that will attract large numbers of women from many differing lifestyles. In the forms of 
  this system, women find a martial training which encourages and strengthens their will and 
  adds a sense of strong, graceful femininity.
  Costume: Keikogi and Hakama
  Stance: Facing opponent with one foot forward and the other back, arms extended holding the 
  naginata.
  CHARACTER BONUSES
  Add +3 to P.P.
  Add +2 to Spd.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Automatic 
  Roll, Breakfall, Disarm.
  Hand Attacks: Punch, Rotary Palm Strike, Backhand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick.
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Combination Strike/Parry.
  Holds/Locks: None.
  Weapon Kata: W.P. Shinai, W.P. Naginata.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
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  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of one (1) Power from Special Kata or Martial Art 
  Techniques.
  Language: Japanese.
  Cultural Skills: Calligraphy, Haiku, Ukio-E.
  Weapon Proficiencies: W.P.Shinai, W.P. Naginata.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Maniwa Nen Ryu (6 Years), Tendo Ryu Naginatajutsu (7 Years), or Zanji 
  Shinjinken Ryu (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Initiative, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 
  20.
  2nd: +2 to Parry.
  3rd: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques.
  4th: +1 Attack per Melee, Add one die of damage to the Naginata.
  5th: +2 to Maintain Balance.
  6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
  7th: +1 Attack per Melee.
  8th: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques.
  9th: +1 to Strike.
  10th: +2 to Parry.
  11th: +1 Attack per Melee.
  12th: Add one die of damage to the Naginata.
  13th: Select One (1) Martial Art Power from Special Kata or Martial Art Techniques.
  14th: +1 Attack per Melee.
  15th: Death Blow on a Natural 19 or 20.
  WHY STUDY Jikishin Kage Ryu Naginata-Do?
  A new style of using the Naginata, Jikishin Kage Ryu, allows women to learn a comfortable and 
  healthy martial art where they can also learn to defend themselves.
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  http://www.geocities.com/kuseru/PMAN/Styles/jiu_jue_hsiong.htm
  Jiu Jue Hsiong (Nine Cutting Bear Kung Fu)
  By Ray Bull <mailto:Mantisking@aol.com>
  Entrance Requirements: None
  Skill Cost: 12 Years (Primary), 6 years (Secondary) 
  Caravan guards were once at the forefront of martial arts research. By the very nature of their 
  profession, guarding caravans in the wilderness between the cities of China and along the Silk 
  Road, their skills were tested almost daily. These trials led to the refinement of existing styles or 
  the creation of new ones when old styles failed. Nine Cutting Bear is an example of the latter. 
  This style started with a combination of Bear kung fu and the whirling double broadsword 
  techniques of Tam Tui kung fu. As it evolved Gau Jyut Hung, as it is called in Cantonese, 
  added and discarded techniques from other martial arts. Eventually it crystallized into the 
  system studied by today's students. 
  Unfortunately after the end of World War Two, and the rise of the Communist Party to power, 
  caravan guards were not as needed, nor as welcome, as they once were in the past. This led to 
  the Nine Cutting Bear style falling into disuse. With the advent of the Cultural Revolution and 
  the pogrom against classical martial art masters, this style became even rarer. 
  Luckily grandmaster ____ ____ ____ survived the purges and kept teaching in secret. Later, in 
  the early 1990's when classical martial arts had come back into favor, he escaped to the United 
  States. The grandmaster made his new home and school in the "big sky country" of the 
  American mid-west. 
  Combat for a student of Jiu Jue Hsiong is a whirlwind of constant motion. Parrying and striking 
  with a sword in each hand, they are always moving forward. An opponent is always kept at 
  arms reach. Before combat actually starts though, a Nine Cutting Bear stylist will attempt to 
  back an opponent down using the Debana-o-kujiki Kata. 
  The original statistics for this art were averaged out from Gui Long and another art (I've 
  forgotten which). The only real change was from a +2 bonus to Maintain Balance to a +2 bonus 
  to Leap. If the Martial Art Powers seem a little much, Choy Li Fut has two powers & 3 weapon 
  katas & one special kata. I'm not sure where the name came from. It's been sitting in my 
  notebooks for a couple of years.
  Costume: Standard clothing
  Stance: A side leaning stance with a sword held in each hand. One leg is out straight, holding 
  no weight. The other is bent holding all of the bodies weight, with the torso held straight above 
  it. One sword is held over the head, parallel with the ground, in the arm away from the 
  extended leg. The other is held vertically along the body, under and behind the arm that is held 
  aloft.
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  http://www.geocities.com/kuseru/PMAN/Styles/jiu_jue_hsiong.htm
  CHARACTER BONUSES
  Add 5 to Chi
  Add 1 to M.E.
  Add 2 to P.P.
  Add 1 to Spd.
  Add 5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: Three
  Escape Moves: Roll with Punch/Fall/Impact, Leap, Backflip, Somersault
  Attack Moves: Leap, Backflip, Somersault
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Disarm, Combination Strike/Parry, Multiple Dodge, Circular Parry, 
  Backflip, Twin Sword Trap (This defense can only be performed with W.P. Swords (Paired). To 
  use this defense the character has to sacrifice Automatic Parry for the melee round. The 
  character slides both swords across each other so that the tips form a "V". The opponent's 
  weapon is then caught and held in this "V". This acts as an Entangle.)
  Hand Attacks: Strike (Punch), Bear Paw
  Foot Attacks: Kick Attack, Reverse Turning Kick
  Special Attacks: Leap Attack, Deathblow, Combination Parry/Attack
  Weapon Kata: W.P. Broadsword, W.P. Broadsword (Paired), W.P. Two-Handed Broadsword
  Modifiers to Attacks: Critical Strike, Critical Strike From Rear, Pull Punch
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receive Special Katas: Debana-o-kujiki Kata, Bassai Kata, 
  and Yadome-Jutsu Kata (Yadome-Jutsu Kata can only be performed with W.P. Broadsword 
  (Paired).)
  Languages: Chinese (Mandarin)
  Cultural: Horsemanship, Detect Ambush, Detect Concealment
  Survival: Wilderness Survival
  Weapon Proficiencies: W.P. Broadsword, W.P. Broadsword (Paired), W.P. Two-Handed 
  Broadsword
  Philosophical Training: Buddhism
  If this is your Primary Martial Art style then the following other styles can be learned in a shorter 
  time: 
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Leap (add 5 feet to Leap 
  distance)
  2nd: +1 to Strike, Critical Strike from behind
  3rd: +1 Attack per Melee, Automatically receive Martial Arts Technique: Iai-Jutsu
  4th: +1 to Leap (add five feet to Leap distance)
  5th: +1 to Strike
  6th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  7th: +1 to Parry/Dodge
  8th: +1 to Strike, Automatically receive Martial Arts Technique: Eight Horse Stomp
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  9th: +1 Attack per Melee, Deathblow on a Natural 20
  10th: Double Existing Chi, Critical Strike on a Natural 18+
  11th: +1 to Somersault, Automatically receive Martial Arts Technique: Sword Chi
  12th: +1 Attack per Melee, Add two levels to Weapon Kata: W.P. Broadsword (Paired)
  13th: +1 to Strike, Add two levels to Weapon Kata: W.P. Two-Handed Broadsword
  14th: +1 to Backflip
  15th: +1 Attack per Melee, Automatically receive Zenjorike: Karumi-Jutsu
  Why Study Jiu Jue Hsiong?
  A classical style centered around weapon use. 
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  Jiu Chih Xing
  Jiu Chih Xing Kung Fu
  By KnightFall
  Jiu Chih Xing, Nine Golden Eagles, is a sister school to Xing Chiao, the traditional Eagle Claw 
  school.The two styles are very similar in appearance, but there are important differences between the styles.
  Much like the rivalry between the Fu Chiao Pai schools and the Shan Tung tiger schools, the two eagle 
  schools often compete to out do each other, insult each other, and claim to be the superior style, but rarely 
  engage in combat.  In a typical exchange the Jiu Chih Xing student may tell the Xing Chiao stylist: “What a fine 
  block!  Your master must have watched an eagle falling on his face when he designed it.”  To which the Xing 
  Chiao stylist might reply: “Maybe if you did not try to avoid combat so much, you would be able to actually 
  survive an attack that lands….”
  It is difficult to imagine that the two schools did not emerge from the same source, or at least share 
  some common ancestry.  However where Xing Chiao focuses on parries for defense and many devastating mid 
  to short range attacks, Jiu Chih Xing is all about avoiding physical contact with the attacker techniques and long 
  range acrobatic movement. Jiu Chih Xing also focuses more on the development of Chi and less on the speed 
  of attack.
  Jiu Chih Xing martial artists have deep and abiding hatred of the Snake Style school. Whenever they 
  find a Snake Stylist a fight to the death is almost certain. Jiu Chih Xing masters are dedicated to eradicating the 
  Snake Style and all of its students from the face of the Earth.
  Jiu Chih Xing is an exceptionally rare martial art.  There are less than three dozen practitioners world 
  wide.  To be accepted by a teacher of Jiu Chih Xing is to join an elite group.  It is also a beautiful art to watch 
  and is well suited to female characters.  More than two thirds of the great masters from the past have been 
  women, although today there are roughly even numbers of men and women practitioners.
  Entrance Requirements: IQ 13, PE 13, PP 13.  Honorable Alignment.
  Skill Cost: 12 years (5 years as a secondary form)
  Costume: Formal white kung fu outfit with gold trim
  Stance: Knees slightly bent.  Poised on the balls of his feet with one had guarding close to the body in an open 
  palm the other in a claw held ready to attack.
  CHARACTER BONUSES
  Add 10 to Chi 
  Add 2 to M.E. 
  Add 1 to M.A. 
  Add 1 to P.S. 
  Add 2 to P.P. 
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Leap, Backflip
  Attack Moves: Leap, Backflip
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Automatic Dodge, Multiple Dodge
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  Jiu Chih Xing
  Hand Attacks: Strike (Punch), Caw Hand, Palm Strike
  Basic Foot Attacks: Kick Attack, Axe Kick, Reverse Turning Kick (combination Dodge/Kick)
  Jumping Foot Attacks: Flying Reverse Turning Kick
  Special Attacks: Leap Attack, Leaping Eagle Claw (SPECIAL!  This powerful technique functions like a 
  normal leap attack, except that the character must use both hands, curled into claws, to attack with.  The attack 
  does 2D6 damage and a critical strike if it lands.  The character may not parry the rest of the round following 
  this attack, and like a normal leap attack this must be his first action of the Melee round and he may not attack 
  after this), Combo Dodge/Claw (SPECIAL!  This special evasive attack allows the character to contort out of 
  the way as he strikes an opponent.  It does normal claw hand damage and like any combination attack the 
  character may not use his Dodge or Strike bonuses while using this attack).
  Weapon Katas:  Shen Biau (Rope Dart) and Shi Zi Jen (Sword)
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from rear. 
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of two (2) powers from among Martial Art Techniques, Chi Mastery (not 
  including Advanced) or Specialty katas (including Chi Katas).  Also knows the special Shan Feng Kata (see 
  below).  The character also possesses the Zenjoriki power of Karumi-Jutsu.
  Language: Chinese ( Mandarin ) [Increases literacy level by 1 stage]
  Physical: Acrobatics and Running
  Philosophical Training: Taoism 
  If this is your primary Martial Art form, then the following other forms can be learned in a shorter time: 
  Xing Chiao (3 years), Taido (6 years), Cha Chuan (4 years), or Drunken Style (6 years)
  Special Katas
  Shan Feng:  The Mountain Wind kata is considered to be the ultimate expression of this martial art.  It takes 
  the flowing, acrobatic movements of this style to an extreme.  The character combines all of the advantages of 
  the Automatic Dodge, the Multiple Dodge, the Backflip, and the Leaping Evasion along with a final powerful 
  attack.  While performing this kata the character may roll to dodge any attack, even if he is not aware of it, 
  without using an action.  He uses his normal dodge bonus for these rolls.  He may not parry or attack during his 
  melee actions/attacks, but he can use Backflip or Leaping Evasion to position himself.  Alternately he may 
  spend an action focusing on a Chi Power.  However the character must save his last melee attack until the end 
  of the melee round after everyone else is done.  At the very end of the melee round, after everyone else has 
  used all of their melee attacks he may unleash one of the following attacks with +3 to his usual bonus to attack: 
  A Leaping Eagle Claw, a Flying Reverse Turning Kick, or a Leap Attack using a weapon.  His target may not 
  use an automatic parry and will have no defense against this devastating attack unless said opponent has 
  activated an Automatic Dodge at the beginning of the round.  Targets with Automatic Roll, may Roll with 
  Punch/Fall/Impact if appropriate to reduce the damage from this kata.  Ancient masters are said to have 
  shattered boulders while practicing this form.
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Dodge, Critical Strike from rear.
  Level 2: +1 to Leap (add 6' to leap distance), +1 to Backflip.
  Level 3: +1 Attack per Melee, Critical Strike on a natural 18-20
  Level 4: Double Existing Chi, +1 Strike.
  Level 5: Select one (1) additional Martial Art Power from Martial Art Techniques, Chi Mastery (including 
  Advanced) or Specialty katas (including Chi Katas)
  Level 6: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
  Level 7: +1 Attack per Melee, +1 to Leap (add 6' to leap distance)
  Level 8: Double Existing Chi, +1 Strike, +1 to Backflip
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  Jiu Chih Xing
  Level 9: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
  Level 10: Select one (1) Zenjorike power
  Level 11: Select one (1) additional Martial Art Power from Martial Art Techniques, Chi Mastery (including 
  Advanced) or Specialty katas (including Chi Katas)
  Level 12: Double Existing Chi, +1 to Leap (add 6' to leap distance), +1 to Backflip.
  Level 13: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
  Level 14: +1 Attack per Melee, +1 Strike
  Level 15: Select one (1) additional Martial Art Power from Martial Art Techniques, Chi Mastery (including 
  Advanced) or Specialty katas (including Chi Katas)
  Why Study Jui Chih Ying?
  This art provides awesome ability against multiple attackers, beautiful acrobatic moves, and excellent 
  chi training. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/joketsuzoku.html
  Joketsuzoku (Exclusive)
  Chinese Amazon Martial Arts
  By Cutter Kinseeker
  Entrance Requirements: P.S. 10; P.P. 14; P.E. 12. An honorable alignment is not required, but Amazons 
  refuse to teach their most dangerous techniques to those who are dishonorable.
  Skill Cost: 16 years (almost all Chinese Amazons are taught this art from birth)
  Costume: Traditional Chinese Amazon clothing, including silk shirts and pants, long robes, and bright colors.
  Stance: Similar to the Crane Stance Kata of Bok Pai Kung Fu, but with the arms in looser positions (often 
  holding weapons), and the legs are allowed to move when combat begins.
  CHARACTER BONUSES:
  P.S. and P.E. are considered supernatural (if they weren't already)
  Add 1 to P.P. (+2 to non-Amazons)
  Add 15 to S.D.C. (+30 to non-Amazons)
  Add 5 to Chi (+10 to non-Amazons)
  COMBAT SKILLS:
  Attacks per Melee: Four
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Parry, Dodge, Automatic Parry, Automatic Dodge
  Advanced Defenses: Breakfall
  Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Claw Hand
  Basic Foot Attacks: Kick, Roundhouse Kick, Snap Kick, Wheel Kick, Axe Kick
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick
  Special Attacks: Knee, Elbow, Death Blow, Leap Attack, Body Flip/Throw
  Weapon Katas: Three Chinese weapons of choice
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING:
  Martial Art Powers: All Joketsuzoku can do the Great Leap at no cost. A practitioner of Joketsuzoku may 
  select one power from Body Hardening, one from Martial Arts Techniques or Special Katas, and one from 
  Atemi Abilities or Chi Mastery.
  Languages: Chinese
  Physical: Archery
  Philosophical Training: Practitioners of Joketsuzoku are held to an extremely strict code of honor based on 
  the tribal law of the Amazons. The only ones who are protected under this code, however, are other Amazons, 
  allies, honorable enemies, and innocents. Respect must be shown to superior martial artists and elders at all 
  times; courtesy to one's host is very important as well. Lethal force is not only expected but encouraged in 
  battle (except for sparring/practice and contests of prowess), but honorable or skilled opponents must always 
  be given the opportunity to surrender.
  If Joketsuzoku is your primary martial art form and you are a Chinese Amazon, then the following other 
  forms can be learned in half the usual time: Ba Gua Kung Fu, Bak Mei Kung Fu, Bok Pai Kung Fu, Ch'in-Na, Fu 
  Chiao Pai, Gui Long, Hsing-I Kung Fu, Shan Tung, Pao Pat Mei, Snake Style Kung Fu, Tai-Chi Ch'uan, Praying 
  Mantis Kung Fu. Chinese Amazons can acquire more martial arts over the great long spans of their lives than is 
  normal, but usually branch off into other fields (like magic) as they age.
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  Joketsuzoku is an exclusive form for non-Amazons.
  LEVEL ADVANCEMENT BONUSES
  Level 1: +3 to roll with punch, +1 to dodge, Critical Strike from Behind 
  Level 2: +3 to Maintain Balance, +1 to parry, +1 to strike with kick attacks and jump kicks 
  Level 3: Select one additional power from Atemi Abilities or Chi Mastery 
  Level 4: Critical Strike on natural 19-20, +1 to strike with leap attacks and jump kicks
  Level 5: +2 to parry and dodge, +1 to strike, +1 to roll with punch, +1 to Breakfall
  Level 6: +1 attack per melee, +10 to Chi 
  Level 7: Critical Strike on natural 18-20, Death Blow on natural 20, +5 to Spd 
  Level 8: +1 to PP, Select one additional power from Atemi Abilities or Chi Mastery and one from Martial Arts 
  Techniques or Special Katas 
  Level 9: +3 to parry and dodge, +1 to strike, +2 to Maintain Balance, +1 to Breakfall
  Level 10: +1 to PP, +15 to SDC, +2 to strike 
  Level 11: +1 attack per melee, Death Blow on natural 19-20 
  Level 12: +1 attack per melee, +1 to strike, parry, and dodge 
  Level 13: +1 to PS and PE, +2 to Maintain Balance, +2 to Breakfall, +1 to Body Flip/Throw 
  Level 14: Select two powers from among Atemi Abilities, Chi Mastery, Martial Arts Techniques, and Special 
  Katas 
  Level 15: +1 attack per melee
  Why Study Joketsuzoku?
  This martial art is good at virtually everything: weapons, unarmed combat, power, speed, endurance, 
  and even chi abilities. Its ability to imbue supernatural strength and endurance on its users is simply 
  phenomenal. Perhaps its only real weaknesses are its strict code of honor and inability to deal effectively 
  against multiple attackers. Also, of course, only Chinese Amazons (or those who can convince them to train 
  them) can learn the style, and male Amazons cannot learn the more powerful moves at all.
   
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  Jook Lum Tong Long Chuan
  Jook Lum Tong Long Kuen (Bamboo Forest Praying Mantis Kung Fu) 
  By Ray Bull
  The origins of this southern Chinese martial art lie in the Buddhist Jook Lum temple. This temple, 
  located on Dragon Tiger Mountain in Jiangxi Province, follows in the footsteps of the Shaolin Temple, 
  honing the bodies and minds of the monks through rigorous practice in the martial arts. One of the 
  monks was disturbed from his daily meditations in the bamboo groves that surrounded the temple by 
  the sounds of a bird trying unsuccessfully to devour a praying mantis. Capturing the praying mantis, he 
  then studied it's movements and incorporated them into his kung fu training.
  In combat a novice Jook Lum student will simply meet an opponent's attack with overwhelming force. 
  An intermediate practitioner with parry an incoming attack and then retaliate. An advanced stylist will 
  use footwork to slip by an opponent's attack and defenses. No matter the level of ability once the battle 
  is joined the mantis stylist will close in and strike using simultaneous offensive and defensive 
  movements, until the opponent is eliminated.
  Teachers of this style are somewhat secretive, owing to it's origins in a temple that was refuge to anti-
  Ching Dynasty rebels. Schools however can be found in New York, Hong Kong, and the Jook Lum 
  Temple, which still exists.
  Entrance Requirements: P.P.: 11, P.E.:9
  Skill Cost: 12 years (6 Years Secondary) 
  Costume: Standard Kung Fu Outfit
  Stance: 
  CHARACTER BONUSES
  Add +5 to Chi
  Add +1 to M.E.
  Add +1 to P.P.
  Add +1 to P.E.
  Add +1 to Spd.
  Add +10 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Combination Parry/Attack, Disarm
  Hand Attacks: Strike (Punch), Single-Knuckle Fist, Gou Strike, Negative Gou Strike, Lau, Claw Hand, 
  Hammerfist, Uppercut, Fingertip Attack
  Basic Foot Attacks: Kick Attack, Snap Kick
  Special Attacks: Elbow, Forearm, Knee, Deathblow, Gou Combination, Sticky Hands
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  Jook Lum Tong Long Chuan
  Weapon Katas: W.P. Staff, W.P. Gim, W.P. Iron Ruler
  Holds/Locks: Gou Grip, Tsai Grip
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind, 
  Knockout/Stun from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receive Body Hardening Exercise: Crushing Grip and Martial Arts 
  Technique: One Inch Punch. You may select a total of one (1) Power from Atemi Abilities.
  Languages: Chinese (Cantonese)
  Cultural: Holistic Medicine
  Weapon: W.P. Staff, W.P. Gim, W.P. Iron Ruler
  Temple: Fasting
  Philosophical Training: Buddhism
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, Critical Strike or Knockout/Stun on a 
  Natural 20, Critical Strike or Knockout/Stun from Behind
  Level 2: +1 to Strike, Select one (1) Martial Arts Power from Atemi Abilities, Body Hardening Exercises, 
  or Martial Arts Techniques
  Level 3: +1 Attack per Melee
  Level 4: +1 to Damage, +1 to Strike with Hand Attacks
  Level 5: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18+
  Level 6: +2 to Parry, +1 to Strike
  Level 7: +1 Attack per Melee, Select one (1) Martial Arts Power from Atemi Abilities, Body Hardening 
  Exercises, or Martial Arts Techniques
  Level 8: +1 to Damage, Deathblow on a Natural 18+
  Level 9: +1 Attack per Melee
  Level 10: +2 to Parry
  Level 11: +1 to Strike, Select one (1) Martial Arts Power from Atemi Abilities, Body Hardening 
  Exercises, or Chi Mastery
  Level 12: +2 to Dodge, Knockout/Stun on a Natural 19+
  Level 13: +1 Attack per Melee
  Level 14: +2 to Dodge
  Level 15: +1 to Damage, Receive Atemi Ability: Dim Mak
  Why Study Jook Lum Tong Long Chuan?
  A ferocious style whose motto, "Nothing for show, everything for use." reveals it's deadly intent. 
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  http://www.geocities.com/kuseru/PMAN/Styles/jotan_targeting.htm
  Jotan Targeting
  By Mephisto
  Entrance Requirements: None
  Skill Cost: 4 Years (3 Years as a Secondary)
  Jotan are the strongest and largest of the giants, and are the main metalworkers and laborers 
  of the giants. Usually led by Cyclops or Nimro fire giants, the Jotan are a capable species. They 
  also love combat, which is where the name for the martial art was derived; not very clever but 
  then Jotan are a race known for their straightforward thought and action.
  Jotan will usually try to have a supply of huge rocks and boulders nearby when preparing for 
  combat. Due to the small size of their opponents no grappling is taught, the main focus is on 
  hurling rocks and other large items at the opponent, and deadly choking and kneeing attacks 
  for closer range. Jotan can become so proficient with rock throwing that most opponents will 
  retreat before getting in hand to hand striking range!
  Training is usually done on Mount Nimro, where the largest group of giants is located. Some 
  skilled giants also reside in the Baalgor Wastelands.
  O.C.C. Note: Giants and Trolls can learn this by upgrading to Hand to Hand: Martial Arts then 
  exchanging two O.C.C. Related Skills to get this martial art.
  Stance: Usually like that of a shot-putter; one leg forward one behind, with the weight of the 
  body on the rear leg and the hands usually holding rocks. One of the rocks is on his shoulder 
  where the weight of the body is located, the other with the hand up around his face to serve as 
  a defensive shield.
  Costume: None
  Character Bonuses
  +6 to P.S.
  +2 to P.E.
  +15 to S.D.C.
  Combat Skills
  Attacks Per Melee: 3
  Escape Moves: Roll With Punch/Fall/Impact
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Power Block/Parry
  Hand Attacks: Strike (Punch), Backhand
  Foot Attacks: Kick Attack, Snap Kick, Knee
  Special Attacks: Crush/Squeeze, Choke, Grab (simply the ability to grab onto the opponent. 
  Another grab roll may be made for the other hand. This is usually used in combination with a 
  hand or knee attack)
  Holds/Locks: None 
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  Weapon Skills: W.P. Targeting with an additional bonus of +2 to strike to start
  Special Katas: None
  Modifiers to Attack: KO/Stun, Death Blow
  Skills Included in Training
  Martial Art Powers: Select One Body Hardening 
  Physical Skills: Body Building and one of choice, except not Acrobatics or Gymnastics
  Training Skills: None.
  Languages: None
  Level Advancement Bonuses
  1st Critical Strike Natural 20 or from behind, +2 to strike with thrown item
  2nd +2 to damage, +2 grab, +2 initiative with thrown item
  3rd +2 strike with thrown item, +1 P.S.
  4th +1 attack, +1 parry, +2 initiative with thrown item
  5th +1 damage, Select One Additional Martial Art Power
  6th +2 damage, +2 strike with thrown item
  7th Critical Strike Natural 19 or 20, +1 Grab
  8th +1 Attack, +1 to P.S., +2 initiative with thrown item
  9th +2 Strike with thrown item, +1 parry
  10th +2 damage, +1 initiative with thrown item
  11th +2 to Strike with thrown item, +1 to Damage, +1 P.S.
  12th Select One Additional Martial Art Power
  13th +1 Attack, Critical Strike Natural 18-20, +2 grab
  14th +2 parry, +1 Strike with thrown item
  15th +2 initiative with thrown item, Death Blow Natural 20
  Why study Jotan Targeting?
  Not a very good defensive martial art its main focus is on leveling the opponent with thrown 
  items. The hand to hand techniques tend to be weak but since the assailant is usually a giant, 
  they end up being effective nonetheless.
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  http://www.geocities.com/kuseru/PMAN/Styles/joy_and_sorrow.html
  The Joy and Sorrow Technique ( Exclusive )
  By danzig138 
  ( Counts as three *3* forms )
  NOTE: The Joy and Sorrow technique is effectively two martial art forms. Until the character reaches 15th level 
  in the Joy and Sorrow technique, he must use the standard rules for knowing and using multiple martial art 
  forms. This is a powerful martial art, and may not be appropriate for all campaigns.
  Centuries ago, in China, two mighty men encountered each other on a battlefield. These men were 
  martial artists seeking to improve their skills and test their newest martial art forms.
  One of the men, Tsou Nan, was developing a new style, the 10,000 Laughing Men, or Wan Feng ( 
  10,000 Lunatics ). The other man, Yan Qui Tian, was testing his newly created style, Yan Nan ( Smoke Man ). 
  Wan Feng was a very aggressive, hard art, and Yan Nan was pure defense. Tsou Nan and Yan Qui 
  Tian battled for hours. Tsou Nan was unable to land a blow through the defenses of Yan Qui Tian, but Yan Qui 
  Tian was so pressed to defend himself that he never gained the opportunity to launch his own attacks. 
  Eventually, both men succumbed to exhaustion. Both acknowledged that the other's style was most impressive. 
  This was the beginning of a very long friendship.
  Tsou Nan and Yan Qui Tian became inseparable allies. They taught each other their styles, and began 
  to refine them. Eventually, this combined style became known as the Joy and Sorrow technique. 
  Tsou Nan and Yan Qui Tian began to teach this unique martial art to those who met their rigorous 
  physical and mental standards. So this art survived, and was passed down through the generations.
  Today, the Joy and Sorrow Technique is known only to a handful of individuals who will each pick only 
  one person, at most, to pass the techniques to.
  The master of the Joy and Sorrow Technique will approach combat differently, depending on the 
  starting technique. If the master is the defender, he will spend most of the combat avoiding blows, while softly 
  weeping. If the opponent does not break off combat, the master will then begin to cry loudly, while using 
  Automatic Body Flips and Joint Locks. If the opponent continues with his aggression, the master will begin to 
  use disabling Atemi abilities.
  If the master is the aggressor, he will approach combat steadily, while attempting to land as many 
  devastating blows as possible, laughing maniacally the entire time.
  Entrance Requirements: I.Q. 15, M.E. 15, M.A. 14, P.S. 14, P.P. 15, P.E. 15
  Skill Cost: 25 years
  Costume: Silk kung fu outfit that is black and white. One side is black and the other side is white.
  Stance ( Joy ): Feet shoulder's width apart, knees slightly bent. The body is turned so as to present a more 
  narrow target. The front hand is held out at just below shoulder level, and the back hand is held in close at 
  waist level.
  Stance ( Sorrow ): Similar to the Joy stance, but the front hand is held out at waist level and kept loose, and 
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  the back hand is held pointing down and loose close to the body.
  CHARACTER BONUSES
  Add 1 to P.S.
  Add 1 to P.P.
  Add 5 to S.D.C.
  Add 5 to Chi
  COMBAT SKILLS ( Joy Technique )
  Attacks per Melee: 4
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Power Block/Parry
  Hand Attacks: Strike ( Punch ), Double-Fist Punch, Knife Hand, Palm Strike, Power Punch
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Axe Kick
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick
  Special Attacks: Death Blow, Leap Attack, Knee, Elbow, Neck Breaker ( SPECIAL! The character jumps up, 
  locks his legs around the target's neck, and spins in an attempt to break the victim's neck, while flipping the 
  victim. This uses six ( 6 ) of the character's attacks, and requires a natural strike roll of 18 or better. If 
  successful, the victim suffers 4D6 damage, and loses initiative and one action. There is a ( damage x2% - 
  victim's P.S. ) x1% chance that the victim's neck will be broken. If this attack fails, the character loses initiative 
  and any remaining attacks for the melee round )
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from rear
  COMBAT SKILLS ( Sorrow Technique )
  Attacks per Melee: 1
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Automatic Dodge, Automatic Roll, Circular Parry, Disarm
  Hand Attacks: None
  Basic Foot Attacks: None
  Jumping Foot Attacks: None
  Special Attacks: Automatic Body Flip/Throw, Paralysis Attack
  Holds/Locks: Finger Lock, Wrist Lock , Elbow Lock, Automatic Wrist Lock, Automatic Ankle Lock ( Treat as a 
  Wrist Lock for escape purposes )
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun
  SKILLS INCLUDED IN TRAINING ( Both Techniques )
  Martial Art Powers: Select one power from Body Hardening Exercises ( including Demon Hunter Exercises ) 
  or Martial Art Techniques, and select one power from Atemi Abilities ( ex. Dim Mak ) or Chi Mastery.
  Martial Art Powers ( Joy ): The Laughing Man Kata ( see below )
  Martial Art Powers ( Sorrow ): Grasping Hand Atemi Ability, Weeping Willow Kata ( see below )
  Languages: Chinese
  Philosophical Training: Taoism
  The Laughing Man Kata: This is a variation on the Bassai ( Fortress Penetration ) kata. The master laughs 
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  continuously, all while attacking a single opponent. His laughter steadily increases in volume as he strikes. The 
  opponent must roll a saving throw of 14 or better ( modified by M.E. ) or lose initiative and one action/attack. 
  The master gains a +4 bonus to strike, and inflicts an additional +4 damage, but he suffers a -5 penalty to all 
  defensive rolls for the melee round.
  Weeping Willow Kata: This is a defensive kata in which, the master cries out his anguish, while avoiding and 
  deflecting all incoming attacks. This provides him with a +3 bonus to automatic parry and automatic dodge, and 
  it acts as a Windmill Kata ( Ninjas and Superspies, page 88 ).
  LEVEL ADVANCEMENT BONUSES ( Joy Technique )
  Level 1: +1 to Roll with Punch/Fall/Impact, +2 to Strike, +1 to Damage
  Level 2: +1 Attack per Melee, 
  Level 3: Critical Strike on a Natural 19-20, 
  Level 4: +1 to Strike, Select one additional Martial Art Power from Body Hardening Exercises or Martial Art 
  Techniques
  Level 5: +2 to Parry/Dodge, Knock-Out/Stun on a Natural 18-20, 
  Level 6: +1 Attack per Melee, Receive Tamashiwara Martial Art Technique
  Level 7: +1 to Roll with Punch/Fall/Impact, Maintain Balance
  Level 8: Critical Strike on a Natural 18-20
  Level 9: +2 to Strike, Knock-Out/Stun on a Natural 17-20
  Level 10: +1 Attack per Melee, +2 to Damage
  Level 11: +1 to Parry, Select one additional Martial Art Power from Body Hardening Exercises or Martial Art 
  Techniques
  Level 12: Death Blow on a Natural 20
  Level 13: +2 to Strike, +1 to Parry/Dodge
  Level 14: +1 Attack per Melee, +3 to Damage
  Level 15: Death Blow on a Natural 18-20
  LEVEL ADVANCEMENT BONUSES ( Sorrow Technique )
  Level 1: +3 to Roll with Punch/Fall/Impact, +2 to Maintain Balance
  Level 2: +2 to Parry/Dodge, +1 to Disarm
  Level 3: Select one additional Martial Art Power from Atemi Abilities or Chi Mastery
  Level 4: +2 to all Automatic Moves*
  Level 5: Automatic Body Flip/Throw inflicts 2D6 damage
  Level 6: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
  Level 7: +2 to all Automatic Moves*
  Level 8: Select one additional Martial Art Power from Atemi Abilities or Chi Mastery
  Level 9: +2 to Parry/Dodge, +1 to Disarm
  Level 10: Automatic Body Flip/Throw inflicts 3D6 damage
  Level 11: +1 Attack per Melee
  Level 12: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance 
  Level 13: +2 to Parry/Dodge, +1 to Disarm
  Level 14: +2 to all Automatic Moves*
  Level 15: Select one additional Martial Art Power from Atemi Abilities or Chi Mastery
  * Does NOT include Automatic Parry!
  NOTE: Should the Joy and Sorrow practitioner reach 15th level of skill in his martial art, then the Joy and 
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  http://www.geocities.com/kuseru/PMAN/Styles/joy_and_sorrow.html
  Sorrow techniques effectively become one technique. From this point on, it is treated as one style. The 
  character receives the Attacks per Melee of the Joy Technique, all manuevers from both techniques, and the 
  best bonuses from both techniques. 
  Why study the JOY AND SORROW TECHNIQUE?
  The Joy and Sorrow technique takes a very long time to master, but in that time the practitioner will gain 
  physical and mental conditioning, spiritual training, and a fairly large array of offensive and defensive 
  techniques. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/joy_and_sorrow.html (4 of 4) [1/4/2003 9:37:28 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/judo.html
  Hand to Hand: Martial Arts: Judo ( Revised )
  by JJ Fuzz
  Skill Cost: Two "other" skills, or as noted under O.C.C. Skills section. 
  Techniques Known at First Level: Strike (punch), backhand, kick attack (1D6), body block/tackle, body 
  flip/throw, break fall, disarm, roll with punch, fall, or impact, pull strike, and the usual strike, parry and dodge.
  Special Attacks: Combination parry/throw (uses one melee action, but can be repeated throughout a melee 
  like a normal parry) 
  Locks/Holds: Arm hold, wrist hold, arm lock.
  Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, automatic flip/throw, critical flip/throw 
  Character Bonuses: Add 2 to P.P.E. and I.S.P. (if applicable), +2D4 to S.D.C., +1 to M.E., +1 to P.P. 
  Additional Skills (Choose One): W.P. Knife or W.P. Blunt. Choose any one domestic or domestic:cultural skill 
  (+10%). 
  Level Advancement Bonuses:
  Level 1:: Add two additional attacks per melee, +3 to roll with punch/fall/impact, +3 to pull punch, critical strike 
  on natural 20, critical flip/throw on natural 20. 
  Level 2:: +2 to parry and dodge, +1 to strike. 
  Level 3:: +1 to body flip/throw, +1 to body block/tackle, +1 to disarm. 
  Level 4:: Add one additional attack per melee, kick attack inflicts 2D6 damage, learns automatic flip/throw. 
  Level 5:: Critical flip/throw on natural 19 or 20. 
  Level 6:: +1 to strike, parry, and dodge, +1 to body flip/throw. 
  Level 7:: W.P. Paired Weapons applicable to characters above selected weapon proficiency skill, +2 to 
  damage. 
  Level 8:: Jump kick (automatic critical strike), +1 to roll with punch/fall/impact. 
  Level 9:: Add one additional attack per melee. 
  Level 10:: +2 on initative, +1 to parry, and dodge. 
  Level 11:: +1 to break fall, +1 to disarm. 
  Level 12:: Critical strike on natural 18 to 20. 
  Level 13:: +2 to damage, knock-out/stun on natural 19 or 20. 
  Level 14:: Add one additional attack per melee. 
  Level 15:: +1 to body flip/throw, +1 to body block/tackle.
   
  http://www.geocities.com/kuseru/PMAN/Styles/judo.html [1/4/2003 9:37:30 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/jujitsu.html
  Hand to Hand: Martial Arts: Jujitsu ( Revised )
  By JJ Fuzz
  Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section.
  Techniques Known at First Level: Maintain balance, break fall, disarms body block/tackle, body flip/throw, roll 
  with punch/fall/impact, pull strike, kick attack (2D4 damage), knee and elbow strikes (1D6 damage), and the 
  usuall strike, parry, and dodge. 
  Special Attacks: Combination parry/strike, leap attack, choke, paralysis attck (vital points). 
  Locks/Holds: Arm hold, neck hold, body hold, leg hold, wrist lock. 
  Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind, critical flip/throw, 
  automatic flip/throw. 
  Character Bonuses: Add +1D4 to P.P.E. and I.S.P. (if applicable), +3D6 to S.D.C., +2 to P.P., +1 to P.E. 
  Additional Skills (Choose One): W.P. Knife, W.P. Forked (Sai), or W.P. Staff. Also choose any one domestic 
  or domestic:cultural skill (+10%). 
  Level Advancement Bonuses:
  Level 1:: Add two additional attacks per melee, snap kick (1D6 damage), knife hand (2D4 damage), +3 to roll 
  with punch/fall/impact, +2 to parry and dodge, +2 to pull punch, critical strike on natural 20, critical flip throw on 
  natural 20,. 
  Level 2:: +1 to strike, tripping/leg hooks, backwards sweep, automatic flip/throw. 
  Level 3:: +1 on initiative, critical strike from behind. 
  Level 4:: Add one additional attack per melee, +2 to damage. 
  Level 5:: Palm strike (2D4 damage), drop kick. 
  Level 6:: Critical strike on natural 18 to 20. 
  Level 7:: +1 to strike, +1 to body flip/throw, +1 to disarm. 
  Level 8:: Add one additional attack per melee, +1 to maintain balance.
  Level 9:: Critical flip/throw on natural 17 to 20. 
  Level 10:: Jump kick and leap attacks (automatic critical strikes).
  Level 11:: Add one additional attack per melee, +2 to pull punch.
  Level 12:: +1 on initiative, +1 to strike, parry, and dodge. 
  Level 13:: +2 to damage, +2 to pull strike, +2 to break fall.
  Level 14:: Add one additional attack per melee. 
  Level 15:: Death Blow!
   
  http://www.geocities.com/kuseru/PMAN/Styles/jujitsu.html [1/4/2003 9:37:33 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/junsado.htm
  JUNSADO 
  By SeonJin108
  Entrance Requirements Black Belt level training in another martial art, generally Kukki Tae 
  Kwon Do or Olympic Taekwondo.
  Skill Cost Three years (Cannot be taken as a primary art) 
  An ancient Korean martial art, Junsado, which translates as "Way of the Fight Master", is a 
  family martial art, handed down through the Kim family. It descends from ancient Hwarang 
  techniques, but is a very open and practical art. An alternate translation of Junsado means 
  "Way of Combat Strategy". It is a strategy-oriented art that has been called the Jeet Kune Do of 
  the Korean arts. It has borrowed from Hapkido, Yudo, Yusool, Tae Kwon Do, Kuk Sul Won, and 
  Gumdo. However, it has a very practical mind set, and focuses on raw combat. It is one of the 
  arts taught to members of the South Korean Defense Security Command, specifically, the elite 
  212 Squad. Sang Kim, with the approval of his father, the Kwanjang of Junsado brought 
  Junsado to the public. Kim is one of the world's greatest Olympic Taekwondo masters, as well 
  as being a master of Junsado. In addition to being a martial arts master, Kim served in the 212 
  Squad, where he saw combat as a counter espionage agent. He teaches Junsado in his school 
  in California, and that is the only place to receive Junsado training in the US. In combat, a 
  Junsado master's response will depend on his opponent. Rather than teach set self-defense 
  techniques, Junsado teaches to adapt to the opponent and the environment. It also adapts to 
  the practitioner. It is a very applied art that teaches how to adapt to the situation, striking, 
  grappling, and group attacks. Knife, short stick, and staff fighting are taught as well. The idea is 
  always to eliminate the opponent in as short a time as possible using whatever the situation 
  demands. There is nothing flashy or stylish about Junsado, save the fact that it is elegant in its 
  simplicity. Mental training includes tactics and strategy, strengthening one's mind, and learning 
  how to deal with opponents on a psychological level, both in understanding them, predicting 
  them, and psyching them out. 
  Costume Navy blue T-shirt and Battle Dress Uniform pants 
  Stance There are two main stances that are designed to easily flow from one to the other. The 
  first is an upright stance used for distance fighting and striking. The feet are staggered and 
  spread slightly with the knees slightly bent to allow maximum motion, the hands are up in 
  guard, open or in fists. The other stance is a wide, crouching stance with the hands up, forward, 
  and open. This is used for close-in fighting, take downs, and grappling.
  CHARACTER BONUS 
  Add 2 to ME 
  Add 1 to PS 
  Add 1 to PE 
  Add 3 to Spd 
  Add 10 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee 4 
  Escape moves Maintain Balance, Roll With Punch/Fall/Impact 
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  http://www.geocities.com/kuseru/PMAN/Styles/junsado.htm
  Basic Defensive Moves Automatic Parry, Dodge, Parry 
  Advanced Defensives Circular Parry, Multiple Dodge 
  Hand Attacks Backhand, Claw Hand, Knife Hand, Palm Strike, Power Punch, Punch, Uppercut 
  Basic Foot Attacks Backward Sweep, Reverse Turning Kick, Roundhouse Kick, Side Kick, 
  Snap Kick, Tripping Leg/Hooks 
  Special attacks Automatic Body Flip/Throw, Body Flip/Throw, Critical Body Flip/Throw, Death 
  Blow, Elbow, Forearm, Knee
  Holds/Locks Automatic Lock, Elbow Lock, Finger Lock, Wrist Lock 
  Weapon Hyung Bong (WP Staff), Joong Bong (WP Blunt, a short stick similar to the Filipino 
  escrima), WP Knife
  Modifiers to Attacks Critical Strike, Critical Strike from Rear, Knock-Out/Stun, Pull Punch 
  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers Automatically receives the Kup So Sul (Atemi)Ability of Chirigi and the 
  Martial Art Technique of Kyukpasul (Tamashiwara), but other than that, none. While not 
  denying their use, Junsado has no time for esoteric traditional practices that take time to 
  develop when one may need to fight the next day.
  Language Korean 
  Philosophical Son Buddhism 
  Temple Meditation 
  Junsado cannot be a primary art. 
  LEVEL ADVANCEMENT BONUSES
  1st +2 to Roll with Punch/Fall/Impact, +2 to Damage, Critical Strike on Natural 20 
  2nd +1 Attack per Melee 
  3rd +1 Attack per Melee 
  4th +1 to Strike. Critical Strike or Knock-Out from Behind. 
  5th +1 to Rear Attacks (Backward Sweep, Backhand Strike), Critical Strike on Natural 18, 19 or 
  20. 
  6th +2 to Roll With Punch/Fall/Impact, +1 to Damage 
  7th +1 to Roll with Punch/Fall/Impact, +1 to Body Flip/Throw (does 2D6 damage) 
  8th +1 Attack per Melee
  9th +2 to Maintain Balance 
  10th +1 Attack per Melee, +1 to Rear Attacks (Backward Sweep, Backhand Strike). 
  11th +1 to Strike, +1 to Damage 
  12th +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge 
  13th +1 to Maintain Balance 
  14th +1 Attack per Melee, +1 to Body Flip/Throw 
  15th +1 to Rear Attacks (Backward Sweep, Backhand Strike) 
  Why Study JUNSADO? 
  A well-balanced martial art that is very aggressive and capable of handling multiple attackers, 
  weapons combat, and all combat ranges. However, it is very lacking in the mystical arts. But 
  then, if you pick Junsado, you probably aren't interested in things like that anyway. 
  http://www.geocities.com/kuseru/PMAN/Styles/junsado.htm (2 of 2) [1/4/2003 9:37:37 PM]
  
  Martial Art Styles K
  Martial Art Styles K 
  Name
  Game Application Country
  Author
  K'Alesh'Ka
  PF
  Fiction
  NA
  danzig138
  Kailindo
  N&S
  Fiction
  Tibet
  Cutter Kinseeker
  Kajukenbo
  N&S
  Conversion
  US (Hawaii)
  Kuseru#
  Kajukenbo
  N&S
  Conversion
  US (Hawaii)
  Flash Fire
  Kalaripayit
  N&S
  Conversion
  India
  Lee Casebolt
  Kali
  N&S
  Conversion
  Philippines
  Kuseru
  Kali
  N&S
  Conversion
  Philippines
  Entropy Man
  Kankai Ryu Sueijutsu
  N&S Conversion Japan
  Kuseru
  Kaminari Karate-Do
  N&S
  Fiction
  United States Mantisking
  Kamiya Kashin Ryu
  N&S
  Fiction
  Japan
  Daimyo Shi
  Karate (Revised)
  Any
  Revision
  Okinawa
  JJ Fuzz
  Karate
  Any
  Quickie
  Okinawa
  Kuseru
  Kashima-Shin Ryu
  N&S
  Conversion
  Japan
  Kuseru
  Kashima Shinden 
  Jikinshinkage Ryu Kenjutsu
  N&S Conversion Japan
  Kuseru
  Kasi-djin
  PF
  Fiction
  NA
  Sinestus
  Kazama Ryu
  N&S
  Fiction
  Japan
  Glenn
  Kaze no Konekolutsu
  Rifts
  Fiction
  Japan
  Jeremy Balsley
  Kaze Arashi Ryu
  N&S
  Conversion
  Japan
  Kuseru
  Kempo Karate
  N&S
  Conversion
  United States FlashFighter
  Kempo Karate
  N&S
  Conversion
  United States Cutter Kinseeker
  Kendo
  N&S
  Conversion
  Japan
  Mantisking
  Kendo (Revised)
  Any
  Revision
  Japan
  JJ Fuzz
  Kenpo
  N&S
  Conversion
  Japan
  Kuseru
  Kenpo
  N&S
  Conversion
  United States Ash
  Kick Boxing
  Any 
  Quickie
  Thailand
  Kuseru
  Kiddie Fighting
  N&S
  Fiction
  Worldwide
  Flash Fire
  Kilico
  N&S
  Fiction
  Worldwide
  Sinestus
  Kinzoku Shurikenjutsu
  N&S
  Fiction
  Japan
  Kuseru
  Kito Ryu Jujutsu
  N&S
  Conversion
  Japan
  Kuseru
  Kobo Ryu Suiejutsu
  N&S Conversion Japan
  Kuseru
  Kobold Sercruun
  PF
  Fiction
  NA
  Mephisto
  http://www.geocities.com/kuseru/PMAN/Files/StyleK.htm (1 of 2) [1/4/2003 9:37:40 PM]
  
  Martial Art Styles K
  Kobori Ryu To-suijtusu
  N&S Conversion Japan
  Kuseru
  Kobujutsu
  N&S
  Conversion
  Okinawa
  Kuseru
  Kodachinitou Ryu
  N&S
  Fiction
  Japan
  Daimyo Shi
  Kogusoku
  N&S
  Conversion
  Japan
  Kuseru
  Koluqis
  PF
  Fiction
  NA
  Sinestus
  Koppo
  N&S
  Fiction
  Japan
  RMHOWA01@ulkyvm.louiseville.edu
  Krabi-Krabong
  N&S
  Conversion
  Thailand
  Kuseru
  Krav Maga
  N&S
  Conversion
  Israel
  danzig138
  Krav Maga
  N&S
  Conversion
  Israel
  Kuseru
  Kuk Sool Won
  N&S
  Conversion
  Korea
  danzig138
  Kung Fu
  Any
  Quickie
  China
  Kuseru
  Kung Jung Musul
  N&S
  Fiction
  Korea
  Mantisking
  Kuno Ryu
  N&S
  Fiction
  Japan
  Daimyo Shi
  Kuntao
  N&S
  Conversion
  China
  Kuseru 
  Kurama Ryu Kenjutsu
  N&S Conversion Japan
  Kuseru
  Kyodai na Keru Do
  N&S
  Fiction
  Japan
  Mantisking
  Kyokutan Chagi
  N&S
  Fiction
  Japan
  Sinestus
  Kyudo
  N&S
  Conversion
  Japan
  NightFlyer
  Kyudo 
  N&S
  Conversion
  Japan
  Mantisking
  Kyuk Too Ki
  N&S
  Conversion
  Korea
  Mantisking
  Number of Styles: 51
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleK.htm (2 of 2) [1/4/2003 9:37:40 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kalesh_ka.html
  K'Alash'Ka (Way of the Warrior)
  By danzig138
  K'Alash'Ka, "Way of the Warrior" in the Gromek language. This is the term used to describe the martial 
  arts developed and practiced by the Gromek. According to Gromekian legend, this way of fighting and living 
  was brought to the Gromek when one of their ancestors, the last survivor of his clan, was wandering in the 
  desert, weak, starving, dying. As he was drawing his last few breaths, a being appeared, basked in a blinding 
  brilliance, and spoke. "You are not ready to pass the gates yet." Said this divine figure, "You must continue on, 
  teach the others, live!".
  With this, the being disappeared, but the ancient Gromek was left with a newfound will and knowledge. 
  He struggled his way back to the other clans, and told his tale. Many scoffed, but a few believed him. These 
  were the first students of the Way of the Warrior. They soon formed a new clan, the B'Ria Devoh'Ka, the Clan 
  of the Divine Warrior. 
  Many tried to defeat this new clan, but none succeeded. Tales of the fighting skills of the Clan were 
  spread, and soon, many clans formed alliances with the Divine Warrior, until the Way spread far and wide.
  The Way of the Warrior is a very acrobatic style of fighting. Combatants swoop in-and-out of combat 
  range, never giving their opponents an opening. Most Gromek use weapons with this style, making it even 
  deadlier.
  Entrance Requirements: P.S. 14
  Costume: None, though many wear light armor.
  Stance: The feet are spread a little wider than the shoulders, and the knees are bent slightly. The arms are 
  spread wide and held low, and the hands are either held open, or holding a weapon.
  CHARACTER BONUSES
  Add 1 to P.S. 
  Add 1 to P.P. 
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defenses: Disarm, Breakfall.
  Hand Attacks: Strike (Punch), Claws (1D6+2), Knife Hand, Palm Strike.
  Basic Foot Attacks: Kick Attack ( with claws, 2D6+4), Snap Kick, Reverse Turn Kick.
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick ( Both Jump Kicks gain an additional die of damage from 
  the extra power generated by the Gromek's wings).
  Special Attacks: Death Blow, Bite (1D6+4), Body Block/ Ram, Flying Body Block/Ram (2D4), Leap Attack, 
  Crush/Squeeze, Crush/Squeeze with Legs (SPECIAL! Usually performed from behind, the Gromek attempts 
  to wrap his legs around his opponent's torso. Suffers a -2 penalty to strike, but inflicts 1D10 damage), Crush 
  and Drop (SPECIAL! The Gromek attempts to lock on a Crush/Squeeze with Legs. If successful, he then tries 
  to fly up a great distance, possibly striking the victim with a hand-held weapon on the way. Eventually, he drops 
  the victim. This uses a variable number of attacks, it just depends on how long he flies with the victim).
  http://www.geocities.com/kuseru/PMAN/Styles/kalesh_ka.html (1 of 2) [1/4/2003 9:37:43 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kalesh_ka.html
  Holds/Locks: Body Hold.
  Weapon Katas: Pick any one weapon.
  Modifiers to Attacks: Pull Punch. Knock-Out/Stun, Critical Strike, Critical Strike from Rear.
  Preferred Range: Combat.
  NOTE: Over time, this style has been modified by the different clans. Each different clan has added 1-2 attacks 
  ( basic, from any style in the books, but nothing really special ).
  SKILLS INCLUDED IN TRAINING
  Survival: Wilderness Survival, Desert Survival.
  Philosphical: K'Alash'Ka ( similar to Bushido, but not nearly as honorable ).
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 roll with punch/fall/impact, +3 leap (+6 feet), Knock-Out/Stun on Natural 20.
  Level 2: +1 strike, parry, dodge.
  Level 3: +1 Attack per Melee, Critical Strike on Natural 19-20.
  Level 4: +2 maintain balance, +1 breakfall.
  Level 5: Knock-Out/Stun on Natural 19-20, +2 damage.
  Level 6: +2 strike, +1 parry, gain Automatic Dodge.
  Level 7: +1 Attack per Melee, +2 leap (+6 feet).
  Level 8: +2 roll with punch/fall/impact, +1 dodge.
  Level 9: Critical Strike on Natural 18-20.
  Level 10: Death blow on Natural 20.
  Level 11: +1 Attack per Melee, +1 leap (+6 feet).
  Level 12: +1 strike, parry, dodge.
  Level 13: +3 automatic dodge.
  Level 14: +2 maintain balance, +1 breakfall.
  Level 15: +1 Attack per Melee, +3 damage.
  Why Study K'Alash'Ka? 
  It's an excellent fighting style, and Gromekian warriors who don't learn it are looked down upon as odd.
   
  http://www.geocities.com/kuseru/PMAN/Styles/kalesh_ka.html (2 of 2) [1/4/2003 9:37:43 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kailindo.html
  Kailindo (Exclusive) (alt: Kai Lin Do)
  The Way of Fluidity
  By Cutter Kinseeker
  Kailindo is a fairly old martial art created in the secluded mountains of Tibet by a group of warrior-
  philosophers called the Stargazers. In ancient times, the Stargazers were peaceful and monk-like, living happy 
  and contented lives while they pondered the mysteries of the universe. However, this peace could not last. 
  Cloistered away in their monasteries and hidden in their villages, the Stargazers did not realize that hostile 
  forces were gaining control of the world--not until it was too late.
  Hunted and pursued by their enemies, the Stargazers turned their inner fortitude into an outer 
  expression of their will, creating a powerful martial art. Using this martial art and a newfound sense of caution, 
  the Stargazers were able to protect some of their land from the encroachment of their enemies. Who were 
  these enemies, these destroyers of life and light? They called themselves... human.
  You see, the Stargazers were not men, but were rather of the species mortal man often refers to as 
  "werewolves," though they call themselves Garou. The art of Kailindo, which is based heavily on Aikido and Tai 
  Chi, is a natural extension of the powers and abilities of that race, namely the potent ability of shapeshifting and 
  the incredible advantage of supernatural attributes. After several centuries of refinement (which is even now 
  continuing), all Stargazers are expected to know at least a little of this art--and its masters are as terrifying to 
  behold in battle as they are wondrous to hear in peace.
  Most of the teachings of Kailindo, both philosophical and physical, stem from the fact that none of its 
  practitioners are human, or even necessarily humanoid. While founded by the Garou (a humanoid race of 
  limited shapeshifters), many other shape-changing beings have learned to use this art and have adapted it for 
  their own use. Thus, the art used by Changelings (skilled humanoid shapeshifters) may differ greatly from the 
  original used by the Garou. (Note: The form of Kailindo presented here is a sort of generic Kailindo, the basis 
  from which any shapeshifting race may adapt it to its own purposes.)
  The main point of Kailindo's teachings is fluidity--fluidity of thought, of motion, and of form. The true 
  adept at Kailindo rarely stays in one form through a fight, his features blurring both from the speed of his 
  motions and from the quickness of his changing. Need a weapon fast? Grow claws. Already have a weapon? 
  Keep your hands. Need some speed? Turn into a wolf. Have to dodge? Shrink. Kailindo emphasizes that you 
  should never become so complacent in one shape that you have problems identifying with another, and indeed 
  Kailindo's exercises include "form adaptation" right alongside kick practice and meditation.
  Kailindo is inappropriate as a martial art form for "mundanes," mainly because their inability to change 
  shape prohibits them from accomplishing many of the moves. Besides which, no self-respecting shape-changer 
  would stay in one form long enough to teach a plain old human the discipline required for even the basics of 
  Kailindo.
  Entrance Requirements: ME 13; PE 11. Most practitioners are Good or Selfish.
  Skill Cost: 12 years
  Costume: Anything light and loose, so as better to accommodate shape-changing.
  Stance: Turned slightly offsides to the opponent, feet spaced widely, hands close together in front of the body. 
  The practitioner is expected to conserve energy, moving only when necessary, and striking like the wind when 
  required. All moves in this martial art are done with fluidity and grace, almost seeming to be in slow motion to 
  http://www.geocities.com/kuseru/PMAN/Styles/kailindo.html (1 of 4) [1/4/2003 9:37:47 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kailindo.html
  onlookers.
  CHARACTER BONUSES
  Add 1 to ME
  Add 2 to PP
  Add 1 to PE
  Add 5 to SDC
  Add 10 to Chi, PPE, or ISP (player's choice)
  COMBAT SKILLS
  Attacks per Melee: Two
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Circular Parry, Disarm, Multiple Dodge, Combination Parry/Attack, Automatic Body 
  Flip/Throw, Automatic Dodge
  Hand Attacks: Strike (Punch), Backhand, Palm Strike
  Basic Foot Attacks: Kick, Tripping/Leg Hook, Roundhouse Kick, Wheel Kick, Crescent Kick, Backward Sweep
  Jumping Foot Attacks: Jump Kick, Flying Kick, Flying Reverse Turning Kick
  Special Attacks: Knee, Elbow, Death Blow, Leap Attack, Spinning Kick Attack (Special! Identical to the 
  ability of the same name in the description of Taido), Body Flip/Throw
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: The character begins with the Special Kata of Form Adaptation (Special! See below), 
  and may select one more from either Body Hardening Exercises or Special Katas.
  Languages: Dragonese/Elven
  Philosophical Training: The training included in Kailindo is somewhere between Buddhism, Taoism, and the 
  beliefs of Neo-Pagans--love the Earth (or whatever planet you live on) for she is our Mother, the source of all 
  life; from her spring all things and to her all things finally return. There is also the prevailing idea that in 
  practicing Kailindo, one must be as the wind--swift, sudden, unpredictable, silent until the moment of contact. A 
  lot of emphasis is placed on meditation, contemplation of the universe's mysteries, and avoiding conflict if 
  possible.
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to roll with punch, +2 to parry and dodge, +2 to initiative, Critical Strike from Behind, Critical Strike 
  on natural 20
  Level 2: +2 to strike with kick and jump kick attacks
  Level 3: +10 to Chi, PPE, or ISP (player's choice), Select one additional Martial Arts Power from among Martial 
  Arts Techniques, Special Katas, or Zenjoriki
  Level 4: +1 to parry and dodge, Critical Strike on natural 19-20
  Level 5: +1 attack per melee, +2 to initiative, +2 to strike
  Level 6: +3 to dodge, +2 to Body Flip/Throw, +1 to initiative, +2 to Maintain Balance
  Level 7: +1 attack per melee, Knock-Out/Stun on natural 19-20
  Level 8: Select one additional Martial Arts Power from either Body Hardening Exercises or Martial Arts 
  Techniques
  Level 9: Death Blow on natural 20
  Level 10: +1 to initiative, +1 to strike, parry, and dodge
  Level 11: +1 to Body Flip/Throw, Critical Strike on natural 18-20
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  Level 12: +1 to roll with punch, +1 to Maintain Balance, Select one additional Martial Arts Power from among 
  Body Hardening Exercises, Martial Arts Techniques, or Zenjoriki
  Level 13: +1 attack per melee, +1 to initiative
  Level 14: +2 to damage, +1 to strike, Death Blow on natural 19-20
  Level 15: +1 attack per melee
  Why Study Kailindo?
  If you're a shapeshifter, a colloidal being, or a lycanthrope of any sort, this is the martial art for you! 
  Specifically tailored to meet the "special" nature of shifting folk, Kailindo offers a lot of power at higher levels 
  and doesn't take that long to learn (for creatures with life spans of more than three times that of humanity, that 
  is). The real trouble is that so few people (or things) practice it that you could spend as long searching for a 
  Kailindo master as you do learning the art.
  New Kata
  Form Adaptation
  The beings that practice Kailindo are all capable of altering their shapes, either at will or after a few 
  moments of concentration. Either way, this kata is designed to help such beings use their natural abilities to the 
  best effect. Those with this kata learn to effect partial transformations, faster transformations, and even the use 
  of shapeshifting as a dodge! In game terms, this permits the character to move combat bonuses from one place 
  to another and reduces time required for changing shape. If the character's transformative ability is usually 
  measured in melee rounds, reduce that number to melee actions! (ex: A Nightbane can usually transform from 
  Facade to Morphus in one melee round. Using the Form Adaptation Kata, that time is reduced to one melee 
  action.) If the time required is already measured in melee actions, reduce that time by half to a minimum of one 
  melee action.
  In addition, a being that can normally only transform its entire body may now transform just a piece of its 
  body for the desired effect. However, this requires the full transformative duration unless a ME check is made.
  (ex: The Nightbane from the previous example has the Morphus characteristics of Animal Magnetism 
  and Were-Creature: Canine. She wishes to grow claws [which her Morphus has] without fully Becoming and 
  rolls an ME check. She fails; she can still grow those claws, but it will take her a full melee round [in which she 
  cannot do anything except defend herself] to accomplish the feat.)
  Finally, the character, by subtly altering their body's form and musculature, may "move around" combat 
  bonuses. This transformation requires one melee of intense concentration, during which time the only actions 
  possible are the dodge (automatic if the character possesses it) and the automatic parry. The maximum 
  number of points that may be moved are equal to the being's Mental Endurance. If the character so wishes, 
  they may also move so many points that they have a negative (penalty) in one or more bonuses, so long as the 
  points moved are equal to or less than their ME. This alteration lasts for a maximum length of (ME divided by 3) 
  melee rounds, rounded down. Finally, because of the unnatural twisting of ligatures and bones, the character 
  takes a number of points of damage equal to the number of points moved, direct to hit points, both at the time 
  of the transformation and when returning to normal! If the being has a regenerative ability, this ability takes 
  twice as long to heal the damage; however, if the being's natural state is fluid, colloidal, or ectoplasmic, the 
  damage is reduced by half.
  (ex: The Nightbane from the previous two examples has the following combat bonuses: +6 to strike, +7 
  to parry, +5 to dodge, +10 to damage and +4 to initiative, as well as possessing an ME of 14. She gets into a 
  fight most heinous with a lone Hound. In this case, it is better to act first and hit more often, so she decides to 
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  move her bonuses around--but she cannot move any more than 14 points. After one melee round of 
  concentration and heavy defense, her bonuses now look like this: +10 to strike, +2 to parry, +1 to dodge, +10 to 
  damage and +9 to initiative! Because she moved 5 points from her parry bonus and 4 from her dodge bonus, 
  she has moved only 9 points--well below her maximum of 14. As an unfortunate side-effect, she also takes 9 
  points of damage direct to her HP immediately, and will take another 9 HP of damage at the end of three 
  rounds, as her body returns to normal--well, as normal as Nightbane get, anyway.)
   
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  http://www.geocities.com/kuseru/PMAN/Styles/kajukenbo2.html
  KAJUKENBO
  By Kuseru
  Entrance Requirements: No Alignment or Attribute Restrictions.
  Skill Cost: 8 years.
  Kajukenbo takes its name from Karate, Judo, Kenpo, and Boxing. Kajukenbo was created in 
  Hawaii by five masters who combined their individual martial arts to develop a style of fighting 
  at all ranges and speeds. To test their techniques, the founders would get into fights, if the 
  technique worked consistently in street fighting it was kept. Kajukenbo concentrates on being 
  effective at all ranges and types of fighting, from kicking to grappling. Training is physically 
  rigorous and very intense. At higher levels Chi skills are taught.
  Costume: Standard Judo Outfit.
  Stance: Feet at less than shoulder width apart, at right angles, with the knees slightly bent. 
  Arms and hands are usually loosely extended in a variety of positions.
  CHARACTER BONUSES:
  Add +2 to P.S.
  Add +1 to P.P.
  Add +1 to P.E.
  Add +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll, Maintain Balance.
  Attack Moves: Leap.
  Basic Defensive Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: Auto Dodge, Disarm, Break fall.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand.
  Foot Attacks: Kick, Trip/Leg Hook, Snap Kick, Backward Sweep, Drop Kick, Reverse Turning 
  Kick.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow.
  Holds/Locks: Arm Hold, Leg Hold, Wrist Lock, Body Hold, Neck Hold.
  Weapon Katas: None.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select two Powers from Body Hardening, Martial Art Techniques, or 
  Special Katas.
  Language: English
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Palm Strike, +1 to Elbow, +1 to Damage.
  2nd: +1 to Strike, +1 to Kick.
  3rd: +1 to Parry/Dodge, +1 to Knee.
  4th: +1 Attack, +1 to Roll.
  5th: +1 to Elbow, Select one Power from Body Hardening, Martial Art Techniques, or Special 
  Katas.
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  6th: +1 to Roll, Critical on a 19 or 20. 
  7th: +1 to Strike, +1 to Initiative, +1 to Parry/Dodge.
  8th: Select one Power from Body Hardening, Martial Art Techniques, or Special Katas.
  9th: +1 to Kick, +1 Damage.
  10th: +1 Attack, +1 to Elbow.
  11th: +1 to Palm Strike, +2 to Parry/Dodge.
  12th: Select one Power from Chi Mastery.
  13th: +1 Attack.
  14th: +1 to Damage, +1 to Roll.
  15th: +1 Attack, Select one Power from Body Hardening, Chi Mastery, Martial Art Techniques, 
  or Special Katas.
  WHY STUDY KAJUKENBO?
  A great physical martial art that believes in finishing combat with the fewest moves while 
  knowing how the opponent will respond. Also effective at all ranges of combat with some chi 
  skills available.
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  KAJUKENBO
  By Flash Fire
  Also known as "The Art of Dirty Streetfighting," Kajukenbo is a fairly recent martial art, developed in 
  Hawaii around 1950. The art was created by five martial artists who, seeing the strengths and flaws of their 
  respective arts, decided to attempt creating a new form that would operate well at all ranges and speeds. The 
  original martial artists tested their ideas by walking out into the worst slum in Hawaii and getting into fights. 
  These "field tests", as well as the moves from their own arts, provided the basis for the forms and techniques of 
  Kajukenbo. Taken from the moves provided by training in T'ang Su Do Karate, Judo, Jujitsu, Kempo, and 
  Chu'an Fa Gung Fu (Chinese Boxing), Kajukenbo (KArate, JUdo, KEMpo, BOxing) was designed to provide its 
  practicioners the ability to win a street fight. It focuses on being effective at all ranges and styles of fighting, 
  from kicks to punches to groundfighting. The main strategies a kenboist will use is either following an 
  opponent's moves and using them against him or hitting him fast, hard, and often. The art does eventually 
  provide Chi training and meditation techniques, but it is assumed that one has to live long enough to reach the 
  higher levels before the art turns toward developing the spirit.
  Training in the art isn't difficult to start, as there are many schools worldwide. The training is physically 
  demanding, with exercises forming at least the first third of the class time. Further training typically involves 
  working out with punching bags, sparring, grappling, and other simulated fight situations. Eventually, students 
  are required to throw full speed attacks at fellow students, with the defender reacting like he should or taking 
  frequent trips to the hospital. Artists learn to absorb blows, use katas to fine-tune their movements, and work 
  with partners to learn how to manipulate their opponents' movements.
  Entrance Requirements: None
  Skill Cost: 8 Years (6 Years as Secondary Martial Art)
  Costume: Artists train in loose fitting clothes of almost any type, from a traditional gi to sweats and a t-shirt. 
  The school's name will typically be displayed somewhere, either on the back of the outfit or on a patch at the 
  shoulder.
  Stance: Typically, the martial artist stands with his left leg forward and right leg back at a 45 degree angle, 
  weight slightly more on the front leg than the back. Both hands are held in front of the body, between the 
  martial artist and his opponent.
  CHARACTER BONUSES
  Add 1 to P.P. 
  Add 2 to P.E.
  Add 10 to S.D.C. 
  Add 5 to Chi
  COMBAT SKILLS
  Attacks per Melee: Three
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Breakfall, Disarm, Combination Parry/Attack
  Hand Attacks: Strike, Palm Strike, Knife Hand, Backhand, Roundhouse (1D10), Uppercut (1D8)
  Basic Foot Attacks: Kick, Snap Kick, Tripping/Leg Hooks, Backward Sweep Mule Kick (NEW!): The Mule 
  Kick is pretty simple. The martial artist picks up his rear leg and kicks backward with it. Damage is only 1D6, 
  but it can be done on opponents behind the character.
  Jumping Foot Attacks: None 
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  Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow, Grab, Forearm, Entangle, 
  Pin/Incapacitate, Death Blow Pain Compliance (NEW!): This move is a toned down version of the Paralysis 
  Attack. The artist will be able to latch onto a nerve, nerve junction, joint, or other vital point and put a serious 
  hurtin' on their opponent. The victim must Save vs Pain or is -3 to all combat rolls while the Pain Compliance is 
  in effect and for one melee after. Can only be done during a Hold, Lock, Grab, Entangle, or Pin/Incapacitate, 
  Select one move from any Karate or Chinese form. No Chi abilities or other "Powers", standard and special 
  attacks and defenses only.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Wrist Lock, Elbow Lock
  Weapon Katas: None 
  Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Death Blow
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Dam Sum Sing (BH) and one more from the categories of Body Hardening, Special Katas, 
  or Martial Art Techniques. If desired, any number of powers can be traded one-for-one for any Basic Skill 
  Program (including Physical)
  Philosophical Skills: Zen (can be substituted for the philosophical belief of the teacher)
  If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: 
  T'ang Su Karate (3 years), Jujitsu (3 years), Yu-Sool (6 years), Ch'a Chu'an Kung Fu (4 years), and Agent 
  Martial Arts (1 year).
  LEVEL ADVANCEMENT BONUSES
  Level 1: Critical Strike, Critical Strike from Behind, +3 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to 
  Strike
  Level 2: +1 to Body Flip/Throw, +1 to Maintain Balance
  Level 3: +1 Attack per Melee; select one standard attack, defense, or special move from any Martial Art Form 
  (no "Powers")
  Level 4: +1 to Strike, +2 to Parry/Dodge
  Level 5: Select one power from Body Hardening, Special Katas, or Martial Art Techniques 
  Level 6: +1 Attack per Melee, +1 to Body Flip/Throw
  Level 7: +1 to Parry/Dodge, Critical Strike on Natural 19-20
  Level 8: Knock-Out/Stun on Natural 19-20, +1 to Maintain Balance
  Level 9: +2 to Strike, +1 Attack per Melee
  Level 10: Select one power from Body Hardening, Special Katas, or Atemi Abilities, +1 to Parry/Dodge
  Level 11: Select one standard attack, defense, or special move from any Martial Art Form (no "Powers")
  Level 12: +1 Attack per Melee, Critical Strike on Natural 18-20
  Level 13: Select one power from Atemi Abilities or Chi Mastery, Knockout/Stun on Natural 18-20
  Level 14: +1 to Body Flip/Throw, +1 to Strike, +1 Attack per Melee
  Level 15: Death Blow on Natural 20, Select one power from Chi Mastery or Atemi Abilities.
  Why Study KAJUKENBO?
  "Why do you want to learn Kajukenbo?"
  "Um, because I want to kick ass." 
  "Well, you've come to the right place."
   
