Fukushima Ryu Ninjutsu
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style).

The Japanese ninjutsu martial art of Fukushima Ryu was created by Ishimura Goyobe (1082-1146), otherwise known as Yuki no Saji (The Snow's Plaything), in 1107. Employed early in life as a Door Wardern for the Imperial Household in Miyako, the emperor's death and resulting actions by his own family left Goyobe with the choice of exile or execution. Taking exile, Goyobe travelled north to the Kai region. Left by his escort at the border, he would have died, having no skills at survival, but for the assitance of a young woman dressed in white who took him to a safe place. The young women cared for him for two days. On the third day Goyobe awoke to find three men in white clothing and masks with their knives drawn with him. Questioning Goyobe, they asked him, due to his imperial blood, to be their leader. Learning from their Kara-san Ryu style and teaching them the ways of the imperial court, Goyobe eventually formed a new ryu, to defend the Kai region from all who would oppose it and the Emperor.

Costume: White 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: Hoko no Kamae: Take a short step forward with the left leg. The hips and shoulders are to remain square to the opponent. The body weight should be felt lightly in the balls of the feet. The arms are raised above the head with the hands open, and coming together to form an apex. Hoko, hands shoulder width apart above head, this is a "tall" stance. Hoko no kamae Hands shoulder width apart above head, this is a "tall" stance.
CHARACTER BONUSES
Add +1 to M.E.
Add +1 to P.S.
Add +2 to P.E.
Add +5 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Claw Hand,
Palm Strike, Thumb Drive Fist (New!).
Basic Foot Attacks: Kick Attack.

Jumping Foot Attacks: None.
Special Attacks: Choke, Death Blow (REVISED!), Death Strike (NEW!), Elbow, Hip Throw, Knee, Leap Attack.
Holds/Locks: None.
Weapon Kata (Choose One): W.P. Black Powder, W.P. Kusarigama (Chain), W.P. Ninjato (Short Sword), W.P. Shuriken (Thrown).
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 Arts of Invisibility, Body Hardening, and Martial Art Techniques. 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.
Physical:
Survival: Winter Survival
Temple: Meditation
Weapon Proficiencies: W.P. Black Powder, W.P. Kusarigama (Chain), W.P. Ninjato (Short Sword),
W.P. Shuriken (Thrown).
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.
Kokka Shinto: State Shinto. The prewar Japanese state distinguished the religious ceremonies of the imperial court and of the shrines from those of other religions. Shrine rites and education fell under public administration, as well as shrine administration and policy. After the second world war, the Occupation authorities issued an order calling for the abolition of this system, which it termed State Shinto. State Shinto was founded on the idea that the prosperity of the nation, the safety of the imperial house, and the happiness of the people are blessings granted when human politics coincide with the will of the gods. This view is expressed by the term saisei itchi, or unity of worship and rule. In ancient Japanese, the same word (matsurigoto) was used to refer to both religious rites and government. Some use the term kodo (Imperial Way) to designate this ideal conduct of politics, seeing the emperor's official worship of Amaterasu omikami and the gods of heaven and earth as fundamental conditions of government.
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), Fudo Ryu (4 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 Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd: +1 to Strike, +1 to Damage.
3rd: +1 Attack per Melee, +1 to Leap (add four feet of distance).
4th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
5th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
6th: +1 Attack per Melee, +1 to Leap (add four feet of distance).
7th:+2 to Damage.
8th: +1 to Parry/Dodge, Death Strike on a Natural 20.
9th: +1 to Leap (add four feet of distance).
10th: Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
11th: +1 to Parry/Dodge.
12th: +1 Attack per Melee, +1 to Leap (add four feet of distance).
13th: +1 to Strike, +1 to Damage.
14th: 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).
15th: +1 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Arts of Invisibility, Body Hardening, or Martial Art Techniques.
Why Study Fukushima Ryu Ninjutsu?
Imperial Ninja in white outfits, oh my
!

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