( Counts as three *3* forms )
NOTE: The Joy and Sorrow technique is effectively two martial art
forms. Until the character reaches 15th level in the Joy and Sorrow
technique, he must use the standard rules for knowing and using
multiple martial art forms.
This is a powerful martial art, and may not be appropriate for
all campaigns.
Entrance Requirements: I.Q. 15, M.E. 15, M.A. 14, P.S. 14, P.P. 15,
P.E. 15
CHARACTER BONUSES
COMBAT SKILLS ( Joy Technique )
COMBAT SKILLS ( Sorrow Technique )
SKILLS INCLUDED IN TRAINING ( Both Techniques )
The Laughing Man Kata: This is a variation on the Bassai ( Fortress
Penetration ) kata. The master laughs continuously, all while attacking
a single opponent. His laughter steadily increases in volume as he
strikes. The opponent must roll a saving throw of 14 or better ( modified
by M.E. ) or lose initiative and one action/attack. The master gains a
+4 bonus to strike, and inflicts an additional +4 damage, but he suffers
a -5 penalty to all defensive rolls for the melee round.
Weeping Willow Kata: This is a defensive kata in which, the master
cries out his anguish, while avoiding and deflecting all incoming attacks.
This provides him with a +3 bonus to automatic parry and automatic dodge,
and it acts as a Windmill Kata ( Ninjas and Superspies, page 88 ).
LEVEL ADVANCEMENT BONUSES ( Joy Technique )
LEVEL ADVANCEMENT BONUSES ( Sorrow Technique )
* Does NOT include Automatic Parry!
NOTE: Should the Joy and Sorrow practitioner reach 15th level of skill
in his martial art, then the Joy and Sorrow techniques effectively become
one technique. From this point on, it is treated as one style. The character
receives the Attacks per Melee of the Joy Technique, all manuevers from
both techniques, and the best bonuses from both techniques.
Why study the JOY AND SORROW TECHNIQUE?
Skill Cost: 25 years
Costume: Silk kung fu outfit that is black and white. One side is
black and the other side is white.
Stance ( Joy ): Feet shoulder's width apart, knees slightly bent. The
body is turned so as to present a more narrow target. The front hand
is held out at just below shoulder level, and the back hand is held
in close at waist level.
Stance ( Sorrow ): Similar to the Joy stance, but the front hand is held
out at waist level and kept loose, and the back hand is held pointing
down and loose close to the body.
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Power Block/Parry
Hand Attacks: Strike ( Punch ), Double-Fist Punch, Knife Hand, Palm
Strike, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Axe Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Death Blow, Leap Attack, Knee, Elbow, Neck Breaker
( SPECIAL! The character jumps up, locks his legs around the target's
neck, and spins in an attempt to break the victim's neck, while
flipping the victim. This uses six ( 6 ) of the character's attacks,
and requires a natural strike roll of 18 or better. If successful,
the victim suffers 4D6 damage, and loses initiative and one action.
There is a ( damage x2% - victim's P.S. ) x1% chance that the victim's
neck will be broken. If this attack fails, the character loses
initiative and any remaining attacks for the melee round )
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike,
Critical Strike from rear
Attacks per Melee: 1
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Automatic Dodge, Automatic Roll, Circular Parry,
Disarm
Hand Attacks: None
Basic Foot Attacks: None
Jumping Foot Attacks: None
Special Attacks: Automatic Body Flip/Throw, Paralysis Attack
Holds/Locks: Finger Lock, Wrist Lock , Elbow Lock, Automatic Wrist
Lock, Automatic Ankle Lock ( Treat as a Wrist Lock for escape
purposes )
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun
Martial Art Powers: Select one power from Body Hardening Exercises
( including Demon Hunter Exercises ) or Martial Art Techniques, and
select one power from Atemi Abilities ( ex. Dim Mak ) or Chi Mastery.
Martial Art Powers ( Joy ): The Laughing Man Kata ( see below )
Martial Art Powers ( Sorrow ): Grasping Hand Atemi Ability, Weeping
Willow Kata ( see below )
Languages: Chinese
Philosophical Training: Taoism
Level 1: +1 to Roll with Punch/Fall/Impact, +2 to Strike, +1 to Damage
Level 2: +1 Attack per Melee,
Level 3: Critical Strike on a Natural 19-20,
Level 4: +1 to Strike, Select one additional Martial Art Power from Body
Hardening Exercises or Martial Art Techniques
Level 5: +2 to Parry/Dodge, Knock-Out/Stun on a Natural 18-20,
Level 6: +1 Attack per Melee, Receive Tamashiwara Martial Art Technique
Level 7: +1 to Roll with Punch/Fall/Impact, Maintain Balance
Level 8: Critical Strike on a Natural 18-20
Level 9: +2 to Strike, Knock-Out/Stun on a Natural 17-20
Level 10: +1 Attack per Melee, +2 to Damage
Level 11: +1 to Parry, Select one additional Martial Art Power from Body
Hardening Exercises or Martial Art Techniques
Level 12: Death Blow on a Natural 20
Level 13: +2 to Strike, +1 to Parry/Dodge
Level 14: +1 Attack per Melee, +3 to Damage
Level 15: Death Blow on a Natural 18-20
Level 1: +3 to Roll with Punch/Fall/Impact, +2 to Maintain Balance
Level 2: +2 to Parry/Dodge, +1 to Disarm
Level 3: Select one additional Martial Art Power from Atemi Abilities or
Chi Mastery
Level 4: +2 to all Automatic Moves*
Level 5: Automatic Body Flip/Throw inflicts 2D6 damage
Level 6: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 7: +2 to all Automatic Moves*
Level 8: Select one additional Martial Art Power from Atemi Abilities or
Chi Mastery
Level 9: +2 to Parry/Dodge, +1 to Disarm
Level 10: Automatic Body Flip/Throw inflicts 3D6 damage
Level 11: +1 Attack per Melee
Level 12: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
Level 13: +2 to Parry/Dodge, +1 to Disarm
Level 14: +2 to all Automatic Moves*
Level 15: Select one additional Martial Art Power from Atemi Abilities or
Chi Mastery