Advanced Ninjas And Superspies Book I: Martial Arts

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Advanced Ninjas and Superspies Book I: Martial ArtsDesign: Marco FerraroCopyright 1990, 2005 and 2018 Palladium Books Inc. & Kevin Siembieda; all rightsreserved world wide. No part of this work may be sold, distributed or reproduced in partor whole, in any form or by any means, without written permission from the publisher.All incidents, situations, institutions, governments and people are fictional and anysimilarity to characters or persons living or dead is strictly coincidental.Rifts , The Rifter , RECON , Splicers , Palladium Books , Phase World , ThePalladium Fantasy Role-Playing Game , Megaverse , Nightbane , The Mechanoids ,The Mechanoid Invasion , Coalition Wars and After the Bomb are RegisteredTrademarks of Palladium Books Inc. Heroes Unlimited, Beyond the Supernatural, andother published book titles, names, slogans and likenesses are trademarks of PalladiumBooks Inc. and Kevin Siembieda.Nightlands , Heroes Unlimited , Villains Unlimited , Powers Unlimited , AliensUnlimited , Beyond the Supernatural , Boxed Nightmares , Dead Reign , Warpath:Urban Jungle , Ninjas & Superspies , Mystic China , Triax , Arzno ,MercTown , Mindwerks , Vampire Kingdoms , Federation of Magic , JuicerUprising , Phase World , Wormwood , Psyscape , Cyber-Knight , Glitter Boy ,Juicer , Mind Melter , Psi-Stalker , Coalition States , Northern Gun , DogBoy , SAMAS , Wilk’s , Erin Tarn , Emperor Prosek , Naruni , NaruniEnterprises , Splugorth , Mega-Damage , M.D.C., S.D.C. , I.S.P. , P.P.E. ,O.C.C., R.C.C., is a trademark owned and licensed by Palladium Books, Inc. and KevinSiembieda.2

ContentsForewordAdditional Martial Arts A-Z34ForewordThis document is a compilation of all the martial arts from various internet sites, many ofwhich are no longer around. None were created by me.3

Hand to Hand: Advanced ZeroGravityBy KuseruNOTE: Does not get "two attacks forliving"!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 skillfighting in any kind of gravity has a -3modifier on all combat dice rolls,including damage rolls. In addition, iffighting in zero gravity against someonewith no zero gravity movement/combatskills, the character gets a 2 on allcombat rolls, excluding damage, andalso gets one additional attack per melee.In order to obtain these skills, thecharacter must have spent at least sixmonths in a weightless environment. It ispossible for one character to take bothHand to Hand: Expert Self Defense orExpert Military and Hand to Hand:Advanced Zero Gravity skills, butbonuses are NOT cumulative.Requirements: Two skill selections. ZeroGravity Movement SkillAttacks Per Melee: 3Basic Moves and Special Techniques:Roll with Punch/Fall/Impact, Dodge,Parry, AutoParry, Disarm, Entangle, Punch, KnifeHand, Kick, Snap Kick, Pull Punch,Knock-Out/Stun,Critical Strike, Knock-Out/Stun fromBehind, Critical Strike from Behind.Level Advancement Bonuses1st: 2 to roll with punch/fall/impact, 2to pull punch.2nd: 2 to parry and dodge.3rd: Tripping Leg/Hook or BackwardSweep.4th: One additional attack per meleeround.5th: 2 to strike and 1 on initiative.6th: Knockout/stun on an unmodifiedroll of 18, 19 or 20.7th: 2 to damage and 4 to disarm.8th: One additional attack per meleeround.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 unmodifiedroll of 18, 19 or 20.13th: 2 to strike and 1 on initiative.14th: One additional attack per meleeround.15th: Death Blow on a Natural 20Hand to Hand: Aikido (Quickieversion)By KuseruNOTE: Does not get "two attacks forliving"!Aikido is another martial arts formknown to the modern characters living inJapan. It has the greatest pacifist stanceof all the martial arts. Its focus is entirelyon defense, with absolutely no offensivemaneuvers. In the 20th century, Aikidowas created by drawing on techniquesfrom Jujutsu, Judo, Karate and Kendo.The Aikido martial artist can fend off theattacks of any and all who approach.Their goal in combat is to subdueopponents as quickly as possible. To dothis they seize the leading part ofthe attacker's body, usually right at thewrist or ankle. At this point, one caneither use the attacker's momentum in aflip/throw, or, by applying a joint lock,one can lead the attacker around into ahelpless position on the ground.Requirements: Three skill selections.Alignments must be Principled (Good),Scrupulous(Good), Unprincipled (Selfish), orAberrant (evil).4