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  Kalaripayit
  I just can't help myself... Oh, and the following is based on information gleaned from _The Way of the 
  Warrior_. I have no personal knowledge of the art, and apologize for any inaccuracies. Anyone who 
  knows more, feel free to correct me.
  KALARIPAYIT
  by
  Lee Casebolt
  Kalaripayit
  Entrance Requirements: None
  Skill Cost: 8 years (5 years as a secondary form)
  Kalaripayit is one of the indigenous martial arts of India. Its study is primarily limited to villagers and 
  rural areas of India; few outsiders have the opportunity to study this art.
  The art is very complete, offering training in striking and grappling techniques, as well as weapons 
  training and even Atemi (called marma-adi). Training includes a combination of strenuous exercise, 
  forms work, and sparring practice. After students have demonstrated proficiency in their technique, 
  marma-adi study begins, and the student learns the workings of the body, both how to harm and how to 
  heal.
  A master in combat seeks first to avoid conflict, then to defeat his attacker with a minimum of force, 
  using temporarily disabling strikes initially, then escalating his assault as neccessary.
  Costume: Typically shorts or a loincloth/wrap, with shirt optional; kalaripayit is *not* the most formal of 
  martial arts.
  Stance: Generally a very low posture, with arms bent to cover the face and body from attack. Motion is 
  emphasised over strong stances.
  CHARACTER BONUSES
  +1 PS
  +2 PP
  +1 PE
  +15 SDC
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Leap, Maintain Balance
  Basic Defensive Moves: Parry, Dodge, Automatic Parry
  Advanced Defenses: Circular Parry, Disarm, Multiple Dodge
  Hand Attacks: Strike (punch), Knife Hand, Palm Strike, Fingertip Attack
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
  Special Attacks: Death Blow, Elbow, Forearm, Body Flip/Throw, Choke
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  Kalaripayit
  Holds/Locks: Arm Hold, Body Hold, Wrist Lock
  Weapon Katas (Pick Two): WP Dagger, WP Staff, WP Three-Direction Knife, WP Spring Sword
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select three from among Atemi Abilities, Body Hardening Exercises, and Special 
  Katas. These powers may be traded, one for one, for basic skill programs (except physical) as desired.
  Language: Tamil
  Philosophical Training: No formal training, though a pacifistic attitude is generally encouraged.
  If this is your primary martial arts form, the following forms may be learned in a shorter period of time: 
  Jujutsu (5 years), Shao-Lin Kung Fu (6 years), Yu-Sool (6 years)
  LEVEL ADVANCEMENT BONUSES
  1st - +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike or Knock-Out/Stun from 
  behind
  2nd - +1 to Strike, +1 to Leap
  3rd - +1 to Disarm, +2 to Damage
  4th - Select one additional power from Atemi Abilities, Body Hardening Exercises, or Special Katas
  5th - Critical Strike on Natural 18, 19, or 20
  6th - Death Blow on Natural 20
  7th - +1 Attack per Melee
  8th - +1 to Strike, +1 to Parry/Dodge
  9th - +1 to Maintain Balance, +1 to Disarm
  10th - Select one additional power from Atemi Abilities, Body Hardening Exercises, or Special Katas
  11th - +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  12th - +2 to Parry/Dodge
  13th - +1 to Strike, +1 to Leap
  14th - +1 to Disarm, +2 to Maintain Balance
  15th - Select one additional power from Atemi Abilities, Body Hardening Exercises
  WHY STUDY KALARIPAYIT? A very complete form, it offers attacks at every range of combat, and 
  also teaches both weapon skills and Atemi Abilities.
  Lee Casebolt
  "The opprobrium of assholes is a badge of honor" - Norman Spinrad
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  http://www.geocities.com/kuseru/PMAN/Styles/kali2.html
  KALI(EXCLUSIVE)
  By Kuseru
  Entrance Requirements: No Attribute or Alignment restrictions.
  Skill Cost: 12 years
  Kali is the ancient fighting art of the Philippine Islands. It originally featured bladed weapons like 
  the wavy kris sword, as well as a variety of unarmed techniques involving elbows, knees, 
  throws and locks/holds. After the Spanish conquered most of the Phillippines in the late 
  sixteenth century, Kali was banned. The teaching of this art was forced underground and 
  carried out in secret, often strictly between family members. It wasn't until the twentieth century 
  that Kali resurfaced and began gaining worldwide attention. Kali can be one of the most 
  beautiful and exciting Martial Arts, for when two expert Kali artists duel, their clashing sticks 
  sound like machine guns, and you can actually see and smell the smoke coming from their 
  wooden weapons! There are a dozen of Kali styles and forms
  Kali attacks are not classified by weapon or delivery style, but by the direction of their energy. 
  This style makes extensive use of geometric shapes, superimposing them on a combat 
  situation, and movement patterns, to teach fighters to use their position and their movement to 
  best advantage. Some styles emphasize line-cutting, while some are very circular. Practitioners 
  learn how to deal with the energy of the attack, and then apply that knowledge to the slight 
  variations that come with different lengths and types of weapons. The style places great 
  emphasis on footwork, mobility, and body positioning. The same concepts (of angles of attack, 
  deflections, traps, passes, etc.) are applied to similar situations at different ranges, making the 
  understanding of ranges and how to bridge them very important. Some styles like to stay at 
  long range, some will move inside as soon as possible. Kali in particular, stresses the 
  importance of disarming an opponent in combat. This is not usually done gently, but by 
  destroying an attacking weapon or breaking that part of the body. 
  Empty hand techniques are derived from weapon movements. First the weapons are learned, 
  then the empty-handed applications are shown. Most in-fighting is derived from knife 
  techniques, and mixed with panantukan, pananjakman, and dumog. Panantukan is Filipino 
  boxing, considered a from of street fighting, which includes elbows, forearms, headbutts, 
  shoulders, hips, and knees (no kicks). Pananjakman is the art of Filipino kicking; it is the 
  opposite of Panantukan and uses any technique, except the arms can only be used 
  defensively. Pangamut is the synthesis of the two where everything is allowed. Dumog is one of 
  the ancient arts of Filipino wrestling which utilizes pressure points and leverage to manipulate 
  opponents much larger than you. Eskrima and Kali are Filipino weapons arts which teach 
  empty hand techniques based on weapon movements. 
  Geographically, Kali is associated with the Moros of Mindanao. Training in Kali can only be 
  found in the Phillippines.
  THE KRIS
  The kris is the sacred blade of Malaysia, Indonesia, and the Phillippines. In the Phillippines, 
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  these blades are called Kalis. Kris knives vary in size from the length of a sword, and most 
  have the famous wavy blade pattern. The finest blades were forged from meteorite iron and 
  were believed to have magical powers. Some were said to possess the ability to kill a man just 
  by stabbing his shadow; others were said to have the ability to fly through the air and fight on 
  their own, or even to have the power to cure the common cold. Every Kali artist will have a 
  sacred knife given them by their teacher. If ever they lose this blade it is a great dishonor, many 
  Kali artists have been forced to do terrible things to regain a stolen blade. (whether or not a 
  character's knife has any actual powers is up to the GM). Standard Damage for a Kris Knife is 
  1D6, for a Kris Sword is 1D8, and for a Short Stick is 1D6.
  CHARACTER BONUSES:
  Add +3 P.P.
  Add +2 P.E.
  Add +10 S.D.C.
  COMBAT SKILLS:
  Attacks per Melee: 4
  Escape Moves: Roll with Punch/Fall, Maintain Balance.
  Attack Moves: None.
  Basic Defensive Moves: Parry, Dodge, Automatic Parry, Entangle. 
  Advanced Defenses: Circular Parry, Disarm, Power Block/Parry, Combination Parry/Attack, 
  Combination Parry/Lock.
  Hand Attacks: Punch, Backfist (The character twists his torso to extend his fist into a target to 
  the rear. He may also bring his fist straight up over his shoulder or down past his thigh to strike 
  close targets to the rear without changing facing direction. Damage is 1D6.), Knife Hand, Palm 
  Strike
  Foot Attacks: Snap Kick, Tripping/Leg Hooks, Kick Attack.
  Special Attacks: Forearm, Elbow, Knee, Headbutt(1D4), Shoulder Ram (Similar to the one in 
  Mystic China, page 189, except spiked armor is not worn and the higher damage for such does 
  not apply), Hip Strike (A thrust with the hip against an opponent that does 1D4 damage), Death 
  Blow , Body Flip/Throw.
  Holds/Locks: Arm Hold, Arm Lock, Wrist Lock.
  Weapon Katas: Pick two of the following forms:
  Espada y Daga: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger.
  Solo Baston: W.P. Short Stick or W.P. Kris(sword) .
  Doble Baston: W.P. Short Stick -Paired or W.P. Kris(sword)-Paired, Scissor Choke: uses the 
  short sticks to choke a person squeezing them together in a motion similar to that of a pair of 
  scissors (1D6 S.D.C.+2D4 HP/melee).
  Solo Daga: W.P. Knife.
  Doble Daga: W.P. Knife-Paired.
  Long Weapons: W.P. Sibat(Staff), W.P. Spear, W.P. Oar (Polearm).
  Flexible Weapons: W.P. Chain, W.P. Whip.
  Projectile Weapons: W.P. Bow, W.P. Blowgun.
  Thrown Weapons: W.P. Thrown
  Palm Stick/Double-Ended Dagger: W.P. Fistload, W.P. Knife.
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  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of Two (2) powers from among Atemi, Body Hardening or 
  Martial Art Techniques, or two more Weapon Katas. Powers may be traded one for one for 
  basic skill programs excluding physical.
  Language: English, Filipino, and Tagalog.
  Medical: First Aid, Holistic Medicine 
  Temple Skills: Fasting, Meditation
  Weapon Proficiencies: W.P. Paired--Short Stick or W.P. Kris(sword) & Dagger, W.P. Short 
  Stick, W.P. Kris(sword), W.P. Short Stick -Paired, W.P. Kris(sword)-Paired, W.P. Knife, W.P. 
  Knife-Paired, W.P. Sibat(Staff), W.P. Spear, W.P. Oar (Polearm), W.P. Chain, W.P. Whip, W.P. 
  Bow, W.P. Blowgun, W.P. Thrown, and W.P. Fistload.
  Philosophy: None.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Arnis (2 Years), or Eskrima (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 Strike, +2 Parry, Critical Strike or Knockout from Behind.
  2nd: +2 Roll with Punch/Fall/Impact, +2 Damage.
  3rd: +1 Attack per Melee, +1 Maintain Balance, Knockout/Stun on a Natural 19 or 20.
  4th: +2 Parry/Dodge, Critical Strike on a Natural 19 or 20.
  5th: Select One (1) Martial Art Power from Atemi, Body Hardening or Martial Art Techniques, or 
  a new Kali Weapon Kata.
  6th: +1 Attack per Melee, +1 Initiative, +1 Strike. 
  7th: +1 Parry/Dodge, Death Blow on a Natural 20.
  8th: Select One (1) Martial Art Power from Atemi, Body Hardening or Martial Art Techniques, or 
  a new Kali Weapon Kata.
  9th: +1 Attack per Melee, +1 Maintain Balance, Critical Strike on a Natural 18, 19 or 20.
  10th: +1 Damage, +1 Roll with Punch/Fall/Impact, +2 Parry.
  11th: Select One (1) Martial Art Power from Atemi, Body Hardening or Martial Art Techniques, 
  or a new Kali Weapon Kata.
  12th: +1 Attack per Melee, +1 Initiative, +1 Strike.
  13th: +2 Maintain Balance +2 Roll with Punch/Fall/Impact.
  14th: +1 Strike, +1 Parry/Dodge, +1 Damage.
  15th: Select One (1) Martial Art Power from Atemi, Body Hardening or Martial Art Techniques, 
  or a new Kali Weapon Kata.
  Why Study Kali?
  A deadly martial art that is well rounded in everything, from kicks, strikes, and grappling, to 
  weapon skills.
  http://www.geocities.com/kuseru/PMAN/Styles/kali2.html (3 of 3) [1/4/2003 9:37:59 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kali.html
  Kali or Eskrima (EXCLUSIVE)
  By Entropy Man
  Kali is the ancient fighting art of the Phillippine Islands.It originally featured bladed weapons like the 
  wavy kris sword, as well as a variety of unarmed techniques involving elbows, knees, throws and locks/holds. 
  After the Spanish conquered most of the Phillippines in the late sixteenth century, Kali was banned. The 
  teaching of this art was forced underground and carried out in secret, often strictly between family members. It 
  wasn't until the twentieth century that Kali resurfaced and began gaining worldwide attention.
  Kali can be one of the most beatiful and exciting Martial Arts, for when two expert kali artisits duel, their 
  clashing sticks sound like machine guns, and you can actually see and smell the smoke coming from their 
  wooden weapons! Today there are dozens of Kali styles, but most share three basic forms:
  Espada y Daga: Utilizing a sword and dagger 
  Solo Baston: Using a single short stick
  Sinawali: The most difficult form using paired short sticks.
  Entrance Requirements: None
  Skill Cost: 12 years
  THE KRIS The kris is the sacred blade of Malaysia, Indonesia, and the Phillippines. Kris knives vary in size 
  from the length of a sword, and most have the famous wavy blade pattern. The finest blades were forged from 
  meteorite iron and were believed to have magical powers. Some were said to possess the ability to kill a man 
  just by stabbing his shadow; others were said to have the ability to fly through the air and fight on their own, or 
  even to have the power to cure the common cold. Every kali artist will have a sacred knife given them by their 
  teacher. If ever they lose this blade it is a great dishonor, many kali artists have been forced to do terrible things 
  to regain a stolen blade. (whether or not a PC's knife has actual powers is up to the GM)
  CHARACTER BONUSES:
  Add 3 to P.P. 
  Add 2 to P.E. 
  Add 10 to S.D.C. 
  COMBAT SKILLS:
  Attacks per Melee:4 
  Escape Moves: Roll with Punch/Fall, Maintain Balance
  Basic Defensive Moves: Parery, Dodge, Autoparry 
  Advanced Defenses: Circular Parry 
  Hand Strikes: Punch(1D4), Backfist(1D4), Knife Hand(1D6), Palm Strike(1D6) 
  Foot Strikes: Snap Kick(1D6), Tripping Leg Hooks(Knockdown) 
  Special Attacks: Forearm(1D4), Elbow(1D4), Knee(1D6), Headbutt(1D4), Body Flip(1D6), Critical Strike on a 
  Natural 20, Knockout on a 20, Death Blow on a Natural 20 
  Holds/Locks: Arm Hold, Neck Hold 
  Weapon Katas: WP:Knife 
  Pick one of the following forms excluding Sinawali : (two if a Dedicated MA) 
  Espada y Daga: 
  Kata: Sword, 
  Kata: Sword & Dagger - paired 
  Crescent Kick(1D10), 
  http://www.geocities.com/kuseru/PMAN/Styles/kali.html (1 of 2) [1/4/2003 9:38:02 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kali.html
  Leap Attack 
  Solo Baston: 
  Kata: Short Stick 
  Arm Lock, 
  Wrist Lock, 
  Backsweep 
  Sinawali (Solo Baston req'd.): 
  Kata: Short Stick - paired 
  Duo Knuckle Fist(1D8), 
  Scissor Choke: uses the short sticks to choke a person squeezing them together in a motion similar to 
  that of a pair of scissors. (1D6 SDC, 2D4 HP/melee) 
  SKILLS INCLUDED IN TRAINING:
  Martial Arts Powers: Dam Sum Sing plus one from Body Hardening Techniques or Martial Art Techniques and 
  powers may be traded one for one for basic skill programs excluding physical. 
  Temple Skills: Fasting 
  Language: Phillipino, Spanish 
  Philosophy: Zen 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 strike +2 parry 
  Level 2: +2 roll +2 damage 
  Level 3: +1 attack per melee +1 Maintain Balance 
  Level 4: +2 parry +1 Body Hardening Technique or pick one new style of kali 
  Level 5: +2 dodge +2 vs. pain Crit. on 19 or 20
  Level 6: +1 initiative +1 strike +2 parry 
  Level 7: +2 Maintain Balance +2 roll 
  Level 8: +1 attack +1 MA technique or pick one new style of kali 
  Level 9: +1 parry +1 dodge KO on 19 or 20 Crit. on 18, 19 or 20 
  Level 10: +1 initiative +1 strike +2 parry 
  Level 11: +1 attack Critical Strike does 3x damage +1 damage 
  Level 12: +1 dodge +1 Maintain Balance Add 1 Body Hardening or MA Tech. or add one kali style 
  Level 13: +2 vs. pain +1 roll +1 damage 
  Level 14: +1 attack +1 strike +1 parry 
  Level 15: Add one Zenjoriki power and 1 MA technique or Body Hardening Technique or style of kali. 
  Standard Damage for a Kris Knife is 1D6, for a Kris Sword is 1D8, and for a Short Stick is 1D6. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/kali.html (2 of 2) [1/4/2003 9:38:02 PM]
  
  Kaminari Karate
  Kaminari Karate-Do (Thunder Way of the Empty Hand)
  By Ray Bull 
  Kaminari Karate-Do was created in 1973 by Soke Brian Jenkins after he studied several different Karate 
  styles. Jenkins actually studied with Bruce Lee for a short time in Seattle. Later, he copied Bruce by taking what 
  he thought were the best aspects of Shotokan, Goju Ryu, and Isshin Ryu and combined them.
  In combat, a follower of this style will first use the Debano-O Kujiki Kata in an attempt to back his 
  opponent down. If this doesn't work he will go on the defensive, waiting for his opponent to make a mistake that 
  can be used to his advantage.
  Kaminari Karate-Do schools can be found on the west coast of the United States, where Brian Jenkins 
  has opened a small chain of martial arts studios.
  Entrance Requirements:
  Skill Cost: 6 Years (Primary), 3 Years (Secondary) 
  Costume: Black Karate Gi with a yellow lightning bolt embroidered on the left lapel.
  Stance: Left foot a 1/2 step in front of the body, with the thigh parallel to the floor. Right foot a step and a 1/2 
  behind the body in a straight line. The body held upright, left hand held in a fist 8 inches over the left knee and 
  the right hand held in a fist at the waist.
  CHARACTER BONUSES
  Add +4 to M.A.
  Add +4 to P.P.
  Add +5 to Chi
  COMBAT SKILLS
  Attacks per Melee: 1
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Multiple Dodge, Automatic Dodge
  Hand Attacks: Strike (Punch), Hammerfist, Back Hand
  Basic Foot Attacks: Kick Attack, Snap Kick, Backwards Sweep
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Leap Attack
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike 
  from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receive Special Katas: Debana-O Kata and Itsutsu-No-Kata. 
  Languages: Japanese
  Cultural: Ukio-e
  Philosophical Training: Zen 
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Mien 
  Ch'uan (9 years), Sankukai (6 years), Yu-Sool (7 years) 
  LEVEL ADVANCEMENT BONUSES
  http://www.geocities.com/kuseru/PMAN/Styles/kaminari_karate.html (1 of 2) [1/4/2003 9:38:05 PM]
  
  Kaminari Karate
  Level 1: +1 to Roll with Punch/Fall/Impact, +1 to Parry, +1 to Maintain Balance
  Level 2: +1 to Dodge, +1 to Roll with Punch/Fall/Impact
  Level 3: +1 to Roll with Punch/Fall/Impact, +1 to Leap (Add 5 feet to Leap distance)
  Level 4: +1 to Parry, Knockout/Stun from Behind
  Level 5: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Special Katas (No Weapon Katas 
  Allowed)
  Level 6: +1 Attack per Melee, Critical Strike from Behind
  Level 7: +1 to Roll with Punch/Fall/Impact
  Level 8: +1 to Dodge, +1 to Strike
  Level 9: +1 to Roll with Punch/Fall/Impact
  Level 10: Knockout/Stun on a Natural 20, Select one (1) Martial Arts Power from Special Katas (No Weapon Katas 
  Allowed)
  Level 11: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  Level 12: +1 to Strike, Critical Strike on a Natural 20
  Level 13: +1 to Roll with Punch/Fall/Impact, +1 to Leap (Add 5 feet to Leap distance)
  Level 14: +1 to Maintain Balance, +1 to Damage
  Level 15: Select one (1) Martial Arts Power from Chi Katas, Automatically receive Zenjorike: Karumi-Jutsu 
  Why Study KAMINARI KARATE-DO?
  A fairly weak style, the only thing it has to offer is the large number of Special Katas taught. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/kaminari_karate.html (2 of 2) [1/4/2003 9:38:05 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kamiya_kashin_ryu.htm
  Kamiya Kashin Ryu
  By Himura_Battosai
  Entrance Requirements: Limited to Honourable Alignments, Minimum attributes are: I.Q. 9, P.P. 12 and SPD 
  10. 
  Skill Cost: 10 years(7 as a secondary Form)
  Kamiya Kashin Ryu is a defensive sword form, originally it was like many Samurai art Form designed to kill. It 
  has become an to defend the will carefully evaluate his opponent and only strike in response to an attack.
  Costume: Silk Kimono and a hakama
  Stance: Right foot forward and left back shoulder width apart. Knees slight bent sword in two-handed grip 
  straight a head. 
  CHARACTER BONUSES 
  Add 5 to Chi
  Add 2 to M.A.
  Add 2 to P.P.
  Add 1 to P.E.
  Add 5 to S.D.C.
  COMBAT SKILLS 
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense: Dodge, Parry, Automatic Parry
  Advanced Defenses: multiple Dodge, Circular Parry, Combination parry,/Attack, Power block, Breakfall.
  Hand Attacks: Strike (punch), Knife Hand
  Basic Foot Attacks: Kick attack, Backward sweep, Crescent Kick.
  Jumping Foot Attacks: Jumping Kick
  Special Attacks: Combination strike/parry, Forearm, knee, Body Flip/Parry (done weapon with sword in hand)
  Weapon Katas: W.P. Katana, W.P. Wakizashi, W.P. Daisho, W.P. Bokken, W.P. Bo Staff
  http://www.geocities.com/kuseru/PMAN/Styles/kamiya_kashin_ryu.htm (1 of 2) [1/4/2003 9:38:07 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kamiya_kashin_ryu.htm
  Modifiers to Attacks: Pull punch, knock out/stun, Critical Strike
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Three from Body hardening, Martial art techniques, or Special katas. Powers may be 
  exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.
  Language: Japanese
  Cultural Skills: none
  Physical Skills Swimming
  Philosophical Training: Shinto
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: jujitsu (3 
  years), Hiten Mitsurugi Ryu (6 years), Te (4 years), Zanji Shinjinken Ryu (4 years).
  LEVEL ADVANCEMENT BONUSES 
  1st + 1 Strike, + 2 Parry, + 1 dodge, +1 Roll with punch/fall/impact
  2nd + 1 parry, + 2 maintain, Knock out/stun 19-20
  3rd + 1 Attack per melee, + 1 Strike
  4th + 1 Dodge/parry, Select one additional martial art power from Body Hardening, Martial art techniques or 
  Special Kata
  5th + 1 Attack per melee, + 1 Strike, + 1 flip/throw
  6th + 1 roll with punch/fall/impact, Critical Strike 19-20
  7th + 2 maintain balance, + 1 dodge/parry
  8th + 1 attack per melee, Double Chi
  9th + 1 Strike, Select one additional martial art power from Body Hardening, Chi mastery or Special Kata
  10th + 1 dodge/parry, + 1 Body Flip/throw, + 1 Maintain Balance
  11th + 1 Attack per melee, + 1 Strike
  12th + Roll with punch/impact/fall, Critical Strike 18 - 20, knock out/stun 17 - 20
  13th + 1 Dodge/parry, + 1 Body Flip/throw
  14th + 1 to Attack per Melee, + 1 roll with punch/impact/fall, 
  15th + 1 to Body Flip/throw
  WHY STUDY Kamiya Kashin Ryu?
  As a defensive sword form it can not be beat. Combined with a Bokken this form is effective but not lethal. It is 
  only weak against forms with strong mystical abilities.
  http://www.geocities.com/kuseru/PMAN/Styles/kamiya_kashin_ryu.htm (2 of 2) [1/4/2003 9:38:07 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/karate.html
  Hand to Hand: Martial Arts: Karate ( Revised )
  By JJ Fuzz
  Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section.
  Techniques Known at First Level: Strike (punch), karate punch (2D4 damage), kick attack (2D4 damage), 
  karate kick (2D6 damage), knee and elbow strikes (1D6 damage), break fall, body block/tackle, roll with 
  punch/fall/impact, pull punch, and the usual strike, parry and dodge.
  Special Attacks: Combination automatic parry/strike. 
  Locks/Holds: Arm hold, neck hold, body hold. 
  Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind. 
  Character Bonuses: Add +1D6 to P.P.E. and I.S.P. (if applicable), +3D6 to S.D.C., +1D4 to P.S., +2 to P.E., 
  +2 to Spd.
  Additional Skills (Choose Two): W.P. Forked (Sai), W.P. Staff, W.P. Chain (Nunckaku), or W.P. Paired 
  Weapons. Also choose any two domestic or domestic:cultural skills. Selected skills recieve a +10% skill bonus. 
  Level Advancement Bonuses:
  Level 1:: Add two additional attacks per melee, snap kick (1D6 damage), knife hand (2D4 damage), +1 on 
  initiative, +2 to roll with punch/fall/impact, +2 to parry, +1 to dodge, +1 to break fall, +2 to pull punch. 
  Level 2:: +1 to strike, tripping leg hook, backward sweep. 
  Level 3:: Add one additional attack per melee +2 to damage. 
  Level 4:: +1 on initiative, +1 to disarm, roundhouse kick (3D6 damage).
  Level 5:: Power strike (double damage; counts as two attacks), palm strike (2D4 damage).
  Level 6:: Add one additional attack per melee, +2 to pull strike. 
  Level 7:: Power kick (double damage; counts as two attacks), wheel kick, +1 to strike and parry, +1 to breakfal. 
  Level 8:: Critical strike on natural 18 to 20 and from behind, death blow on natural 20.
  Level 9:: Add one additional attack per melee, +2 to damage. 
  Level 10:: Jump kick and leap attacks (automatic critical strikes). 
  Level 11:: +1 on initiative, +1 to strike, parry and dodge. 
  Level 12:: Add one additional attack per melee, +2 to pull strike. 
  Level 13:: Death Blow!. 
  Level 14:: +2 to damage, +2 to pull strike, +2 to break fall. 
  Level 15:: Add one additional attack per melee.
   
  http://www.geocities.com/kuseru/PMAN/Styles/karate.html [1/4/2003 9:38:10 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_karate.htm
  Hand to Hand: Karate (Quickie version)
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  There are a variety of different styles of karate. What follows is a variation of Japanese 
  Kyokushinkai Karate "the School of Ultimate Truth." The focus of this martial art is on 
  aggressive combat and striking power, especially the power to break through solid objects, as 
  well as an emphasis on rapid strikes and speed. Training is very hard and competitive.
  Requirements: Three skill selections.
  Attacks Per Melee: 2
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Disarm, Breakfall, Punch, Knife Hand, Kick, Snap Kick, Pull Punch, Knock-Out/Stun, 
  Critical Strike, Critical Strike from Behind.
  Level Advancement Bonuses
  1st: +1 to roll with punch/fall/Impact, +2 to disarm.
  2nd: +2 to strike and +2 to damage.
  3rd: Power Punch. +2 to pull punch.
  4th: One additional attack per melee round.
  5th: +2 to parry and dodge.
  6th: One additional attack per melee round.
  7th: Jump Kick. +2 on initiative.
  8th: One additional attack per melee round.
  9th: Choose one Hold from among Arm Hold, Leg Hold, Body Hold, and Neck Hold.
  10th: One additional attack per melee round. +1 to roll with punch/fall/Impact, +2 to disarm.
  11th: +3 to strike and +3 to damage.
  12th: Critical strike on an unmodified roll of 18, 19 or 20.
  13th: +1 to parry and dodge.
  14th: Death Blow on a Natural 20.
  15th: One additional attack per melee round.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_karate.htm [1/4/2003 9:38:12 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kashima_shin_ryu.htm
  Kashima-Shin Ryu
  By Kuseru
  Entrance Requirements: No honorable alignments allowed. No attribute restrictions.
  Skill Cost: 10 Years (5 Years as a Secondary Martial Art Style). 
  Kashima-Shin Ryu martial arts are all inclusive: both armed and unarmed, employing every 
  type of unarmed skill (throws, joint-locks, punches, sweeps, vital points, and mystical attacks 
  without touch) and every kind of weapon (sword, knife, stick, spear, halberd, chain, rope, darts, 
  etc.) and every kind of "un-weapon" (ink pens, umbrellas, belts, walking sticks, etc.). Kashima-
  Shin Ryu marital arts are systematic: every technique is based on the same fundamental 
  principles. Practicing one improves all. Even armed and unarmed techniques mirror each other. 
  This system encompasses the metaphysical foundations of nature itself. Kashima-Shin Ryu is 
  the study of the natural laws of energy flow, exchange and transformation. Kashima- Shin Ryu 
  techniques cultivate spiritual energy based on profound and subtle manipulations of the 
  psychology and physiology of the mind-body continuum. Most important Kashima-Shin Ryu 
  embodies a highly- developed ethical and philosophical analysis of martial training. Kashima-
  Shin Ryu centers on controlling and neutralizing one's opponent. Kashima-Shin Ryu 
  practitioners, in contrast, learn how to use less power, to move more slowly, all without reacting 
  to the opponent. Kashima- Shin Ryu was developed for noblemen who had better things to do 
  than concentrate on martial art training. Sword, stick, spear, bare hand, or halberd---it makes 
  no difference. 
  Costume: None.
  Stance: Feet less than shoulder width apart, at right angles, with the knees slightly bent. Arms 
  and hands are usually loosely extended in a variety of positions.
  CHARACTER BONUSES
  Add +1 to P.E.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Breakfall, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Reverse Turning Kick, Drop 
  Kick.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Death Blow, Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee, 
  Elbow, Forearm, Combination Grab/Attack, Combination Parry/Attack, Paralysis Attack, 
  Headbutt.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock.
  Weapon Kata: W.P. Blunt, W.P. Chain, W.P. Staff , W.P. Naginata, W.P. Spear, W.P. Sword, 
  W.P. Knife. W.P. Thrown, W.P. Weapon Improvisation.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
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  http://www.geocities.com/kuseru/PMAN/Styles/kashima_shin_ryu.htm
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of one (1) Power from Body Hardening, or Special Kata.
  Language: Japanese.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Jujutsu (3 Years), Kinzoku Shurikenjutsu (2 Years), Tendo Ryu Naginatajutsu (7 
  Years), or Zanji Shinjinken Ryu (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge.
  2nd: +1 to Strike, +1 to Disarm.
  3rd: +2 to Maintain Balance.
  4th: Select One (1) Martial Art Power from Body Hardening or Special Kata.
  5th: +1 Attack per Melee,+2 to Roll with Punch/Fall/Impact.
  6th: Death Blow on a Natural 20.
  7th: +1 to Body Flip/Throw (2D6 damage),+1 to Damage.
  8th: Select One (1) Martial Art Power from Body Hardening or Special Kata.
  9th: +2 to Roll with Punch/Fall/Impact, +1 to Damage.
  10th: +1 Attack per Melee, +1 to Disarm.
  11th: +1 Disarm, +1 to Maintain Balance.
  12th: +1 to Parry/Dodge, +1 to Strike.
  13th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  14th: +1 Body Flip/Throw, Critical on a 19 or 20.
  15th: +1 Attack per Melee, +1 to Parry/Dodge.
  WHY STUDY Kashima Shin Ryu?
  One of the most well rounded martial arts, Kashima Shin Ryu teaches both weapon and 
  unarmed skills. Weak on the spiritual aspect of martial arts though.
  http://www.geocities.com/kuseru/PMAN/Styles/kashima_shin_ryu.htm (2 of 2) [1/4/2003 9:38:15 PM]
  
  Hand to Hand: Martial Arts ( Aikido )
  Kashima Shinden Jikishinkage Ryu Kenjutsu
  By Kuseru
  Entrance Requirements: Restricted to Honorable Alignments. Minimum I.Q. of 9, P.P. of 11, 
  and Spd of 8.
  Skill Cost: 12 Years (6 years as a Secondary Martial Art Style).
  Kashima Shinden Jikishinkage-Ryu is a Japanese Kenjutsu art founded by Matsumoto Bizen-
  no-Kami Naokatsu(1467-1524 ) circa 1570 (during the late Muromachi period). The main focus 
  and techniques deal with using the short and long sword. These techniques go beyond 
  manipulation of steel. It is believed by practitioners of this style that swords are living things. 
  Typically the swords used by this school are created by master swordsmiths, though 
  occasionally a lesser sword is used. In the latter case, it is the responsibility of the practitioner 
  to 'bring the sword to life.' Swords in this school are not drawn unless they are to be used. 
  Practice is done with sheathed swords. In addition, there is a whole host of additional sword 
  handling requirements and rituals that are performed by students of this style. Some unarmed 
  techniques are also taught, as using the sword for tasks lesser than life or death is frowned 
  upon.
  While there is no single recognized headmaster; the current representative is Iwasa Masaru. 
  Training is conducted in Chiba Prefecture Japan.
  Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
  Stance: Hasso no Kamae: Also known as In no Kamae. This is a posture in which you face the 
  enemy squarely and suppress him with your spirit. You overpower his mind and control his 
  movement so that he has no opportunity to attack you. The first gap in his mental awareness 
  and physical defense is seized upon. The essence of this posture is to cut down with your 
  whole mind, spirit and body. Hasso may be used when the helmet makes it difficult to hold the 
  sword over the head.
  Migi ( Right Hand) Hasso no Kamae: The left foot is advanced half a step forward with the body 
  turned to face the right front and the head facing directly forward. The sword is held in front of 
  the right shoulder with the sword guard at the level of the eyes or nose and the edge fo the 
  sword facing forward. Sholders are relaxed and elbows held naturally with weight evenly 
  distributed over both feet. The left hand is held about four inches from the center of the body.
  Hidari (Left Hand) Hasso no Kamae: This is the same as Migi Hasso except the right foot is 
  advanced and the sword held in front of the left shoulder.
  CHARACTER BONUSES
  Add +5 to Chi
  Add +1 to M.E.
  Add +2 to P.P.
  Add +2 to Spd.
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 4
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  Hand to Hand: Martial Arts ( Aikido )
  Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact, Somersault.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Multiple Dodge, Circular Parry, Power Block/Parry, Automatic 
  Roll.
  Hand Attacks: Strike (Punch), Knife Hand, Palm Strike, Backhand.
  Foot Attacks: Kick, Snap Kick, Crescent Kick, and Backward Sweep.
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap Attack.
  Holds/Locks: Hand Hold, Arm Hold.
  Weapon Kata: W.P. Daito (long sword), W.P. Shoto (short sword).
  Modifiers to Attacks: Pull Punch, Critical Strike, Knockout/Stun.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receives an advanced version of Chi Sword Technique (see 
  Mystic China pages 182-183). Select One Martial Art Powers from among Martial Art 
  Techniques or Special Kata.
  Languages: Japanese
  Weapon Proficiencies: W.P. Daito (long sword), W.P. Shoto (short sword), W.P. Daisho 
  (paired).
  Philosophical Training: Zen Buddhism/Bushido
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Zanji Shinjinken Ryu (4 years), Gui Long (4 years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Initiative, +1 to Roll with Punch/Fall/Impact.
  2nd: +1 additional die of damage to any sword type.
  3rd: Select One (1) Additional Martial Art Power from Chi Mastery, or Martial Art Techniques, or 
  Special Kata.
  4th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
  5th: +2 to Maintain Balance/Somersault/Back Flip.
  6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
  7th: +1 Attack per Melee, Critical Strike on a Natural 19 or 20.
  8th: Select One (1) Additional Martial Art Power from Chi Mastery, or Martial Art Techniques, or 
  Special Kata.
  9th: +1 to Strike, +2 to Damage.
  10th: Double Existing Chi.
  11th: +1 Attack per Melee.
  12th: +1 to Parry/Dodge, Select One (1) Additional Martial Art Power from Chi Mastery, or 
  Martial Art Techniques, or Special Kata.
  13th: Death Blow on a Natural 19 or 20.
  14th: +1 Attack per Melee, +1 to Initiative.
  15th: +2 to Damage, Critical Strike on a Natural 18, 19, or 20.
  Why Study Kashima Shinden Jikishinkage Ryu Kenjutsu?
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  Hand to Hand: Martial Arts ( Aikido )
  For those who believe the sword is the soul of the samurai, this is the ideal martial art style.
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  http://www.geocities.com/kuseru/PMAN/Styles/kasi_djin.htm
  Kasi-djin, Art of the Broken Blade
  By Sinestus
  In the ancient days, when one sought the best training for combat, one would seek one of the 
  monasteries of Light, or a paladin training camp. Recently, (in elven terms), an alterative has 
  arisen. Appalled by the blatant brutality of human methods, the Knights of the Broken Blade 
  developed a combat style based on constant movement, allowing for consistent control during 
  combat.
  Requirements: P.P.: 18, P.E.: 10, only taught to monks and paladins.
  In Palladium, only Elves are trained in this style. 
  Training: 25 years (In Palladium, an Elf may train up to 60 years and leave the monastery at 
  third level, but gains no additional O.C.C. or Secondary skills)
  Character Bonuses
  +1 to P.P. 
  +2 to P.E. 
  +2 to Spd.
  Stance: Feet shoulder width apart. Primary arm extended towards opponent, slightly bent. 
  secondary arm hanging loose, or drawn across chest.
  Outfit: Varies. common outfit is loose pants and tunic
  Combat Skills
  Attacks per Melee: 2
  Hand Attacks: slap/backhand, knife-hand, elbow, palm strike
  Foot Attacks: crescent kick, wheel kick, tripping leg hook, backward sweep, roundhouse.
  Basic Defense Moves: automatic parry, parry, dodge
  Advances Defense Moves: circular parry, roll with impact, automatic dodge, automatic 
  flip/throw.
  Holds/Locks: flip/throw, wrist lock.
  Escape Techniques: roll 
  Modifiers to Attack: knockout, critical.
  Special Moves: 
  Spiral Claw - combination parry/flip. Requires four rolls: parry, strike, throw (+1), and recovery. 
  Recovery is 12+ (use bonuses). Strike is always an elbow to the head (Natural 13+ to hit) and 
  deals 1D6+ to H.P.. Flip deals 2D4 damage, and is a knockout on natural 18+. If strike fails, 
  neglect flip attempt. Flip knocks target back or to the side 1D4 feet. Costs three actions if 
  recovery fails. 
  Spiral Kick - combination dodge/kick(s), requires four (4) rolls: dodge, roundhouse (-2 strike), 
  backward sweep (+1 strike), and recovery/balance. Recovery requires a 15+ (use P.P. and 
  Balance bonuses only), failure means the act cost four actions, success means it counted as 
  two. The roundhouse is a critical on natural 17+. Roll all attempts even if one fails. At level six, 
  the sweep is a knockout on natural 17+. Can only be done once every other melee, cannot be 
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  http://www.geocities.com/kuseru/PMAN/Styles/kasi_djin.htm
  followed by any other kicks. Not available until fourth level.
  Whirling Kick (not available until seventh level) - Can target up to three opponents (must be 
  surrounded). Four or five rolls: (dodge is optional), Roundhouse (-1), Wheel kick, sweep (+1), 
  recovery. Recovery/actions as be Spiral Kick. kicks are critical on natural 16+. May be called for 
  knockout instead.
  NOTE: When a weapon Kata is selected, one strike in any combination may be replaced with a 
  weapon strike.
  Weapon Katas: none automatically.
  Additional Skills: dancing (+20), 
  Martial Arts Powers: Select one: Chagi, Katas: Sword (one handed), Falling Technique, or 
  Windmill Kata.
  Level Advancement Bonuses
  1st: +2 to parry/dodge, +1 to initiative. 
  2nd: +1 to locks/throws, Select one Specialty Kata or Martial Arts technique.
  3rd: +2 to roll and balance
  4th: +1 to strike, +1 attack.
  5th: Automatic flip/throw (usable with parries) Knockout on natural 18+
  6th: +1 to locks/throws, select one Specialty Kata.
  7th: +1D4 to P.P.
  8th: +1 attack, +1 to roll and balance
  9th: +1 to damage, gains Jump Kick
  10th: automatic dodge, select one Martial Arts power from any category except Zenjorike or 
  Chi Mastery.
  11th: +1 to dodge 
  12th: +1 attack, +1 to initiative
  13th: Critical on 17+
  14th: +1 to strike, parry, and balance
  15th: +1 attack, select one Martial Arts power from any category.
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  http://www.geocities.com/kuseru/PMAN/Styles/kazama_ryu.htm
  Kazama Ryu
  By Glenn
  Entrance Requirements: I.Q. 10 , P.S. 10 , P.P. 12
  Skill Cost: 10 Years (8 Years as a Secondary Martial Art Form).
  Kazama Ryu originated from the Kazama Family who is now almost extinct from clan wars.So as a last ditch 
  attempt to save some of the families knowledge they have began searching for promising students and slowly 
  integrating them into the day to day life of a Kazama family warrior.
  The form focuses primarily on kicks only one hand attack is used. They view the foot as the extension of there 
  will and are quite proficient with its use.
  Costume: Due to secrecy clothing is not limited,they may where whatever they wish.
  Stance: Legs together at attention with both arms behind the back.
  CHARACTER BONUSES
  Add +15 to S.D.C.
  Add +2 to M.E.
  Add +4 to P.P.
  Add +4 to P.S.
  Add +4 to Spd
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Back Flip, Leap, Roll with Punch/Fall/Impact, Somersault.
  Attack Moves: Back Flip, Cartwheel, Leap, Roll, Somersault.
  Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
  Advanced Defense Moves: Automatic Roll, Breakfall, Circular Parry, Parry/Lock, Combination Parry/Hold, 
  Disarm.
  Hand Attacks: Knife Hand Knock-Out.
  Foot Attacks: Axe Kick, Backward Sweep, Crescent Kick, Drop Kick, Kick Attack, Knee Snap/Knee Spike, 
  Power Kick, Reverse Turning Kick, Roundhouse Kick, Shin Kick, Snap Kick, Snap Kick/Snap Spike, Sweep 
  Kick, Tripping/Leg Hook, Tripping/Leg Hook/Leg Spur, Wheel Kick.
  Jumping Foot Attacks: Flying Reverse Spinning Kick, Flying Jump Kick, Flying Reverse Turn Kick, Jump 
  Kick.
  Special Attacks: Combination Grab/Kick(1), Combination Grab/Kick(2), Knee, Leap Attack
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Automatic Hold, Ankle Lock, Arm Lock, Automatic 
  Lock, Elbow Lock, Wrist Lock, Neck Hold/ Choke.
  Weapon Kata: Does not use weapons seen as dishonorable.
  Modifiers to Attacks: Critical Strike, Critical Strike from the Rear or from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of two (2) from among Arts of Invisibility and Body Hardening Exercises. 
  Also, Select two (2) Martial Art Techniques.
  Languages: Is strictly limited to Japanese starts at +30%
  Cultural: None
  Physical: None
  Survival: None
  Temple: None
  Weapon Proficiencies: None
  Philosophical Training: None
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  http://www.geocities.com/kuseru/PMAN/Styles/kazama_ryu.htm
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None
  LEVEL ADVANCEMENT BONUSES
  1st:
  2nd:
  3rd:
  4th:
  5th:
  6th: 
  7th:
  8th: 
  9th: 
  10th:
  11th:
  12th: 
  13th:
  14th:
  15th: 
  Why Study Kazama Ryu?
  The only form! who's focus is on kicking and theatrical leap attacks. Causing maximum damage while looking 
  really good. The only downside is the lack of hand attacks.
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  http://www.geocities.com/kuseru/PMAN/Styles/kaze_no_kone.html
  Kaze no Konekojutsu
  By Jeremy Balsley
  Kaze no Konekojutsu, also known as the Style of the Wind Kitten, is a style used by the Winged Cetra 
  and the Children of Amaterasu. Like all human martial arts, it is designed to take the lessons learned from 
  natural creatures and apply them to the art of fighting...in this case, the Winged Ones have decided to study the 
  Winged Tigers of the Amaterasan homeworld.
  This unique style is designed by the Amaterasans to take advantage of their unique physiology. It can 
  be taught with no modifications to those beings with wings, arms, and legs (Tengu, Angelic beings, and winged 
  humans, elves, ect.) though those without claws on thier feet will find the style excessively reliant on kicks. 
  Humans, elves, and other non-winged races will find the style to be usible, though some of the more acrobatic 
  maneuvers will be difficult to impossible to do, and obviously, wing strikes will be impossible.
  Skill CostHand to hand: Kaze no Konekojutsu can be learned by any character who can learn Hand to Hand: 
  Martial Arts, and counts as three skill selections in addition to those needed to learn Hand to Hand: MartialArts.
  Costume: Now uses the classic Winged Cetra uniform, a leotard or unitard with a T-bar across the shoulders, 
  extending down to mid-thigh.
  Stance: Both legs, bent at knee, held at 45 degree angle to the line of the body. The character stands on the 
  balls of his or her feet, with claws extended, if applicable. He stands hunched over, eyes fixed on his opponent, 
  and sways slowly back and forth, as if he is guaging the distance for a leap. His hands are held in knife blades, 
  left hand near waist, and the right hand held near face. Wings are held loosely, the left one partially extended 
  forward, right over back.
  CHARACTER BONUSES: 
  Add 2 to P.P.
  Add 1 to P.E.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Basic Defenses: Parry, Dodge, Automatic Parry
  Advanced Defenses: Multiple Dodge, Tengu Leap Dodge (See Rifts:Japan) Circular Parry
  Hand Strikes: Punch (1D4), Knife hand (1D6)
  Wing Strikes: Basic (1D6), Uppercut (1D10), Back (1D6)
  Foot Strikes: Karate Kick (2D6), Knee Strike (1D6), Snap Kick (1D6), Roundhouse (2D6), Axe (1D10), Wheel 
  (1D10), Crescent (1D10), Tripping Leg Hook, Drop Kick
  Special Attacks: Grap/Kick/Flip ( SPECIAL! Attacker grabs victim at shoulders, pulls himself into a hunched 
  up position while planting his wings on the ground, slams his feet, claws first, into the victims chest, lets go of 
  the shoulders and backflips into a handstand, before fliping upright again. Victim suffers 1D6 from the grab, 
  3D6 from the kick (includes damage from claws), and must make a maintain ballance roll to keep from being 
  knocked down ), Cat Attack ( SPECIAL! The practicioner leaps onto the victm, grabs hold, and sinks her teeth 
  into the victims neck or shoulders, while bringing her claws to bear against the victims belly, and ripping 
  downwards. The bite will inflict 1D6 damage (1d4 damage for humans or other beings not endowed with fangs), 
  and the rake will inflict 3D6. The attack can be maintained as per a grab, and the attacker will continue to inflict 
  bite damage for each attack, and kick/rake damage every other action )
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  http://www.geocities.com/kuseru/PMAN/Styles/kaze_no_kone.html
  SKILLS INCLUDED IN TAINING
  Physical: Acrobatics, Gymnastics
  Language: Japanese
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 APM, +2 Parry, +2 Dodge, +1 Cartwheel, +1 Backflip
  Level 2: +1 APM, +1 Strike with a kick 
  Level 3: +1 Roll/Pull
  Level 4: +1 APM, +1 Cartwheel, +1 Backflip 
  Level 5: +1 Dodge, +1 Parry
  Level 6: Gets Ability of Kick Practice 
  Level 7: +1 Roll/Pull 
  Level 8: +1 APM
  Level 9: +1 Strike with hand attacks 
  Level 10: +1 Cartwheel
  Level 11: +1 Handstand 
  Level 12: +1 Backflip 
  Level 13: +1 APM
  Level 14: Gains Zenjorike power of Calm Minds 
  Level 15: +1 Parry/Dodge
   
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  http://www.geocities.com/kuseru/PMAN/Styles/kaze_arashi_ryu.htm
  Kaze Arashi Ryu (Wind Storm School)
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include I.Q.: 9, P.S.: 8, P.P.: 12, and Spd.: 10. 
  Skill Cost: 14 Years (9 Years as a Secondary Martial Art Style). 
  The core principle in the study of Kaze Arashi Ryu is the Taisabaki (body movement and 
  positioning), which applies to all the arts of the system. It is onto the Taisabaki that the 
  techniques are grafted, and the same patterns of Taisabaki are used regardless of whether or 
  not a weapon is being used. For convenience of learning, Kaze Arashi Ryu is divided into three 
  main disciplines, or arts, one empty hand and two utilizing various weapons.
  The empty hand arts are Aikijutsu and Atemi. Aikijutsu encompasses joint locks, controls, 
  immobilization, throws, and drops. Atemi is the art of striking vital points of the body. Although 
  each art has its own strictly defined syllabus, both arts are taught together due to their close 
  interdependence. Once again, various lengths of wooden staff are studied, ranging from the 
  Shojo (two foot staff), to the Daijo (six foot or larger). Combinations in the use of pairs of sword 
  or staff are also included, as the Samurai used all means available in the endeavor to stay alive 
  on the battlefield.
  Costume: Keikogi and Hakama
  Stance: Facing opponent with one foot forward and the other back, arms extended forward as 
  if holding a sword.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +1 to M.E.
  Add +2 to Spd.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Automatic 
  Roll, Breakfall.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Reverse Turning Kick, Drop 
  Kick.
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Drop Kick, Leap, Body Block/Tackle, Body Flip/Throw, Choke, 
  Combination Grab/Attack, Combination Strike/Parry, Paralysis Attack.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold Ankle Lock, Knee Lock, Finger Lock, 
  Wrist Lock, Elbow Lock, Arm Lock, Neck Hold/ Choke.
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  http://www.geocities.com/kuseru/PMAN/Styles/kaze_arashi_ryu.htm
  Weapon Kata (Pick three): W.P. Jo stick, W.P. Bo Staff, W.P. Katana , W.P. Naginata, W.P. 
  Tanto, W.P. Wakizashi, W.P. Tessen, W.P. Daisho, W.P. Paired-Jo sticks.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of one (1) Power from Atemi, Special Kata, or Martial Art 
  Techniques.
  Language: Japanese.
  Cultural Skills: First Aid, Horsemanship, Strategy.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Asayama Ichiden Ryu (3 Years), Goshinjutsu (4 Years), Hakko Ryu Jujutsu (5 
  years), Hozo-in Ryu Sojutsu (3 Years), Jujutsu (3 Years), Kito Ryu Jujutsu (6 Years), or 
  Maniwa Nen Ryu (6 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical on a Natural 20.
  2nd: +1 to Strike, Select one Weapon Kata from the above list.
  3rd: +1 to Body Flip/Throw (2D6 damage), Select One (1) Martial Art Power from Atemi, Special 
  Kata, or Martial Art Techniques.
  4th: +1 Attack per Melee, Select one Weapon Kata from the above list.
  5th: +1 to Damage, +2 to Roll with Punch/Fall/Impact.
  6th: +1 to Maintain Balance, Select One (1) Martial Art Power from Atemi, Special Kata, or 
  Martial Art Techniques.
  7th: Death Blow on a Natural 20.
  8th: +1 Attack per Melee, +2 to Maintain Balance.
  9th: +2 to Roll with Punch/Fall/Impact, +1 to Damage, Knockout/Stun on a 19 or 20..
  10th: +1 Attack per Melee, +1 to Parry/Dodge.
  11th: +1 Body Flip/Throw, +1 to Damage.
  12th: Select One (1) Martial Art Power from Atemi, Special Kata, or Martial Art Techniques.
  13th: +1 to Maintain Balance, Select one Weapon Kata from the above list.
  14th: +1 to Parry/Dodge, +1 to Strike, Critical on a 19 or 20.
  15th: +2 to Roll with Punch/Fall/Impact, +1 Attack per Melee.
  WHY STUDY Kaze Arashi Ryu?
  Kaze Arashi Ryu is a classical Japanese martial arts tradition that incorporates both empty 
  hand and weapon techniques used by the Samurai for use against multiple skilled opponents.
  http://www.geocities.com/kuseru/PMAN/Styles/kaze_arashi_ryu.htm (2 of 2) [1/4/2003 9:38:28 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kempo.html
  Kempo Karate
  By FlashFighter
  Kempo is a Japanese martial art that means "Way of the Fist". It owes much of it's development to the 
  Jui-Jutsu schools of the days of the samurai. In the Kokumin Hyakta Jiten, a Japanese encycolpedia, it states 
  that Kempo originated in some of the Jui-Jutsu ryus such as the Shibukawa, Kito, and Tenshin-Shinyo Ryus.
  In 1659, a Chinese man, Cheng Tsu U, stayed in Edo. While staying at the Kokusey Temple, he 
  impressed a watchful samurai with his martial arts abilities, which resembled boxing techniques. The samurai 
  learned from Cheng and incorperated this with his Jui Jutsu. By the end of the 16th Century, Kempo aspect of 
  Jui- Jutsu had become it's own art and between the 17th and 19th centuries additional ryus began teaching 
  different styles. At the time, in Japan, all martial arts were known as Jui-Jutsu, today Kempo is recognized as 
  it's own art and schools can be found all over Japan and the U.S.A.
  Entrance Requirements: P.P. 11
  Skill Cost: 5 yrs
  Costume: Typical Karate Gi, usually black or white
  Stance: Both knees bent; front foot turned slightly inward
  CHARACTER BONUSES
  Add 2 to P.S. 
  Add 4 to P.P. 
  Add 1 to P.E. 
  Add 10 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defensive Moves: Multiple Dodge. Disarm, Circular Parry
  Hand Attacks: Strike (Punch), Knife Hand, Claw, Palm, Power Punch
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick
  Special Attacks: Leap Attack, Elbow, Knee, Forearm
  Holds/Locks: Arm Hold, Arm Lock
  Weapon Katas: W.P. Bo Staff
  Modifiers to Attack: Pull Punch, Knock Out, Stun, Critical Strike, Critical Strike form Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: 2 from Body Hardening, or Martial Arts Techniques, or Special Katas (No Chi Katas, 
  ever!) 
  Languages: Japanese 
  Physical: Athletics, Body Building 
  Philisophical: Zen 
  If this is your Primary Martial Art form, then the following forms could be learned in a shorter time: Choy 
  Li Fut (4 yrs), Ishin Ryu (4 yrs), Jujutsu (3 yrs), Kyokushinkai Karate (5 yrs), Shao-Lin Kung Fu (6 yrs). 
  http://www.geocities.com/kuseru/PMAN/Styles/kempo.html (1 of 2) [1/4/2003 9:38:31 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kempo.html
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Parry, +1 to Dodge, Critical Strike from Behind 
  Level 2: +1 to Strike, +1 to Leap (Add 4 ft to distance), KO/Stun on 18-20 
  Level 3: +1 Attack per Melee, Critical Strike 18-20 
  Level 4: +2 to Roll with Punch/Fall/Impact, Select 1 Power from Body Hardening, Martial Arts Techniques, or 
  Special Katas 
  Level 5: +2 to Parry and Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Disarm 
  Level 6: +1 to Strike, +1 to Leap (Add 4 ft to distance) 
  Level 7: +1 Attack per Melee, +1to Roll with Punch/Fall/Impact, +1 to Maintain Balance 
  Level 8: +1 to Disarm, Select 1 Power from Body Hardening Techniques, Martial Arts Techniques or Special 
  Katas 
  Level 9: +2 to Roll with Punch/Fall/ Impact, +1 to Parry and Dodge 
  Level 10: +1 to Strike, +2 to Maintain Balance 
  Level 11: +1 Attack per Melee, +1 to Disarm 
  Level 12: Select 1 Power from Body Hardening, Martial Arts Techniques, or Special Katas 
  Level 13: +1 to Parry and Dodge, +3 to Damage 
  Level 14: +1 to Strike, +1 to Leap (Add 4 ft to Distance) 
  Level 15: +1 Attack per Melee, +1 to Disarm, +2 to Damage 
  Why Study Kempo?
  With well rounded hand and foot techniques, Kempo can be used in almost any self defense situation. 
  On the other hand it completely ignores Chi Mastery Skills.
   
  http://www.geocities.com/kuseru/PMAN/Styles/kempo.html (2 of 2) [1/4/2003 9:38:31 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kempo2.html
  Kempo
  By Cutter Kinseeker
  Kempo (often called Kenpo) is an astounding martial art which relies upon speed and an understanding of 
  gymnastics to make its moves that much more dangerous. A speed-based rather than strength- or stamina-based martial art, 
  Kempo uses sweeping kicks, roundabout punches, flips and throws, and lots of long-distance striking attacks. Primarily a 
  defensive martial art, Kempo practitioners symbolize Pollonius' advice to Laertes: "Beware of entrance to a quarrel; but, 
  being in, bear it that the opposed may beware of thee."
  Those who practice Kempo realize that parries and blocks are fine and well, but the best way to avoid getting hit is 
  to simply get out of the way. A true student of Kempo will backpedal and dodge from his enemy, talking the whole while, 
  and only launch his own attacks when he runs out of room to run. This is not to say that Kempo's pracitioners are cowards--
  hardly, for they can be just as dangerous as any other martial artist if the situation warrants it; they would just rather defend 
  themselves rather than beat the stuffings out of an opponent.
  Kempo is also a martial art that is easily integrated into a personal fighting style; its teachings (such as they are) 
  emphasize the importance of flexibility, both mentally and physically. A Kempo student must be ready at all times to alter 
  his strategy at a moment's notice; overspecialization leads to defeat. Surprisingly easy to learn for such a complex martial 
  art, Kempo is similar to Tai-Chi Ch'uan in that anyone may select Kempo as their combat form (so long as they can select 
  Hand to Hand: Martial Arts).
  The appearance of Kempo is almost comic: the martial artist will backpedal and weave from side to side while 
  trying to reason with his opponent, ducking below punches and jumping over kicks, sliding out of hand to hand range and 
  jumping back in. It stops being funny when the fight starts for real. If the opponent is obviously unable to be reasoned with 
  or the quarters are about to become too close to make dodging practical, the Kempo student will fly into action, becoming a 
  frenzied tornado of snap kicks, throws, roundhouses, backflips, and leg hooks. This will continue until the martial artist's 
  opponent concedes the fight or is unconscious; even the most combative Kempo students (somewhat of a contradiction in 
  terms) will draw the line at killing a foe. It's not that they can't kill an enemy; they just won't, except to save another's life.
  Entrance Requirements: PP 10; practitioners of Kempo must have an Honorable alignment (Principled, Scrupulous, 
  Unprincipled, Taoist, or Aberrant).
  Skill Cost: 5 years (3 years as a Secondary Martial Art)
  Costume: Standard martial arts gi for practice; no "official" garb.
  Stance: Loose, wide-legged stance, one leg slightly behind the other; both hands held near chest level, palms turned 
  slightly outwards.
  CHARACTER BONUSES
  Add 2 to P.P.
  Add 1 to M.E.
  Add 10 to S.D.C.
  Add 5 to Chi
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Backflip
  Basic Defensive Moves: Parry, Dodge, 
  Advanced Defensive Moves: Multiple Dodge, Breakfall, Automatic Dodge
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  http://www.geocities.com/kuseru/PMAN/Styles/kempo2.html
  Hand Attacks: Punch (Strike), Backhand, Palm Strike
  Basic Foot Attacks: Kick, Snap Kick, Roundhouse Kick, Wheel Kick, Crescent Kick, Axe Kick, Backward Sweep, 
  Tripping/Leg Hook
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick
  Special Attacks: Knee, Leap Attack, Body Flip/Throw
  Holds/Locks: Arm Hold, Leg Hold, Finger Lock, Wrist Lock, Elbow Lock
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Practitioners of Kempo start with the Body Hardening Exercise of Chagi (Kick Practice) and may 
  select one other power from either Martial Arts Techniques or Special Katas (except for Five Principles or the Windmill 
  Kata).
  Languages: Practitioners of Kempo are strongly encouraged to learn Japanese but do not gain it for free and are not 
  required to have it; should a character with Kempo choose to learn Japanese, he will gain a +10% bonus to that language 
  skill.
  Physical: Gymnastics; Prowl
  Philosophical Training: None, except that fighting is always to be the last resort.
  If Kempo is your primary martial art form, then the following other forms can be learned in a shorter time: Ch'in-
  Na (4 years), Drunken Style Kung Fu (6 years), Jujutsu (3 years), Lee Kwan Choo (5 years), Sankukai Karate (5 years), 
  Tae Kwon Do (3 years), Tai-Chi Ch'uan (3 years), or Taido (6 years).
  LEVEL ADVANCEMENT BONUSES
  Level 1: +3 to roll with punch, +2 to pull punch, +2 to dodge, Critical Strike on Natural 20
  Level 2: Knock-Out/Stun on natural 19-20, +2 to Maintain Balance, +2 to Backflip, +1 to dodge, +1 to strike with kicks
  Level 3: Critical Strike on Natural 19-20, +2 to pull punch, +1 to dodge
  Level 4: +1 to Backflip, +2 to Breakfall, +1 to strike with kicks, +2 to roll with punch
  Level 5: +1 attack per melee, +1 to Maintain Balance
  Level 6: Knock-Out/Stun on natural 18-20, +2 to strike with kicks, +1 to dodge, +2 to pull punch, +1 to roll with punch
  Level 7: Select one additional Martial Art Power from Body Hardening Exercises and one from either Martial Arts 
  Techniques or Special Katas (except Five Principles or Windmill Kata)
  Level 8: +1 attack per melee, +1 to dodge, +1 to Holds/Locks
  Level 9: Critical Strike on Natural 18-20, +1 to pull punch, +1 to roll with punch, +1 to strike with kicks
  Level 10: +2 to strike with kicks, +2 to dodge, +2 to Maintain Balance, +1 to Holds/Locks
  Level 11: Select one Martial Art Power from among Body Hardening Exercises, Martial Arts Techniques, and Special 
  Katas (except Five Principles and Windmill Kata)
  Level 12: +1 to dodge, +2 to Breakfall, +1 to strike with kicks
  Level 13: Select one Martial Art Power from Body Hardening Exercises
  Level 14: +1 attack per melee
  Level 15: Critical Strike on Natural 17-20, Knock-Out/Stun on Natural 17-20
  Why Study Kempo?
  If you're interested in a practical way to defend yourself in hand to hand combat, few martial arts are better than 
  Kempo. Combining a simple method of teaching that leads to fast advancement with a complex style that can beat most 
  similarly ranked styles in combat, Kempo can hold its own against anything from street thugs to fellow martial artists. 
  Kempo's greatest weakness is its non-combative mentality and inability to deal with more aggressive martial arts like Fu-
  Chiao Pai and Kyokushinkai Karate. It also gives no automatic parry, which is a big minus.
   
  http://www.geocities.com/kuseru/PMAN/Styles/kempo2.html (2 of 2) [1/4/2003 9:38:34 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kendo2.html
  Kendo 
  By Ray Bull
  Entrance Requirements: None
  Skill Cost: 10 years (Primary), 5 years (Secondary)
  Costume: Kendo Stylists wear armor (Dogu) that is composed of a helmet (Men) with a steel grill and shoulder 
  flaps, a breastplate (Do) made of lacquered bamboo, padded gloves, and protectors for the abdomen (Tare) 
  and lower abdomen (Tare-obi). Under the armor is worn a Keikogi and a Hakama.
  Stance: ( None? ) 
  CHARACTER BONUSES
  Add 5 to Chi
  Add 1 to M.E.
  Add 1 to P.S.
  Add 1 to P.P. 
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Combination Parry/Strike with W.P. Shinai
  Hand Attacks: None
  Basic Foot Attacks: None
  Special Attacks: Leap Attack, Kiai (New! Special! This is a shout to distract or unnerve an opponent. Once per 
  melee round it can be used simultaneously with another attack. The defender must save against Horror Factor: 
  7 or be at -1 on all combat rolls. A non-martial artist must save against HF:14 or be at -2 on all combat rolls. 
  The opponent's attack immediately after a succesful Kiai (opponent failed saving throw) suffers a -1 to damage 
  due to the muscles of the body being momentarily tensed.)
  Weapon Katas: W.P. Shinai (The Shinai is a weapon 1.18 meters in length composed of 4 bamboo slats held 
  together by a leather wrapped handle and a canvas cap for the tip. The hand guard is a plastic ring 8 
  centimeters in diameter that fits just above the handle. The entire weapon weighs a little over 1/2 a kilogram.) 
  Modifiers to Attacks: Pull Strike, Knockout/Stun, Critical Strike 
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receive Martial Arts Technique: Iai-Jutsu and the Mudra of Tranquility and 
  Collection.
  Languages: Japanese
  Weapon: W.P. Shinai, W.P. Katana
  Philosophical Training: Zen
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. 
  Kyudo (5 years), 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Parry with W.P. Shinai, +1 to Dodge, +1 to Maintain Balance, Critical Strike on a Natural 20 with 
  W.P. Shinai, 
  Level 2: Automatically receive Special Kata: Warrior Spirit
  Level 3: +1 to Strike with W.P. Shinai
  Level 4: +1 Attack per Melee
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  http://www.geocities.com/kuseru/PMAN/Styles/kendo2.html
  Level 5: +1 to Kiai Horror Factor, Critical Strike on a Natural 19+ with W.P. Shinai
  Level 6: +1 to Strike with W.P. Shinai
  Level 7: Automatically receive Chi Skill: Find Weakness
  Level 8: +1 Attack per Melee. +2 to Parry with W.P. Shinai
  Level 9: +1 to Strike with W.P. Shinai
  Level 10: +1 to Kiai Horror Factor
  Level 11: +1 to Parry with W.P. Shinai, +1 to Dodge, Critical Strike on a Natural 18+ with W.P. Shinai
  Level 12: +1 to Strike with W.P. Shinai
  Level 13: +1 Attack per Melee
  Level 14: Automatically receive Martial Arts Technique: Mushin
  Level 15: +1 to Strike with W.P. Shinai, +1 to Kiai Horror Factor 
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  http://www.geocities.com/kuseru/PMAN/Styles/kendo.html
  Hand to Hand: Martial Arts: Kendo ( Revised )
  By JJ Fuzz
  Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section. 
  Techniques Known at First Level: Strike (punch), karate punch (2D4 damage), kick attack (2D4 damage), 
  knee and elbow strikes (1D6 damage), disarms, break fall, roll with punch/fall/impact, pull punch, and the usual 
  strike, parry, and dodge. 
  Special Attacks: Combination automatic parry/slash, combination automatic parry/strike. 
  Locks/Holds: None. 
  Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind. 
  Character Bonuses: Add +1D6 to P.P.E. and I.S.P. (if applicable), 
  Additional Skills: W.P. Large Sword, W.P. Short Sword, W.P. Spear, W.P. Staff. Also choose any two 
  domestic or domestic: cultural skills. Selected skills recieve a +15% skill bonus. 
  Level Advancement Bonuses: 
  Level 1:: Add two additional attacks per melee, knife hand (2D4 damage), +1 on initiative, +2 to roll with 
  punch/fall/impact, +1 to disarm, +1 to parry, +2 to parry with sword, spear, or staff (in addition to weapons 
  proficiency bonuses). +1 to dodge, +1 to break fall, +2 to pull strike. 
  Level 2:: +1 to strike, W.P. Short Sword-- Paired, W.P. Large Sword-- Paired, W.P. Large Sword, Short Sword-- 
  Paired. 
  Level 3:: Add one additional attack per melee, +2 to damage. 
  Level 4:: +1 on initiative, +1 to disarm, +1 parry.
  Level 5:: Tripping/leg hooks and backward sweep kicks. 
  Level 6:: Power punch (double damage; counts as two attacks), palm strike (2D4 damage). 
  Level 7:: Add one additional attack per melee, +2 to pull strike. 
  Level 8:: Critical strike on natural 18 to 20 and from behind, death blow on natural 19 or 20. 
  Level 9:: Add one additional attack per melee, +4 to damage. 
  Level 10:: Automatic dodge. 
  Level 11:: +1 on initiative, +1 t strike, +2 to break fall. 
  Level 12:: Add one additional attack per melee, +2 to pull strike. 
  Level 13:: Jump kick and leap attacks (automatic critical strikes). 
  Level 14:: Death Blow! 
  Level 15:: Add one additional attack per melee.
   
  http://www.geocities.com/kuseru/PMAN/Styles/kendo.html [1/4/2003 9:38:39 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kenpo.html
  Kenpo
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignment. No Attribute Requirements.
  Skill Cost: 12 Years (7 Years as a Secondary Martial Art Style).
  Kenpo is a relatively new Japanese martial art founded shortly after the end of WWII. It is a 
  fairly well-rounded martial art as it has Karate punching/kicking techniques as well as Aikido 
  grappling techniques. It has both punching/kicking techniques (Goho), as well as 
  lock/throw/hold techniques (Juho). Much emphasis is also placed on the mystic Chi skills. 
  Kenpo is a monastic Buddhist sect, with discipline for training mind and body.
  Costume: Karate Gi or Buddhist monk's robes.
  Stance: Feet approximately shoulder width apart one foot slightly ahead of the other. Arms at 
  waist level, clasped. 
  CHARACTER BONUSES
  Add 2 to P.S.
  Add 1 to P.P.
  Add 1 to P.E.
  Add 10 to Chi
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Break fall, Maintain Balance. 
  Attack Moves: Leap.
  Basic Defensive Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: Multiple Dodge, Circular Parry, Disarm, Parry/Attack, Break fall.
  Hand Attacks: Punch, Knife Hand, Backhand, Palm Strike.
  Foot Attacks: Kick, Trip/Leg Hook, Backward Sweep, Snap Kick, Reverse Turning Kick, 
  Roundhouse Kick.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Auto Flip/Throw, Death Blow, Leap, Combination Grab/Kick, Choke, Body 
  Block/Tackle.
  Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock.
  Weapon Kata: None.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from Atemi or Chi Mastery.
  Language: Japanese.
  Cultural Skills: None.
  Philosophical Training: Buddhism.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Kobujutsu (3 Years), Shaolin Kung Fu (6 Years), Shorinji Ryu Karate (6 Years), or 
  Te (3 Years).
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  http://www.geocities.com/kuseru/PMAN/Styles/kenpo.html
  LEVEL ADVANCEMENT BONUSES
  1st: + to Maintain Balance, Death Blow on a Natural 20.
  2nd: +2 to Roll with Punch/Fall/Impact, Select One (1) Martial Art Power from Atemi or Chi 
  Mastery.
  3rd: +1 Attack per Melee, +2 to Damage.
  4th: +2 to Parry/Dodge, Critical on an 18, 19, or 20. 
  5th: +2 to Maintain Balance, +1 to Strike.
  6th: +2 to Roll with Punch/Fall/Impact, +1 to Damage.
  7th: +1 Attack per Melee, KO/Stun on an 18, 19, or 20. 
  8th: +1 to Parry/Dodge, Select one Zenjorike.
  9th: +1 Attack per Melee, +2 to Break fall.
  10th: Select One (1) Martial Art Power from Atemi or Chi Mastery.
  11th: Double Chi, +2 to Roll with Punch/Fall/Impact.
  12th: +1 to Parry/Dodge, +1 to Maintain Balance.
  13th: +1 Attack per Melee, +1 to Break fall.
  14th: +2 to Damage.
  15th: Select one Zenjorike.
  WHY STUDY KENPO?
  Kenpo is a solid martial art, well balanced with good offensive/defensive abilities and mystic Chi 
  skills. 
  http://www.geocities.com/kuseru/PMAN/Styles/kenpo.html (2 of 2) [1/4/2003 9:38:42 PM]
  
