Ganritsu Ryu Shurikenjutsu
By Kuseru
Entrance Requirements: Restricted to Honorable Alignments. No Attribute restrictions.
Skill Cost: 7 Years (4 Years as a Secondary Martial Art Style).

Ganritsu Ryu Shurikenjutsu is one of the earliest schools of throwing weapons in Japan. This school was founded by a professional swordsman in service of the 18th lord of Matsuhiro in Kanei, Matsubayashi Henyasai, around 1624. This style paved the way for Katono, or Izu Ryu, founded by a samurai of Sendai, called Fujita Hirohide of Katono (aka Katono Izu), who was a student of Mastubayashi. He pioneered the use of a throwing needle, about ten centimeters in length and weighing about twenty grams, several of which he wore in his hair. The needle was held between the middle and forefinger, and thrown like a modern dart into the eyes of an attacker. It was said that he could throw two needles at a time at a picture of a horse, hitting each hoof in turn.

Training in Ganritsu Ryu can be found in Japan.

Costume: Keikogi (quilted, navy-blue jacket) and Hakama.
Stance: When facing opponent with swords, with one foot forward and the other back, arms extended forward and holding sword in a two-handed grip. When performing throwing attacks, Upright, legs shoulder width apart, hands held loosely depending on the location/availability of throwing objects. When performing throwing attacks, Upright, legs shoulder width apart, hands held loosely depending on the location/availability of throwing objects.
CHARACTER BONUSES
Add +10 to CHI
Add +2 to M.E.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS
Attacks per Melee: Two (2) hand to hand attacks or Three (3) thrown weapon attacks.
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Circular Parry, Multiple Dodge.
Hand Attacks: Strike (Punch).
Basic Foot Attacks: Backward Sweep, Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Combination Strike/Throw (New!), Combination Strike/Parry, Death Strike (New!), Forearm, Multiple Throw (New!).
Holds/Locks: None.
Weapon Kata (Select two): W.P. Bokken (Blunt),
W.P. Daisho (Paired), W.P. Katana (Large Sword), W.P. Thrown, W.P. Wakizashi (Short Sword).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening Exercises and Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical).
Languages: Japanese.
Weapon Proficiencies: W.P. Bokken (Blunt),
W.P. Daisho (Paired), W.P. Katana (Large Sword), W.P. Thrown, W.P. Wakizashi (Short Sword).
Philosophical Training: Zen Buddhism.
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), Fukushima Ryu (4 Years), Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Kashima Shin Ryu (3 Years), Kinzoku Shurikenjutsu (2 Years), Kukishinden Ryu (8 Years), Shinmuso Hayashizaki Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Strike, +1 to Dodge, +1 to Roll with Punch/Fall/Impact, Critical Strike or Knockout from Behind.
2nd: +2 to Parry, +1 to Maintain Balance.
3rd: +1 Attack per Melee (thrown only), Select One (1) Additional Martial Art Power from Body Hardening, or Special Kata, or Chi Mastery.
4th: +2 to Strike, +1 to Initiative.
5th: +1 Attack per Melee (both hand to hand and thrown), Critical Strike on a Natural 18, 19, or20.
6th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19 or 20.
7th: +1 to Strike, Select One (1) Additional Martial Art Power from Chi Mastery, or Body Hardening, or Special Kata.
8th: +1 Attack per Melee (thrown only), +1 to Maintain Balance.
9th: Any small found objects not usually considered a weapon (anything which could be conceivably thrown-GMs, use your judgement) becomes a 1D4 damage weapon when thrown.
10th: +1 Attack per Melee (both hand to hand and thrown), +1 to Strike.
11th: +2 to Parry, Select One (1) Additional Martial Art Power from Chi Mastery, or Body Hardening, or Special Kata.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Initiative.
13th: +1 Attack per Melee (thrown only).
14th: +2 to Dodge, Death Strike on a Natural 20.
15th: +1 Attack per Melee (thrown only), Select One (1) Zenjorike.
Why Study Ganritsu Ryu Shurikenjutsu?
A deadly martial art that has the single disadvantage of being dependent on a combination of ranged and melee weapon attacks for effective combat
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