Attacks Per Melee: 1Basic Moves and Special Techniques:Roll with Punch/Fall/Impact, Dodge,Parry, AutoParry, Disarm, Knife Hand, Trip/LegSweep, Pull Punch, Knock-Out/Stun,Critical Strike.Level Advancement Bonuses1st: 2 to roll with punch/fall/Impact, 2to 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 meleeround.7th: Critical Body Flip/Throw.8th: 2 to roll with punch/fall/Impact, 2to 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 meleeround.13th: 2 to Body Flip/Throw (does 3D6damage).14th: Automatic Body Flip/Throw.15th: Critical Body Flip/Throw on aNatural 18, 19, or 20.Hand to Hand: Aikido ( revised )By JJ FuzzSkill Cost: Four "other" skills, or asnoted under O.C.C. Skills section.Techniques Known at First Level: BodyBlock/Tackle (1D6 damage), Body Flip/Throw (2D6 damage), automaticflip/throw, critical flip/throw, breakfall,disarm, roll with punch/fall/impact, pullpunch, multiple dodge, automatic parry,kick attack (2D4 damage), and the basicstrike, parry and dodge.Locks/Holds: Arm hold, leg hold, bodyhold, neck hold, wrist lock, arm lockSpecial Attacks: Knife hand knock-out(Special! The opponent must first be insome sort of joint lock or bound. It doesno damage but renders the victimunconscious for 2D4 melees. Requires anormal strike roll), combinationautomatic parry/strike, combinationautomatic parry/throw (automaticflip/throw).Modifiers to Attacks: Pull punch, knockout/stun, automatic flip/throw, criticalflip 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 ordomestic:cultural skills, or HolisticMedicine (any) or Identify Plants &Friuts.Selected skills recieve a 15% skillbonus.Character Bonuses: Add 2D4 to P.P.E.and I.S.P. (if applicable), 2D6 toS.D.C., 1D4 to M.E., 1 to P.P.,and 1 to P.E.Level Advancement Bonuses:Level 1: Add two additional attacks permelee, 2 to parry and dodge, 3 tobreakfall, 2 to roll withpunch/fall/impact, 2 to body flip/throw,critical flip/throw on natural 20 (doubledamage; 4d6 damage), criticalstrike on natural 20.Level 2: Learns automatic locks, 1 oninitiative, 2 to parry and dodge.Level 3: Learns knife hand knock-out,add 1D6 to P.P.E or I.S.P., 1 todisarm.Level 4: One additional attack permelee, 1 to strike, 1 to bodyflip/throw .Level 5: Automatic Dodge, criticalflip/throw on natural 18 or better (doubledamage), 1 to body block tackle.5