  Kenpo-The Way of the Dragon & the Tiger
  Kenpo-The Way of the Dragon & the Tiger
  By Ash
  "Remember, that you wear that black belt around your heart. You go out to represent this school, and set an 
  example for the younger students. I swear, if you ever abuse your training, one way or another I will personally 
  kick your ass."
  Mike Rainy, my instructor in Kenpo
  "I shall never let pride rule my passions and will defend, with all the skill I possess, the weak, the helpless, and 
  the oppressed. I pledge an unswerving loyalty to the association and my instructor, in addition, I pledge an 
  unending effort to earn the self-same loyalty from those who look to me for training."
  Blue Belt Pledge, Ed Parker.
  The art form of Kenpo in Rifter #6 while similar to my style is not Kenpo as I know it. Kenpo is a very young art 
  form only developed a short time after World War II by Ed Parker. Kenpo is a melding of Kung-Fu, Tae Kwon 
  Do, and grappling. This makes it a versatile defensive and offensive art.
  Kenpo follows two mind sets, the way of the Dragon, which represents wisdom, and the way of the Tiger, which 
  represents strength. A more physical representation of this is an open palm (the Dragon) over a closed fist (the 
  Tiger). The Dragon rules the Tiger, the Dragon must hold the Tiger, but the Dragon may unleash the Tiger.
  When attacked, a Kenpo master would defend against the first few attacks, then immediately go for a 
  debilitation move, such as sleeper hold, eye gouge, or a fierce kick to the back of the knee. The way of Kenpo 
  is, "Strike second, but strike to finish".
  Kenpo schools can be found throughout the world, but teachers only accept those of good principles, and are 
  able to weed out those who would abuse the art. 
  Entrance Requirements: Limited to those of Honorable Alignment. No Attribute Requirements.
  Skill Cost: 10 Years.
  Costume: Black, white, or red cotton gi, red can only be worn by those of brown belt rank or higher. Blue is only 
  worn by teachers.
  Stance: Facing opponent, legs shoulder width apart, with the lead foot commonly at the 11 o'clock from artist, 
  and the back foot at 5 o'clock. Lead hand forward, open or closed fist, with dominant hand chambered at the 
  waist.
  CHARACTER BONUSES:
  Add 2 to P.S.
  Add 1 to P.P.
  Add 1 to P.E.
  Add 10 to Chi 
  COMBAT SKILLS
  Attacks Per Melee: 2
  Escape Moves: Roll, Break fall, Maintain Balance.
  Basic Defense Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: Multiple Dodge, Circular Parry, Disarm, Power Block/Parry.
  Hand Attacks: Punch, Knife Hand, Backhand, Palm Strike, Claw Hand.
  Basic Foot Attacks: Kick, Trip/Leg Hook, Backward Sweep, Snap Kick, Reverse Turning Kick, Roundhouse 
  Kick, Crescent Kick.
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  Kenpo-The Way of the Dragon & the Tiger
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Auto Flip/Throw, Death Blow, Combination Grab/Kick, Choke, Body Block/Tackle, Duo-Palm 
  Strike (SPECIAL! Both palms shoot out to strike the opponents chest. If the strike is successful it does 1d4 
  damage, and the opponent is stunned for his next action; the attacker cannot parry during this strike).
  Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Sleeper Hold (SPECIAL! See below).
  Weapon Katas (Pick Two): W.P. Staff, W.P. Knife (Paired), W.P. Club (Paired), or W.P. Nunchaku.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Death Blow, Critical Strike from Rear.
  SPECIAL KATAS
  Dragon: The artist spends the entire melee using only defensive actions, using the wisdom of the Dragon to 
  assess his opponents fighting pattern. No offensive actions can be made for the entire melee, but next melee 
  and for the rest of the fight, the user has a +1 to strike, parry, and dodge against his opponent. This can only be 
  used against one attacker, not multiple, and it cannot be used more than once for multiple bonuses.
  Tiger: The artists spends the entire melee in a flurry of power attacks, using the strength of the Tiger to end the 
  fight with as much speed as possible. No defensive actions can be made this melee, however the user gains a 
  +4 to damage with all of his attacks, as well as a +1 to strike (this strike bonus is cumulative with bonuses from 
  the Dragon kata). 
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select at total of two powers from among Body Hardening Exercises or Speciality Katas. 
  If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs.
  Languages: None.
  Physical: Athletics.
  Philospohical Training: Buddhism.
  If this is your primary martial art form, then the following other forms can be learned in shorter time. Tae Kwon 
  Do Karate (4 years), Shao-Lin Kung Fu (7 years), Sankukai Karate (6 years), Tai-Chi Ch'uan (5 years), or T'ang-
  su Karate (4 years). 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Maintain Balance, Death Blow on a Natural 20.
  Level 2: +2 to Roll, Select one Power from Atemi.
  Level 3: +1 Attack, +2 to Damage.
  Level 4: +2 to Parry/Dodge, Critical on an 18, 19, or 20.
  Level 5: +2 to Maintain Balance, +1 to Strike.
  Level 6: +2 to Roll, +1 to Damage.
  Level 7: +1 Attack, KO/Stun on an 18, 19, or 20.
  Level 8: +1 to Parry/Dodge, Select one Zenjorike.
  Level 9: +1 Attack, +2 to Break fall.
  Level 10: Select one Power from Atemi.
  Level 11: Double Chi, +2 to Roll.
  Level 12: +1 to Parry/Dodge, +1 to Maintain Balance.
  Level 13: +1 Attack, +1 to Break fall.
  Level 14: +2 to Damage.
  Level 15: Select on Zenjorike. 
  Why Study Kenpo?
  Kenpo is a solid martial art, well balanced with good offensive/defensive abilities. 
  SPECIAL MANEUVERS
  Sleeper Holds
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  Kenpo-The Way of the Dragon & the Tiger
  There are two Sleeper techniques taught two Kenpo students, each one designed to defend a specific attack. 
  The first one is Sleeper, defending against a right step through punch. The martial artist steps back and does a 
  left inward block, and then quickly moves forward, bringing his right arm to the opponents neck, wrapping it 
  around, and locking his hand down on their left shoulder. The left hand is used to solidify the lock.
  The second technique, Thrusting Wedge, defends against a front two-hand high push. The martial artist does a 
  prayer parry, bringing his hands togther prayer style between the opponents arms and then spreading them, 
  then a quick follow up is made with a duo-palm strike to stun the opponent. Then the opponent is forcefully spun 
  around, with the right arm once again going around the neck, and the right hand clasping on their left shoulder, 
  with the left hand solidifying the hold.
  Performing these techniques takes speed, accuracy, and anticipating the opponent. These techniques can only 
  be used in one-on-one combat. First the Kenpo artist must make a successful parry roll, then follow up with a 
  strike roll, or two for Thrusting Wedge (if the duo-palm strike fails then the technique fails). Once the hold is 
  made, the person applies pressure to the Corotid arterries for 12 seconds, causing the victim to pass out. 
  However if the hold is kept any longer, serious brain damage can result, which is something no true Kenpo artist 
  would wish. 
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  http://www.geocities.com/kuseru/PMAN/Styles/hth_kick_boxing.htm
  Hand to Hand: Kick Boxing (Quickie version)
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  Kick boxing is a very common and simple martial art to learn. This is typically several years 
  training to a competitive level.
  Requirements: Three skill selections.
  Attacks Per Melee: 3
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Punch, Kick, Snap Kick, Crescent Kick, Tripping/Leg Hook, Backward Sweep, Knee, 
  Elbow, Pull Punch, Knock-Out/Stun, Critical Strike.
  Level Advancement Bonuses
  1st: +2 to strike and +2 to damage.
  2nd: Two additional attacks per melee round.
  3rd: Backhand or Palm Strike.
  4th: +2 to dodge and parry.
  5th: One additional attack per melee round.
  6th: Jump Kick.
  7th: +2 to roll with punch/fall/impact, +1 to pull punch.
  8th: One additional attack per melee round.
  9th: Leap Attack.
  10th: +2 to strike and +1 to damage.
  11th: +1 to dodge and parry.
  12th: Critical strike on an unmodified roll of 18, 19 or 20.
  13th: One additional attack per melee round.
  14th: +2 to roll with punch/fall/impact, +1 to pull punch.
  15th: Death Blow on a Natural 20.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_kick_boxing.htm [1/4/2003 9:38:48 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kilico.htm
  Kilico 
  By Sinestus
  Like many styles, this is named after the master who developed it, Viz Kilico. Viz was a 
  mythical warrior who trained in throughout the world. During the span of thirty years he partook 
  in hundreds of battles, leaving thousands dead. He was feared to be the deadliest fighter of the 
  age. Having defeated all challengers he saw as equals, Viz sought to give his opponents a fair 
  chance in battle, and thus vowed to never draw his sword until he was sure of a clean kill. 
  Modern masters of the style are expected to make a similar vow, promising to not draw the 
  sword until a clean kill is in sight in any fair fight. Fair fights are usually defines as duels [one on 
  one conflicts] or in some cases as many opponents are the student is capable of defending 
  against. Kilico is only taught in a few 'roaming monasteries' around the world. Before one can 
  train, they must find the 'monastery' caravan and prove their worthiness. 
  Kilico focuses on two aspects of combat, positioning and disablement. Students learn that 
  constant aggression is not always the best plan of action, nor is relying on an opponent's strike 
  to cause an opening. Thus, during the combat a student may choose to sacrifice an action to 
  shift position. Doing so does not change combat range (as the style has moves for any combat 
  range), but provides the opponent with +2 to damage with their next move (and the student with 
  +1 to parry, and +2 to strike or disarm on their next action). With a combination of: parry, 
  position, parry, position [with the parry's successful] the student can position themselves behind 
  an opponent and attempt a simultaneous attack/knockout from behind during their opponent's 
  next attack.
  For aggression, the Kilico trains with a special weapon. Similar to the staff/swords found in 
  history, the Shagae appears to be a thick, decorative cane on normal inspection. Those with 
  Recognize Weapon Quality may notice (perception) that the cane actually conceals a high 
  quality, one-handed sword. As a blunt weapon, the Shagae is balanced to provide a +1 to strike 
  and parry, and +1 towards all knockout blows (deal 2D4 S.D.C.). To draw the sword requires 
  two melee actions, one to disengage the lock, one to draw. Kilico masters will often unlatch the 
  weapon at the beginning of combat if a kill is expected withing the first exchange of blows. 
  When unlatched and used as a blunt weapon, the Shagae imposes -1 to strike (and insuring 
  the blade remains covered takes skill). Generally, a master will never leave the weapon drawn 
  for more than a few seconds, preferring to put it away following a strike (weather or not 
  successful) to insure their vow is not broken. Once drawn, the Shaegae is useable like paired 
  weapons for defense, but the scabbard will rarely be used to strike when not holding the blade 
  (only deals D6 damage), the blade deals 3D4 damage, and is razor sharp. 
  Requirements: I.Q.: 10, P.P.: 12, Spd: 12. Generally honorable characters, but will have no 
  problem delivering a killing blow to a Knocked Out opponent.
  Training: 10 to 15 years
  Character Bonuses 
  +2 to P.P. 
  +2 to P.E. 
  +10 Chi
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  Stance: Sidelong, feet slightly askew, Shagae held with both hands either parallel to the 
  ground at arms length, or at side in standard drawing hold.
  Outfit: Similar to the Aikido uniform, with padded, sleeveless jacket. 
  Combat Skills
  Attacks per Melee: 3
  Hand Attacks: backhand, palm strike/slap, strike/punch, hammer strike (uses bottom of fist, 
  1D6 damage, +1 for opponent to parry, but grants +1 toward knockout), forearm.
  Foot Attacks: trip (following a positioning, may be used in grapples and in grappling range), 
  backward sweep, snap kick, kick (2D4), crescent kick, axe kick, turning kick.
  Basic Defense Moves: parry, dodge, automatic parry
  Advances Defense Moves: roll, disarm
  Holds/Locks: arm hold, leg hold, arm lock
  Escape Techniques: roll
  Modifiers to Attack: Critical, Knockout, knockout from behind
  Special Moves: disarm, paralysis attack (vital points)
  Drawing Strike - only useable as a fist attack of the melee, weapon must be unlatched before 
  using the weapon (thus before combat, or as the last action of previous melee). +2 to initiative 
  and strike when using this, Draws and Slashes with Shagae Blade, Critical on 15+. Can target 
  body, arm, or head. The Master will usually sacrifice their next action putting the Shagae back 
  together. 
  Knuckle Snap - effectively a Disarm, useable when opponent attempts to draw a weapon. +2 to 
  Disarm, deals no damage, but opponent must roll strike to grab weapon (half strike bonus), and 
  Kilico master rolls disarm/strike. Success allows the opponent to draw the weapon, but they are 
  instantly disarmed. Can only be done with Blunt Shagae
  Break Away - a stick/kick move used to break grapples. Opponent is struck in the arms with 
  Shagae (dealing 1D6+ damage to each arm), and tripped/kicked. Successful strike breaks 
  grapple, and opponent stumbles to long melee range. Costs two actions.
  Weapon Katas: Blunt, Sword
  Additional Skills: Recognize Weapon Quality, Philosophy (general), Wilderness Survival.
  Martial Arts Powers: Select two from Martial Arts Techniques, or Chi Mastery, Select one from 
  Arts of Invisibility.
  Level Advancement Bonuses
  1st: +2 to parry, Knockout from Behind, Knockout on Natural 19+
  2nd: +1 to strike, disarm, and dodge
  3rd: +2 to initiative and roll
  4th: Select one power from Body Hardening or Martial Arts Techniques
  5th: +1 attack, Knockout on 18+, gains Paralysis Attack
  6th: +1 to Disarm, Critical on 19+
  7th: +2 levels to Katas Blunt and Katas Sword may use Automatic Disarm with automatic 
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  parries.
  8th: +2 to initiative, +1 to initiative using Draw with Strike
  9th: +1 Attack, Knockout on 17+, +1 to disarm
  10th: Can Unlatch-draw-strike as single action Select one power from Chi Mastery or Arts of 
  Invisibility
  11th: +2 to strike, +1 to parry
  12th: +1 to dodge, disarm and roll
  13th: +1 attack, Knockout 16+
  14th: Critical From Behind, Critical 18+
  15th: +2 to initiative, +1 to disarm Select one power from Martial Arts techniques, Chi Mastery, 
  or Arts of Invisibility
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  http://www.geocities.com/kuseru/PMAN/Styles/kinzoku_shurikenjutsu.htm
  Kinzoku Shurikenjutsu
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10. 
  Skill Cost: 7 Years (4 Years as a Secondary Martial Art Style).
  Kinzoku Shurikenjutsu is a martial art dedicated to the study of throwing small metal weapons. 
  Shuriken, shaken, throwing knives, and various other throwing weapons and techniques are 
  taught. Also taught is the use of blowguns, darts, and dart guns. A practitioner of Kinzoku 
  Shurikenjutsu will maintain sufficient distance from his opponents in order to maximize safety 
  while attacking with a variety of thrown weapons. Also stressed is adapting many common 
  place items for use as throwing objects. Pens, rings, small chain necklaces, and many other 
  objects are quickly grabbed up and thrown in a variety of deadly throws and tosses. For close 
  in work, the student is taught to use the various throwing weapons as knives and fist loads in 
  conjunction with a variety of hand strikes.
  Costume: Street clothes.
  Stance: Upright, legs shoulder width apart, hands held loosely depending on the 
  location/availability of throwing objects.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +2 to P.P.
  Add +4 to Spd.
  COMBAT SKILLS
  Attacks per Melee: Two (2) hand to hand attacks or six (6) thrown weapon attacks!
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap, Back Flip.
  Basic Defensive Moves: Dodge, Parry.
  Advanced Defenses: Multiple Dodge, Automatic Roll, Breakfall.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand.
  Foot Attacks: None!
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Leap Attack per Melee, Combination Grab/Throw (Special! The 
  character can attempt to grab any incoming hand propelled projectile(see Yadomejutsu) and 
  return it to the sender in the same motion), Combination Strike/Throw (This is a special dual 
  attack where the character can strike one target using one of the hand attacks while 
  simultaneously throwing a held weapon at another target. The character has no bonuses or 
  penalties for this dual strike), Combination Roll/Throw(combines a Roll with a throw attack-
  cannot be used as a defensive maneuver (i.e. no Roll with Punch/Fall/Impact combined with a 
  throw,) what can be done is a throw combined with a Roll that is an attack or retreat from 
  combat), Multiple Throw (similar to Thai Boxing's Lightning Form Kata, this attack allows the 
  character to throw a number of weapons of the same type, equal to his number of attacks, in 
  the first action of the melee. The character must have initiative, cannot perform any other 
  attacks for the rest of the melee, and can only throw at multiple targets if they are standing 
  close together (withing five feet of one another).), and W.P. Vital Points (for thrown weapons)
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  Holds/Locks: None
  Weapon Kata: W.P. Blowgun, W.P. Knife, W.P. Mouth Weapons, W.P. Thrown Weapons
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind, 
  Stapling Throw (When the character wants to disarm or otherwise entangle someone, he can 
  attempt a stapling maneuver. By making a called shot, the character can staple some part of 
  the target's clothing to a nearby object, as long as that object is of a material that is reasonably 
  subject to penetration by thrown weapon (such as wood or plaster). The target must be 
  standing near such an object or the shot is wasted. If the shot is successful, the target is pinned 
  to that object. The target must spend a melee action tearing free, although this requires no roll. 
  Pinned targets defend with a -2 to defensive rolls and to strike. After one melee round, if they 
  have not taken the time to free themselves, they break free due to exertion. During the melees 
  round, the penalties to defense and strike still apply. The stapling shot is not only good for 
  preventing various actions on the part of a hostile person, it serves to demonstrate that the 
  character is far from defenseless.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Automatically receives the Yadomejutsu Kata. Select one additional 
  Martial Art Power from Martial Art Techniques or Special Kata (note: weapon Kata are limited to 
  thrown weapons or other similar small projectile weapons)
  Language: Japanese.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Enmei Ryu Shurikenjutsu (3 Years), Ganritsu Ryu Shurikenjutsu (2 Years), Heki 
  Ryu Kyujutsu (6 Years), Kashima Shin Ryu (3 Years), or Kobujutsu (3 Years). 
  LEVEL ADVANCEMENT BONUSES
  1st: Any small found objects not usually considered a weapon (anything which could be 
  conceivably thrown-GMs, use your judgement) becomes a 1D4 damage weapon when thrown. 
  Critical Strike with a weapon on a Natural 20.
  2nd: +1 to Damage with any thrown object.
  3rd: +1 to Strike with any thrown object, +1 Attack per Melee (both HtoH and thrown).
  4th: Death Blow on a Natural 20.
  5th: +1 to Parry, +2 to Stapling Throw.
  6th: Select one (1) additional martial art power form martial art techniques or special Kata.
  7th: +1 to Damage with any thrown object, +1 Attack per Melee (both HtoH and thrown).
  8th: +1 to Strike with any thrown object.
  9th: Critical Strike on a Natural 19 or 20.
  10th: Select one (1) additional martial art power form martial art techniques or special Kata.
  11th: +1 to Parry, +2 to Stapling Throw.
  12th: +1 to Damage with any thrown object, +1 Attack per Melee (both HtoH and thrown).
  13th: +1 to Strike with any thrown object.
  14th: Death Blow on a Natural 19 or 20.
  15th: Select one (1) additional martial art power form martial art techniques or special Kata, +1 
  Attack per Melee (for thrown weapons).
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  WHY STUDY Kinzoku Shurikenjutsu?
  While relatively weak in hand to hand combat and lacking in mental training, this martial art can 
  be quite lethal when used to its full affect.
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  http://www.geocities.com/kuseru/PMAN/Styles/kito_ryu.htm
  Kito Ryu Jujutsu
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.S.: 10 and P.P.: 8.
  Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).
  The Kito Ryu is a system of Jujutsu that merits a particular place in the doctrine of unarmed 
  martial arts because of its esoteric elements, elements similar to those of Aikijutsu. Nokai ai is 
  started with an attack. If the attack was weak or unsuccessful, the receiver was to initiate a 
  counter-attack. If the counter was weak, the partner who started the exchange was to counter, 
  and so on.
  It was a natural extension for Kano to turn nokai ai into the modern form of randori that we all 
  know. One interpretation given by Kano of randori is that it is everything outside the kata, which 
  follows from the definition of "ran". So when Kano says you should spend 80% of your time 
  doing randori, he means to include uchikomi and other practices as well.
  Kito-Ryu was referred to by its exponents as a system of ran, not as dependent upon kata as 
  some of the others. "Ran" means "disorder," "lack of rigid form," or even "war." "Dori" in 
  "randori" is the same as "tori" in the spirit of "uke and tori." It is one of those words that does not 
  translate well or easily. It means "to take hold of something" in either the real sense or in terms 
  of intention or spirit. Thus it can mean: "to take hold of" (as in "ushiro dori=rear grab") "to take" 
  in the sense of "overcome" "to take someone or something on" in the sense of "engage" "to 
  take to task" "to take the point (of an argument) to someone" as in "make a point." So "randori" 
  might be to engage someone in a situation where there is no controlling form, or to attempt to 
  overcome someone in a practice in which there is no controlling form or order.
  Costume: Full armor or in formal robes resembling armor
  Stance: renoji-dachi (V stance) - Feet one shoulder width apart, front leg in centre of body 
  pointing directly forwards. Rear leg pointing outwards 45º. Legs relaxed and straight.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +5 to Chi
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Breakfall, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Reverse Turning Kick, Drop 
  Kick.
  Jumping Foot Attacks: Jump Kick
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  Special Attacks: Death Blow, Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee, 
  Combination Grab/Attack, Combination Strike/Parry.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock.
  Weapon Kata: None.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from Body Hardening or Martial Art 
  Techniques.
  Language: Japanese.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Asayama Ichiden Ryu (3 Years), Goshinjutsu (4 Years), Hakko Ryu Jujutsu (5 
  years), Hozo-in Ryu Sojutsu (3 Years), Jujutsu (3 Years), Kaze Arashi Ryu (7 Years), or Kito 
  Ryu Jujutsu (6 Years), Maniwa Nen Ryu (6 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike.
  2nd: +2 to Parry/Dodge,+2 to Damage.
  3rd: +1 Attack per Melee, Death Blow on a Natural 20.
  4th: +2 to Maintain Balance.
  5th: Select One (1) additional martial arts power from Body Hardening or Martial Art 
  Techniques.
  6th: +1 to Strike, Knock-Out/Stun on a Natural 18, 19, or 20.
  7th: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact.
  8th: +1 to Parry/Dodge, +1 to Damage.
  9th: Critical Strike on a Natural 18, 19, or 20.
  10th: Select One (1) additional martial arts power from Body Hardening or Martial Art 
  Techniques.
  11th: +1 Attack per Melee, +1 to Strike.
  12th: +2 to Maintain Balance.
  13th: +1 to Damage.
  14th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
  15th: Select One (1) additional martial arts power from Body Hardening or Martial Art 
  Techniques.
  WHY STUDY Kito Ryu?
  A martial form which does not use kata, Kito Ryu's use of free flowing style makes it 
  unpredictable to other styles of Karate and Jujutsu.
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  http://www.geocities.com/kuseru/PMAN/Styles/sercruun.htm
  Sercruun
  By Mephisto
  Entrance Requirements: I.Q. 8, M.E. 9
  Skill Cost: 10 Years (7 Years as a Secondary)
  Sercruun is the biggest secret in Kobold hands. Kobolds realized that they needed an edge in 
  combat over the humans, elves, and all the other races, including their own allies. They needed 
  a martial art capable of disabling even the most skilled and powerful opponent. So it was that 
  some 200 years ago, a group of kobolds in the Old Kingdom Mountains came together with a 
  consensus on what to do. After carefully studying various races in gruesome detail (with a 
  variety of tortures and experiments) that they finally reached their consensus. Finding 
  weakness in others is a kobold specialty, and thus they learned what we on Earth call Atemi! 
  The use of the touch-mastery gives the kobold master a deadly edge when dealing with their 
  opponent, as a few simple blows can paralyze and defeat an opponent. They haven't shared 
  this knowledge with any other race, including trolls. No it's their secret and they're going to keep 
  it that way.
  In combat, the Sercruun master will cautiously feint and parry the first melee, sizing up the 
  opponent and waiting for the perfect opportunity to use attacks that either paralyze the 
  opponent or knock out their senses or S.D.C. and/or hit points. To the kobold wielder it doesn't 
  matter as long as the opponent realizes that he's no match for the person he's facing.
  Training is still limited to kobolds although it's spread to the Land of the South Winds. A few 
  kobold tribes in the Great Northern Wilderness and Eastern Territory also have the knowledge 
  of Sercruun.
  O.C.C. Notes: A kobold can learn Sercruun by upgrading to Hand to Hand: Martial Arts then 
  exchanging all secondary skills. As long as the O.C.C. can achieve Hand to Hand: Martial Arts, 
  then the kobold can learn Sercreen regardless of the O.C.C. selected.
  Character Bonuses
  +8 to P.P.E.
  +2 to M.A.
  +2 to M.E.
  +5 to S.D.C.
  Combat Skills
  Attacks Per Melee: 1
  Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Combination Parry/Attack, Circular Parry, Multiple Dodge, Automatic 
  Dodge, Disarm
  Hand Attacks: Strike (Punch), Fore-Knuckle Fist, Fingertip Attack
  Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook, Backward Sweep
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  Special Attacks: Paralysis Attack (Vital Points), Choke
  Holds/Locks: Neck Hold, Arm Hold, Leg Hold, Automatic Finger Lock, Automatic Wrist Lock, 
  Automatic Elbow Lock
  Weapon Skills: None
  Special Katas: None
  Modifiers to Attack: KO/Stun, Death Blow
  Skills Included in Training
  Martial Art Powers: Select Three Atemi abilities
  Physical Skills: None.
  Training Skills: None.
  Languages: None
  Level Advancement Bonuses
  1st Critical Strike Natural 20 or from behind, +2 to parry and dodge
  2nd +2 Holds/Locks
  3rd +1 attack, +1 strike
  4th Select One Additional Martial Art Power, +1 disarm
  5th +2 Roll, +1 Holds/Locks
  6th Add 2D6 P.P.E., +1 Maintain Balance
  7th Critical Strike Natural 19 or 20, +1 Holds/Locks
  8th +1 Attack, +1 parry and dodge
  9th +2 Strike, +1 disarm, +1 initiative
  10th +2 Holds/Locks
  11th +2 to Roll, +1 to Damage
  12th Select One Additional Martial Art Power
  13th +1 Attack, Critical Strike Natural 18-20, +2 Holds/Locks
  14th +2 Maintain Balance, +1 Strike, +1 initiative
  15th Death Blow Natural 20, +1 disarm
  Why study Sercruun?
  To learn a martial art that has the single knowledge of Touching Vital Points, giving the master 
  the power of bodily functions of his opponent. Plus the art is very adept defensively and is 
  capable of handling several attackers at once, along with the atemi training; the only Palladium 
  martial art to offer it.
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  Hand to Hand: Martial Arts ( Aikido )
  Kobori-ryu To-suijutsu
  By Kuseru
  Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions. 
  Skill Cost: 8 years (4 years as a Secondary Martial Art).
  This style is a Japanese swimming style, with emphasis on combat in the water, and crossing 
  aquatic obstacles. This style was created around 1700 by Muraoka Idayu Masafumi at the 
  Tenjin Gulf on the Shirakawa. He was succeeded by several masters who introduced and 
  developed their own techniques to the style.
  The Kobori ryu is a highly practical system of swimming, developed so that warriors might 
  move freely in and on the water in order to be able to engage in work or to fight. Developmental 
  training includes a four part criteria: 'Ichi: soku, Ni: sui, San: tan, Yon: Gei' (One: legs, Two: 
  water, Three: guts, Four: art). The first of these criteria suggests that the development of good 
  health is paramount, the second that mastery of swimming should be achieved, the third that 
  courage should be cultivated and the final criteria concerns the martial arts. 
  The "Tosui" aspect of Kobori ryu involves a circular leg movement technique that allows the 
  proponent to tread water while keeping their upper body above water (while wearing armor). 
  This enabled the Higo bushi, if necessary, to fight with swords, fire arrows (tachi oyogi 
  shageki), and fire muskets while positioned in or while crossing a river. Kobori ryu is sometimes 
  referred to as Katchu Gozen Oyogi (swimming in armor while in the presence of highly ranked 
  officials or nobility), because it was selected to demonstrate suijutsu to certain officials based 
  upon its reputation as a refined and graceful art.
  Special techniques of the school include the fundamental techniques Tachi Oyogi (swimming 
  upright, performed with a characteristic treading action) and Taguri Oyogi (hand-over-hand 
  swimming). Further techniques include Geioyogi (performance/art swimming), Teishin nuki 
  Oyogi (techniques for shoving waves aside), Yasumi Oyogi (techniques for catching rest while 
  in the water). Other skills include Haizen Oyogi (the presentation of food and drink whilst 
  swimming), Ippyoshi Oyogi, Katate Oyogi, Katchu Gozen Oyogi (the practice of swimming in 
  the Gozen Oyogi style whilst in armor), Soroi Oyogi, Suiken (swordsmanship while swimming), 
  Suikyu (archery while swimming) Suisho (the practice of calligraphy while swimming), 
  Sakenomi Oyogi (the serving of sake whilst swimming), Tachimochi Oyogi (swimming whilst 
  holding a sword), and Ukimi Sho (the practice of calligraphy whilst floating), Suijyu (musketry 
  while swimming).
  The current headmaster of the school is Koga Tadao. Ttraining is held at the Gakushuin in 
  Kyoto, Nagasaki and its home of Kumamoto.
  Costume: Typically wears splint lamellar armor.
  Stance: Special! Tachi Oyogi. Not really a stance per se, but the primary 'stance' of this style is 
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  Hand to Hand: Martial Arts ( Aikido )
  swimming upright with a characteristic treading action.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +2 to P.E.
  Add +3D4 to Spd in water only
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defense Moves: Circular Parry, Combination Parry/Attack.
  Hand Attacks: Strike (Punch), Knife Hand, Palm Strike.
  Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Tripping/Leg Hook.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Drown (Special! A variant of choke, where the opponent's head 
  is held underwater. Does the same damage as choke.), Elbow, Knee.
  Holds/Locks: Arm Hold, Body Hold, Neck Hold.
  Weapon Kata: W.P. Sword, W.P. Bow, W.P. Matchlock
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically gains Suiren. Select One Martial Art Power from among 
  Body Hardening or Martial Art Techniques.
  Languages: Japanese
  Cultural: Calligraphy, Cooking, Cha-No-Yu.
  Physical: Swimming
  Weapon Proficiencies: W.P. Sword, W.P. Bow, W.P. Matchlock
  Philosophical Training: Zen Buddhism/Bushido.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
  LEVEL ADVANCEMENT BONUSES
  1st + 3 to Roll with Punch/Fall/Impact, Critical Strike or Knock-Out from Behind.
  2nd + 2 to Parry/Dodge in water, + 1 to Strike.
  3rd + 1 Attack per Melee,+ 1 to Parry/Dodge, +1 to Initiative in water.
  4th + 2 to Strike in water, Knock-Out/Stun on Natural 19 or 20.
  5th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art 
  Techniques.
  6th + 1 Attack per Melee, + 1 to Parry/Dodge in water.
  7th + 1 to Strike in water, + 1 to Parry/Dodge.
  8th Death Blow on a Natural 20.
  9th + 1 Attack per Melee, + 1 to Roll with Punch/Fall/Impact, +1 to Initiative in water.
  10th + 1 to Parry/Dodge in water, + 1 to Parry/Dodge.
  11th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art 
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  Hand to Hand: Martial Arts ( Aikido )
  Techniques.
  12th+ 1 to Strike in water, +1 to Initiative in water.
  13th + 1 Attack per Melee, + 1 to Roll with Punch/Fall/Impact, Critical Strike on 19 or 20.
  14th + 1 to Parry/Dodge, +1 to Initiative in water.
  15th Select One (1) Additional Martial Art Power from Body Hardening or Martial Art 
  Techniques. 
  Why Study Kobori-ryu To-suijutsu?
  Because you want to kill those annoying people playing "Marco Polo." Of course, being able to 
  swim in armor (not to mention many of the other swimming skills taught) does come in handy.
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  http://www.geocities.com/kuseru/PMAN/Styles/kobujutsu.htm
  Kobujutsu
  By Kuseru
  Entrance Requirements: None.
  Skill Cost: 8 Years (4 Years as a Secondary Martial Art). 
  Actually a term used to describe weapon skills in Okinawan Karate, Kobu-Jutsu teaches a 
  larger number of Okinawan weapons. Includes: bo (long staff), kama (short-handled sickle), 
  nunchaku (two sticks connected by a short rope), sai (long dagger with a tine on either side), 
  and tonfa (similar to a police nightstick).
  Special Note: Kobujutsu is a style designed to work with many forms of Karate (particularly 
  Goju-Ryu, Shorin-Ryu, Uechi Ryu, Isshin-Ryu, Gensei Ryu, Chito Ryu, Shorei Ryu, and Te, but 
  not Shotokan, Wado Ryu, Shorinji-Ryu, Kyokushin, Shito Ryu, or Taido). When a character has 
  one of the listed Karate styles and Kobujutsu, then all the attacks per melee, bonuses, abilities, 
  and powers of that form of Karate are used in wielding weapons, weapon proficiencies, and 
  weapon kata of Kobujutsu. Any martial art powers and abilities from Kobujutsu are used with 
  that style of Karate.
  Costume: Karate Gi
  Stance: Feet shoulder width apart, both knees partly bent, forward fist extended gripping 
  weapon at stomach level, rear fist pulled back to waist holding other weapon.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +1 to M.E.
  Add +4 to Spd.
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact. 
  Attack Moves: None.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry.
  Advanced Defenses: None.
  Hand Attacks: Punch, Knife Hand.
  Foot Attacks: Kick, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Combination Grab/Kick, Knee, Elbow, Forearm.
  Holds/Locks: None.
  Weapon Kata: W.P. Bo staff, W.P. Kama, W.P. Nunchaku, W.P. Sai, W.P. Tonfa.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of one (1) Power from among Body Hardening, Special 
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  http://www.geocities.com/kuseru/PMAN/Styles/kobujutsu.htm
  Kata, or Martial Art Techniques.
  Language: Japanese.
  Cultural Skills: Bonsen, Ikebana.
  Weapon Proficiencies: W.P. Bo staff, W.P. Kama, W.P. Nunchaku, W.P. Sai, W.P. Tonfa, 
  W.P. Kama-Paired, W.P. Sai-Paired, W.P. Tonfa-Paired.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Goju-Ryu Karate (3 Years), Shorinji-Ryu Karate (5 Years), Uechi Ryu Karate (6 
  Years), Isshin-Ryu Karate (4 Years), Gensei Ryu Karate (3 Years), Chito Ryu Karate (4 Years), 
  Shorei Ryu Karate (4 Years), or Te (3 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike.
  2nd: +1 Attack per Melee, Select one additional Okinawan W.P.
  3rd: +1 to Damage, Knockout/Stun on a Natural 20.
  4th: +2 to Roll with Punch/Fall/Impact, +2 levels to one Weapon Kata.
  5th: +1 Attack per Melee, Select one additional Okinawan W.P.
  6th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  7th: +1 to Parry/Dodge, Critical on a Natural 19 or 20.
  8th: +1 Attack per Melee, Select one additional Okinawan W.P. 
  9th: +1 to Roll with Punch/Fall/Impact, +2 to Damage.
  10th: +1 to Parry/Dodge.
  11th: +1 Attack per Melee, Select one additional Okinawan W.P.
  12th: +1 to Strike, Death Blow on a Natural 20.
  13th: +1 to Roll with Punch/Fall/Impact.
  14th: +1 Attack per Melee, +1 to Parry/Dodge, Select one additional Okinawan W.P.
  15th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  WHY STUDY Kobujutsu?
  An Okinawan Karate style devoted to weapons.
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  http://www.geocities.com/kuseru/PMAN/Styles/kodachinitou_ryu.htm
  Kodachintou Ryu
  By Himura_Battosai
  Entrance Requirements: Minimum Attributes include I.Q. 10, P.P.12 
  Skill Cost: 12 year (7 as a secondary Martial Form)
  Kodachinitou Ryu is a defensive form based on kodachi (a Wakizashi-like sword) that can be used alone or 
  paired. Unlike most sword and weapon forms Kodachinitou still has some strong offensive.
  Costume: Standard Karate Gi
  Stance: Feet Shoulder with left foot forward and right back. Right hand back with kodachi held with back of 
  blade along forearm. left arm in front at chest level with clench fist or with kodachi facing opponent. 
  CHARACTER BONUSES 
  Add 10 to Chi
  Add 2 to M.A.
  Add 2 to P.P.
  COMBAT SKILLS 
  Attacks per Melee: 3
  Escape Moves: Roll with punch/impact/Fall, maintain balance
  Basic Defense: Dodge, Parry, Automatic Parry
  Advanced Defenses: Circular parry, Combination Parry/Attack, Disarm, Automatic Roll.
  Hand Attacks: Strike (punch), knife Hand, fore-knuckle Fist.
  Basic Foot Attacks: Kick Attack, Snap Kick, Crescent, Backward Sweep, leg hook
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap attack, Kodachi fore arm strike it is a normal damage for kodachi + 2 
  damage. Kodachi cross blade slash this attack takes only one roll but is an attack with two swords, it can only 
  be attempted if the artist a critical strike, it is also death blow attempt. it take one melee action (level 10)
  Weapon Katas: W.P. kodachi, W.P. Kodachi- paired
  Modifiers to Attacks: Pull punch, knock out/stun, critical Strike, Critical From behind
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  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Select a total of three from body hardening, Martial Techniques or special katas. Powers 
  may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.
  Language: Japanese
  Cultural Skills: Go, Haiku, Meditation
  Physical Skills Prowl
  Philosophical Training: Zen
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Jujutsu 
  (3 years), Kamiya Kashin Ryu ( 5 years), Zanji Shinjinken Ryu (4 years)
  LEVEL ADVANCEMENT BONUSES 
  1st + 1 Strike, +1 dodge/Parry, + Roll with Punch/impact/Fall, Critical Strike from behind.
  2nd + 1 maintain Balance, + 1 Disarm
  3rd + 1 Attack per melee, + 2 parry
  4th + 1 Strike, + 1 dodge, Select one additional martial art power form Body Hardening, Martial Art Techniques 
  or special katas.
  5th + 1 attack per melee, Death Blow 20
  6th + 1 Dodge/parry, + 1 maintain balance
  7th + 1 Strike, + 1 Roll With Punch/Impact/fall, Critical Strike 18 - 20
  8th + 1 Attack Per Melee, + 1 Disarm, Select one additional martial art power form Body Hardening, Martial Art 
  Techniques or special katas.
  9th + 1 Strike, + 1 Dodge/parry, Knock Out/ Stun 18 - 20
  10th + 1 Attack per melee, + 1 Parry
  11th + 1 Strike, + 1 Disarm
  12th + 1 Roll With Punch/Fall/Impact, + 1 Maintain Balance
  13th + 1 Attack per Melee, + 1 Strike
  14th + 1 Dodge/Parry, Death Blow 19 - 20
  15th + 1 attack per Melee, +1 Disarm, Add one Zenjorike power.
  WHY STUDY Kodachinitou Ryu?
  It is a quick, deadly art that also has a lot of defensive movements.
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  http://www.geocities.com/kuseru/PMAN/Styles/kogusoku.htm
  Kogusoku
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.S.: 12, and P.E.: 10. 
  Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style). 
  Kogusoku (also called Torite Kogusoku) is a form of early close combat which stresses both 
  grappling techniques and weapon use. It was founded in the late Muromachi period, around 
  1573 by Araki Mjinsai Minamoto no Hidenawa. Weapons taught include the tachi, kodachi, 
  tanto, bokken, naginata, nagimaki, kusarigama, chigiriki, and ryofundo. Training can be found in 
  Gunma and Saitama Prefectures in Japan.
  Costume: Haramaki (Chain armor) or better.
  Stance: None.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +2 to Spd.
  Add +15 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Power Block/Parry, Automatic Roll, Breakfall, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand, Rotary Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Drop Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee, 
  Elbow, Forearm, Combination Grab/Attack, Combination Strike/Parry, Automatic Flip/Throw, 
  Pin/Incapacitate, Crush/Squeeze.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock.
  Weapon Kata (Pick two): W.P. Bokken, W.P. Chigiriki, W.P. Kodachi, W.P. Kusari-gama, 
  W.P. Nagimaki, W.P. Naginata, W.P. Ryofundo, W.P. Tachi , or W.P. Tanto.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of one (1) Power from Body Hardening or Special Kata.
  Language: Japanese.
  Weapon Proficiencies: W.P. Bokken, W.P. Chigiriki, W.P. Kodachi, W.P. Kusari-gama, W.P. 
  Nagimaki, W.P. Naginata, W.P. Ryofundo, W.P. Tachi , W.P. Tanto.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Araki Ryu Kusarijutsu (4 Years), Hakko Ryu Jujutsu (5 Years), Jujutsu (3 Years), 
  Kito Ryu Jujutsu (6 Years), or Masaki Ryu Kusarijutsu (5 Years).
  LEVEL ADVANCEMENT BONUSES
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  1st: +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical on a Natural 20.
  2nd: +2 to Body Flip/Throw (2D6 damage), +1 to Maintain Balance.
  3rd: Select One (1) Martial Art Power from Body Hardening or Special Kata.
  4th: +1 to Parry, +2 to Damage, +1 to Strike.
  5th: +1 Attack per Melee, Critical on a Natural 19, or 20.
  6th: +2 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20.
  7th: +1 Body Flip/Throw, +1 to Maintain Balance.
  8th: Select One (1) Martial Art Power from Body Hardening or Special Kata.
  9th: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge.
  10th: +1 to Damage.
  11th: +1 Body Flip/Throw, +1 to Maintain Balance.
  12th: +1 to Roll with Punch/Fall/Impact , +1 to Parry/Dodge.
  13th: Select One (1) Martial Art Power from Body Hardening or Special Kata.
  14th: +1 Attack per Melee.
  15th: +2 to Body Flip/Throw (3D6 damage), +2 to Damage.
  WHY STUDY Kogusoku?
  An old form of grappling, Kogusoku also provides adequate weapon skills. Just what every foot 
  soldier needs on the battlefield.
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  http://www.geocities.com/kuseru/PMAN/Styles/koluqis.htm
  Koluqis
  By Sinestus
  Koluqis was developed in the Northern Wilds by the Tribe of the Black Moon, a Lupian 
  collective. It was designed as something to teach the non-bonded children, so that they'd still 
  feel special (and still be useful if war arose.)
  The style itself is designed around the natural strategy of the Urugisa hunting packs. Like the 
  Worgs, the fighter learns to assess their opponent in during the hunt, and allow their victim to 
  make a mistake before striking. A master will enter combat range quickly, leap attacking those 
  who flee, then spend the first few melees defending, waiting for an opening. Then, in a flurry of 
  motion, the hunter strikes, usually wounding their opponent beyond salvation.
  Requirements: The Spirit of Power, or P.S.: 12, P.P.: 10.
  .... Selecting this style costs Hand to Hand: Martial Arts +3 other skills in PFRPG.... see 
  Lupians 
  Training: 8 years
  Character Bonuses: Only for those without the Spirit of Power: 
  +2 to P.P..
  Stance: Sidelong with opponent, with a wide and low-set leg stance, hands at waist level over 
  knees.
  Outfit: Tunic, pants, short sword (for those without Spirit of Power)
  Combat Skills
  Attacks per Melee: 1
  Hand Attacks: knife hand, palm strike, back hand, dual-claw strike (does 2D4 damage w/o 
  claws, uses both hands), power punch.
  Foot Attacks: kick attack, snap kick, crescent kick
  Basic Defense Moves: roll, dodge, parry, automatic parry
  Advances Defense Moves: power block/parry, parry/strike
  Jumping Attacks: Leap Kick (2D6 critical), Leap Claw (4D4 critical)
  Holds/Locks: none
  Escape Techniques: roll, handstand
  Modifiers to Attack: critical (from behind),
  Special Moves: claw/kick (similar to the Te move, grabs main body, kicks to gut, deals dual 
  claw damage +4D4 to body. Cannot be rolled with.), Head Butt, 
  Weapon Katas: Knife or Sword (only if not bearing claws.)
  Additional Skills: Prowl (+5), Running
  Martial Arts Powers: Receives Trapping, and Warrior's Spirit Kata.
  Specialty Kata/Technique: Trapping: Takes two or three melees to employ. For the first melee, 
  only defensive actions may be used, so that the fighter can "get" his opponent's rhythm. After 
  that, the fighter has two options: Cluster Strike, or Countering. Cluster Striking may occur in the 
  second melee (thus ending the technique), and requires the fighter to defend until the opponent 
  has used all but his last two attacks, at which point the fighter can power block/parry the next 
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  attack, and immediately follow up with a half his melee attacks in a single action (defending the 
  attacks after the power block/parry is done at half); however, if the power block/parry is 
  successfully defended against the other attacks cannot occur. 
  Countering requires the fighter to sacrifice another melee to pure defense, then, during the third 
  melee, the fighter may auto-power block/parry all his opponent's attacks (effectively doubling 
  his own). All power block parries deal 1D4 + claw damage to main body. Strikes following the 
  power block/parry receive no the P.S. damage bonus if the power block/parry is defended 
  successfully. (Thus each action gets power block/parry [parry with 1D6 strike] followed by 
  strike)
  Level Advancement Bonuses
  1st: +2 to strike, 
  2nd: +2 to parry, +1 to dodge
  3rd: +2 to leap (4'), Critical from Behind
  4th: +1D6 to Spd, +1 to P.P.
  5th: +1 to roll, +1 attack
  6th: +1 to leap (4')
  7th: Critical 18+, Select one power from Body Hardening
  8th: +1 to leap (4'), +2 to roll
  9th: +1 to parry/dodge
  10th: +1 attack
  11th: Select one power from Body Hardening
  12th: Critical 17+, +1 to parry/dodge
  13th: +1D6 to Spd, +1 to leap (4')
  14th: +1 attack, +1 to dodge
  15th: +1 to strike and parry
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  http://www.geocities.com/kuseru/PMAN/Styles/koppo.html
  Koppo
  By RMHOWA01@ulkyvm.louiseville.edu 
  Koppo was developed by in reply to the rise of cyborgs in the Battle Angel universe. It was created in 
  the early eighth period (~ 1200 years ago) by the Japanese general Yamato Shin to allow normal humans a 
  chance when facing cyborgs in combat. The art drew much of its background from Aikido (to keep the cyborg 
  away long enough to do something else), as well as several other martial arts.
  Techniques known at first level: Body block/tackle, body flip/throw, break fall, disarm, holds, roll with 
  punch/fall/impact, pull punch, kick attack (2d4), karate strike (2d4) 
  Bonuses: +4d6 SDC, +1d3 ME, +1d2 PS, +2 PP, +1 PE 
  LEVEL ADVANCEMENT BONUSES
  Level 1: Two attacks per round; +3 break fall, +2 roll with punch/fall/impact, +2 parry, +1 strike, palm strike 
  (2d4), knife hand (2d4) 
  Level 2: +2 body flip/throw, +1 initiative, +2 parry/dodge, snap kick (1d6) 
  Level 3:+1 attack, +2 damage, +2 pull punch, backward sweep, leg throw 
  Level 4: Autododge, +1 body flip/throw, roundhouse kick (3d6) 
  Level 5: Penetrating Strike, power punch, critical flip on 19-20 
  Level 6: +1 parry/dodge, +1 body flip/throw, +2 pull punch 
  Level 7: +1 attack, critical on 18-20, critical from behind, crescent kick (2d4+2) 
  Level 8: Hertza Haeon, auto flip/throw, death blow on natural 20 
  Level 9: Double PPE, leap attacks 
  Level 10: +1 attack, jump kick(6d6), wheel kick (2d6) 
  Level 11: +1 parry, +2 break fall, +2 dodge, +3 strike with knife hand 
  Level 12: Final Blow, +1 attack, +1 body flip/throw 
  Level 13: +1 initiative, +2 parry, +2 strike with punches 
  Level 14: Death Blow! +2 damage, +2 pull punch 
  Level 15: +1 attack
  Hertza Haeon:
  PPE: 3
  The Hertza Haeon is a technique in which the cyborg focuses their internal power to a frequency that 
  will disrupt electrical impulses within living beings, causing additional damage. The Hertza Haeon allows the 
  cyborg to do double damage with the attack, but the cyborg themselves take 1 HP damage each time the 
  attack is used. The Hertza Haeon will not work through armor, however, it does work through forcefields, doing 
  1/2 damage to the field, and 1/2 damage to the target. The Hertza Haeon is fully effective against partial 
  conversion borgs, but only 50% as effective on full conversion borgs. 
  Penetrating Strike:
  PPE: 4
  Penetrating strike enables the character to penetrate armor, including power armor and the bodies of 
  cyborgs! The character does normal damage to the armor and 1 point of SDC to the target in the armor or the 
  organic portion of the cyborg for each 1d6 the attacker does in SDC damage (if the attack does 5d6 SDC, the 
  target within the armor takes 5 points SDC, 1 MD point means 15 SDC to the target within the armor). Add 1/2 
  the normal SDC P.S. bonus to the damage done through the armor as well. If the damage gets through the 
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  SDC and starts affecting HP (in the case of cyborgs, it immediately affects HP), the target must save vs 
  psionics or be knocked unconscious by the blow.
  Final Blow:
  PPE: 4 Base +1 per 1 PS
  The Final Blow technique allows the character to do supernatural damage, but at a potential of killing 
  the character! By spending the base 4 PPE, the character can do damage as though their PS is supernatural. 
  For each additional PPE spent, the character's effective PS increases by 1. The downside of this attack is 
  severe. For the base 4 PPE, the character takes 2d6 +4 damage directly to HP. For each additional point of 
  PPE, the character takes an additional 1 HP damage. The Final Blow is active 1 melee round. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/krabi_krabong.htm
  KRABI KRABONG (EXCLUSIVE) 
  By Kuseru
  Entrance Requirements: Restricted to Honorable Alignments. Attribute Restrictions are: M.E.: 
  10. 
  Skill Cost: 10 years.
  Krabi-Kabrong, the predecessor Thai Kick Boxing, an ancient weapons based art is taught to 
  the Thai Military and many other martial artists. Krabi-Kabrong teaches six different weapons: 
  Staff, Gnow (bladed staff), single sword, double sword, Mai Sau (wooden club worn on the 
  forearm), and the combination of spear and shield. During training the student will start learning 
  to use the weapons against the same type of weapon. After time and learning have progressed, 
  weapons will then be matched against the other types in order to learn the strengths and 
  weaknesses of each. Krabi-Kabrong employs unarmed techniques that are precursors of Thai 
  Kick Boxing. Buddhism is an integral part of the training. 
  Krabi-Kabrong also involves spirituality and tradition that is very important to the Thai people. 
  Initially students go through a ceremony in which they will be protected from injury, during this 
  ceremony they promise to uphold five principles of Krabi-Krabong: 1) always speak the truth 
  and never seek to deceive others, 2) never steal, 3) never take life in vain (both human and 
  animal), 4) never engage in wrongful sex, and 5) do not use alcohol and other mind altering 
  drugs. Additionally each student must perform the dance-like Wai Kru before a fight. The Wai 
  Kru is deeply embedded in Thai culture due to their Buddhist beliefs because it pays homage to 
  the students' deities, their ancestors, their instructor and all those who have passed away 
  teaching the art. 
  Costume: Bright blue pants and tunic.
  Stance: Facing opponent with one foot forward and the other back, shifting balance from foot to 
  foot in preparation to kick. Arms extended forward grasping weapon. 
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +15 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll, Maintain Balance.
  Attack Moves: Leap.
  Basic Defensive Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Break fall.
  Hand Attacks: Punch, Power Punch, Backhand, Palm Strike.
  Foot Attacks: Kick, Snap Kick, Trip/Leg Hook. 
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Leap Attack, Death Blow, Critical, Combination Strike/Parry, Knee, Elbow, 
  Forearm.
  Weapon Katas: WP Gnow(bladed staff), WP Mai-Sau(wood club worn on forearm), WP Paired--
  Spear and Shield, WP Paired--Swords, WP Staff, WP Sword.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
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  http://www.geocities.com/kuseru/PMAN/Styles/krabi_krabong.htm
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select one power from Body Hardening, Martial Art Techniques, or 
  Special Katas.
  Language: Thai.
  Cultural Skills: Ritual Dancing.
  Philosophical Training: Buddhism.
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Parry, +1 t Dodge, +2 to Strike.
  2nd: +2 to Roll.
  3rd: +1 to Maintain Balance, KO/Stun on a 19 or 20. 
  4th: +2 to Damage with weapon, Critical on an 18, 19, or 20.
  5th: +1 Attack, +1 to Damage.
  6th: +1 to Strike, +1 to Maintain Balance.
  7th: Select one power from Body Hardening, Martial Art Techniques, or Special Katas.
  8th: +1 to Roll, +2 to Damage with weapon.
  9th: +1 to Maintain Balance.
  10th: +1 to Attack, +2 to Parry/Dodge.
  11th: +2 to Damage with weapon. 
  12th: +1 to Damage, +1 to Maintain Balance.
  13th: +1 to Roll, Select one power from Body Hardening, Martial Art Techniques, or Special 
  Katas.
  14th: +1 Attack, +1 to Parry.
  15th: Death Blow on a Natural 19 or 20.
  WHY STUDY KRABI KRABONG?
  A dangerous martial art with its use of weapons and good unarmed techniques make up for its 
  lack of mental powers.
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  http://www.geocities.com/kuseru/PMAN/Styles/krav_maga.html
  Krav Maga 
  By danzig138
  This is a relatively unique style of fighting developed by Imi Lichtenfeld in the 1940's ( around 1948 ), in 
  Israel. Lichtenfeld felt that existing martial arts were not quite adequate for streetfighting, so he began to study 
  how people responded to attacks, and developed this style based on the body's natural movements. 
  Krav means " combat", "fighting", or "battle". Maga translates as "touching" or "in contact", and Krav 
  Maga is usually translated as "Combat Contact". This is the official fighting style of the Israeli Defense Forces, 
  and was initially secret. But in 1963-64, the style became open to civilians, and has since spread to places such 
  as Brazil, the USA, France, Norway, and England. It teaches it's students a philosophy of independence and 
  self-confidence. It has four main principals: Courage, Emotional Stability, Patience, and Self-Respect. In 
  combat, the philosophy ranges from "don't get hurt", to" kill the other guy before he kills you". One of the more 
  unique aspects of Krav Maga is that it adapts to the student, instead of the student adapting to it. This is part of 
  what makes it popular.
  Today, the style is taught to all kinds of people, from children to elderly people. Most of the students 
  study the self-defense aspects, but never really get into the streetfighting techniques. It has become popular 
  with many law-enforcement officials and military personnel, including the F.B.I., the C.I.A., and several 
  Brazillian Special Forces units. 
  Entrance Requirements: None
  Skill Cost: 3 years
  Costume: Standard Gi
  Stance: Initially none. Students are taught to react from various natural positions, such as sitting, or lying down. 
  Once combat starts, the student assumes a stance with his feet spread shoulder's-width apart. The majority of 
  his weight is carried on the front foot. His body is turned slightly ( providing a smaller target, and protecting the 
  groin ), and his hands are at shoulder level, in front of his face. 
  CHARACTER BONUSES
  Add 1 to M.A.
  Add 1 to P.S. 
  Add 1 to P.P. Add 1 to P.E. Add 5 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 2 
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance. 
  Basic Defense Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Breakfall, Circular Parry, Combination Parry/Attack, Disarm.
  Hand Attacks: Strike ( Punch ), Knife Hand, Power Punch, Backhand, Palm Strike. 
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick, Tripping/ Leg Hook.
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick. 
  Special Attacks: Death Blow, Knee, Forearm, Elbow, Body Flip/Throw, Combination Grab/Kick, Groin Slap ( 
  used against someone who is holding you, this is a "slap" to the groin. Requires a strike roll of 13 or better, 
  inflicts 1D6 damage, plus the victim must Save vs. Pain, or lose Initiative and 1-2 attacks ), Groin Kick with 
  Hammer Strike ( This requires two strike rolls. The first is for a kick to the groin, which, if successful, inflicts 
  1D8 damage, and a Save as per the Groin Slap, followed up by a Hammer Fist to the face or back of the neck 
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  http://www.geocities.com/kuseru/PMAN/Styles/krav_maga.html
  for 1D8 damage ). 
  Holds/Locks: Choke, Crush/Squeeze, Neck Hold, Neck Hold/Choke, Arm Hold, Wrist Lock, Elbow Lock, 
  Paralysis Attack.
  Weapon Katas: Knife, Short Staff, Long Staff ( Military personnel learn to use their riflesas staffs also ).
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear. 
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Blood Flow Atemi, Grasping Hand Atemi.
  Physical: Athletics, Pressure Point Control Tactics ( by Lee Casebolt ).
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +2 Roll with Punch/Fall/Impact, +1 Dodge. 
  Level 2: +1 Strike, +2 Parry.
  Level 3: +1 Attack per Melee, +1 Maintain Balance, Knock-Out/Stun on Natural 20.
  Level 4: +1 Damage, +1 Dodge, +1 Disarm.
  Level 5: +1 Strike, +2 to Holds*.
  Level 6: +1 Attack per Melee, +1 Parry, Critical Strike on Natural 19-20.
  Level 7: +2 Roll with Punch/Fall/Impact, +1 Dodge, knock-Out/Stun on Natural 19-20.
  Level 8: +1 Maintain Balance, Death Blow on Natural 20.
  Level 9: +1 Attack per Melee, +2 Disarm. 
  Level 10: +2 Parry/Dodge, and Roll with Punch/Fall/Impact.
  Level 11: +1 Strike, Knock-Out/Stun on Natural 18-20.
  Level 12: +1 Attack per Melee, Critical Strike on Natural 18-20. 
  Level 13: +2 to Holds*, Death Blow on Natural 19-20.
  Level 14: +2 Roll with Punch/Fall/Impact, +1 Dodge.
  Level 15: +1 Strike/Parry, +2 Disarm, Knock-Out/Stun on Natural 17-20.
  * Applies to all of the manuevers listed under Holds, above. 
  Why Study Krav Maga?
  For practical self-defense that can be learned in a short time, this is hard to beat. Unfortunately, it is 
  weak on the mystical, inner aspects.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/krav_maga2.html
  KRAV MAGA
  By Kuseru
  Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: I.Q.: 8, P.P.: 10. 
  Skill Cost: 6 years.
  Krav Maga first appeared about 40 years ago, it was created by the Israeli Defense forces to 
  teach self defense to a many people with varying abilities in a short amount of time. Krav Maga 
  utilizes techniques from Aikido, Boxing, Judo, Jujitsu, and Karate. The style builds on natural 
  reflexes so the student can build up a number of simple, effective techniques for different 
  situations especially grappling. Krav Maga has no Katas or specific sequences that must be 
  followed. Students use the basic sequence of moves with any other dynamic moves to fend off 
  an attack, the idea being adapt and improvise. Students are also taught effective striking 
  techniques. Punching is taken from boxing as opposed to the traditional martial art styles and 
  low kicks to knee and groin are emphasized. Defense against stick, knife, gun, and bayonet 
  rifle are also taught. As training continues, learning to deal with multiple armed opponents are 
  introduced. Situations do not have specific sequences since predicting the actions of people is 
  near impossible, so the student must use is taught to cope with any situation. In addition, 
  hostage situations, covert debilitation, and assassination are taught.
  Costume: Casual sweat pants, tennis shoes, and a white t-shirt. 
  Stance: None.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +2 to P.P.
  Add +2 to P.E.
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: Multiple Dodge, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand.
  Foot Attacks: Kick, Snap Kick, Trip/Leg Hook.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Critical, KO/Stun, Combination Grab/Kick, Knee, Elbow, Choke.
  Holds/Locks: Neck Hold, Wrist Hold, Wrist Lock, Entangle.
  Weapon Katas: WP Stick(Baton), WP Knife.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select one power from Martial Art Techniques or Body Hardening.
  Language: Hebrew.
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll, +1 to Parry/Doge, +1 to Strike.
  2nd: +1 to Disarm, KO/Stun on a 19 or 20.
  3rd: +2 to Damage, +1 to Parry/Dodge.
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  4th: +1 Attack, +1 to Roll.
  5th: +2 to Punch, Select one power from Martial Art Techniques or Body Hardening.
  6th: +1 to Disarm, Critical on a 19 or 20. 
  7th: +1 to Damage, +1 to Kick
  8th: +1 to Punch, +1 to Parry/Dodge.
  9th: +1 Attack, +2 to Roll.
  10th: +1 to Damage, Select one power from Martial Art Techniques or Body Hardening.
  11th: +2 to Disarm, Death Blow on a Natural 20.
  12th: +1 to Punch, +1 to Parry/Dodge.
  13th: +1 Attack, +1 to Roll.
  14th: +1 to Strike, +1 to Kick. 
  15th: Select one power from Martial Art Techniques or Body Hardening.
  WHY STUDY KRAV MAGA?
  A modern, effective self defense art that deals well with multiple attackers and new or 
  unexpected situations. Good overall technique for those in a hurry.
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  http://www.geocities.com/kuseru/PMAN/Styles/kuk_sool_won.html
  Kuk Sool Won ( Exclusive ) 
  By danzig138
  Kuk Sool Won is a martial art form that has it's roots in the very ancient martial traditions of Korea. It derives it's 
  techniques from the arts, Sado Mu Sool ( Tribal/Family martial Arts ), Bulkyo Mu Sool ( Buddhist Martial Art ), Koong 
  Mu Sool ( Royal Court Martial Arts ). 
  These were the first martial arts developed in Korea. Kuk Sool Won was founded in 1961 by Grandmaster In 
  Hyuk Suh after more than one-half of a century of research. He brought Kuk Sool to the United States in 1974. 
  Kuk Sool is a "Hard-Soft" style, meaning it combines soft, circular techniques with hard, straight-line techniques. 
  The style places a strong emphasis on speed and grace, and the development of internal, ki, or chi energy. 
  The approach to combat will vary with the practitioner. Some will react in a circular, defensive manner, 
  attempting to use the opponent's energy against him, while some will simply lash out with strong, fast attacks, intending to 
  disable the opponent as soon as possible. 
  Training in Kuk Sool is readily available in many parts of the world. 
  Entrance Requirements: None
  Costume: Standard karate gi, with minor differences that vary by standing 
  Stance: Varies. Kuk Sool uses several different stances that are used in different situations. 
  CHARACTER BONUSES 
  Add 1 to P.S.
  Add 1 to P.P. 
  Add 1 to P.E. 
  Add 10 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee: 2 
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance 
  Attack Moves: Back Flip, Cartwheel
  Basic Defensive Moves: Dodge, Parry, Automatic Parry 
  Advanced Defenses: Combination Parry/Attack, Circular Parry 
  Hand Attacks: Strike ( Punch ), Palm Strike, Fore-Knuckle Fist, Knife Hand, Fingertip Attack 
  Basic Foot Attacks: Kick Attack, Snap Kick, Axe Kick, Roundhouse Kick, Tripping/Leg Hook, Reverse Turn Kick 
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick 
  >Special Attacks: Death Blow, Leap Attack, Body Block/Tackle, Body Flip/ Throw, Elbow, Knee, Choke Hold 
  Holds/Locks: Arm Hold, Body Hold, Wrist Lock, Elbow Lock 
  Weapon Katas ( Pick three ): W.P. Sword, W.P. Staff, W.P. Spear, W.P. Rope ( equal to W.P. Chain ), W.P. Fan ( see 
  below ) 
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear 
  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers: Select two from Atemi Abilities, Chi Mastery, Martial Art Techniques, or Specialty Katas 
  Physical: Gymnastics 
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  Philosophical Training: None or Buddhism 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Strike 
  Level 2: +1 to Parry/Dodge 
  Level 3: Knock-Out/Stun on a Natural 19-20, +1 to Back Flip/Cartwheel 
  Level 4: +1 Attack per Melee, +1 Damage 
  Level 5: Critical Strike on a Natural 19-20, +1 to Maintain Balance 
  Level 6: Select one additional Martial Art Power from Atemi Abilities, Chi Mastery, Martial Art Techniques, or Specialty 
  Katas 
  Level 7: +1 to Strike, Parry, Dodge 
  Level 8: +1 Attack per Melee, Knock-Out/Stun on a Natural 18-20 
  Level 9: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance 
  Level 10: Critical Strike on a Natural 18-20 
  Level 11: Select one additional Martial Art Power from Atemi Abilities, Chi Mastery, Martial Art Techniques, or 
  Specialty Katas 
  Level 12: +1 Attack per Melee 
  Level 13: +2 to Parry/Dodge 
  Level 14: +1 to Strike/Damage 
  Level 15: Death Blow on a Natural 20 
  Why Study KUK SOOL WON?
  Kuk Sool Won is a well-balanced art, providing long-range attacks, short-range attacks, and grappling skills, 
  combined with a fair degree of internal, chi training. 
  W.P. Fan 
  ( From Rifts Japan )
  Bonuses: +1 to parry at levels 1,3,6,9,12,and 15. 
  Damage: 1D4 
  It can be used in place of a sword or knife to parry attacks.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/hth_kungfu.htm
  Hand to Hand: Kung Fu (Quickie version)
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  There are a variety of different styles of kung fu. What follows is a variation of Chinese Fu 
  Chiao Pai "Tiger Claw." The focus of this martial art is on strength and power, building strength 
  an endurance. It is a very offensive styles stressing linear attacks and solid, maximum 
  damaging strikes.
  Requirements: Three skill selections.
  Attacks Per Melee: 2
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Back 
  Flip, Dodge, Parry, Auto Parry, Punch, Claw Strike, Palm Strike, Kick, Tripping/Leg Hook, 
  Backward Sweep, Knock-Out/Stun, Critical Strike, Critical Strike from Behind.
  Level Advancement Bonuses
  1st: +2 to roll with punch/fall/Impact.
  2nd: +1 to strike and +2 to damage.
  3rd: Backhand and Crescent Kick.
  4th: One additional attack per melee round.
  5th: +2 to parry and dodge.
  6th: Leap Attack.
  7th: +1 to leap (add six feet) and +2 on initiative.
  8th: One additional attack per melee round.
  9th: Critical strike on an unmodified roll of 18, 19 or 20.
  10th: +1 to strike and +3 to damage. 
  11th: +2 to roll with punch/fall/Impact,+1 to leap (add six feet).
  12th: Jump Kick.
  13th: +1 to parry and dodge.
  14th: One additional attack per melee round.
  15th: Death Blow on a Natural 20.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_kungfu.htm [1/4/2003 9:39:34 PM]
  
  Kung Jung Musul
  Kung Jung Musul (Palace Martial Skill)
  By Ray Bull
  This style dates from about 625 A.D., having been founded in the pre-Korean kingdom of Silla. Created 
  as a martial art for palace guards, it has survived until modern day by teaching skills that any bodyguard would 
  find valuable. Even the Hwarang adapted some of it's training methods for use in Hwarang Do. To survive the 
  periods in Korean history when martial arts were out of favor or banned by conquering foreigners, Kung Jung 
  Musul became a secret style. It was passed from master to student in the strictest secrecy, down through the 
  ages. In fact the existence of this style is one of the greatest secrets of the bodyguard community.
  To learn Kung Jung Musul, one must go to Korea and seek out the grandmaster of this style. Any 
  freelance bodyguard who knows this style will not teach it to the general public as it represents his, and his 
  brothers in arms, edge against the enemy.
  In combat, a Kung Jung Musul stylist will instantly assess his opponent. If a threat they will be 
  eliminated as fast as possible. If not they will be verbally pacified, and shuffled out of the way. Ancient weapons 
  are taught as part of the curriculum to encourage proficiency in using both hands and to enhance the 
  effectiveness of the art.
  Entrance Requirements: Anyone seeking to learn Kung Jung Musul must have the Bodyguard skill package
  Skill Cost: 9 years (Primary), 4 years (Secondary) 
  Costume: Normal Clothing
  Stance: None 
  CHARACTER BONUSES
  Add +5 to Chi
  Add +1 to M.E.
  Add +1 to P.E.
  Add +1 to Spd.
  Add +10 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Leap, Maintain Balance
  Attack Moves: Leap, Somersault
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Multiple Dodge, Disarm, Circular Parry, Combination Parry/Attack
  Hand Attacks: Strike (Punch), Backhand, Palm Strike, Knife Hand
  Basic Foot Attacks: Kick Attack, Crescent Kick, Wheel Kick, Backwards Sweep, Reverse-Turning Kick
  Special Attacks: Deathblow, Body Block/Tackle, Automatic Body Flip/Throw, Critical Body Flip/Throw, 
  Crush/Squeeze, Choke, Combination Grab/Kick, Paralysis Attack, Leap Attack
  Weapon Katas: W.P. Dan Sang Gum, W.P. Dan Sang Gum (Paired), W.P. Dan Bong, W.P. Dan Bong (Paired)
  Holds/Locks: Neck Hold/Choke, Arm Hold, Automatic Arm Lock
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike 
  from Behind 
  http://www.geocities.com/kuseru/PMAN/Styles/kung_jung_musul.html (1 of 2) [1/4/2003 9:39:36 PM]
  
  Kung Jung Musul
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: You may select a total of three (3) Powers from among Body Hardening Exercises, Martial 
  Arts Techniques, and Special Katas.
  Languages: Korean
  Survival: Interrogation, Concealment
  Cultural: Holistic Medicine
  Weapon: W.P. Dang Sang Gum, W.P. Dang Sang Gum (Paired), W.P. Dan Bong, W.P. Dan Bong (Paired)
  Temple: Fasting
  Philosophical Training: Buddhism 
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. 
  Moo Gi Gong (5 Years), Sankukai (6 Years), Tae Kwon Do (4 Years), Tai Chi Ch'uan (5 Years), Taido (7 
  Years), Te (4 Years), Yu Sool (7 Years) 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Disarm, Critical Strike on a Natural 20, Critical Strike from 
  Behind
  Level 2: +1 to Parry/Dodge, +1% to Detect Concealment, Knockout/Stun from Behind
  Level 3: +1 Attack per Melee, +1 to Strike
  Level 4: +1 to Holds/Locks, +1% to Detect Ambush, Select one (1) Martial Arts Power from Body Hardening 
  Exercises, Martial Arts Techniques, or Special Katas
  Level 5: +1 to Body Flip/Throw (Body Flip/Throw now does 2d6 Damage), Critical Strike on a Natural 18+
  Level 6: +1 to Roll with Punch/Fall/Impact, +1 to Rear Attacks
  Level 7: +1 Attack per Melee, +1% to Detect Concealment, Select one (1) Martial Arts Power from Body 
  Hardening Exercises, Chi Mastery, or Martial Arts Techniques
  Level 8: +1 to Parry/Dodge, Add one (1) Level to Weapon Kata: W.P. Dan Sang Gum (Paired)
  Level 9: +1 to Damage, +1 to Disarm, +1% to Detect Ambush
  Level 10: +1 to Body Flip/Throw, Double Existing Chi
  Level 11: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, 
  Chi Mastery, or Martial Arts Techniques
  Level 12: +1 Attack per Melee, +3% to Detect Concealment, Add one (1) Level to Weapon Kata: W.P. Dan 
  Bong (Paired)
  Level 13: +1 to Strike, +1 to Rear Attacks
  Level 14: +1 to Parry/Dodge, +3% to Detect Ambush, Knockout/Stun on a Natural 19+
  Level 15: +1 to Damage, +1 to Holds/Locks 
  Why Study KUNG JUNG MUSUL?
  Kung Jung Musul stylists are dedicated to one thing, becoming exemplary bodyguards. As a martial art 
  Kung Jung Musul lacks focus. But as an enhancement for bodyguarding skills, it is unequaled.
  Note: The Dan Sang Gum is the Korean version of the Butterfly Sword. The Dan Bong is the Korean version of 
  the Escrima stick. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/kuno_ryu.htm
  Kuno Ryu
  By Himura_Battosai
  Entrance Requirements: Limited to honorable minimum attributes include I.Q. 9, P.P. 10 
  Skill Cost: 8 years (5 years as a secondary form)
  Kuno Ryu is a school of swordsmanship formed in the 1700's, founded by Kuno Taro. Kuno Ryu is a Katana 
  style of sword play and does not use the daisho as paired weapons. Over the years it has become an effective 
  form when used in Kendo. 
  Costume: Keikogo (quilted navy blue jacket) and a hakama
  Stance: Facing opponent with one foot forward and the other back. arms extended forward with sword in a two 
  handed grip. 
  CHARACTER BONUSES 
  Add 5 to Chi
  Add 2 to M.E.
  Add 2 to M.A.
  Add 1 To P.E.
  COMBAT SKILLS 
  Attacks per Melee: 4
  Escape Moves: Roll with punch/fall/impact, Maintain Balance
  Basic Defense: Dodge, Parry, Automatic Parry
  Advanced Defenses: Multiple Dodge, Combination parry/attack, power block/parry, Automatic Roll, Breakfall
  Hand Attacks: Strike (punch)
  Basic Foot Attacks: Kick attack, Backwards Sweep, Leg hook/trip
  Jumping Foot Attacks: Jump kick
  Special Attacks: Death Blow, Leap Attack, Combination strike/parry, Combination grab/slash, Forearm, 
  Thousand stabs (special) All attacks are delivered in the first melee attack. for the rest of the melee cannot 
  dodge, only parry
  Weapon Katas: W.P. Katana, W.P. Wakizashi, W.P. Bokken
  http://www.geocities.com/kuseru/PMAN/Styles/kuno_ryu.htm (1 of 2) [1/4/2003 9:39:39 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/kuno_ryu.htm
  Modifiers to Attacks: Pull Punch, Knock out/stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Select Three powers from among Body Hardening, Martial Art Techniques, or Special 
  Katas. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as 
  desired.
  Language: Japanese
  Cultural Skills: haiku, Calligraphy, Ukio-E (ink brush painting)
  Physical Skills none
  Philosophical Training: Zen
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Zanji 
  Shinjinken Ryu (4 years), Te (3 years), Hiten Misurugi Ryu (6 years), Jujutsu (3 years)
  LEVEL ADVANCEMENT BONUSES 
  1st + 2 Strike, + 1 parry/Dodge, + 1 Roll with punch/fall/impact, Critical strike or Knock out from Behind
  2nd + 1 dodge, + 2 maintain Balance
  3rd + 1 Attack per Melee, + 1 Roll with Punch/fall/impact
  4th + 1 Strike, Select one additional martial art power from body hardening, martial art techniques, or special 
  katas
  5th + 1 dodge/parry, + 1 roll with punch/fall/impact
  6th + 1 Attack per melee, + 2 maintain Balance
  7th + 2 break Fall, + 1 strike, + 1 dodge
  8th + 1 Attack per melee, Critical Strike 18-20
  9th double Chi, knock out/stun, 19-20
  10th + 1 attack per melee, + 1 strike, + 1 parry
  11th + 1 dodge, Select one additional martial art power from body hardening, Chi Mastery, or special katas
  12th + 1 break fall, + 1 roll with punch/fall/impact
  13th + 1 Attack, Death 18 - 20
  14th + 1 dodge, knock out/stun 19-20
  15th + 1 dodge/parry, + 1 attack per melee, One Zenjorike power
  WHY STUDY Kuno Ryu?
  Uh! To be like Kuno Tatewaki. A sword from that blends the aggressive approach of Zanji Shinjinken Ryu with 
  more defensive moves. Has problems dealing with multiple attackers. It works well as a dueling Form.
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  http://www.geocities.com/kuseru/PMAN/Styles/kuntao.html
  KUNTAO
  By Kuseru
  Entrance Requirements: No Alignment Restrictions. Minimum Attributes are: P.S.: 8, P.E.: 8, 
  and Spd.: 8. 
  Skill Cost: 8 years.
  The Fukien Chinese word for fist way or law is Kuntao(also spelled Kuntau or Cuntao). 
  Movements are composed of jumping and swinging shoulders with the body's joints and 
  muscles locked in forming one unit. The student of Kuntao will strike his opponent before the 
  opponent can respond. He stands like a tree, then explodes much like a force of nature. A 
  Kuntaoist's hands are known as "fire hands" because of the kind of strikes executed. The 
  master believes that if he has one finger on his body that can move, he has one finger he can 
  kill with. All strikes are delivered in a bull whip fashion and the body cracks like an alligator's 
  tail. If done properly the enemy will fall without having seen the strike. Students of Kuntao train 
  the left side of the body for speed and the right side for power. This system trains the student's 
  kicks to step on the enemy's body, and his hands to strike in a similar way, a master will insure 
  that his attacks stay with the enemy as he falls. As with physical and mental training, there is a 
  spiritual focus for the student to follow throughout the day; wherever he is, he has to live a 
  prayer, knowing that everything in this world is totally dependent on the eternal mind. Yet, a 
  master drives himself hard everyday, believing that everything in the world depends on himself. 
  Costume: Street clothes.
  Stance: None.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +2 to P.E.
  Add +2 to Spd.
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 4
  Escape Moves: Roll, Maintain Balance.
  Attack Moves: Leap.
  Basic Defensive Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: None.
  Hand Attacks: Punch, Palm Strike, Backhand, Duo Knuckle Fist, Knife Hand, Uppercut, Power 
  Finger Tip Attack(Special! Does 1D6 Damage directly to Hit Points).
  Foot Attacks: Kick, Trip/Leg Hook, Snap Kick.
  Special Attacks: Leap, Critical, Death Blow, Knee, Elbow.
  Weapon Katas: None.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select two powers from Chi Mastery, Body Hardening, or Special Katas.
  Language: Chinese.
  Other Skills: Streetwise.
  Philosophical Training: Taosim.
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  http://www.geocities.com/kuseru/PMAN/Styles/kuntao.html
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, Ko/Stun on a 19 or 20.
  2nd: +1 to Damage, +1 to Initiative. 
  3rd: +1 Attack, Critical on a 19 or 20.
  4th: Death Blow on a Natural 20.
  5th: +1 to Damage, +1 to Initiative.
  6th: +1 to Roll, +1 to Strike.
  7th: Select one power from Chi Mastery, Body Hardening, or Special Katas.
  8th: +1 Attack, +1 to Damage.
  9th: +1 to Strike, +1 to Parry/Dodge.
  10th: Critical on an 18, 19, or 20. 
  11th: Select one power from Chi Mastery, Body Hardening, or Special Katas.
  12th: +2 to Damage, +1 to Initiative.
  13th: +1 Attack, KO/Stun on an 18, 19, or 20.
  14th: +1 to Roll.
  15th: Select one power from Atemi Abilities.
  WHY STUDY KUNTAO?
  A Dangerous martial art that has good offensive abilities. While Kuntao provides Chi skills it is 
  also relatively inflexible. 
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  Hand to Hand: Martial Arts ( Aikido )
  Kurama Ryu Kenjutsu
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include P.P.: 12, and Spd.: 12.
  Skill Cost: 16 years (10 years as a Secondary Martial Art Style).
  Kurama-Ryu is a Japanese sword art developed by Ono Shokan between 1573-1593. Later, 
  this style was taught by the Shibata family who have been prominent sword instructors for the 
  Imperial guards and the police for over one hundred years.
  This style deals only with the katana. The school is characterized by its frequent use of 
  Ochiotoshi, a technique of cutting through the opponent's sword with your own.
  Training can be found from headmaster Shibata Tetsuo in Tokyo Prefecture Japan.
  Costume: Keikogi and Hakama
  Stance: Daijodan Kamae: In this stance, the body and head firmly face the opponent, with the 
  left leg advanced a half step and the right leg to the rear, at a 90 degree angle. The sword is 
  held above the head with the right hand gripping near the sword guard, over the head, and the 
  left hand gripping near the end of the sword in front of the forehead.
  CHARACTER BONUSES
  Add 5 to Chi
  Add 3 to P.P.
  Add 2 to Spd.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Somersault, Back Flip.
  Attack Moves: None.
  Basic Defensive Moves: Dodge, Parry, Auto Parry. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Auto Roll, 
  Break fall, Disarm.
  Hand Attacks: Punch, Rotary Palm Strike, Backhand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick.
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap, Knee, Elbow, Forearm, Combination Grab/Attack, 
  Combination Parry/Attack.
  Holds/Locks: None.
  Weapon Kata: W.P. Katana.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  Martial Art Technique: Ochiotoshi: This technique involves striking an opponent's weapon with 
  enough force to cut through it. This technique only works against a successful parry. If the 
  defender successfully parries, the attacker using this technique rolls a D20 to determine 
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  Hand to Hand: Martial Arts ( Aikido )
  whether or not the defending weapon was cut through (and likely broken). A Natural 12 or 
  higher, with no bonuses, must be rolled to successfully cut through an opponent's weapon.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select two (2) Powers from Martial Art Techniques or Special Kata.
  Languages: Japanese.
  Weapon Proficiencies: W.P. Katana.
  Philosophical Training: Zen Buddhism.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Tenshin Shoden Katori Shinto Ryu Kenjutsu (6 Years), or Zanji Shinjinken Ryu (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Initiative, +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 
  20.
  2nd: Add one die of damage to W.P. Katana.
  3rd: Select One (1) Martial Art Power from Martial Art Techniques or Special Kata.
  4th: +1 Attack per Melee, +1 to Initiative.
  5th: +2 to Maintain Balance, Somersault, and Back Flip.
  6th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
  7th: +1 Attack per Melee, +1 to Initiative.
  8th: Select One (1) Martial Art Power from Martial Art Techniques or Special Kata.
  9th: +2 to Strike, +1 to Maintain Balance, Somersault and Back Flip.
  10th: Add one die of damage to W.P. Katana.
  11th: +1 Attack per Melee, +2 to Parry/Dodge.
  12th: Select One (1) Martial Art Power from Martial Art Techniques or Special Kata.
  13th: Death Blow on a Natural 19 or 20.
  14th: +1 Attack per Melee, +1 to Strike.
  15th: Select One (1) Martial Art Power from Martial Art Techniques or Special Kata.
  Why Study Kurama Ryu Kenjutsu?
  A deadly martial art that has the disadvantage of being dependent upon a single weapon for 
  effective combat.
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  Kyodai na Keru Do
  Kyodai na Keru Do (Way of the Giant Kick) 
  By Ray Bull 
  This style was founded in 1989 by Matayoshi Takeda. Takeda was originally a Taido stylist, but while 
  watching a Capoeira demonstration he was amazed by the grace, beauty, and originality of the style. Breaking 
  away from the Taido teachings, Takeda began to follow his own path. Combining what he knew with what he 
  learned of Capoeira, Takeda then formed his own school. Tragedy struck in 1995. The massive Kobe 
  earthquake demolished the school. Master Matayoshi was believed to be in the school, but no-one knows since 
  his body has never been found. His -hopeful- students believe him to be on a muso-shugyo (Warrior's 
  pilgrimage) since he was enamored of Japan's Warring States Period. Others believe him to be on a pilgrimage 
  to all of the Buddhist temples in Japan, because Takeda was a devout Buddhist and talked about this often.
  A student of Kyodai na Keru Do (KnKD), is a whirlwind of motion in combat. Leaping and moving at 
  every possible angle, a KnKD stylist buries his opponent underneath a flurry of kicks.
  The only school of Kyodai na Keru Do is in Kobe, Japan and is currently being run by the most senior 
  student. 
  Entrance Requirements: P.P.: 12+ 
  Skill Cost: 8 years (Primary), 4 years (Secondary) 
  Costume: standard Karate Gi
  Stance:  
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +2 to P.P.
  Add +1 to P.E.
  Add +3 to Spd.
  Add +10 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Leap, Cartwheel, Backflip
  Attack Moves: Backflip, Cartwheel, Handstand, Leap
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Multiple Dodge, Breakfall
  Hand Attacks: Strike (Punch), Backhand, Palm Strike, Knife Hand
  Basic Foot Attacks: Kick Attack, Snap kick, Roundhouse Kick, Crescent Kick, Wheel Kick, Axe Kick, Sweep 
  Kick, Trip/Leg hook, Backwards Sweep, Drop Kick, Reverse Turning Kick
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick, Flying Reverse Spinning 
  Kick (see Taido: page 115, N&SS), Double Jump Kick (New! Special! The character jumps up a kicks out with 
  both legs at the same time, striking two different targets. It deals a 1d8 damage Critical Strike to each target. 
  This must be the first and only attack of the melee round.)
  Special Attacks: Knee, Deathblow, Leap Attack, Spinning Leap Attack (see Taido: page 115, N&SS)
  Modifiers to Attacks: Pull Punch, Pull Kick, Critical Strike, Critical Strike from Behind 
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  Kyodai na Keru Do
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receive Body Hardening Exercise: Kick Practice. You may select a total of 
  two (2) Powers from among Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon 
  Katas Allowed). 
  Languages: Japanese
  Physical: Aerobics, Plyometrics
  Philosophical Training: Buddhism 
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. 
  Cha Chuan (5 Years), Kuk Sool (4 years), Tae Kwon Do (4 years), Taido (7 Years) 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Damage, Critical Strike from Behind, Critical Strike on a Natural 20
  Level 2: +2 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, 
  Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed) 
  Level 3: +1 to Maintain Balance, +1 to Parry/Dodge
  Level 4: +1 to Leap (Add 6 feet to Leap distance), +1 to Strike with Jump Attacks
  Level 5: +1 Attack per Melee, +1 to Strike
  Level 6: Deathblow on a Natural 20, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial 
  Arts Techniques, or Special Katas (No Weapon Katas Allowed)
  Level 7: +1 to Damage, +1 to Roll with Punch/Fall/Impact
  Level 8: Critical Strike on a Natural 18+, +1 to Strike with Jump Attacks
  Level 9: +1 Attack per Melee, +1 to Parry/Dodge
  Level 10: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, 
  Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed)
  Level 11: +1 Attack per Melee, +1 to Strike
  Level 12: +1 to Leap (Add 6 feet to Leap distance), +1 to Strike with Jump Attacks
  Level 13: +1 to Maintain Balance, +1 to Damage
  Level 14: +1 to Roll with Punch/Fall/Impact, Select either Chi Mastery [Positive]: Body Chi or Chi Mastery 
  [Positive]: Lightning Speed
  Level 15: +1 Attack per Melee, +1 to Parry/Dodge 
  Why Study KYODAI NA KERU DO?
  A fast, dynamic martial art that is the ultimate in kicking styles. While Kyodai na Keru Do is able to deal 
  with multiple attackers, it has problems confronting grappling stylists. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/kyokutan_chagi.htm
  Kyokutan Chagi
  By Sinestus
  Unlike many styles which train fighters in a variety of complex maneuvers which allow them to 
  throw a multitude of attacks all ending in the same basic result, Kyokutan Chagi emphasizes 
  knowing functional techniques that require little imbalance to the fighter. This style focuses on 
  the control of the fighters movements to compliment the opponent in such a way that although it 
  seems an even umber of blows are exchanged, only the opponent suffers excessive damage.
  Students are taught to respect violence and never treat it as a game. Physical conflicts are to 
  be avoided whenever possible; however, if avoidance is proven impossible or unlikely, then one 
  is to deal with the source quickly. Opponents are to be incapacitated, then discouraged from 
  seeking further combat. Maiming is encouraged. Often, once an opponent is rendered 
  unconscious, a few fingers are removed from a hand as a reminder of what violence brings 
  about.
  Like Drunken Style Kung-fu, the big power in this style in the use of the Roll Attacks. Roll attack 
  are only optional following a successful roll maneuver. The move takes two actions, but it 
  occurs in a single exchange. (Thus opponent strikes, defender rolls with impact and 
  immediately performs a roll-kick after.) Roll attacks cannot be automatically defended against 
  (except for automatic rolls), and get both the Roll and Strike bonus to the attack (but only half 
  the damage bonus). Roll Attacks can only use basic hand strikes, snap kicks, kick attacks, 
  tripping leg hooks, and crescent kicks.
  Requirements: P.P.: 12, P.E.: 10, M.A.: 13
  Training: 8 years
  Character Bonuses
  +1 to P.E. 
  +2 to P.P. 
  +5 to Spd 
  +10 to Chi
  Stance: Relaxed, sidelong with opponent, weight shifting from foot to foot, usually with one 
  hand in a pocket (holding a concealed weapon).
  Outfit: Normal clothing
  Combat Skills
  Attacks per Melee: 3
  Hand Attacks: slap/palm strike (only deals 1D4), backhand.
  Foot Attacks: tripping leg hook, backward sweep, axe kick, crescent kick, kick attack, snap 
  kick, roundhouse, turning Kick (dodge/kick)
  Basic Defense Moves: parry, dodge, automatic parry
  Advances Defense Moves: automatic roll, automatic dodge, multiple dodge
  Holds/Locks: leg hold
  Escape Techniques: roll
  Modifiers to Attack: critical, critical from behind, knockout from behind, knockout from roll 
  attack
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  http://www.geocities.com/kuseru/PMAN/Styles/kyokutan_chagi.htm
  Special Moves: Roll Attack (described above), leg hook/drop (a hooking kick targeting the 
  head, requires 15+ for success, pulls both combatants to ground as per a throw, but cannot 
  maintain balance, deals 2D4 to victim, KO on natural 19+.)
  Weapon Katas: Knife (specializing in single edged folding blades)
  Additional Skills: plyometrics, anticipation (snap kicks only)
  Martial Arts Powers: Select either Chagi (Kick Practice) or the Art of Escape, and select two 
  powers from Arts of Invisibility, Body Hardening, or Martial Arts Techniques.
  Level Advancement Bonuses 
  (use dodge bonus with P.P. for auto dodge)
  1st: +2 to Roll Attack, +2 to Automatic Roll/roll with impact.
  2nd: +2 to strike, +1 to initiative and dodge, critical from behind
  3rd: +1 attack, +1 to anticipation with kicks, knockout from behind
  4th: +1 to roll attack, +2 to parry, +1 dodge
  5th: Select one power from Arts of Invisibility or body Hardening
  6th: +2 to automatic roll/roll with impact, Successful roll with impact reduces damage to one-
  third.
  7th: Critical on 18+, +1 dodge, Automatic Knockout on Natural 20 with Roll attacks
  8th: Gains Backflip defend/attack (use Roll attack bonus only)
  9th: +1 attack, +1 to anticipation with kicks, +2 to damage Can Use Roundhouse with Roll 
  Attacks
  10th: Select one power from Specialty Katas or Chi Mastery, successful roll with impact 
  reduces damage to one-quarter.
  11th: Critical 17+, Automatic Knockout on natural 18+ with Roll Attack
  12th: +1 to strike, +1 attack, +1 to dodge
  13th: Can parry sweeps/leg hooks with snap kicks
  14th: Gains Leap Attack, successful roll with impact negates damage.
  15th: +1 to automatic roll/roll w/impact, +1 to roll attacks.
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  Kyudo
  Kyudo (The art of killing by the bow) 
  By Night Flyer 
  Kyudo, the Way of the Bow, is the oldest of Japan's traditional martial arts. Between the 4th and the 9th 
  century, China's Confucianism had a great influence on Japanese archery, especially the belief that through a 
  person's archery their true characters could be determined. Hundreds of years of influence by the Shinto and 
  Zen Buddhist religions along more practical need of warriors helped shape Kyudo. Competition between 
  practitioners consist of contests one being where seated archers fire as many arrows as they can through a 
  corridor with a low ceiling at a target at the end. 
  Entrance Requirements: Characters must be of an Honorable Alignment and committed to a Zen Doctrine. 
  Minimum Attributes are P.P.:11
  Skill Cost: 10 Years (6 as secondary) 
  Costume: Simple yet elegant traditional clothes
  Stance: Legs firmly planted on the ground, chest relaxed and open, the head turned toward the target.
  CHARACTER BONUSES
  Add +2 to Initiative
  Add +3 to P.P.
  Add +10 to S.D.C.
  Add +10 to Chi
  COMBAT SKILLS
  Attacks per Melee: 4 (2 in hand to hand)
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Hand Attacks: Strike (punch)
  Basic Foot Attacks: Kick Attack
  Special Attacks: Death Blow
  Weapon Katas: W.P. Bow, WP Targeting (already Figured into Form Bonuses)
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select Two Powers (2) from Arts of Invisibility, Chi Mastery, Martial Art Techniques or 
  Special Katas, Also Select one Zenjorike Power
  Language: Japanese
  Physical: Archery, Prowl, Horsemanship
  Cultural (Choose two): Ikebana, Bonsai, Calligraphy, Haiku, Ukio-E, or Go
  Philosophical Training: Zen/Confucianism  
  If this is your Primary Martial Arts form, then Zanji Shinjinken-Ryu can be learned in a shorter time (4 
  years)
  NOTE: Because of W.P. Targeting, add 20 ft to the effective range of the bow at every level
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 Parry/Dodge, +1 Strike 
  Level 2: +2 Roll with Punch/Fall/Impact, +1 Damage with bow only, +1 Strike w/ Bow 
  Level 3: +1 Strike w/ Bow, Select One (1) Martial Arts power from Arts of Invisibility, Chi Mastery, Martial Art 
  Techniques or Special Katas 
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  Kyudo
  Level 4: Critical Strike w/ Bow on 19-20, +1 Strike w/ Bow 
  Level 5: +1 Dodge, +1 Roll with Punch/Fall/Impact 
  Level 6: +1 attack per melee, Death Blow on Natural 20 
  Level 7: +1 Strike, Double existing Chi, +1 Strike w/ Bow 
  Level 8: Select One (1) Martial Arts power from Arts of Invisibility, Chi Mastery, Martial Art Techniques or 
  Special Katas 
  Level 9: +1 Roll with Punch/Fall/Impact, +2 Dodge 
  Level 10: +1 Strike w/ Bow, Critical Strike w/ bow 18-20 
  Level 11: +1 Strike, +1 Roll with Punch/Fall/Impact 
  Level 12: +1 attack per melee, +1 Damage with Bow only 
  Level 13: Select One (1) Martial Arts power from Arts of Invisibility, Chi Mastery, Martial Art Techniques or 
  Special Katas, +1 Strike w/ Bow 
  Level 14: +1 Damage with bow only, Double existing Chi 
  Level 15: +2 Dodge, Death Blow on Natural 19, 20 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/kyudo.html
  Kyudo (The Way of the Bow) 
  By Ray Bull 
  The bow has always been a highly respected and venerated part of Japanese culture. It is used in a 
  ritual dance to open every Sumo tournament. The vibration of it's string is thought to drive away ghosts. It is 
  also featured in many Shinto rituals. Kyudo was developed from Kyujutsu (The Art of the Bow) in the 16th 
  century when firearms were introduced to Japan and the bow was made obsolete in warfare. Now the bow is 
  the central part of a system of spiritual and physical development.
  A student of Kyudo will always enter combat slowly and deliberately. Never rushing or hurrying, but 
  always ready before the opponent arrives. Using slow and graceful movements the archer will prepare to shoot 
  at the target. A whistle arrow (Kabura-ya) is always fired first to unnerve opponents and to scare any spirits that 
  might be in the area. If the intent is to stun instead of wound then arrows with wooden balls on the tip instead of 
  arrowheads (Hikime) can be used. 
  A person seeking to learn Kyudo must go to Japan, where there are a large number of schools. 
  Entrance Requirements: None
  Skill Cost: 12 years (Primary), 6 years (Secondary)
  Costume: Black Gi top with white Hakama
  Stance: Weak side toward the target, feet slightly wider than shoulder width. Weak hand extended holding the 
  bow toward the target. Strong hand holding the nocked arrow, with another arrow held between the ring and 
  little fingers. 
  CHARACTER BONUSES
  Add +5 to Chi
  Add +1 to M.E.
  Add +1 to P.P.
  COMBAT SKILLS
  Attacks per Melee: 1
  Escape Moves: Maintain Balance
  Basic Defense Moves: None
  Advanced Defenses: None
  Hand Attacks: None
  Basic Foot Attacks: None
  Special Attacks: String Pluck (New! Special! Any ghost, spirit, or demon within 10 feet of the bow holder must 
  save against Horror Factor: 11 or flee in terror.)
  Special Katas: W.P. Yumi (Japanese Longbow. The bow is 2.2 meters long and is held 1/3 of the way up from 
  the bottom.)
  Modifiers to Attacks: Knockout/Stun, Critical Strike
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically recieve Body Hardening Exercise: Wrist Hardening, and the Mudra of 
  Tranquility and Collection.
  Languages: Japanese
  Cultural: Arrow Making (45% + 3%/level), Bow Making (35% + 3%/level)
  Temple: Meditation
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  http://www.geocities.com/kuseru/PMAN/Styles/kyudo.html
  Weapon: W.P. Yumi (Japanese Longbow) 
  Philosophical Training: Zen Buddhism
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. 
  Tai Chi Chuan (5 Years)
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Maintain Balance, Critical Strike or Knockout/Stun on a Natural 20 with W.P. Yumi
  Level 2: Recieve Martial Arts Technique: Zanshin
  Level 3: +1 to Strike with W.P. Yumi
  Level 4: +1 Attack per Melee
  Level 5: +2% to Meditation skill
  Level 6: +1 to Strike with W.P. Yumi
  Level 7: Critical Strike or Knockout/Stun on a Natural 19+ with W.P. Yumi
  Level 8: Recieve Chi Mastery: Find Weakness
  Level 9: +3% to Meditation skill
  Level 10: +1 to Strike with W.P. Yumi
  Level 11: +4% to Meditation skill
  Level 12: +1 Attack per Melee
  Level 13: Critical Strike or Knockout/Stun on a Natural 18+ with W.P. Yumi
  Level 14: Recieve Zenjorike: Mindwalk
  Level 15: +2 to Strike with W.P. Yumi, +5% to Meditation skill
  Why Study Kyudo?
  As a fighting style Kyudo doesn't have a lot to offer. But, if you are looking for a method of meditation 
  and a path to self-realization then Kyudo could be the martial art for you. 
  Special Arrows
  Kabura-ya (Whistle Arrow): Any person within 10 feet of this arrow after it is fired must save against Horror 
  Factor: 7 or be at -2 on all combat rolls. Any ghost, spirit, or demon within 10 feet of this arrow must save 
  against Horror Factor: 14 or flee the area.
  Hikime (Blunt Arrow): When this arrow is used the number needed to achieve Knockout/Stun is lowered by 2. 
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  http://www.geocities.com/kuseru/PMAN/Styles/kyuk_too_ki.html
  Kyuk Too Ki 
  By Ray Bull 
  Entrance Requirements: P.S.: 6, P.P.: 8, P.E.: 6, and SPD.: 6 
  Skill Cost: 7 years(primary), 3 years(secondary) 
  CHARACTER BONUSES 
  Add 1 to P.E. 
  Add 1 to P.P. 
  Add 2 to P.S. 
  Add 3 to Spd. 
  Add 12 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee: 4 
  Escape Moves: Roll w/Punch/Fall/Impact, Maintain Balance 
  Basic Defensive Moves: Dodge, Parry, Automatic Parry 
  Advanced Defenses: Breakfall, Combination Parry/Attack, Multiple Dodge, Power Block/Parry 
  Hand Attacks: Strike(Punch), Backhand, Knife Hand, Palm Strike, Power Punch, Double-Fist Strike 
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Trip/Leghook, Backward Sweep, Drop Kick, 
  Reverse Turning Kick 
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick 
  Special Attacks: Knee, Elbow, Forearm, Death Blow, Leap Attack, Combination Grab/Kick, Combination 
  Strike/Parry 
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Rear 
  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers: Choose a total of 2 martial art powers from Body Hardening Exercises, Martial Art 
  Techniques, or Special Katas(no weapon Katas) 
  Language: Korean 
  Philosophical Training: Bushido 
  If this is you Primary Martial Art Form then the following other forms can be learned in a shorter time. 
  Choy Li Fut(2 years), Tae Kwon Do(4 years), T'ang Su(4 years), Xing Chiao(3 years) 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +1 to Roll with Punch/Fall/Impact, +2 to Damage, +2 to Strike 
  Level 2: +1 Attack per Melee, +2 to Parry/Dodge 
  Level 3: +1 Attack per Melee, +1 to Strike 
  Level 4: +2 to Maintain Balance, Critical Strike on a Natural 18+ 
  Level 5: +2 to Damage, Knockout/Stun on a Natural 18+ 
  Level 6: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact 
  Level 7: +1 Attack per Melee, Gain 1 Martial Art Power from Body Hardening Exercises, Martial Art 
  Techniques, or Special Katas 
  Level 8: +1 to Maintain Balance, +1 to Parry/Dodge 
  Level 9: +1 to Damage, +1 to Strike 
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  Level 10: +2 to Roll with Punch/Fall/Impact, Gain 1 Martial Art Power from Body Hardening Exercises, Martial 
  Art Techniques, or Special Katas 
  Level 11: +1 to Strike 
  Level 12: +2 to Maintain Balance, +1 to Parry/Dodge 
  Level 13: +1 Attack per Melee, Gain 1 Martial Art Power from Body Hardening Exercises, Martial Art 
  Techniques, or Special Katas 
  Level 14: +1 Attack per Melee, Death Blow on a Natural 19+ 
  Level 15: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact 
  Why Study KYUK TOO KI? 
  An impressive combination of Tae Kwon Do and Muay Thai, this style deals well with multiple attackers. 
   
