Fudo Ryu Ninjutsu
By Kuseru
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 10 Years (8 Years as a Secondary Martial Art Style).

Fudo Ryu is a Japanese Ninjutsu style which takes its name from the Fudo village on the western shore of Awaji Island. Originally founded in Iga around 1193 by Taira Rikimaru (circa 1161-1203). Fudo Ryu moved to the island of Awaji after conflicting with Iga Ryu.

Skills include constructing underground bases, shurikenjutsu, and puppetry. Their skill in shurikenjustu developed because they were a small clan which wished to offset the losses of physical combat. Other weapons used include the Folding Kama. The puppets of the Fudo Clan have heads possessing small springs which can launch a shuriken and arms which can be detached to become chain weapons, as well as concealing a folding Kama which can be attached to the chain weapon to become a Kusarigama.

Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Fudoza no Kamae: This is a seated posture. As the body is brought over the back of the feet, the knees are splayed open, the right foot is folded under the body, in front of the left. The hands are clenched lightly and lightly positioned on the insides of the knees. You are sitting mainly on your left foot, with the right foot in front, touching the left knee. The back is held straight.
CHARACTER BONUSES
Add +1 to M.E.
Add +2 to P.P.
Add +1 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Back Flip, Roll with Punch/Fall/Impact.
Attack Moves: Cartwheel, Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike.
Basic Foot Attacks: Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Blow (REVISED!), Death Strike (NEW!), Leap Attack, Roll/Knockdown, Shoulder Throw (New!), Shuriken Stab (New!).
Holds/Locks: Elbow Lock, Wrist Lock.
Weapon Kata: W.P. Shuriken (Thrown)
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Arts of Invisibility, Martial Art Techniques, and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese.
Cultural: Puppetry (Kugutsu Mawashi).
Physical: None.
Survival: Wilderness Survival.
Temple: Meditation.
Weapon Proficiencies: W.P. Shuriken (Thrown), W.P. Chain, W.P. Kusarigama (Axe and Chain), W.P. Folding Kama (Axe).
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
Kugutsu Shinto: Puppet Shinto, or the belief that all living things are puppets of greater forces which direct and observe the course of events in the natural world. Powerful connections to kami are respected, especially Ame-no-uzume-no-kami (guardian of the natural world) which balances the conflict between Amaterasu-opo-mi kami's all encompassing compassion and Susano-wo's all conquering violence. This belief fosters the use of divination, spiritual possession, summoning elemental forces, and translocation. This is a less formalized and more personalized version of Shinto.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Enmei Ryu (3 Years), Fukushima Ryu (4 Years), Fuma Ryu (5 Years), Ganritsu Ryu (2 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Kukishinden Ryu (8 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +1 to Dodge, +1 to Leap (add four feet of distance), Critical Strike from Behind.
2nd: +1 to Parry, +1 to Roll/Knockdown.
3rd: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Special Kata.
4th: +1 to Strike, +2 to Throws.
5th: +1 to Leap (add four feet of distance), Death Strike on a Natural 20.
6th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
7th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Special Kata.
8th: +1 to Roll/Knockdown.
9th: +1 to Leap (add four feet of distance), Knockout/Stun on a Natural 19 or 20.
10th: +1 Attack per Melee, +2 to Parry.
11th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Martial Art Techniques, or Special Kata.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
13th: +1 to Attack per Melee, Death Strike on a Natural 19 or 20.
14th: +2 to Dodge, Critical Strike on a Natural 18, 19, or 20.
15th: +1 to Leap (add four feet of distance), 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).
Why Study Fudo Ryu Ninjutsu?
To become a shadow warrior! Accurate shuriken skills and deadly puppet tricks are the Fudo Ryu's trademarks
.

Hosted by www.Geocities.ws

1