Level 6: 1 to parry and dodge, 1 tobody flip/throw (flip/throw damage does2D6 extra damage instead of theusual 1D6 damage, inflicting 3D6 totaldamage).Level 7: 2 to pull punch, 1 to disarm.Level 8: One additional attack permelee, 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 permelee.Level 13: 1 on initiative, 2 to bodyblock/tackle.Level 14: Critical strike on natural 18,19, or 20.Level 15: One additional attack permeleeAikijutsu (EXCLUSIVE)By KuseruEntrance Requirements: Limited to thoseof Honorable Alignments. MinimumAttributesinclude I.Q.: 9, P.S.: 8, P.P.: 12, andSpd.: 10.Skill Cost: 14 Years.Aikijutsu developed within the Aizudomain of Japan where certain familiescame together, bringing their ownexpertise in Jujutsu, swordsmanship,spearmanship, horsemanship, archery,strategy, and other war-related arts.Other non-martial arts were also valuedsuch as calligraphy, poetry, healing arts,ethics, etiquette, and other areas oflearning more related to peace. The moretraditional lines of Aikijutsu today stillgive priority to the spiritual training ofthe student, and judges his or herprogress by means of character,dedication, humility, willingness tocontribute to the welfare of the dojo, theprogress of the fellow students, andother traits that show a loyal and selflessspirit. These make a student worthwhileto be instructed in the inner secrets of theart. These fundamental principles are:1. Metsuke: Meeting or focus of theeyes.2. Kokyu: Breathing.3. Ma-ai: Distance between opponents.4. Kuzushi: Breaking the opponent'sbalance.5. Zanshin: Staying attentive at the endof a technique.6. Aiki: Spirit or energy unification.Costume: Keikogi and HakamaStance: Facing opponent with one footforward and the other back, armsextended forward asif holding a sword. Hanmai - The readystance used to precede most techniques,also referredto as a "T" stance.CHARACTER BONUSESAdd 1 to P.S.Add1 to P.P.Add1 to M.E.Add2 to Spd.Add 5 to ChiCOMBAT SKILLSAttacks per Melee: 3Escape Moves: Roll withPunch/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, PalmStrike.Foot Attacks: Kick, Backward Sweep,Trip/Leg Hook, Snap Kick, ReverseTurning Kick, Drop Kick.Jumping Foot Attacks: Jump KickSpecial Attacks: Death Blow, Leap,Body Block/Tackle, Body Flip/Throw,6

Choke, Knee, Elbow, Forearm,Grab/Attack, Parry/Attack, ParalysisAttack, Headbutt . Holds/Locks: ArmHold, Leg Hold, Body Hold, Neck HoldWrist 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 fromRearSKILLS INCLUDED IN TRAININGMartial Arts Powers: Automaticallyreceives Zanshin, Select a total of one(1) Powers from among BodyHardening, Special Kata, or Martial ArtTechniques.Language: Japanese.Cultural Skills: Calligraphy, Etiquette,First Aid, Haiku, Horsemanship,Strategy, Ukio-E.Philosophical Training: Zen.If this is your Primary Martial Art Stylethen the following other styles can belearned in ashorter time: Goshinjutsu (4 Years),Jujutsu (3 Years), Kaze Arashi Ryu (7Years), or Kito RyuJujutsu (6 Years).LEVEL ADVANCEMENT BONUSES1st: 3 to Roll with Punch/Fall/Impact, 2 to Parry/Dodge, Critical on a 19 or20.2nd: 1 to Strike, 1 to Disarm.3rd: 1 to Body Flip/Throw (2D6damage), 2 to Maintain Balance, SelectOne (1) Martial ArtPower from Body Hardening, SpecialKata, or Martial Art Techniques.4th: 1 Attack per Melee, KO/Stun onan 18, 19, or 20.5th: 2 to Roll with Punch/Fall/Impact,Critical on an 18, 19, or 20, Death Blowon a Natural 20.6th: 1 Attack per Melee, Select One (1)Martial Art Power from BodyHardening, Special Kata,or Martial Art Techniques.7th: 1 Body Flip/Throw, 1 toDamage.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, SpecialKata, or Martial ArtTechniques.12th: 1 to Parry/Dodge, 1 to Strike.13th: 1 Attack per Melee, 2 to Rollwith Punch/Fall/Impact, 1 to MaintainBalance.14th: Death Blow on a Natural 19 or 20,Select One (1) Martial Art Power fromAtemi, SpecialKata, or Martial Art Techniques.15th: 1 Attack per Melee, Select oneZenjorike.WHY STUDY Aikijutsu?Combining the best of Jujutsu andKenjutsu, Aikijutsu is a powerful artwith awesome offensive and defensiveabilities. The main drawbacks are theintensive, rigorous and strict training,coupled with limited mental abilities.Aikikai Aikidoby Lee CaseboltEntrance Requirements: Alignment mustbe Principled (good), Scrupulous (good),Unprincipled (selfish), or Aberrant(evil). There are no attributerequirements.Skill Cost: 15 years(Basically, this is a representation ofAikido based on my GM's numerouscomplaints. It's resemblance to "true"Aikikai-school aikido is indeterminate.In terms of history and philosophy, it is7