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  http://www.geocities.com/kuseru/PMAN/Files/StyleL
  Martial Art Styles L 
  Name
  Game
  Application Country
  Author
  La Verdadera Destreza
  N&S
  Conversion Spain
  Flash Fire#
  Lei Feng Do
  N&S
  Fiction
  China
  Gabriel
  Lethweii
  N&S
  Conversion Burma
  Mantisking
  Lizard Style 
  N&S
  Fiction
  China
  Sinestus
  Lockdown
  N&S
  Fiction
  Worldwide
  Mantisking
  Lojoritzu
  N&S
  Fiction
  Malaysia
  Sinestus
  Number of Styles: 6
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleL [1/4/2003 9:40:03 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/La_Verdadera_Destreza.html
  La Verdadera Destreza ( Spanish Fencing Style ) (EXCLUSIVE)
  By Flash Fire
  La Verdadera Destreza, loosely translated as "The True Art and Skill", was the Spanish school of 
  fencing from the fifteenth through the seventeenth centuries. The Spanish masters were widely considered the 
  greatest fighters on the European Continent during that time, and their teachings were sought after by the most 
  serious of duelists throughout the region. The form is unique among martial arts in that it adheres strongly to 
  the principles of mathmatics and geometry. Every motion, every attack, every parry, every thought of the 
  Spanish rapier duelist is centered on mathmatic principles. The form begins with an imaginary center circle, 
  sometimes called the Mysterious Circle or Magic Circle. This circle represented the distance a combatant would 
  need to effectivally strike and hit their enemy. Every motion within and around that circle is planned and 
  executed with precision. Movements are forseen in the shape of circles, lines, quadrangles, and more complex 
  shapes, allowing the duelist to plan exactly where and when they will move. Attacks and parries occur at 
  specific angles and times, giving them precise control over their weapons and the timing of the duel. Outside 
  observers would often see the form in use as a kind of dance, the fighter swirling around in specific steps, 
  designed to give the fighter the maximum advantage in a fight. 
  The straight forward advantages in combat were not the only reasons for use of the circle in dueling. 
  The circle, at the time, was believed to invoke semi-mystical powers. This period saw a "revival" of sorts in the 
  use of ceremonial magic, a system that relied heavily on circles. In this system, the circle and sphere 
  represented the universe or cosmos. Actions within a drawn circle were thought to effect the greater "circle" of 
  the cosmos, in a kind of reversed astrology. The Magic Circle of La Verdadera Destreza used a similar thought 
  process. The actions within the circle imitated the forces of Good and Evil, Life and Death. By simulating these 
  powers, the fighters would be calling on those forces to give meaning and divine judgement to their duel, in 
  which the righteous would defeat the transgressor. These metaphysical beliefs, combined with Christian 
  teachings, formed the mystique of the Spanish school and was likely the largest part of why the form was 
  sought after so much.
  Also unlike many other Western forms, La Verdadera Destreza is securely grounded in a particular 
  philosophy and history. Its proper use and history are tied to the beliefs and religion of Renaissance Spain. This 
  era was marked by several key events, notably the Age of Explorers, the formation of the Spanish Empire in 
  the New World, and the ever-popular Spanish Inquisition. The key (and pretty much only) religion of the period 
  was Roman Catholicism, as the Spanish Inquisiton stamped out the Jews, Muslims, Protestants, and other 
  "heretics". Religeon entered into every aspect of daily life, including combat. Honor and respectability, at least 
  among equals, also formed a large part of the Spanish character. To a Spanish gentleman, and therefore a 
  Duelist, a battle must be fought correctly and honorably, as God and Justice rarely side with uncouth 
  barbarians.
  Students of the art use a rapier as their main weapon, usually with a second weapon (normally a 
  dagger) for parrying held in the opposite hand. They will always keep their distance from an opponent, carefully 
  measuring the space between them and their enemy, and will close only when they believe they have the 
  opportunity to strike and kill their enemy. Attacks will come almost entirely in the form of Combination 
  Parry/Attacks, given their preference for using two weapons at once. The Duelist will always appear to be calm 
  and calculating, mainly because they are. They will approach a fight in a detached manner, secure in the 
  knowledge that Right is on their side. Confidently, they will plan out a strategy and follow it through with 
  precision.
  Like other forms of Western martial arts, La Verdadera Destreza faces a problem in modern 
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  environments, beyond the obvious laws against its practical use. Few people in the world who know about the 
  realities of rapier fighting, much less the exacting methods of the Spanish school, and there are even fewer 
  proper teachers. As the gun became the primary self-defense weapon and weapon of war, the sword was 
  phased out. Thanks to the pragmatic outlook of most Westerners, the skill of swordfighting became lost as the 
  more powerful and easier-to-learn art of gunplay became more and more popular. This means that the skill 
  most often must be learned in small groups who recreate the skill, rather than learned in a proper school. To be 
  turned into an effective martial art, the skill must be practiced day after day for several years, as well as 
  researched by whatever means are neccessary. Also, since it has no schools and very few people study it, the 
  art recieves very little press, and less respect, in the martial art community. Not that they don't respect 
  someone who can effectively use a sharp, pointy object, its just "not as good as what they do." 
  Entrance Requirements: IQ of 9 or higher, PP of 10 or higher, and a calm, calculating disposition in combat.
  Skill Cost: 7 Years
  Costume: Whatever the common street clothes are of the period the character lives in. Prefered outfits will 
  have enough room in the shoulders, arms, legs, and crotch to allow free movement.
  Stance: Arm and main weapon extended straight out, parrying weapon held out and to the side, body turned 
  towards the opponent, one leg before the other, both feet remain flat on the ground.
  CHARACTER BONUSES
  Add 1 to I.Q. (constant mathmatic thought)
  Add 1 to M.E. (concentration)
  Add 1 to M.A. (honor and religion)
  Add 2 to P.P. (balance and coordination)
  Add 1 to P.E. (aerobic exercise)
  COMBAT SKILLS
  Attacks per Melee: Four
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defensive Moves: Parry, Automatic Parry, Dodge
  Advanced Defenses: Circular Parry, Disarm, Maintain Balance, Combination Parry/Attack, Multiple Dodge
  Hand Attacks: Strike (Punch) 
  Basic Foot Attacks: Tripping/Leg HooksSpecial Attacks:
  Straight Attack (SPECIAL!) The Lunge was developed and used by the Italian masters of the time, and 
  so attacks for the Spanish school take the form of a thrust and a step forward. This allows for finer control of the 
  weapon when attacking, though it lacks the reach of the Italian move.
  A Straight Attack is always a called shot. The attacker declares where on the body they are striking before 
  rolling (else, they strike at the lungs). Unlike normal Called Shots, the Straight Attack requires a 10 or greater to 
  succeed.
  False Attack (NEW!) The False Attack is just that, a fake attack. It is used to draw a parry or reaction 
  out of the opponent. The exact method of attack the character fakes varies and can be any type of attack the 
  character possesses. 
  This is a Combination Move, used in conjunction with another attack. The character chooses what attack to 
  fake and rolls to strike.
  On a roll of 5 (or equal to the opponent's AR) or greater, the false attack succeeds. The opponent can (and 
  should) attempt to defend against the false attack. Whether they successfully defend against the fake attack or 
  not, the attacker then moves into the second attack. The character is at +3 to strike with second attack and the 
  defender must use an attack to defend against it (no Automatic Defenses).
  Off-Hand Parry (SPECIAL!) The off-hand parry is a parry with whatever hand a weapon is not held in. It 
  uses the same bonus as the normal parry and produces a +2 to Strike with a following attack or a +5 to Grab or 
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  entangle, depending on the mode of attack chosen.
  This is not an Automatic move and is not a prefered method of defense, because if the attacker is using an 
  edged weapon, there is a chance of cutting oneself on their blade. If the parry roll is close (3 or less) to the 
  attack roll, the defender will take one-quarter damage from the weapon to their hand.
  Binding the Blade (SPECIAL!) Binding or "enveloping" the blade is a defensive move made with the 
  sword that traps the other person's arm or weapon in a position they can't attack from. Specifically, a Bind 
  involves making contact with the opponent's weapon at two points along the blade/attacking surface. One 
  contact is made with the blade, the other contact is made with the guard. This prevents the weapon from 
  moving into a position it can attack from.
  This allows the Duelist to perform a few different actions. They could move in and strike with the off-
  weapon hand or foot, they could slide their weapon up the attacker's arm/weapon to strike with less chance of 
  defense, attempt to disarm the opponent, or could simply hold the opponent's weapon there. Any action made 
  during the Bind is at +3 and the defender cannot use their bound arm to defend against it.
  Escaping from a bind is fairly simple, just retreat or move your blade back and/or out. This leaves the defender 
  able to parry with their weapon, but the person who performed the Bind is still at +3 to strike for the next melee 
  attack while the defender sets themselves back up into a defensive posture.
  Duelist's Critical Strike (SPECIAL!) Duelist's train for the singular purpose of ending the fight as 
  quickly as possible. To this end, they train particularly to strike at the points that will best result in instantaneous 
  death or incapacitation for the opponent.
  When entering into combat, a Duelist must declare whether or not they intend to kill their enemy. If they have 
  lethal intentions, a Critical Strike results in damage directly to Hit Points. No multiplier is added to the damage 
  roll. If the Duelist declares that they are only intending to wound the opponent (ie: fighting to first blood), then 
  normal Critical Strike rules are used. If intentions are not declared, then normal Critical Strike rules apply, save 
  in situations where a character would obviously be trying to kill the other character (ie: blood fued between the 
  characters or the Duelist has an evil alignment).
  Grab, Entangle, Death Blow 
  Holds/Locks: NoneWeapon Katas: WP: Spanish Rapier, WP: Spanish Rapier and Dagger (paired). Both are at 
  3rd Level.
  Modifiers to Attacks: Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Wrist Hardening and one Special Kata of choice. Any of these can be traded one-for-one 
  for any Basic Skill Program (excluding Physical)
  Languages: Spanish at 50%
  Philosophical Skills: Judeo-Christian
  Physical Skill: Fencing, Running
  Other Skills: Research, Advanced Mathmatics, History: Spanish
  If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: 
  Any other Western Dueling Art (subtract 3 years), Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji 
  Shinjinken-Ryu (5 years).
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to Parry, +1 to Roll with Punch/Fall, Critical Strike, Critical Strike from Behind, Duelist's Critical 
  Strike.
  Level 2: +1 to Dodge, +1 to Strike
  Level 3: +2 to Disarm, +1 to Maintain Balance, Select One Martial Art Power from the list below.
  Level 4: +1 Attack Per Melee, +1 to Parry/Dodge
  Level 5: Critical Strike on Natural 19-20, +2 to Binding the Blade
  Level 6: Death Blow on Natural 20
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  Level 7: +1 to Strike, +1 to Maintain Balance
  Level 8: +1 to Parry/Dodge, +1 Attack Per Melee
  Level 9: Select one Weapon Kata from the list below, +1 to Binding the Blade
  Level 10: +1 to Strike, +1 to Disarm, Critical Strike on Natural 18-20
  Level 11: Select two Weapon Katas from the list below (one is paired with a single Rapier, so the result is 
  Paired Weapons: Rapier and one weapon of choice)
  Level 12: Select one Martial Art Powers from the list below, +1 Attack per Melee.
  Level 13: +1 to Parry/Dodge, +1 to Disarm, +1 to Binding the Blade
  Level 14: +1 to Maintain Balance, Critical Strike on Natural 17-20, +1 Attack Per Melee
  Level 15: +1 to Strike, Death Blow on Natural 19-20
  MARTIAL ART POWER LIST
  Any Body Hardening Excercise (excluding Chi Gung)
  Any Special Kata (Weapon Katas can be chosen from any weapon)
  One Life, One Shot, One Hit, One Kill (Martial Art Technique)
  Iai Jutsu (Martial Art Technique) 
  Zanshin (Martial Art Technique)
  Geometric Attack (Special Kata) (NEW!)
  This "kata" represents the scientific and mental processes of the attack in the Spanish School. Similar 
  to Kime, Geometric Attack is the single minded focus towards a given goal. The Duelist spends one melee 
  round circling around their opponent, striking and defending as normal. The difference is that the duelist is not 
  really trying to hit their opponent. What they are trying to do is work their opponent into a position where they 
  can strike with maximum effect. What that advantage is exactly depends on the specifics of the battlefield. It 
  could mean that the defender ends up standing on slippery ground, an obstacle sits behind the defender 
  (preventing retreat), a bright light sits behind the attacker, or any other advantage that may come to hand.
  Use of this kata requires a roll against Advanced Mathmatics (at +20%, due to the relative ease of 
  geometery as opposed to advanced calculus). If successful, the kata begins. The melee round continues, with 
  both sides manuevering for position. While defenses remain the same, all attacks made by the duelist are 
  made at -5 to Strike (total, no other bonuses apply). If any succeed, the kata is disturbed and the duelist can 
  not attack for the rest of the round and is at -3 to Parry and Dodge. At the end of the melee round, the 
  opportunity comes and the duelist makes his real strike roll. The defender is at -5 to Parry or Dodge (total) the 
  blow.
  Geometric Defense (Special Kata) (NEW!)
  The Geometric Defense is a combination of defensive Kime and Warrior Spirit. The duelist circles 
  around their opponent in a defensive stance, blocking each attack made by the opponent with ease. This is 
  done in a precise manner and with as little emotion as possible. The opposing duelist will percieve the flowing, 
  almost dance-like defenses as nearly impenatrable, as every move is countered by a specific and defined 
  motion.
  Rather than roll a 20-sider to parry as usual, the defender rolls against Advanced Mathmatics (at 
  +20%). The attacker's strike roll is subtracted from the character's Mathmatics score. Every successful roll 
  results in a blocked attack, in what is effectively a Circular Parry or Multiple Dodge. If all attacks are blocked, 
  the end effect, besides not getting hit, will be a perceived indomitable defense. This boosts the character's MA 
  to 17 or +4, whichever is higher. Attackers must roll over the character's Trust/Intimidate score or will be at -4 to 
  Strike for the rest of the combat.
  WEAPON KATA LIST
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  WP: Spanish Rapier:
  Uses the WP Large Sword bonuses. The Spanish Rapier is both a cut and thrust weapon, with an edge 
  designed for signifigant cutting. The Spaniards, though, prefered the thrust over the cut due to its greater 
  speed. Due to stance and the length of the weapon (average of 48 inches overall), it can be used at Long 
  Range with no penalty, recieves a penalty of -1 to strike at Combat and -2 at Grappling Ranges. Spanish 
  Rapiers do 2D6 damage. Average cost: $400-$500 
  WP: Dagger: See WP: Knife
  WP: Blunt/Single Stick: See WP: Blunt
  WP: Cloak/Net
  Described in Pal Fantasy 2nd Edition. The cloak or net can be used in a whipping motion (1D6 
  damage), thrown at the opponent (blinding damage), used to parry an incoming blow, or to entangle the 
  opponent's arm or weapon. Recieves +1 to strike or entangle at levels 2, 5, 8, 11, and 15. Recieves +1 to parry 
  at levels 2, 4, 6, 9, and 12.
  WP: Buckler/Target Shield
  Described in Pal Fantasy 1st and 2nd Edition, a Buckler Shield is basically a round shield. The Target is 
  much the same, but smaller. Provides a bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15. The shield can be 
  used to strike with, as well, doing 1D4 damage. Gains +1 to strike at levels 4, 8, and 12.
  WP: Lantern/Flashlight
  The flashlight or focused-light lantern is used in the off-weapon hand in combination with other attacks. 
  Best used in the dark (all effects are at 1/4 strength in the light), the light is shined into the opponent's eyes, 
  momentarily blinding them to the attacker's moves. The target of a successful lantern strike is at -5 to strike, 
  parry, and dodge the lantern holder's next two attacks. The lantern itself has +1 to strike at levels 1, 3, 5, 8, 11, 
  13, and 15.
  WP: Paired Weapons
  See WP: Paired Weapons. The choices are almost always Rapier, Small Sword, or Cut-and-Thrust 
  Sword, combined with one other weapon. The individual weapons cannot be used singly unless that Weapon 
  Kata is also possessed.
  Why Study LA VERDADERA DESTREZA?
  The art is a deadly force, focusing on the singular task of slaying an enemy in as precise a fashion as 
  possible. As such, it appeals not only to those with a finely tuned sense of honor but to those with clear 
  intellects and talent at mathmatics.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/lethwei.htm
  Lethwei (Burmese Boxing)
  By Mantisking
  Entrance Requirements: Minimum P.S. of 8, minimum P.P. of 12, minimum P.E. of 8, and a 
  minimum Spd. of 8.
  Skill Cost: 8 Years (Primary), 6 Years (Secondary)
  Lethwei is a non-weapon fighting system that bears a great deal of similarity to Muay Thai. The 
  exact age, and place of origin, of this style is unknown. The first mention of this style in oral 
  history dates to the 18th century. Most Lethwei matches take place at tribal festivals, in a 
  sandpit, and musicians will play to accompany the match. A match will continue until one 
  opponent is knocked out, or concedes.
  Fighters will open a fight with kicks and long punches, moving steadily closer to the opponent. 
  Once in a clinch elbows, knees, and headbutts can be used to their best effect. Throws and 
  tackles take an opponent to the ground where he can be pummeled unmercifully.
  Training in Lethwei can only be found in Burma.
  Costume: Boxing trunks, and hemp cloth hand wrappings.
  Stance: Like a boxing stance, except the weight is shifted from leg to leg in preparation for 
  kicking.
  CHARACTER BONUSES
  Add 2 to P.S.
  Add 2 to P.E.
  Add 1 to P.P.
  Add 2 to Spd.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: Four (4)
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Attack Moves: None
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Multiple Dodge, Combination Parry/Attack, Breakfall
  Hand Attacks: Strike (Punch), Backhand, Roundhouse Strike (N&S, page 88), Power Punch
  Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook, Roundhouse Kick, Axe Kick, Reverse 
  Turning Kick, Drop kick, Shin Kick (N&S, page 108)
  Jumping Foot Attacks: None
  Special Attacks: Deathblow, Combination Grab/Kick, Knee, Elbow, Forearm, Head Butt, 
  Bodyflip/Throw, Bodyblock/Tackle
  Holds/Locks: None
  Special Kata: Lightning Kata (N&S, page 108)
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
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  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of two (2) Powers from among Body Hardening Exercises 
  (including Demon Hunter), Martial Arts Techniques.and Special Kata.
  Languages: Burmese
  Cultural: Dancing
  Physical: None
  Survival: None
  Temple: None
  Weapon Proficiencies: None
  Philosophical Training: None
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Bando (? Years), Choy Li Fut (4 Years), Kyokushinkai (5 Years), Li Chia Ch'uan (4 Years), 
  T'ang Su (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry, +1 to Maintain Balance, Critical Strike or 
  Knockout/Stun from Behind
  2nd: +1 Attack per Melee, +1 to Strike
  3rd: +1 to Parry/Dodge, +1 to Damage
  4th: Knockout/Stun on a Natural 17+, Critical Strike on a Natural 18+
  5th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  6th: +1 to Strike, +1 to Damage
  7th: +1 to Maintain Balance, Select one (1) Power from Body Hardening Exercises (including 
  Demon Hunter), Martial Arts Techniques.and Special Kata
  8th: +1 to Strike, +1 to Roll with Punch/Fall/Impact
  9th: +1 to Parry/Dodge, +1 to Maintain Balance
  10th: +1 to Strike, +1 to Damage
  11th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  12th: +1 to Strike, +1 to Damage
  13th: +1 to Parry/Dodge, Select one (1) Power from Body Hardening Exercises (including 
  Demon Hunter), Martial Arts Techniques.and Special Kata
  14th: +1 Attack per Melee, +2 to Strike
  15th: Deathblow on a Natural 19+, +1 to Parry
  Why Study LETHWEI?
  Because you want to beat up Thai Boxers, that's why! 
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  http://www.geocities.com/kuseru/PMAN/Styles/tagnikzur_zotreth.htm
  Tagnikzur Zotreth (The Lizard Form : EXCLUSIVE)
  By Sinestus
  (Named in Drow) Remembering old kung-fu movies I used to watch, I recalled that there were 
  many movies about various creature based martial arts, one such was ''The seven Deadly 
  Forms" or something like that, thus I have decided to create them as I remember them.
  The Lizard Form is based around performing maneuvers, which intimidate and unbalance one's 
  opponent. When confronted with combat, the master will usually retreat up the nearest wall 
  using one of his climbing techniques. Once he has taken good measure of his opponent, he will 
  then strike when most advantageous. 
  Requirements: P.P.: 8, P.S.: 12
  Training: 14 years
  Character Bonuses 
  +2 to P.S. 
  +2 to P.P.
  +3 to P.E.
  +5 S.D.C. 
  Stance: Almost crouched, gently swaying side to side like a dancing snake. The masters of this 
  art are always barefoot, to assure the best mobility.
  Combat Skills
  Attacks per Melee: Two to start.
  Hand Attacks: Knife hand, palm strike, strike (Punch), backhand. 
  Foot Attacks: snap kick, axe kick, crescent kick, 
  Jumping Foot Attacks: Flying jump kick, flying turning kick 
  Basic Defense Moves: dodge, automatic parry, automatic vertical parry (Can parry while 
  fighting off a wall)
  Advanced Defense Moves: combination parry/strike, back flip (can be performed on/onto a 
  wall).
  Escape Techniques: roll with impact, break fall.
  Modifiers to Attack: pull punch.
  Weapon Katas: none.
  Special Moves: critical from behind, death blow, wall run (while fighting can move up/down a 
  wall, and/or leap from it, see 'Lizard Technique'), Leap
  Skills: prone/vertical fighting, climbing, Gymnastics
  Martial Arts Techniques: 
  At first level start with the following:
  Falling Technique (as per ninjas) 
  Lizard Technique - a modification of 'Light Climbing' and Karumi-jutsu. This can be used in 
  combat, and almost always is. If barefoot, the Lizard master can move along any non-
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  polished/rough surface/wall (marble, polished aluminum, etc. are not usable) using only his 
  feet. The chance of success for this style is 69+5%/level (if the roll is failed, the master has the 
  option of performing a backflip off the wall instead, this can be used to land on behind an 
  opponent if they are within range), and rolls are made for each surface climbed. Thus, once the 
  master climbs a surface successfully, they can return to it without problems for the rest of the 
  combat. Unfortunately, this technique can only be used for short periods of time (one min/level 
  max).
  When fighting someone while on a wall, the Lizard master gains: +2 to strike and dodge, +1 
  damage, +3 on initiative and +5 (+50%) to maintain balance.
  Level Advancement Bonuses
  1st +2 to roll, critical on natural 20 and from behind. 
  2nd +2 to Leap/jump (adds 6 feet), +1 to strike and dodge 
  3rd +1 attack, +2 to damage, 
  4th +2 to back flip, +1 to roll and break fall 
  5th +1 to strike, +2 to parry. 
  6th Gains 'Light Climbing' (see Mystic China), and +1 attack 
  7th +2 leap/jump (+6 feet), critical on 18+, Knockout from Above/behind with leap attacks (from 
  walls).
  8th +2 back flip, +1 to dodge and roll 
  9th Select one power from Body Hardening, Chi Masters, or Martial Arts Techniques 
  10th +1 attack, roll, and break fall. 
  11th +1 parry and dodge 
  12th +1 leap (+4 feet), death blow on natural 20 
  13th Gain Karumi-jutsu Zenjorike 
  14th +1 attack and strike, can Auto-dodge (with normal bonuses) when using Lizard Technique 
  15th +2 leap (+6 feet), critical on 16+
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  http://www.geocities.com/kuseru/PMAN/Styles/lockdown.htm
  Lockdown
  By Ray Bull <mailto:Mantisking@aol.com>
  Entrance Requirements: Character must have a Corrections Officer Skill Program.
  Skill Cost: 5 Years (Primary), 3 Years (Secondary)
  This style was created so that corrections officers could defend themselves against the growing 
  number of criminals that they have to deal with on a daily basis. It was also created to deal with 
  the growing number of inmates who are learning martial arts such as "Jailhouse Rock". A 
  student of this style will enter to combat distance as quickly as possible. Then they will start 
  with several strikes to "soften up" the opponent. After the opponent is subdued, they will be 
  held or locked and then thrown to the ground and handcuffed. If there are a large number of 
  opponents, such as in a riot, weapons will be used to subdue the opponents. Practitioners of 
  this style will avoid going to the ground in any confrontation they might have. This system is 
  only taught to current and accredited corrections officers. It is not available to the general 
  public. There are a number of certified instructors across the United States.
  Costume: Standard Police Uniform
  Stance: None
  CHARACTER BONUSES
  Add 1 to P.S.
  Add 1 to P.E.
  Add 8+1D4 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: Two (2)
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Disarm, Combination Parry/Attack, Combination Parry/Hold
  Hand Attacks: Strike (Punch), Palm Strike
  Foot Attacks: Snap Kick, Trip/Leghook, Stomp (This attack can only be used against a prone 
  opponent, or the lower legs of one who is standing. Damage: 1D8)
  Special Attacks: Knee, Elbow, Forearm, Bodyflip/Throw, Critical Bodyflip/Throw, Headbutt, 
  Combination Grab/Kick, Choke, Combination Neck Hold/Choke
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Automatic Hold, Wrist Lock, Elbow 
  Lock, Automatic Lock
  Weapon Kata: W.P. Tonfa (The combat skills of Trip/Leghook and Disarm can be performed 
  with this weapon), W.P. Nightstick
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of three (3) Powers from among Atemi Abilities, Body 
  Hardening Exercises, and Martial Art Techniques.
  Languages: Prison Slang
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  Physical: Body Building, Boxing, Wrestling
  Survival: Detect Ambush, Detect Concealment
  Weapon Proficiencies: W.P. Tonfa, W.P. Nightstick, W.P. Self-Defense Spray
  Philosophical Training: None
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Dodge, +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, Critical Strike or 
  Knockout/Stun from Behind
  2nd: +1 to Damage, +1 to Strike
  3rd: +1 to Holds/Locks, +1 to Roll with Punch/Fall/Impact
  4th: +1 Attack per Melee, +1 to Bodyflip/Throw
  5th: Critical Strike or Knockout/Stun on a Natural 18+, Select one (1) Power from Atemi 
  Abilities, Body Hardening Exercises, or Martial Art Techniques
  6th: +2 to Damage, +1 to Parry/Dodge
  7th: +1 to Strike, +1 to Holds/Locks
  8th: +2 to Damage, +1 to Maintain Balance
  9th: +1 Attack per Melee, Select one (1) Power from Atemi Abilities, Body Hardening 
  Exercises, or Martial Art Techniques
  10th: +1 to Bodyflip/Throw (Bodyflip/Throw now does 2D6 damage), Critical Bodyflip/Throw on 
  a Natural 18+
  11th: +1 to Parry/Dodge, +1 to Holds/Locks
  12th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact
  13th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
  14th: +2 to Damage, Select one (1) Power from Atemi Abilities, Body Hardening Exercises, or 
  Martial Art Techniques
  15th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact
  Why Study LOCKDOWN?
  A strong, physical style designed to subdue an opponent in the quickest time possible.
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  http://www.geocities.com/kuseru/PMAN/Styles/lojoritzu.htm
  Lojoritzu
  By Sinestus
  Lojo is a combat style developed by monks (aren't they all?) to utilize the Lajantang. The 
  Lajantang is a specialty weapon (separate WP, but use the WP Staff bonuses) that consists of 
  a length of wood or metal three to five feet in length, with one to two foot (identical) curved 
  blades at each end. A proficient Lajantang user is a veritable whirlwind of death.
  The greatest benefit of Lojoritzu is its "360 degree training" where the student learns to move 
  and spin to attack and defend in any direction. This allows a student to automatically parry 
  attacks from any direction (no penalties for being unable to see an opponent who is behind 
  them) so long as the student is armed.
  Requirements: P.P.: 12, I.Q.: 14
  Training: 10 years
  Character Bonuses
  +3 to P.P. 
  +4 to Spd 
  +5 S.D.C.
  Stance: A low, sideways stance, evenly distributed. Front hand is open, palm towards 
  opponent, back arm is crooked with the weapon held so it presses against the forearm.
  Outfit: Tunic, sash, and loose pantaloons. During demonstrations, many practitioners will tie 
  cloth streamers to their arms and weapon.
  Combat Skills
  Attacks per Melee: 3
  Hand Attacks: strike (punch), knife hand, palm strike, turning punch (dodge/punch attack)
  Foot Attacks: tripping leg hook, backward sweep, crescent kick, roundhouse, turning kick 
  (dodge/kick attack), back kick (low, straight kick targeting opponents behind the martial artist, 
  2D4 damage but -1 to strike)
  Basic Defense Moves: automatic parry, parry, dodge.
  Advances Defense Moves: multiple dodge, roll, circular parry, parry/strike.
  Holds/Locks: none
  Escape Techniques: roll
  Modifiers to Attack: Critical strike, disarm.
  Special Moves: parry/strike 
  Whirlwind Strike - Allows the targeting of two opponents with a single strike, as long as they are 
  on either side of the fighter. Both strikes are done with full bonuses.
  Whirlwind Attack - Effectively a Lightning Kata with a staff or Lajantang. If surrounded, the 
  student can use half his melee attacks in a single action, (and may use one Whirlwind Strike 
  during the attack) to perform a massive spinning attack combo. The student gets half their 
  melees worth of attacks in a single action, but may only parry/circular parry for the remainder of 
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  the melee.
  Extension Kick - similar to a drop kick, this attack can be used to dodge one opponent (usually 
  a back-attacker) and power kick another. A successful strike means the target must maintain 
  balance or fall, and automatically suffers 3D6+ damage. This drains the martial artist of two 
  actions.
  Weapon Katas: WP: Lajantang, Spear, and Staff
  Additional Skills: Dancing
  Martial Arts Powers: Automatically receives "Blind Man's Kata" and Windmill Kata. Select one 
  power from Martial Arts Techniques or Specialty Katas.
  Level Advancement Bonuses
  1st: Critical From Behind, +2 to parry, +1 strike.
  2nd: Select one Body Hardening Exercise
  3rd: +2 to roll and damage
  4th: +1 attack, gains Power Block/Parry
  5th: +1 dodge and disarm
  6th: Select one Body Hardening, Specialty Kata, or Martial Arts Technique
  7th: +2 to parry, Critical on 19+
  8th: +1 to roll and disarm
  9th: +1 attack, +1 to strike
  10th: +1 to dodge and damage
  11th: Select one Specialty Kata or Chi Mastery Power
  12th: +1 attack, +1 to parry
  13th: +2 dodge, Critical 18+
  14th: Knockout from behind
  15th: +1 to strike, parry and disarm
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  http://www.geocities.com/kuseru/PMAN/Files/StyleM.htm
  Martial Art Styles M 
  Name
  Game Application Country
  Author
  Maharlika
  N&S
  Fiction
  Indonesia
  Morgan Davis
  Maniwa Nen Ryu
  N&S Conversion Japan
  Kuseru
  Martial Arts (Revised)
  Any
  Revision
  NA
  JJ Fuzz
  Martial Arts (Revised)
  N&S
  Revision
  NA
  Mantisking
  Masaki Ryu Kusarijutsu
  N&S
  Conversion
  Japan
  Kuseru
  Masaki Ryu Kusarijutsu
  N&S
  Conversion
  Japan
  Mantisking
  Masaki Ryu Kusarijutsu
  N&S
  Conversion
  Japan
  Tinker Dragoon
  Maschine Klatch
  Rifts
  Fiction
  NA
  RMHOWA01@ulkyvm.louiseville.edu
  Menadot-Valek Ga
  N&S
  Fiction
  Unknown
  danzig138
  Mensur: Fraternity Dueling
  N&S
  Fiction
  Unknown
  Flash Fire
  Military
  N&S
  Fiction
  NA
  Mantisking
  Mishima Ryu Karate
  N&S
  Fiction
  Japan
  Daimyo Shi
  Mizong Quan
  N&S
  Conversion
  China
  Hibik
  Molson Fu
  N&S
  Fiction
  Canada
  Steve Trustrum
  Moo Duk Kwan Tang Soo Do Soo 
  Bak Do 
  N&S
  Conversion
  Korea
  Ronin
  Moo Duk Kwan Tae Kwon Do 
  N&S
  Conversion
  Korea
  Ronin
  Mountain Spirit
  PF
  Fiction
  NA
  No Beard Pete
  Mukai Ryu Suiejutsu
  N&S Conversion Japan
  Kuseru
  Multi Fracto 
  N&S
  Humor
  Unknown
  Sinestus w/L-Dogg
  Muso Jukiden Eishin Ryu 
  Kenjutsu
  N&S Conversion Japan
  Kuseru
  Muso Shinden Ryu
  N&S Conversion Japan
  Kuseru
  Mu Te
  N&S
  Conversion
  Japan
  Mantisking
  Myo Na Kunren 
  N&S
  Humor
  Unkown
  L'Dogg 
  Number of Styles: 23
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleM.htm [1/4/2003 9:40:23 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/maharlika.html
  Maharlika Kuntaw
  By Morgan Davis
  Entrance Requirements: None
  Skill Cost: 10 years (7 years as a secondary form)
  Costume: Black Karate Style Gi (Usually a heavier weight), the gi is short sleeved with red stripes at the ends 
  of the sleeves. Also in some cases, a black vest is worn in place of the typical karate style gi top. 
  Stance: There is no set stance, it usually done from a normal walking stance, or a stance similiar the "on 
  gaurd" stance popular to the JKD style created by the legendary Bruce Lee.
  Stance Description: The on gaurd stance is one with the leading foot out in front, both legs bent slightly at the 
  knees, the leading hand covers the face and upper body and the other arm is slightly bent so as the elbow can 
  protect the ribs, and kidney area.
  CHARACTER BONUSES
  Add 5 to CHI 
  Add 2 to P.P. 
  Add 1 to M.E. 
  Add 1 to M.A. 
  Add 10 to SDC 
  COMBAT SKILLS
  Attacks Per Melee: 2 
  Escape Moves: Roll with Punch/Fall/Impact, Breakfall, Maintain Balance 
  Basic Defensive Moves: Parry, Dodge, Automatic Parry 
  Advanced Defenses: Multiple Dodge, Circular Parry, Power Block/Parry, Disarm, Automatic Offline 
  Step(SPECIAL!) 
  Hand Attacks: Strike (punch), Knife Hand, Back Hand, Fingertip Attacks, Palm Strike 
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick 
  Special Attacks: Death Blow, Knee, Elbow, Body Flip/Throw 
  Holds/Locks: Arm, Leg, wrist, and elbow locks, Arm Holds, Body Holds
  Weapon Katas: None 
  Modifiers to Attack: Pull Punch, Knock out/stun, Critical Strike, Critical Strike from rear. 
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of three powers from Atemi Abilities, Chi Mastery, or Body Hardening 
  Exercises. If desired, these powers may be exchanged, one for one, for basic skill programs (excluding 
  physical) 
  The character can choose three of the following: W.P. Escrima Stick(1d8 damage), W.P. Paired Weapons, 
  W.P. Nunchuku, W.P. Staff, W.P. Kris (that wavy bladed knife that looks really cool), W.P. Sa Tjat Koen(three 
  sectioned Staff that looks like nunchuku with an extra "chuck"), W.P. Sword. 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +2 to Maintain Balance, +2 to Roll with Punch/Fall/Impact, +1 to Offline Step 
  Level 2: +2 to Parry/Dodge, +1 to Strike, +1 to Offline Step 
  Level 3: +1 Attack per Melee, +2 to Damage 
  Level 4: +2 to strike with body flip/throw 
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  http://www.geocities.com/kuseru/PMAN/Styles/maharlika.html
  Level 5: Critical Strike on 18-20 
  Level 6: +1 Attack per Melee, +2 to Disarm 
  Level 7: +2 to Offline Step 
  Level 8: Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening 
  Exercises 
  Level 9: +1 Attack per Melee, +1 to Maintain Balance 
  Level 10: +1 to Strike and Parry/Dodge, +1 to body flip/throw 
  Level 11: Death Blow on natural 20 
  Level 12: +1 Attack per Melee, +2 to Breakfall
  Level 13: Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening 
  Exercises 
  Level 14: +2 to bodyflip/throw 
  Level 15: +1 Attack per Melee, +2 to Offline Step
  Offline Step(SPECIAL!)
  The offline step, is one of the most practiced techniques of Kuntaw. It is studied that everybody has a 
  center line that travels down their person. Getting to the outside of the person, and disrupting this line makes it 
  easier to throw, and/or strike vital parts of the body. To use this ability, the character makes a roll against the 
  attackers as normal. If the roll exceeds, then the attack has missed, and the defender is now on the "outside" of 
  the attackers center line, any throw that is attempted is +4 to strike, and any strike made is +2 to damage. 
  Other things may be possible from this position, but that is up to the GM.
  If an offline step roll fails, then the attack hits, full damage is done, and there is no chance to roll w/ 
  punch/fall/impact.
  Why Study KUNTAW?
  Maharlika Kuntaw is a very balanced art, it deals with weapons combat, and relies on techniques that 
  deal with incapacitating the opponent as quickly as possible, a good art against multiple attackers.
   
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  Hand to Hand: Martial Arts ( Aikido )
  Maniwa Nen Ryu
  By Kuseru
  Entrance Requirements: No Attribute or Alignment restrictions.
  Skill Cost: 15 years (8 years as a Secondary Martial Art Style).
  This style was founded in 1368 by Soma Shiro Yoshimoto (who was later known as Nen Ami 
  Jion). In 1494, this art was taken to the village of Maniwa by Higuchi Kaneshige. After this 
  period, the style gradually became associated with the village and was style taught to 
  inhabitants for the village's defense.
  This school is widely known for its strong swordsmen. The primary sword used by this school is 
  the daito (long sword). This school also teaches Naginatajutsu (naginata techniques), Sojutsu 
  (spear techniques), and Kusarigamajutsu (Kusarigama techniques). Unarmed combat 
  techniques are based off Jujutsu. Yadomejutsu is also taught by this school.
  Maniwa Nen Ryu focuses on extremely strong kokyu and kiai training. The school is also 
  marked by seemingly clumsy postures and footwork which look awkward to the untrained, but 
  are actually performed by a great deal of subtle technique. Training employs the fukuro shinai, 
  quilted gauntlet, and padded headgear for protection. Techniques of this style work well against 
  both armored and unarmored opponents.
  Since the death of the previous headmaster, Higuchi Sadahiro, the school has been led by the 
  Maniwa Nen Ryu Hozonkai, under the direction of the Higuchi family. Training for this style can 
  be found in Maniwa Village, Gunma Prefecture Japan.
  Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
  Stance: Their stances are often extremely low and the front leg is severely bent, while the back 
  leg is straight. 
  CHARACTER BONUSES
  Add +10 to Chi
  Add +2 to P.E.
  Add +2 to P.P.
  Add +4 to Spd.
  Add +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
  Attack Moves: None
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defense Moves: Multiple Dodge, Circular Parry, Combination Parry/Attack, Power 
  Block/Parry, Automatic Roll, Breakfall.
  Hand Attacks: Strike (Punch), Knife Hand, Palm Strike.
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  Hand to Hand: Martial Arts ( Aikido )
  Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Backward Sweep, Reverse Turning 
  Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
  Jumping Foot Attacks: None
  Special Attacks: Death Blow, Leap Attack, Body Block/Tackle, Body Flip/Throw, Choke, Knee, 
  Elbow.
  Holds/Locks: None
  Weapon Kata (Select three): W.P. Daito, W.P. Naginata, W.P. Yari, W.P. Kusarigama, W.P. 
  Fukuro Shinai.
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically receives Yadomejutsu Kata. Select One Martial Art Power 
  from among Martial Art Techniques or Special Kata.
  Languages: Japanese
  Weapon Proficiencies: W.P. Daito, W.P. Naginata, W.P. Yari, W.P. Kusarigama, W.P. Fukuro 
  Shinai.
  Philosophical Training: Zen Buddhism.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Asayama Ichiden Ryu (3 years), Jujutsu (3 years), Zanji Shinjinken Ryu (4 years)
  LEVEL ADVANCEMENT BONUSES
  1st + 1 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike or Knockout 
  from Behind.
  2nd + 2 to Parry, + 2 to Maintain Balance.
  3rd + 1 Attack per Melee, Gains Kiaijutsu Martial Art Technique.
  4th + 2 to Strike.
  5th + 1Attack per Melee, Critical Strike on Natura118, 19, or 20.
  6th + 1 to Roll with Punch/Fall/Impact, Death Blow on roll of Natural 20.
  7th + 1 to Strike, Select One (1) Additional Martial Art Power from Martial Art Techniques or 
  Special Kata.
  8th + 1 Attack per Melee, + 2 to Maintain Balance.
  9th Add +10 to Chi.
  10th + 1 Attack per Melee, + 1 to Strike.
  11th + 2 to Parry, Select One (1) Additional Martial Art Power from Martial Art Techniques or 
  Special Kata.
  12th + 1 to Roll with Punch/Fall/Impact, + 1 to Maintain Balance.
  13th + 1 Attack per Melee.
  14th + 2 to Dodge, Knock-Out/Stun on Natural 19 or 20.
  15th + 1 Attack per Melee, Add One (1) Chi Mastery Power
  Why Study Maniwa Nen Ryu?
  A well rounded style that teaches a variety of techniques.
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  http://www.geocities.com/kuseru/PMAN/Styles/martial_arts.html
  Hand to Hand: Martial Arts (General) ( Revised )
  By JJ Fuzz
  Skill Cost: Three "other" skills, or as noted under O.C.C. Skills section.
  Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), palm strike (1D6 
  damage), power/karate punch (2D4 damage), kick attack (2D4 damage), snap kick (1D6 damage), roundhouse 
  kick (2D6 damage), multiple dodge, circular parry, and automatic parry in addition to the usual strike, parry and 
  dodge. 
  Special Attacks: Forearm strike (1D4 damage), knee and elbow strikes (1D6 damage), body flip/throw 
  Locks/Holds: Arm hold, leg hold, wrist hold. 
  Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike or knock out from behind, death 
  blow. 
  Character Bonuses: +1 to P.S. and P.E., +2 to Spd, +2D4 to S.D.C. 
  Additional Skills: Select one Ancient Weapon Proficiency. 
  Level Advancement Bonuses: 
  Level 1: Add two additional attacks per melee, +1 on initiative, +3 to roll with punch/fall/impact, +3 to pull strike, 
  critical strike on natural 20.
  Level 2: +2 to strike, +2 to parry and dodge, +1 to disarm. 
  Level 3: Front Kick Attack does 1D8+2 damage and can learn any four of choice (as many as two can be 
  exchanged for hand attacks, locks, or holds, if desired), +1 to body flip/throw. 
  Level 4: Add on additional attack per melee, +1 on initative. 
  Level 5: Learns Entangle, Learns Jump Kick (automatic critical strike), +1 to entangle. 
  Level 6: +1 to parry, critical strike on natural 18 to 20. 
  Level 7: Select one ancient Paired Weapons skill, +2 to disarm.
  Level 8: Leap attacks (automatic critical strike). 
  Level 9: Add one additional attack per melee. 
  Level 10: +1 to body flip/throw (2D4 damage), +1 on initative, +1 to entangle.
  Level 11: +4 to damage. 
  Level 12: +2 to parry and dodge. 
  Level 13: Knock-out/stun on natural 18 to 20, +1 to entangle. 
  Level 14: Add one additional attack per melee, +1 on initiative. 
  Level 15: Death blow on natural 20.
   
  http://www.geocities.com/kuseru/PMAN/Styles/martial_arts.html [1/4/2003 9:40:30 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/martial_arts2.htm
  Hand to Hand: Martial Arts
  By Mantisking
  Entrance Requirements: None
  Skill Cost: 3 Years
  COMBAT SKILLS
  Attacks per Melee: Two (2)
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Hand Attacks: Strike (Punch), Knife Hand, Power Punch
  Foot Attacks: Kick Attack (Does 1D6 Damage), Roundhouse Kick, Drop Kick
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Deathblow, Leap Attack
  Weapon Kata: W.P. Nunchaku
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch
  2nd: +1 Attack per Melee
  3rd: +2 to Parry/Dodge
  4th: +2 to Strike
  5th: Kick Attack now does 2D4 Damage, +1 to Roll with Punch/Fall/Impact
  6th: +1 Attack per Melee, Knockout/Stun from Behind
  7th: Knockout/Stun on a Natural 18+, Critical Strike from Behind, +1 to Pull Punch
  8th: +2 to Damage
  9th: +1 Attack per Melee
  10th: Critical Strike on a Natural 19+, +1 to Roll with Punch/Fall/Impact
  11th: +2 to Parry/Dodge
  12th: +2 to Strike
  13th: +1 Attack per Melee
  14th: Deathblow on a Natural 20, +1 to Pull Punch
  15th: +2 to Damage
  Why Study HAND TO HAND: MARTIAL ARTS?
  http://www.geocities.com/kuseru/PMAN/Styles/martial_arts2.htm [1/4/2003 9:40:33 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/masaki_ryu2.htm
  Masaki Ryu Kusarijutsu
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10. 
  Skill Cost: 13 Years (7 Years as a Secondary Martial Art Style).
  Created by Masaki Toshimitsu Dannoshin, head sentry at Edo Castle during the early part of 
  the 18th century to prevent unnecessary bloodshed on the part of the castle defenders.. He 
  added two weights to the ends of a two foot long chain and devised a series of skillful ways to 
  disarm and subdue opponents. He named the weapon Manriki gusari (10,000 power chain) 
  because he believed that it contained the power and ingenuity of 10,000 people. Masters of this 
  style are renowned for being able to fight multiple opponents.
  Costume: Kamishimo Zashi.
  Stance: None.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +2 to P.E.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Entangle, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Automatic Roll, Disarm, Breakfall, Circular Parry.
  Hand Attacks: Punch.
  Foot Attacks: Kick, Backward Sweep, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Ko/Stun, Choke, Trip/Leg Hook (This is considered a special 
  attack because it uses the chain, rather than the feet to perform a trip or leg hook).
  Holds/Locks: Arm Hold, Leg Hold, Neck Hold, Wrist Lock, Arm Lock
  Weapon Kata: W.P. Manriki-gusari.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from Body Hardening or Martial Art 
  Techniques.
  Other Skills: Hojo-jutsu.
  Language: Japanese.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Araki Ryu Kusarijutsu (4 Years), Isshin Ryu Kusarigamajutsu (4 Years), Jujutsu (3 
  Years), Kinzoku Shurikenjutsu (2 Years), Kogusoku (4 Years), or Zanji Shinjinken Ryu (4 
  Years).
  LEVEL ADVANCEMENT BONUSES
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  http://www.geocities.com/kuseru/PMAN/Styles/masaki_ryu2.htm
  1st: +2 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact.
  2nd: +1 to Parry, +1 to Maintain Balance.
  3rd: Select One (1) additional Martial Art Power from Body Hardening or Martial Art 
  Techniques.
  4th: +1 Attack per Melee, +1 to Strike.
  5th: Critical Strike on a Natural 18, 19, or 20.
  6th: +1 to Roll with Punch/Fall/Impact, Ko/Stun on a Natural 19 or 20.
  7th: Select One (1) additional Martial Art Power from Body Hardening or Martial Art Techniques.
  8th: +1 Attack per Melee, +1 to Maintain Balance.
  9th: Receives Automatic Hold and Automatic Lock.
  10th: +1 Attack per Melee, +2 to Parry.
  11th: Select One (1) additional Martial Art Power from Body Hardening or Martial Art 
  Techniques.
  12th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  13th: +1 Attack per Melee
  14th: +2 to Dodge, Death Blow on a Natural 20.
  15th: +1 Attack per Melee, Add One (1) Zenjorike power.
  WHY STUDY Masaki Ryu Kusarijutsu?
  In exchange for learning a variety of hand to hand moves, one learns a variety of mostly non-
  lethal moves to incapacitate opponents with a chain. Useful against single foes or multiple 
  attackers.
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  Masaki Ryu Kusarijutsu
  Masaki Ryu Kusarijutsu (Masaki's School of the Art of the Chain) 
  By Ray Bull 
  Masaki Ryu is one of Japan's older and more obscure martial arts. Masaki Toshimitsu Dannoshin was a 
  guard at a Buddhist temple gate in Edo in the 1600's. He created the manriki-gusari so he could do his job and 
  not break the Buddhist prohibition against spilling blood. He also developed the techniques for it's use and 
  founded the school that teaches these techniques and bears his name.
  A manriki-gusari can range from three to twelve feet long, with the average about six feet. The chain 
  itself is called kusari and the weights are called fundo. Students of Masaki Ryu will use the manriki-gusari to 
  entangle an opponent's weapon or limb, and then apply a lock or choke with the other end of the chain. 
  Sometimes the manriki-gusari will be used to entangle and sweep the opponent's legs. With the manriki-gusari 
  possessing the two qualities of adding to a martial artist's reach and being very concealable, it can be a 
  devastating weapon in the right hands.
  Training in Masaki Ryu can be obtained only in Japan. Even there it is not a popular and widely 
  practiced art. 
  Entrance Requirements: None
  Skill Cost: 10 Years (5 as a Secondary)
  Costume: Standard Gi
  Stance: None 
  CHARACTER BONUSES
  Add +5 to Chi
  Add +2 to P.P.
  Add +1 to P.E.
  Add +5 to S.D.C. 
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Disarm, Multiple Dodge
  Hand Attacks: Strike (Punch), Palm Strike
  Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook
  Special Attacks: Choke, Knee, Elbow, Body Flip/Throw, Crush/Squeeze, Body Block/Tackle, Death Blow
  Weapon Katas: W.P. Manriki-gusari (Note: The Manriki-gusari can be used to perform Body Flip/Throw, 
  Choke, Disarm, Holds, Locks, and Trip/Leg Hook.)
  Holds/Locks: Arm Hold, Body Hold, Leg Hold, Elbow Lock, Wrist Lock
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike 
  from Behind 
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: You may select a total of two (2) Martial Arts Powers from Martial Arts Techniques, and 
  Special Katas.
  Languages: Japanese
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  Masaki Ryu Kusarijutsu
  Cultural: Hojo-Jutsu
  Weapon: W.P. Manriki-gusari
  Philosophical Training: Buddhism 
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. 
  Jujutsu (4 years) 
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Maintain Balance, +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge
  Level 2: +1 to Strike, +1 to Disarm
  Level 3: +1 to Body Flip/Throw, Select one (1) Martial Arts Power from Martial Arts Techniques or Special 
  Katas
  Level 4: +1 Attack per Melee, Critical Strike from Behind
  Level 5: +1 to Parry/Dodge, Knockout/Stun from Behind
  Level 6: +1 to Damage, +1 to Roll with Punch/Fall/Impact
  Level 7: +1 Attack per Melee, +1 to Maintain Balance
  Level 8: Knockout/Stun on a Natural 20, Critical Strike on a Natural 19+, Select one (1) Martial Arts Power from 
  Martial Arts Techniques or Special Katas
  Level 9: +1 to Parry/Dodge, +1 to Disarm with W.P. Manriki-gusari
  Level 10: +1 to Strike, +1 to Roll with Punch/Fall/Impact
  Level 11: +1 Attack per Melee, Knockout/Stun on a Natural 19+
  Level 12: Critical Strike on a Natural 18+, +1 to Body Flip/Throw with W.P. Manriki-gusari
  Level 13: +1 to Parry/Dodge, Select one (1) Martial Arts Power from Martial Arts Techniques or Special Katas
  Level 14: Deathblow on a Natural 20, +2 to Roll with Punch/Fall/Impact
  Level 15: +1 to Damage, +1 to Disarm with W.P. Manriki-gusari 
  Why Study MASAKI RYU KUSARIJUTSU?
  The techniques of this style revolve around an easily constructed and concealed weapon. An art 
  dedicated to peaceful resolution of conflicts, Masaki Ryu is a simple style, but it can also destroy an opponent 
  and his weapon. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/masaki_ryu_kusarijutsu.html (2 of 2) [1/4/2003 9:40:38 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/masaki_ryu3.htm
  Masaki-Ryu
  By Tinker Dragoon
  Entrance Requirements: Alignment must be Principled, Scrupulous, Unprincipled, or Aberrant. P.P. 12 or 
  higher. 
  Skill Cost: 9 Years (6 years as a secondary Martial Art).
  This style was created several centuries ago by Masaki Toshimitsu Dannoshin, a guard at Japan's Edo Palace. 
  Though a proficient swordsman himself, Masaki considered it sacrilege to shed blood on the palace grounds, 
  so he began searching for a less violent way of subduing intruders. Ultimately, he hit upon the idea of adding 
  two weights to the end of a long chain, which he dubbed the ""manriki-gusari"" or ""10,000-power chain."" 
  The style subsequently became very popular with other palace guards, as well as policemen, for its ability to 
  take down armed opponents with minimal harm. This style uses the manriki-gusari almost exclusively (the 
  kusari-gama and kusari-fundo are also used, but rarely), and is not particularly effective when unarmed. 
  A Masaki-Ryu practitioner will typically enter combat twirling his chain while dodging and weaving between his 
  opponents, and is quite proficient at striking and parrying against opponents on all sides. 
  Costume: Typically a gray or white karate uniform with black hakama.
  Stance: Feet shoulder width apart, left hand at side holding one end of chain, right hand held out either twirling 
  other end of chain in figure eight pattern, or holding chain wrapped in hand with handle pointing down 
  (disguising length of chain, and providing extra power to a fore-knuckle fist)
  CHARACTER BONUSES
  Add 5 to CHI
  Add 2 to M.E.
  Add 2 to P.P.
  Add 1 to P.E.
  Add 4 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Breakfall
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Multiple Dodge, Circular Parry, Disarm, Automatic Entangle (New!)
  Hand Attacks: Strike (Punch), Fore-Knuckle Fist (usually done with chain-grip in hand)
  Foot Attacks: Kick Attack, Snap Kick
  Jumping Foot Attacks: None.
  Special Attacks: Body Flip/Throw, Critical Flip/Throw, Choke, Death Blow, Knee, Ensnaring Chain (Special! 
  Counts as an entangle, but can be used to attack as well as defend. Costs 1 attack. Opponent may attempt to 
  dodge, but not parry. If attack is successful, opponent is knocked down as per standard rules and cannot get 
  back up without making a successful dodge roll at -4 against the entangle, unless the wielder chooses to 
  release the chain himself), Spinning Chain Strike (Special! This attack involves spinning the chain either to one 
  side or overhead, and can even hit opponents behind the wielder. Counts as a Critical Strike and cannot be 
  parried without a shield, but can be dodged. Costs two attacks, and can only be used once per melee)
  Holds/Locks: Arm Hold, Leg Hold, Neck Hold, Automatic Hold
  Weapon Kata: W.P. Manriki-Gusari (Chain), at 3 levels above one's level of Masaki-Ryu
  Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Automatically starts with the Zanshin Technique. Also choose two (2) powers from among 
  Body Hardening, Martial Arts Techniques, and Special Katas.
  Languages: Japanese
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  http://www.geocities.com/kuseru/PMAN/Styles/masaki_ryu3.htm
  Cultural (choose 2): Ikebana, Bonsai, Calligraphy, Haiku, Ukio-E, or Go
  Other: Hojo-Jutsu (can be done with chain as well as rope)
  Weapon Proficiencies: W.P. Manriki-Gusari
  Philosophical Training: Zen 
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time:Jujutsu (4 
  Years), Lee Kwan Choo (4 Years), Moo Gi Gong (4 Years), Taido (5 Years), and Zanji Shinjinken-Ryu (3 
  Years)
  If your primary Martial Art Form is one of those listed below, Masaki-Ryu may be learned in the time listed: 
  Aikido (3 Years), Ninjutsu (4 Years), Zanji Shinjinken-Ryu (2 Years)
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Roll with Punch/Fall/Impact, +1 to Parry and Dodge, +1 to Breakfall 
  2nd: +1 to Disarm, +1 to Body Flip/Throw, +2 to Entangle/Ensnare 
  3rd: +1 attack per melee, +2 to Parry and Dodge 
  4th: +2 to Damage with Chain, Knockout/Stun on Natural 18, 19, or 20 
  5th: Choose an additional Martial Arts Power from Body Hardening, Techniques, or Katas 
  6th: +1 to Parry/Dodge, +2 to Body Flip/Throw (does 2D6 damage instead of 1D6) 
  7th: +2 to Strike, +1 to Breakfall, Critical Strike on Natural 18, 19, or 20 
  8th: +1 attack per melee, +2 to Disarm, +2 to Entangle/Snare 
  9th: Choose an additional Martial Art Power from Techniques, Katas, or Chi Mastery 
  10th: Double Existing Chi, +1 to Body Flip/Throw, +2 to Damage with Chain 
  11th: +1 attack per melee, +1 to Strike, Critical Strike/Flip from behind 
  12th: +2 to Roll with Punch/Fall/Impact, +1 to Breakfall 
  13th: Choose one additional Martial Art Power from Techniques, or Chi Mastery 
  14th: +1 to Damage with Chain, +2 to Body Flip/Throw (does 4D6 damage, instead of 2D6) 
  15th: Death Blow on Natural 19 or 20, Choose one Zenjorike power 
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  http://www.geocities.com/kuseru/PMAN/Styles/maschine_klatch.html
  Maschine Klatch
  By RMHOWA01@ulkyvm.louiseville.edu 
  A similar technique to Panzer Kunst, is the Maschine Klatsch ("machine clash"). Maschine Klatsch is 
  another cyborg fighting method, much more common than Panzer Kunst. Any cyborg OCC can learn the 
  Maschine Klatsch 
  Techniques known at first level: Break fall, roll with punch/fall/impact, pull punch, kick attack (1d4x10), karate 
  kick (1d6x10), karate strike (1d4x10), knee/elbow strikes (5d6), body flip/throw, disarm 
  Bonuses: +1d4 M.E., +2d4 PPE, damage is 5 times base due to greater cybernetic strength 
  Level 1: LEVEL ADVANCEMENT BONUSES
  Level 1: 2 attacks to start, snap kick (5d6), knife hand (1d4x10), +1 initiative, +2 roll with punch/fall/impact, +2 
  parry, +1 dodge, +1 break fall, +2 disarm 
  Level 2: +2 strike, tripping/leg hooks, backward sweep kicks 
  Level 3: +2 damage, wheel kick (1d6x10) 
  Level 4: +1 attack, +1 initiative, +1 disarm, leap attack 
  Level 5: Power punch, power kick, critical flip on natural 19-20 
  Level 6: Critical on 18-20, critical from behind, +2 pull punch 
  Level 7: Roundhouse kick (2d4x10+10), axe kick (1d6x10), +2 roll with punch 
  Level 8: +1 attack, Hertza Haeon, crescent kick (1d4x10+10), 
  Level 9: Jump kick (3d6x10), Death blow on natural 20 
  Level 10: Double PPE and leap attacks, +1 parry 
  Level 11: +1 attack, +1 strike, +1 dodge 
  Level 12: Penetrating Strike, +1 initiative, +3 damage 
  Level 13: Death Blow! 
  Level 14: +1 attack, +2 punch attacks 
  Level 15: Final Blow, +2 disarm, +1 break fall
  Final Blow:
  PPE: 4 Base +1 per 1 PS
  The Final Blow technique allows the character to do supernatural damage, but at a potential of killing 
  the character! By spending the base 4 PPE, the character can do damage as though their PS is supernatural. 
  For each additional PPE spent, the character's effective PS increases by 1. The downside of this attack is 
  severe. For the base 4 PPE, the character takes 2d6 +4 damage directly to HP. For each additional point of 
  PPE, the character takes an additional 1 HP damage. The Final Blow is active 1 melee round.
  Penetrating Strike:
  PPE: 4
  Penetrating strike enables the character to penetrate armor, including power armor and the bodies of 
  cyborgs! The character does normal damage to the armor and 1 point of SDC to the target in the armor or the 
  organic portion of the cyborg for each 1d6 the attacker does in SDC damage (if the attack does 5d6 SDC, the 
  target within the armor takes 5 points SDC, 1 MD point means 15 SDC to the target within the armor). Add 1/2 
  the normal SDC P.S. bonus to the damage done through the armor as well. If the damage gets through the 
  SDC and starts affecting HP (in the case of cyborgs, it immediately affects HP), the target must save vs 
  psionics or be knocked unconscious by the blow.
  http://www.geocities.com/kuseru/PMAN/Styles/maschine_klatch.html (1 of 2) [1/4/2003 9:40:43 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/maschine_klatch.html
  Hertza Haeon:
  PPE: 3
  The Hertza Haeon is a technique in which the cyborg focuses their internal power to a frequency that 
  will disrupt electrical impulses within living beings, causing additional damage. The Hertza Haeon allows the 
  cyborg to do double damage with the attack, but the cyborg themselves take 1 HP damage each time the 
  attack is used. The Hertza Haeon will not work through armor, however, it does work through forcefields, doing 
  1/2 damage to the field, and 1/2 damage to the target. The Hertza Haeon is fully effective against partial 
  conversion borgs, but only 50% as effective on full conversion borgs. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/maschine_klatch.html (2 of 2) [1/4/2003 9:40:43 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/menadot_valek_ga.html
  Menadot-Valek Ga
  By danzig138
  Menadot-Valek Ga, the Way of Inner Peace and Outer Force, is the martial art form developed and 
  used by the Monks of Sh'Dha-Kor. It is an ancient style, developed millennia ago by the First Monk. According 
  to legend, the First Monk was a mighty ruler, powerful and ruthless. One night, spirits stole into his chambers 
  and abducted him. He awoke in the middle of the woods, alone, naked and with a different face. He wandered 
  for days, trying to convince everyone he met that he was the ruler of the kingdom. Of course, no one believed 
  him, and he was constantly mocked, ridiculed, and beaten. Tired of this treatment, he retreated back into the 
  woods to live as a hermit. 
  He eventually taught himself to survive, and even prosper. After several years of this lifestyle, he 
  wandered into a cave one night seeking shelter from a storm. He set about making a tiny camp, and built a fire. 
  He then decided to explore the cave. As he explored the cave, he discovered that it opened up into a vast 
  forest with alien vegetation and animals. Curious, he explored further. During this exploration, he was attacked 
  by a bizarre creature that bit him. He felt the creature's venom coursing through his veins and thought he would 
  die. He awoke later, in great pain, but relieved that he was still alive.
  For the next several days, he tried to find his way out of the cave but had no success. He resigned 
  himself to the fact that he would live out the rest of his life and die in this strange environment. He was soon 
  attacked by some sort of humanoid creatures, but managed to fight the beast off, using skills that he had not 
  previously possessed. He realized that somehow, he had been given a great gift. So he began to train, to hone 
  his newfound skills even further. For many years, he trained, and thought, and meditated. He eventually 
  realized that his previous life had been wasted in the acquisition of power and the oppression of others. This 
  discovery gave him a new sense of purpose and dedication. He decided that he would find a way out of the 
  cave, and that when he did, he would dedicate his life to helping others, and defending the weak and helpless. 
  Then, by a stroke of luck ( or so he believed ), he found the opening back into the cave. 
  When he re-entered the cave, it was storming outside, and there was a small fire burning, but he could 
  find no other beings. He found tracks that led from the fire to the back of the cave, but no others.
  He left the cave, and soon realized that no time had passed in the outside while he had trained inside 
  the cave. So he set about helping others, and eventually recruited others to aid in his quest.
  The Monks of Sh'Dha-Kor neither seek out, or avoid combat. When combat is engaged, the Monk will 
  respond to the opponent. If the opponent is aggressive, the Monk will act defensively, parrying attacks, and 
  lashing out with snap kicks and tripping/leg hooks when safe. If the opponent is cautious and defensive, the 
  Monk will react aggressively, using hand strikes, and jumping kicks.
  Entrance Requirements: As per the Monk of Sh'Dha-Kor O.C.C.
  Skill Cost: 15 years
  Costume: Only the robes worn by the Monks.
  Stance: Feet are spread about shoulder's-width apart, width the back foot at an angle, and the front foot 
  pointing forward. The front knee has a slight bend. The back arm is held at waist-level with the hand in a fist, 
  and the front arm is held at chest level, with the fist close to the chest in a backhand position.
  CHARACTER BONUSES
  http://www.geocities.com/kuseru/PMAN/Styles/menadot_valek_ga.html (1 of 3) [1/4/2003 9:40:46 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/menadot_valek_ga.html
  Add 1 to P.S.
  Add 1 to P.P.
  Add 1 to P.E.
  Add 5 to Spd.
  Add 15 to P.P.E. ( or Chi )
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Circular Parry, Breakfall, Disarm
  Hand Attacks: Strike ( Punch ), Knife Hand, Back Hand, Palm Strike
  Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook, Backward Sweep, Reverse Turning Kick
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Spinning Kick ( see Taido in Ninjas 
  and Superspies, page 115 )
  Special Attacks: Death Blow, Leap Attack, Forearm, Elbow, Knee Strike, Spinning Leap Attack ( See Taido, 
  in Ninjas and Superspies, page 115 ), Spinning Kick/Neck Hold Choke ( SPECIAL! Used against two 
  opponents, the Monk attempts a Neck Hold/Choke on one of the opponents, and, while maintaining the hold, 
  immediately launches a spinning kick attack at the second opponent. This uses four attacks, and requires a 
  strike roll at both opponents, each with a -3 penalty. If successful, the choked opponent suffers 1D6 damage 
  direct to Hit Points, and the kicked opponent suffers 1D8+1 damage. If the attack misses, the Monk loses 
  initiative and one additional attack for the melee. NOTE: The choke attack MUST succeed for the kick to be 
  launched! )
  Holds/Locks: Arm Hold, Body Hold, Neck Hold/Choke
  Weapon Katas: Pick any three melee weapons.
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select two powers from among Chi Mastery, Martial Art Techniques, orSpecial Katas ( 
  including Chi Katas ).
  Physical: Climbing
  Philosophical: Menadot-Valek Ga ( This philosophy is similar to a combination of many Oriental philosophies, 
  combining Shinto, Zen, and Buddhism ).
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Strike
  Level 2: +2 to Parry/Dodge, +1 to Breakfall/Maintain Balance
  Level 3: +1 to Flying Reverse Spinning Kick/Spinning Leap Attack, and Spinning Kick/Neck Hold Choke
  Level 4: +1 Attack per Melee, Critical Strike on a Natural 19-20
  Level 5: +2 to Strike, Knock-Out/Stun on a Natural 19-20
  Level 6: Select one additional Martial Art Power from among Chi Mastery, Martial Art Techniques, and Special 
  Katas ( including Chi Katas )
  Level 7: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
  Level 8: Double existing P.P.E. ( or Chi )
  Level 9: +1 Attack per Melee, Critical Strike on a Natural 18-20
  Level 10: +2 to Parry/Dodge, +1 to Breakfall
  Level 11: +1 to Flying Reverse Spinning Kick/Spinning Leap Attack, and Spinning Kick/Neck Hold Choke
  Level 12: +2 to Strike, Knock-Out/Stun on a Natural 18-20
  Level 13: Select one additional Martial Art Power from among Chi Mastery, Martial Art Techniques, and 
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  http://www.geocities.com/kuseru/PMAN/Styles/menadot_valek_ga.html
  Special Katas ( including Chi Katas )
  Level 14: +1 Attack per Melee, Death Blow on a Natural 20
  Level 15: Double existing P.P.E. ( or Chi )
   
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  http://www.geocities.com/kuseru/PMAN/Styles/mensur.htm
  Mensur: German Fraternity Dueling
  By FlashFire
  Entrance Requirements: Minimum of 4 Years of College on Education Level. No Alignment 
  Restrictions, though the form doesn't appeal to backstabbers and cutthroats.
  Skill Cost: 4 Years (2 Years as a Secondary Form)
  "Nestled in the scenic rolling hills of Southern Germany lies the town of Tübingen. What 
  separates Tübingen from other scenic towns in Southern Germany is its university founded 
  during the 16th century. Fortunately, many old university buildings remain to this day since 
  Tübengin's small size enabled it to avoid the general destruction of World War II." 
  "Tübengin's oldness goes beyond the age of its buildings. Unknown to most tourist, Tübengin 
  still perpetuates the ancient art of sword dueling. Unlike many places in the world, where mock 
  combats cater for tourists and movie crews, Tübingen's sword duels are painfully real." 
  Ancient Tradition Still Lives On, Thane B. Terrill, 1996 
  From settling gentlemanly disputes to tearing highwaymen new orifices, swordsmanship was 
  considered a vital skill for the educated gentleman in 1500's Germany. For five hundred years, 
  dueling has been part of the tradition and education of young Germans, surviving countless 
  wars, numerous political regimes, and the current anti-militaristic movement of modern 
  Germany. Though the tradition is restricted to only a few fraternity houses across Germany, its 
  not likely to die out soon.
  Saying that Mensur, the traditional fraternity dueling form, is somewhat restrictive is like saying 
  that the average nuclear bomb will knock down a few houses. Opponents stand three feet apart 
  opposite one another, plant their feet, and do not move from that position for any reason. The 
  arm is held straight out at a ninety-degree angle with all blows and parries performed by wrist 
  action and slight forearm movement. There are three blows in the form, one to the top, one to 
  the left side, and one to the right side of the head. The parries are equally simple. The speed at 
  which these moves are delivered, though, is tremendous with blows and parries flying faster 
  than the eye can follow.
  Armor is restricted to shoulder padding and neck braces, just in case an accidental blow lands 
  there. The weapon of choice in this form is a three inch wide single edged sword that is about 
  two and a half feet long and has a dull point and plain handle. Overall, the sword looks more 
  like a South American machete than a traditional weapon.
  One might think that this form is a little on the pointless side, due to its restrictions on attack 
  locations and inability to move. However, the main purpose of the duel is not to demonstrate 
  skill with a sword, but to prove one's bravery and ability to act under pressure. More of a 
  psychological game, Mensur provides its practitioners with far more psychological benefit than 
  physical, unless one counts the impressive scars.
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  http://www.geocities.com/kuseru/PMAN/Styles/mensur.htm
  Costume: Shoulder and neck padding
  Stance: Feet planted squarely on the ground, flat-footed and solid. Off-weapon hand is planted 
  on the hip and is not moved.
  Character Bonuses 
  +3 to ME
  +1 to PP
  +10 to SDC
  Combat Skills
  Attacks per Melee: Six
  Escape Moves: Maintain Balance
  Basic Defensive Moves: Parry, Automatic Parry
  Advanced Defenses: Circular Parry
  Hand Attacks: None
  Foot Attacks: None
  Special Attacks: Combination Parry/Attack, Power Block/Parry
  Permanent Critical Strike (Special!)
  Every blow in Mensur is to the head. All of them. You either strike from above or the sides, but 
  you always strike at the head. Therefore, every successful strike in Mensur is a Critical Strike 
  and does double damage. Alternately, Heroes Unlimited states that head shots do damage 
  straight to hit points, so that rule could replace this.
  Holds/Locks: None
  Weapon Katas: WP: Sabre
  Modifiers to Attacks: Critical Strike
  No Movement Clause (Special) 
  You can't move, not even to dodge, while using Mensur. Dodging requires dropping the form 
  and its bonuses to go at the enemy like an untrained fighter.
  Skills Included in Training
  Martial Art Powers: Wrist Hardening. This can be traded for any Basic Skill Program 
  (excluding Physical)
  Languages: German
  Physical Skills: Fencing
  Level Advancement Bonuses
  1st: +1 to Strike, -2 (yes, that's *minus* 2) to Parry, Critical Strike, Permanent Critical Strike
  2nd: +2 to Initiative
  3rd: +1 to Parry, +1 to Save vs Pain.
  4th: Warrior Spirit Kata (SK)
  5th: One additional attack per melee
  6th: +2 to Strike, +1 to Save vs Pain.
  7th: Dam Sum Sing (BHE) and select one from Special Katas
  8th: +1 to Parry
  9th: One additional attack per melee
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  10th: Select one martial art power from Special Katas
  11th: +2 to Strike, +1 to Save vs Pain.
  12th: One additional attack per melee
  13th: +1 to Parry, +2 to Initiative
  14th: Select one martial art power from Special Katas
  15th: +1 to Parry, one additional attack per melee
  Why Study Mensur? 
  To connect with a tradition going back five hundred years, as well as to prove one's bravery 
  and strength of will without getting one's head completely lopped off.
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  http://www.geocities.com/kuseru/PMAN/Styles/military.htm
  Hand to Hand: Military
  By Mantisking
  Entrance Requirements: None
  Skill Cost: 2 Years
  COMBAT SKILLS
  Attacks per Melee: Two (2)
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Hand Attacks: Strike (Punch), Palm Strike
  Foot Attacks: Kick Attack (Does 1D6 Damage)
  Special Attacks: Bodyblock/Tackle, Bodyflip/Throw, Crush/Squeeze
  Holds/Locks: Arm Hold, Body Hold
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
  Knockout/Stun from Behind
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +2 to Pull Punch
  2nd: +1 To Parry/Dodge
  3rd: +1 to Strike
  4th: +2 to Damage
  5th: +1 to Roll with Punch/Fall/Impact
  6th: Kick Attack now does 2D4 Damage
  7th: Knockout/Stun from Behind
  8th: Knockout Stun on a Natural 19+, Critical Strike from Behind
  9th: +1 to Parry/Dodge
  10th: Critical Strike on a Natural 19+
  11th: +1 to Strike
  12th: +1 to Damage
  13th: +1 to Parry/Dodge
  14th: +1 to Strike
  15th: Deathblow on a Natural 20
  Why Study HAND TO HAND: MILITARY?
  A solid, physical style with little in the way of frills.
  http://www.geocities.com/kuseru/PMAN/Styles/military.htm [1/4/2003 9:40:52 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/mishima_ryu_karate.htm
  Mishima Ryu KARATE
  By Himura_Battosai
  Entrance Requirements: none
  Skill Cost: 8 years(5 years as a secondary martial Art Form) 
  Mishima was created by Mishima Heihachi. Based on the Okinawan Art Form, Te, with additions from Jujitsu 
  and other karate forms in Nippon (Japan). it is a very aggressive and hard style. It is made to fight one on one 
  with other martial artists. In a fight, a master will attack aggressively, all defenses will be replied with hard 
  counter-attacks. The goal is to do the most damage in the least amount of time. 
  Costume: Standard karate outfit. Do family nature of this art form, there is no formal rank structure or belt 
  system. Mastery is achieved by beating ones master. 
  Stance: legs shoulder width apart, feet facing forward. One hand pulled back to the chest under armpit. the 
  other forming a block with the hand level with the top of the shoulder, both hands clenched in fists. 
  CHARACTER BONUSES 
  Add 10 to Chi
  Add 1 to P.S.
  Add 1 to P.E.
  Add 10 to S.D.C.
  COMBAT SKILLS 
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact
  Basic Defense: Dodge, Parry, Automatic parry
  Advanced Defenses: multiple Dodge, Combination parry/Kick (special) used to parry with kicks, reply with a 
  kick attack, axe kick, or Crescent kick, Break fall
  Hand Attacks: Strike (punch), Power Punch, Fore-Knuckle Strike, Palm Strike, Demon Strike (special) a 
  double palm strike that does 2D6 damage and can be used to funnel negative chi attacks., back hand
  Basic Foot Attacks: kick attack, snap kick, Axe kick, crescent kick, reverse turn kick
  Jumping Foot Attacks: jump kick
  Special Attacks: death blow, Leap attack, Powerful Noogie (special) This is a head/neck hold that in combined 
  with a noogie that does 2D6 per melee as long as the hold is unbroken, body Flip/Throw
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  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike from behind, Knock out/stun 
  from behind.
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Three from Martial art Techniques, body hardening (including Demon Hunter from mystic 
  China) or Special katas. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-
  one basis, as desired.
  Language: Japanese
  Cultural Skills: Haiku and Go
  Philosophical Training: Bushido
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Zanji 
  Shinjinken Ryu (5 years), te (3 years), Tae Kwan Do (3Years)
  LEVEL ADVANCEMENT BONUSES 
  1st + 1 Roll with punch/fall/impact, + 2 damage, + 1 Strike, Critical Strike from behind, knock Out from behind.
  2nd + 1 Attack per Melee, + 1 Dodge/parry
  3rd +1 Strike, + 2 Damage
  4th + 1 Attack per melee, Critical Strike 19 -20
  5th + 1 Strike, knock out19 -20, Select one additional martial arts powers from body hardening, Martial art 
  techniques, or Special Katas.
  6th + 1 Attack per Melee, + 2 strike
  7th +1 parry/dodge, Critical Strike 18 -20
  8th + 1 Attack per melee, + 1 Strike, + 2 damage
  9th + 2roll with punch/fall/impact, Select one additional martial arts powers from body hardening, Chi mastery, 
  or Special Katas.
  10th + 1 Dodge/parry, + 1 attack per melee
  11th + 1 damage, death blow 19-20
  12th + 1 roll with punch/fall/impact, Select one additional martial arts powers from body hardening, Chi 
  mastery, or Special Katas.
  13th + 1 Strike, + 1 Damage
  14th + 1 Attack per Melee, Double Chi
  15th + 1 Strike, +2 damage, + 1 parry
  WHY STUDY Mishima Ryu Karate?
  It is a destructive art, well suited for one on one confrontations. hefty amounts of damage teamed with fast 
  strikes is highly effective. has some trouble with multiple attackers. but is still very well rounded. Limited Chi 
  ability at lower levels does give it a disadvantage to arts with high chi use. 
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  http://www.geocities.com/kuseru/PMAN/Styles/mizong_quan.htm
  Mi Zong Quan- Lost Track Fist
  By Hibik
  Also known as Yan Qing Quan, the origin of Mi Zong Quan (Mai Zung Kyun in Cantonese) is 
  kind of a mystery. Some contribute the creation of Mi Zong Quan to a man named Sung Tung, 
  during the Qing Dynasty. Sung Tung was a revolutionary who had learned Kung Fu from 
  Master Cheng of Shantung Province for a few years, before following a monk to Shaolin where 
  he learned the Mi Zong Lohan Style of Kung Fu. He thereafter traveled China, perfecting his art 
  of Mi Zong Quan.
  Others say the art of Lost Track goes back to the Song Dynasty, to a man named Yun Qing. 
  Yun Qing had learned Mi Zong Lohan Style from Lu Junyi, who himself had learned it from 
  Shaolin. Yun Qing was part of a group known as the Water Margin, a Robin Hood like group of 
  108 Martial Artists, who stole from the rich and gave to the poor. His art was known as Lost 
  Track Fist after officials were unable to distinguish his style. Students often call the art Yun 
  Qing Quan to pay respect to Yun Qing. 
  Lack of an accurate history or not, Mi Zong Quan remains one of the more popular styles of 
  Kung Fu in Northern China, although being practically unheard of outside of China. This style, 
  like its name, focuses on odd, unpredictable, inconsistent and almost illogical movement. Like 
  in Zui Quan (Drunken Boxing), these movements serve to confuse and distract an opponent. 
  There is also a fair amount of acrobatics to go along with the 'lost' footwork, involving leaps, 
  jump kicks, rolls, and the like. 
  In combat, a master of Mi Zong Quan will use his confusing footwork and body movement to 
  disorient an opponent. The Master will focus mainly on avoidance techniques for defense, while 
  striking out with a palm or a punch, drawing power from Mi Zong Quan's considerable use of 
  Internal Energy, when the confused opponent least expects it. Upper body attacks include toss, 
  slap, roll, and capture, while lower body movements include leap, cut, hang, and tangle. Also, 
  like Ba Gua Zhang, the style favors short, circular movements.
  Training for Mi Zong Quan is almost exclusively available in Northern China. There are also 
  roughly 8 sub styles of Mi Zong Quan.
  Entrance Requirements: None.
  Skill Cost: 14 Years (8 Years as a Secondary)
  Costume: Standard Kung Fu outfit.
  Stance: Bow Stance with the right arm raised up, hand closed into an inward fist, and the left 
  arm almost straight down in a fist turned into the body.
  Character Bonuses
  Add 10 to Chi
  Add 2 to M.E.
  Add 2 to P.P.
  Combat Skills
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Breakfall, and Maintain Balance.
  Attack Moves: Leap, and Backflip.
  Basic Defense Moves: Dodge, Parry, and Auto Parry. 
  Advanced Defenses: Multiple Dodge, Roll, and Swaying Waist (Special! Similar to Zui Quan, 
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  http://www.geocities.com/kuseru/PMAN/Styles/mizong_quan.htm
  this is a special form of weaving and ducking that is considered a Dodge, it cannot be 
  combined with any other defensive move.),
  Hand Attacks: Punch, Knife Hand, Palm Strike, and Backhand. 
  Basic Foot Attacks: Kick, Snap Kick, Crescent Kick, Tripping/Leg Hook, and Backward 
  Sweep. 
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Deathblow, Forearm, Body Flip/Throw, 
  Holds/Locks: Elbow Lock.
  Weapon Katas (Select Two): W.P. Gun (Staff), W.P. Qian (Spear). WP Jian (Straight Sword), 
  WP Dao (Broadsword), WP Shan (Fan), and WP San Jie Gun (3 Sectional Staff). Add a new 
  weapon Kata as per O.C.C. advancement bonus, or, if none, add one at Levels 4, 8, and 12.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, and Critical Strike from Rear.
  Skills Included in Training
  Martial Arts Powers: Select a total of two (2) powers from among Chi Mastery Specialty Katas 
  (Including Chi Katas), or Martial Art Techniques. If desired, any number of powers can be 
  traded, one-for-one, for any Basic Skill Programs.
  Languages: Chinese (Mandarin or another Northern dialect)
  Physical: None
  Philosophical Training: Buddhism or Taoism (varies upon sub-styles, choose one. 
  If this is your primary martial art form, then the following other forms can be learned in shorter 
  time: Drunken Style Kung Fu (7 Years), Baguazhang (6 Years), Zui Quan (7 Years), and 
  Monkey Style Kung Fu (6 Years).
  Level Advancement Bonuses
  1st: +1 to Parry and Strike, +2 to Roll with Punch/Fall/Impact.
  2nd: +2 to Dodge, +1 to Strike.
  3rd: +2 to Roll and Backflip, +2 to Swaying Waist.
  4th: +1 Attack per Melee, +1 to Dodge. 
  5th: Select an Ability from Chi Mastery, or Specialty Katas (including Chi Katas).
  6th: Double Existing Chi.
  7th: +1 to Flip and Backflip, +1 to Swaying Waist. 
  8th: Critical Strike on Natural 19-20.
  9th: +1 to Strike, +1 to Roll with Punch/Fall/Impact.
  10th: +1 Attack.
  11th: Select an Ability from Chi Mastery (Including Advanced) or Martial Art Techniques.
  12th: Select a Zenjorike.
  13th: +1 to Roll and Backflip, +1 to Dodge. 
  14th: Double Existing Chi.
  15th: +1 Attack, +1 to Roll with Punch/Fall/Impact.
  Why Study Mi Zong Quan?
  A beautiful, sophisticated, and deceptively effective style. Mi Zong Quan effectively combines 
  confusing footwork, smooth and fluid avoidance techniques, and swift attacks coupled with 
  internal energy (Chi) to form a solid, effective style. An art favored more by those who prefer 
  speed and grace over power.
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  http://www.geocities.com/kuseru/PMAN/Styles/molson_fu.html
  Molson-Fu
  By ? 
  "Get back you pot-bellied Canadian freak" the American screamed in terror.
  "No, you American scum, take your dollar and stick it!" the Canadian martial artist shouted with defiance 
  as he began a devastating assault with his nunchaku-cans. The next day the American was found in a ditch ... 
  beaten, broken and smelling of poutine and stale beer.
  Entrance Requirements: Canadian birth only.
  Skill Cost: None, all abilities are innate.
  Costume: plaid lumberjack coat and maple leaf or canadien winter cap
  Stance: hands in pockets with legs shoulder width apart or with one hand in front waistline with other hanging 
  free for ease of holding beer.
  CHARACTER BONUSES
  Add 2D6 to S.D.C.
  Add 2 to P.E.
  Subtract 2 from Spd.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: drunken stumble, drunken collapse, the snow shoe shuffle
  Basic Defensive Moves: dodge, parry, automatic parry (with submarine sandwich), belly ice-slide
  Advanced Defenses: flying beer grab, disarm
  Hand Attacks: drunken arm flail
  Basic Foot Attacks: lack-of-snowtires kick of frustration, flying oh-damn-ice-ass-over-teakettle flying two 
  legged kick.
  Special Attacks: hockey-player-mouth gumming bite, polar bear charge, Canada goose peck strike, beer belly 
  roll over, final- Maple Leaf Gardens-tickets-scalper body block.
  Holds/Locks: Its-my-beer-not-yours-hold, last beer hold, 
  Weapon Katas: Nunchaku-cans, submarine sandwich swords, poutine forks, snowball, hockey stick
  Modifiers to Attack: critical beer strike, beer death blow, bonus to shock Americans with explantion of what 
  poutine is.
  SKILLS INCLUDED INTRAINING
  Martial Arts Powers: Body Hardening: beer belly of iron, cold resistance, puck biting/teeth hardening.
  Languages: English, French-Canadian, proper use of the word "eh"
  Survival: Extreme cold, extreme American ignorance of Canadian lifestyle
  Physical: "line racing" (only hockey players will understand this one), polar bear wrestling, seal swimming
  Philisophical Training: the Zen of Don Cherry
  LEVEL ADVAMNCEMENT BONUSES
  None: these abilities are innately as high as the universe will allow in any single individual.
   
