Ikkaku Ryu Juttejutsu
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 12, P.P.: 10.
Skill Cost: 6
Years (4 Years as a Secondary Martial Art Style).

Ikkaku Ryu Juttejutsu is a Japanese forked truncheon martial art first appearing during the Muromachi Jidai (1334-1477). The third successor of Shindo Muso Ryu, Gonemon Matsuzaki is credited with creating this style. It's popularity gained among law enforcement officials of the Edo Jidai (1603-1869).

The jutte itself is a short weapon limited to mostly defensive techniques. Miyamoto Mushashi's father, Musani was supposed to be an expert with this weapon, though at the time he carried one it was relegated to a secondary role of weapons. This backup role changes as one moves indoors. Outside, a long pole weapon or long sword would have room to be wielded effectively. Indoors, shorter weapons can be used more freely. The jutte is designed to trap or hold an opponent's weapon using techniques closely related to jujutsu or taijutsu techniques. Attacking an opponent armed with a jutte lends itself well to using regular blows or joint locks and requires good tai-sabaki (body movement) to work properly. All these factors made the jutte very popular with Edo era police to the point where it became a symbol of authority. It's popularity among police has led the techniques to be kept for modern day police training.

Special Note! Shinto Muso Ryu Jojutsu is unique because it is designed to work with several sub-styles, including Isshin Ryu Kusarigamajutsu, Kasumi Shinto Ryu Kenjutsu, Ikkaku Ryu Juttejutsu, Ittasu Ryu Hojojutsu, and Uchida Ryu Tanjojutsu. When a character has Shinto Muso Ryu and one (or more) of the listed sub-styles, then all the attacks per melee, bonuses, abilities, and powers of Shinto Muso Ryu Jojutsu are used in wielding weapons, weapon proficiencies, and weapon kata of the sub-style (or sub-styles). Any martial art powers and abilities from one of the sub-styles are used with Shinto Muso Ryu Jojutsu.

Costume: Karate Gi
Stance: Facing opponent with one foot forward and the other back, arms about half an arm length out from the body, griping the Jutte with either hand.
CHARACTER BONUSES
Add +1 to P.S.
Add +1 to P.P.
Add +5 to Spd.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm.
Hand Attacks: Punch.
Basic Foot Attacks: Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Strike/Parry, Hip Throw (New!), Pommel Strike (New!).
Holds/Locks: Arm Lock, Wrist Lock.
Weapon Kata: W.P. Jutte (forked).
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Atemi 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
Weapon Proficiencies: W.P. Jutte (forked).
Philosophical Training: Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Isshin Ryu Kusarigamajutsu (4 Years), Ittasu Ryu (2 Years), Kasumi Shinto Ryu (2 Years), Uchida Ryu (3 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +1 to Parry, +1 to Roll with Punch/Fall/Impact.
2nd: +1 to Entangle, +1 to Disarm.
3rd: +1 Attack per Melee.
4th: +1 to Strike, +1 to Dodge, +2 to Disarm.
5th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
6th: +1 to Entangle.
7th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 18, 19, or 20.
8th: +1 to Strike, +1 to Parry, +1 to Disarm.
9th: +1 Attack per Melee, +1 to Dodge.
10th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
11th: +1 to Entangle, +2 to Disarm.
12th: +1 to Strike, +1 to Parry.
13th:+1 to Entangle.
14th: +1 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 18, 19, or 20.
15th: Select One (1) Additional Martial Art Power from Atemi or Martial Art Techniques.
Why Study Ikkaku Ryu Juttejutsu?
Bad boys, bad boys, what-cha gonna do, what-cha ya gonna do when they take your sword and beat on you
?

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