identical to the Aikido found on page 84of Ninjas and Superspies.)Costume: Standard Karate outfit with theaddition of a black hakamaStance: Shizentai Gamae; a naturalstance, facing either right or left, feet ashoulder's width apart, forward handoutstretched loosely, rear hand held backfor defense.CHARACTER BONUSES:Double Normal CHI 4 ME 2 PPCOMBAT SKILLSAttacks per Melee: 1 Escape Moves:Roll with Punch/Fall/Impact, BreakfallBasic Defensive Moves: Dodge, Parry,Automatic Parry Advanced Defenses:Multiple Dodge, Circular Parry, DisarmHand Attacks: Strike (Punch), KnifeHand Foot Attacks: None SpecialAttacks: Body Flip/Throw, AutomaticFlip/Throw, Critical Flip/ThrowHolds/Locks: Neck Hold, Wrist Lock,Elbow Lock, Automatic WristLock, Automatic Elbow Lock WeaponKatas (Pick Two): WP Sword--Katana,WP Sword--Bokken, WPKnife--Tanto, WP Jo StaffSKILLS INCLUDED IN TRAININGMartial Arts Powers: Recieves theZanshin Martial Arts Techniqueautomatically. Select one additionalpower from Atemi Abilities or ChiMastery.Language: Japanese, Full LiteracyCultural Skills: Ikebana, Bonsai,Calligraphy, Ukio-E, Haiku, or GoPhilosophical Training: ZenLEVEL ADVANCEMENT BONUSES(see Ninjas and Superspies, page 85)WHY STUDY AKIKAI AIKIDO? Aslightly more combat oriented style thanstandard aikido, it shouldappeal to those who need some offensewith their defensive skills. Somewhatless mystic power than theusual aikido.Anbo-JyutsuThe Ultimate Way of the StaffBy Cutter KinseekerIn the distant future of another time-line,the martial arts had become obsolete inthe face of superpowerful weaponry. Assuch, they had been relegated to mostlyceremonial functions and were rarely ifever used in actual combat. Many of themore aggressive martial arts died outcompletely (or lived on secretly) inthose dark times, but at least one newform was created. Even though humansof the future liked to believe themselvesfree from all violent impulses, they stillrequired an occasional venting of angerand frustration. Because of thecombatant nature of the martial arts,these ancient practices were deemedworthy of further study; the fact thatthey required great mental andphysical discipline as well was seen as agreat plus. So, sometime in the mid- tolate 23rd century, an historianand student of the martial arts decided tocreate his own form. Well, it wasn'tactually that simple a decision, butit's as good a description as any.Working with the idea that the martialarts should be a vent for negativeemotions and not a means ofself-defense, this historian (who isironically unnamed in the history texts oflater eras) synthesized a workableform from his knowledge of many olderforms. He called this discipline "AnboJyutsu," but among its practitioners itwas often called (wrongly andarrogantly) "the ultimate advancement inthe martial arts." Anbo- Jyutsu ispracticed and performed in light-weight8

armor made out of a material similar tokevlar. Its primary weapon is a staffabout five feet long, with a paddedweight on one end and a carved airwhistle on the other. In combat, thesestaves made a low, throbbing noisecounterpointed with shrill whistles eachtime it strikes. However, the moststunning thing about this martial art(besides its impressive appearance) isthat it is performed without the benefitof sight! All Anbo-Jyutsu armor is builtwith an attached faceplate which can belowered or raised. In performances,mock battles, and grudge matches, it isalways kept down. Anbo-Jyutsu hasmany wide, sweeping, circular motionsin it, partly to make up for the lack ofsight, but also just for the sake of animpressive appearance. Do not be fooledby thinking this martial art weak justbecause it prides itself on appearance; onthe contrary, practitioners of AnboJyutsu (who often consider it agame rather than a combat discipline)equate being good with looking goodand can be truly devastating, bothto their mock opponents and their realones. (Note: If you want to use this in acampaign that isn't Phase World/Rifts,arbitrate that a group of Anbo-Jyutsupractitioners were caught in a transporteraccident and sent to whatever gameworld you're using. Or just movethe background [ie: an historian with apenchant for the martial arts] towhatever game world you're using.)Entrance Requirements: PP 13; PE 11;MA or PB 12Skill Cost: 4 years (people can learnAnbo-Jyutsu fairly quickly because of itsdependence on the purely physicalaspects of martial arts)Costume: Light, padded armor forcompetitions which is fairly useless inreal battle (AR 16; 25 SDC);traditional colors are red and blue, butany are allowed. If actually fighting, thepractitioners go with somethingcomfortable, but stylish, depending onindividual tastes.Stance: Feet planted wide, pointing apartat a 45-degree angle, weight on the ballsof the feet rather than theheel. Arms kept level and steady,holding the staff in a defensive posture.CHARACTER BONUSESAdd 2 to PPAdd 1 to PEAdd 1 to PSAdd 15 to SDCAdd 5 to sound-based perception (ifthose optional rules are used)COMBAT SKILLSAttacks per Melee: 3Escape Moves: Roll withPunch/Fall/Impact, Maintain BalanceBasic Defensive Moves: Parry, Dodge,Automatic ParryAdvanced Defenses: Circular Parry,Disarm, Multiple Dodge, CombinationParry/AttackHand Attacks: Strike (Punch), PalmStrikeBasic Foot Attacks: Kick AttackSpecial 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 twolevels higher than actual level), WPShort Staff (treat as two levelshigher than actual level), WP Short Staff(Paired) (treat as two levels higher thanactual level)Modifiers to Attacks: Pull Punch,Knock-Out/Stun, Critical Strike, CriticalStrike from Behind, Staff Choke(Special, see below)SKILLS INCLUDED IN TRAINING9