  http://www.geocities.com/kuseru/PMAN/Styles/molson_fu.html [1/4/2003 9:41:00 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/moo_duk_kwan_tsd.htm
  MOO DUK KWAN TANG SOO DO SOO BAK DO 
  By SeonJin108
  Entrance Requirements No Attribute or Alignment restrictions. 
  Skill Cost 8 Years (5 Years as a Secondary Martial Art Form) 
  The original art created by Hwang Kee, Tang Soo Do combines the circular techniques of 
  Chinese Chuan Fa and the direct force attacks of Japanese Shotokan Karate with the diverse 
  kicking tactics of Korean Tae Kyon. Unlike Tae Kwon Do, which focuses on speed and agility, 
  Tang Soo Do values damaging strength. Tang Soo Do means "Tang Hand Way", after the 
  Tang Dynasty of China, from which Tang Soo Do gets its Chinese techniques. It is also known 
  as Soo Bak Do. Soo Bak is a now extinct classical Korean striking art related to Tae Kyon, and 
  Hwang Kee took the name Soo Bak Do to venerate this ancient Korean art. A school of harsh 
  discipline, training combines martial art techniques with wilderness survival. Students often 
  have to run through snow, climb mountains, and swim rivers, all while in their skimpy dobok. 
  Schools are found in both North and South Korea, usually in fairly remote regions. This school 
  has spread through out the world, though in numbers far less than Kukkiwon Taekwondo has. 
  Its popularity in the US is owed to the martial artist known as Chuck Norris, who studied this art 
  while he was stationed in South Korea as a Air Force policeman. 
  Costume A white dobok similar to a karate gi, with midnight blue trim. Tang Soo Do does not 
  issue black belts, but midnight blue belts, as black is seen as the color of perfection, and no 
  one can achieve perfection. 
  Stance Dae Ryun Jase, a high back stance with the arms bent, the lead fist roughly at chin 
  level, the rear fist pulled back, guarding the mid-section. 
  CHARACTER BONUS 
  Add 2 to PS 
  Add 15 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee 3 
  Escape moves Roll with Punch/Fall/Impact 
  Basic Defensive Moves Automatic Parry, Dodge, Parry 
  Advanced Defensives Disarm, Multiple Dodge, Power Block/Parry (does damage!) 
  Hand Attacks Backhand, Duo-Fist Strike, Knife Hand, Power Punch, Punch 
  Basic Foot Attacks Axe Kick, Crescent Kick, Reverse Turning Kick (Combination Dodge/Kick), 
  Roundhouse Kick, Side Kick, Snap Kick, Wheel Kick 
  Jumping Foot Attacks Flying Jump Kick, Flying Reverse Turning Kick, Jump Kick 
  Special attacks Combination Grab/Head Bash (SPECIAL! First the attacker rolls for a 
  successful Strike. That's followed by a second Strike roll that represents a bash of the 
  attacker's forehead directly into the victim's face or head. Damage is 2D6. No Parry or Dodge 
  possible during the attack. Normal Critical Strike Rolls apply.), Combination Grab/Kick, 
  Combination Strike/Parry, Death Blow, Elbow, Forearm, Knee, Leap Attack 
  Modifiers to Attacks Critical Strike, Critical Strike From Rear, Knock-Out/Stun, Pull Punch 
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  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers Automatically receives the Special Hyung, Basahee (Bassai). Select a total 
  of two (2) powers from among Body Hardening Exercises, Martial Art Techniques, and Special 
  Hyung. If desired, any number of Powers can be traded one-for-one for any Basic Skill Program 
  (excluding physical). Recommended Martial Art Powers are: Chagi, Combination of Winter and 
  Summer Training, Iron Hand, Kihapsul, Kyukpasul 
  Code of Honor Ten Creeds of Moo Duk Kwan 
  Language Korean 
  Physical Climbing, Prowl 
  Philosophical Son 
  Survival Fasting, Wilderness Survival 
  Temple Meditation 
  If this is your Primary Martial Art Form then the following other forms can be learned in a 
  shorter time: Isshin-Ryu Karate (5 years), Kyokushinkai Karate (4 years), Moo Duk Kwan Tae 
  Kwon Do (2 years), and Te (4 years) 
  LEVEL ADVANCEMENT BONUSES 
  1st +2 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind 
  2nd Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art 
  Techniques, and Special Hyung. 
  3rd +1 Attack per Melee 
  4th +1 to Parry/Dodge, Critical Strike on Natural 18 or better. 
  5th +1 to Roll with Punch/Fall/Impact, +2 to Damage 
  6th +1 Attack per Melee, Select One (1) Additional Martial Art Power from Body Hardening 
  Exercises, Martial Art Techniques, and Special Hyung.
  7th +1 to Parry/Dodge, Knock-Out/Stun on Natural 19 or 20. 
  8th +1 to Maintain Balance, Death Blow on roll of Natural 19 or 20. 
  9th +1 to Roll with Punch/Fall/Impact 
  10th +1 Attack per Melee, +1 to Maintain Balance 
  11th Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art 
  Techniques, and Special Hyung. 
  12th +1 to Parry/Dodge, +1 to Strike 
  13th +1 Attack per Melee, +1 to Maintain Balance 
  14th +1 to Roll with Punch/Fall/Impact, +2 to Damage 
  15th Select One (1) Additional Martial Art Power from Body Hardening Exercises, Martial Art 
  Techniques, and Special Hyung. 
  Why Study MOO DUK KWAN TANG SOO DO?
  Good offensive abilities combined with a toughening program that involves wilderness survival 
  and strength development. 
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  http://www.geocities.com/kuseru/PMAN/Styles/moo_duk_kwan_tkd.htm
  MOO DUK KWAN TAE KWON DO 
  By SeonJin108
  Entrance Requirements Must be of an good or honorable alignment.
  Skill Cost 8 years 
  Moo Duk Kwan Tae Kwon Do was the result of the failed attempt to unite the Soo Bahk Do 
  Association and the Korean Tae Kwon Do Association. After the union failed, members of the 
  Soo Bahk Do Association left to join the KTA and formed Moo Duk Kwan Tae Kwon Do. The art 
  evolved to reflect this, although the traditional Moo Duk Kwan still has much in common with 
  Tang Soo Do. It has adopted the sporting aspect of the WTF, but in the traditional Moo Duk 
  Kwan, sport has very little emphasis, and is merely one part of a much larger whole. Over the 
  decades, several attempts were made to bring Moo Duk Kwan Tae Kwon Do back together 
  with Moo Duk Kwan Tang Soo Do. Unfortunately, none have been successful, though a few 
  instructors teach both arts. In combat, a Moo Duk Kwan Tae Kwan Do master will attack very 
  quickly, most likely with a kick attack, aimed at a vital point for maximum damage. Though Moo 
  Duk Kwan Tae Kwon Do shares the emphasis on speed of attack as other schools of Tae 
  Kwon Do, efficiency is also included to quickly disable an attacker. Like all of the kwans, and 
  Korean arts in general, kicking is the preferred method of attack in Moo Duk Kwan. The master 
  will attack using his feet, moving closer to the opponent to quickly finish him off. If kicks at long 
  range do not work, then he will move closer to disable with hand strikes. Finding a traditional 
  Moo Duk Kwan school in America can be difficult, as most Tae Kwon Do schools in America 
  are mainline sport schools. However, they can be found in most large cities, and in areas where 
  there is a sizable ethnic Korean population. As with many other arts, for truly advanced 
  teaching, you will have to go to South Korea. 
  Costume A white dobok, similar to a karate gi except that the top is a v-neck pullover style 
  shirt. Black belts have a black trim along the edges and neckline of their uniform. 
  Stance A back stance, feet one step apart, with the front foot pointed forward and the back foot 
  turned ninety degrees from the front. Most of the weight is on the back leg, and the knees are 
  bent, though not crouching. Front arm is held out with the fist slightly below the chin, back arm 
  is held low guarding the mid-section. 
  CHARACTER BONUSES 
  Add 1 to PS 
  Add 2 to PE 
  Add 1 to PP 
  Add 4 to Spd 
  Add 15 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee 4 
  Escape moves Maintain Balance, Roll with Punch/Fall/Impact 
  Basic Defensive Moves Automatic Parry, Dodge, Parry 
  Advanced Defensives Automatic Roll, Breakfall, Disarm, Multiple Dodge, Power Block/Parry 
  (does damage!)
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  Hand Attacks Backhand, Double Fist Punch, Knife Hand, Palm Strike, Power Punch, Punch, 
  Roundhouse Punch, Uppercut 
  Basic Foot Attacks Axe Kick, Backward Sweep, Crescent Kick, Drop Kick (Combination 
  Fall/Dodge/Kick), Reverse Turning Kick (Combination Dodge Kick), Roundhouse Kick, Side 
  Kick, Snap Kick, Tripping/Leg Hook, Wheel Kick
  Jumping Foot Attacks Flying Jump Kick, Jump Kick, Reverse Turning Kick 
  Special attacks Body Flip/Throw, Butjapgo-Chagi (Special! One opponent is grabbed and 
  another is kicked simultaneously. Only takes one melee action, but requires two successful 
  strike rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent 
  kicked.), Combination Grab/Kick, Death Blow, Elbow, Forearm, Knee, Leap Attack 
  Holds/Locks Ankle Lock, Elbow Lock, Wrist Lock 
  Modifiers to Attacks Critical Strike, Critical Strike from Rear, Knock-Out/Stun, Pull Punch 
  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers Select a total of two (2) Powers from among Body Hardening Exercises, 
  Martial Art Techniques, or Specialty Hyung. Unlike Tang Soo Do, Moo Duk Kwan Tae Kwon Do 
  does teach weapons. If desired, any number of powers can be traded, one-for-one, for any 
  Basic Skill Programs (excluding physical). Recommended powers are Chagi, Iron Hand, 
  Kiaijutsu, and Tamashiwara. 
  Code of Honor 10 Creeds of Moo Duk Kwan 
  Languages Korean 
  Philosophical Training Son 
  Physical Acrobatics 
  Temple Meditation 
  Weapons Taught Bong (WP Staff), Joong Bong (WP Blunt), WP Knife Note: I have added this 
  category so that players have an idea of what weapon forms they can select if they choose the 
  Weapon Kata option. These are not automatically taught.
  If this is your Primary Martial Art Form then the following other forms can be learned in a 
  shorter time: Isshin-Ryu Karate (5 years), Kyokushinkai Karate (4 years), Moo Duk Kwan Tang 
  Soo Do (2 years), and Te (4 years). 
  LEVEL ADVANCEMENT BONUSES 
  1st +2 to Maintain Balance, Critical Strike from Behind, Death Blow on roll of Natural Twenty. 
  2nd +2 to Roll with Punch/Fall/Impact, +1 to Damage 
  3rd +1 Attack per Melee 
  4th +2 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better 
  5th +2 to Maintain Balance, +1 to Strike, , Select One (1) Additional Martial Art Power from 
  Martial Art Techniques, Body Hardening Exercises, or Special Kata.
  6th +2 to Roll with Punch/Fall/Impact, +1 to Damage 
  7th +1 Attack per Melee 
  8th +1 to Parry/Dodge, Critical Strike on Natural 18, 19, or 20.
  9th +1 Attack per Melee, +2 to Maintain Balance 
  10th +2 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Martial 
  Art Techniques, Body Hardening Exercises, or Special Kata. 
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  11th +1 to Strike, +2 to Damage 
  12th +1 to Parry/Dodge 
  13th +1 Attack per Melee, +1 to Maintain Balance 
  14th +1 to Roll with Punch/Fall/Impact, Death Blow on roll of Natural 19 or 20. 
  15th Select One (1) Shin Gong (Zenjorike). 
  Why Study MOO DUK KWAN TAE KWON DO?
  In addition to being an effective form of unarmed combat, Moo Duk Kwan also offers something 
  for those who wish to improve themselves mentally as well as physically.
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  http://www.geocities.com/kuseru/PMAN/Styles/mountain_spirit.html
  Mountain Spirit Fighting Style
  By No Beard Pete
  As in most Kankoran tribes, in the Mountain Spirit tribe of the Great Northern Wilderness in the 
  Palladium world, one's ability to handle oneself in the wilderness and in combat are two of the main measures 
  of a person's worth. While most all Kankoran can handle themselves in a fight, and most of them are even 
  capable warriors, there are a few who go farther, who make a study out of combat. Their fighting style is freely 
  taught to all members of the Mountain Spirit tribe who would learn. Other Kankoran, and even members of 
  other races will be taught too, if they prove themselves worthy.
  The Kankoran of the Mountain Spirit tribe don't really recognize their fighting style as being a "martial 
  art" in the same way that humans recognize the fighting styles of Earth's east as martial arts. To them it's just 
  the way many of their better fighters fight. As such it is considerably less formal. However, the practicioners do 
  tend to be the more tradition minded members of the tribe, so in the process of learning it, practitioners tend to 
  pick up a fair bit of the history of the tribe, moral training, and other random cultural tidbits. If you aren't a 
  Kankoran and you go live with them to learn this fighting style (as more than a few warriors have done over the 
  years), expect to leave thinking and acting a lot more like a Kankoran than you did when you started.
  In combat, the martial art tends to be fast paced and deadly. Good use is made of claws and teeth, and 
  weapon training includes use of the spear and knife. The Kankoran do not normally enter a fight without intent 
  to kill or at least seriously injure. For some of the more squeamish humans who learn Mountain Spirit tribe 
  style, this is less of a problem, as they likely practice with fists instead of claws. Some of the more savage or 
  combat oriented humans who learn it, however, like this aspect and use some sort of claw like weapon.
  The Mountain Spirit style of fighting is very acrobatic and involves a lot of movement and evasion. 
  Blocks are not typically made unless movement is impeded or weapons are being used. When unarmed, lots of 
  sweeping clawing attacks and kicks are favored, with bites coming into play at grappling range or in ground 
  fighting. Training typically involves quite a bit of practice with knives and spears, both as weapons, tools, and 
  movement aids.
  Entrance Requirements: PP 13 and must be accepted by the Kankoran
  Costume: Most Kankoran either wear or loin cloth or go nude, weather permitting. Note that a Kankoran's idea 
  of permissive weather is likely quite a bit different that yours.
  Stances:
  Unarmed: Crouching, feet a shoulder's width apart laterally, one half a shoulder's width behind the 
  other, with the hand corresponding to the rear leg touching the ground, torso inclined forwards
  Knife: As above, with knife in the hand that's not on the ground
  Spear: Crouching, feet a shoulder's width apart laterally, one half a shoulder's width behind the other. 
  The spear is held either in the hand corresponding to the rear leg, with the butt on the ground, or diagonally 
  across the body, with the hand corresponding to the rear leg towards the rear of the spear.
  CHARACTER BONUSES
  Add 2 to P.E.
  Add 1 to P.P.
  Add 6 to Spd.
  Add 10 to S.D.C.
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  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll, Maintain Balance, Backflip, Leap
  Attack Moves: Leap, Cartwheel
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Multiple Dodge, Auto Dodge
  Hand Attacks: Claw (1d8), Backhand (, and, if learnt by a non-claw having species, Punch, and Claw Hand 
  [1d6])
  Basic Foot Attacks: Kick attack, snap kick, roundhouse kick, crescent kick, backward sweep, tripping 
  leg/hook, Reverse turning kick, drop kick
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turn Jump Kick, Vaulting Jump Kick 
  (Special! The character runs and uses their spear to perform a pole vault-esque maneuver to propel 
  themselves into the air, and then their opponent. Does 3d6 damage and a critical strike, if successful, but only 
  use 1/2 bonuses when rolling to strike.)
  NOTE: The roundhouse and crescent kick are performed by Kankoran quite differently than by humans, but still 
  behave the same in terms of game mechanics.
  Special Attacks: Leap Attack, Bite (1d8 for Kankoran or Coyles, 1d12 for Wolfen, and 1d4 for humans, elves, 
  dwarves, or similar)
  Holds: Arm Hold, Neck Hold
  Weapons Katas: Spear, Knife
  Modifiers to Attacks: Pull Punch/Claw, Critical Strike, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Recieves Kangeiko and Shochu Geiko (Special: for Kankoran practicioners, double all 
  exposure times only as they apply to cold and winter weather), and select either two additional powers from 
  body hardening, MA techniques, or Special Katas _or_ one addition power from arts of invisibility, chi mastery, 
  or atemi.
  Languages: Wolfen
  Physical: Gymnastics, Prowl, Climb
  Survival: Fasting, Wilderness Survival
  Cultural: Lore: Kankoran History and Legends
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 maintain balance, roll, and dodge
  Level 2: +2 strike, +1 parry and holds
  Level 3: +1 APM, +2 initiative
  Level 4: Select one additional MA Power from Body Hardening, MA Techniques, or Special Katas _or_ two 
  weapons katas
  Level 5: +2 dodge, +1 strike
  Level 6: Death Blow on a natural 20, Critical Strike natural 18-20
  Level 7: +1 parry, hold, initiative
  Level 8: +1 APM, +2 initiative
  Level 9: +2 maintain balance and roll
  Level 10: +2 dodge, strike
  Level 11: Select one addition MA Power from Body Hardening, MA Techniques, or Special Katas _or_ two 
  weapons katas
  Level 12: Death Blow on a natural 19-20
  Level 13: +1 APM, +2 initiative
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  Level 14: +1 parry, hold, balance
  Level 15: +2 dodge, strike
  Why Study Mountain Spirit Fighting Style?
  Well, if you are a Kankoran from the Mountain Spirit tribe, this is all about your heritage and being a part 
  of your heritage. Even if you aren't it's a fun, acrobatic style that lets you jump and flip all over the place. It 
  provides good weapons training, and a lot of wilderness and survival training to boot.
   
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  http://www.geocities.com/kuseru/PMAN/Styles/mu_te.htm
  Mu Te (Nothing Hand)
  By Mantisking
  Entrance Requirements: Character must take a vow of silence. If the character speaks just 
  one word they cannot use any Chi Mastery or Zenjorike Powers, plus all bonuses and skills 
  acquired from this martial art are at 1/2 effectiveness. To return to normal levels of ability, the 
  character must return to the Temple and retake their vow of silence.
  Skill Cost: 18 Years (Exclusive).
  This style originates in a small temple on Owi Island off the coast of Japan. The inhabitants of 
  this temple are dedicated to the worship of the Maitreya Buddha, the last of the five buddhas to 
  appear on Earth. The members of this order have taken a vow not to speak until he has arrived. 
  This sect may have originated in Korea with the Hwarang back in the 9th Century. It may also 
  have connections with the Yellow Turban Rebellion of 184 A.D. in China.
  The founders of this style were religious outcasts, sent to Owi Island by the Shogun in the 
  1700's. They developed this martial art to protect themselves from the other prisoners, political 
  or otherwise, on the island. This style evolved as new inhabitants were accepted into the order, 
  each bringing with them some sort of martial knowledge. Every new technique was evaluated 
  for inclusion into the slowly growing art.
  The inhabitants of the temple spend their day doing simple chores, cooking, cleaning, copying 
  sutras, meditating, and other such activities. Martial arts practice is held twice daily. Once in the 
  morning before the first meal of the day, and once in the evening after the last meal.
  Students of this style try to follow the tenets of Buddhism, so combat is generally avoided. But if 
  a confrontation is unavoidable a defensive attitude is assumed. The opponent will be allowed 
  the first move and then will be quickly subdued.
  Costume: Buddhist Robes.
  Stance: A natural stance, feet at shoulder width and hands held open at waist level.
  CHARACTER BONUSES:
  Add 15 to Chi.
  Add 2 to M.E.
  Add 1 to M.A.
  Add 1 to P.P.
  Add 1 to Spd.
  COMBAT SKILLS:
  Attacks per Melee: One (1).
  Escape Moves: Roll with Punch/Fall/Impact, Leap, Backflip.
  Attack Moves: Leap, Backflip, Cartwheel.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defense Moves: Disarm, Breakfall, Circular Parry, Automatic Bodyflip/Throw.
  Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Power Punch.
  Basic Foot Attacks: Trip/Leg Hook, Crescent Kick, Axe Kick, Wheel Kick, Roundhouse Kick.
  Jumping Foot Attacks: None.
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  Special Attacks: Roll/Knockdown, Paralysis Attack, Bodyflip/Throw.
  Holds/Locks: Finger Lock, Wrist Lock, Arm Hold, Automatic Hold.
  Weapon Kata: W.P. Bo (Staff).
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Knockout/Stun from Behind, Critical Strike, 
  Critical Strike From Behind.
  SKILLS INCLUDED IN TRAINING:
  Martial Art Powers: Select a total of four (4) Powers from among Arts of Invisibility, Atemi 
  Abilities, and Chi Mastery.
  Languages: Japanese Sign Language.
  Cultural: Read/Write Japanese, Cooking.
  Physical: Gymnastics.
  Survival: Fasting.
  Temple: Meditation.
  Weapon Proficiencies: W.P. Bo (Staff).
  Philosophical Training: Maitreya Buddhism.
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: 
  Isshin Ryu (5 Years), Mien Ch'uan (9 Years), Pao Chih (9 Years), Sankukai (6 Years), Yu Sool 
  (7 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, Critical Strike or Knockout/Stun from 
  Behind, Critical Strike or Knockout/Stun on a Natural 20.
  2nd: +1 to Strike, +1 to Breakfall.
  3rd: +1 to Roll with Punch/Fall/Impact, Select one (1) Zenjorike Power.
  4th: +1 to Parry/Dodge, +1 to Disarm, Double Existing Chi.
  5th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
  6th: +1 to Bodyflip/Throw (Bodyflip/Throw now does 2D6 damage), Select one (1) Martial Art 
  Power from Arts of Invisibility, Atemi Abilities, or Chi Mastery.
  7th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
  8th: +1 Attack per Melee, Critical Strike on a Natural 18+ (Critical Strike now does Triple 
  Damage), Double Existing Chi.
  9th: +1 to Backflip/Cartwheel, +1 to Roll with Punch/Fall/Impact.
  10th: +1 to Parry/Dodge, +1 to Leap (Add 5 feet to Leap distance).
  11th: +1 to Breakfall, +1 to Roll/Knockdown.
  12th: Double Existing Chi, Select one (1) Martial Art Power from Arts of Invisibility, Atemi 
  Abilities, or Chi Mastery.
  13th: +1 to Parry/Dodge, Select one (1) Zenjorike Power.
  14th: +1 to Strike, +1 to Bodyflip/Throw.
  15th: +1 to Damage, +1 to Backflip/Cartwheel.
  Why Study MU TE?
  This style is a perfect balance of physical, mental, and spiritual techniques. Mu Te is well-
  rounded, but not exemplary in any one area. 
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  http://www.geocities.com/kuseru/PMAN/Styles/mu_te.htm
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  http://www.geocities.com/kuseru/PMAN/Styles/myo_na_kunren.htm
  Myo Na Kunren (queer, meaning odd of course, training for weaklings)
  By L'Dogg
  This the ancient martial art of being a wuss. developed by a librarian who always got his ass 
  whooped by the real martial artist coming home from work. one day the librarian, okii myo na, 
  was getting his ass whooped and he decided that it would go no longer. so he locked himself 
  up in the basement of his library with nothing to eat but the ancient rat poison inserted in the 
  cheese. unfortunately eating this poison led okii to have continual dreams and hallucinations of 
  grandeur and ass kicking. on one of this hallucinogen filled days he dreamed about a martial art 
  so effective that it did its primary damage when getting it's ass whooped on hard thus was born 
  myo na kunren.
  Requirements: ummm... you gotta be a wuss have a high tolerance for pain and have a high 
  M.E.
  Training: "a minute to learn a life time to master"-shen meng (note: no other style can be 
  coupled with this style under any circumstances)
  Character Bonuses
  +1 P.P.
  +3 P.E.
  Stance: Arched over with slumping shoulders wavering stance mostly stands sorta angled so 
  as to evade most attacks
  Costume: ummmm... anything you want
  Combat Skills
  Attacks per melee: 1
  Hand Attacks: taunting slap(special), punch, back hand
  Foot Attacks: snap kick, falling tripping leg hook, nad kick(special), neck stomp(special)
  Basic Defense: dodge, auto parry, auto dodge, breakfall
  Advanced Defense: disarm/rearm(special), disarm
  Escape Moves: roll out, flee like coward(special)
  Modifiers to Attack: auto flip throw, auto disarm(Note: myo na kunren master can use P.P. 
  bonuses with autos and breakfall) critical from behind
  Special Attacks: head butt, knee
  Holds/Locks: wrist lock, finger lock, arm hold, leg hold, elbow lock
  Weapon Katas: None
  Skills: tumbling, running, prowl, prone fighting, blend(note no physical skills that give bonuses 
  may be taken)
  Martial Art Powers: At first level automatically receives Zenjorike technique Pin Ten Shogai 
  (Giko No Kowaweru Kobushi To Issho Ni Kao)(Special). Select one body hardening.
  Level Advancement Bonuses
  1st: +2 auto anything +1 dodge
  2nd: +1 strike and parry
  3rd: +3 breakfall +2 disarm/rearm
  4th: +1 breakfall triple damage from behind
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  5th: +1 attack, strike, parry
  6th: +2 auto anything, dodge, breakfall
  7th: Weapon kata: weapon improvisation(special)
  8th: One additional body hardening
  9th: +1 attacks, auto everything, critical 19-20
  10th: +1 disarm, strike
  11th: +1 auto, breakfall
  12th: +1 attack +1 disarm/rearm
  13th: One additional body hardening
  14th: Automatic lock and auto hold
  15th: Calm Minds Zenjorike
  List O' Specials
  Taunting Slap: opponent must save with 8(+1 per following slap) or higher to withstand the 
  taunting slap. if opponent fails to save he becomes enraged and uncontrolled -1 strike, parry, 
  dodge, initiative, and roll(note: minuses are not cumulative) 
  Nad Kick: nad kick does 1D4 direct to H.P. opponent must save vs. pain(12). if opponent 
  saves he is stunned (-3 Spd -1 attacks for 1D4 melees) unless a natural 20 is rolled in which 
  case no adverse effects occur. a failed save means the opponent is knocked unconscious for 
  1D4 melees
  Neck Stomp: this move can only be performed after a successful nad kick and can only be 
  done once per melee 2D4 direct to H.P.
  Disarm/Rearm: this an enhanced version of disarm that allows the character to disarm 
  somebody and put into their own hand. (only disarm/rearm bonuses apply) can be used in 
  place of a dodge. afer a successful D and R the character cannot use the weapon until next 
  action
  Flee Like Coward: is a last resort escape move for those who have given up all hope of 
  surviving combat and flee like cowards. this technique is used more often then not. some 
  masters have been quoted screaming,"ouch, ouch I'm allergic to pain" while fleeing. this move 
  gives the fleeing character +4 to dodge and +10 to SPD although the character can do nothing 
  but flee and dodge.
  Pin Ten Shogai: this is a special zenjorike power that creates a pseudo force field around 
  areas being struck this barrier provides the following abilities:
  -parry +2
  -successful parry means the wuss takes nno damage
  -redirects the damage bonus of the attaccker back into the attacker
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  -if critical is rolled and parried the aattackers attacking limb is broken in several places roll for 
  saving throw v.s. pain at -3
  Note: pin ten shogai takes little concentration but the wuss is so afraid that he can perform no 
  other actions while using pin ten shogai. also before pin ten shogai can be used the wuss must 
  survive one melee of combat
  Why Take Myo Na Kunren?
  Because you are a wuss with a capital "W."
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  http://www.geocities.com/kuseru/PMAN/Files/StyleL.htm
  Martial Art Styles L 
  Name
  Game
  Application Country
  Author
  La Verdadera Destreza
  N&S
  Conversion Spain
  Flash Fire#
  Lei Feng Do
  N&S
  Fiction
  China
  Gabriel
  Lethweii
  N&S
  Conversion Burma
  Mantisking
  Lizard Style 
  N&S
  Fiction
  China
  Sinestus
  Lockdown
  N&S
  Fiction
  Worldwide
  Mantisking
  Lojoritzu
  N&S
  Fiction
  Malaysia
  Sinestus
  Number of Styles: 6
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleL.htm [1/4/2003 9:41:20 PM]
  
  http://www.geocities.com/kuseru/PMAN/Files/StyleN.htm
  Martial Art Styles N 
  Name
  Game
  Application Country
  Author
  Ngan On Saan Pai 
  N&S
  Fiction
  China
  Mantisking
  Ngo Cho Kun Kung Fu
  N&S
  Conversion China
  Ronin
  Nhahn Tay
  N&S
  Fiction
  United States
  Mantisking
  Nikar-Lo
  Rifts
  Fiction
  NA
  Brett Hegr
  Ninjitsu: Self Defense
  N&S
  Conversion United States
  Kuseru
  Ninjitsu: Street
  N&S
  Conversion United States
  Kuseru
  Ninjutsu
  Any
  Quickie
  Japan
  Kuseru
  Ninjutsu: Iga
  N&S
  Conversion Japan
  Kuseru
  Ninjutsu: Hagakure
  N&S
  Conversion Japan
  Kuseru
  Ninjutsu: Kumi Uchi
  N&S
  Conversion Japan
  Kuseru
  Ninjutsu: Koga
  N&S
  Conversion Japan
  Kuseru
  Niten Ryu Kenjutsu
  N&S
  Conversion Japan
  Kuseru
  Number of Styles: 12
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleN.htm [1/4/2003 9:41:23 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/ngan_on_saan_pai.htm
  Ngon On Saan Pai (Quiet Mountain System)
  By Mantisking 
  Entrance Requirements: None.
  Skill Cost: 12 Years (Primary), 7 Years (Secondary).
  This Southern Chinese style is composed of elements from the Emei school and from the five 
  families of Southern Chinese martial arts. More interesting is it's use of the spear, which is a 
  less than common weapon in Southern China. Emeishan (High Eyebrow Mountain) is known, 
  along with Songshan and Wutangshan, as one of the three martial mountains. It is also known 
  as one of the four Buddhist mountains. The founder of this style is Lim Yi Leui whose family 
  originally came from the Szechuan Province of China.
  When the Koumintang fled from Szechuan Province to Taiwan, the Lim family fled to Hong 
  Kong and the protection of the British Empire. Yi Leui grew up very quickly after his family 
  moved. A young, country boy exposed to a loud, raucous city found many ways to get into 
  trouble. Relying on the martial art skills that his family had cultivated for centuries pulled him 
  through every street fight and martial art duel. Over time, Yi Leui modified the spear techniques 
  of his family style to work in the confining alleyways of the city and on small boats that dotted 
  the harbor. But he never forgot his family's original home and named his new style in honor of 
  the mountain that he was born a short distance from.
  An Shan Pai -the name of the style in Mandarin--, like other southern kung fu styles, is a short 
  range system although it is less aggressive than other styles. It relies mainly on hand and arm 
  strikes when not using a weapon. This style also uses low stances and short steps while 
  fighting. An Shan Pai stylists will avoid groundfighting. Eventually the system progresses from 
  external to internal, teaching techniques of chi mastery as more experience is gained.
  Schools (Kwoon) of this style can be found in Hong Kong, Taiwan, the United Kingdom, and the 
  United States.
  Costume: Standard kung fu uniform.
  Stance: Horse Stance.
  CHARACTER BONUSES
  Add 5 to Chi.
  Add 1 to M.E.
  Add 1 to P.S.
  Add 1 to P.P.
  Add 1 to P.E.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: Two (2).
  Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact, Breakfall.
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  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defense Moves: Circular Parry, Combination Parry/Attack, Disarm, Automatic 
  Bodyflip/Throw.
  Hand Attacks: Strike (Punch), Palm Strike, Backhand.
  Foot Attacks: Sweep Kick, Trip/Leghook.
  Special Attacks: Combination Strike/Parry, Paralysis Attack, Elbow, Forearm, Shoulder Ram.
  Weapon Kata: W.P. Chiang (Spear) (This W.P. starts at third level. The combat skills Plant 
  Spear (The character sticks the butt end of the spear into the ground. Any opponent making a 
  Leaping, Jumping or Charging Attack takes 2D8 damage if the character rolls higher then the 
  opponent's Strike roll.), Pinning Strike (This is an attempt to use a bladed weapon to stick an 
  opponent's limb or clothing to a wall or floor. This attack only does ½ damage if it strikes a limb, 
  as injury is not the primary intent of this attack. If successful this prevents the opponent from 
  moving until the limb or clothing is freed. If clothing is pinned the opponent must spend an 
  Attack to free themselves. While the clothing is pinned the opponent is at -2 to Parry, Dodge, 
  and Strike. If a limb is pinned the opponent must spend two Melee Rounds and make a Saving 
  Throw vs. Pain to free themselves. While the limb is pinned the opponent is -4 to Parry, Dodge, 
  and Strike.), Choke, Trip/Leghook, Backward Sweep, Neck Hold, and Automatic Bodyflip/Throw 
  can be performed with this weapon.)
  Modifiers to Attacks: Critical Strike, Knock-Out/Stun, Pull Punch.
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of three (3) Powers from among Martial Art Techniques and 
  Special Kata.
  Languages: Chinese (Cantonese).
  Cultural: Calligraphy, Shogi.
  Temple: Meditation.
  Weapon Proficiencies: W.P. Chiang (Spear) (Starts at the third level of proficiency).
  Philosophical Training: Taoism or Buddhism.
  If this is your Primary Martial Art style then the following other styles can be learned in a shorter 
  time: Bak Mei Kuen (6 Years), Choy Li Fut (4 Years), Gui Long Chuan (7 Years), Li Chia Chuan 
  (4 Years), and Shaolin Chuan (7 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, +1 to Parry/Dodge.
  2nd: +1 to Maintain Balance, Critical Strike on a Natural 20.
  3rd: +1 Attack per Melee, +1 to Strike.
  4th: +1 to Parry, +1 to Damage.
  5th: +1 to Breakfall, Select one (1) Martial Art Power from Martial Art Techniques or Special 
  Kata.
  6th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18+.
  7th: +1 Attack per Melee, +1 to Strike.
  8th: +1 to Maintain Balance, +1 to Parry/Dodge.
  9th: +1 Attack per Melee, Select one (1) Martial Art Power from Martial Art Techniques or 
  Special Kata (including Chi Kata).
  10th: +1 to Damage, Select one (1) Martial Art Power from Chi Mastery or Special Kata 
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  http://www.geocities.com/kuseru/PMAN/Styles/ngan_on_saan_pai.htm
  (including Chi Kata).
  11th: +1 to Breakfall, +1 to Strike.
  12th: Knockout/Stun on a Natural 19+, Double Existing Chi.
  13th: +1 Attack per Melee, +1 to Parry/Dodge.
  14th: +1 to Damage, Select one (1) Martial Art Power from Chi Mastery or Special Kata 
  (including Chi Kata).
  15th: +2 to Strike, +1 to Damage.
  Why Study AN SHAN PAI?
  A short range fighting style that eventually expands to become a multi-faceted martial art.
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  http://www.geocities.com/kuseru/PMAN/Styles/ngo_cho_kun.htm
  Ngo Cho Kun - Five Ancestor Fist Kung Fu
  By SeonJin108
  Skill Cost: 10 years
  Relatively unknown still in the West, Ngo Cho Kun is very prevalent in China and throughout 
  South Asia. It is a hard, linear style, and it is believed many Okinawan Karate styles evolved 
  out of Ngo Cho Kun. Indeed, it seems to share more with Okinawan Karate than many of the 
  soft, circular kung fu styles.
  An offshoot Shaolin style from Fukien, China, Ngo Cho Kun combines the techniques of five 
  different chuan fa; Crane, Monkey, Tai Chi, Lohan, and Tat Chun. It was created by Chua Giok 
  Beng nearly two hundred years ago. From there, it spread throughout Fukien to Hong Kong, 
  Taiwan, and to the Philippines.
  In combat, the master will attempt to close the distance to his opponent and overwhelm him 
  with brutal hand strikes. Ideally, only one strike will need to be made. Failing a one hit victory, 
  he will continue to press the attack with further hand strikes, sweeps, and take downs.
  Ngo Cho Kun also includes weapon training with several melee weapons. Some weapons that 
  are commonly thought to be of Okinawan origin, such as the sai, actually came from Ngo Cho 
  Kun.
  The Creed of Ngo Cho Kun, which all practitioners must follow, is:
  · Your personal enemy is not as important as the people's enemy.
  · Vengeance for the nation before vengeance for one's self.
  · Act righteously, and persevere through hardship.
  · Do not fight over words.
  · You must love yourself before you can love others and serve your nation.
  Schools of Ngo Cho Kun can be found in China, Hong Kong, Taiwan, and the Philippines. 
  There are only a few schools in the US.
  Entrance Requirements: No alignment or attribute restrictions, but prefers good, unprincipled, 
  or aberrant alignments.
  Stance: Called Chien Be. A sort of back stance, one foot in front, one in back. Sixty percent of 
  the weight is on the back leg. Lead hand extended at chest level, open, rear hand pulled back 
  at chest level, open.
  Costume: A blue cotton kung fu outfit.
  Character Bonuses
  Add +5 to Chi
  Add +2 to PE
  Add +1 to PP
  Add +3 to Spd.
  Add +10 to S.D.C.
  Combat Skills
  Attacks per Melee: Two
  Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact
  Basic Defensive Moves: Automatic Parry, Dodge, Parry
  Advanced Defenses: Circular Parry, Combination Parry/Attack
  Hands Attacks: Backhand, Double Fist Punch, Double-Knuckle Fist, Knife Hand, Palm Strike, 
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  http://www.geocities.com/kuseru/PMAN/Styles/ngo_cho_kun.htm
  Power Punch, Punch, Uppercut
  Basic Foot Attacks: Backward Sweep, Kick Attack, Snap Kick, Tripping/Leg Hooks
  Special Attacks: Body Block/Tackle, Combination Strike/Parry, Elbow, Forearm
  Weapon Forms: (Choose three): Chang Bahn (Staff), Chang Bahn Jin (Staff), Giau Chiz 
  (Staff), Giau Chiz Jin (Staff),
  Leiu Yeh Dau (Large Sword), Sai (Forked - Paired), Shi-Zi Jen (Sword), Tonfa (Blunt - Paired), 
  Tien Tzu (Blunt)
  Modifiers to Attacks: Critical Strike, Critical Strike From Rear, Knock-Out/Stun, Pull Punch
  Skills Included in Training
  Martial Art Abilities and Powers: Select two abilities from among Body Hardening Exercises 
  (including Demon Hunter Exercises), Martial Art Techniques, and Specialty Forms (including 
  Chi Forms). Automatically receive the Body Hardening Exercise of Dam Sum Sing.
  Languages: Chinese (Mandarin)
  Philosophical Training: Buddhism
  Code of Honor: The Creed of Ngo Cho Kun
  Level Advancement Bonuses
  1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +2 to Maintain Balance, Knock-
  Out/Stun on Natural 20.
  2nd: +1 to Strike, +1 to damage, Critical Strike or Knock-Out from Behind
  3rd: +1 attack per melee, select one additional Body Hardening Exercises (including Demon 
  Hunter Exercises), Martial Art Techniques, and Specialty Forms (including Chi Forms).
  4th: +2 to Maintain Balance
  5th: +2 to damage, critical strike on natural 18, 19, or 20.
  6th: +2 to roll with punch/fall/impact, +1 to parry/dodge
  7th: +1 to maintain balance, select one additional Body Hardening Exercises (including Demon 
  Hunter Exercises), Martial Art Techniques, and Specialty Forms (including Chi Forms).
  8th: +1 attack per melee, +1 to parry and dodge
  9th: Knock-Out/Stun on natural 18, 19, or 20
  10th: +1 to Maintain Balance, +1 to strike
  11th: +2 to Roll with punch/fall/impact, select one additional Body Hardening Exercises 
  (including Demon Hunter Exercises), Martial Art Techniques, and Specialty Forms (including 
  Chi Forms).
  12th: +2 to damage
  13th: +1 attack per melee
  14th: Select one additional Body Hardening Exercises (including Demon Hunter Exercises), 
  Martial Art Techniques, and Specialty Forms (including Chi Forms).
  15th: +1 to strike, +1 to maintain balance
  Why Study Ngo Cho Kun?
  A terrific action-packed self-defense form. Capable of dealing with multiple attackers with ease, 
  but has relatively few special abilities. 
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  http://www.geocities.com/kuseru/PMAN/Styles/nhahn_tay.html
  Nhahn Tay (Swift Hands) 
  By Ray Bull 
  The history of Nhahn Tay begins in 1970 with Nyugen Van Khoi and the Viet Nam War. Khoi, at the age 
  of 15, began learning martial arts from U.S. servicemen stationed near his home village. He learned various 
  things as different soldiers left and arrived. Suddenly, in 1975, tragedy struck and South Viet Nam fell. Nyugen 
  Van Khoi and his family escaped with just the clothes on their backs. After seeing his home and his country 
  stolen from him, Khoi swore nothing would ever be taken from him again. With his wife and newborn son safe 
  in the United States, Nyugen Van Khoi began to roam the world. Journeying from country to country, working 
  menial jobs, sending money home to his family every chance he could. Learning, borrowing, or stealing all he 
  could from every martial tradition, Khoi formed the nucleus of his new martial art. Finally after 15 years he 
  settled at home with his family in San Francisco. 
  Nyugen Lon Tran, Khoi's son, enters the picture at this point, learning the basics of the art of Nhahn 
  Tay. Ten years later, after Nyugen Van Khoi died fighting another martial arts master, Tran has inherited the 
  system. Khoi's pain and anger over the loss of his home still infect the teachings of Nhahn Tay. Every student is 
  taught to take all he can from every other martial artist he can find. Feared by many, respected by few, scorned 
  by others, Nhahn Tay students are outcasts from the martial brotherhood. Fighting, for a master of Nhahn Tay, 
  consists of a quick closure to combat range. He then attempts to eliminate the opponent as fast as possible, 
  using a flurry of techniques escalating in lethality. Nhahn Tay may look unusual in it's practice due to it's origin 
  in many different martial arts styles. But that in no way diminishes it's effectiveness. There are many small 
  Nhahn Tay schools across the United States. Anyone who wishes to learn from the Grandmaster though, must 
  go to San Francisco. 
  Entrance Requirements: M.E. 9+ 
  Skill Cost: 10 years(primary), 5 years(secondary) 
  Costume: Street Clothes 
  CHARACTER BONUSES 
  Add 1 to M.E. 
  Add 2 to P.S. 
  Add 1 to P.P. 
  Add 1 to Spd. 
  Add 15 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee: 4 
  Escape Moves: Roll w/Punch/Fall/Impact, Leap 
  Defense Moves: Parry, Dodge, Automatic Parry 
  Advanced Defenses: Combination Parry/Attack, Multiple Dodge, Disarm 
  Hand Attacks: Punch(Strike), Palm Strike, Single-Knuckle Fist 
  Basic Foot Attacks: Snap Kick, Trip/Leg hook 
  Special Attacks: Elbow, Knee, Death Blow, Leap Attack, Paralysis Attack, One-Hand Choke, Grab/Kick, 
  Grab/Head Bash, Sticky Hands, Hand Hold/Strike, Combination Strike/Parry 
  Holds/Locks: Arm Hold, Neck Hold, Wrist Lock, Elbow Lock 
  Modifiers to Attacks: Pull Punch, Critical Strike 
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  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Automatically receive Martial Arts Technique: Jeet Kune Do Concepts at Level 1. You 
  may also select 1 power from Body Hardening Exercises, and 1 power from Atemi Abilities. 
  Languages: Vietnamese 
  Physical: Body Building 
  Philosophical Training: Survival is the ultimate ideology. 
  If this is your Primary Martial Art Form then No other forms can be learned in a shorter time, due to the 
  actions of the founder of Nhahn Tay. 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: Critical Strike from Behind, +1 to Initiative, +1 to Strike 
  Level 2: +1 to Parry, +l to Roll with Punch/Fall/Impact, Critical Strike on a Natural 20 
  Level 3: +1 Attack/Melee, +1 to Strike, +1 to Strike with One-Hand Choke 
  Level 4: Gain 1 Martial Arts Power from Body Hardening Exercises, or Atemi Abilities, +1 to Disarm, +1 to 
  Strike with Grab/Kick 
  Level 5: Critical Strike on a Natural 19+, +1 to Parry, +1 to Damage 
  Level 6: +1 Attack/Melee, +1 to Roll with Punch/Fall/Impact, +1 to Strike with Grab/Head Bash 
  Level 7: +1 to Strike, +1 to Strike with Hand Hold/Strike, Gain 1 Martial Arts Power from Body Hardening 
  Exercises, or Atemi Abilities 
  Level 8: +1 to Roll with Punch/Fall/Impact, +1 to Damage, +1 to Leap(add 8 ft. to Leap distance) 
  Level 9: +1 to Strike, Critical Strike on a Natural 18+, +1 to Strike with Sticky Hands 
  Level 10: +1 Attack/Melee, +1 to Strike with One-Hand Choke, Gain 1 Martial Arts Power from Body 
  Hardening, or Atemi Abilities 
  Level 11: +1 Initiative, +1 to Parry, +1 to Damage 
  Level 12: Critical Strike on a Natural 17+, +1 to Disarm, +1 to Strike with Grab/Kick 
  Level 13: +1 Attack/Melee, +1 to Strike, Gain 1 Martial Arts Power from Body Hardening Exercises, or Atemi 
  Abilities 
  Level 14: +1 to Parry, +1 to Damage, +1 to Strike with Grab/Head Bash 
  Level 15: +5 to SDC, +1 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20 
  Why Study NHAHN TAY? 
  Possibly the best close combat style, Nhahn Tay has stolen most of the special attacks from other 
  styles. Unfortunately this has left it lacking in weapon skills and mystic abilities. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/nikar_lo.html
  Hand to Hand: Nikar Lo
  By Brett Hegr
  This is a martial art form that many D-Bee magicians and psychics practice. Earth mages and psychics 
  have also begun to practice it. It is a combination of mental discipline and physical combat. It focuses on 
  greater defensive ability and mental power. Physical attacks are present, but not emphasized. 
  Practitioners tend to use their more formidable magical and/or psychic powers for offensive purposes 
  anyways. The name Nikar Lo comes from an ancient and powerful mystic that was said to have been granted 
  godhood eons ago. He was a champion of magic and psychic powers and the good that they could be used for. 
  Nothing has been written of him in over 20,000 years, so if he exists his whereabouts are unknown. Like the 
  god, this martial art form is rarely found. Mages and psychics are generally the only practitioners and there is 
  only a 1 in 200 chance of running into a mage or psychic that knows it.
  Skill Cost: Equivalent to Hand to Hand: Expert. Not suggested for any genre besides Rifts, but it counts as one 
  Physical skill if used in a genre that isn't O.C.C. oriented (plus, only mages and psychics can select it).
  Skill Requirements: None
  Attribute Requirements: None
  Techniques Known at First Level: Automatic parry, dodge, and roll with punch/fall/impact. The only attacks 
  known are a punch (1d4 damage) and a kick (1d6 damage). 
  Bonuses: +1d6+4 S.D.C., and either a +1 to M.E. and +10 I.S.P. or +1 to P.E. and +10 P.P.E. (player's 
  choice).
  LEVEL ADVANCEMENT BONUSES
  Level 1: Two attacks per melee, +1 vs horror factor, and +3 to roll with punch/fall/impact. 
  Level 2: +2 to parry, and +2 to dodge. 
  Level 3: +1 attack per melee and +1 to perception. 
  Level 4: +1 vs mind control (psionic, magic, and chemical) and +1 vs possession. 
  Level 5: +1 on initiative and +2 to strike. 
  Level 6: +1 to save vs magic and +1 to save vs psionic attack.
  Level 7: +1 magical or psionic attack per melee (an attack that can be used only for one of those purposes) 
  Level 8: +2 to parry and +2 to dodge. 
  Level 9: Automatic dodge and +1 attack per melee 
  Level 10: +10 P.P.E. or +10 I.S.P. (player's choice).
  Level 11: +1 vs horror factor and +1 to perception.
  Level 12: +1 to save vs magic and +1 to save vs psionic attack, or add +1 to spell strength or add +10% to the 
  skill level of psionic powers like Clairvoyance, Object Read, and other psionic sensitive abilities (choose one of 
  the three option). 
  Level 13: +1 magical or psionic attack per melee (an attack that can be used only for one of those purposes) 
  Level 14: Critical strike from behind (double damage) and knockout/stun from behind. 
  Level 15: +10 P.P.E. or +10 I.S.P. (player's choice). 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/self_defense_ninjitsu.htm
  Self Defense Ninjutsu
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.S.: 10 and P.E.: 8. 
  Skill Cost: 5 Years (3 Years as a Secondary Martial Art Style).
  This style has adapted to keep pace with the current attacks and weapons being used on the 
  streets today. Self Defense Ninjitsu uses striking and grappling to counter the fighting 
  techniques of Jujutsu and other martial arts being practiced. Physical training focuses on the 
  use of refined body movement to facilitate self-protection techniques, as opposed to using 
  techniques of muscle strength or speed. Training focuses on partners so the correct timing, 
  distancing, and body mechanics are achieved. Since strength and speed decline over time and 
  skill improves, this training is useful against stronger, faster, and younger opponents.
  Costume: Black Karate gi, black ski mask, and black tabi.
  Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside, rear foot 
  pointed out and the front, knees bent. Forward fist rigidly extended on a straight line from the 
  shoulder, rear fist tight against the waist.
  CHARACTER BONUSES
  Add 2 to P.S.
  Add 2 to P.E.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 4
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Attack Moves: Grab
  Basic Defensive Moves: Dodge, Parry, Entangle, Auto Parry.
  Advanced Defenses: Multiple Dodge, Combo Parry/Attack.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand.
  Foot Attacks: Kick, Trip/Leg Hook, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Roll/Knockdown, Body Flip/Throw, Combo Grab/Kick.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock, Elbow Lock. 
  Weapon Kata: W.P. Jo Stick, W.P. Knife, W.P. Hanbo, W.P. Tonfa, W.P. Nunchaku.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: None.
  Language: Japanese
  Other Skills: Athletics, Meditation, Swim: Advanced, W.P. Jo Stick, W.P. Knife, W.P. Hanbo, 
  W.P. Tonfa, W.P. Nunchaku . 
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: None.
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  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Parry/Dodge, Critical on a Natural 20.
  2nd: +1 to Roll/Knockdown.
  3rd: Ko/Stun on a 19 or 20.
  4th: +1 Attack per Melee.
  5th: +1 to Damage.
  6th: +1 Attack per Melee, +1 to Strike.
  7th: +1 to Roll with Punch/Fall/Impact.
  8th: +1 to Maintain Balance.
  9th: +1 to Roll/Knockdown.
  10th: +1 Maintain Balance, +2 to Parry/Dodge.
  11th: +1 Attack per Melee.
  12th: +2 to Damage, +1 to Strike. 
  13th: Death Blow on a Natural 20.
  14th: +1 to Attack per Melee, Critical Strike on a Natural 19 or 20. 
  15th: +1 to Roll/Knockdown.
  WHY STUDY Self Defense Ninjitsu?
  The evolution of Ninjitsu into the modern age where 'Self Defense' arts and healthy lifestyles 
  are prevalent, SD Ninjitsu still maintains some of the power and tradition of the most speculated 
  about martial art.
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  http://www.geocities.com/kuseru/PMAN/Styles/street_ninjitsu.htm
  Street Ninjitsu
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.S.: 10 and P.E.: 8. 
  Skill Cost: 4 Years (2 Years as a Secondary Martial Art Style).
  A style of hand to hand combat typically taught as a "down-and-dirty" version of Ninjutsu, 
  without all the "metaphysical psycho-babble."
  Costume: Black Karate gi, black ski mask, and black tabi.
  Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside, rear foot 
  pointed out and the front, knees bent. Forward fist rigidly extended on a straight line from the 
  shoulder, rear fist tight against the waist.
  CHARACTER BONUSES
  Add 1 to P.S.
  Add 2 to P.E.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Attack Moves: Grab, Leap.
  Basic Defensive Moves: Dodge, Parry, Auto Parry, Entangle. 
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand
  Foot Attacks: Kick, Trip/Leg Hook, Snap Kick
  Jumping Foot Attacks: None
  Special Attacks: Death Blow, Roll/Knockdown, Body Flip/Throw.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock, Elbow Lock,
  Weapon Kata (pick one): W.P. Sword, W.P. Thrown, W.P. Chain, W.P. Knife.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: None.
  Other Skills: Athletics, Meditation.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: None.
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Roll with Punch/Fall/Impact, +3 to Pull Punch.
  2nd: +3 to Parry/Dodge, +2 to Strike, +1 to Disarm.
  3rd: +1 to Damage.
  4th: +1 Attack per Melee.
  5th: +1 to Leap (add four feet of distance).
  6th: Critical Strike on an unmodified roll of 18, 19, or 20.
  7th: Gain W.P. Paired Weapons, +2 to Disarm.
  8th: +2 to Leap (add eight feet of distance).
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  9th: +1 Attack per Melee.
  10th: +2 to Body Flip/Throw (2D6 damage).
  11th: +2 to Damage.
  12th: +2 to Parry/Dodge.
  13th: Ko/Stun on an unmodified roll of 18, 19, or 20.
  14th: +1 Attack per Melee.
  15th: Death Blow on a Natural 20.
  WHY STUDY Street NINJITSU?
  A step above the average martial art taught on the street, Street Ninjitsu tries to incorporate the 
  more spiritual side of the martial art, but corrupt instructors and con artists have destroyed too 
  much of the credibility and curriculum of the art.
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  http://www.geocities.com/kuseru/PMAN/Styles/hth_ninjutsu.htm
  Hand to Hand: Ninjutsu (Quickie version)
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  Ninja differ from other martial artists in that they are more concerned with avoiding detection 
  and injury than in inflicting damage. 
  Requirements: Four skill selections. Required to also take Acrobatics, Climbing, Prowl, and at 
  least one W.P. using a Ninja weapon.
  Attacks Per Melee: 2
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Punch, Knife Hand, Kick, Tripping/Leg Hook, Snap Kick, Body Flip/Throw, Pull Punch, 
  Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Behind, Critical Strike from Behind.
  Level Advancement Bonuses
  1st: +1 to strike and +1 to pull punch.
  2nd: One additional attack per melee round.
  3rd: Choose one Hold from among Arm Hold, Leg Hold, Body Hold, and Neck Hold.
  4th: +2 to dodge and parry.
  5th: One additional attack per melee round.
  6th: Leap Attack.
  7th: +2 to roll with punch/fall/impact, +2 to damage.
  8th: +1 to Strike and +1 to pull punch.
  9th: Critical Strike on an unmodified roll of 17, 18, 19, or 20.
  10th: +1 to strike and +1 to pull punch.
  11th: One additional attack per melee round.
  12th: Jump Kick.
  13th: +1 to dodge and parry.
  14th: Death Blow!
  15th: +2 to roll with punch/fall/impact, +2 to damage.
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  http://www.geocities.com/kuseru/PMAN/Styles/iga_ninjutsu.htm
  Iga Ninjutsu (EXCLUSIVE) 
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include I.Q.: 9, P.P.: 10, and Spd.: 8. 
  Skill Cost: 18 years. 
  In the region of Japan known as Iga originated a type of Ninjutsu called Iga. Iga Ninjutsu is 
  composed of nine schools (ryuha) of Ninjutsu. These ryuha are the Takagin Yoshin Ryu, 
  Togakure Ryu, Amatsu Tatara Ryu, Gikan Ryu, Gyokko Ryu, Koto Ryu, Kukishinen Ryu, 
  Kumogakure Ryu, and the Shinden Fudo Ryu. Six are specialized in the combat techniques of 
  Taijutsu. Three are Ninjutsu schools, specializing espionage, sabotage, strategy, intelligence 
  gathering and other related areas of spying. Training focuses on weapon techniques and 
  unarmed combat, philosophy, strategy & tactics and spying. The main areas of teaching are the 
  Bugei Juhappan(18 warrior's arts). 
  Bugei Juhappan
  1. Bajutsu Horsemanship 
  2. Bo Ryaku Strategies 
  3. Bojutsu Staff fighting 
  4. Chimon Geography 
  5. Choho Espionage 
  6. Hensojutsu Disguise
  7. Intonjutsu Hiding 
  8. Kayakujutsu Gunpowder
  9. Kenjutsu Swordsmanship
  10. Kusarigama Sickle and chain
  11. Naginata Halberd 
  12. Seishin Teki Kyoyo Spiritual refinement
  13. Shinobi Iri Infiltration 
  14. Shurikenjutsu Blade throwing 
  15. Suiren Swimming
  16. Taijutsu Unarmed Combat 
  17. Tenmon Meteorology
  18. Yari Spear 
  Costume: Shinobi Shozoku in black or camouflage.
  Stance: Low, wide legged, side stance, with most of the body centered over the back leg, 
  forward leg resting lightly on the ball of the foot. Forward hand is held out and open, the rear 
  hand is pulled back and out at waist level.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +2 to P.P.
  Add +1 to P.E.
  COMBAT SKILLS
  Attacks per Melee: 3
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  Escape Moves: Roll with Punch/Fall/Impact, Leap, Back Flip.
  Attack Moves: Leap, Cartwheel, Grab.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry.
  Advanced Defenses: Multiple Dodge, Combination Parry/Attack.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Trip/Leg Hook, Snap Kick, Drop Kick.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Death Blow, Leap Attack, Roll/Knockdown, Body Flip/Throw, Choke.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock, Elbow Lock. 
  Weapon Kata: Any three Ninja Weapon Proficiencies
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of four (4) Powers from among Arts of Invisibility, Body 
  Hardening, Martial Art Techniques, or Special Kata.
  Language: Japanese
  Other Skills: Athletics, Camouflage, Demolitions, Escape Artist, Swim: Advanced, Use Ninja 
  Tools, W.P. Ninja Weapons, Wilderness Survival.
  Philosophical Training: Ryobu Shinto.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Heki Ryu (6 Years), Kinzoku Shurikenjutsu (2 Years), Masaki Ryu (5 Years), and 
  Zanji Shinjinken Ryu (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Strike, +1 to Dodge, Critical on a Natural 20.
  2nd: +2 to Parry, +1 to Roll/Knockdown, Death Blow on a Natural 20.
  3rd: +1 Attack per Melee, Select One Martial Art Power from Arts of Invisibility, Body 
  Hardening, Martial Art Techniques, or Special Kata.
  4th: +1 to Strike, +2 to Damage.
  5th: Critical Strike on a Natural 18, 19, or 20. 
  6th: +1 to Roll with Punch/Fall/Impact, +1 Attack per Melee.
  7th: Select One Martial Art Power from Arts of Invisibility, Body Hardening, Martial Art 
  Techniques, or Special Kata.
  8th: +1 Attack per Melee, +1 to Roll/Knockdown.
  9th: Death Blow on a Natural 19 or 20.
  10th: +1 Attack per Melee, +2 to Parry.
  11th: Select One Martial Art Power from Arts of Invisibility, Body Hardening, Martial Art 
  Techniques, or Special Kata.
  12th: +1 to Roll with Punch/Fall/Impact, +1 to Roll/Knockdown. 
  13th: +1 to Attack per Melee, Death Blow (Can be used whenever desired (i.e. No Natural 
  Number required), however, character must announce intentions to use the Attack per Melee, 
  costs two melee attacks).
  14th: +2 to Dodge, Knockout/Stun on a 19 or 20.
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  15th: Select One Martial Art Power from Zenjorike.
  WHY STUDY Iga Ninjutsu?
  Classical Ninjutsu at its best, Iga Ninjutsu embodies the spirit of the legendary shadow warriors 
  of Japan.
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  http://www.geocities.com/kuseru/PMAN/Styles/hagakure_ninjutsu.htm
  Hagakure Ninjutsu (EXCLUSIVE) 
  By Kuseru
  Entrance Requirements: Minimum Attributes include I.Q.: 10, M.E.: 12, P.P.: 10, P.E.: 9. 
  Skill Cost: 18 years. 
  Hagakure Ninjutsu originated in the Hizen province of Kyushu. The Ninja of the Hagakure 
  school in their quest for martial knowledge began to delve into the metaphysical factors of 
  combat, this led to the use of Mudra (In) and Mantra (Jumon). Realizing that many years of 
  study were required to master these esoteric powers, they also searched for a quick solution to 
  combat, this led the Hagakure to develop science beyond what was available in Japan at the 
  time, making the Hagakure Shinobi appear to be masters of magic, so their reputation as 
  mystical shadow warriors spread and their services were called on by many a Daimyo who was 
  rich and could afford to resort to magic spies and saboteurs.
  Costume: Red or Camouflage Shinobi Shozoku
  Stance: Stand with the legs slightly apart and with hands together as if in prayer.
  CHARACTER BONUSES
  Add +1 to I.Q.
  Add +1 to P.P.
  Add +2 to P.E.
  Double Normal Chi.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Back Flip, Roll with Punch/Fall/Impact, Maintain Balance.
  Attack Moves: Grab, Cartwheel, Somersault.
  Basic Defensive Moves: Dodge, Entangle Parry, Automatic Parry.
  Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand.
  Foot Attacks: Kick, Trip/Leg Hook, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Roll/Knockdown, Body Flip/Throw, Combination Grab/Kick.
  Holds/Locks: None.
  Weapon Kata (pick two): W.P. Black Powder, W.P. Black Powder Grenades, W.P. Thrown, 
  W.P. Crossbow, W.P. Ninja-To, W.P. Chain.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select one (1) martial art power from the Arts of Invisibility or Martial Art 
  Techniques. Select two (2) Mudra from the Kuji-Kiri.
  Language: Japanese
  Other Skills: Advanced Math, Meditation, Prepare Doku, Use Ninja Tools, W.P. Ninja 
  Weapons.
  Philosophical Training: Mikkyo (Tendai Sect).
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  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Heki Ryu (6 Years), Kinzoku Shurikenjutsu (2 Years), Tendo Ryu Naginatajutsu(4 
  Years), and Tenshin Shoden Katori Shinto Ryu (6 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20.
  2nd: Select another Mudra from the Kuji-Kiri.
  3rd: +3 to Parry/Dodge. 
  4th: +1 Attack per Melee. Select another Mudra from the Kuji-Kiri.
  5th: +2 to Strike, +2 to Initiative.
  6th: Select another Mudra from the Kuji-Kiri.
  7th :Select one martial art power from the Arts of Invisibility or Martial Art Techniques.
  8th: Select another Mudra from the Kuji-Kiri.
  9th: +1 Attack per Melee, Critical Strike on an unmodified roll of 19 or 20.
  10th: Select another Mudra from the Kuji-Kiri.
  11th: +2 to Disarm, +3 to Damage.
  12th: Select another Mudra from the Kuji-Kiri.
  13th: Select one martial art power from the Arts of Invisibility or Martial Art Techniques.
  14th: Select another Mudra from the Kuji-Kiri.
  15th: +1 Attack per Melee, Death Blow on an unmodified Natural roll of 20.
  WHY STUDY Hagakure Ninjutsu?
  To get access to a fighting art that has the fabled Kuji-Kiri of course! Fairly weak physical 
  combat is more than offset by the mystic abilities of this art.
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  http://www.geocities.com/kuseru/PMAN/Styles/kumi_uchi_ninjutsu.htm
  Kumi Uchi Ninjutsu(Kunoichi-jutsu) (EXCLUSIVE) 
  By Kuseru
  Entrance Requirements: Females only! Minimum Attributes include P.S.: 8 and P.B.: 12. 
  Skill Cost: 12 Years.
  Kunoichi-jutsu revolves around the art of deception. These warrior-women base their training 
  on surprise tactics and hidden weapons. A Kunoichi never wastes time or energy in combative 
  situations. Their unarmed fighting and weaponry skills make use of strategically placed vital 
  attacks that are designed to incapacitate their opponents very quickly. The art of Kumi uchi 
  involves dance-like combative technique sequences that flow from one movement to the next. 
  These techniques are based on a variety of forces found in nature, such as Full moon, Half 
  moon, Soft breeze, Rain, Lightning and Storm. The fluid motions used in these techniques 
  include circular spirals, deep lunges, limb extensions and joint locks that not only provide highly 
  efficient self-protection skills, but are also designed to release anxiety and tension, tone 
  muscles, enhance stamina as well as center the body's energy. 
  From their garb they developed four unique weapons. Their Senssu (folding fan) was used to 
  initiate deadly bone attacks and powerful entangling maneuvers. The Obi (sash) provided them 
  with a flexible weapon that could be used to entangle and control their enemy's limbs. A non-
  threatening Kushi (umbrella) was used to shield them from attack long enough to unleash one 
  of their concealed weapons. From their hidden arsenal of small weapons, the Kunoichi was 
  able to unleash vicious attacks. The Kakute (spiked ring) was worn reversed so its small spikes 
  could not be seen, but when exposed, its strike left painful tears in the flesh. The Kaiken (small 
  dirk) is a double edged dagger that the female Ninja is extremely efficient with. A small pouch 
  containing ten Nekote (steel claws) provided the Kunoichi with the ability to turn her fingers into 
  sharpened blades. These female warriors were also armed with two hindrance weapons: first, a 
  thin container that housed a handful of Hari (sharpened needles) that could be hurled at the 
  enemy; Second, a pouch of Metsubishi (blinding powder) that when thrown in the enemy's face, 
  caused the eyes to blur and restricted the respiratory system. Their preferred sword is the 
  Kogatana.
  Costume: Kunoichi are typically garbed in an elaborate women's kimono, complete with Obi, 
  under-kimono, tabi, and geta. They also typically carry a Kushi.
  Stance: Right leg bent out to the right and forward, left leg at a right angle, with knee bent out 
  to the back. Shoulders twisted at angle from the waist. Right arm extended and curved back, 
  left arm back and curved upward and forward.
  CHARACTER BONUSES
  Add +1 to P.P.
  Add +2 to P.S.
  Add +1 to P.B. 
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Back Flip, Turn with Punch/Fall/Impact, Roll with Punch/Fall/Impact, Maintain 
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  Balance.
  Attack Moves: Forward Spin, Grab, Leap.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry, Backward Turn, Entangle.
  Advance Defensive Moves: Circular Parry, Spinning Evasion.
  Hand Attacks: Claw Hand, Knife Hand, Palm Strike, Backhand, Rotary Palm Strike.
  Foot Attacks: Trip/Leg Hook, Crescent Kick, Backward Sweep, Reverse Turning Kick.
  Jumping Foot Attacks: None
  Special Attacks: Death Blow, Roll/Knockdown, Body Flip/Throw.
  Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Choke/Strangulation. 
  Weapon Kata (pick two): W.P. Senshu, W.P. Chain, W.P. Knife, W.P. Kogatana, W.P. Shield.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of Three (3) martial art powers from among Arts of 
  Invisibility, Atemi and Martial Art Techniques.
  Other Skills: Gymnastics, Prowl, Seduction, Prepare Doku, W.P. Senshu, W.P. Chain, W.P. 
  Knife, W.P. Kogatana, W.P. Shield.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Heki Ryu (6 Years), Kinzoku Shurikenjutsu (2 Years), and Jikishinkage Ryu (2 
  Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Turn (either with Punch/Fall/Impact or Forward/back), Critical Strike from Behind.
  2nd: +2 to Back Flip, +1 to Strike.
  3rd: Death Blow on a Natural 20.
  4th: +1 to Spin, Knockout/Stun on a Natural 19 or 20.
  5th: Select One (1) martial art powers from Arts of Invisibility, Atemi and Martial Art Techniques.
  6th: +1 to Back Flip, +1 Parry/Dodge.
  7th: +1 Attack per Melee, +1 to Spin.
  8th: Critical Strike on a Natural 19 or 20.
  9th: +1 to Turn (either with Punch/Fall/Impact or Forward/back).
  10th: +1 to Back Flip, +1 to Parry/Dodge.
  11th: Select One (1) martial art powers from Arts of Invisibility, Atemi and Martial Art 
  Techniques.
  12th: +1 to Spin, Select One (1) martial art powers from Chi Mastery or Zenjorike.
  13th: +1 to Turn (either with Punch/Fall/Impact or Forward/back), Death Blow on a Natural 19 or 
  20
  14th: +1 to Parry/Dodge.
  15th: Select One (1) martial art powers from Chi Mastery or Zenjorike.
  WHY STUDY Kumi Uchi Ninjutsu?
  Ever-vigilant, the Kunoichi is never a victim. Although she may appear weak and helpless, it is 
  a ruse. In reality, the Kunoichi uses her outward appearance and conditioned emotional 
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  responses to manipulate those who would cause her harm.
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  http://www.geocities.com/kuseru/PMAN/Styles/koga_ninjutsu.htm
  Koga Ninjutsu (EXCLUSIVE) 
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.S.: 10 and P.E.: 8. 
  Skill Cost: 16 years.
  Koga Ninjutsu originated with the Koga Ninja of feudal Japan. The Koga Ninja originated 
  around 938-946 when the Mochizuki clan received land in the Koga region after the war with 
  Taira no Masakado. During the Bunmei period (1469-1487) Koga Ninja were hired by the 
  Sasaki family to fight Ashikaga Yoshizawa. The Koga also fought (alongside the Iga Ninja) 
  against Oda Nobunaga in 1570 but were defeated. While Tokugawa Ieyasu fought at 
  Sekigahara, Koga Ninja were hired to protect his interests at Fushima castle near Kyoto. The 
  last recorded battle where Koga were involved was the infiltration of Shimbara castle during the 
  Christian revolt led by Amakusa Shiro. The last known Koga was Fujita Seiko (1899-1960) who 
  led guerilla units during World War Two. 
  Costume: White or Camouflage Shinobi Shozoku.
  Stance: Low, wide legged, side stance, with most of the body centered over the back leg, 
  forward leg resting lightly on the ball of the foot. Forward hand is held out and open, the rear 
  hand is pulled back and out at waist level.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +2 to P.P.
  Add +10 to Chi
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Breakfall, Leap, Handspring 
  (New! This is a maneuver where one starts off from a standing position and turns the body 
  forward or backward in a complece circle, landing first on the hands and then the feet. This 
  move can be used to move into or out of attack range. If used to during the character's attack, it 
  means the character can move into combat range or leave the combat area. When used 
  instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use 
  only the Handspring bonuses(and P.P.). Success means avoiding the attack and moving out of 
  combat range. Failure to beat the Strike means taking full damage without a chance to Roll with 
  Punch/Fall/Impact.), Air Roll (New! This maneuver is a cross between Roll with 
  Punch/Fall/Impact and a Leap. It can be used to move into or out of combat range. This move 
  uses a separate bonus. When used in place of a Dodge or Parry, it means the character must 
  roll over the attacker's Strike, and uses only the Air Roll bonuses. Success means avoiding the 
  attack and moving out of combat range. Failure to beat the Strike means taking full damage, 
  however the character still has a chance to Roll with Punch/Fall/Impact.) 
  Attack Moves: Grab, Handstand.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry.
  Advanced Defenses: Multiple Dodge, Combination Parry/Attack.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Backhand.
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  Foot Attacks: Kick, Trip/Leg Hook, Snap Kick, Shin Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Roll/Knockdown, Body Flip/Throw, Combination Grab/Kick, 
  Elbow, Knee.
  Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Choke/Strangulation.
  Weapon Kata: W.P. Ninja-To, W.P. Tanto, W.P. Hanbo, W.P. Kusari Fundo, W.P. Shuriken.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select two (2) from the powers from the Arts of Invisibility. Select two (2) 
  powers from Atemi or Martial Art Techniques.
  Language: Japanese.
  Other Skills: Acrobatics, Prowl, Climbing , Intelligence, Map Making, Ninja Psychological 
  Warfare, Use Ninja Tools, W.P. Bokuto, W.P. Chikuto, W.P. Ninja Weapons.
  Philosophical Training: Shugendo.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Goshinjutsu(4 Years), Kinzoku Shurikenjutsu (2 Years), Kashima Shin-Ryu (3 
  Years), and Zanji Shinjinken Ryu (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Initiative, +1 to Maintain Balance, Critical Strike on a Natural 20.
  2nd: +1 to Parry/Strike, +1 to Dodge, +1 to Parry.
  3rd: +1 Attack per Melee, +1 to Initiative, +2 to Strike.
  4th: +2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, +2 to Breakfall, +2 to Leap, +2 
  to Handspring, +2 to Air Roll. 
  5th: +1 to Strike with Ninja-To, Select One Martial Art Power from Arts of Invisibility, Atemi, or 
  Martial Art Techniques.
  6th: +1 Attack per Melee, +1 to Leap.
  7th: +2 to Breakfall, Critical Strike on a Natural 19 or 20.
  8th: +2 to Roll with Punch/Fall/Impact, +1 to Handspring.
  9th: +1 Attack per Melee, +1 to Parry/Strike.
  10th: Knockout/Stun on a Natural 20, Select One Martial Art Power from Arts of Invisibility, 
  Atemi, or Martial Art Techniques.
  11th: +1 to Leap, +1 to Roll with Punch/Fall/Impact.
  12th: +1 to Hand Spring, +1 to Parry.
  13th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20.
  14th: +1 to Air Roll, Select One Martial Art Power from Zenjorke.
  15th: +1 to Initiative, +1 to Leap, gains W.P. Paired-Ninja-To.
  WHY STUDY Koga Ninjutsu?
  This form of Ninjutsu emphasizes stealth and cunning thought, perfect for espionage agents. 
  Decent mystic abilities and fairly strong attacks with good escape moves round out this martial 
  art.
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  http://www.geocities.com/kuseru/PMAN/Styles/niten_ryu.htm
  Niten Ryu Kenjutsu (Exclusive)
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include P.S.: 10, P.P.: 12, and Spd.: 10. 
  Skill Cost: 12 Years. 
  Also called Hyoho Niten Ichi Ryu and Nito Ryu. Niten Ryu was founded in the first half of the 
  17th century by Miyamoto Musashi Fujiwara Genshin (1584-1645). Niten Ryu techniques are 
  economical, without flashy or exaggerated movements. Targeting is precise, and the distance 
  and timing is tight and without wasted movement. The bokuto used in Niten Ryu are thin and 
  light, to allow proper one-handed control, and to prevent excessive tiring during extended 
  practice holding the bokuto at shoulder level.
  Costume: Keikogi and Hakama
  Stance: When carrying both swords, they are held together in the left hand, the daito is held 
  most left by the pinkie and the shoto with the other fingers in such a way that the shoto tsuka 
  points up more than the daito tsuka. The left arm is held straight down, the swords are brought 
  to the hip only when something happens, like a bow for example or when you're about to draw 
  the sword. When the shoto is inserted in the belt (which it is before starting the nito set), the 
  daito tsuka is higher. To draw, the right hand grasps the daito, the left hand takes the shoto 
  from below and both are drawn together so as not to cut a hand off. 
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +2 to P.P.
  Add +2 to Spd.
  COMBAT SKILLS
  Attacks per Melee: 4
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Automatic Roll, Breakfall, 
  Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Snap Kick.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Death Blow, Leap, Body Flip/Throw, Knee, Elbow, Forearm.
  Holds/Locks: None.
  Weapon Kata (Pick two): W.P. Bokuto, W.P. Katana , W.P. Wakizashi, W.P. Daisho. 
  Modifiers to Attack: Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Automatically receives Iaijutsu. Select a total of two (2) Powers from 
  among Body Hardening, Special Kata, or Martial Art Techniques.
  Language: Japanese.
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  Cultural Skills: Calligraphy, Shodo, Meditation.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Itto Ryu Kenjutsu (4 Years), Kashima Shin Ryu (3 Years), Kashima Shinden 
  Jikishinkage Ryu Kenjutsu (4 Years), Kinzoku Shurikenjutsu (2 Years), Kurama Ryu Kenjutsu 
  (8 Years), Muso Jukiden Eishin Ryu Kenjutsu (8 Years), Suio Ryu Kenjutsu (6 Years), Tenshin 
  Shoden Katori Shinto-ryu Kenjutsu (6 Years), or Zanji Shinjinken Ryu (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st : +1 to Strike,+2 to Maintain Balance, Critical Strike from Behind.
  2nd: +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge.
  3rd: +1 Attack per Melee, Critical Strike on a Natural 19 or 20.
  4th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  5th: +2 to Roll with Punch/Fall/Impact, +1 to Disarm.
  6th: +1 Attack per Melee, Death Blow on a Natural 20.
  7th: +1 Attack per Melee, +1 to Maintain Balance.
  8th: +2 to Roll with Punch/Fall/Impact, +1 to Damage.
  9th: +1 Attack per Melee, +1 to Parry/Dodge, +1 to Disarm.
  10th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  11th: +1 Attack per Melee,+1 to Damage.
  12th: +1 to Parry/Dodge, +1 to Strike.
  13th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  14th: Critical Strike on a Natural 18, 19, or 20.
  15th: +1 Attack per Melee.
  WHY STUDY Niten Ryu?
  To learn the swordsmanship skills of one of the greatest swordsman of all time is truly an 
  honor.
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  http://www.geocities.com/kuseru/PMAN/Files/StyleO.htm
  Martial Art Styles O 
  Name
  Game
  Application Country
  Author
  O Kage Te 
  N&S
  Fiction
  Japan
  Mantisking
  Olympic Fencing 
  N&S
  Conversion Worldwide
  Flash Fire
  Omnikage
  N&S
  Fiction
  United States
  Sinestus
  Oni Chi Te
  N&S
  Fiction
  Japan
  Mantisking
  Oolong Pai 
  N&S
  Fiction
  China
  GigaDragon
  Orcish Martial Arts Rough-Housing
  PF
  Fiction
  NA
  Mephisto
  Owari Kan Ryu Sojutsu
  N&S
  Conversion Japan
  Kuseru
  Number of Styles: 7
   
