Kendo
By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum attributes include: I.Q.: 9, P.P.: 10, and Spd.: 8.
Skill Cost: 10 Years (6 Years as a Secondary Martial Art Style).

Kendo is a Japanese sword fencing martial art, codified by the Zen-Nippon Kendo Renmei (ZNKR, the All-Japan Kendo Federation). The name Kendo comes from ken/tsurugi (sword) and do/michi (way), which translates as "the way of the sword." Kendo grew out of the many schools of early Japanese kenjutsu.

Kendo training requires dedication and discipline, teaching such thins as different postures and footwork, etiquette (reigi), as well as fencing. Training is conducted in armor initially, later switching to regular clothing. Advanced Kendo sword work switches from the blunt practice blades (shinai and bokken) to shinken (live swords). Two types of sword attacks are taught in kendo, strikes and thrusts, with proper execution and kiai stressed.

Costume: Keikogi worn over a blue or white gi, with blue-black hakama for men and white hakama for women. Bogu, the armor is composed of four pieces, the do (body protector), kote (armored sleeve-gloves), men (helmet), and tare (groin protector).
Stance: Facing opponent, with one foot forward and the other back, arms extended forward and holding sword in a two-handed grip.
CHARACTER BONUSES
Add +2 to M.E.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll With Punch/Fall/Impact.
Attack Moves: None
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Combination Parry/Attack, Power Block/Parry.
Hand Attacks: Punch (human fist).
Basic Foot Attacks: Backward Sweep, Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Slash (SPECIAL!.), Combination Strike/Parry, Forearm, Leap Attack.
Holds/Locks: None.
Weapon Kata: W.P. Bokken (blunt), W.P. Katana (long sword), W.P. Shinai (blunt).
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Martial Art Techniques and Special Kata (Note: No Weapon Kata (except those already known) allowed!). If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical).
Languages: Japanese
Cultural (Choose three): Art (Ukio-E), Bonsai, Calligraphy, Floral Arrangement, Go, or Poetry (Haiku).
Weapon Proficiencies: W.P. Bokken (blunt),
W.P. Katana (long sword), W.P. Shinai (blunt).
Philosophical Training: Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Dodge/Parry, +1 to Damage, +1 to Maintain Balance.
3rd: +1 Attack per Melee.
4th: Knockout/Stun on a Natural 19 or 20.
5th: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
6th: +1 Attack per Melee.
7th: +1 to Roll with Punch/Fall/Impact.
8th: +1 to Strike, Critical Strike on a Natural 18, 19, or 20.
9th: +1 Attack per Melee, +1 to Maintain Balance.
10th: +1 to Pull Punch, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
11th: +1 Attack per Melee.
12th: Death Strike on a Natural 20.
13th: +1 to Dodge/Parry, +1 to Damage.
14th: +1 Attack per Melee.
15th: +1 to Pull Punch, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
Why Study Kendo?
A martial art which provides good exercise and decent combat ability that has the single disadvantage of being dependent on a weapon for effective combat
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