Martial Art Powers: Select a total of twopowers from either Body HardeningExercises (with the exception ofChagi/Kick Practice) or Special Katas. Ifthe optional perception rules are notused, ignore the Blindfightingability and the perception bonuses, andinstead give the character the ability ofZanshin.Languages: EnglishCultural: PerformancePhysical: Prowl, AthleticsPhilosophical Training: None, exceptpossibly "win as much as possible whilelooking as good as possible."If Anbo-Jyutsu is your primary martialart form, then the following other formscan be learned in ashorter time: Jujutsu (3 years), Choy-LiFut Kung Fu (4 years), Isshin-RyuKarate (4 years), Tai-Chi Ch'uan (5years), or Taido (6 years).LEVEL ADVANCEMENT BONUSESLevel 1: 3 to roll with punch, 3 toparry, Critical Strike on natural 20Level 2: 1 to strike with staves, KnockOut/Stun on natural 19-20Level 3: 1 attack per melee; 1 toparry/dodge, 1 to disarmLevel 4: 2 to damage with staves,Select one additional martial art powerfrom Special KatasLevel 5: 2 to Maintain Balance, CriticalStrike on natural 19-20Level 6: 1 to roll with punch, 3 to pullpunch, Knock-Out/Stun on Natural 1820Level 7: 2 to parry, Select oneadditional martial art power from BodyHardening (except Chagi)Level 8: 1 attack per melee, 1 toMaintain Balance, 2 to disarmLevel 9: 1 to damage with staves, 1 toparry/dodge, 1 to strike with stavesLevel 10: Critical Strike on Natural 1820, 1 to disarmLevel 11: 1 to strike and dodge, DeathBlow on Natural 20Level 12: Select one additional martialart power from Body Hardening (exceptChagi), Special Katas, orMartial Arts TechniquesLevel 13: 2 to roll with punch, 1 todisarm, Critical Strike from behindLevel 14: 1 to strike/parry with stavesLevel 15: Death Blow on natural 19-20Why study Anbo-Jyutsu?Despite its flashy maneuvers andposturing, Anbo-Jyutsu is a viablemartial art with a great deal ofstrength in one area: the staff.Practitioners of this martial art are goodat putting on shows, but are also good atwinning fights, as long as a staff or rodis readily available (and many carryconcealed hardwood dowel rods"just in case"). Those that practiceAnbo-Jyutsu never start fights (youmight get dirty, after all) and wouldrather avoid them, but can defendthemselves along with the best of them.The only area in which Anbo-Jyutsu isnotably deficient is kick attacks, mainlybecause the tournament rules (andremember, originally this martial artwas just for show) forbid kicks.Special ManeuversBlindfightingAnbo-Jyutsu is unique among themartial arts in that all matches are foughtcompletely blind! While those thatpursue this form as a means of selfdefense are not required to fight everybattle blind, they ae very prepared incase 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 -1to strike, parry, and dodge. If it fails,then half the usual penalties apply.Temple Strike10

