Heki-Ryu Kyujutsu
By
Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 9, P.P.: 10, and Spd.: 8.
Skill Cost: 12 Years (8 Years as a Secondary Martial Art Style).

Heki-ryu was founded by Heki Danjo Masatsugu ("father of modern-time kyujutsu"). There exist different versions of his biography. According to "Sankoku jishi" ("Geographic description of three provinces"), clan Heki was a branch of famous ninja clan Tsuge. Heki-Ryu had a great influence on the whole tradition of Japanese archery. Its branches can be found in many provinces of Japan, from northern Honshu (Heki Yoshida-ryu of Aizu province) to Kyushu, but the main spreading took place in the central provinces of Honshu: Yamato, Iga, Omi etc.

Among the branches of Heki-Ryu it is necessary to name Iga Heki-Ryu (Yamato Heki-Ryu; founded by Heki Yazaemon Noritsugu (Norimochi), younger brother of Heki Danjo Masatsugu), Yasumatsu-Ryu (founded by Yasumatsu Sakon Yoshitsugu from Iga province, student of Heki Danjo Norimochi) and Yoshida-Ryu (founded by Yoshida Sukezaemon Toyotsuna), also known as "shinobi yajutsu" ("art of spy archery").

Costume: Chain Armor (Haramaki) or better.
Stance: Low, wide legged, side stance, with most of the body centered over the back leg, forward leg resting lightly on the ball of the foot. Forward hand is held out and open, the rear hand is pulled back and out at waist level.
CHARACTER BONUSES
Add +1 to P.S.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Kick Attack, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Daikyu (Bow). W.P. Hankyu (Bow).
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 Martial Art Techniques or 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).
Language: Japanese.
Other Skills: Archery.
Weapon Proficiencies: W.P. Daikyu (Bow). W.P. Hankyu (Bow).
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Kobori Ryu Tosuijutsu (2 Years), Yamauchi Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES
1st
: Sharpshooting Bonus: +1 to strike with a P.P. 20 and every additional five (5) P.P. points above 20, Critical Strike from Behind.
2nd
: +1 to Dodge,+2 to Parry.
3rd
: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
4th
: +2 to Damage, Knockout/Stun on a Natural 19 or 20.
5th
: Sharp Aimed Shot (applicable to both the single shot and the Double-Arrow shot): +1 to strike with a P.P. of 20 and every five P.P. points above 20. Aimed shots only. No bonuses for shooting wild.
6th
: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
7th
: The Quick Draw: +1 to initiative with a P.P. 18 and every additional four P.P. points above 18, but the bonuses are only applicable when the Daikyu is used.
8th
: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
9th
: +1 Attack per Melee, +1 to Parry.
10th
: Accurately shoot while riding a horse or moving vehicle (normally a wild shot), but strike bonuses are halved and a called shot is impossible. Shoot accurately while standing on head or hanging upside down; all bonuses applicable. Roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties; straight roll of the dice.
11th
: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
12th
: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
13th
: Hanging-Tree Shot: Because archers spend so much time in and around with trees, they obviously have found a need to incorporate trees into their archery. Ninja especially have learned to use trees effectively. They drop from branches to land in front of their enemies or use trees as concealment. One of the tricks archers are most proud of is the dangling shot. In this shot, the archer wraps her legs around a sturdy tree branch and drops downward while simultaneously firing right into the faces of her oncoming enemies. Unfortunately, the disadvantages to this shot are numerous. The most obvious is that anything on the archer that isn't tied down or strapped in (arrows, daggers, loose change, et cetera) will fall to the ground. Another disadvantage is the -3 to strike. Lastly, the archer can't fire her multiple shots. However, the archer can still take an action, such as swinging back up into the tree or jumping to the ground. Further, the enemy suffers a -6 to his initiative! This advantage alone often outweighs the drawbacks, and the hanging tree shot is a favorite trick of archers ambushing lone outriders.
14th
: +2 to Dodge, Critical Strike on a Natural 19 or 20.
15th
: +1 to Attack per Melee, Select One (1) Art of Invisibility.
WHY STUDY Heki Ryu Kyujutsu?
Japanese mastery of the bow, Heki Ryu makes an archer even more dangerous than a typical archer. With Special archery skills and access to the Arts of Invisibility, someone with Heki Ryu can become the perfect medieval sniper.

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