   
   
   
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  http://www.geocities.com/kuseru/PMAN/Styles/o_kage_te.htm
  O Kage Te (Great Shadow Fist)
  By Mantisking
  Entrance Requirements: None
  Skill Cost: 11 Years (Primary), 6 Years (Secondary) 
  Back in 1985, college student Colin Wilson was vacationing in Japan. Snatching a young boy named 
  Toriyama Yuji from traffic led to a fateful meeting. Yuji's grandfather, Toriyama Ichiro, was the last 
  living grandmaster of Koto Ryu Ninjutsu. To show his immense gratitude, Ichiro swore to teach Colin all 
  that he knew. Sensing that this was the opportunity of a lifetime, Colin dropped out of college and moved 
  to Japan to devote himself to the training. Many years later when his training was completed Colin 
  returned to America. Slowly immersing himself back into a lifestyle he had left 15 years earlier, Colin 
  opened a small dojo in his hometown of Chicago. Reading some of the many publications about martial 
  arts soon led him to a plan. Drawing on his dormant lessons in marketing from his one year of business 
  school, Colin began to hype his new creation - O Kage Te, the Great Shadow Fist. 
  O Kage Te is a refinement of Ninjutsu, made a little flashier and easier for the general public to 
  understand. Groundwork is avoided and more kicks are used in combat. This style still holds to 
  Ninjutsu's doctrine of ending fights quickly. 
  Schools of this style can be found in the greater Chicago area. 
  Costume: Black Gi, black Tabi, and a black full-face mask.
  Stance: None
  CHARACTER BONUSES
  Add 1 to M.A.
  Add 2 to P.S.
  Add 2 to Spd.
  Add 5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: Two (2)
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Backflip
  Attack Moves: Cartwheel
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defense Moves: Multiple Dodge, Combination Powerblock/Attack (Roll once for a Parry 
  that does 1D4 damage, roll again for a Strike that does 1D4 damage.)
  Hand Attacks: Strike (Punch), Palm Strike, Power Punch
  Foot Attacks: Kick Attack, Snap Kick, Trip/Leghook, Axe Kick, Reverse Turning Kick
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Deathblow, Leap Attack, Combination Grab/Kick, Combination Strike/Parry, 
  Bodyflip/Throw
  Holds/Locks: Arm Hold, Body Hold
  Weapon Kata: (Pick one) W.P. Ninja-to, W.P. Tanto, W.P. Nekode
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, 
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  Knockout/Stun from Behind
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Select a total of four (4) Powers from among Arts of Invisibility, Body Hardening 
  Exercises, and Martial Art Techniques.
  Languages: Japanese
  Physical: Acrobatics, Climbing, Prowl
  Survival: Wilderness Survival
  Weapon Proficiencies: W.P. Ninja-to, W.P. Tanto, W.P. Nekode, W.P. Shuriken, W.P. Manriki-gusari
  Philosophical Training: None
  If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Jujutsu 
  (3 Years), Kyokushinkai (5 Years), Lee Kwan Choo (5 Years), Sankukai (5 Years), Te (4 Years), Yu 
  Sool (6 Years), Zanji Shinjinken Ryu (5 Years)
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Maintain Balance, Critical Strike or 
  Knockout/Stun from Behind
  2nd: Deathblow on a Natural 20, Critical Strike on a Natural 19+
  3rd: +1 Attack per Melee, +1 to Strike
  4th: +1 to Damage, +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Art Power from Arts of 
  Invisibility, Body Hardening Exercises, or Martial Art Techniques
  5th: +1 to Parry/Dodge, +1 to Backflip/Cartwheel
  6th: +1 Attack per Melee, Critical Strike on a Natural 18+
  7th: +1 to Strike, +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19+
  8th: +1 to Damage, +1 to Leap (Add three feet to Leap distance)
  9th: Select one (1) Martial Art Power from Arts of Invisibility, Body Hardening Exercises, or Martial 
  Art Techniques
  10th: +1 Attack per Melee, +1 to Backflip/Cartwheel, +1 to Roll with Punch/Fall/Impact
  11th: +1 to Strike, Deathblow on a Natural 19+
  12th: +1 to Damage, +1 to Bodyflip/Throw
  13th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Art Power from 
  Arts of Invisibility, Body Hardening Exercises, or Martial Art Techniques
  14th: +1 to Leap (Add three feet to Leap distance)
  15th: +2 to Damage, +1 to Backflip/Cartwheel
  Why Study O KAGE TE?
  A powerful, and stealthy, martial art.
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  http://www.geocities.com/kuseru/PMAN/Styles/olympic_fencing.html
  Olympic Fencing
  By Flash Fire
  Entrance Requirements: None, though a high PP and PE is preferred.
  Skill Cost: 3 years (2 years if Secondary)
  Olympic Fencing is not a martial art, but rather a combat based sport, and a loosely based one at that. This 
  form focuses on three separate weapons, and on those weapons only. Unlike most real fighting forms, Fencing 
  deals only with these weapons and gives absolutely no knowledge of any other form of attack. There is no 
  kicking, no punching, no gouging, no body blocking, nothing. Its you, your sword, and your opponent. To the 
  finish.
  The first weapon is the foil. The exact origins of this weapon vary based on who you talk to, but most consider 
  the foil the training version of the rapier. It is assumed that, originally, foil fencing was a far more realistic 
  combat training system. Since then, it has slowly transformed itself into its current sport form. One fencer faces 
  another on a horizontal strip. The weapon itself is a long, flexible rod, used theoretically as a stabbing weapon, 
  with a small bell-shaped guard to protect the fingers. Points are scored by striking the torso of the opponent's 
  body with the tip of the weapon. Several small rules prevent natural combat reactions (touching the ground with 
  the hand, protecting the body with the arm, backing your opponent off with a good haymaker, and so on), and 
  so the foil fencer never trains in these types of moves.
  The second weapon, the sabre, is more energetic than the first. The sabre is essentially the same weapon as 
  the foil, save that it has a theoretical cutting edge and a large, wrap-around bell gaurd to protect the hand. Its 
  origins lie in the cavalry saber, a curved and edged weapon used by mounted troops to attack other mounted 
  troops. Points with this weapon can be scored by thrusting or cutting against any part of the body above the 
  waist, simulating the cavalryman's attempts to strike any part of the body that wasn't protected by the horse's 
  flanks.
  The third weapon is called the Epee. This is most likely the descendant of the training version of the small 
  sword. Like the foil, it is long and a stabbing-only weapon. However, the weapon is heavier, stiffer, has a larger 
  bell guard, and points can be scored against any part of the body. This weapon is the closest to real 
  swordfighting, but still works on a horizontal strip, preventing sideways movement, and keeps many of the 
  same rules as Foil Fencing.
  A large number of fencers think that their training in foil, sabre, and epee will give them the ability to use a real 
  sword. This is most certainly not true. Every weapon has its own handling characteristics and none of them 
  match the speed and dexterity of Olympic Fencing weapons, even the ones they are based on. So, those who 
  train with a Foil will be expecting a foil's speed and lightness of touch and will be rudely surprised by a rapier's 
  weight and force. On the other hand, many of fencing's moves are vaguely similar to soft-style self-defense 
  forms. A fencer will be able to figure out, especially if they take a self-defense course or two, how to block most 
  attacks with the hands based off of their fencing moves. In the end, a fencer won't stand much of a chance in a 
  stand up fight, but they won't be totally helpless.
  Costume: White jacket, actually closer to a loose body suit, that either zippers in the back or along the off 
  weapon side (can also use snaps, but they are rare). Lightly armored mask, a glove on the weapon hand (and 
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  the off weapon hand if the character wants to look cool), tennis or special very light shoes, and (sometimes) 
  white knickers.
  Stance: Body turned at a 45 degree angle, off weapon hand held back and up for balance, weapon hand held 
  between the character and his opponent.
  Character Bonuses:
  +1 to ME
  +1 to PP
  +2 to PE
  Combat Skills:
  Attacks Per Melee: Five
  Escape Moves: None
  Basic Defensive Moves: Parry, Automatic Parry, Dodge
  Advanced Defenses: Maintain Balance
  Hand Attacks: None
  Foot Attacks: None
  Special Attacks:
  Feint (NEW!) The Feint is simply a fake attack. It is used to draw a parry or reaction out of the opponent. The 
  exact method of attack the character fakes varies and can be any type of attack the character possesses.
  This is a Combination Move, used in conjunction with another attack. The character chooses what attack to 
  fake and rolls to strike. On a roll of 5 (or equal to the opponent's AR) or greater, the false attack succeeds. The 
  opponent can (and should) attempt to defend against the false attack. Whether they successfully defend 
  against the fake attack or not, the attacker then moves into the second attack. The character is at +3 to strike 
  with second attack and the defender must use an attack to defend against it (no Automatic Defenses).
  Riposte (SPECIAL!) The Riposte is simply an attack made directly after a parry. Essentially a Combination 
  Parry/Attack, the speed of which this is accomplished with a fencing weapon is remarkable, even more so than 
  their more lethal cousin, the rapier. It takes one attack and can be done as many times in a melee round as the 
  character wishes. Parry bonuses are halved, but the character is at +3 to strike on the Riposte and the 
  defender must use an attack to defend against it.
  Note: This move is only possible with a fencing weapon, thrusting rapier, small sword, or on a thrust from a cut-
  and-thrust sword.
  Lunge (SPECIAL!) The Lunge is a fast attack used to close distance quickly. The Lunge basically is a standard 
  attack that only works at Long Range and produces a Critical Strike.
  Successful or unsuccessful, the Lunge requires a Maintain Balance roll of 5 or better to get back into a position 
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  of being able to move. This recovery takes an additional attack, making a total of two required for the move. 
  Attacks and parries can still be made while in the lunge position, but are both at -3 and moving is impossible.
  Disengage (SPECIAL!) The disengage is a fast move that brings the weapon underneath the opponent's 
  weapon to attack in the opposite line.
  This is a defensive move that can only be done in response to an attack on the blade or weapon arm itself, 
  such as an Arm Hold, Entangle, or direct damaging attack on the weapon. It uses the character's normal 
  bonuses to parry, but grants the character +3 to strike on the following attack due to the speed and ease of the 
  "parry," as well as the opponent being slightly off-balance after the failed attack. This is an Automatic move.
  This move can be combined with the Riposte, resulting in an additional +2 to strike.
  Fleche (SPECIAL!) The Fleche is a surprise attack that starts out similar to a lunge, but the Fencer follows 
  through with a full speed charge at his opponent. This attack must be made at the beginning of the melee and 
  the attacker loses all ability to attack for the rest of the round, but can still dodge (at half normal bonuses) and 
  parry.
  The move closes distance rapidly, and regains that distance just as quickly as the fighter passesby the enemy. 
  A failed Fleche results in the defender having to spend two actions closing the distance to the Fencer.
  The end result is a Critical Strike. Should the defender know the Fleche is coming, they can use a Riposte or 
  Combination Parry/Attack against it, to which the Fencer is at -4 to parry.
  Binding the Blade (SPECIAL!) Binding the Blade is a defensive move made with the sword that traps the 
  other person's arm or weapon in a position they can't attack from. Specifically, a Bind involves making contact 
  with the opponent's weapon at two points along the blade/attacking surface. One contact is made with the 
  blade, the other contact is made with the guard. This prevents the weapon from moving into a position it can 
  attack from.
  In Fencing, this move is mainly used to set up another move or test to see what the opponent's reaction to it is. 
  Typical moves made after a Bind include the Glide, attempts at a disarm, or one could just hold the weapon 
  there to see what the opponent will try to get out of it with. Any action made during the Bind is at +3 and the 
  defender cannot use their bound arm or weapon to defend against it.
  Escaping from a bind is fairly simple, just retreat or move your blade back and/or out. This leaves the defender 
  able to parry with their weapon, but the defender loses initative as he sets himself back up into an attacking or 
  defensive posture.
  There is a similar move to this one called the Envelopment. It begins with the same two-point-contact as the 
  Bind. Rather than just move the weapon out of line, though, this move brings the weapon around in a circle. 
  Basically, this move is used when you get a little overeager in your Binds or feel like having fun at the expense 
  of your opponent. Supposedly, it can be used to disarm, but no respectable teacher will tell you how (most 
  likely because their teachers never told them how).
  Appel (SPECIAL!) The Appel is widely considered the most useless move in Fencing. It consists of rapping 
  one's foot on the ground, usually twice, in an attempt to distract the opposing fencer. It has worked maybe two 
  or three times in the whole history of fencing.
  This method is a little more powerful then the real move, but this is an RPG. Both sides roll twenty siders. The 
  Fencer adds his IQ to his roll and the defender adds his ME to his roll. If the Defender loses, he/she is at -3 to 
  defend against the Fencer's next move. If the Defender wins, the Fencer just wasted an attack.
  Pressure/Glide (SPECIAL!) The Pressure and the Glide are two extremely similar moves. When using the 
  Pressure, the Fencer simply applies pressure with his weapon against the weakest part of the opponent's 
  blade. The serves little purpose, other than requiring the other combatant to spend an attack getting back into 
  the attack position.
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  The Glide is roughly the same as the Pressure, except that the Fencer follows the move up by pushing his 
  weapon down the opponent's blade and making an attack out of it. The defender is at -3 to parry this attack, 
  given that the Fencer is already in a position to counter the Parry.
  These moves only truly work against primarily thrusting weapons, such as foils, rapiers, and pikes. Use against 
  cut weapons puts the Fencer at -5 to strike and parry with these moves.
  Stop Thurst (SPECIAL!) The Stop Thrust is essentially a Combination Strike/Dodge combined with a Called 
  Shot. The Fencer strikes with his/her weapon before the opponent can land an attack he/she has already 
  begun. Naturally, this is very dangerous since the original attack most often lands as well. This is why most 
  successful Stop Thrusts or Stop Attacks take the form of Called Shots to the attacking arm or (preferably) wrist, 
  followed by a very fast retreat or other dodging maneuver.
  To work, the Fencer must first be at Long Range. When the attacker makes his move, the Fencer rolls to Strike. 
  The to-hit number is 12, regardless of whether the wrist or arm is targeted (training combined with surprise and 
  the closeness of the target). If some other part of the body is targeted or the Fencer gets less than 12, the 
  move turns into a Simultaneous Attack. Whether successful or not, the Fencer rolls to Dodge at no bonuses 
  (Parry can be used, but it is not automatic and is at -3 and no bonuses). The move takes one attack.
  Holds/Locks: None
  Weapon Katas: WP: Foil (at fourth level), WP: Sabre, WP: Epee
  Modifiers to Attacks: Critical Strike
  Skills Included In Training:
  Martial Art Powers: Wrist Hardening. Can be traded, one-for-one, for any Basic Skill Program, but not for 
  another Body Hardening Exercise.
  If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Isshin-
  Ryu Karate (4 years), Pao Pat Mei (3 years), Sankukai Karate (6 Years), and Zanji Shinjinken-Ryu (5 years).
  Level Advancement Bonuses:
  1st: +1 to Maintain Balance, -2 to Disarm, +2 to Parry, Critical Strike
  2nd: +2 to Strike, +1 to Binding the Blade
  3rd: +1 Attack per Melee
  4th: Select one Hand and Foot attack.
  5th: +2 to Dodge, +1 to Maintain Balance
  6th: Select one move from any Martial Art. Physical Moves only, no Powers or Chi-related attacks.
  7th: +2 to Parry, +1 to Strike
  8th: +1 Attack per Melee
  9th: +2 to Disarm, Critical Strike on Natural 19-20
  10th: Select one move from any Martial Art. Physical Moves only, no Powers or Chi-related attacks.
  11th: +2 to Strike and Parry
  12th: +1 Attack per Melee
  13th: +1 to all Special Moves, Select one Martial Art Power from the list below.
  14th: +1 to Dodge, +1 to Maintain Balance
  15th: +1 Attack per melee, +1 to Parry, Critical Strike on Natural 18-20
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  Martial Art Power List
  Any Body Hardening Excercise (excluding Chi Gung)
  Any Special Kata (Weapon Katas can be chosen from any weapon)
  One Life, One Shot, One Hit, One Kill (Martial Art Technique)
  Iai Jutsu (Martial Art Technique)
  Weapon Kata List
  WP: Foil: The Foil is a thin, flexible metal needle about three feet long. It has a small circular guard that 
  protects the front of the hand and not much else. By itself, it is only capable of thrusting attacks and does no 
  damage (blunt at the end). One can cut the tip off and sharpen it, but the weapon is still too flexible to gain 
  much penetration (1 SDC damage). A desperate attacker will have an easier time pommel or guard bashing 
  than trying to use the weapon properly (1D4 damage). The Foils uses the bonuses from WP: Small Sword. 
  They cost anywhere from $25 to $80, depending on where and when you buy them. A Foil Fencer provides an 
  interesting take on the traditional duelist, though. Someone with WP: Foil can use a Rapier with it, but is at -3 to 
  strike, parry, and dodge until they have had at least three weeks practice with it. Once they become used to the 
  handling characteristics of the rapier, they are put in the awkward position of being trained to attack solely for 
  the chest and Main Body. This makes them nearly incapable of fighting a duel to First Blood. Effectially, WP: 
  Foil used with a Rapier (or Small Sword) provides a special case of Critical Strike on a Natural Roll of whatever 
  their CS normally is minus six. This naturally makes them very effective killers with a rapier or small sword.
  WP: Sabre: Sabres are slightly shorter than foils, though the blade is wider and has a different cross section. 
  The guard is circular, covers a wider area than the foil, and wraps down to the pommel, providing something 
  similar to the traditional cutlass/sabre/rapier guard. By itself, the sabre does no damage, though one could 
  sharpen the edge and do 1D4 damage. Sabres usually cost slightly more than the Foil, ranging from $30 to $80 
  dollars. Uses WP: Large Sword bonuses
  WP: Epee: The Epee is closer in design to the Foil than the Sabre. It, too, is a thrust-only weapon that does no 
  real damage (unless sharpened), but has a heavier guard, a heavier blade, and a triangular cross-section. 
  Uses WP: Large Sword Bonuses. Epees usually cost $50 to $100, depending on when are where they are 
  bought and whether they are electric.
  Why Study Olympic Fencing? 
  Because you've got a one hour empty block between 2:00 and 3:00 on Tuesdays and Thursdays, and have 
  nothing better to do with your time.
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  http://www.geocities.com/kuseru/PMAN/Styles/omnikage.htm
  Omnikage 
  By Sinestus
  Omnikage is apparently the result of many forms coming together in one dojo. The style itself 
  originate from a school in the United States which claims to have no master, yet claims to have 
  no students either. The schools primary philosophy is that the concepts of student and master 
  degrade the scholars, thus producing inequalities. Instead, everyone in attendance is referred 
  to as an observer, and all are welcome to offer instruction or study under anyone offering 
  training. 
  Omnikage is the current form taught. It focuses on the use of a flail style weapon used for 
  striking, grappling and control techniques. Although the style works with any pole-and-chain 
  style weapon, it is most effective with a weapon referred to as a 'grappling flail' (six foot pole, 
  two foot chain, one foot pole/weight, deals 3D6 chain/2D6 staff). Students who have accepted 
  this style often carry a collapsible version of the weapon (compresses to a 4 foot walking stick) 
  which can be combat ready in two melee actions.
  Requirements: P.P.: 12, P.S.: 10
  Training: 12 years
  Character Bonuses
  +2 to P.P. 
  +1 to P.E. 
  +1 to P.S. 
  +5 Spd 
  +15 S.D.C.
  Stance: Varies with student, usually derived from a Kempo or Kendo stance.
  Outfit: Padded vest and loose pants (aikido style)
  Combat Skills
  Attacks per Melee: 3
  Hand Attacks: strike/punch, backhand, elbow
  Foot Attacks: kick, snap kick, backward sweep, axe kick,
  Basic Defense Moves: parry, dodge, automatic parry
  Advances Defense Moves: circular parry, 
  Holds/Locks: arm hold, leg hold, neck hold, wrist lock
  Escape Techniques: roll, backflip
  Modifiers to Attack: critical strike, knockout, disarm
  Special Moves: cartwheel, staff-cartwheel (using pole, provides +2 damage, but -1 to strike, 
  counts as cartwheel), backflip (defense only), weapon hold (using flail can perform 
  arm/leg/neck holds, leaving the other hand free for striking, or leading into a critical or knockout 
  throw)
  Weapon Katas: Flail (SP: Use Whip WP Bonuses, but apply damage bonus to parry instead, 
  +1D6 damage to throws using flail), Staff
  Additional Skills: Plyometrics, Swimming
  Martial Arts Powers: Select two from Body Hardening, and One from Martial Arts Techniques 
  or Specialty Katas.
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  Special: When fighting an unarmed opponent (or someone with using a single weapon under 
  three feet long) the Omnikage master receives a +2 to initiative, this is only applicable when 
  fighting single opponents.
  Level Advancement Bonuses
  1st: Knockout on natural 20, Automatic KO on natural 19+ with throws +1 to strike and parry
  2nd: +1 attack, Critical with throws 19+, +1 to entangle/hold
  3rd: +1 to throw/backflip
  4th: +2 to roll, Critical 18+
  5th: +2 to disarm, +1 to dodge
  6th: +1 to strike and hold/entangle
  7th: +1 attack, select one power from Body Hardening or Martial Arts Techniques
  8th: Automatic Critical or Knockout with throws on 17+
  9th: +1 to hold/entangle and backflip
  10th: +1 to roll and parry, +1 attack
  11th: automatic arm hold, +1 to initiative
  12th: +1 to disarm and throw
  13th: Automatic throw, +1 attack
  14th: +1 to strike and dodge
  15th: +1 to hold/entangle and parry
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  http://www.geocities.com/kuseru/PMAN/Styles/oni_chi_te.html
  Oni Chi Te (Demon Blood Fist) 
  By Ray Bull 
  Some martial historians believe that Oni Chi Te may have originated in the Kali worshiping cults of 
  India. The first written mention of the style comes from the Meiji Restoration (1868-1872) when both sides of 
  the conflict were searching for some way to overcome the other. Before that time this style was only mentioned 
  in the hushed whispers of oral histories. The next time this style was put into written history was at the end of 
  World War 2. The Japanese government was seeking a method of training soldiers to resist the coming 
  invasion by the United States of America. Since then no trace of Oni Chi Te has been found. The few martial 
  artists who know of this style also call it Kaiju Do, the Way of the Monster. If the character wishes to find a 
  master of Oni Chi Te, he must journey to the wilds of Japan. Once there, he must seek out any rumors of 
  goblins, evil things, or small villages living in fear. It is here that the master will be found, living in a cave away 
  from the rest of Humanity. If the master is still somewhat human and the hopeful pupil can stand the sight of 
  him then training will commence. 
  An Oni Chi Te stylist will approach combat from stealth, seeking to surprise his opponent. If possible the 
  Oni Chi Te stylist will lure his opponent into a specially prepared area, so as to gain a greater advantage over 
  them. 
  Entrance Requirements: Evil alignments only 
  Skill Cost: 15 Years (Primary), 8 Years (Secondary) 
  Costume: Any clothes that can fit over their malformed body. 
  Stance: None 
  CHARACTER BONUSES 
  Add 3 to P.S. 
  Add 2 to P.P. 
  Add 15 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee: 3 
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap 
  Attack Moves: Leap 
  Basic Defense Moves: Dodge, parry, Automatic Parry 
  Advanced Defense Moves: Multiple Dodge, Combination Power Block/Parry, Combination Parry/Attack 
  Hand Attacks: Strike (Punch), Claw Hand, Knife Hand, Single-Knuckle Fist, Power Punch 
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick 
  Jumping Foot Attacks: Flying Jump Kick 
  Special Attacks: Elbow, Knee, One-Hand Choke, Deathblow, Body Flip/Throw, Leap Attack, Crush/Squeeze 
  Holds/Locks: Arm Hold, Wrist Lock 
  Weapon Katas: W.P. No-Dachi 
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike 
  from Behind 
  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers: Automatically receive Body Hardening Exercises: Crushing Grip and Fujimi (Nerve 
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  Hardening), and Demon Hunter Body Hardening Exercise: Control Revulsion. 
  Languages: Japanese 
  Cultural: Hojo-Jutsu, Spelunking, Mountaineering 
  Survival: Interrogation 
  Weapon: W.P. No-Dachi 
  Physical: Prowl 
  Philosophical Training: None 
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. 
  Fong Ngan (4 Years), Kyokushinkai (5 Years), T'ang Su (4 Years) 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +1 to Strike, +to Roll with punch/Fall/Impact, +1 to Maintain Balance, Critical Strike on a Natural 20, 
  Critical Strike or Knockout/Stun from Behind 
  Level 2: +1 Attack per Melee, +1 to Parry/Dodge 
  Level 3: +1 to Damage, +1 to Strike 
  Level 4: Critical Strike on a Natural 19+, Receive Demon Hunter Body Hardening Exercise: Ao Dah Jong 
  Level 5: +1 to Damage, +1 to Strike, +1 to Maintain Balance 
  Level 6: +1 Attack per Melee, Horror Factor: 5, +1 to Roll with Punch/Fall/Impact 
  Level 7: +1 to Damage, +1 to Parry/Dodge 
  Level 8: Deathblow on a Natural 20, Receive Demon Hunter Body Hardening Exercise: Feign Death/Coma/ 
  Unconsciousness 
  Level 9: Horror Factor: 8, +1 to Damage, -1 to M.E., -1 to M.A., -1 to P.B. 
  Level 10: +1 Attack per Melee, +1 to Parry, +1 to Maintain Balance 
  Level 11: +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Damage, -2 to M.E., -2 to M.A., -2 to P.B., Roll 
  on Deformity Table [See Below] 
  Level 12: Horror Factor: 11, Receive Regeneration Power (Add 1d4 to P.E., Add 1d6+3 to H.P., Add 15 to 
  S.D.C., +10% to save vs. Coma/Death, +2 to save vs. Poisons/Toxins, Character recovers 3 S.D.C. per 20 
  minutes, Character recovers 1 H.P. per 30 minutes, Character can "Superheal" 2d6 H.P. once per 24 hours, 
  Character does not fatigue, Character only takes 3/4 damage from heat or cold, Drugs/Toxins/Poisons only 
  have 2/3 normal effect, Character does not scar and bones heal 10 times faster), Roll on Deformity Table [See 
  Below] 
  Level 13: +1 to Damage, +1 to Strike, -3 to M.E., -3 to M.A., -3 to P.B., Roll on Deformity Table [See Below] 
  Level 14: +1 Attack per Melee, +1 to Parry, Roll on Deformity Table [See Below] 
  Level 15: Multiply character's height by 1.5 and multiply character's weight by 2, Horror Factor: 14, +1 to Strike, 
  +3 to Damage, -4 to M.E., -4 to M.A., -4 to P.B., 1/2 Existing Chi, Roll on Deformity Table [See Below] [Note: 
  The minuses to M.E., M.A., and P.B. represent the character's descent into monsterhood. If M.E. falls to 0 then 
  the character becomes unable to restrain his animalistic urges. If M.A. falls to 0 then the character can no 
  longer relate to other humans. If P.B. falls below 0 then add that number (as a positive integer) to the 
  character's Horror Factor.] 
  Deformity Table (Roll 1d20): 
  1.) Albino: Character has pink eyes and white hair/skin. Character takes 1d6 Damage per 5 minutes spent in 
  direct sunlight. Character is blind after 2d4 minutes spent in bright sunlight. 
  2.) Poor Vision: All skills requiring the judgement of far distances are -25% (Can be the opposite.) 
  3.) One arm longer than the other: One of the character's arms is 3d4 inches longer than the other. 
  Extraordinary P.S. in the long arm, -1 to P.P., -50% to lifting capacity when using both arms, -1 to P.B. 
  4.) Blind: -8 to all combat rolls (Strike, Parry, Dodge, Initiative) 
  5.) Strange Ears (Roll 1d100): 1-20 = Pointy, 20-40 = 2-3 times larger, 41-60 = Tinier (Quarter or dime sized), 
  61-80 = Alien Appearance (Bat's ears, reptilian, etc.), 81-00 = No Ears (Just two tiny bumps) 
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  6.) Deaf: -6 to all combat rolls (Strike, Parry, Dodge, Initiative) 
  7.) Odd Skin Color (Roll 1d100): 1-10 = Yellow, 11-20 = Forest Green, 21-30 = Fire-Engine Red, 31-40 = 
  Battleship Grey, 41-50 = Light Blue, 51-60 = Pure White, 61-70 = Dark Blue, 71-80 = Jet Black, 81-90 = Royal 
  Purple, 91-00 = Orange 
  8.) Cloven Hooves: Add 1d6 to Kick Damage, Add 1 to H.F. 
  9.) Horn(s): Character now has 1d3 horns that are 2d4 inches long that do 1d3 Damage each 
  10.) Hunchback; Character has a large lump on upper back and a deformed upper spine. -6 to P.P., -4 to P.B., -
  50% to Carry/Lift Capacity 
  11.) Lame: One of the character's legs is longer than the other. -50% to SPD., -2 to P.P., -2 to P.B. 
  12.) Odd Face (Roll1d100): 1-18 = Skeletal Features (Maximum P.B. = 10), 19-36 = Angelic Features (Add 
  1d6+4 to P.B.), 37-54 = Animal Features (-1 to P.B.), 55-72 = Insect/Aquatic Features (-2 to P.B.), 73-82 = 
  Mask-like Features (-2 to P.B.), 83-92 = Demonic Features (-1d4 to P.B.), 93-00 = No Facial Features (20/20 
  Ir/Uv vision, +2 to Initiative due to increased senses of haering and smell, -50% to P.B.) 
  13.) Unusual Eyes (Roll 1d100): 1-13 = Very Small (1/2 normal size), 14-25 = Very Large (2x normal size), 26-
  38 = Solid Color (Fremen Eyes), 39-50 = Odd Color (Roll on Odd Skin Color Table), 51-63 Round (Completely 
  Circular), 64-75 = Very Elliptical (Oval), 76-88 = Glowing (+1to H.F.), 89-00 = No Eyes (Just two dots) 
  14.) Deformed Skeletal Structure: All the bones in the characters body are mishapen and are odd lengths. -4 to 
  P.S./P.P./P.E./P.B./Spd., -20 to S.D.C. 
  15.) Extreme Body Hair: 1-20 = Very Bushy (Mr. Kotter), 21-40 = Very Hairy (3x Normal), 41-60 = Furry (6x 
  Normal), 61-80 = Short Fur (1/2 inch), 81-00 = Fur (1d4 inches) 
  16.) Tail: Character has a tail that is 2d4 feet long that has 30% of her P.S. 
  17.) Forked Tongue: Add 1 to Horror Factor. 
  18.) Vulnerability: Character takes triple damage from a specific type of metal or wood 
  19.) Third Eye: Character possesses a 3rd eye. Add 2 to Horror Factor. 
  20.) Odd Skin (Roll 1d100): 1-31 = Scaly (+30 to S.D.C., -1 to P.B.), 32-62 = Lumpy (+30 to S.D.C., -2 to P.B.), 
  63-00 = No Body Hair at alll 
  Why Study Oni Chi Te? 
  A strong style with many advantages that slowly descends into madness. Only those seeking great 
  physical power will even consider taking this style. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/oolong_pai.htm
  Oolong Pai (Emperor Dragon Style)
  By Gigadragon
  Entrance Requirements: Honorable alignments only, no attribute requirements.
  Skill Cost: 25 years, not available as a secondary(counts as two styles), exclusive. 
  The Emperor Dragon Style is a myth, and lost to antiquity, the records lost. There is only one 
  master, an old Buddhist monk that lives in a hidden Tibetan temple. To study this style requires 
  a complete knowledge of TCM(Traditional Chinese Medicine). The teaching is highly restricted 
  and students must become a Buddhist monk to learn it(and they must find the master who is 
  hidden at a secret temple). Once trained, the student is strictly forbidden to teach the style to 
  others, until they become a master(which takes many years), and mastery is attained through 
  the approval of the old monk(thus the student must travel back to the hidden temple before 
  becoming a master). So even if level 15 is attained, the old monk may not decide the student 
  can become a master(this is because mastery requires total enlightenment)!
  A master will appear to move in slow motion, never hurried, and always seeming to anticipate 
  the opponents attacks. Then, when the master has ascertained his opponents skill, he will 
  become a whirling blur of motion, almost invisible to the naked eye!
  Costume: Traditional Buddhist monk's robes; this includes a yellow or orange robe, shaven 
  head, a red sash, and a beaded necklace or bracelet. Marks are also tattooed on the forehead, 
  the more marks the higher the level of the monk. Remember, the style requires that the student 
  become Buddhist(which means no meat or alcohol, not allowed to ride((one must walk 
  everywhere)), not allowed sex, etc, plus the student MUST be male((women cannot be trained, 
  sorry, girls aren't allowed inside the inner chambers of Tibetan Buddhist temples))! The style is 
  mystical in nature, so if the student breaks the rules, all powers are lost! Furthermore, the 
  student is NOT ALLOWED TO KILL unless absolutely necessary! Nor is the student allowed to 
  use edged, or long-range weapons(including guns).
  Stance: A relaxed, non violent, stance... feet slightly apart, knees slightly bent, chin tucked in, 
  arms at the sides hanging loosely, and standing up straight with the hips slightly forward. This 
  stance allows for optimum Chi flow.
  Character Bonuses
  Double normal Chi
  Add 2 to M.E.
  Add 4 to M.A.
  Add +20 S.D.C.
  Add 2 to P.P.
  Combat Skills
  Attacks per melee: 2
  Escape Moves: Roll with impact, maintain balance, and back flip.
  Basic Defense: Dodge, parry, auto parry.
  Advanced Defense: Multiple Dodge, automatic dodge.
  Hand Attacks: Punch, backhand, push open hand(same as the tai chi ability), and palm strike. 
  Kick Attacks: Stop kick/snap kick, kick attack, sweep/hook kick, and roundhouse kick.
  Weapon Katas: None.
  Modifiers to Attack: Pull punch and KO/stun, and leaping, flip, and jump attacks.
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  Advanced Attacks: The No Shadow Kick!*
  Skills Included in Training
  Martial Art Powers: Automatically gets the Dragon chi and Shiatsu powers. Also select one 
  Zenjorike power. Powers cannot be traded.
  Languages include Tibetan and Chinese(Cantonese or Mandarin).
  Philosophy is Buddhism.
  Physical skill of Gymnastics.
  All temple/monk skills.
  Level Advancement Bonuses
  1st +3 to roll with impact, KO/Stun on a 19 or 20.
  2nd +1 to flip, +2 to parry and dodge.
  3rd +10 to Chi, +1 to strike, +1 to Maintain Balance.
  4th +1 attack, and select one additional Chi Power or Zenjorike Power( Negative Chi Powers 
  are NOT allowed).
  5th +1 to roll with impact, +1 to parry/dodge.
  6th +2 to flip and maintain balance.
  7th +1 attack, +1 to strike, automatic KO/Stun from behind.
  8th +10 to chi, select one Chi power or Zenjorike.
  9th +1 to roll with impact, +1 to flip and maintain balance.
  10th +1 to parry/dodge, +1 to strike, KO/Stun on 18, 19, or 20.
  11th +1 attack, +2 to damage.
  12th Select one chi or Zenjorike power.
  13th +2 to maintain balance, flip, and roll with impact.
  14th +1 to strike, parry and dodge.
  15th Double existing chi!
  Why Study Oolong Pai?
  Its not the most powerful style, but it has the ultimate in chi powers. Also, its a mythical and 
  highly exclusive style. The time invested in training and the restrictions on the character are 
  small prices to pay compared to the power gained! All effort is placed on the development of 
  positive chi, the sharpening of the mind, and the quest for spiritual enlightenment. Also, when 
  one becomes a master, enlightenment soon follows(basically, the student becomes a Buddha)!
  Secrets of Oolong Pai: The old monk is actually a Chiang Ku dragon(of course, no-one 
  knows, its 'player knowledge')!
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  http://www.geocities.com/kuseru/PMAN/Styles/orcish_rough_housing.htm
  Rough-Housing
  By Mephisto
  Entrance Requirements: None
  Skill Cost: 8 Years (6 Years as a Secondary; half the time for Trolls and Ogres)
  This martial art serves to utilize the natural strength of orcs and to better control their fury and 
  violent tendencies. Ogres, realizing that with training the orc masses could become a serious 
  fighting force, began developing this fighting art. In fact, there are some rumors that tens of 
  thousands of orcs in the Old Kingdom are training daily in this fighting style for the rumored 
  invasion of the Western Empire. This martial art is also common in the Orcish Empire.
  In combat, the practitioner of Rough-Housing will attempt to grab onto the opponent and either 
  crush him where he stands or throw him to the ground then pick him up and throw him to the 
  ground again. Not a lot of subtlety is involved; the idea is to outmuscle the person into oblivion. 
  With a patient teacher, most orcs can latch onto the art in time and become surprisingly 
  efficient and proficient with the fighting skills. 
  The training isn't purely physical either. Ogres are smart enough to know that orc's can be 
  easily tricked and manipulated by magic-wielding foes. So a conditioning program is also in 
  place so that the orcs don't buckle under pressure especially when facing terrible odds. This will 
  come to a surprise to many foes of orcs who are used to seeing them turn tail and run when the 
  tables are turned. 
  O.C.C. Note: An orc can learn this form by first upgrading to Hand to Hand: Martial Arts then 
  exchanging one O.C.C. related skill to get Rough-Housing. The same applies to ogres. Trolls 
  require exchanging two O.C.C. related skills. Other giants generally do not learn Rough-
  Housing. Note however that this martial art is limited to men of arms O.C.C.s and the Monk.
  Stance: Legs wide and knees bent waiting for the person to commit an attack which the orc 
  can grab onto to. Then they will rush in and attempt a grapple or a throw attack. Hands are 
  usually kept high and near the head but always ready to commit to the grab attempt.
  Costume: None
  Character Bonuses
  +2 to M.E.
  +4 to P.S.
  +3 to P.E.
  +15 to S.D.C.
  Combat Skills
  Attacks Per Melee: 2
  Escape Moves: Roll With Punch/Fall/Impact
  Basic Defenses: Dodge, Parry, Auto Parry
  Advanced Defenses: Power Block/Parry, Combination Parry/Grab (Special! After a successful 
  parry, the combatant will attempt to grab the opponent and maintain hold. The victim can try to 
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  dodge the grab but requires giving up a melee action. On a successful grab the attacker can do 
  a throw or a hold or attack with the other hand. The defender can still parry hand strikes but 
  can't parry the Body Flip/Throw or a Crush/Squeeze).
  Hand Attacks: Strike (Punch), Power Punch, Claw Hand
  Foot Attacks: Kick Attack, Snap Kick 
  Special Attacks: Critical Body Flip/Throw, Auto Body Flip/Throw, Crush/Squeeze, Knee, Elbow
  Holds/Locks: Automatic Body Hold, Automatic Arm Hold, Leg Hold 
  Weapon Skills: None
  Special Katas: None
  Modifiers to Attack: KO/Stun, Death Blow
  Skills Included in Training
  Martial Art Powers: Select Two from among Body Hardening and Martial Art Techniques
  Physical Skills: Wrestling and one of choice, except not Acrobatics or Gymnastics
  Training Skills: None.
  Languages: None
  Level Advancement Bonuses
  1st Critical Strike Natural 20 or from behind, +2 to Body Flip/Throw
  2nd +1 to damage, +2 Holds
  3rd +2 to Parry and Dodge
  4th +1 attack, +1 Body Flip/Throw, Select One Additional Martial Art Power
  5th +1 strike, +1 Holds
  6th +3 to Roll, +1 initiative
  7th Critical Strike Natural 19 or 20, +1 Holds
  8th +1 Attack, Select One Additional Martial Art Power
  9th +2 Strike, +1 Body Flip/Throw
  10th +2 to Parry and Dodge
  11th +2 to Strike, +1 to Damage
  12th Select One Additional Martial Art Power
  13th +1 Attack, Critical Strike Natural 18-20, +2 Holds
  14th +2 Body Flip/Throw, +1 Strike
  15th Death Blow Natural 20
  Why study Rough-Housing?
  A martial art designed to inflict punishment with grappling and holding techniques. A good mix 
  of martial art skills and combat techniques makes it a deadly fighting form in the right hands.
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  http://www.geocities.com/kuseru/PMAN/Styles/owari_kan_ryu.htm
  Owari Kan Ryu Sojutsu (Exclusive)
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include P.S.: 9, P.P.: 10, Spd.: 10.
  Skill Cost: 11 Years. 
  The main spear system of Owari Kan Ryu was founded by Tsuda Gonnojo Nobuyuki, the 
  second son of a retainer of the Owari clan. The essence of the kuda-yari of Owari Kan Ryu is in 
  the technique of using the kuda to fully thrust out and instantly withdraw the spear with great 
  control. Here, the secret principle, Engetsu ("Crescent Moon"), is a vital component. Normally, 
  when thrusting with a spear, the shaft and point will go more or less in a straight line to the 
  target. However, in thrusting the Kan Ryu kuda-yari, the kuda and shaft are manipulated in a 
  manner that causes the spear point to enter the target while twirling in a circle with a diameter 
  of about six inches. The twirling of the yari point creates an intense striking power and 
  concentrated destructive force, resulting in a gaping wound. This is the secret principle of 
  Engetsu that is behind the deadly effect of Kan Ryu sojutsu. Although the shiai training is 
  predominantly done on a spear vs spear basis, other weapons are occasionally used as well. 
  The most common is the sword, followed by the naginata and nagamaki. However, experience 
  has shown that the most formidable weapon to oppose the spear is another spear. And here, 
  the kuda-yari of Owari Kan Ryu has the decided advantage. The Owari Kan Ryu, though 
  primarily a spear tradition, also contains elements of Shinkage Ryu swordsmanship. 
  Costume: Oyoroi (lamellar) or better full suits of armor.
  Stance: The right foot is placed back and the left foot forward pointing in the same direction as 
  the spear is held, with the weight on the balls of the feet, about shoulder width apart. The left 
  hand grips the spear loosely at a comfortable distance, the right hand is held near the hip 
  gripping the spear more tightly.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +1 to P.P.
  Add +1 to P.E.
  Add +2 to Spd.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Combination Parry/Attack, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Combination Strike/Parry.
  Holds/Locks: None.
  Weapon Kata: W.P. Kuda-Yari, W.P. Katana , W.P. Naginata, W.P. Nagamaki.
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  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of three (3) Powers from among Body Hardening, Special 
  Kata, or Martial Art Techniques.
  Language: Japanese.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Hozo-in Sojutsu (3 Years), Jikishinkage Ryu (2 Years), Kashima Shin Ryu (3 
  Years), Tendo Ryu Naginatajutsu (7 Years), or Zanji Shinjinken Ryu (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +2 to Damage, Critical Strike from Behind.
  2nd: +2 to Roll with Punch/Fall/Impact, +1 to Disarm.
  3rd: +1 Attack per Melee.
  4th: Death Blow on a Natural 20.
  5th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  6th: +1 Attack per Melee, Critical Strike on a Natural 19 or 20.
  7th: +1 Disarm,+2 to Damage. 
  8th: +1 to Disarm, Knockout/Stun on Natural 18, 19, or 20.
  9th: +1 Attack per Melee, +1 to Parry/Dodge,
  10th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  11th: +2 to Damage.
  12th: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact.
  13th: +1 to Parry/Dodge, +1 to Strike.
  14th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  15th: Critical Strike on a Natural 18, 19, or 20.
  WHY STUDY Owari Kan Ryu Sojutsu?
  The mastery of a wild and unpredictable spear technique has long been sought. Why get in 
  close when you've got a longer attack range than any other spearman and you're more than a 
  match for a sword wielding maniac. If your spear breaks you can always fallback on the sword 
  since you handle that pretty well too.
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  Martial Art Styles P
  Martial Art Styles P 
  Name
  Game Application Country
  Author
  Pankration
  N&S
  Conversion Greece
  Kuseru
  Pankration 
  N&S
  Conversion Greece
  Lee Casebolt
  Panzer Kunst
  Rifts
  Fiction
  NA
  RMHOWA01@ulkyvm.louiseville.edu
  Path of the Mind
  Rifts
  Fiction
  NA
  danzig138
  Pax Reget
  N&S
  Fiction
  Unknown
  Phenom
  Pentjak Silat
  N&S
  Conversion Indonesia
  Billy Bardo
  Pentjak Silat
  N&S
  Conversion Indonesia
  Kuseru
  Pigua Zhang
  N&S
  Conversion China
  Hibik
  Primordial
  AtB
  Fiction
  NA
  Grimtooth X
  Pro Wrestling
  N&S
  Conversion United States Xaowolf
  Pro Wrestling
  N&S
  Conversion United States danzig138
  Professional Wrestling
  N&S
  Conversion United States NightFlyer
  Professional Wrestling
  N&S
  Conversion United States Stephen P. Dragoo
  Psu-Doe Fu
  N&S
  Humor
  United States GeronimoGM
  Number of Styles: 14
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleP.htm [1/4/2003 9:42:28 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/pankration2.html
  PANKRATION
  By Kuseru
  Entrance Requirements.
  Skill Cost:
  Over 2000 years ago, the ancient Greeks had developed a savage martial art called Pankration First 
  introduced at the Olympic Games in 648 B.C., Pankration became the most popular and demanding of all 
  athletic events. Only biting and gouging were prohibited, anything else went, although the Spartans 
  allowed these in their local athletic competitions.
  Kicking is an essential part of Pankration, especially groin and stomach kicks, and powerful leg sweeps 
  meant to knock an opponent off his feet. Kicks above the belt were used sparingly, with blows aimed to 
  the head or face only when an opponent was on the ground and unable to block or catch the attacker's 
  foot.
  Pankration bouts were extremely brutal and life-threatening. Masters were skilled grapplers and who 
  applied an effective number of knockdowns, chokes, and joint locks. Strangulation was most feared 
  during combat, as it was the leading cause of death in matches.
  Costume: No clothes or a simple loincloth and sandals. 
  Stance: None.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +2 to P.E.
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Auto Parry.
  Advanced Defenses: Break fall.
  Hand Attacks: Punch, Uppercut, Power Punch, Backhand. 
  Foot Attacks: Kick, Snap Kick, Trip/Leg Hook, Roundhouse Kick, Drop Kick.
  Special Attacks: Critical, KO/Stun, Body Flip/Throw, Body Block/Tackle, Auto Flip/Throw, Critical 
  Flip/Throw, Elbow, Knee, Choke, Pin/Incapacitate, Crush/Squeeze, Combination Grab/Kick. 
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Auto Hold, Finger Lock, Wrist Lock, 
  Elbow Lock, Auto Lock, Leg Lock.
  Weapon Katas: None.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical, Critical Strike from Rear
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select two powers from Atemi Abilities, Body Hardening or the Tamashiwara 
  Martial Art Technique.
  Language: Greek.
  Physical Skills: Boxing and Wrestling.
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll, +1 to Strike, Critical on 20, Critical Flip/Throw on a 20.
  2nd: +3 to Maintain Balance, +2 to Body Flip/Throw (2D6 Damage).
  3rd: +1 to Parry, Select one power from Atemi Abilities or Body Hardening.
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  http://www.geocities.com/kuseru/PMAN/Styles/pankration2.html
  4th: +2 to Damage, +1 to Choke.
  5th: +1 Attack, KO/Stun on an 18, 19, or 20.
  6th: +2 to Roll, Critical on a 19 or 20, Critical Flip/Throw on a 19 or 20.
  7th: +1 to Maintain Balance, +1 to Body Flip/Throw.
  8th: +1 Attack, +1 to Choke.
  9th: +1 to Parry, Select one power from Atemi Abilities or Body Hardening.
  10th: +2 to Punch.
  11th: +1 to Maintain Balance, +1 to Body Flip/Throw.
  12th: +1 to Roll, +1 to Parry.
  13th: +1 Attack, +1 to Choke.
  14th: Select one power from Atemi Abilities or Body Hardening.
  15th: +1 to Maintain Balance, +1 to Body Flip/Throw, Critical Body Flip/Throw on an 18, 19, or 20.
  WHY STUDY PANKRATION?
  Powerful strikes and lethal grappling skills make Pankration a good martial art. While weak on mental 
  skills, Atemi more than makes up these deficiencies. Not great against multiple attackers but whoever 
  gets attacked is going to get hurt (or worse).
  http://www.geocities.com/kuseru/PMAN/Styles/pankration2.html (2 of 2) [1/4/2003 9:42:31 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/pankration.html
  Pankration (Exclusive)
  By Lee Casebolt
  Meaning "total victory" or "all-powers" (auth. note - from context, I would translate it to "complete style", 
  but my area is martial arts, not languages), the Pankration was the third combat sport to be added to the 
  original Olympics. The other two, boxing and wrestling, were brought back with the modern Games, but 
  Pankration would not re-emerge as a major event until the mid 1990s.
  As the name implies, Pankration is a complete fighting event, with biting and eye gouging the only fouls; 
  all other tactics were legal, and even those rules were not enforced as strictly as they might have been. Victory 
  was achieved by knocking an opponent unconcious or forcing his surrender. Death was by no means an 
  impediment to victory - the most famous story of pankration tells how a fighter locked in a choke hold forced his 
  opponent to surrender with an ankle lock, only to die from the choke as his victory was announced. Modern 
  competitions are rugged affairs, but somewhat more closely regulated.
  Technically, the Pankration encompassed kicking, punching, and throwing techniques while standing, 
  and a variety of joint locks and chokes while prone. In form, it is not very different from Japanese jujutsu, or 
  certain Chinese styles. Training consists of many of the same exercises used in Oriental arts - 
  shadowboxing/forms practice, sparring, and body strengthening exercises. As primarily a sportive form, formal 
  Pankration training is not particularly concerned with weapons work, multiple opponents, or "internal power" 
  development.
  Classical Pankration training is not available in modern times, but forms similar enough in function to be 
  considered identical are becoming more and more available in the US (primarily the West Coast), Canada, and 
  Japan.
  Entrance Requirements: P.S. and P.E. of 12.
  Skill Cost: 8 years
  Costume: Classical Pankration was practiced in the nude, as were most Greek sports. Modern equivalents 
  may wear any costume.
  Stance: Generally similar to a boxer's stance. Like the costume, the stance will vary with the preference of the 
  fighter.
  CHARACTER BONUSES
  Add 2 to P.S.
  Add 1 to P.P.
  Add 2 to P.E.
  Add 15 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Parry, Dodge, Automatic Parry
  Advanced Defenses: Automatic Roll, Breakfall, Combination Parry/Attack
  Hand Attacks: Strike (Punch), Palm Strike, Power Punch
  Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hooks
  Special Attacks: Body Flip/Throw, Critical Flip/Throw, Choke, Neck Hold/Choke, Crush/Squeeze, Knee, 
  http://www.geocities.com/kuseru/PMAN/Styles/pankration.html (1 of 2) [1/4/2003 9:42:34 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/pankration.html
  Elbow, Death Blow
  Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Elbow Lock, Ankle Lock (Special! Treat as Wrist 
  Lock, applied to the ankle. Takes both hands), Knee Lock (Special! Treat as Elbow Lock, applied to the knee)
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Critical Strike, Knock-Out/Stun, Critical Strike from Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select two (2) from Body Hardening Exercises or Special Katas (Chi Katas not allowed). 
  If desired, any number of Powers may be traded, one for one, for Basic Skill Programs (excluding Physical 
  program).
  Languages: (Classical) Greek; (Modern) English or Japanese
  Philosophical Training: (Classical) Stoicism (auth. note - Stoism?) or Hedonism; (Modern) None
  If this is your primary form, then the following other forms can be learned in a shorter time: Jujutsu (3 
  years), Ch'in Na (3 years), or T'ang Su (4 years).
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, +1 to Parry/Dodge 
  Level 2: +1 to Strike, +1 to Body Flip/Throw
  Level 3: +1 to Parry/Dodge, +1 to Damage, Critical Strike from behind
  Level 4: +1 Attack per Melee, Critical Strike on Natural 18, 19, or 20
  Level 5: +2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on Natural 20
  Level 6: Select one (1) additional Martial Arts Power from Body Hardening Exercises or Special Katas
  Level 7: +1 to Strike, +1 to Body Flip/Throw, +1d6 damage to Body Flip/Throw
  Level 8: +1 Attack per Melee, +1 to Parry/Dodge
  Level 9: +2 to Roll with Punch/Fall/Impact, +1 to Damage
  Level 10: +2 to Maintain Balance
  Level 11: +1 Attack per Melee, Select one (1) additional Martial Arts Power from Body Hardening Exercises 
  (including Demon Hunter) or Special Katas
  Level 12: +1 to Parry/Dodge, +1 to Strike
  Level 13: +2 to Roll with Punch/Fall/Impact, +1 to Damage
  Level 14: +1 Attack per Melee, Knock-Out/Stun on Natural 20
  Level 15: Select one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon 
  Hunter) or Special Katas, Death Blow on Natural 20
  Why Study PANKRATION?
  Much like Jujutsu, it's designed to get the job done. A complete unarmed combat style comfortable at 
  any range of combat. Weaknesses are a lack of weapons and internal training; an intense toughening program 
  and variety of offenisve options are strengths.
   
  http://www.geocities.com/kuseru/PMAN/Styles/pankration.html (2 of 2) [1/4/2003 9:42:34 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/pentjak_silat.html
  ( Hand to Hand: Martial Arts ) Pentjak Silat
  By Billy Bardo
  Pentjak Silat is a Malaysian (Balinese I think) martial art similar to Tai-jutsu but with a heavy emphasis 
  on the use of blade weapons.
  The following techniques are known at first level: Maintain Balance, Back Flip, Body Block/Tackle, 
  BodyFlip/Throw, Arm Hold, Leg Hold, Neck Hold, Drop Kick, Knee attack, Elbow strike, Paired Weapons, 
  Disarming, and Auto-parry.
  Katas: Knife and Sword
  Katas may be substituted one for one, for any of the following:
  Staff Kata (Kuntao)
  Spear Kata (a favorite weapon is the Parang, similar to the Berdiche)
  Tjambuk (a form of honor combat with whips and chains where each combatant takes turns striking at the 
  other, only marks to the face count towards a win)
  Choose one discipline from among Body-Hardening
  Starting attacks: 2
  Bonuses: +2MA,+1PS, +1PE, +1PP, +4 to speed.
  Level Advancement Bonuses
  Level 1: +2attacks, snap kick,Knife hand, +2 to Roll, +2 to Initiative, +1 parry, +2 dodge, +2 pull punch.
  Level 2: +1 strike, cartwheel, Pull punch (with bladed weapons)
  Level 3: +1 attack, palm strike, Chi-Gung (body-hardening)
  Level 4: leap attack, axe kick, +2 strike on flip and cartwheel
  Level 5: tripping leg hooks, backward sweep kick, +2 damage
  Level 6: +1 attack, Roundhouse kick, combination grab/slash, Tamashiwara (art of breaking)
  Level 7: Critical strike 18-20, critical strike from rear 18-20, death blow on 20
  Level 8: +1 to initiative, +1 strike and parry, +1 roll, +1 maintain balance
  Level 9: Death blow! (called)
  Level 10: +1 attack, +2 pull punch
  Level 11: Prisai Saki Silat (kata with combat pincers, see Compendium of Weapons, Armour, and Castles©), 
  combination grab/tear
  Level 12: +1 Initiative, +2 roll
  Level 13: +2 damage, +1 disarm
  Level 14: Jump kick, +2 to flip and cartwheel, +2 damage
  Level 15: +1 attack 
  Why study Pentjak Silat?
  It is among the most offensive and 'dirty' martial arts available. This form is into heavy damage and in 
  rude ways. Some unique weapon styles can also be found here. However, Pentjak Silat has almost no 
  defensive manuvers and while several opponants could be man-handled, the cost to the Pentjak Silat artist 
  could be high.
   
  http://www.geocities.com/kuseru/PMAN/Styles/pentjak_silat.html [1/4/2003 9:42:40 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/pigua_zhang.htm
  Pigua Zhang- Chop Hanging Palm
  By Hibik
  "When Baji is added to Pigua, heroes will sigh knowing they are no match against it."
  -Old Martial Art proverb
  Pigua Zhang was mentioned in "A New Essay of Wushu Arts" during the Ming Dynasty, under 
  the name Armor Wearing Boxing, due to the usefulness of the style for armored soldiers. Later 
  in the Qing Dynasty, some considered Pigua an art related to Tongbei Quan (Through the Back 
  Boxing).
  Like Baji (Eight Extremes) Boxing, Pigua can be traced back to a man named Wu Zhong, who 
  lived during the Qing Dynasty in Hebei province's Cang County. Wu Zhong had learned Baji 
  and Pigua, as well as the Art of the Spear, from a pair of Taoist monks. He later taught the 
  combined form of Baji and Pigua to his daughter, Wu Rong. Wu Rong, who taught both styles 
  to her husband in Luotong Village, for some reason divided the styles. The styles remained 
  separate in lineage until very recently.
  Pigua is a very open and circular style. The Waist (containing the lower Dantien) is the center 
  of movement for the rest of the body. The art consists of long armed opening and closing 
  movements, which extend out from the body, enabling an artist to react to danger at any 
  moment. Palm strikes are the primary hand attack of the form, consisting of either attacking 
  with the front of the palm (known as Pi, or Chopping), or the back of the hand, (Gua, or 
  Hanging). Pi and Gua strikes are alternated in a continuous cycle. Holding wide, deep stances, 
  a Pigua artist will react to an attack with circular palm movements. Movements are 
  complementary, with soft movements followed up by swift and fast movements. Where Baji 
  focuses on elbow strikes, Pigua concentrates on straight arms for forearm strikes. Also, like 
  Baji, Pigua employs extensive use of Jing (Scared) power from the Waist and Back, which 
  enable the seemingly soft long arm movements to deliver explosive amounts of power.
  Training for Pigua is available in Central China, Hong Kong, and Taiwan. Pigua is often 
  available along with Baji.
  NOTE: Pigua Zhang and Baji Quan are two very complementary styles. Baji's straight forward, 
  powerful, short handed strikes are contrasted by Pigua's soft, circular, long arm palm 
  techniques. While they fit perfectly as paired arts, it is still unknown why the lineages of Baji 
  and Pigua split away from each other hundreds of years ago. 
  Entrance Requirements: PP of 10 or higher.
  Skill Cost: 14 Years (7 Years as a Secondary)
  Costume: Standard Kung Fu outfit.
  Stance: A deep stance with arms away from the body.
  http://www.geocities.com/kuseru/PMAN/Styles/pigua_zhang.htm (1 of 3) [1/4/2003 9:42:44 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/pigua_zhang.htm
  CHARACTER BONUSES
  Add 10 to Chi
  Add 2 to M.E.
  Add 2 to P.P.
  COMBAT SKILLS
  Attacks Per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Breakfall, and Maintain Balance.
  Attack Moves: None.
  Basic Defense Moves: Dodge, Parry, and Automatic Parry. 
  Advanced Defenses: Circular Parry.
  Hand Attacks: Backhand, Palm, Rotary Palm Strike (as per Bagua) and Lau (as per Mantis 
  Style). 
  Basic Foot Attacks: Kick, Backward Sweep, and Tripping/Leg Hook. 
  Jumping Foot Attacks: None.
  Special Attacks: Combination Parry/Strike, Deathblow, and Forearm.
  Holds/Locks: None
  Weapon Katas (Select Two): WP Dao (Broadsword), WP Jian (Straight Sword), WP Gun 
  (Staff), WP San Jie Gun (3 Sectional Staff), and/or WP Qiang (Spear). 
  Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, and Critical Strike from Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select TWO (2) from among Chi Mastery, Martial Art Techniques, or 
  Specialty Katas (including Chi Katas). If desired, any number of powers can be traded, one-for-
  one, for any Basic Skill Programs.
  Languages: Chinese (Mandarin, Cantonese or Taiwanese)
  Philosophical Training: Islam or Taoism (choose one).
  If this is your primary martial art form, then the following other forms can be learned in shorter 
  time: Bagua Zhang (6 Years), Choy Li Fut (4 Years), Baji Quan (5 Years), and Taiji Quan (6 
  Years). 
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +2 to Parry, and Critical Strike from Rear. 
  2nd: +1 to Dodge and Strike.
  3rd: +1 to Parry, +1 to Damage.
  4th: Select One from Chi Mastery, Martial Art Techniques, or Specialty Katas (including Chi 
  Katas).
  5th: Double Existing Chi, +1 to Circular Attacks (Lau and Rotary Palm Strike).
  6th: +1 to Parry and Dodge, +1 to Roll with Punch/Fall/Impact.
  7th: +2 to Roll with Punch/Fall/Impact.
  8th: Critical Strike on a Natural 19-20.
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  http://www.geocities.com/kuseru/PMAN/Styles/pigua_zhang.htm
  9th: +1 to Strike, +2 to Damage.
  10th: Select One from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty 
  Katas (including Chi Katas).
  11th: Double Existing Chi, +1 to Parry and Dodge.
  12th: Select a Xian Chi.
  13th: +1 to Maintain Balance, +1 to Roll with Punch/Fall/Impact. 
  14th: Select One from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty 
  Katas (including Chi Katas).
  15th: +1 Attacks per melee, Deathblow on a Natural 20. 
  Why Study Pigua Zhang?
  A beautiful, intricate, sophisticated style. Pigua's soft long arm movements are combined with 
  powerful internal energy which is delivered in powerful strikes through use of Jing. Pigua is also 
  the long range counterpart of Baji Quan. 
  http://www.geocities.com/kuseru/PMAN/Styles/pigua_zhang.htm (3 of 3) [1/4/2003 9:42:44 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/prowrestling.html
  ( Hand to Hand ) Pro Wrestlin
  By the Xaowolf
  This skill is learned from the Wrestlars. In order to learn this skill the P.C. must have a high P.S. or P.P. 
  (17+). 
  Bonuses: +1 to P.S. or P.P., +2D6 S.D.C., gains W.P. Blunt.
  Description of moves:
  The Clothse Line: The art of extending one's arm into the face and neck of an on comming opponent. Damage 
  is 1D6 sdc and opponent is knocked down.
  The Suplex: This is where the wrestler hoists the opponent into the air and bring him to the ground behind him. 
  It deals 1D6+3 sdc and opponent is knocked down. (that is a simple description, but any type of suplex can be 
  used from the german to a belly to belly suplex)
  Finishing Moves: This is like a death blow, only it involves some kind of throw or hit. Each wrestlar has a 
  different move(for ideas, watch the WWF). Other than than, standard death blow rules apply.
  Level Advancement Bonuses
  Level 1: Starts with 2 attacks, -1 to hit(hey their trainer don't need to actually hit, so it is reflected in the skill), 
  body block/tackle
  Level 2: +1 attack a melee, +1 to initiative, +2 save vs H.F., The Clothes Line
  Level 3: Karate style kick 2D6 sdc
  Level 4: Drop Kick does 2D6+3 counts as 2 attacks, +2 damage
  Level 5: +2 attack when using chairs or other blunt instruments, auto dodge
  Level 6: Disarm, suplex, +1 roll with punch/fall
  Level 7: +1 hit/auto dodge/horror factor
  Level 8: +1 attack a meele, +2damage
  Level 9: +2 disarm, +1 roll with punch/fall/suplex
  Level 10: Finishing Move on natural 18-20
  Level 11: +1 initiative/ auto dodge/ horror factor
  Level 12: +1 attack a melee
  Level 13: +1 P.S. or P.P.
  Level 14: +2 drop kick/suplex/clothes line
  Level 15: Critical Strike on natural 17-20
   
  http://www.geocities.com/kuseru/PMAN/Styles/prowrestling.html [1/4/2003 9:42:47 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/prowrestling2.html
  Professional Wrestling 
  By danzig138
  This is a big money maker, and while everybody knows that the matches are staged, some of the 
  moves and physical training can be useful in real-world engagements. And besides, it's a big money maker.
  Entrance Requirements: None
  Skill Cost: 2 years
  Costume:???
  Stance:???
  CHARACTER BONUSES
  Add 1 to P.S.
  Add 1 to P.E.
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defense Moves: Dodge, Parry
  Advanced Defenses: Multiple Dodge
  Hand Attacks: Strike ( Punch ), Palm Strike, Knife Hand
  Basic Foot Attacks: Kick Attack, Drop Kick , plus any two kick attacks
  Special Attacks: Body Block/Tackle, Body Flip/Throw, Crush/Squeeze, Elbow, Knee, Pile Driver ( Special! 
  Pick the opponent up and drop him on his head. Uses 3 attacks. Inflicts 2D6 damage, and Knock-out for 1D4 
  melee rounds ), Clothesline (Special! From Long or Combat range, inflicts 1D6 damage, and knock the target 
  down. Can be dodged, but not parried. Get a short start and hit the opponent around the throat with your arm), 
  Splash (Special! When the opponent is prone, jump on him. Uses 3 attacks, and inflicts 1D6 damage per 100 
  lbs. of weight).
  Holds/Locks: Arm Hold, Body Hold, Sleeper Hold (Special! Inflicts no damage, but the victim must roll under 
  his P.E. with a cumulative -1 penalty per melee round or pass out for 1D8 melee rounds)
  Modifiers to Attacks: Pull Punch, Knock-out/Stun 
  Multiple Attackers: 2 
  Preferred Range: Grappling 
  SKILLS INCLUDED IN TRAINING 
  Physical: Body Building
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 Body Block/Tackle, +1 roll with punch/fall/impact
  Level 2: +1 strike 
  Level 3: +1 dodge, +1 crush/squeeze
  Level 4: +1 attack per melee, +1 maintain balance 
  Level 5: +1 damage 
  Level 6: +2 roll with punch/fall/impact 
  Level 7: +3 maintain balance 
  Level 8: +1 clothesline 
  http://www.geocities.com/kuseru/PMAN/Styles/prowrestling2.html (1 of 2) [1/4/2003 9:42:50 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/prowrestling2.html
  Level 9: +1 dodge
  Level 10: +2 drop kick
  Level 11: +1 attack per melee 
  Level 12: +1 parry 
  Level 13: +2 strike
  Level 14: +2 splash 
  Level 15: +1 strike, +2 dodge 
  Why Study Pro. Wrestling? 
  Well, it's a big money maker, and some of the moves can be damaging in a street fight. 
   