On a called shot at -4 to strike, apractitioner of Anbo-Jyutsu may make astaff or rod strike against the side of anopponent's head. This strike inflictsdouble damage, results in the negationopponent's combat bonuses for 1D4melees, and has a 15% (damageinflicted)% chance of causing knock-outfor 1D4 minutes! Repeated usage of thisattack (ex: reducing an opponent to 1 HPusing only this attack) can result inserious and long-lasting brain damage(GM has final say).Tripping StrikeThis strike is aimed at an opponent'slegs, preferably the bend of the knee, butthe shin works as well. This attack doesminimal damage (1D4) and is usedprimarily to ensure a knock-down on anopponent. Treat it exactly as theTripping/Leg Hook from N&SS.Pinwheel AttackThis flashy, show-off move is usedprimarily to intimidate but also has gooddamage. Unfortunately, the use of thePinwheel Attack (so called because ofthe "pinwheeling" motions of theattacker's arms) results in an almostcompete loss of defensive capability forits duration! The build-up to this attackis eerily silent for all its obvious power.In the moments preceding this attack, theattacker begins to whirl his weapon(s) ina circular pattern that does look like apinwheel, all the while moving closer tothe target. This attack must be the firstattack in a melee round, and regardlessof the initiative roll, this attack alwayscomes last in the first group of attacks.During the build-up, the attacker maystill use circular parries, but may notdodge or use a regular parry, and thecircular parry is at -4. When the attackitself comes, it comes as the whirlwind-fast and hard. The attacker spins in acomplete circle, hits the target with bothends of the staff (or both rods), comes toa complete stop, and does the samething in reverse. In essence, the charactergets four attacks for the price of one!Each set of attacks (the first two, thenthe last two) must be rolled forseparately, and unless the opponent hastwo weapons (or a staff) a parry of thefirst attack results in a -4 to the parry rollon the second attack (the weapon hasbeen knocked out of line).When the attack ends, the character maynot do anything for the remainder of theround except defend, and may only dothat with a penalty of -6! However, thisattack is so impressive and cool-lookingthat any opponent of less than fifth levelmust save vs. horror factor 15 to avoidbeing cowed into retreat or submission.More experienced characters withoutmartial arts ability are less impressed byflashy maneuvers and only needa 12 to save. Martial artists of fifth levelor above are completely unaffected bythis move, considering it the toolof a show-off and braggart.(Example: Will, a first-level practitionerof Anbo-Jyutsu armed with a bo staff[with which he is considered to havethird level proficiency], is in a duelagainst Kyle, a third level Soldier withHand to Hand: Martial Arts who isarmed with a sword. Will and Kyle eachhave three attacks per melee. The firstround of combat begins; Will gets a 17on initiative and Kyle gets a 10.Normally, Will would go first, but hedeclares that he is building up for aPinwheel Strike. Kyle gets his firstattack, going for a simple sword strike.Will cannot use any defense except acircular parry, and manages to parry thesword strike successfully. Now it's Will'sturn. Will goes into his attack run,rolling a 16 to strike for the first pair ofstaff strikes. Kyle parries the first strike11

