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 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
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

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