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  Professional Wrestling Entrance Requirements
  Professional Wrestling 
  By Night Flyer 
  "Sport" made popular by television starting in the 1950s. Even though an admitted fake, if any of these 
  moves were made in real competition they would be devastating! Professional wrestling has it's origins in 
  carnivals that traveled the countryside from before the turn of the century. The actual wrestling tends to 
  incorporate a mixture of mat wrestling, brawling, martial arts, gymnastics and method acting. Contrary to 
  popular belief, the athletics involved are not "fake", even though the outcome is predetermined. Only the best 
  wrestlers can pull off devastating-looking moves without causing some sort of pain to the opponent. 
  Entrance Requirements: No Alignment restrictions. Minimum Attributes are P.S.: 9, P.P.: 11, M.A.:10
  Skill Cost: 6 Years (4 as secondary) 
  Costume: There is no set costume, the gaudier the better. The costumes are usually made from Spandex.
  Stance: Usually legs bent and arms out, pacing around the opponent until an opening is found.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +2 to P.E.
  Add +20 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact,
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Combination Parry/Attack, Automatic Roll, Power Block/Parry, Breakfall, Automatic Body 
  Flip/Throw
  Hand Attacks: Strike (punch), Power Punch, Double Fist Punch
  Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Knee, Forearm, Body Block/Tackle, Choke, Crush/Squeeze
  Holds/Locks: Wrist Lock, Elbow Lock, Arm Hold, Leg Hold, Body Hold, Neck Hold
  Weapon Katas: W.P. Club (usually in the form of a folding chair)
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind, Pin
  SKILLS INCLUDED IN TRAINING
  Physical: Body Building, Gymnastics
  Weapons: WP Club
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 Parry, +1 to Maintain Balance, + 1 on Holds 
  Level 2: +2 Strike, +2 Roll with Punch/Fall/Impact 
  Level 3: Knock-out/Stun on Natural 19, or 20, +2 Dodge 
  Level 4: +1 attack per melee, +1 Strike, Pin on Natural 20 
  Level 5: +1 Maintain Balance, +2 on Holds 
  Level 6: +1 attack per melee, +2 Dodge 
  Level 7: +2 Roll with Punch/Fall/Impact, +1 Strike 
  Level 8: +2 Damage, +1 on Holds, +1 Parry 
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  Professional Wrestling Entrance Requirements
  Level 9: +1 attack per melee, +1 Maintain Balance, +1 Breakfall 
  Level 10: +2 Dodge, +1 Strike, Pin on Natural 18,19 & 20 
  Level 11: +1 Parry, +1 Roll with Punch/Fall/Impact 
  Level 12: +1 attack per melee, +1 on Holds, +1 Breakfall 
  Level 13: +2 Damage, +1 Maintain Balance 
  Level 14: +1 Parry/Dodge, +1 Breakfall 
  Level 15: Knock-out/Stun on Natural 18, 19, or 20 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/psu_doe_fu.htm
  Psu-Doe Fu
  By GeronimoGM
  Entrance Requirements: Must have seen Enter the Dragon a minimum of 300 times.
  Skill Cost: ? Years (Primary), ? Years (Secondary) However long it takes.
  Background/History: This martial art, if you want to call it that, is what happens when some-one 
  has never had a martial arts class but as watched too many Bruce Lee films.
  It has been practiced in many forms all over the word. It is an effective art as long as no actual 
  combat is involved.
  Costume: Any
  Stance: Always a very off-balance and clumsy imitation of Bruce Lee
  Character Bonuses
  Add +4 to M.A.
  Subtract -3 from I.Q. 
  Combat Skills
  Attacks per Melee: 1 
  Escape Moves: run away 10% to speed when running away.
  Attack Moves: very clumsy punch, bad form kick.
  Basic Defense Moves: curl up into a ball, cry like a baby. 
  Advanced Defense Moves: Begging for mercy and profuse apologies. 
  Hand Attacks: Girly-man punch, Psu-Doe Chop. 
  Foot Attacks: Stomp to the toes( followed by running away) 
  Jumping Foot Attacks: jumping kick to the groin( followed by running away) 
  Special Attacks: hitting while their back is turned (followed by running away). 
  Holds/Locks: Hugging their knees (followed by begging for mercy OR profuse apologies) 
  Weapon Kata: can Spin nunchaku overhead, almost without causing too much damage to self 
  (50/50 chance) 
  Modifiers to Attacks: Automatic +7 Pull Punch, -5 Critical Strike, -1 Critical Strike From 
  Behind, -3 Knock-Out/Stun, +2 Stun from Behind( followed by running away)
  Skills Included in Training
  Martial Art Powers: Able to talk trash and fake out people with no training +3 to roll for 
  intimidation. 
  Languages: Can pronounce any Chinese food from the menu. 
  Cultural: Knows where China is.
  Physical: God at sitting in front of a TV 
  Survival: None
  Temple: none
  Weapon Proficiencies: none 
  Philosophical Training: Saw Enter the Dragon 300 times, and can quote it word for word.
  Level Advancement Bonuses
  1st: +1 to run away
  2nd: +3 to fake out non-trained fighters with squeaks and howls in te fashion of Bruce Lee.
  3rd: Cry at will and beg for Mercy.(40% chance that the enemy will just laugh and let him live 
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  http://www.geocities.com/kuseru/PMAN/Styles/psu_doe_fu.htm
  after a few punches)
  4th: Faint and play dead.( 25% chance of success)
  5th: +4% to Run Away
  6th: Automatic success on hugging knees for the purpose of groveling.
  7th: Effective Automatic tears and begging for mercy (+15% chance that enemy will just laugh 
  and rough him up a bit)
  8th: +20% Run Away, +10% Play Dead
  9th: +1 to hit from behind 
  10th: +5% to begging for Mercy Skill
  11th: +2 to strike for the Jumping kick to the groin. 
  12th: negative penalty to strike reduced by 2
  13th: +1 attack, +10% to Play Dead 
  14th: +10% to begging for mercy skill
  15th: Automatic success to run Away, +15% to Beg for Mercy 
  Why Study Psu-Doe Fu? 
  It's pretty easy to do. 
  http://www.geocities.com/kuseru/PMAN/Styles/psu_doe_fu.htm (2 of 2) [1/4/2003 9:42:57 PM]
  
  Martial Art Styles Q
  Martial Art Styles Q 
  Name
  Game
  Application Country
  Author
  Qingping Jian
  N&S
  Conversion China
  Hibik
  Quick Hand Karate
  N&S
  Fiction
  Unkown
  Adam Reeve#
  Quick Foot Karate
  N&S
  Fiction
  Japan
  Bungtweed
  Number of Styles: 3
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleQ.htm [1/4/2003 9:42:59 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/qingping_jian.htm
  Qingping Jian-Green Water Lily Sword (EXCLUSIVE)
  By Hibik
  "If you are a nobleman of strong stature, then you must have Qingping Jian."
  -Chen Lin, on Qingping Jian.>
  Qingping Jian is one of the oldest of the Chinese Swordsmanship styles. While information on 
  its early years is sparse, historical references date back to as far as the Eastern Han Dynasty 
  (25-220 AD). The name Qingping Jian was coined by a practitioner named Chen Lin, whose 
  quote above suggests Qingping Jian was a style of importance amongst the nobility. 
  It was during the 18th Century, by a Taoist monk named Pan Jen (whose Taoist name was 
  Yuan Gui), that Qingping Jian was arranged and established into a formal set of swordplay 
  routines. Pen Jen spent years meditating on Long Hu Shan (Dragon and Tiger Mountain), and 
  travelling China exchanging martial techniques, eventually accumulating a profound knowledge 
  of sword fighting. After years of experimentation and study, he eventually compiled all of his 
  knowledge into six routines, which still exist today.
  Qingping Jian contains a lot of techniques common to other systems of Taoist swordsmanship, 
  including Dian (Point), Beng (Drop), Ci (Stab), Yun (Circle), Mo (Press), Gua (Parry), Tiao 
  (Upward Slice), Liao (Glide Up), Ti (Raise), Jie (Intercept), Pi (Split), Lan (Obstruct), La (Pull 
  Back), and Chan (Spiral). Some elements that make Qingping Jian different, however, include 
  arrangement of its routines, and its particularly strong emphasis on footwork. Attacks are often 
  followed by a short, evasive step in the opposite direction. It's also common for actions to have 
  the sword, body, and legs all going in different directions. It's also common for a technique to 
  involve, for example, circular sword motions, horizontal body coiling, and vertical jumping 
  movements. 
  This complex combination of techniques takes a considerable amount of time to master, which 
  is done by learning the fix routines. The first routine teaches the basics of the system, while the 
  other five focus on complex, more demanding techniques that take many years to master. Each 
  form contains over 60 movements, for a grand total of 365, typically with a four syllable name 
  (Old Man Plucks Plum, for example). In addition, some attention goes to the building of internal 
  energy. A Sword is a relatively light weapon, and in order to deflect heavier weapons such as a 
  pole arm or axe, internal energy must be developed as well.
  Qingping Jian is a difficult art to find, even today. It remains rather esoteric, with training 
  available in the US or Taiwan.
  Entrance Requirements: PP of 12 or higher.
  Skill Cost: 15 Years (7 Years as a Secondary)
  Costume: Standard Kung Fu outfit.
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  http://www.geocities.com/kuseru/PMAN/Styles/qingping_jian.htm
  Stance: Relaxed side stance, with Jian (Chinese Straight Sword) in dominant hand, the other 
  hand holding a two-finger salute.
  CHARACTER BONUSES
  Add 10 to Chi
  Add 3 to M.A.
  Add 2 to P.P.
  COMBAT SKILLS
  Attacks Per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Leap, and Maintain Balance.
  Attack Moves: Leap.
  Basic Defense Moves: Dodge, Parry, and Automatic Parry. 
  Advanced Defenses: Circular Parry, Multiple Dodge, Disarm, and Old Man Plucks Plum 
  (SPECIAL! A combination Dodge and Strike where the artist leans back to evade a high to mid 
  attack while at the same time slashing or kicking the opponent. Uses up one action, and can be 
  used once per melee.)
  Hand Attacks: Punch, Knife Hand, and Palm Strike.
  Basic Foot Attacks: Kick and Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Deathblow, Leap Attack, Combination Parry/Slash, and Fan Flutters in 
  Breeze (SPECIAL! A one legged sword thrust, where the artist lurches forward slightly as he 
  thrusts a long range opponent before he has a chance to get into combat range. In game 
  terms, this allows the artist to attack an opponent with no chance of an attack in return, 
  EXCEPT by a long-range weapon (such as a staff, polearm, or bow), leap attack, or jump kick. 
  After using Fan Flutters in Breeze, the artist can step closer and attack normally (as can the 
  opponent), or move away, which means the opponent must spend an action to get back into 
  range. This only works on empty handed or short weapon holding opponents, and only if the 
  artist gets the initiative.)
  Holds/Locks: None
  Weapon Katas: W.P. Jian.
  Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, and Critical Strike from Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Automatically Receives Martial Art Technique: Sword Chi. Select a total 
  of TWO (2) from Chi Mastery, Specialty Katas (including Chi Katas), or Martial Art Techniques. 
  If desired, any of these can be changed for Basic Skill Programs.
  Languages: Chinese (most commonly Mandarin, Cantonese or Taiwanese)
  Cultural: Artistic Calligraphy, and Wei Qi (Go).
  Physical: Gymnastics. 
  Philosophical Training: Taoism.
  Technical: Chinese Classical Studies.
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  http://www.geocities.com/kuseru/PMAN/Styles/qingping_jian.htm
  If this is your primary martial art form, then the following other forms can be learned in shorter 
  time: Gui Long (4 Years), Eighteen Weapons Kung Fu (3 Years) and Zanji Shinjinken-Ryu (4 
  Years).
  LEVEL ADVANCEMENT BONUSES
  1st: + 2 to Strike, +2 to Roll with Punch/Fall/Impact.
  2nd: +2 to Parry and Dodge.
  3rd: +2 to Leap and Maintain Balance, +1 Initiative.
  4th: +1 Attacks per Melee, +2 to Disarm.
  5th: Select an Ability from Chi Mastery, Specialty Katas (including Chi Katas), or Martial Art 
  Techniques.
  6th: Double Existing Chi.
  7th: +1 to Parry and Dodge, +1 to Roll with Punch/Fall/Impact.
  8th: +1 to Leap and Disarm, +1 Initiative.
  9th: +1 Attack Per Melee.
  10th: Select an Ability from Chi Mastery, Specialty Katas (including Chi Katas), and Martial Art 
  Techniques.
  11th: Critical Strike on a Natural 19-20.
  12th: +1 Attacks per Melee.
  13th: Deathblow on a Natural 20.
  14th: Double Existing Chi.
  15th: Select a Zenjorike..
  Why Study Qingping Jian?
  One of the most ancient, beautiful, and graceful styles of Chinese Swordsmanship. Qingping 
  Jian contains some of the most advanced swordsmanship techniques of any Taoist sword 
  system. With its strong swordsmanship and attention to internal training (with the building of 
  chi), Qingping Jian's only major flaw is its reliance on a weapon, although the evasive ability of 
  a Qingping Jian artist, whether armed or unarmed, is legendary.
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  http://www.geocities.com/kuseru/PMAN/Styles/quick_hand_karate.html
  Quick Hand Karate
  By Adam Reeve
  Exclusive to Servants of Light. 
  Starting Attacks per Melee: 3 
  Combat Skills: combination parry/attack, disarm, power punch, palm strike, backhand, knife hand, knife hand 
  knockout (automatically KO's a joint-locked opponent for 2D4 rounds, otherwise requires a save vs. poison), 
  backward sweep, snap kick, leap attack, automatic flip/throw, automatic finger lock, automatic wrist lock, 
  automatic elbow lock. 
  Character Bonuses: +10 Chi, +2 M.E., +2 P.S., +10 S.D.C. 
  Martial Art Powers: 1 Chi mastery power and 1 body hardening exercise. 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +2 Roll with Punch/Fall/Impact, +2 strike, critical 19-20 or behind 
  Level 2: +2 flip/throw, +1 attack 
  Level 3: +1 Chi mastery or body hardening exercise 
  Level 4: Knock-Out/Stun on 19-20, +2 parry/dodge 
  Level 5: Critical attack on 18-20 
  Level 6: Double existing Chi 
  Level 7: Death Blow on 20 
  Level 8: +1 Chi mastery or body hardening exercise 
  Level 9: +1 attack 
  Level 10: Tamashiwara 
  Level 11: KO on 18-20, +2 strike 
  Level 12: Double existing Chi 
  Level 13: +1 Chi mastery or body hardening exercise 
  Level 14: +1 Zenjorike power 
  Level 15: +1 Attack, Death Blow on 19-20 
   
  http://www.geocities.com/kuseru/PMAN/Styles/quick_hand_karate.html [1/4/2003 9:43:08 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/quick_foot_karate.htm
  Quick Foot Karate
  By Bungtweed
  Entrance Requirements: No Alignment restrictions, P.P.; 12
  Skill Cost: 12 Years ( 7 Years as a Secondary Martial Art Form)
  Quick Foot Karate was created around 1700. Though many dismiss this form because they 
  believe that focusing on using mostly kicks slows down your combat speed and impedes on 
  your chances of victory or defense. However, this is wrong. A Quick Foot master can move his 
  feet like no body's business. He can parry and attack with only his feet as well as most other 
  quick martial art forms. Though since its creation around 1700, it has come to incorporate one 
  or two hand strikes. In its most traditional form Quick Foot Karate still excludes hand strikes 
  though. Once a fighter gets into the Quick Foot position he will not use his hands at all, no 
  matter what. Fighters who like to show off will often, before fighting have someone tie their 
  hands behind their back, and still kick the other guys butt. It's really an amazing martial art 
  form, but still a difficult one for most to master. Quick Foot originated in Japan. The only 
  schools for it are found in South Korea (1) and Japan (4).
  Costume: Standard Karate Gi. Sometimes the top is red instead of white, instructors always 
  wear white pants with a dark purple top, a black belt with two gold stripes on each belt end, and 
  have a patch of the Japanese flag sewn into the right arm, some instructors sew their own 
  country's flag onto their left arm. (though the schools are in Asian, a couple teachers are not 
  Asian)
  Stance: Normal fighting stance (Not quick foot position) is exactly like Tae Kwon Do.
  Character Bonuses 
  Add 1 to P.S.
  Add 3 to P.P.
  Add 4 to Spd
  Add 10 to S.D.C.
  Combat Skills
  Attacks per Melee: 4
  Escape Moves: Roll w/ Punch, Maintain Balance
  Basic Defensive Moves: Dodge, Parry, Auto parry
  Advanced Defensive Moves: Multiple Dodge, Breakfall
  Hand Attacks: Strike (Punch), Knife Hand
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Reverse 
  Turning Kick (Combo Dodge/kick), Drop Kick (Combo fall/dodge/kick), Wheel Kick, Crescent 
  Kick, Axe Kick, Tripping/Leg Hooks
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick
  Special Attacks: Death Blow, Leap Attack
  Weapon Katas: None
  Modifiers to Attack: Pull Punch, KO/Stun, Critical Strike, Critical Strike from Rear
  Special Katas: 
  Quick Foot Stance: Character stands almost at attention, legs are slightly apart and one is 
  slightly behind the other, the hands and clasped together behind the fighters back. When in this 
  stance ONLY the following kick attacks may be used; Kick Attack, Snap Kick, Crescent Kick, 
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  http://www.geocities.com/kuseru/PMAN/Styles/quick_foot_karate.htm
  Axe Kick. Fighter gets Automatic Dodge once using this, but loses automatic parry, as they can 
  only parry with their feet. +2 Parry, +3 Dodge, +3 Strike with Kick Attack, & +3 Damage on Kick 
  Attacks, also, they receive no bonus to Roll w/ Punch. Once in Quick Foot stance, a fighter will 
  not usually advance unless they have to, stillness is a key part of the stance.
  Skills Included in Training
  Martial Art Powers: Select a total of two powers from Body Hardening Exercises, Martial Art 
  Techniques and Special Katas (No Weapon Katas). Automatically receives Chagi (Kick 
  Practice) If desired any number of powers can be traded one for one for any basic skill program 
  (excluding Physical) (Chagi can NOT be traded)
  Languages: Korean or Japanese
  Philosophical Training: Zen
  If this is your primary martial art form then the following other forms can be learned in a shorter 
  time. Jujutsu (4 Years), Zanji Shinjinken (5 Years), Taido (6 years), or Lee Kwan Choo (5 
  Years)
  Level Advancement Bonuses
  1st +2 Maintain Balance, +1 Strike Kick, +1 Damage Kick, Critical Strike from Rear, Death Blow 
  on 20
  2nd +2 Roll w/ Punch, +2 Parry/Dodge
  3rd +1 Attack per Melee, +1 Strike
  4th +1 Damage, Critical Strike on Natural 18, 19, 20
  5th +2 Maintain Balance, +2 Strike Kick
  6th +2 Roll w/ Punch, +2 Damage Kick
  7th +1 Attack per Melee
  8th +1 Parry/Dodge, KO/Stun on Natural 18, 19, or 20
  9th +1 Attack per Melee, +2 Maintain Balance
  10th +2 Roll w/ Punch, Select one Additional Martial Art Power from Techniques, Body 
  Hardening, or Special Katas
  11th +2 Strike, +2 Damage
  12th +1 Parry/Dodge, Death Blow on 18, 19, or 20
  13th +1 Attack Per Melee, +1 Maintain Balance
  14th +1 Roll w/ Punch, +2 Damage, +1 Strike Kick
  15th Select one Additional Martial Art Power from Techniques, Body Hardening, or Special 
  Katas
  Why study Quick Foot Karate?
  Quick Foot is partly about impressing with lightning quick feet and leg movements, but it is also 
  about the belief that one does not need the easy use of his hands to fight and be quick. Though 
  over the years it has adopted hands strikes to be used in combat Quick Foot still teaches that 
  the feet are the soul of a battle, the movement, the power, and the beauty.
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  Martial Art Styles R
  Martial Art Styles R 
  Name
  Game
  Application Country
  Author
  Red Sash 
  N&S
  Fiction
  China
  Sinestus
  Rex-fi-Do
  PF
  Fiction
  NA
  Sinestus
  Number of Styles: 2
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleR.htm [1/4/2003 9:43:14 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/red_sash_kungfu.htm
  Red Sash Kung Fu (Exclusive)
  By Sinestus
  Inspired by old Bruce Lee movies, and my on going obsession with Tekken 3, I have decided to 
  compose Forrest Law's martial art.
  As far as most can tell, this is a Wing Chun/Tai Chi derivative style, which boasts having no set 
  forms, but incredible fighting potential. Although the master will always radiate confidence in his 
  abilities, combat is generally avoided when possible. The primary philosophy of Red Sash is to 
  move like water, with flexibility and speed, but also the ability to crush anything in its way. Thus 
  the parries of the technique have an apparently soft affect, causing the attacker to continue 
  movement with their strike, while the attacks are quick and deadly.
  As for training, there are only a select few teachers throughout the world, and they will only 
  teach the complete style to students who show incredible promise.
  Entrance Requirements: none.
  Training: 20 years, Costs two Martial Arts slots
  Character Bonuses
  +5 Chi
  +2 P.S.
  +2 P.P.
  +3 P.E.
  +10 S.D.C.
  Stance: Rent a Bruce Lee movie, or play Law on Tekken 3
  Combat Skills
  Attacks per Melee: Three to start.
  Hand Attacks: palm strike, strike (Punch), backhand, double-knuckle fist, power punch, 
  One-Inch Punch (an incredible quick strike which a palm strike is stopped before striking the 
  opponent, and a moment later resumed as a power punch. Can only be performed once per 
  melee, and requires a successful strike of natural 12 or better. Damage is 1D10 + P.S. bonus).
  Foot Attacks: snap kick, axe kick, crescent kick, 
  Triple Kick (three successive snap kicks, opponent can attempt to parry or dodge, but can only 
  use automatic moves against the first kick. Costs two actions, and can only be performed once 
  per melee. Damage is 1D6+1+P.S. bonus per successful kick. Roll strike for each kick)
  Jumping Foot Attacks: Flying jump kick, back flip, Drop Kick
  Basic Defense Moves: dodge, automatic parry, parry
  Advanced Defense Moves: combination parry/strike, back flip, multiple dodge, combination 
  Parry/Attack 
  Escape Techniques: roll with impact, break fall, maintain balance.
  Modifiers to Attack: pull punch. Knockout, and Critical Strike.
  Weapon Katas: WP: Nunchaku, WP. Blunt.
  Special Moves: Triple Kick, One-Inch Punch. (See Above).
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  Grab Strike (one hand parry/grabs the opponent's attacking limb, while the other strikes the ribs 
  or head. Can only be performed once per melee, requires two successful rolls, parry and strike, 
  and sacrifices the options of automatic parry and other special moves for the rest of the melee. 
  Adds +2 to damage with hand strike)
  Skills: Gymnastics, swimming, meditation
  Martial Arts Techniques: Select three from Body Hardening, Martial Arts Techniques, or Chi 
  Mastery.
  Level Advancement Bonuses
  1st: +2 to parry, dodge, and strike, Critical on Natural 20
  2nd: +2 to Roll, +1 attack and damage
  3rd: +1 to Maintain Balance and Break fall, +2 to back flip
  4th: Critical Strike on natural 18+, select one power from Body Hardening, Specialty Katas, or 
  Martial Arts Techniques
  5th: +1 attack, parry, and dodge, Knockout on 19+, 
  6th: +2 to roll, parry, and dodge. +1 to strike with special moves
  7th: +2 to break fall and back flip, select one Chi Mastery or Martial Arts Technique
  8th: +1 attack. +3 to damage
  9th: Double Chi, +2 to Maintain balance, +1 to strike
  10th: +2 parry and dodge, +1 to roll, Select one Zenjorike Power
  11th: +1 attack, back flip, and break fall
  12th: +2 to damage and roll, Death Blow on natural 20
  13th: Select one power from any category
  14th: Double Chi, Critical on 17+, Knockout on 18+
  15th: +1 attack, strike, parry, dodge, and back flip.
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  http://www.geocities.com/kuseru/PMAN/Styles/rex_fi_do.htm
  Rex-fi-Do
  By Sinestus
  Well, I've basically mad at least one martial art for each of the primary races (the optional 
  player races at least), except changelings and wolfen. Changelings I'll do next, so here's the 
  wolfen style...
  And yes, I will refer to the Battle of the Ridge once again...Although a fairly common style, 
  taught to all withing the Black Tree Clan, credit for its perfection is given to Fidelus the White. 
  Fidelus was one of the leading wolfen generals who partook in the Battle of the Ridge, leading 
  the attacking forces into the dwarven territory, and although his forces were defeated, legends 
  still circulate about the ghost-like wolfen who struck with the power of the gods.
  Fidelus was forced to escape that battle, and now travels with his clan in the north. All 
  prospective students are accepted, provided they are of a canine race. Sometimes non-canine 
  students are admitted; however, the training requires full contact fighting (thus non-canines are 
  often.... devoured... during the training) and only exceptional fighters remain.
  Requirements: (60% are wolfen, 35% are Kankoran/Coyles, the rest are a mixed group). P.S.: 
  16, P.P.: 12, P.E.: 12
  Training: 8 years
  Character Bonuses 
  +2 to P.S. 
  +1 to P.P. 
  +2D4 Spd 
  +1D6 H.P.
  Stance: Crouched, often pacing on all fours or in a three-point stance.
  Outfit: One to two weapon harnesses/belts, and a kilt-like outfit or loose pants.
  Combat Skills
  Attacks per Melee: 2
  Hand Attacks: knife hand/claw strike (+1D6 damage to claws), Power Punch (+1D10 
  damage), Duo-Claw (cannot automatic parry, double damage), parry/swipe (half strike bonus, 
  1D4+ damage).
  Foot Attacks: backward sweep, tripping leg hook, flip/kick (rolls towards target with one leg 
  extended to strike, can dodge one opponent to kick another in one action, but cannot be used 
  as a dodge/kick on one opponent. full bonuses, deals +3D6 damage, only kick that melee), axe 
  kick, roundhouse kick
  Basic Defense Moves: parry, dodge (no auto-parry until third level)
  Advances Defense Moves: auto-roll (can roll with all attacks during the melee), auto-dodge, 
  multiple dodge
  Holds/Locks: see special moves
  Escape Techniques: roll/auto-roll, maintain balance
  Modifiers to Attack: critical, critical from behind
  Special Moves: 
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  Bite Bonus - Biting strikes gain one-quarter the Wolfen's normal P.S. bonus. (At level six they 
  gain half the P.S. bonus). If the wolfen has Anticipation, they may bite with it, gaining +1 to their 
  roll the first time it is used against an opponent.
  Clamp - a biting move, where the wolfen maintains the hold as long as possible, while in this 
  hold, the wolfen's hand and feet are free for parrying and knife-hands, but dodging is not 
  possible without an excessive P.S. (must be able to lift 150% the victim's weight to drag them 
  around, but they get +3 to break the hold) or letting go. The bite deals normal damage, but 
  dragging a victim deals 1D6 per dodge. If the wolfen successfully targets a joint or similar this 
  acts as a hold (until fifth level, then as a lock to limbs, hold to neck/body). Neck holding can act 
  as a choke, dealing 2D4 to H.P. each melee action.
  Pounce - body block/tackle forced on the arms. +3 to strike, deals damage as a Dual-Claw 
  Strike, but only aimed at main body. Success can pin on natural 16+ (+1 to pin for every 20 lbs 
  the wolfen has on the victim). Uses Leap and Body block/tackle bonus. Takes two actions.
  Shred - Gained at third level, requires a successful pounce. Wolfen rakes victim with hind legs, 
  can target main body or legs (but a miss on the legs, 12 or less, misses completely) Deals 3D6 
  per leg (claw bonus already included). Victims are -4 to parry, (only -2 to parry/dodge if legs 
  targeted).
  Leg tackle - Gained at seventh level. Only applicable against creatures the same size or larger 
  than the wolfen. Allows a powerful strike to the legs (total 4D6 + P.S. damage, half to each leg), 
  which knocks the target down, but leaves the wolfen standing on all fours. Use tackle/leap 
  bonuses.
  Weapon Katas: none
  Additional Skills: running, swimming.
  Martial Arts Powers: Select one from Martial Arts Techniques or Body Hardening (Except for 
  Awareness or Chi Gung), and one power from Specialty Katas.
  Special Stance (automatic): If not within grappling range at the beginning of the melee, will 
  instinctively drop to all fours. In this stance can only throw one kick each melee, but gains +2 to 
  Pouncing and Biting attacks, +2 to roll and dodge and +4 to Maintain balance. Parrying breaks 
  the stance, as does weapon use.
  Level Advancement Bonuses 
  1st: +1 to strike, +2 to roll
  2nd: Critical from behind, +2 to dodge/auto dodge
  3rd: Auto-Parry, +1 attack, +1 (4 feet) to Leap
  4th: +1 to strike, select one power from Body Hardening or Martial Arts Techniques
  5th: +1 to dodge/auto dodge, Critical 19+
  6th: +1 to strike, Critical from behind
  7th: +1 attack, +1 roll
  8th: Gain parry/pounce option. +1 (4 feet) to Leap
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  9th: +1 to parry, +1 to roll, Critical 18+
  10th: +1 to damage, +1 to dodge (but not auto dodge)
  11th: +1 to roll, +1 attack
  12th: gain Leap Attack, +1 (4 feet) to Leap
  13th: +1 to strike and parry
  14th: +1 attack, select one power from Body Hardening or Specialty Katas
  15th: +1 to dodge/auto dodge
  Special Bonus: Such wolfen pride themselves on their battle scars, and thus will aggravate 
  wounds to make them increase the wolfen's aura of power. For every four points of PB lost 
  because of battle, the wolfen gains +1 to HF/AF (Awe Factor: 7+ used when dealing with 
  wolfen and other monster races.)
  http://www.geocities.com/kuseru/PMAN/Styles/rex_fi_do.htm (3 of 3) [1/4/2003 9:43:20 PM]
  
  Martial Art Styles S
  Martial Art Styles S 
  Name
  Game
  Application Country
  Author
  S.E.A.L.
  N&S
  Conversion
  United States
  Jeff Nielsen
  Sabot
  N&S
  Conversion
  France
  Sinestus
  Sagara Ryu Karate
  N&S
  Fiction
  Japan
  Daimyo Shi
  Sambo
  N&S
  Conversion
  Russia
  Lee Casebolt
  San Lo Protectorate
  Rifts
  Fiction
  NA
  Joseph64@juno.com
  San Shaou Chinese Kickboxing
  N&S
  Conversion
  China
  Flash Fighter
  Saotome Ryu Karate
  N&S
  Fiction
  Japan
  Daimyo Shi
  Saotome School of Anything Goes
  N&S
  Fiction
  Japan
  Marcus Johnson
  Sasanuma Ryu Suiejutsu
  N&S
  Conversion Japan
  Kuseru
  Savage
  Rifts
  Fiction
  NA
  Ron Barry#
  Savate-Boxe Francaise
  N&S
  Conversion
  France
  danzig138
  Savate-Boxe Francaise
  N&S
  Conversion
  France
  Lee Casebolt
  Scholar's Dueling 
  PF 
  Fiction
  NA
  Flash Fire
  Serpent Style Kempo
  N&S
  Fiction
  China
  Sinestus
  Shankari
  Any
  Fiction
  NA
  Sinestus
  Shaolin Kung Fu
  Any
  Quickie
  China
  Kuseru
  Shft Slim's Survival Technique
  PF
  Fiction
  NA
  Sinestus
  Shi-dango
  N&S
  Fiction
  Unkown
  Sinestus
  Shi Ge Hau
  N&S
  Conversion
  Tibet
  Mantisking
  Shinden Ryu Suiejutsu
  N&S
  Conversion Japan
  Kuseru
  Shindo Jinen Ryu
  N&S
  Conversion
  Japan
  Kuseru
  Shinmuso Hayashizaki Ryu
  N&S
  Conversion Japan
  Kuseru
  Shintaido Bojutsu
  N&S
  Conversion
  Okinawa
  Ronin
  Shinto Muso Ryu Jojutsu
  N&S
  Conversion
  Japan
  Kuseru
  Shito-Ryu Karate
  N&S
  Conversion
  Japan
  Kuseru
  Shoden Dragon Style Fighting
  N&S
  Fiction
  Unkown
  Sinestus
  Shorei Ryu Karate
  N&S
  Conversion
  Japan
  Kuseru
  Shorin-Ryu Karate
  N&S
  Conversion
  Japan
  Kuseru
  Shorinji-Ryu Karate
  N&S
  Conversion
  Japan
  Kuseru
  Shotokan Karate
  N&S
  Conversion
  Japan
  Mantisking
  Shotokan Karate
  N&S
  Conversion
  Japan
  Kuseru
  Shotokan Karate
  N&S
  Conversion
  Japan
  Harold Nichols
  http://www.geocities.com/kuseru/PMAN/Files/StyleS.htm (1 of 2) [1/4/2003 9:43:24 PM]
  
  Martial Art Styles S
  Shotokan Ryu Karate
  N&S
  Fiction
  Japan
  Daimyo Shi
  Shuai Chiao
  N&S
  Conversion
  China
  Todd Sterrett#
  Shurikendo
  N&S
  Fiction
  Japan
  Lee Casebolt
  Silver Cannon Fist
  N&S
  Fiction
  China
  GigaDragon
  Smokefighting
  N&S
  Humor
  Unknown
  Sinestus
  Sneaky Bastard
  N&S
  Fiction
  Worldwide
  Cubist
  Space Commando Zero Gravity
  Any
  Revision
  NA
  Kuseru
  Special Forces Training
  N&S
  Conversion
  United States
  danzig138
  Squirrel Form Karate 
  N&S
  Fiction
  Japan
  The Ineffible GM
  Street Fighting
  N&S
  Conversion
  Worldwide 
  Brett Hegr
  Street Fighting
  N&S
  Conversion
  Worldwide
  Flash Fire
  Street Fighting
  N&S
  Conversion
  Worldwide
  Ron Barry
  Sturm Faust 
  N&S
  Fiction
  Germany
  Mantisking
  Suifu Ryu Suiejutsu
  N&S
  Conversion Japan
  Kuseru
  Sui Sarariman Ken
  N&S
  Humor
  Japan
  Mantisking w/Kuseru
  Suio Ryu Kenjutsu
  N&S
  Conversion
  Japan
  Kuseru
  Sumo
  N&S
  Revision
  Japan
  Kuseru
  Super Wrestling
  N&S
  Conversion
  United States
  Mike Best w/Giffin Mills 
  Swashbuckling Form
  N&S/PF Fiction
  Worldwide
  Flash Fire
  Systema 
  N&S
  Conversion
  Russia
  BocephusKhan
  Number of Styles: 52
   
   
   
   
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  http://www.geocities.com/kuseru/PMAN/Styles/seal.html
  Hand to Hand: Seal
  By Jeff Nielsen
  The following techniques are known at first level: Break Fall, Disarm, Body Block/Tackle, Roll with 
  Punch/Fall/Impact, Pull Punch, Body Flip (1d6), Punch (1d4), Elbow/Forearm (1d6), Kick Attack (2d4), Snap 
  Kick (1d6), Knee (1d6), and the usual strike, parry, and dodge.
  Bonuses: +4d6 S.D.C., +1d4 P.S., +2 P.E. and P.P., and + 2d4 Spd.
  LEVEL ADVANCEMENT BONUSES
  Level 1: 3 attacks per melee round to start, Critical Strike from behind 
  Level 2: +2 to strike, +3 to parry and dodge, Karate Kick (2d6), Karate Punch (2d4) 
  Level 3: +1 attack, Drop Kick, Knife Hand (2d4), Back Hand (1d6)
  Level 4: +1 initiative, +1 Disarm and Break Fall, Roundhouse Kick (3d6), Palm Strike (2d4), +1d6 S.D.C. 
  Level 5: Power Punch, Backward Sweep, Tripping Leg Hook, +1 Disarm and Break Fall
  Level 6: +1 attack, +1 to strike, Arm Hold, Leg Hold, Body Hold, and Neck Hold 
  Level 7: Wheel Kick (2d6), Leap Attack, +1 Disarm and Break Fall, +1d6 S.D.C.
  Level 8: Critical Strike 18-20, Paired Weapons 
  Level 9: +1 attack, Power Kick, +1 to parry and dodge 
  Level 10: Jump Kick (6d6), +1 to strike, Disarm and Break Fall
  Level 11: +1 initiative, Critical Strike from behind (triple damage!)
  Level 12: +1 attack, Knock-Out/Stun 17-20 
  Level 13: Death Blow!, +2d6 S.D.C.
  Level 14: +2 to strike, parry, dodge, Disarm and Break Fall. 
  Level 15: +1 Attack, +3d6 S.D.C. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/seal.html [1/4/2003 9:43:26 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/sabot.htm
  Sabot 
  By Sinestus
  While digging through my old D&D archives, I discovered a monk my brother had created a 
  while ago, Jaques, who was a 'foot fighting' specialist and used the style Sabot. Unfortunately, 
  the list of abilities was rather vague, and the best I could tell was it was a softer form of Kick 
  Boxing, enhanced with a few holds. Either way, the character was rather interesting, thus I've 
  decided to put the style up... 
  Entrance Requirements: P.S.: 10, P.P.: 11, and P.E.: 12 
  Skill Cost: 4 years
  Outfit: loose pants and shirt.
  Character Bonuses
  +2 to P.S. 
  +1 to P.P. 
  +1 to P.E.
  Stance: Similar to Kickboxing, the fighter faces the opponent slightly askew, standing tall on 
  the balls of the feet. Both hands are kept at chest level, about half the arm's length from the 
  body. forward hand is always open, the other in a fist.
  Combat Skills
  Attacks per Melee: 3
  Escape Moves: Roll with impact, maintain balance, counter-grip (roll as per breaking holds, on 
  success can enact a hold on opponent in the same action)
  Basic Defensive Moves: Dodge, Parry, automatic parry, 
  Advanced Defenses: automatic hold, body flip/throw
  Hand Attacks: Punch, backhand, power punch
  Basic Foot Attacks: Kick Attack, Tripping/Leg Hook, Snap Kick, Roundhouse Kick, Crescent 
  Kick, Backward Sweep.
  Jumping Foot Attacks: none, (gains later)
  Special Moves: Knee, drop kick, turning kick
  Holds/Locks: Arm hold, leg hold, wrist lock, automatic wrist hold 
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Critical Strike, Knock-out/Stun.
  Additional Skills: Boxing, running, Language: French
  Martial Arts Abilities: Select two abilities from Body Hardening or Specialty Katas
  Level Advancement Bonuses 
  Note: Where there are Roll bonuses, also consider those 'pull punch' bonuses
  1st: Automatic wrist lock, +1 to dodge and parry, knockout on natural 17+
  2nd: +1 to strike, +3 to roll
  3rd: +1 to parry, dodge, counter-grip and maintain balance
  4th: +1 attack, gains Jump Kick, and select one power from Atemi or Body Hardening
  5th: +1 to strike, +1 to holds and locks (including automatic)
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  6th: +2 to damage, +1 to initiative and maintain balance
  7th: +1 to roll, parry, dodge, and throw
  8th: Critical on 18+, knockout on 16+
  9th: +1 attack, gains Scissors Kick (see Smigs Capoiera), select one Body Hardening or 
  specialty Kata
  10th: +2 to throws, +1 to strike
  11th: +1 to damage, Critical or Knockout Flip/throw on natural 20
  12th: +1 to maintain balance, counter-grip, and parry
  13th: +1 attack, +1 to dodge and roll,
  14th: gains automatic Flip/throw, and automatic holds (all)
  15th: select two chi mastery, martial arts techniques, body hardening or specialty katas (May 
  select Kick Boxing's Lightning Kata) 
  Why Study Sabot? 
  Because you can't study kick boxing but still wanna be a kick boxer.
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  http://www.geocities.com/kuseru/PMAN/Styles/sagara_ryu_karate.htm
  Sagara Ryu Karate
  By Himura_Battosai
  Entrance Requirements: Honorable Alignment
  Skill Cost: 9 years ( 5 As a secondary Martial Art)
  The Creator of Sagara Ryu Karate was Sagara Sanosuke, a friend of Himura Kenshin. This form was created 
  be combining a number of techniques from a number of sources by Sanosuke after being befriended by 
  Kenshin. Sanosuke open a Dojo as part of settling down and so he stopped mooching of Karou. He decided to 
  train those who did not have some one to protect them to protect themselves. The school maintains a strong 
  belief in protecting the weak, and no member of the school would ever run if someone could not protect 
  themselves. The school also has a strong rivalry with Kyokushinkai Ryu karate because of that's school's 
  similarity with Sagara and because the Sagara school came First.
  Costume: Standard Karate Gi with Red head band and optional cloth wrapping for hands and feet.
  Stance: legs shoulder with apart, Right arm out at chest level in a block, left pulled back and chest height. 
  CHARACTER BONUSES 
  Add 5 to Chi
  Add 2 to P.S.
  Add 1 to P.E.
  Add 25 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/impact
  Basic Defense: Dodge, Parry, Automatic Parry
  Advanced Defenses: multiple dodge, Circular parry, Power Block, Break fall
  Hand Attacks: Strike (punch), Knife Hand, Double Knuckle Fist, Power punch
  Basic Foot Attacks: kick Attack, Snap kick, Axe kick, Crescent kick, Roundhouse kick
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap attack, Combination Grab/Kick
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  Weapon Katas: none
  Modifiers to Attacks: Pull punch, Knock out/Stun, Critical Strike, Critical Strike from behind
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Automatically receives Martial Art technique Tamashiwara and Stubborn Ox (special 
  Body Hardening) Stubborn Ox allows the Martial Artist to withstand incredible amounts of damage. It cost 10 
  Chi to activate and it lasts for ten rounds. While active the martial Artist is IMMUNE TO DEATH BLOW instead 
  they do damage as a critical strike. The Martial Artist also gets 50 S.D.C. while the power is active. After being 
  reduced to 0 H.P. while under the affects of this power the martial Artist can save vs. pain (base 10 this martial 
  Art form only) to remain upright and continue to fight. If still below 0 H.P. at the end of this powers effect treat 
  as if the Martial Artist was a 0 H.P. for the purposed of save vs. Coma/death. Also select one other martial art 
  power from Body hardening (including Demon hunter), Martial Art Techniques or Special katas. Powers may be 
  exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.
  Language: Japanese
  Cultural Skills: none
  Physical Skills Swimming
  Philosophical Training: Shinto and Bushido
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Zanji 
  Shinjinken Ryu (5 years), Taido (6 Years), Te ( 3 years), Kuno Ryu (4 years) or Kamiya Kashin Ryu (4 years)
  LEVEL ADVANCEMENT BONUSES 
  1st + 2 Roll with punch/fall/impact, + 2 damage, Critical Strike from behind, knock out/Stun from behind
  2nd + 1 Attack per melee, + 2 Strike
  3rd + 1 Dodge/parry, + 2 Damage
  4th + 1 Attack per melee, Knock out/stun 19-20, critical Strike 19-20.
  5th + 2 Strike, + 1 dodge/parry, select one other martial art power from Body hardening (including Demon 
  hunter), Martial Art Techniques or Special katas.
  6th + 1 Attack per melee, + 2 damage, + 2 Break fall
  7th + 1 dodge/parry, critical Strike 18-20
  8th + 1 Attack per melee, + 1 Strike
  9th + 2 Roll with Punch/fall/impact, select one other martial art power from Body hardening (including Demon 
  hunter), Martial Art Techniques or Special katas.
  10th + 1 Attack per Melee, double existing Chi.
  11th + 1 Dodge/Parry, Critical Strike 17-20
  12th + 3 damage, + 2 break fall
  13th + 2 damage, Death blow 19-20, knock out/Stun 18-20
  14th +1 attack per melee, select one other martial art power from Body hardening (including Demon hunter), 
  Martial Art Techniques or Special katas.
  15th + 1 strike, + 1 Dodge/parry, Select one zenjorike power.
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  http://www.geocities.com/kuseru/PMAN/Styles/sagara_ryu_karate.htm
  WHY STUDY Sagara Ryu Karate?
  Hard and fast are the two words associated with this form. Breaking boards and cinder block is intimidating. 
  Also the ability to outlast one's opponent is very effective. It is a very hard and effective art form with ability to 
  dish out and take incredible amounts of damage. Students of this form are often called the mountains that do 
  not move. Nothing is as intimating as seeing someone shrug off a blow that should have killed him or her. It is 
  very weak in the internal arts and suffers from such attacks.
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  Sambo
  These are all a little short on background, sorry, but I will include a few notes with each. As usual, this is 
  to the best of my knowledge; actual practitioners of this or any other style feel free to tell me how wrong 
  I am.
  SAMBO
  by
  Lee Casebolt
  Sambo (alt. SAMBO or Sombo) is the official hand to hand training of the Russian (and formerly Soviet) 
  military. Developed in the 20s, it is a synthesis of judo and various Russian wrestling traditions. The 
  emphasis in sambo is on grappling generally, and on throwing an opponent on their head, finishing with 
  leg locking/breaking techniques specifically, in keeping with its military origin. Sambo is mandatory in 
  the Russian military, and is beginning to spread as a judo-like sport in the US and Europe.
  CHARACTER BONUSES
  Add 1 to PS
  Add 1 to PP
  Add 2 to PE
  Add 10 to SDC
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll wih Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Parry, Dodge, Automatic Parry
  Advanced Defenses: Disarm, Breakfall
  Hand Attacks: Strike (punch), Palm Strike
  Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks
  Special Attacks: Choke, Body Block/Tackle, Body Flip/Throw, Elbow, Neck Hold/Choke
  Holds/Locks: Arm Hold, Leg Hold, Elbow Lock, Ankle Lock (SPECIAL! Performed similarly to a Leg 
  Hold, but treated as a Wrist Lock for escape purposes), Knee Lock (SPECIAL! Performed similarly to a 
  Leg Hold, but treated as an Elbow Lock for escape purposes)
  Weapon Katas: None
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi Ability automatically. In 
  addition, select two from Body Hardening Exercises, either of which may be exchanged for a basic skill 
  program (excluding physical).
  Languages: Russian
  LEVEL ADVANCEMENT BONUSES
  1 - +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike
  2 - +1 to Parry/Dodge, +2 to Damage, Critical Strike or Knock-Out/Stun from Behind
  3 - +1 to Body Flip/Throw (does 2d6 damage, instead of the usual 1d6), +1 to Maintain Balance
  4 - Add one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon 
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  Sambo
  Hunter) or Martial Arts Techniques
  5 - +2 to Roll with Punch/Fall/Impact, +2 to Damage
  6 - +1 to Disarm, +1 to Parry/Dodge
  7 - +1 Attack per Melee, Critical Strike on Natural 18, 19, or 20
  8 - +1 to Body Flip/Throw, +2 to Roll with Punch/Fall/Impact
  9 - Add one (1) Additional Martial Arts Power from Body Hardening Exercises (including Demon 
  Hunter), or Martial Arts Techniques, +1 to Damage
  10 - +1 Attack per Melee, +1 to Disarm
  11 - +1 to Maintain Balance, +1 to Strike
  12 - +1 to Parry/Dodge, +1 to Body Flip/Throw (Does 4d6 damage!!)
  13 - +2 to Maintain Balance
  14 - +1 to Strike, +1 to Damage
  15 - Select one (1) Additional Martial Arts power from Body Hardening Exercises (including Demon 
  Hunter) or Martial Arts Techniques.
  WHY STUDY SAMBO? 'Cause you like throwing people on their heads and breaking their legs. DUH!! 
  :)
  Lee Casebolt
  "Do unto others...And enjoy it!" - Brian Pillman
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  http://www.geocities.com/kuseru/PMAN/Styles/san_lo_protectorate.html
  Hand to Hand: San Lo Protectorate
  By Joseph64@juno.com
  Developed early in the histories of the San Lo the Protectorate was often the one Protector and 
  Lawman of an entire tribe. Living in such harsh conditions as the San Lo had (the constant wars, and the power 
  of the people themselves). There was aneed for a devestatingly powerful figurehead within the community, 
  someone who could protect as well as ensure order among the ranks of the San Lo. After many many forms 
  were presented to the elders of the San Lo there was but one picked through ritualistic combat and chosen to 
  be the form which these leaders would use.
  And so was the birth of the Protectorate and their fighting form. There is rumored to be a clan of 
  HUMANS with an even more devastating form whom even the Protectorate revere as mighty warriors - though 
  these clans have never been seen nor documented by any governmental agency within the Megaverse.
  LEVEL ADVANCEMENT BONUSES
  Level 1: +3 attacks per melee, +40 I.S.P., +1 vs Mind control and Illusions
  Level 2: +1 parry and dodge 
  Level 3: +1D6 bonus to damage done by all psionics possessed by the protectorate 
  Level 4: Automatic K.O. on a natural 20, +1 attack 
  Level 5: +1 parry and dodge, +1 vs mind control and illusions 
  Level 6: +1 attack, +20 I.S.P. 
  Level 7: autoparry, critical hit on a 18, 19, 20
  Level 8: paired weapons, +1D6 bonus to damage done by all psionics possessed by the protectorate 
  Level 9: death blow on a natural 20, +20 I.S.P.
  Level 10: +1 attack, +20 I.S.P. 
  Level 11: +1D6 bonus to damage done by all psionics possessed by the protectorate 
  Level 12: +3 pull roll with punch/fall/impact
  Level 13: +1 attack, +20 I.S.P. 
  Level 14: automatic deathblow on a natural 20, automatic K.O. on a 18, or 19 
  Level 15: Wind of Devastation, +1 attack, + 20 I.S.P.
  Wind of Devastation: Doubles the characters attacks for one melee providing that they are all psionic and the 
  only manuevers in the preceding round are ALL defensive in nature.  
  http://www.geocities.com/kuseru/PMAN/Styles/san_lo_protectorate.html [1/4/2003 9:43:40 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/san_shaou.html
  SAN SHAOU- CHINESE KICKBOXING 
  By Flash Fighter 
  San Shaou Chinese Kickboxing is a modern martial art developed in the mid to late 20th Century in the 
  United States. At the time, all the martial arts tournaments focused on Karate, Tae Kwon Do, and Muay Thai 
  Kickboxing. All the Chinese Martial Arts were being ignored in competition. If a practitioner of a Chinese Martial 
  Art wanted to compete, he would have to compete in one of these divisions. Then San Shaou was developed. 
  A group of Kung Fu masters developed San Shaou exclusively for Chinese Martial Art practitioners, so that 
  they may have a division that they may compete in. Over the years, it became possible for a person to study 
  San Shaou without learning a Chinese Martial Art (I have studied San Shaou, but I had to learn the Choy Li Fut 
  Style first). San Shaou has borrowed moves from different styles of Kung Fu, for use in a tournament 
  environment. Some of the ways that San Shaou differs from other kickboxing styles (American Kickboxing and 
  Mauy Thai) is that San Shaou allows throws, tosses, and tripping maneuvers in tournament fighting. 
  Entrance Requirements: None, but a high P.S. would be helpful. 
  Skill Cost: 3 years 
  Stance: Boxing Stance 
  Costume: Baggy Kung Fu pants, a black or white tank top with the school's logo, and a colored sash (does not 
  denote rank, it also identifies the character's school) 
  CHARACTER BONUSES 
  Add 2 to P.S. 
  Add 2 to P.P. 
  Add 3 to P.E. 
  Add 1 to Spd. 
  Add 10 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee: 4 
  Escape Moves: Roll with Punch/Fall/Impact 
  Basic Defense Moves: Dodge, Parry, Automatic Parry 
  Advanced Defenses: Automatic Dodge, Combo Parry/Attack 
  Hand Attacks: Strike (Punch), Power Punch, Hook Punch, Uppercut. 
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick, Shin Kick (Same as Muay Thai 
  manuever), Tripping Leg Hook 
  Jumping Foot Attacks: None 
  Special Attacks: Death Blow, Elbow, Forearm, Knee, Body Flip/ Throw, Critical Body Flip/ Throw, Reverse 
  Turning Kick 
  Weapon Katas: None 
  Modifiers to Attacks : Pull Punch, K.O./ Stun, Critical Strike, Critical Strike from Behind 
  Special Katas: Lightning Form (Same as Muay Thai) 
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: 2 from Body Hardening or Martial Arts Techniques 
  Languages: Chinese 
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  http://www.geocities.com/kuseru/PMAN/Styles/san_shaou.html
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +1 to Strike, +2 to Parry, +2 to Dodge 
  Level 2: +2 to Maintain Balance, +2 to Body Flip/ Throw 
  Level 3: +3 to Roll, +2 to Pull Punch 
  Level 4: +1 Attack per Melee, Critical Strike on a Natural 19 or 20 
  Level 5: Choose 1 Martial Art Power from Body Hardening or Martial Arts Techniques 
  Level 6: +2 to Strike, +3 to Roll 
  Level 7: +2 to Parry, +2 to Dodge, +1 to Pull Punch 
  Level 8: +1 Attack per Melee, +1 to Body Flip/ Throw 
  Level 9: Choose 1 Martial Art Power from Body Hardening or Martial Arts Techniques 
  Level 10: Critical Strike on a Natural 18, 19, or 20 
  Level 11: +2 to Strike, +2 to Parry, +1 to Dodge 
  Level 12: +2 to Roll, +3 to Pull 
  Level 13: +1 Attack per Melee, +2 to Maintain Balance 
  Level 14: +1 to Body Flip/Throw, Critical Body Flip/ Throw on a Natural 18, 19, or 20 
  Level 15: Choose 1 Martial Art Power from Body Hardening or Martial Arts Techniques 
  Why Study SAN SHAOU CHINESE KICKBOXING? 
  It is one of the best rounded tournament styles there is. It is useful inside the ring as well as outside. It is 
  also a nice supplementary style for any Kung Fu practitioner. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/san_shaou.html (2 of 2) [1/4/2003 9:43:43 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/saotome_ryu_karate.htm
  Saotome Ryu KARATE
  By Himura_Battosai
  Entrance Requirements: None 
  Skill Cost: 8 years (5 as a secondary)
  Saotome Ryu Karate is a style of karate heavily influenced by jujitsu as well as other forms from karate. It is an 
  attaptive form continual borrowing form other forms it encounters.
  Costume: Standard Karate Gi
  Stance: Flexible a master will assume a stance that reflects his opponents whatever the stance a master will 
  look relaxed. 
  CHARACTER BONUSES 
  Add 2 to M.E.
  Add 2 to P.P.
  Add 15 to S.D.C.
  COMBAT SKILLS 
  Attacks per Melee: 3
  Escape Moves: Roll with punch/fall/impact, maintain Balance
  Basic Defense: Dodge, Parry, Automatic Parry
  Advanced Defenses: Automatic dodge, Multiple dodge, Circular parry
  Hand Attacks: Strike (punch), knife hand, Fore-knuckle, palm Strike.
  Basic Foot Attacks: Kick Attack, snap kick, crescent Kick, , ax Kick, Leg Hook/trip, Backward Sweep
  Jumping Foot Attacks: Jump Kick, Flying jump Kick
  Special Attacks: Death Blow, leap attack, body flip/throw, Critical Blow Flip/Throw
  Weapon Katas: none
  Modifiers to Attacks: Pull Punch, knock out/stun, Critical Strike, Knock out/stun from behind, Critical Strike 
  from behind.
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  http://www.geocities.com/kuseru/PMAN/Styles/saotome_ryu_karate.htm
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Three from body hardening (including demon hunter from mystic China), Atemi, or 
  Martial art techniques. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-
  one basis, as desired.
  Language: Japanese
  Cultural Skills: Go
  Physical Skills Acrobatics
  Philosophical Training: Bushido
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Jujutsu ( 
  4 years), Kyokushinkai, Mishima Ryu (4 years), Te (3 years), Tendo Ryu (3 years)
  LEVEL ADVANCEMENT BONUSES 
  1st + 2 Roll with punch/fall/impact, + 1 strike, + 2 maintain Balance, Knock out/stun from behind, Critical Strike 
  From behind.
  2nd + 1 dodge/parry, + 1 attack per melee
  3rd + 1 flip/throw, + 1 maintain balance
  4th + 1 strike, knock out/Stun 19 - 20
  5th + 1 attack per melee, Critical Strike 19 - 20
  6th + 1 dodge/parry, add one additional martial art power from Atemi, body hardening, Martial art Techniques
  7th + 1 attack per melee, + 1 Strike, + 2 Maintain Balance
  8th + 1 leap, + 1 dodge/parry, death Blow 20
  9th + 2 roll with punch/fall/impact, + 1 Flip/throw
  10th + 2 leap, +1 Attack per Melee
  11th + 1 strike, add one additional martial art power from Atemi, body hardening, Martial art Techniques
  12th + 1 parry/dodge, Critical 18 - 20
  13th + 1 leap, + 1 flip/throw, +1 Strike, + 1Attack per melee
  14th + 1 damage, + 2roll with punch/fall/impact + 2 maintain Balance
  15th + 1 Parry/dodge, + 1 Strike, + 1 Attack per melee, add one additional martial art power from Atemi, body 
  hardening, Martial art Techniques
  WHY STUDY Saotome Ryu Karate?
  It has almost a little bit of everything a well rounded art from. has difficulty with the well rounded art from. Has 
  difficulty with the more Mystical aspect of other forms.
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  http://www.geocities.com/kuseru/PMAN/Styles/anything_goes.html
  Hand to Hand: ( Saotome School of ) Anything Goes Martial Arts
  By Marcus Johnson
  Initial Bonuses: +1D6 x10 S.D.C., +4 to P.S., P.P., and P.E., +15 to SPD, +150 ISP
  Level 1: 4 attacks per melee, +1 to initiative, +2 to strike, +3 to parry and dodge
  Level 2: +2 to maintain balance and roll with punch or fall, +3 to damage
  Level 3: Critical Strike on unmodified 18, 19, or 20, +1D4 to PP and SPD, +25 ISP
  Level 4: +2 attacks per melee, +2 to strike, parry, and dodge, +1D6 to HP
  Level 5: Paired weapons, midair attacks, +2D6 to SDC, +1D4 to PS
  Level 6: +4 to damage, +1 to dodge, +50 ISP
  Level 7: +4 to roll with punch and maintain balance, automatic dodge
  Level 8: +1 attack per melee, Knockout on unmodified 18, 19, or 20
  Level 9: +2 to initiative, +1D10 to SDC, +1D4 to PP, +25 ISP
  Level 10: +2 to damage
  Level 11: Death Blow on natural 20
  Level 12: +1 attack per melee, +1D4 to PE and PS, +55 ISP
  Level 13: +2 to parry and dodge
  Level 14: automatic parry, create on techniques, +4D6 to SDC, SPD, and PS
  Level 15: +5 attacks per melee, aging slows down to 1/3 normal rate, Now the master!, Attacks do MDC. 
  Becomes MDC creature. Add Hit Points and SDC together for total, +300 ISP
  Abilities of Trainees: Followers of the Saotome School are able to withstand massive amounts of damage and 
  recover faster than normal. They are also able to use techniques created by the masters of the school or their 
  own. Each technique costs ISP(convert to Chi if in Ninjas and Super spies and MDC is converted back to SDC 
  but is x10).
  Masters Techniques: The following is a list of attacks known to the masters. They are tought to students 
  worthy of learning the techniques. Usually the character is 3rd level before learning the any techniques.
  Personal Training 
  Description: Increases healing of SDC, Hit Points, and ISP 
  Level 1 technique 
  Recovery: Recovers SDC, ISP, and Hit Points 3 times faster 
  Yoiko-no-taiso Step 1
  Description: Steals energy from the target
  Level 3 technique 
  Damage: None, steals all of targets ISP, SDC, and reduces Hit points to 1. Player using this gains all 
  the ISP from target but not the SDC or Hit Points. Loses the gained ISP in 5 melees 
  Cost: 125 ISP per use 
  Penalties: Character must eat and drink 4 times normal because metabolism is increase 4X. 
  Breaking Point
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  http://www.geocities.com/kuseru/PMAN/Styles/anything_goes.html
  Description: One touch destructive power by using 1 finger
  Level 4 technique 
  Damage: None to anything living, can destroy 800lbs of rock 
  Cost: 75 ISP per use 
  Chestnuts Roasting on an Open Fire
  Description: Speeds up fist and kick attacks 
  Level 4 technique 
  Damage: 1D6 x10 SDC 
  Cost: 50 ISP per use 
  Hiru Shotan Han a.k.a. Dragon Punch
  Description: A giant energy punch in the shape of a dragon 
  Level 5 technique 
  Damage: 2D6 x10 SDC to opponent, no effect on non organic objects
  Cost: 200 ISP per use 
  Shi Chi Hokodan
  Description: Energy Beam from the character focused by the hands 
  Level 5 technique 
  Damage: 1D6 x10 SDC 
  Cost: 100 ISP per use 
  Power Chi
  Description: Channels ISP to get 1 extra attack per melee 
  Level 8 technique 
  Cost: 75 ISP per 1 attack; can only get 3 extra per melee 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/savage.html
  Hand to Hand: Savage
  By Ron Barry
  This style of hand to hand is used by primitive characters, unskilled D-bees and other animalistic types 
  who are unable to receive (or understand) formal combat training. It involves all out, life or death fighting. 
  Because of the lack of formal training involved, this skill only goes up to level 5, with one additional bonus at 
  level seven.
  LEVEL ADVANCEMENT BONUSES
  Level 1: +2 additional attacks per melee. +2 to strike
  Level 2: +3 damage to all attacks, with or without a weapon.
  Level 3: +3 to parry, dodge, roll with punch, fall or impact
  Level 4: +1 additional attack per melee
  Level 5: Critical hit on a natural roll of 18, 19 or 20.
  Level 7: +1 additional attack per melee
   
  http://www.geocities.com/kuseru/PMAN/Styles/savage.html [1/4/2003 9:43:53 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/savate.html
  Savate-Boxe Française
  By danzig138
  Savate-Boxe Française is a French martial art that began it's development in Marseilles during the 17th 
  century ( although it's origins could be traced back to Ancient Grece and Pankration ). It is the synthesis of a 
  form known as Chausson Marseillais, which was a kick-based style of brawling, and Savate, which relied on 
  low-kicks and open-handed slaps, and the addition of English Boxing techniques. In the 1800's, a savateur 
  named Charles Lecour battled an English boxer. Lecour won the bout ( the boxer could not stand up to the 
  repeated kikcs to his legs ), but his face was severly beaten. He realized that the punching techniques of this 
  boxing would be an excellent addition to Savate, forming a complete style.
  Later on, another savateur added fencing-like skills, utilizing the cane, to the style.
  Today, Savate is a sport in France, much like Boxing in the U.S.A., although it is still taught as a martial 
  art in various places over the world. The rank of a savateur is indicated by an inch-wide colored band around 
  the wrist of the savate glove. The ranks from lowest to highest are: purple , blue, green, red, white, yellow, 
  bronze, silver and gold. 
  Entrance Requirements: P.P. 12, P.E. 12
  Costume: None
  Stance: Feet about shoulder's width apart, kness bent slightly, weight shifting from foot-to-foot. The hands are 
  held at either hip/waist level, or up about chest level, similar to a boxer's.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +1 to P.E.
  Add +4 to Spd.
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap
  Attack Moves: Somersault, Leap
  Basic Defense Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Automatic Roll, Breakfall
  Hand Attacks: Strike ( Punch ), Uppercut ( 1D8 damage ), Hook Punch ( 1D6+1 damage ), Backfist, Jab ( 1D4 
  damage with no bonus, but is -3 to be parried or dodged )
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Wheel Kick, Tripping/Leg Hook, Reverse Turn 
  Kick, Drop Kick
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap Attack, Knee
  Weapon Katas: W.P. Cane ( Blunt )
  Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Rear
  Preferred Range: Long to Combat
  ( NOTE ON THE COMBAT SKILLS: The techniques listed are those used in sports competitions. Additional 
  techniques can be learned for streetfighting. This costs the character additional skills. In an Education-based 
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  http://www.geocities.com/kuseru/PMAN/Styles/savate.html
  system, like HU, or NSS, the character must give up one Skill Program or 5 Secondary skills. In an O.C.C. 
  based system, like Rifts, it costs three Related Skills. )
  SKILLS INCLUDED IN TRAINING
  Martial Art Powers: Chagi ( Kick Practice ), Falling Technique
  Language: French
  Physical: Gymnastics
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Strike, Maintain Balance, Leap ( +4 feet )
  Level 2: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
  Level 3: +1 Attack per Melee, +1 to Maintain Balance
  Level 4: Critical Strike on Natural 19-20, Knock-Out/Stun on Natural 20
  Level 5: +1 to Strike, +2 to Maintain Balance
  Level 6: +1 to Parry/Dodge, +2 to Leap ( +4 feet )
  Level 7: +1 to Roll with Punch/Fall/Impact, Knock-Out/Stun on Natural 19-20
  Level 8: +1 Attack per Melee, +1 to Somersault
  Level 9: Select one additional Martial Art Power from Martial Art Techniques or Specialty Katas
  Level 10: +1 to Parry/Dodge, Critical Strike on Natural 18-20 
  Level 11: +1 to Maintain Balance/Roll with Punch/Fall/Impact
  Level 12: +1 to Strike, Knock-Out/Stun on Natural 18-20
  Level 13: +1 Attack per Melee, Death Blow on Natural 20
  Level 14: +2 to Dodge, +1 to Damage
  Level 15: +1 to Parry/Maintain Balance
  Why Study Savate-Boxe Française ?
  It is a fine combination of long-range kicking attacks and short-range hand attacks. It is lacking in internal, 
  mystical training.
  Savate-Boxe Française Street Techniques
  Hand Attacks ( Add the following ): Fingertip Strike ( used to attack the eyes and other soft, fleshy areas )
  Basic Foot Attacks: Coupe Direct ( SPECIAL! This is a kick to the groin. Requires a strike roll of 13 or better. 
  Inflicts 1D6 damage, and the opponent must save versus pain or lose initiative and two attacks ), Axe Kick, 
  Low Kick ( SPECIAL! This is a kick delivered to the opponent's shin. Inflicts 1D8 damage, and there is a 
  damage x 3% chance that it will break a bone in the victim's leg ).
  Special Attacks: Knee, Elbow, Forearm
   