with his sword by rolling an 18, butbecause of the -4 penalty (which reduceshis parry to 14) the butt end of the staffconnects squarely with him and inflictsseven points of damage. Then the nexttwo strikes come through the other way;Will rolls 14 to strike. Kyle rolls an 18 toparry, blocking both strikes successfully(but barely on the second one). Will isincapable of any attacks for theremainder of the round, but can nowparry, dodge, or whatever [albeit at a -6penalty] if Kyle attacks him. Fortunatelyfor Will, Kyle [a martial artist of lessthan fifth level] rolls only a 13 on hissave vs. horror factor and books away,deciding he doesn't want anything to dowith this fight.)Staff ChokeThis is identical to the Choke ability inN&SS except that is performed with astaff or pair of rods and that it must bedone from behind (ie: using the staff toessentially garrote the poor sod in frontof you).A Final Note on Damage and SizeWeapon Damage Average LengthShort Staff 1D6 SDC Five feetLong Staff 1D8 SDC Seven feetBo Staff 2D4 SDC 8.5 feetQuarterstaff 1D8 SDC Six feetIron Staff 1D8 2 SDC Six feetRod 1D4 1 SDC 2.5 feetIronwood Rod 1D6 SDC Three feetAngarancoBy SinestusInspired by The Minion (with DolphLundgren)In the early ages of Man, the Temple ofthe Holy Light was founded to train theprotectors of the mortal races. TheseHoly Templars were trained in the waysof demon hunting, and similar spiritualduties. From them spawned the modernPaladins and Warrior Monks; however,with the return of the Old Gods, theHoly Templars were instructed todisband. In their first act ofdisobedience, the Templars did notdisband, instead they made theirexistence secret, allowing a mist ofrumors surround their true motivations.Angaranco is the fighting techniquetaught to all who enter the Temple ofHoly Light. It's primary concern isfighting possessing entities, and thustrains to bring about a quick, mercifuldeath to the opponent. To aid in itsmethods, Angaranco trains in the use ofmany weapons, specializing in amodified Cestus, a spiked gauntlet.One can easily identify a Templar after abattle, as they are trained to crush theskull, and destroy the eyes of theirenemies. In addition, they are taught torevere holy ground (churchesand the like) and will seek to movecombat from such places before spillingblood (lest there is no alternative).Requirements: P.P.: 9, P.S.: 10,Devotion to the TemplarsTraining: 10 yearsCharacter Bonuses 2 to P.P. 2 to P.E. 2 to P.S. 10 ChiStance: Similar to a Kickboxing orboxing stanceOutfit: Light chain mail vest (A.R.: 10,S.D.C.; 15), loose pants, and Cestus onprimary arm.Combat SkillsAttacks per Melee: 3Hand Attacks: strike/punch, powerpunch (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 kick12

Basic Defense Moves: parry, dodge,automatic parryAdvances Defense Moves: roll, circularparry, disarm (as/with parry)Holds/Locks: wrist lock, one handedarm hold (-1 to hold)Escape Techniques: rollModifiers to Attack: critical, death blowSpecial Moves: one hand chokeWeapon Katas: Cestus (see below)Additional Skills: Lore:Possession/Demon ( 10), Lore: Religion(General)Martial Arts Powers: Select two fromMartial Arts Techniques, SpecialtyKatas, or BodyHardening (including Demon Wrestling)Level Advancement Bonuses1st: 2 to parry, 2 to damage2nd: 2 to strike, 1 to initiative, Criticalfrom Behind3rd: 2 to dodge, 1 to roll4th: Select one power from BodyHardening, Specialty Katas, Or MartialArts5th: 1 attack, Critical on 19 6th: Gain Leap Attack, 2 tohold/lock/choke7th: 1 to damage and parry, Select oneChi Mastery or Body Hardening8th: 1 to strike and roll, Deathblow onnatural 209th: Select one power from Martial Arts,Specialty Katas, or gain EnlightenmentStrike (Atemi)10th: 1 attack, Critical 18 11th: 1 to parry and hold/lock/choke12th: Deathblow from Behind13th: 1 to damage and dodge14th: Select one Chi Mastery, BodyHardening, or Specialty Kata15th: 1 attack, 1 to parrySpecial Weapon Training - The Cestus isa not truly a specialty weapon, it can befound inmany cultures. Generally it is composedof a spiked gauntlet of some sort. TheTemplar Cestusis made from a heavy leather bracer anda light gauntlet. Both are lined withspikes roughly 1 to 2 inches long. Whenstriking it provides 1D6 to most handand forearm strikes. The Cestus W.P.cannot be paired with itself (only othersingle-handed, short weapons). Itprovides 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 atwo action Power Punch which deals2D6 for the Punch 2D4 from SpikeDamage.The Arm bearing the Cestus is also'immune' to wrist and finger hold/locks,however, it cannot be used forholds/locked either.Those who have bare hand/leg attacksparried by the Cestus suffer 1D4 damageto the offending limb. (A natural 20 onthe parry deals 2D4 to the offendinglimb).The average Cestus acts as a shield,directly attempting to damage thegauntlet can be done.Generally it has a natural A.R.: 11,S.D.C.: 15.Anything Gose Kung FuBy Ben QuashEntry Requirements: M.E. of 12 orhigher, only

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

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