Hakko Denshin Ryu Jujutsu
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 8, and P.E.: 12.
Skill Cost: 11 Years (7 Years as a Secondary Martial Art Style).

Hakko-Ryu Jujutsu was founded by Okuyama Yoshiharu. Okuyama combined martial techniques descended from a classical style of Aikijutsu known as Daito-Ryu, with the medical technique of shiatsu to form the basis of Hakko Denshin Ryu. Through the understanding of the meridian system of the body in shiatsu, a Hakko Denshin Ryu practitioner can deliver varying amounts of pain to an opponent, usually without causing serious injury. This characteristic has gained Hakko Ryu strong support from law enforcement agencies in Japan and the United States. Mr. Okuyama studied traditional oriental medicines such as Chinese Yin/Yang theory, acupuncture, acupressure, massage and diet. One of the more exotic remedies that Okuyama studied was "western" style medicine. Mr. Okuyama also studied martial arts including sword drawing, sword techniques, stick techniques, sickle and chain techniques, spear techniques and throwing weapons. In 1945, Mr. Okuyama fled Tokyo to avoid the bombings and went to the region of Yamagata. Eventually, after the war, Mr. Okuyama settled in Omiya City and established the Honbu Dojo or headquarters of Hakko Denshin Ryu Jujutsu where it exists today and is taught by his son.

Costume: Karate Gi.
Stance: Facing opponent with one foot forward and the other back, arms extended forward as if holding a sword.
CHARACTER BONUSES
Add +1 to M.A.
Add +1 to P.S.
Add +1 to P.E.
Add +15 to Chi
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Disarm, Multiple Dodge.
Hand Attacks: Fingertip Attack, Gakun (Special: The Hakko Ryu grip is a very powerful grip. The little finger is accentuated and the forefinger is extended. Gakun is accomplished by dropping your hand from a level position and squeezing with your little finger. Initially, this type of movement is used to apply wrist techniques. Later students learn to use Gakun as a type of atemi on meridians in the wrists. Damage is 2D6+2).
Basic Foot Attacks: Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Attack, Combination Strike/Parry, Elbow, Forearm, Hip Throw (New!), Knee, Paralysis Attack, Shoulder Throw (New!).
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock.
Weapon Kata (Pick two): W.P. Bo (Staff), W.P. Hanbo (Blunt), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Kusari Gama (Axe & Chain),
W.P. Shuriken (Thrown), W.P. Wakizashi (Short Sword), W.P. Yari (Spear).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Body Hardening, Special Kata, or 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).
Language: Japanese.
Medical Skills: First Aid.
Weapon Proficiencies: W.P. Bo (Staff), W.P. Hanbo (Blunt),
W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Kusari Gama (Axe & Chain), W.P. Shuriken (Thrown), W.P. Wakizashi (Short Sword), W.P. Yari (Spear).
Philosophical Training: Taoism.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Hontai Yoshin Ryu (5 Years), Kashima Shin Ryu (3 Years), Kito Ryu (4 Years), Sosuishitsu Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES
1st
: +2 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
2nd
: +1 to Strike, +1 to Initiative, Knockout/Stun on a Natural 20.
3rd
: +1 Attack per Melee, +1 to Pull Punch.
4th
: Select One (1) Atemi.
5th
: +2 to Damage.
6th
: Critical Strike on a Natural 19 or 20.
7th
: +1 Attack per Melee, Knockout/Stun on a Natural 19 or 20.
8th
: Select One (1) Atemi.
9th
: +1 to Strike, +1 to Pull Punch.
10th
: +2 to Parry/Dodge.
11th
: Knockout/Stun on a Natural 17, 18, 19 or 20.
12th
: Select One (1) Atemi.
13th
: +2 to Damage.
14th
: +1 Attack per Melee.
15th
: Select One (1) Atemi.
WHY STUDY Hakko Denshin Ryu?
Jujutsu with healing applications, what else needs be said
?

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