  http://www.geocities.com/kuseru/PMAN/Styles/savate.html (2 of 2) [1/4/2003 9:43:55 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/savate2.htm
  A little French kickboxing. Oh, and in case anyone wonders, I was kind of in a "screw the Orient" briefly 
  over the summer, hence the Western martial arts.
  SAVATE-BOXE FRANCAISE
  by
  Moi :)
  CHARACTER BONUSES
  Add 1 to PS
  Add 1 to PP
  Add 2 to PE
  Add 2 to Spd
  Add 15 to SDC
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Parry, Dodge, Automatic Parry
  Advanced Defenses: Automatic Roll, Combination Parry/Attack
  Hand Attacks: Strike (punch), Palm Strike, Uppercut (SPECIAL! Does 1d8 damage), Hook (SPECIAL! 
  Does 1d8 damage)
  Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hooks, Roundhouse Kick, Reverse Turning 
  Kick (Combination Dodge/Kick)
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Combination Strike/Parry, Leap Attack
  Weapon Katas: WP Blunt--Cane
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from among Body Hardening Exercises and/or 
  Special Katas
  Languages: French
  LEVEL ADVANCEMENT BONUSES
  1 - +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, Critical Strike from Behind
  2 - +1 Attack per Melee, +1 to Strike
  3 - Knock-Out/Stun on Natural 19 or 20, +1 to Damage
  4 - +2 to Parry/Dodge, Critical Strike on Natural 18, 19, or 20
  5 - +2 to Maintain Balance, +2 to Damage
  6 - Select one (1) Additional Martial Arts Power from Body Hardening Exercises or Special Katas
  7 - +1 Attack per Melee
  8 - +2 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge
  9 - +1 Attack per Melee
  10 - +1 to Maintain Balance, Select one (1) Additional Martial Arts Power from Body Hardening 
  Exercises or Special Katas
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  11 - +1 to Damage, +1 to Strike
  12 - +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
  13 - +1 Attack per Melee, +1 to Maintain Balance
  14 - +1 to Roll with Punch/Fall/Impact, +1 to Damage
  15 - Select one (1) Additional Martial Arts Power from Body Hardening Exercises or Special Katas
  WHY STUDY SAVATE-BOXE FRANCAISE? Aristocratic gentility and back-alley brutality in one 
  package. Not terribly different from a typical karate style, but a solid art with good moves and some 
  rudimentary weappons training.
  Lee Casebolt
  "Do unto others...And enjoy it!" - Brian Pillman
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  http://www.geocities.com/kuseru/PMAN/Styles/scholar_dueling.htm
  Scholar's Dueling Martial Art Form
  By Flash Fire
  "And is he a man to encounter Tybalt?"
  "Why, what is Tybalt?"
  "More than Prince of Cats, I can tell you. O, he is the courageous captain of compliments. He fights as you sing 
  prick-song, keeps time, distance, and proportion; rests me his minim rest, one, two, and the third in your 
  bosom: the very butcher of a silk button. A duelist, a duelist!"
  - Mercutio and Benvolio, "Romeo and Juliiet" Act II Scene IV
  Entrance Requirements: IQ of 10 or higher
  Skill Cost: 5 Skills
  Timiro Kingdom, the second oldest human kingdom of the world, has taken a turn towards the decadent. Much 
  like France during the Renaissance, nobles duel over the most inconsequential matters, court has turned 
  towards affairs of state and the heart, and the wealthy rest on their laurels. The bane of success, complacency, 
  has begun to hit Timiro with a vengeance. 
  The upside of this is the success and flourishing of scholarship. With families stuck with several children each 
  and no wars to get them killed in, Timiro family heads have taken the civilized approach: send 'em to college. A 
  new generation of scholars and well-to do lay around campuses with nothing to do. So what's the spawn of a 
  warrior kingdom to do with education? Use it to kill people.
  As colleges spread, so do the powers of reason and science. Scholars take up their swords and look at the 
  conditions they must fight in. Most often, they find that they are forced to brawl in city streets or, more 
  preferably, back alleys (no sense in publicizing glorified murder) behind taverns and in shady sections of town. 
  These conditions make it difficult to swing a two-handed great sword, or even the average long sword. A lighter, 
  more thrust-oriented weapon is better suited to these locales, as are short swords and cutlasses. These 
  weapons were found to provide better control, negating many of the bonuses of wearing heavy armor as skilled 
  swordsmen slipped through the chinks (besides which, few college students can afford full plate mail and its 
  uncomfortable to boot). Legwork became more important than forceful arm strikes. Timing and distance were 
  found to mean the difference between life and death.
  Psychological effects also differed in combat between two scholars than it did between two soldiers on the 
  battlefield.
  Where a soldier simply advances towards their goal, killing only those that stand in their way, killing and 
  maiming is the goal of dueling. Timiro's tradition of honor and chivalry carried through, though it is most often 
  used to find a reason to fight rather than promote kind and charitable behavior. These, combined with the 
  scholar's tendency towards calm and rational thought, has raised a generation of what 20th century Earthlings 
  would call sociopathic killers. The detached and methodic planned death of one's peers would be considered a 
  typical day's behavior. This contrasts with an unspoken rule of sharing information among duelists. A duelist will 
  share with his opponent (or his seconds if the match had been to the death) what the loser did wrong, in order 
  that the art would be better as a whole.
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  http://www.geocities.com/kuseru/PMAN/Styles/scholar_dueling.htm
  The Scholar Duelist will approach a fight in a calm and composed manner. They treat fighting with the 
  seriousness and respect that it deserves, and not with the hot-blooded flashiness of the average Errol Flynn 
  movie. They will hold back, preferring to feel out the opponent until they feel they have a good enough 
  knowledge of their opponent's moves before moving in for the kill.
  Costume: Street clothes of the locale the character lives in, but the preferred outfit will be loose, allowing for 
  full movement of the legs, crotch, and shoulders. A suit of mail or some other form of armor effective against 
  thrust attacks is also popular.
  Stance: Sword between the Duelist and his opponent, with the off-weapon hand held forward to help with 
  parrying (often holding a dagger). Weight is on the balls of the feet and slightly forward, off-weapon side leg 
  forward, back foot at a 45-degree angle.
  Additional Skills and Bonuses:
  WP: SWORD The character gains WP: Sword automatically. If the character has it already, the character gains 
  an additional level of experience in it. In addition to that, the character gets a base bonus of +1 to Strike, Parry, 
  and Throw with the weapon.
  +1 to save vs Horror Factor at levels 3, 6, 9, 12, and 15.
  +1 to M.E.
  +1 to P.P.
  +1D6 to Spd.
  Basic Attacks:
  Hand Strikes: Average Human Punch (1D4), Backhand Strike (1D6)
  Foot Strikes: Average Human Kick (2D4), Knee (1D6)
  Body Moves: Body Block/Tackle (1D4 plus Knockdown)
  Holds: None
  Miscellaneous Moves: Entangle, Disarm
  Special Attacks:
  Time Thrust (Special!) The Time Thrust is an attack, usually to the wrist, made as an opponent prepares to 
  attack. This move takes one action and is done in place of a Parry.
  The Duelist rolls to Strike (using Time Thrust bonuses rather than Strike). If the Duelist gets equal to or higher 
  than the attacker, the Fencer's weapon lands first and interrupts the other, meaning no damage is done to the 
  Duelist. If the attacker gets higher, standard Simultaneous Attack rules apply. The attacker can try to defend 
  against the move, but they must spend an attack to do so and have no bonus to parry, due to the suddenness 
  and surprise of the move.
  Base Time Thrust bonus is equal to one-fourth of the character's IQ (round up, maximum of 7) plus the 
  character's PP bonus and any bonuses from the weapon itself. This move can only be used once per melee 
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  round.
  Lunge (Special!) The Lunge is a fast attack used to close distance quickly. The front foot is thrown towards the 
  opponent, carrying the body and the weapon towards him. The Lunge basically is a standard attack with a 
  weapon that produces a Critical Strike.
  Successful or unsuccessful, the Lunge requires a Maintain Balance roll of 5 or better to get back into a position 
  of being able to move. This recovery takes an additional attack, making a total of two required for the move. 
  Attacks and parries can still be made while in the lunge position, but are both at -3 and moving is impossible.
  Inquartata (Special!) Called the three point lunge in modern fencing, this move consists of throwing the rear 
  leg back and dropping the whole body under an incoming attack. The non-weapon hand is placed flat on the 
  ground to aid in balance. The weapon is thrust outward into the attack, one that the defender will have to 
  struggle to defend against.
  The Duelist rolls first to Dodge, with PP bonuses only applicable. Then, they roll to Strike, once again with PP 
  bonuses only added in (one can add bonuses from Dwarven/Kobald weapons as well). The opponent must use 
  an attack to defend against this move, as Automatic Parry won't work. In addition, the character is at +3 to 
  Maintain Balance after a successful Dodge roll, regardless of the Strike Roll, until they rise back into the guard 
  position.
  This move takes only one attack, but can only be used once per melee round.
  Paired Weapons: Off-Weapon Hand (Special!) When the character is using a one-handed weapon, the 
  opposing hand can be used to assist in parrying. This works effectively like Paired Weapons with the fighter 
  capable of parrying two attacks at once or parrying and striking simultaneously.
  This move is not recommended for obvious reasons of how much it hurts the hand. The character's off-weapon 
  hand will take 1D4 damage (or equal to the weapon's normal damage, whichever is lower) for every time this 
  move is used. Use of mail or sturdy leather gauntlets can negate this, though.
  Level Advancement Bonuses:
  1st: Two Attacks per Melee to Start, +1 to Strike, +2 to Parry/Dodge
  2nd: +1 to Time Thrust, +1 to Roll with Punch/Fall/Impact, +1 to Initiative
  3rd: Paired Weapons and WP: Knife
  4th: +1 Attack Per Melee
  5th: Critical Strike on Natural 18-20, Critical Strike from Behind (triple damage)
  6th: +2 to Strike, +2 to Parry
  7th: Kick Attacks: Karate Style Kick (2D6) and Snap Kick (1D6)
  8th: +1 Attack per Melee
  9th: WP: Net/Cloak and WP: Shield
  10th: Death Blow on Natural 20
  11th: +1 to Time Thrust
  12th: +1 to Initiative, +2 to Parry/Dodge
  13th: Leap Attack
  14th: +1 Attack Per Melee
  15th: Critical Strike on Natural 17 through 20
  Why Study Scholar's Dueling?
  Because it is meant to get the job done in the best and most effecient manner possible. This mindset appeals 
  to those with a practical and analytical turn of mind, making it a favorite of architects, scientists, and scholars.
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  Why Not Study Scholar's Dueling? 
  Most of the form's abilities and strikes depend on having a weapon. Lack of a proper weapon will hinder the 
  character dramatically. It's also meant for use against single opponents in relatively tight quarters. Battlefield 
  uses are somewhat more limited.
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  http://www.geocities.com/kuseru/PMAN/Styles/serpent_style_kempo.htm
  Serpent Style Kempo (EXCLUSIVE)
  By Sinestus
  A derivative of Snake Style Kung Fu, designed to be more physically aggressive, like its 
  predecessor, Serpent primarily utilizes the One Finger Attack combined with Negative Chi 
  Strike. Those with Snake Style may select the Negative Chi Strike as one of their Zenjorike 
  Powers. (An alternative to this combination is: Combining Hard Chi with the one finger strike, 
  when powered with negative Chi, GM's may declare this does damage direct to H.P..)
  Requirements: I.Q.: 10, M.E.: 12, P.P.: 12, P.S.: 7, Must be dishonorable.
  Training: 20 years
  Bonuses: +10 Chi, +4 to M.E., +2 to M.A., +2 to P.P.
  Stance: Same as Snake Style
  Outfit: As per Snake Style without the long finger nails, masters may be identified (20% chance 
  by other martial artists) by the brand of a snake on each of their palms running down the middle 
  finger.
  Combat Skills
  Attacks per Melee: 2
  Hand Attacks: One-finger-tip attack, palm strike, knife hand
  Foot Attacks: tripping leg hook, snap kick, kick attack
  Basic Defense Moves: parry, dodge, automatic parry
  Advances Defense Moves: combo parry/attack, multiple dodge
  Holds/Locks: none
  Escape Techniques: roll
  Modifiers to Attack: knockout/stun, critical strike
  Special Moves: paralysis attack (vital points) - but can only be used once each minute.
  Weapon Katas: none
  Additional Skills: Language: Chinese, Geomancy, Calligraphy
  Martial Arts Powers: Select Two powers from Arts of Invisibility or Chi Mastery
  Level Advancement Bonuses
  1st: +2 roll, +1 strike, Critical from behind
  2nd: +2 parry/dodge, +1 to initiative
  3rd: Gain Negative Chi Strike, +1 attack
  4th: Double Existing Chi, Critical 19+
  5th: +2 to strike, Knockout from behind
  6th: +1 attack, +1 to initiative
  7th: Select one power from Arts of Invisibility or Chi Mastery
  8th: +1 parry/dodge, Gain Dim Mak Attack
  9th: Double Chi, Critical on 18+
  10th: +1 attack, +1 to roll, 
  11th: Select one Zenjorike Power
  12th: +1 attack, +1 parry/dodge/roll
  13th: Select one power from Arts of Invisibility or Chi Mastery
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  14th: +1 parry/dodge, Gain Deathblow Attack
  15th: +1 to roll, +1 to strike.
  Special Martial Arts Power: 
  Negative Chi Strike: (available to any martial art offering the one-finger-tip attack and 
  Zenjorike powers, must be selected as Zenjorike power). Upkeep of one action/melee, to a 
  maximum of melees equal to level (thus three melees for a third level master...).
  When activated, this can be the only Chi based power, or martial arts power used during the 
  melee, this will even negate Dragon Chi and similar powers. Activating the power costs 2 
  actions, and must be the master's first two actions of the melee (being struck or dodging will 
  disrupt activation). Once active, the martial artist will be able to put up to his level in Negative 
  Chi into each One-Finger-Tip Attack used that melee (amount must be designated before the 
  strike, martial artist must be charged with negative Chi before activating the power to be 
  useful). The Chi is expended even if the strike is unsuccessful. If successful, the physical strike 
  does no damage; however, the sudden blast of negative Chi is fairly powerful and draining. 
  Every three points of Chi invested in the attack deals 1D4 points of damage directly to Hit 
  Points. Only Multiples of three can be invested in the attack. Any attack dealing maximum 
  damage (4, 8, 12, 16... respective to # of dice) will require the victim to Save vs. Pain or loose 1 
  melee action, this only applies to Non-Chi Masters.
  The attack cannot be done from a distance, as a death blow, nor with the Dim Mak; however it 
  can target specific limbs (arm, head, etc... damage appropriately). If a limb is reduced to 0 H.P., 
  treat as through broken. If the victim rolls with impact or break falls they suffer no damage. Chi 
  masters will recognize this power on a successful perception roll.
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  http://www.geocities.com/kuseru/PMAN/Styles/shankari.htm
  Shankari
  By Sinestus
  Shankari is the Hand to Hand: Commando equivalent of the Never. It is designed to work with 
  the powers of the warrior to provide the most effective kill. Unlike many other martial arts, 
  Shankari is developed with combating inhuman opponents, thus the master learns to 
  compensate for unexpected capabilities when they arise. All of Shankari's holds and flips will 
  work against any creature, even if it the creature has tentacles or is as much as three times the 
  size of the fighter.
  Requirements: P.S.: 14, P.P.: 12 (Takes five skill slots)
  Training: 8 years,
  Character Bonuses 
  +2 P.S. 
  +1 to P.P. 
  +20 S.D.C.
  Stance: Varies with teacher. The most common stance is a full on or totally sideways 
  positioning, feet parallel about shoulder width apart, hands overlapped across stomach.
  Outfit: Anything, generally loose aikido style outfit overlaid with a hooded cloak
  Combat Skills
  Attacks per Melee: Two to start
  Hand Attacks: strike (punch), palm strike, knife hand. 
  Foot Attacks: Kick (2D4), sweep, backward sweep, crescent kick, snap kick.
  Basic Defense Moves: automatic parry, parry, dodge, 
  Advances Defense Moves: automatic holds, automatic flip throw, circular parry
  Holds/Locks: arm Hold, Leg Hold, wrist lock, automatic arm hold.
  Escape Techniques: breakfall, maintain balance,
  Modifiers to Attack: Critical Strike, Death Blow, Knockout
  Special Moves: effective against inhuman opponents.
  Weapon Katas: as per O.C.C., starting skills Ancient WP only. Others can be added, but cost 
  one additional skill slot.
  Additional Skills: Prowl, Lore: Demons/Monsters, Running
  Martial Arts Powers: select one Martial Art Technique or Body Hardening Exercise
  Level Advancement Bonuses
  1st: +2 breakfall/Maintain Balance, Critical on Natural 19, +1 to holds and throws
  2nd: +1 to parry and dodge, automatic arm hold
  3rd: Knock out from Behind
  4th: Automatic Throw, +1 to strike
  5th: +1 attack, +1 to parry/dodge/breakfall
  6th: +1 maintain balance, +1 to holds/throws
  7th: Select two powers from Specialty Katas, Martial Arts Techniques, or Body Hardening. 
  Critical on Natural 17+
  8th: Death Blow on natural 20, Knockout on natural 19+
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  9th: +1 attack, +1 to holds/throws/breakfall
  10th: +1 to strike, parry, and dodge
  11th: +1 maintain balance, Death Blow
  12th: Automatic Dodge at +2
  13th: +1 to throws and holds
  14th: Knockout on 18+
  15th: +1 attack, select one power from Chi Mastery or Body Hardening
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  http://www.geocities.com/kuseru/PMAN/Styles/shift_slim.htm
  Shifty Slim's Way of Survival
  By Sinestus
  Yeah, yeah... you saw it coming.... effectively Hand to Hand Changeling...No one quite knows 
  where this one came from, but apparently it's only truly powerful to shape shifting races. 
  Although it lacks in martial arts powers, one's natural abilities usually make up for it. 
  Requirements: Changelings only. P.P.: 10, P.E.: 7
  Training: 20 years
  Character Bonuses 
  +2 to P.P. 
  +2 to P.E. 
  +10 S.D.C.
  Stance: Varies, usually to fit whatever race is being mimicked.
  Outfit: Whatever...
  Combat Skills
  Attacks per Melee: 2
  Hand Attacks: strike/punch, knife hand, backhand, palm strike, elbow
  Foot Attacks: knee, snap kick, kick, crescent kick, drop kick (fall/dodge/kick), turning kick 
  (dodge/kick)
  Basic Defense Moves: parry, auto-parry, dodge
  Advances Defense Moves: multiple dodge, roll, backflip
  Holds/Locks: finger lock, wrist lock
  Escape Techniques: Roll, Slip-away (use dodge bonus to escape locks/holds without penalty 
  by reforming/shrinking).
  Modifiers to Attack: critical, critical from behind, deathblow, deathblow from behind, knockout, 
  knockout from behind.
  Special Moves: head butt, paralysis attack (vital points) 
  Stretching Attack - Attack seems to strike short, then extends at the last second, only deals half 
  damage, but is +2 to strike. Can be done twice per melee.
  Shifting Dodge - not quite an auto dodge, but once per melee gains a +2 to dodge by altering 
  form to move out of the way.
  Weighted Strike - Additional mass is distributed to the attacking limb, once per melee can gain 
  +2 to damage. Replaces a stretching strike.
  Weapon Katas: none 
  Additional Skills: running, forced march
  Martial Arts Powers: select one (1) from Atemi.
  Level Advancement Bonuses
  1st: +2 to dodge and roll
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  2nd: Critical from behind, knockout on 19+
  3rd: +1 to strike, +2 to parry
  4th: +1 to backflip and lock, Critical 19+
  5th: +1 attack, +1 to dodge
  6th: Knockout from behind, +1 to strike
  7th: +1 to parry and roll
  8th: gain parry/strike option, Deathblow from behind
  9th: +1 dodge and backflip
  10th: gain automatic wrist lock, +1 to locks
  11th: +1 attack, Deathblow on 20
  12th: +1 strike/parry/dodge
  13th: Critical on 18+, Knockout 18+
  14th: Select one power from Atemi or Arts of Invisibility
  15th: Critical can be called once per melee.
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  http://www.geocities.com/kuseru/PMAN/Styles/shi_dango.htm
  Shi-dango
  By Sinestus
  Designed around the use of small firearms in close quarters, Shi-dango is one of the few styles 
  to actually incorporate modern weapons in its techniques. Shi-dango is specifically designed to 
  work with compact revolvers (as they can often withstand more abuse), but can be used with 
  just about any compact firearm (in a Rifts environment small laser pistols can also be used). 
  Standard training is done with a silenced, .38 snub-nosed revolver, or silenced Glock 32. (And 
  often 'sandbag' rounds are used instead of normal ammunition, [reduce damage by one die, but 
  lowers KO by one).
  Note: usually under 15 feet is Point Blank, firearms deal damage and a half.
  Requirements: P.P.: 12, P.E.: 10, generally honorable. (Cannot be enhanced with boxing or 
  kickboxing.)
  Training: 6 years.
  Character Bonuses 
  +1 to I.Q. 
  +2 to P.P. 
  +2 to P.E.
  Stance: Varies, generally facing the opponent sidelong, one hand on primary pistol, but not 
  drawn.
  Outfit: Something loose and comfortable, usually with two to four concealed pistols.
  Combat Skills
  Attacks per Melee: 2
  Hand Attacks: strike/punch, knife hand, backhand, palm strike. Pistol Whip deals 1d8 damage.
  Foot Attacks: tripping leg hook, backward sweep, snap kick, kick
  Basic Defense Moves: automatic parry, parry, dodge, roll.
  Advances Defense Moves: breakfall, multiple dodge.
  Holds/Locks: wrist hold, arm hold, leg hold, neck hold, wrist lock.
  Escape Techniques: roll, breakfall.
  Modifiers to Attack: knockout, critical.
  Special Moves: 
  Point and Shoot - a quick jab with the pistol, followed by a shot. Deals 1D6 damage for jab, 
  double damage for shot (one roll)
  Pistol Whip Knockout - similar to the Aikido knockout, deals 1D6 damage, and if successfully 
  done from behind or to someone in a hold, knocks out for 1D4 minutes.
  Short Range Burst - can fire a quick six shot burst (fanning the hammer on revolvers). -1 to 
  strike, deals normal damage for each shot (roll strike for each shot). Not available until sixth 
  level. Takes two actions, uses both hands, only possible with revolvers. and cannot be done in 
  grappling range.
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  Defensive Shot - used with anticipation. Only does normal damage, and hits main body. Only 
  +3 to strike. Not available until sixth level. cannot be done in grappling range.
  Natural KOs and Criticals DO carry over for pistol when used as blunt and when shot at close 
  range.
  Weapon Katas: WP: Blunt/pistol (as in using the pistol as a blunt weapon)
  Additional Skills: Anticipation, WP: Pistol/Revolver 
  ..........(NOTE: This training does NOT use paired pistols, nor can the martial artist have the 
  WP: Pistols - Paired option.)
  Martial Arts Powers: 
  QuickDraw Initiative - draw/shoot. +1 for every 3 points of P.P. above 15. +1 every 3 levels.
  Sharpshooting Pistol - can use P.P. Bonus when shooting under 15 feet+1 feet/level. Can 
  roll/shoot without penalty.
  Level Advancement Bonuses
  1st: +1 to strike, hold, and parry.
  2nd: Knockout on natural 19+, Critical on natural 18+
  3rd: +1 to damage (not when shooting), +1 attack
  4th: +2 to parry, +1 to roll.
  5th: Gain Zanshin Circle, +2 to dodge.
  6th: +1 to holds/locks and breakfall.
  7th: +1 to dodge, Critical 17+
  8th: +1 to strike, +1 attack.
  9th: Automatic Wrist Lock option with parries.
  10th: +1 to parry, dodge, and roll
  11th: +1 to damage, KO on natural 18+
  12th: Triple Damage with shooting under 20 feet (instead of the usual Damage and a half.)
  13th: +1 attack, +1 to initiative
  14th: gains Parry/Strike or Auto Dodge option.
  15th: +2 to parry and hold.
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  http://www.geocities.com/kuseru/PMAN/Styles/shi_ge_hau.html
  Shi Ge Hau (Lion's Roar Kung Fu) 
  By Ray Bull 
  The story of this martial art begins in a secluded monastery upon a mountaintop in Tibet. The Buddhist 
  sect that inhabited this monastery was dedicated to the destruction of evil by the use of mysticism. It was 
  determined by the Dalai Lama that it was neccessary to develop a superior martial art to combat evil on the 
  earthly plane. So it came to pass that a special group of warrior monks ascended to this monastery. They 
  combined their knowledge to develop what they considered the ultimate martial art. The leader ascended to the 
  highest peak overlooking the land, pointed one finger to the heavens and one finger to the earth. He yelled and 
  proclaimed to the world that this ultimate style will be known as Shi Ge Hau, the lion's roar. 
  Entrance Requirements: Character must be of a Good alignment. 
  Skill Cost: 15 years 
  Costume: a travelling monk's robes 
  CHARACTER BONUSES 
  Add 10 to Chi 
  Add 3 to P.P. 
  Add 3 to Spd. 
  Add 10 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee: 2 
  Escape Moves: Roll with Punch/Fall/Impact, Leap 
  Basic Defense Moves: Parry, Dodge, Automatic Parry 
  Advanced Defenses: Circular Parry, Multiple Dodge, Parry/Attack 
  Hand Attacks: Strike(Punch), Palm Strike, Claw Hand, Fingertip Attack, Uppercut, Single-Knuckle Fist, Double-
  Knuckle Fist, Overhead Strike (-4 to Strike, 1D10 Damage) 
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick, Trip/Leghook , Sweep Kick, 
  Reverse Turning Kick 
  Jumping Foot Attacks: Flying Reverse Turning Kick 
  Special Attacks: Elbow, Knee, Forearm, Death Blow, Paralysis Attack, Bodyflip/Throw, Critical Bodyflip/Throw 
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike 
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: You may select a total of 4 powers from among Atemi Abilities, Body Hardening 
  Exercises(including Demon Hunter), and Martial Art Techniques. 
  Languages: Tibetan 
  Cultural: Cooking 
  Physical: Body Building Survival: Demon & Devil Lore, Fasting Philosophical Training: Buddhism 
  If this is your Primary Martial Arts Style then the following other style s can be learned in a shorter time. 
  Fong Ngan(4 years), Mien Ch'uan(3 years), Shaolin(5 years), Xing Chiao(4 years), Lee Kwan Choo(4 years), 
  Bok Pai(4 years), Choi Li Fut(3 Years) 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: Critical Strike or Knockout/Stun on a Natural 20, +1 to Roll with Punch/Fall/Impact 
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  Level 2: +1 to Strike, +1 to Parry/Dodge 
  Level 3: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact 
  Level 4: +2 to Damage, Gain 1 martial Art Power from Atemi Abilities, Body Hardening Exercises (including 
  Demon Hunter), or Martial Art Techniques 
  Level 5: Critical Strike on a Natural 19+, +1 to Roll with Punch/Fall/Impact 
  Level 6: +1 to Strike, +1 to Parry/Dodge 
  Level 7: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact 
  Level 8: Knockout/Stun on a natural 19+, Gain 1 Martial Art Power from Atemi Abilities, Body Hardening 
  Exercises (including Demon Hunter), or Martial Art Techniques 
  Level 9: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact 
  Level 10: Critical Strike on a Natural 18+, Double Existing Chi 
  Level 11: +1 Attack per Melee, +2 to Damage 
  Level 12: +1 to Strike, +1 to Parry/Dodge 
  Level 13: +1 Attack per Melee, Gain 1 Martial Art Power from Atemi Abilities, Body Hardening Exercises 
  (including Demon Hunter), or Martial Art Techniques 
  Level 14: +1 to Strike, +2 to Damage 
  Level 15: Knockout/Stun on a Natural 18+, Gain Zenjorike: Discorporate 
  Why Study SHI GE HAU? 
  A very strong style, favored by the more aggressive of the religious orders, Shi Ge Hau is only lacking in 
  weapon skills and mystic abilities. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/shindo_jinen_ryu.htm
  Shindo Jinen Ryu 
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include M.E.: 10 and P.E.: 10. 
  Skill Cost: 16 Years (8 Years as a Secondary Martial Art Style). 
  Shindo Jinen Ryu was founded by Yasuhiro Konishi as a combination of Jujutsu, Kendo, and 
  Te. Konishi believed that if you walk a morally correct path in this life, then you are naturally 
  following the divine way. If you train in karate in a natural way and master your body, you will 
  expand your knowledge and experience, and establish a solid foundation for naturally living a 
  morally correct life. And so his style, on the recommendation of Morihei Ueshiba (the founder of 
  Aikido), came to be Shindo Jinen-Ryu Karate-Jutsu ("godly, natural style, complete empty-
  handed way"). 
  Costume: Karate Gi
  Stance: Legs should width apart, feet at right angles, body at a 45 degree angle to opponent. 
  The left hand pulled back tightly to the waist, the right hand held loosely at the level of the 
  stomach. The hands left in a natural curl with the palms down.
  CHARACTER BONUSES
  Add +2 to P.S.
  Add +10 to S.D.C.
  Add +5 to Chi
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Breakfall, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick.
  Jumping Foot Attacks: Jump Kick
  Special Attacks: Death Blow, Leap, Body Block/Tackle, Body Flip/Throw.
  Holds/Locks: None.
  Weapon Kata: None.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of three (3) Powers from among Body Hardening, Special 
  Kata, or Martial Art Techniques.
  Language: Japanese.
  Other Skills: First Aid, Athletics.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Jujutsu (3 Years), Te (3 Years), Tenshin Shoden Katori Shinto-ryu Kenjutsu (6 
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  Years), or Zanji Shinjinken Ryu (4 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike from Behind.
  2nd: +1 to Body Flip/Throw (2D6 damage).
  3rd: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  4th: +1 Attack per Melee, Knockout/Stun on a Natural 18, 19, or 20.
  5th: +2 to Roll with Punch/Fall/Impact,+2 to Maintain Balance.
  6th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  7th: +1 Body Flip/Throw, Death Blow on a Natural 20.
  8th: +1 Attack per Melee, +1 to Damage.
  9th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  10th: +1 to Parry/Dodge, +1 to Disarm.
  11th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  12th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  13th: +1 Attack per Melee,+1 to Damage.
  14th: +1 to Parry/Dodge, +1 to Strike.
  15th: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
  WHY STUDY Shindo Jinen Ryu?
  Not a strong martial art, Shindo Jinen Ryu does provide a good solid repertoire and a lot of 
  martial art powers are available.
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  http://www.geocities.com/kuseru/PMAN/Styles/shintaido_bojutsu.htm
  SHINTAIDO BOJUTSU 
  By SeonJin108
  Entrance Requirements Character must be of an Honorable alignment and committed to a 
  Zen doctrine. Attribute requirements are IQ
  10 and MA 8.
  Skill Cost 10 years (8 as a Secondary Martial Art Form) 
  Shintaido Bojutsu is a new system of staff combat somewhat related to the martial art of Taido. 
  It is a modern outgrowth of traditional Okinawan staff fighting methods which incorporates 
  modern motion mechanics and physics alongside tradition Zen teaching and meditation. All of 
  its movements are based on the three principles of fire, wind, and water.
  A Shintaido Bojutsu master has spent years learning to become one with his bo, not unlike the 
  manner the swordsmen of Gui Long become one with their swords. The bo is seen as an 
  extension of the master's Chi, allowing him to channel any of his Chi abilities through his bo. A 
  master will react to any attack with a quick series of strikes with his bo, and will intercept 
  attacks and respond with a take down and finishing technique.
  There are relatively few schools of Shintaido around the world, and for truly advanced teaching, 
  you must go to Okinawa.
  Costume A white tunic, white pants, white wrist and ankle guards, and white tabi (soft, split-
  toed boots, similar to those worn by ninja).
  Stance A side horse stance, with the bo held in a guard position, the rear hand one hands-
  breadth from the end of the staff, the other in the middle of the staff. The front tip of the bo is at 
  eye level.
  CHARACTER BONUSES
  Add 10 to Chi
  Add 3 to MA
  Add 1 to PS
  Add 1 PP
  Add 5 to Spd
  COMBAT SKILLS
  Attacks per Melee 2
  Escape Moves Maintain Balance, Roll with Punch/Fall/Impact
  Basic Defensive Moves Automatic Parry, Dodge, Parry
  Advanced Defensives Automatic Roll, Breakfall, Circular Parry, Combination Parry/Attack, 
  Disarm, Multiple Dodge, Power Block/Parry
  Hand Attacks Palm Strike, Power Punch, Punch
  Basic Foots Attacks Backward Sweep (Special! Performed with staff!), Tripping/Leg Hooks 
  (Special! Performed with staff!)
  Special Attacks Automatic Flip/Throw (Special! Performed with staff!), Combination Grab/Staff 
  Bash, Combination Grab/Knee, Combination Strike/Parry, Critical Flip/Throw (Special! 
  Performed with staff!), Death Blow, Knee, Paralysis Attack
  Weapon Kata Bo Staff, taken at 4th level skill proficiency
  Modifiers to Attacks Critical Strike, Critical Strike from Rear, Knock-Out/Stun, Pull Punch
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  SKILLS INCLUDED IN TRAINING
  Martial Art Powers Select a total of two (2) Powers from among Chi Mastery and Special Kata 
  (including Chi Kata). Also, select one Zenjorike Power. If desired, any number of powers can be 
  traded, one-for-one, for any Basic Skill Programs (excluding physical).
  Shintaido Chi Kata
  Hi no kata The Fire Kata: The bo wielder focuses his Chi into the bo, making it feel as if it were 
  on fire to all others who touch it. Adds +2 to damage on all strikes with the bo. If a strike is 
  successful, the target must roll to save vs. pain. If he fails, he loses initiative for the next three 
  rounds and is -2 to all rolls.
  Kaze no kata The Wind Kata: The bo wielder focuses his Chi into his bo to use it to defend 
  against Chi attacks. The bo acts as a lightning rod, and can be used as a successful blocking 
  tool in Chi combat. The character rolls to block the incoming Chi attack with a bonus of +2 to 
  block Chi attacks. If successful, the bo neutralizes any incoming Negative Chi attacks. This 
  requires the wielder to invest half of his Chi into the bo at the beginning of the melee round. 
  Note, this kata provides no protection against physical attacks, and blocking the Chi attacks 
  does not use up any melee actions.
  Mizu no kata The Water Kata: The bo wielder focuses his Chi into his bo to give him the ability 
  to block multiple incoming attacks from any and all directions. It is purely defensive and cannot 
  be used to strike. Any attack made on the character in the Kaze no kata will result in an 
  automatically circular or multiple parry with a +2 bonus to parry, and an automatic multiple 
  dodge with a +2 bonus as well. All normal bonuses which the characters may already possess 
  are also added. In addition, the character can intercept, knock away or deflect any airborne 
  object from any direction with his bo.
  Languages Japanese (Okinawan dialect)
  Physical Gymnastics
  Philosophical Training Zen Buddhism
  Temple Training Meditation
  If this is your primary martial art form, then the following other forms can be learned in a shorter 
  time: Aikido (8 years), Isshin-Ryu Karate (5 years), Jujutsu (5 years), Kyokushinkai Karate (4 
  years), Sankukai Karate (7 years), and Zanji Shinjinken-Ryu (5 years).
  LEVEL ADVANCEMENT BONUSES
  1st +3 to Strike with Bo, Critical Strike from Behind
  2nd +1 to Strike
  3rd Double Existing Chi
  4th +1 to Parry with Bo, Knock-Out/Stun on Natural 19 or 20
  5th Select one Additional Martial Art Power from Chi Mastery or Special Kata
  6th +1 to Parry/Dodge
  7th +1 Attack per Melee, +1 to Parry with Bo
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  8th Double Existing Chi
  9th Add one Zenjorike Power, +1 to Strike with Bo
  10th +1 to Parry/Dodge
  11th Select one Additional Martial Art Power from Chi Mastery or Special Kata
  12th Add one Zenjorike Power, +1 to Parry with Bo
  13th Double Existing Chi, +1 to Strike with Bo
  14th +1 to Parry/Dodge
  15th Select one Additional Martial Art Power from Chi Mastery or Special Kata 
  Why study SHINTAIDO BOJUTSU?
  A powerful martial art that has the single disadvantage of being dependent on a weapon for 
  effective combat. But then, there's almost always some sort of big stick lying around when you 
  need one. 
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  http://www.geocities.com/kuseru/PMAN/Styles/shinto_muso_ryu.htm
  Shinto Muso Ryu Jojutsu (Exclusive)
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include P.S.: 12, P.P.: 10.
  Skill Cost: 17 Years. 
  If we can believe the legends--and there are more legends than facts concerning these two 
  martial artists--the only person to beat Miyamoto Musashi in a duel was someone as outlandish 
  and eccentric as he was. And to top it off, he did it with a wooden stick. In so doing, Muso 
  Gonnosuke Katsuyoshi gave birth to a martial arts system that would elevate the humble 
  wooden staff to one of the preeminent weapons of the bugei of Japan.
  Gonnosuke studied the Tenshin Shoden Katori Shinto-ryu, Kashima Jikishinkage-ryu, learning 
  its secret method called the "ichi no tachi". According to legends, Gonnosuke thereupon 
  engaged in various duels throughout Japan to test his skills, never losing any of them until he 
  met Miyamoto Musashi. The Tenshin Shoden Katori Shinto-ryu had bojutsu methods using the 
  rokushaku bo (six-foot staff), as did the Sekiguchi-ryu, Bokuden-ryu and Takeuchi-ryu (or, as it 
  is alternatively called, Take-no-uchi-ryu). If we follow the lineage line charted in the Bugei 
  Ryuha Daijiten, then Gonnosuke was a student of a teacher of the Tenshin Shoden Katori 
  Shinto-ryu, which is why his style, the Shinto Muso (or Shindo Muso) -ryu contains the 
  appellation Shinto (Waay of the Gods). 
  Gonnosuke lost the first duel. Mortified, he withdrew to Homangu, part of the Kamado Shinto 
  shrine atop Mount Homan, in Chikuzen province, (present-day Dazaifu, Fukuoka Prefecture) 
  Kyushu. For 37 days he meditated and performed rites of austerity. On the last night night, 
  while praying in front of an altar, he collapsed and had a divine vision.The cryptic vision 
  compelled Gonnosuke to whittle a short staff about four shaku, two sun and one bu in length 
  (128 cm.). This was longer than the standard tachi long sword of that period, which was three 
  shaku, two sun and one bu, but shorter than the long rokushaku bo. By taking advantage of the 
  short staff's ability to shift rapidly in the hands of a skilled artist, Gonnosuke was able to beat 
  Musashi in a second duel. It is unclear how Gonnosuke did that, but the use of the jo in present-
  day Shinto Muso-ryu practice might give us a hint. If a jo is blocked by a juji-dome, it is an easy 
  matter to quickly flip the jo out of the block and in the same motion strike a kyusho (weak point) 
  on the swordsman's body. Gonnosuke also created a system of five secret methods (hiden gyo-
  i) that incorporated all the techniques of his new jo style. Gonnosuke managed to defeat 
  Musashi without causing him great harm. Gonnosuke became artial arts instructor to the 
  Kuroda clan, located in northern Kyushu. Muso Gonnosuke, profoundly changed by his 
  encounter with Musashi and by the divine vision atop Mount Homan, had created a preeminent 
  staff art, the Shinto (or Shindo) Muso-ryu jojutsu. The Heavenly Way of Muso's staff.
  Special Note! Isshin Ryu Kusarigamajutsu and Shinto Muso Ryu Jojutsu are unique in that 
  they are designed to work together. When a character has both, then all the attacks per melee, 
  bonuses, abilities, and powers of Shinto Muso Ryu Jojutsu are used in wielding weapons, 
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  weapon proficiencies, and weapon kata of Isshin Ryu Kusarigamajutsu. Any martial art powers 
  and abilities from Isshin Ryu Kusarigamajutsu are used with Shinto Muso Ryu Jojutsu.
  Costume: Karate Gi
  Stance: Facing opponent with one foot forward and the other back, arms about half an arm 
  length out from the body, griping the Jo with either hand.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Circular Parry, Combination Parry/Attack, Breakfall, 
  Disarm.
  Hand Attacks: Punch, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Snap Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Death Blow, Leap, Body Flip/Throw, Choke, Elbow, Forearm, Combination 
  Strike/Parry.
  Holds/Locks: None.
  Weapon Kata: W.P. Bokken, W.P. Jo staff, W.P. Bo staff.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Automatically receives Zanshin. Select a total of two (2) Powers from 
  Special Kata or Martial Art Techniques.
  Language: Japanese.
  Cultural Skills: Meditation.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a shorter 
  time: Isshin Ryu Kusarigamajutsu (4 Years), Jikishinkage Ryu (2 Years), Kashima Shin Ryu (3 
  Years), Tenshin Shoden Katori Shinto-ryu Kenjutsu (6 Years), or Zanji Shinjinken Ryu (4 
  Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
  2nd: +2 to Parry, +1 to Maintain Balance.
  3rd: Select One (1) additional martial art power from Special Kata or Martial Art Techniques.
  4th: +1 to Strike, +1 Attack per Melee.
  5th: Critical Strike on a Natural 18, 19, or 20.
  6th: +1 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20.
  7th: Select One (1) additional martial art power from Special Kata or Martial Art Techniques.
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  8th: +1 Attack per Melee, +1 to Parry
  9th: +1 to Maintain Balance.
  10th: +1 Attack per Melee, +2 to Parry.
  11th: Select One (1) additional martial art power from Special Kata or Martial Art Techniques.
  12th: +1 to Roll with Punch/Fall/Impact, +1 to Strike.
  13th: +1 Attack per Melee.
  14th: +2 to Dodge, Knockout/Stun on a Natural 19 or 20.
  15th: +1 Attack per Melee, Add One (1) Zenjorike Power.
  WHY STUDY Shinto Muso Ryu?
  Muso Gonnosuke was able to defeat the renowned Musashi with the staff, what could you do 
  with it?
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  http://www.geocities.com/kuseru/PMAN/Styles/shito_ryu_karate.htm
  Shito-Ryu Karate
  By Kuseru
  Entrance Requirements: None.
  Skill Cost: 10 Years (5 Years as a Secondary Martial Art Style). 
  Shito-ryu, along with goju-ryu, wado-ryu and shotokan, is one of the four major karate systems 
  of Japan proper (the Japanese islands excluding Okinawa). It was founded by Kenwa Mabuni 
  (1899-1952), who, like most of karate's old masters, was descended from Okinawa's so-called 
  warrior (bushi) class or aristocracy. Technically, the karate of most shito-ryu factions looks 
  pretty much the same. Not surprisingly, there are minor differences in the kata between the 
  various groups, mostly due to the proclivities of their founders. Regardless, all shito-ryu looks a 
  lot like shorin-ryu in application. A long, linear style, even its goju-ryu-type kata (those derived 
  from Higashionna) are performed in a lighter, more angular and rangy fashion than they are in 
  schools derived from naha-te alone. Shito-ryu is much like shotokan in that it relies heavily on 
  the reverse punch and front kick. The style also seems to place a strong emphasis on sparring. 
  In so doing, shito-ryu stresses speed, and fighting is generally initiated from a higher, more 
  upright stance than shotokan employs. On the other hand, because the style has so many kata, 
  a great deal of time is spent perfecting any one of its 40 to 60 forms. Shito-ryu has never 
  forsaken its Okinawan roots when it comes to kobujutsu (weapons arts). While Mabuni trained 
  under weapons experts such as Arakaki, many of today's shito-ryu teachers learned most of 
  their kobujutsu from Shinken Taira, the man responsible for popularizing kobujutsu during a 
  time when interest in this peculiarly Okinawan art was at its lowest. It seems that Shito-ryu 
  schools were the most receptive to Taira's art. Both the younger and elder Sakagami, Demura, 
  Hayashi, Kuniba and Kanei Mabuni all trained with Taira at one time or another.
  Costume: Karate Gi.
  Stance: "Shiko-dachi"(straddle stance) is a stance similar to that the sumo wrestlers assume 
  when they face off with each other before they put their knuckles to the ground. Feet spread 
  approximately two shoulder-widths apart, toes pointed outward at 45ºº. Weight distributed 
  evenly over both legs. Knees bent deeply and pulled back as far as possible. Torso erect. 
  Lower legs/shins approximately vertical.
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.E.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Automatic Roll, Breakfall, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Snap Kick.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Death Blow, Leap, Body Flip/Throw.
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  Holds/Locks: None.
  Weapon Kata (Pick two): W.P. Bo staff, W.P. Sai, W.P. Nunchaku, W.P. Tonfa.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of Two (2) Powers from among Body Hardening, Special 
  Kata, or Martial Art Techniques.
  Language: Japanese.
  Cultural Skills (pick two): Calligraphy, Haiku, Ikebana, Bonsen or Ukio-E.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Kyokushinkai Karate (4 Years), Shorinji Ryu Karate (6 Years), Shotokan Karate (5 
  Years), or Wado Ryu Karate (5 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike.
  2nd: +1 Attack per Melee, +1 to Maintain Balance, Critical Strike from Behind.
  3rd: +1 to Damage, Select One (1) Martial Art Power from Body Hardening, Special Kata, or 
  Martial Art Techniques.
  4th: +2 to Roll with Punch/Fall/Impact.
  5th: +1 Attack per Melee, Knockout/Stun on a Natural 20.
  6th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
  7th: Select One (1) Martial Art Power from Body Hardening, Special Kata, or Martial Art 
  Techniques.
  8th: +1 Attack per Melee, +1 to Disarm.
  9th: +1 to Roll with Punch/Fall/Impact, +2 to Damage.
  10th: +1 to Parry/Dodge.
  11th: +1 Attack per Melee, Death Blow on a Natural 20.
  12th: +1 to Strike, +1 to Leap.
  13th: +1 to Roll with Punch/Fall/Impact, Select One (1) Martial Art Power from Body Hardening, 
  Special Kata, or Martial Art Techniques.
  14th: +1 Attack per Melee, +1 to Parry/Dodge.
  15th: +2 to Damage, Critical Strike on a Natural 18, 19, or 20.
  WHY STUDY Shito Ryu?
  A decent martial art form with decent weapon skills.
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  http://www.geocities.com/kuseru/PMAN/Styles/shoden_dragon.htm
  Shoden Dragon Style Fighting
  By Sinestus
  Shoden is a fairly obscure form specializing in the use of flexible swords. Unlike its kempo 
  counterparts, the Shoden blade only looks sturdy. To a normal swordsman, the Shoden blade 
  is a nightmare come to life. Generally less than two inches wide at the hilt, and tapering down 
  to a point at five to six feet in length, these blades are forged almost paper thing, and just as 
  light. Because of the blade's inherent flexibility, it is sheathed in leather, wrapped around the 
  body, only a true student of Shoden can draw it from this position without hurting themselves.
  In combat, the Shoden blade moves like a great, steel serpent. Despite the long cutting edge, a 
  true master used the weapon's flexibility to make penetrating strikes with the tip of the blade. 
  Unfortunately, the blade's design leaves a major flaw, the blade will often break in combat 
  unless handled by a true master (any parry roll, modified, under a seven will cause the blade to 
  break, reducing it to a short sword), thus many students learn to use the broken shaft as a 
  weapon in an emergency.
  In gaming terms, the Shoden blade deals 3D6+2 damage slashing (broken or not), and 2D4+2 
  damage with any of it's piercing attacks. The extreme thinness of the blade makes it a superior 
  armor piercing weapon (only when undamaged) and a master with "Breaking Technique" can 
  use it to shatter opponent's weapons or cut clear through armor.
  Requirements: P.P.: 14 , I.Q.: 10, P.S.: 10, Spd: 13 most are service or honorable alignments.
  Training: 10 years
  Character Bonuses 
  +2 to P.P. 
  +10 S.D.C. 
  +10 Chi
  Stance: Turned towards opponent, relaxed. Front hand is open at waist or chest level, back 
  hand at the middle of the back, holding the sword so it curves over opposite shoulder.
  Outfit: Loose cotton robes, over loose pants. Often the robes are opened to accentuate the 
  flowing techniques of Shoden.
  Combat Skills
  Attacks per Melee: 2
  Hand Attacks: strike/punch, knife hand, back hand, finger tip strike
  Foot Attacks: snap kick, crescent kick, wheel kick, kick attack
  Basic Defense Moves: parry, automatic parry, dodge
  Advances Defense Moves: circular parry, parry/strike
  Holds/Locks: arm hold, arm lock, wrist lock
  Escape Techniques: roll.
  Modifiers to Attack: Critical from behind
  Special Moves: (Note: Only one method can be used each melee)
  Water Dragon striking method - using the curling nature of the blade, the Shoden master 
  bypasses the opponents defenses by allowing them to parry, and wrapping the blade to strike 
  from behind. This can be done only against opponents with weapons of shorter length, and the 
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  opponent must parry (which they usually do), if the parry is successful, use a flat roll to strike 
  (successful on a roll of 10+), the blade whips around to deal 3D6+ damage, and the opponent 
  cannot react (roll with impact) unless they have automatic roll). If the opponent does not parry, 
  the flat of the blade strikes for 2D4+2+ damage.
  Fire Dagon method - the primary technique of Shoden, utilizing the blades flexibility, the master 
  can counterstrike (flat roll) and disarm (normal bonus) in a single action, but only when on the 
  defense. To be successful disarm, the modified roll must beat the opponents strike (effectively 
  parrying if the disarm fails) and the modified disarm roll must be 17+. This can only be 
  attempted once per melee. 
  Wind Dragon method - a spinning technique with two uses, either acts as a circular parry for 
  the entire melee, or can be used to chain three attacks on a single opponent. If the attack is 
  used, the master can only parry attacks from their target, others will automatically land, ending 
  the technique, but each parry is followed immediately by a strike (flat roll, but opponent cannot 
  dodge, and is flat roll to parry without paired weapons) for slashing damage.
  Weapon Katas: WP: Shoden Sword, Short Swords (WP sword bonuses for both)
  Additional Skills: Acrobatics, Swimming
  Martial Arts Powers: Select three from Martial Arts Techniques, Specialty Katas (non-
  weapon), or Chi Mastery
  Level Advancement Bonuses
  1st: +1 to parry, +2 to strike
  2nd: critical from behind, +2 to disarm
  3rd: +2 to roll, +3 to dodge
  4th: +1 to holds/locks, gain Karumi-Jutsu Zenjorike
  5th: +1 attack, +1 to strike and parry
  6th: Select one power from Chi Mastery or Martial Arts Techniques
  7th: Critical on 19+, +1 to roll
  8th: +2 to parry, +1 to strike
  9th: +1 attack, +1 to holds/locks
  10th: gain backflip attack, +2 to disarm
  11th: Select one power from Chi Mastery, Martial Arts Techniques or Body Hardening
  12th: +2 to dodge and roll, 
  13th: +2 to parry, +1 attack
  14th: +1 to strike, Critical on 18+
  15th: Select one power from Body Hardening or Zenjorike Powers
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  http://www.geocities.com/kuseru/PMAN/Styles/shorei_ryu_karate.htm
  Shorei Ryu Karate 
  By Kuseru
  Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes 
  include M.E.: 9, P.S.: 8, and P.E.: 12. 
  Skill Cost: 8 Years (6 Years as Secondary Martial Art Style).
  A Buddhist monk came to an understanding of natural law which gave him a perfect method of 
  defense and escape. He believed that true self-defense involved no body-contact. His methods 
  postured him toward opponents in such a way as to make subsequent attacks continue to put 
  the attacker further and further at a disadvantage. Using his illuminated strategies, the monk 
  could make the attacker undo his own Attack per Melee, and this could be done in a way that 
  allowed for both to remain uninjured. The octagon would be used as a symbol for a method of 
  movement in which jumping to particular angles based on timing and combative-distancing 
  allowed strategies to be employed which confused and off-balanced the opponent. Reforming 
  his opponents to become contributing members of society was his main goal. He and 
  succeeding generations of his family members developed the art of Shorei Ryu as we know it 
  today with all of this in mind. The monk chose this name for his art to reflect its spirit and its 
  origins. Shorei Ryu bujutsu was a separate area of Ryu which was studied only by the Sohei. 
  The sohei were warrior monks whose job it was to protect the temple and its territory as well as 
  to fight in wars supported by the temple. They typically wore normal monks' robes during peace 
  time and carried a short staff known as a jo. During war time, they would wear armor under 
  their robes, and ninja-like masks covering their faces. Their primary weapons during battle were 
  naginata and tachi. The sohei of Ryu were skilled in escaping arts, which were explained 
  earlier; controlling arts, which are similar to, but older than, jujitsu or aikido; as well as 
  destructive arts, which are similar to, but older than, karate. manipulatory arts, which are widely 
  studied early in the training of Ryu students, involve folding arts such as throws, joint-locks, 
  holds and pins, and chokes. They also include non-fatal strikes to the limbs of the attacker 
  during his rotation. All weaponry is taught such that it can be used to manipulate and control an 
  attacker, or escape from an attacker without causing him harm, as well as in ways which will 
  damage or kill an attacker. controlling strikes involves shocking the opponent with substantially 
  debilitating strikes to areas which control the rotation of the body, such as the head, shoulders, 
  hips, and legs. striking arts. Although Onna striking weapons and even the strikes themselves 
  are soft and weak, the impact is tremendous to the opponent in his contorted position, and 
  capable of crushing his spine and breaking his neck, back, and leg with one "soft" blow. All 
  strikes are actually male then, in essence, to the opponent Kobudo training although containing 
  traditional Japanese weaponry such as the katana, wakizashi and tachi, naginata , yari , tanto, 
  bo, jo, tanjo, and yubibo, is not limited to or by these things.
  Special Note! Kobujutsu is a style designed to work with many forms of Karate (particularly 
  Goju-Ryu, Shorin-Ryu, Uechi Ryu, Isshin-Ryu, Gensei Ryu, Chito Ryu, Shorei Ryu, and Te, but 
  not Shotokan, Wado Ryu, Shorinji-Ryu, Kyokushin, Shito Ryu, or Taido). When a character has 
  one of the listed Karate styles and Kobujutsu, then all the attacks per melee, bonuses, abilities, 
  and powers of that form of Karate are used in wielding weapons, weapon proficiencies, and 
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  weapon kata of Kobujutus. Any martial art powers and abilities from Kobujutsu are used with 
  that style of Karate.
  Costume: Monks robes with or without Chain mail and a mask.
  Stance: Feet at a comfortable distance apart (more or less around shoulder width), hands held 
  at sides, possibly gripping weapon.
  CHARACTER BONUSES
  Add +1 to P.E.
  Add +1 to M.E.
  Add +5 to Chi
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Circular Parry, Disarm.
  Hand Attacks: Punch, Knife Hand, Palm Strike, Fingertip Attack, Backhand, Rotary Palm 
  Strike.
  Foot Attacks: Kick, Backward Sweep, Trip/Leg Hook, Sweep Kick.
  Jumping Foot Attacks: None.
  Special Attacks: Body Flip/Throw, Forearm, Paralysis Attack.
  Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock.
  Weapon Kata (Pick three): W.P. Bo staff, W.P. Jo staff, W.P. Katana , W.P. Naginata, W.P. 
  Wakizashi, W.P. Tachi, W.P. Tanbo Stick, W.P. Tanto.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from Body Hardening or Special Kata.
  Language: Japanese.
  Cultural Skills: First Aid, Meditation, Athletics.
  Weapon Proficiencies: W.P. Bo staff, W.P. Jo staff, W.P. Katana, W.P. Naginata, W.P. 
  Wakizashi, W.P. Tachi, W.P. Tanbo Stick, W.P. Tanto.
  Philosophical Training: Buddhism.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Chito Ryu Karate (4 Years), Gensei Ryu Karate (3 Years), Goju-Ryu Karate (3 
  Years), Isshin-Ryu Karate (4 Years), Kobujutsu (2 Years), Kyokushinkai Karate (4 Years), Shito 
  Ryu Karate (3 Years), Shorin-Ryu Karate (5 Years), Shorinji-Ryu Karate (6 Years), Shotokan 
  Karate (5 Years), Te (3 Years), Tendo Ryu Naginatajutsu (7 Years), Uechi Ryu Karate (6 
  Years), or Wado Ryu Karate (5 Years),
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Parry/Dodge, +1 to Strike, +1 to Pull Punch.
  2nd: +1 to Disarm, Critical Strike from Behind.
  3rd: Select One (1) Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
  4th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
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  5th: +1 to Strike, +1 to Pull Punch.
  6th: +1 to Parry/Dodge.
  7th: Select One (1) Martial Art Power from Chi Mastery, Body Hardening or Special Kata. 
  8th: +1 Disarm, Knockout/Stun on a Natural 17, 18, 19, or 20.
  9th: +1 Attack per Melee,+1 to Body Flip/Throw (2D6 damage),
  10th: Double existing Chi.
  11th: Select One (1) Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
  12th: +1 to Parry/Dodge, +1 to Pull Punch.
  13th: +1 to Disarm.
  14th: +1 Attack per Melee, Knockout/Stun on a Natural 16, 17, 18, 19, or 20.
  15th: Select One (1) Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
  WHY STUDY Shorei Ryu?
  A good martial art for police and other people forced to restrain rather than damage their foes. 
  Weapons use is a plus. Chi Mastery at higher level balances Shorei Ryu's spiritual side as well.
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  http://www.geocities.com/kuseru/PMAN/Styles/shorin_ryu_karate.htm
  Shorin Ryu Karate
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10. 
  Skill Cost: 10 Years (7 Years as a Secondary Martial Art Style).
  Shorin Ryu Karate is a collection of subdivisions of the Te offshoot, Shuri-Te. Shorin Ryu can 
  be subdivided into the following schools: Kobayashi-Ryu (founded by Chosin Chibana), 
  Matsubayashi-Ryu (founded by Shoshin Nagamine), Shobayashi-Ryu (founded by Chotoku 
  Kyan) and Matsumura orthodox (founded by Hohan Soken). Shorin Ryu is a natural flow, 
  devoid of unbalanced stances or unnatural breathing patterns. It has unique patterns of coiling 
  and of relaxing power, allowing easier concentration of force and the attainment of speedy 
  actions. To best develop the skills involved in the art of the single, deadly blow, training is 
  targeted at tightly bound bales of straw. Nor is the art limited to passive modes of defense: the 
  ability to release an effective counterattack in defense is a crucial element, summarized as 
  "Offense is an effective form of Defense." 
  Special Note! Kobujutsu is a style designed to work with many forms of Karate (particularly 
  Goju-Ryu, Shorin-Ryu, Uechi Ryu, Isshin-Ryu, Gensei Ryu, Chito Ryu, Shorei Ryu, and Te, but 
  not Shotokan, Wado Ryu, Shorinji-Ryu, Kyokushin, Shito Ryu, or Taido). When a character has 
  one of the listed Karate styles and Kobujutsu, then all the attacks per melee, bonuses, abilities, 
  and powers of that form of Karate are used in wielding weapons, weapon proficiencies, and 
  weapon kata of Kobujutus. Any martial art powers and abilities from Kobujutsu are used with 
  that style of Karate.
  Costume: Karate gi.
  Stance: Shizentai-Dachi; Natural stance 
  CHARACTER BONUSES
  Add +1 to M.E.
  Add +2 to P.S.
  Add +1 to P.P.
  Add +1 to P.E.
  Add +10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Automatic Roll, Breakfall.
  Hand Attacks: Fore-Knuckle Punch, Punch, Knife Hand, Palm Strike, Backhand.
  Foot Attacks: Kick, Backward Sweep, Roundhouse Kick, Snap Kick.
  Jumping Foot Attacks: Flying Jump Kick.
  Special Attacks: Death Blow.
  Holds/Locks: None.
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  Weapon Kata: None.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from Body Hardening Exercises or 
  Special Kata.
  Other Skills: None.
  Language: Japanese.
  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Chito Ryu Karate (4 Years), Gensei Ryu Karate (3 Years), Goju-Ryu Karate (3 
  Years), Isshin-Ryu Karate (4 Years), Kobujutsu (2 Years), Shorei Ryu Karate (4 Years), Taido 
  (6 Years), Te (3 Years), or Uechi Ryu Karate (6 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +3 to Roll with Punch/Fall/Impact, +2 to Strike, Critical Strike on a Natural 19 or 20, Critical 
  Strike from Behind.
  2nd: +1 to Back Flip/Leap, +1 to Parry/Dodge.
  3rd: +1 Attack Per Melee.
  4th: Select One (1) additional Martial Art Power from Body Hardening Exercises or Special 
  Kata. 
  5th: +1 to Roll with Punch/Fall/Impact, +1 to Damage.
  6th: +1 to Strike, Knockout/Stun on a Natural 18, 19, or 20.
  7th: +1 Attack Per Melee, Death Blow on a Natural 19 or 20.
  8th: +1 to Back Flip/Leap, Select One (1) additional Martial Art Power from Body Hardening 
  Exercises or Special Kata. 
  9th: +1 to Roll with Punch/Fall/Impact.
  10th: +1 Attack Per Melee.
  11th: Select One (1) additional Martial Art Power from Body Hardening Exercises or Special 
  Kata. 
  12th: Critical Strike on a Natural 18, 19, or 20.
  13th: +1 to Back Flip/Leap, +1 to Damage.
  14th: +1 to Roll with Punch/Fall/Impact, +1 to Strike.
  15th: +1 Attack Per Melee, Select One (1) additional Martial Art Power from Body Hardening 
  Exercises or Special Kata. 
  WHY STUDY Shorin Ryu Karate?
  A fairly strong style of straight forward hand to hand combat.
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  http://www.geocities.com/kuseru/PMAN/Styles/shorinji_ryu_karate.htm
  Shorinji Ryu Karate
  By Kuseru
  Entrance Requirements: Minimum Attributes include P.P.: 12, and Spd.: 10. 
  Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).
  Shorinji is the Japanese version of "Shaolin-tzu" Shorinji Ryu owe their origins to students of 
  Chotoku Kyan Shorinji is different from other karate styles because its basic premise is to first 
  evade the enemy's attack. Shorinji stylists try to avoid any direct countering blocks and instead, 
  like some Chinese practitioners evade, counterstrike, and apply a submission technique such 
  as a joint lock or throw. A shorinji practitioner's most common defense is getting out of the way 
  of an oncoming Attack per Melee, rather than stopping it with forceful power blocks. After that 
  he may follow with a counter blow that leads to a submission technique such as a choke or 
  pressure point manipulation. 
  Shorinji evasion is done either by moving the body away from the attack or, like aikido, 
  redirecting the enemy's blows by using kicks or punches as if they were blocks. 
  Costume: Karate gi.
  Stance: Yoi dachi; Stand with arms to your sides, fists clenched, and feet about a shoulder 
  apart. The stance is also called Hachichi dachi. 
  CHARACTER BONUSES
  Add +1 to P.S.
  Add +1 to P.P.
  Add +2 to P.E.
  Add +2 to Spd.
  COMBAT SKILLS
  Attacks per Melee: 2
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Multiple Dodge, Automatic Roll, Breakfall.
  Hand Attacks: Punch, Knife Hand, Hammer fist, Backhand.
  Foot Attacks: Kick, Backward Sweep, Snap Kick, Roundhouse Kick, Crescent Kick.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Death Blow, Elbow, Knee, Body Flip/Throw.
  Holds/Locks: Joint Lock.
  Weapon Kata: None.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of two (2) Powers from Body Hardening or Special Kata.
  Other Skills: None.
  Language: Japanese.
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  Philosophical Training: Zen.
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Kyokushin Karate (4 Years), Shito Ryu Karate (3 Years), Shotokan Karate (5 
  Years), or Wado Ryu Karate (5 Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +2 to Parry/Dodge, +1 to Strike, +1 to Pull Punch.
  2nd: +1 to Disarm, Critical Strike from Behind.
  3rd: Select One (1) Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
  4th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
  5th: +1 to Strike, +1 to Pull Punch.
  6th: +1 to Parry/Dodge.
  7th: Select One (1) Martial Art Power from Chi Mastery, Body Hardening or Special Kata. 
  8th: +1 Disarm, Knockout/Stun on a Natural 17, 18, 19, or 20.
  9th: +1 Attack per Melee,+1 to Body Flip/Throw (2D6 damage).
  10th: Double existing Chi.
  11th: Select One (1) Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
  12th: +1 to Parry/Dodge, +1 to Pull Punch.
  13th: +1 to Disarm.
  14th: +1 Attack per Melee, Knockout/Stun on a Natural 16, 17, 18, 19, or 20.
  15th: Select One (1) Martial Art Power from Chi Mastery, Body Hardening or Special Kata.
  WHY STUDY Shorinji Ryu Karate?
  You really wanted to learn Shaolin, but were hampered by it not being 'cool' enough for the 
  Japanese.
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  http://www.geocities.com/kuseru/PMAN/Styles/shotokan.html
  Shotokan Karate 
  By Ray Bull 
  Shotokan Karate stylists practice the basics of the style over and over again. The katas of Shotokan can 
  be intricate, but the followers of this style tend to rely on simple moves rather than flashy ones. This reliance on 
  the basics does not make them less dangerous, but more, as they react with well practised speed. 
  Entrance Requirements: None 
  Skill Cost: 10 years (Primary), 5 years (Secondary) 
  Costume: Standard Karate Gi 
  Stance: Body turned side on to opponent, legs set twice shoulder width and bent parallel to the floor at the 
  knees. 
  CHARACTER BONUSES 
  Add 5 to Chi 
  Add 1 to M.E. 
  Add 2 to P.S. 
  Add 1 to P.E. 
  Add 1 to Spd. 
  Add 10 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee: 4 
  Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact 
  Basic Defense Moves: Dodge, Parry, Automatic Parry 
  Advanced Defense Moves: Multiple Dodge, Combination Power Block/Parry, Combination Parry/Attack 
  Hand Attacks: Strike(Punch), Knife Hand, Back Hand, Power Punch, Double -Fist Punch 
  Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Trip/Leg Hook, Reverse 
  Turning Kick 
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick 
  Special Attacks: Leap Attack, Knee, Elbow, Deathblow, Combination Strike/Parry 
  Weapon Katas: W.P. Staff, W.P. Sai (paired) 
  Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind, Knockout/Stun 
  from Behind 
  SKILLS INCLUDED IN TRAINING 
  Martial Art Powers: Automatically receive Body Hardening Exercise: Sangeiko/Shochu Geiko. You may select 
  a total of one (1) Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas. 
  Languages: Japanese 
  Philosophical Training: Bushido 
  If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. 
  Kyokushinkai (5 years), T'ang Su (3 years), Te (4 years) 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +1 to Roll with Punch/Fall/Impact, +1 to Parry, +2 to Damage, Critical Strike on a Natural 20, Critical 
  Strike or Knockout/Stun from Behind 
  Level 2: +1 to Strike, +1 to Maintain Balance 
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  Level 3: +1 Attack per Melee, +1 to Damage, Deathblow on a Natural 20 
  Level 4: +1 to Parry, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts 
  Techniques, or Special Katas 
  Level 5: +1 to Damage, Critical Strike on a Natural 19+ 
  Level 6: +1 Attack per Melee, +1 to Maintain Balance, Knockout/Stun on a Natural 20 
  Level 7: +1 to Parry/Dodge, Add one (1) level to one (1) Weapon Kata 
  Level 8: +1 to Strike, +1 to Damage, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial 
  Arts Techniques, or Special Katas 
  Level 9: +1 Attack per Melee, Critical Strike on a Natural 18+ 
  Level 10: +1 to Parry/Dodge, +1 to Maintain Balance 
  Level 11: +1 to Damage, Knockout/Stun on a Natural 19+ 
  Level 12: +1 Attack per Melee, Select one (1) Martial Arts Power from Chi Skills, Martial Arts Techniques, or 
  Special Katas 
  Level 13: +1 to Parry/Dodge, +1 to Damage, Deathblow on a Natural 19+ 
  Level 14: +1 to Strike, +1 to Maintain Balance 
  Level 15: +1 Attack per Melee, +2 to Damage, Double Existing Chi 
  Why Study Shotokan Karate? 
  A solid, simple martial art that is devastating in combat. 
   
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  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_karate3.htm
  Shotokan Karate
  By Kuseru
  Entrance Requirements: No Attribute or Alignment Restrictions.
  Skill Cost: 12 Years (7 Years as a Secondary Martial Art Style).
  The word Shotokan is composed of three kanji characters in Japanese. The sho character is 
  taken from the word matsu which means pine tree. To is the character for waves. Pine Waves 
  is supposed to mean "the sound that pine trees make when the wind blows through their 
  needles." Some people also translate this to mean the waves that pine trees seem to make 
  visually when bending in the wind. The founder of the style, Funakoshi Gichin, signed his works 
  of calligraphy with the pen name Shoto. That is where the first part of the name of this type of 
  karate came from. The word kan means building. Together, Shotokan refers to the building in 
  which Funakoshi taught karate.
  Shotokan is recognizable by its linear, direct punching, blocking, and kicking from low stances. 
  Shotokan emphasizes correct posture, correct joint alignment, and formality of basic technique 
  above all else.
  Costume: Karate gi.
  Stance: Side stance with one leg forward, the other slightly back, about shoulder width apart, 
  knees slightly bent. One hand is outstretched at eye level, the other is a hands's width in front 
  of the stomach, both hands are held open with the fingers close together.
  CHARACTER BONUSES
  Add +5 to Chi
  Add +2 to P.S.
  Add +1 to P.E.
  Add +5 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defensive Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Power Block/Parry.
  Hand Attacks: Punch, Spear Hand, Fore-Knuckle Fist, Power Punch, Backhand, Knife Hand, 
  Ridge Hand, One Finger Strike, Power Punch.
  Foot Attacks: Trip/Leg Hook, Kick, Snap Kick, Roundhouse Kick, Crescent Kick, Axe Kick.
  Jumping Foot Attacks: Jump Kick.
  Special Attacks: Body Flip/Throw, Death Blow, Elbow, Knee.
  Holds/Locks: None.
  Weapon Kata: None.
  Modifiers to Attack: Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of One (1) Power from among Body Hardening, or Special 
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  Kata.
  Language: Japanese.
  Philosophical Training: Zen
  If this is your Primary Martial Art Style then the following other styles can be learned in a 
  shorter time: Chito Ryu Karate (4 Years), Kyokushinkai Karate (4 Years), Shito Ryu Karate (3 
  Years), Shorei Ryu Karate (4 Years), Shorinji Ryu Karate (6 Years), or Wado Ryu Karate (5 
  Years).
  LEVEL ADVANCEMENT BONUSES
  1st: +1 to Roll with Punch/Fall/Impact, +2 to Damage, Critical Strike on a Natural 20.
  2nd: +1 Attack per Melee, +1 to Parry Dodge.
  3rd: +1 to Strike, Critical Strike from Behind.
  4th: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
  5th: Select One (1) Martial Art Power from Body Harding or Special Kata.
  6th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
  7th: +2 to Damage, +1 to Strike.
  8th: +1 to Roll with Punch/Fall/Impact.
  9th: Select One (1) Martial Art Power from Body Harding or Special Kata.
  10th: +1 Attack Per Melee.
  11th: +1 to Strike, Critical Strike on a Natural 18, 19, or 20.
  12th: +1 to Roll with Punch/Fall/Impact, Death Blow on a Natural 20.
  13th: +2 to Damage, +1 to Strike.
  14th: Select One (1) Martial Art Power from Body Harding or Special Kata.
  15th: +1 Attack Per Melee.
  WHY STUDY Shotokan Karate?
  The Shotokan view is that purity of raw technique is most important. The idea behind this is that 
  one elegant technique will finish off the opponent quickly and efficiently. In situations where 
  there are multiple opponents, such an ability is believed essential because there may not be 
  time to throw more than one technique per opponent, and grappling and getting tangled up with 
  your adversary when two others are also trying to harm you is probably unwise. Therefore, 
  each karate technique is maximized at the expense of learning more complicated defenses in 
  Shotokan training.
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  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_karate.html
  Shotokan Karate
  By Harold Nichols
  "We fight not for wealth or power, but for the fight itself. What care I for trophies? The thrill of 
  victory and the thought of my next opponent are enough."
  -A Shotokan Practioner (SF:TSG)
  "I have taught you the secrets of Shotokan Karate, and you have become adequate warriors. 
  You are now carriers of the kiving art of Shotokan Karate - for all martial arts are living arts; they 
  grow and change and conform to the needs of each generation of Sensei and disciple. As with 
  all living things, some generations can be stronger or weaker than their ancestors. You must 
  ensure that the living art of Shotokan never becomesweak. For our style to live on, you must 
  one day share its secrets with others as I have shared them with you. First, however, you must 
  prove yourselves fit to carry on my name and the style of Shotokan. Go into the world to test 
  your knowledge by fire and blood. Should you survive long enough for your own beards to gray 
  with age, then you will know that your Shotokan Karate is strong; then you will know that you are 
  worthy to teach the art. But if you should fall from the path, do not disgrace me by teaching your 
  weak version of the art. Better that the style of Shotokan Karate should die than become a tree 
  that appears great for its age but is rotten and weak inside."
  -Gouken, to his students Ken & Ryu (SF:TSG)
  China History
  Although the ancient origins of karate are extremely vague, we do know that about 1400 years ago 
  while teaching at the Shaolin Temple in China, Daruma Daishi used techniques developed into fighting forms 
  known as Shaolin Boxing.
  Okinawa
  In the 16th Century, Shaolin Boxing found its way to Okinawa from China. It combined with native 
  Okinawan techniques to develop into several Okinawan styles.
  Japan - Master Funakoshi
  In 1922, having mastered two major styles in Okinawa, Master Gichin Funakoshi, then President of the 
  Okinawa association of the Spirit of Martial Arts, was chosen to demonstrate karate at the first National Athletic 
  Exhibition in Tokyo. This led to the introduction of the ancient martial art to the rest of Japan. At the urging of 
  friends and officials, he remained in Tokyo to teach.
  U.S.A. - Tsutomu Ohshima
  Tsutomu Ohshima was one of Master Funakoshi's last direct pupils (1948 - 1953) studying under him 
  while attending Waseda University in Tokyo, Japan. In 1955, Mr. Ohshima came to the United States and was 
  the first man to teach Karate in this country. That same year he organized the Southern California Karate 
  Association, which has grown over the years to become a nationwide organization, Shotokan Karate of 
  America.
  Entrance Requirements: Characters must be of an Honorable alignment. Attribute requirements are I.Q.: 12 
  and M.E.: 10.
  Skill Cost: 10 Years (7 Years as a Secondary Martial Art Form)
  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_karate.html (1 of 3) [1/4/2003 9:44:56 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_karate.html
  Costume: Standard Karate outfit
  Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside rear foot point out and to the 
  front, knees bent. Forward arm is held bent at a 90 degree angle with hand open similar to a knife-hand strike, 
  and the rear hand in a fist against the waist.
  CHARACTER BONUSES
  Add 2 to P.S. 
  Add 1 to P.E. 
  Add 1 to P.P. 
  Add 10 to S.D.C.
  COMBAT SKILLS
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
  Basic Defense Moves: Dodge, Parry, Automatic Parry.
  Advanced Defenses: Automatic Dodge, Power Block/Parry (does damage!), Automatic Roll, Breakfall.
  Hand Attacks: Strike (Punch), Fore-Knuckle Fist, Backhand, Palm Strike, Double-Palm Strike, Duo-Fist Strike.
  Basic Foot Attacks: Kick, Snap Kick, Roundhouse Kick, Wheel Kick, Crescent Kick, Axe Kick, Backward 
  Sweep, Tripping/Leg Hook, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination 
  Fall/Dodge/Kick).
  Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick.
  Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo Chagi (Special! One opponent 
  is grabbed and another is kick simultaneously. Only takes one melee action, but requires two successful Strike 
  Rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked). 
  Holds/Locks: Arm Hold, Wrist Lock, Elbow Lock.
  Weapon Katas: None
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
  SKILLS INCLUDED IN TRAINING
  Martial Arts Powers: Select a total of three (3) powers from Body Hardening, Zenjorike, and Specialty Katas 
  (Note: Weapons Katas not allowed). If desired, any number of powers can be traded, one-for-one, for any Basic 
  Skill Programs (excluding physical). 
  Languages: Japanese
  Physical: Gymnastics 
  Philosophical Training: Bushido
  If this is your Primary Martial Arts Form then the following other forms can be learned in a shorter time. 
  Jujutsu (3 Years), Tae Kwon Do Karate (4 Years), or Taido (5 Years).
  LEVEL ADVANCEMENT BONUSES
  Level 1: +1 to Maintain Balance, Critical Strike from Behind, Death Blow on a roll of Natural 19 or 20
  Level 2: +2 to Roll with Punch/Fall/Impact, +2 to Damage
  Level 3: +1 Attack per Melee
  Level 4: +2 to Parry/Dodge, Critical Strike on Natural 17, 18, 19 or 20
  Level 5: +1 to Maintain Balance, +1 to Strike
  Level 6: +1 to Roll with Punch/Fall/Impact, +2 to Damage
  Level 7: +1 Attack per Melee
  Level 8: +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better
  Level 9: +1 Attack per Melee, +1 to Maintain Balance
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  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_karate.html
  Level 10: +1 to Roll with Punch/Fall/Impact, Select Two (2) Additional Martial Arts Powers from Body 
  Hardening, Special Katas, and Zenjorike. 
  Level 11: +1 to Strike, +2 to Damage
  Level 12: +2 to Parry/Dodge, Death Blow on roll of Natural 18, 19 or 20
  Level 13: +1 Attack per Melee, +1 to Maintain Balance
  Level 14: +1 to Roll with Punch/Fall/Impact, +2 to Damage
  Level 15: Select One (1) Additional Martial Arts Power from Body Hardening, Special Katas, and Zenjorike.
   
  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_karate.html (3 of 3) [1/4/2003 9:44:56 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_ryu_karate.htm
  Shotokan Ryu KARATE (exclusive)
  By Himura_Battosai
  Entrance Requirements: Strongly favored by those of honorable alignments. 
  Skill Cost: Ten Years (6 as a secondary art form) 
  A Japanese form of Karate descended from Shao Lin Kang Fu. It is not a wide spread form but has gain in 
  popularly because of the actions of Ryu and Ken. Students typically display a strong sense of honor and self-
  worth. The Dragon punch has become marks this karate form as unique. All most all students of this art are 
  trained in Nippon (Japan), But some masters have started schools in the West Coast of North America.
  Costume: Standard Karate Gi some times without sleeve.
  Stance: Facing sideways with knees bent, left arm facing opponent chest level, right pulled back to waist. Both 
  hands clenched into fists. 
  CHARACTER BONUSES 
  Add 15 To Chi
  Add 2 to P.E.
  Add 10 to S.D.C.
  COMBAT SKILLS 
  Attacks per Melee: 3 
  Escape Moves: Roll With Punch/fall/impact, Maintain balance
  Basic Defense: Dodge, parry, Automatic Parry
  Advanced Defenses: Multiple dodge, Circular Parry, break fall.
  Hand Attacks: Strike (punch), Power punch, upper cut (1D8 damage), Dragon Punch (special) A leaping upper 
  cut. It is a Critical Strike
  Basic Foot Attacks: kick attack, snap kick, crescent kick, Axe Kick, Reverse Turning kick, Backward Sweep, 
  leg hook,
  Jumping Foot Attacks: Jump Kick, Flying reverse turning Kick
  Special Attacks: Death Blow, leap Attack, Body Flip/throw, back roll throw (special) Dodge/throw artist drops 
  to the floor [roll for dodge] and then grabs opponent and throws him behind doing 2D6 damage.
  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_ryu_karate.htm (1 of 2) [1/4/2003 9:44:59 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_ryu_karate.htm
  Weapon Katas: None
  Modifiers to Attacks: pull punch, Knock out/Stun, Critical Strike, Critical strike from behind
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Select 3 powers from body Hardening, Chi mastery, or Martial art Techniques. Powers 
  may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.
  Language: Japanese
  Cultural Skills: (choose one) Calligraphy, Haiku, Go
  Philosophical Training: Bushido or Zen
  If this is your primary martial arts form, the following styles may be learned in a shorter period of time: Te (3 
  years), Shao Lin (5 years), Tae Kwan Do (3 years), Kyokushinkai Karate (4 Years)
  LEVEL ADVANCEMENT BONUSES 
  1st + 1 Roll with punch/fall/impact, + 2 strike, Critical Strike from behind, knock out from behind.
  2nd + 1 Attack per Melee, +1 Parry/Dodge
  3rd + 1 roll with punch/fall/impact, + 1 Strike, + 1 leap
  4th + 1 Attack per melee, knockout/stun 19-20, death blow 19-20
  5th + 1 parry/dodge, +1 damage + 2 Maintain balance, choose one additional power from body Hardening, Chi 
  mastery, or Martial art Techniques.
  6th+ 1 Attack per Melee, + 2 Strike, + 1 damage
  7th +1 leap, + 2 parry/dodge, critical Strike 18-20
  8th + 1 attack, + 1 roll with punch/fall/impact, + 2 maintain balance
  9th + 1 to strike, choose one additional power from body Hardening, Chi mastery, or Martial art Techniques.
  10th + 1 Attack per melee, + 1 Roll with punch/fall/impact
  11th +2 damage, choose one additional power from body Hardening, Chi mastery, or Martial art Techniques.
  12th + 1 parry/dodge, + 1 leap, + 1 Strike, Double Chi
  13th +1 roll with punch/fall/impact, Death Blow18-20
  14th + 1 Attack per melee, + 1 parry/dodge +1 leap
  15th + 2 strike, add one Zenjorike power
  WHY STUDY Shotokan Ryu? 
  It is considered one of the coolest martial art forms right now. It is aggressive and well rounded form with few 
  disadvantages.
  http://www.geocities.com/kuseru/PMAN/Styles/shotokan_ryu_karate.htm (2 of 2) [1/4/2003 9:44:59 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/shuai_chiao.html
  Shuai Chiao 
  By Todd Sterrett 
  Shuai Chiao is one of the most ancient martial arts. The first Emperor of China was said to be skilled in 
  its practice. The earliest form of this art was practiced by the Mongolians and northern Chinese and involved 
  contest of skill and danger. Two warriors would stand in a circle with large horns either strapped to their head or 
  on some sort of helm. They would then try to gorge the other or throw their opponent to the ground. Today the 
  horns are gone, but the art still has a strong sporting element in addition to its value as a combat form. 
  There are many styles of Shuai Chiao, but the most prominent are Tientsin, Peking, and BaoDin. 
  Tientsin style uses the arms in a swinging motion to test the opponent and to feel when there is a chance to 
  apply a holding technique. The movements in Peking style are smaller, emphasizing the hold position and 
  keeping the opponent's hands at a distance. The tight-fitting uniform in Peking Shuai Chiao also makes getting 
  a firm hold more difficult. The third style is the BaoDin style of Shuai Chiao, also known as kuai Chico (fast 
  wrestling). It is the most famous of the three principal styles and most widely practiced world wide. BaoDin style 
  is distinguished by its larger movements and the speed and power of its techniques. As soon as contact is 
  made during a Shuai Chiao match the BaoDin warrior immediately tries to use a technique rather than 
  tentatively grasping and testing the opponent. 
  Shuai Chiao schools can be found in many major US cities, Hong Kong, China, and Mongolia. Shuai 
  Chiao is thought to be the mother art of such styles as Jujitsu and Sumo. 
  Entrance Requirements: No Attribute or Alignment restrictions. 
  Skill Cost: 11 Years (6 Years as a Secondary Martial Art Form) 
  Costume: Varies. Can range from informal sweats and a tee-shirt to traditional kung fu uniforms to modified 
  Judo Gi's. 
  Stance: Slightly slouched, feet at a right angle. Facing is slightly off center and the lead arm is slightly extended 
  palm up. 
  CHARACTER BONUSES 
  Add 2 to P.S. 
  Add 2 to P.E. 
  Add 2 to P.P. 
  Add 10 to S.D.C. 
  COMBAT SKILLS 
  Attacks per Melee: 2 
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance. 
  Basic Defense Moves: Dodge, Parry, Automatic Parry. 
  Advanced Defenses: Automatic Roll, Combo Parry/Attack, Disarm. 
  Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Claw, Fingertip. 
  Basic Foot Attacks: Kick, Snap Kick, Backward Sweep, Tripping/Leg Hook. 
  Jumping Foot Attacks: None. 
  Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Body Filp/Throw, Knee, Forearm, Elbow. 
  Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Combination Hold/Strike. 
  Weapon Katas: None 
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear, Critical Body 
  http://www.geocities.com/kuseru/PMAN/Styles/shuai_chiao.html (1 of 2) [1/4/2003 9:45:02 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/shuai_chiao.html
  Flip/Throw. 
  SKILLS INCLUDED IN TRAINING 
  Martial Arts Powers: Select a total of three (3) powers from among Body Hardening (Note: Demon Hunter 
  Body Hardening are not availible at first level) or Specialty Katas (Note: Weapons Katas are allowed, but Chi 
  Kata are not). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs 
  (excluding physical). 
  Languages: Chinese or Mongolian 
  Physical: Gymnastics, Wrestling 
  Philosophical Training: Buddihism 
  If this is your Primary Martial Arts Form then the following other forms can be learned in a shorter time. 
  Ch'a Ch'uan Kung Fu (5 Years), Ch'in-Na (4 Years), Jujutsu (3 Years), and Shao-Lin (6 Years). 
  LEVEL ADVANCEMENT BONUSES 
  Level 1: +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 Damage, Critical Strike on a Natural 20. 
  Level 2: +1 Strike, +1 Maintain Balance, Critical Strike from rear. 
  Level 3: +1 Attack per Melee, +1 Body Filp/Throw (does 2D6 damage) 
  Level 4: Select (1) Martial Art Power from Atemi, Body Hardening (no Demon Hunter), or Special Kata (no Chi 
  Kata), +1 to Roll with Punch/Fall/Impact, KO/Stun on a natural 19 ro 20. 
  Level 5: +1 Parry/Dodge, +1 Damage 
  Level 6: +1 Disarm, Death Blow on a Natural 20. 
  Level 7: Select (1) Martial Art Power from Atemi, Body Hardening (Including Demon Hunter), or Special Kata 
  (no Chi Kata), +1 Maintain Balance 
  Level 8: +1 Attack per Melee, +1 Roll with Punch/Fall/Impact 
  Level 9: +1 Leap (add 4 feet), +1 Damage 
  Level 10: +1 Strike, +1 Parry/Dodge 
  Level 11: Select (1) Martial Art Power from Atemi, Body Hardening (Including Demon Hunter), or Special Kata 
  (no Chi Kata), +1 Body Flip/Throw. 
  Level 12: +1 Attack per Melee, +1 to Maintain Balance 
  Level 13: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20. 
  Level 14: Select (1) Martial Art Power from Atemi, Body Hardening (Including Demon Hunter), or Special Kata 
  (Including Chi Kata), +1 to Damage 
  Level 15: +1 Attack per Melee, +1 Roll with Punch/Fall/Impact. 
  Why Study Shuai Chiao? 
  A versitle and practical art. Shuai Chiao is usefully in a wide varity of situations. It is most effective 
  against a single attacker, but a fighter trained in this art can handle multiple attackers. Each shuai-chiao 
  technique bears the internal composition of yin-yang; that is, a twofold element. The opponent may find his 
  head and upper torso being slammed into the ground while his feet are swept out from under him. The 
  opponent might find his leg captured or grabbed simultaneous with a strike to his throat. 
   
  http://www.geocities.com/kuseru/PMAN/Styles/shuai_chiao.html (2 of 2) [1/4/2003 9:45:02 PM]
  
  Shurikendo
  A little something I whipped up in response to Jim's request. I like it, he liked it. You will like it. :)
  SHURIKENDO
  by
  Lee Casebolt
  ENTRANCE REQUIREMENTS: None, other than a student must be (or once have been) a member of 
  the Order of Fafnir.
  The Order of Fafnir, as a millenia-old martial order dedicated to hunting supernatural creatures, has had a 
  plethora of master martial artists within its ranks. Each had their own unique skills and methods; their 
  own edge against the beasts they faced. Unfortunately, each style had flaws, and every approach was 
  inadequate in its own way. Most of these weaknesses revolved around one consistent problem - all the 
  various martial arts were designed to fight humans, not superhumans. The Order's warriors were well 
  aware that the techniques that worked so well against even the strongest human opponent frequently 
  failed against a vampire, Were, or Nightbane. Something new was needed.
  This in mind, the Clans which form the Order convened a meeting of their most skilled and experienced 
  warriors for the purpose of devising a method of combat specifically for battle with the supernatural. 
  Months of argument and debate over techniques and methods followed, until finally a set of guiding 
  principles was agreed upon. The system must be weapon-based, all agreed. Who, after all, wished to 
  fight a demon hand-to-hand? However, it must be flexible enough to work with a variety of weapons, 
  and even, in dire emergency, in the absence of weapons. Defense would be a top priority, and that 
  defense should be based upon movement and avoidance, rather than hard blocks and parries. At the same 
  time, the movements must be those practical even while in heavy armor - the intricate, acrobatic 
  movements many favored were abandoned for this system. Finally, attention must be paid to the internal, 
  not merely the external. No human could hope to face a vampire on equal terms physically; he (or she) 
  must develop more esoteric skills, as well.
  Once these guiding principles were set down, the true work began - selecting techniques and methods to 
  follow. From Japanese kenjitsu to Italian rapier fencing, from the Filipino art of kali to Zulu stick 
  fighting techniques, all the various methods which the Order members knew were dissected for 
  examination. That which fit was adopted; the rest was discarded. The resulting mish-mash was slowly 
  refined, with new methods being developed to replace older techniques that were found lacking. After 
  over ten years of work, the Wyrms were satisfied with the result, which they named Shurikendo - The 
  Way of the Secret Sword.
  Despite the name, students of Shurikendo are taught the use of a variety of weapons, as well as unarmed 
  skills, all under a unified principle of combat. First and foremost, a Shurikendo practitioner seeks 
  distance; being in the grasp of a Were or vampire is death, but at sword's length one has a fighting 
  chance. In Shurikendo, one avoids an attack completely, rather than meeting it with a blocking weapon, 
  and responds almost instantly with attacks to vital areas. Movements are subtle and precise, so an 
  opponent's attack may miss by mere millimeters, or glance harmlessly off of armor. Weapon work is 
  varied, with attacks from all angles.
  http://www.geocities.com/kuseru/PMAN/Styles/shurikendo.htm (1 of 3) [1/4/2003 9:45:07 PM]
  
  Shurikendo
  COSTUME: No official costume; warriors are often armored for battle, with details varying by personal 
  and/or Clan preference.
  STANCE: Varies with the weapon being used, but tends towards a small, fencer-like stance, with the 
  body at nearly a 90 degree angle from the opponent, and the weapon held in one of a variety of offensive 
  positions.
  CHARACTER BONUSES:
  Add 10 to CHI
  Add 2 to ME
  Add 2 to PP
  Add 1 to PE
  COMBAT SKILLS:
  Attacks per Melee: 3
  Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
  Basic Defensive Moves: Dodge, Parry, Automatic Parry
  Advanced Defenses: Automatic Roll, Automatic Dodge, Multiple Dodge, Breakfall, Disarm
  Hand Attacks: Strike (punch), Palm Strike
  Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks, Push Kick (SPECIAL! Does 1d4 
  damage, and opponent is forced out of combat range. Opponent also loses initiative. A successful Roll 
  with Punch/Fall/Impact results in no damage, but the victim is still forced back.)
  Special Attacks: Death Blow, Elbow, Knee, Body Flip/Throw, Floor Lunge (SPECIAL! A Combination 
  Dodge/Strike with a weapon, where the character dives low to avoid an attack, while simultaneously 
  counterattacking with a handheld weapon. No bonuses to Strike or Dodge, but no automatic defenses {ie, 
  automatic parry, automatic dodge} may be used against this attack - all defenses use up one melee 
  attack/action), Critical Flip/Throw
  Holds/Locks: Body Hold
  Weapon Katas: W.P. Sword, plus one other W.P. of choice
  Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from behind
  SKILLS INCLUDED IN TRAINING:
  Martial Arts Abilities and Powers: Select two from Body Hardening Exercises (including Demon 
  Hunter), Martial Arts Techniques (including Advanced), and/or Special Katas (including Chi Katas).
  Language: None
  Technical: Lore: Demons and Monsters, Lore: Vampires
  Philosophical Training: None
  LEVEL ADVANCEMENT BONUSES:
  1st: +2 to Roll with Punch/Fall/Impact, +2 to Dodge, Critical Strike from behind
  2nd: +1 to Strike, Critical Strike on Natural 19 or 20
  3rd: +1 to Parry/Dodge, +1 to Body Flip/Throw
  4th: Select one additional ability from Body Hardening Exercises (including Demon Hunter), Martial 
  Arts Techniques (including Advanced), or Special Katas (including Chi Katas)
  http://www.geocities.com/kuseru/PMAN/Styles/shurikendo.htm (2 of 3) [1/4/2003 9:45:07 PM]
  
  Shurikendo
  5th: +1 to Initiative, +2 to Damage
  6th: +1 to Breakfall, +2 to Disarm
  7th: Add one attack per melee round, +1 to Maintain Balance
  8th: Death Blow on Natural 19 or 20
  9th: Critical Strike on Natural 17, 18, 19, or 20, +1 to Strike
  10th: Select one additional ability from Body Hardening Exercises (including Demon Hunter), Martial 
  Arts Techniques (including Advanced), or Special Katas (including Chi Katas)
  11th: Add one attack per melee
  12th: +1 to Strike, +1 to Parry/Dodge
  13th: +2 to Roll with Punch/Fall/Impact, +2 to Breakfall
  14th: Double existing chi
  15th: Add one *Zenjoriki* power
  WHY STUDY SHURIKENDO? To fight supernatural evil. No art is as uniquely suited to one-on-one 
  combat with vampires, demons, and werewolves as Shurikendo. It offers a mix of weapons and internal 
  skills, but is somewhat weaker than other arts in unarmed combat.
  http://www.geocities.com/kuseru/PMAN/Styles/shurikendo.htm (3 of 3) [1/4/2003 9:45:07 PM]
  
  Internet Antics
   
   
  I have been around the internet for quite some time and thought I would share some of the wonderful things 
  people say to one another in a chat room *rolling eyes*. Chatting is fun, but some people take it waaaaaaay too 
  seriously. I have learned much since I first turned on the power button of my computer, (gawd I love my HTML 
  *hehehehe*). So this is for YOU, the visitor to use or peruse as you see fit..and learn that there are many 
  types of people surfing around here! Some nice..and some NOT SO NICE..*LOL* ~ I hope you enjoy your stay, 
  and maybe get some laughs, but most of all have fun because this is meant to amuse and not harm a soul ~ 
  *wink* 
  I go by the name of Silky while chatting here on the great World Wide Web, at the Chathouse
  and usually in the The Ladies Room 
  Warning! ~ Some of these wavs may be 
  offensive..please listen with caution
  ...ohhh what an art...
  ...Now THESE are lessons...
  treat YOURS...
  Various songs and code 
  to add to your own page
  Those oh so smooth lines you just love!
  For those who want to be safe!..*lol*
  Have you seen a HANDLE or "COME ON" line?..please 
  tell me about it..*w*
  Tags that I made..you need one??
  ~Savor IT!~
  Ways to tell someone...they are ~ ...
  Go awwwn...take a lookie
  You know you wanna see what
  they look like!..*pimp*
  Having probs with HTML?
  http://www.geocities.com/SouthBeach/Sandbar/4926/ (1 of 3) [1/4/2003 9:45:37 PM]
  
  Internet Antics
   
   
  "..We have sooooo much in common.."
  ...*efg*...
  ...*Grope*... 
  Go awwwwn.. Sign IT! 
   Take A Peek! 
   
  I use a font called BernhardFashion BT, throughout my site,
  If you wish to see some things as they were meant to be seen, 
  You may download it Here 
  Just Unzip and place it in your fonts 
  folder in Windows. 
  http://www.geocities.com/SouthBeach/Sandbar/4926/ (2 of 3) [1/4/2003 9:45:37 PM]
  
  Internet Antics
   
  http://www.geocities.com/SouthBeach/Sandbar/4926/ (3 of 3) [1/4/2003 9:45:37 PM]
  
  Wavs
  ~...Wavs...~ 
  STFU for 10 seconds
  Is it possible for you to
  shut the F up for 10 seconds
  2 sexy
  song...Too Sexy
  3 steps
  You would need three
  promotions to get to be an AH
  BS artist
  OH! A BS artist
  Asking You
  I don't remember asking you
  a GD thing!
  Pardon my French
  Pardon my French
  But you're an AH
  Pissed Off
  I'm so pissed at you that
  I could rip your T off and
  Staple them to your ankles
  Bananas
  This guy couldn't get layed
  in a monkey WH with a 
  bag of bananas!
  One More ?
  You ask me one more question
  and I'm going to beat the S outta 
  you
  Be-Blunt
  Butt Out
  You have nothing to 
  contribute to this so 
  stay theF*** out!
  I'm In Control
  Oh I'm in control, cause
  right now I would
  like to ring your f'ing neck
  but I'm not going to
  I wouldn't If I were YOU!
  DON'T F*** WITH ME 
  FELLAS!
  Take Off Dress
  song!
  Egotist
  YOU are the most egostistical
  self deluded person that
  I have ever met
  Vibrator
  Well, I'd rather get **** by
  a vibrator than your....anyday
  On My Forehead?
  Excuse me, but do I have
  "F" me written on my forehead?
  Get Lost
  Get Lost you maggot!
  BRAINS???
  Might I suggest that from this
  moment the rest of this discourse
  is conducted by those
  with brains LARGER than a 
  Imbecile
  Oh,he's an imbecile probably
  from birth, the man's a complete 
  idiot
  Insults
  various insults
  Kick Crap Outta Ya!
  listen to me you, when i catch you 
  I'm gonna rip your eyes out and 
  shove them down your pants, so 
  you can see me kick the crap outta 
  you
  Phonics Master
  You obviously have a wonderful 
  economy with words..I look 
  forward to your next syllable..with 
  great eagerness!
  You Really ARE!
  You really are a ....AH
  RUDE
  You are interrupting my 
  conversation..and that's rude...so 
  get the F outta here
  Outside with Ya!
  Why don't you run outside and 
  jerk yourself a soda
  Stupidest
  This could very well be the 
  stupidest person on the face of the 
  earth!
  Whip ME!
  http://www.geocities.com/SouthBeach/Sandbar/4926/wavs.html (1 of 2) [1/4/2003 9:45:51 PM]
  
  Wavs
  If I may be so blunt
  who gives a s***
  ouch~just watching
  My a** hurts just
  watching this
  Badboy
  hmmm baby...whatta 
  badboy you are
  BIKER
  Who ya calling jerk...etc..
  BadGirl
  I'm a bad girl...
  *moan*..*whip snap*
  wow ~ so SMALL
  That has got to be the 
  smallest thing I have
  seen in my whole life
  grape!
  Handcuffs
  You sound like a nasty little
  boy who needs to be handcuffed...
  *whoooooo...snap of whip*
  don't worry I won't hurt you
  *WHOOOOOO*
  Hotter
  YOU got me hotter
  than Georgia asphalt
  They're Showing!
  *yer b**** are showing*
  FreeTime
  You got too much free
  .... time on your hands
  Have IT
  HEY SHUDDUP!..
  yeah we're trying to have
  .....over here
  *teeny voice*..help me I 
  can't...*whip 
  snapping*...*MOAN*...
  Who ARE YOU
  Who the "F" are you to tell me 
  what to do
  Who's Who
  these guys are in the who's who of 
  AH'S
  Happy to SEE me
  Is that your mouse you're holding 
  or are you just excited to see me
  In My LAP
  Tonight I'm going to lapdance 
  every midget in the house
  Admirer
  Well whaddaya know I got an 
  admiweah
  Home | Wav Files | It's a Delicate Art | FRIENDS 
  ooOOoo Those "ComeOn" lines | Protection ~ *lol* | 
  Licking Lips 
  Politically Correct? | SUBMIT Your Own | Golf Anyone? 
  Songs 
   
  http://www.geocities.com/SouthBeach/Sandbar/4926/wavs.html (2 of 2) [1/4/2003 9:45:51 PM]
  
  Martial Art Styles T
  Martial Art Styles T 
  Name
  Game
  Application Country
  Author
  Tae Kwon Do
  Any
  Quickie
  Korea
  Kuseru
  Taizu Quan
  N&S
  Conversion
  China
  Hibik
  Tan Tui
  N&S
  Conversion
  China
  Hibik
  Tarken De'irth
  PF
  Fiction
  NA
  Sinestus
  Tai Chi
  Any
  Quickie
  China
  Kuseru
  Tatsumi Ryu
  N&S
  Conversion Japan
  Kuseru
  Tendo Ryu Naginatajutsu
  N&S
  Conversion
  Japan
  Kuseru
  Tendo Ryu Karate
  N&S
  Fiction
  Japan
  Daimyo Shi
  Tengu-Jutsu 
  N&S
  Fiction
  Japan
  Mantisking
  Tenshin Shoden Katori Shinto-ryu 
  Kenjutsu
  N&S
  Conversion
  Japan
  Kuseru
  Tetsu Jumoku Ryu 
  N&S
  Fiction
  Japan
  Mantisking
  The Art of the Bow
  PF
  Fiction
  NA
  Sinestus
  The way of Defence
  N&S
  Fiction
  Unkown
  Sinestus
  The Arte of Defence*
  N&S
  Conversion
  Europe
  Lee Casebolt
  The Kuonji School of Okonomiyaki 
  Chef 
  N&S
  Fiction
  Japan
  Cutter Kinseeker
  Three Winds
  N&S
  Fiction
  Unkown
  Sinestus
  Tickle-Fu
  N&S
  Humor
  Worldwide
  Mantisking
  Tieh-Min Pai
  N&S
  Fiction
  China
  GigaDragon
  Titan Swordsmanship
  PF
  Fiction
  NA
  Mephisto
  Tobu Tsuken Ryu Kenjutsu
  N&S
  Fiction
  Japan
  Mantisking
  Triad
  Rifts
  Fiction
  NA
  Brett Hegr
  Troll Natural Combat
  PF
  Fiction
  NA
  Mephisto
  Tsang Chuna
  N&S
  Conversion
  China (Tibet)
  Mantisking
  Tsou Sheng Kung Fu
  N&S
  Fiction
  China
  KnightFall
  Twin Spheres Kung Fu
  N&S
  Fiction
  China
  Sinestus
  Number of Styles: 25
   
   
   
   
  http://www.geocities.com/kuseru/PMAN/Files/StyleT.htm [1/4/2003 9:49:35 PM]
  
  http://www.geocities.com/kuseru/PMAN/Styles/hth_tkd.htm
  Hand to Hand: Tae Kwon Do (Quickie version)
  By Kuseru
  NOTE: Does not get "two attacks for living"!
  Tae Kwon Do "Way of hands and feet" is a striking martial art. Kicks and punches are 
  combined efficiently for the best possible attack. A very kick oriented martial art.
  Requirements: Three skill selections.
  Attacks Per Melee: 2
  Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto 
  Parry, Punch, Palm Strike, Kick, Snap Kick, Roundhouse Kick, Jump Kick, Backward Sweep, 
  Reverse Turning Kick, Drop Kick, Knock-Out/Stun, Critical Strike.
  Level Advancement Bonuses
  1st: +2 to roll with punch/fall/impact and +2 to strike.
  2nd: Two additional attacks per melee round.
  3rd: Knife Hand or Backhand.
  4th: +2 to parry and dodge.
  5th: One additional attack per melee round.
  6th: Leap Attack.
  7th: One additional attack per melee round.
  8th: +2 to roll with punch/fall/impact and +1 to strike.
  9th: Knockout/stun on an unmodified roll of 18, 19 or 20. 
  10th: +2 to damage.
  11th: One additional attack per melee round.
  12th: Critical strike on an unmodified roll of 18, 19 or 20.
  13th: One additional attack per melee round.
  14th: Death Blow on a Natural 19 or 20.
  15th: +2 to parry and dodge.
  http://www.geocities.com/kuseru/PMAN/Styles/hth_tkd.htm [1/4/2003 9:49:53 PM]
  
SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/3rd Party/Rifts Palladium Martial Arts Netbook.pdf