Kasi-djin, Art of the Broken Blade
By Sinestus

In the ancient days, when one sought the best training for combat, one would seek one of the monasteries of Light, or a paladin training camp. Recently, (in elven terms), an alterative has arisen. Appalled by the blatant brutality of human methods, the Knights of the Broken Blade developed a combat style based on constant movement, allowing for consistent control during combat.
Requirements: P.P.: 18, P.E.: 10, only taught to monks and paladins.
In Palladium, only Elves are trained in this style.
Training: 25 years (In Palladium, an Elf may train up to 60 years and leave the monastery at third level, but gains no additional O.C.C. or Secondary skills)
Character Bonuses
+1 to P.P.
+2 to P.E.
+2 to Spd.
Stance: Feet shoulder width apart. Primary arm extended towards opponent, slightly bent. secondary arm hanging loose, or drawn across chest.
Outfit: Varies. common outfit is loose pants and tunic
Combat Skills
Attacks per Melee: 2
Hand Attacks: slap/backhand, knife-hand, elbow, palm strike
Foot Attacks: crescent kick, wheel kick, tripping leg hook, backward sweep, roundhouse.
Basic Defense Moves: automatic parry, parry, dodge
Advances Defense Moves: circular parry, roll with impact, automatic dodge, automatic flip/throw.
Holds/Locks: flip/throw, wrist lock.
Escape Techniques: roll
Modifiers to Attack: knockout, critical.
Special Moves:

Spiral Claw - combination parry/flip. Requires four rolls: parry, strike, throw (+1), and recovery. Recovery is 12+ (use bonuses). Strike is always an elbow to the head (Natural 13+ to hit) and deals 1D6+ to H.P.. Flip deals 2D4 damage, and is a knockout on natural 18+. If strike fails, neglect flip attempt. Flip knocks target back or to the side 1D4 feet. Costs three actions if recovery fails.

Spiral Kick - combination dodge/kick(s), requires four (4) rolls: dodge, roundhouse (-2 strike), backward sweep (+1 strike), and recovery/balance. Recovery requires a 15+ (use P.P. and Balance bonuses only), failure means the act cost four actions, success means it counted as two. The roundhouse is a critical on natural 17+. Roll all attempts even if one fails. At level six, the sweep is a knockout on natural 17+. Can only be done once every other melee, cannot be followed by any other kicks. Not available until fourth level.

Whirling Kick (not available until seventh level) - Can target up to three opponents (must be surrounded). Four or five rolls: (dodge is optional), Roundhouse (-1), Wheel kick, sweep (+1), recovery. Recovery/actions as be Spiral Kick. kicks are critical on natural 16+. May be called for knockout instead.

NOTE: When a weapon Kata is selected, one strike in any combination may be replaced with a weapon strike.

Weapon Katas: none automatically.
Additional Skills: dancing (+20),
Martial Arts Powers: Select one: Chagi, Katas: Sword (one handed), Falling Technique, or Windmill Kata.
Level Advancement Bonuses
1st: +2 to parry/dodge, +1 to initiative.
2nd: +1 to locks/throws, Select one Specialty Kata or Martial Arts technique.
3rd: +2 to roll and balance
4th: +1 to strike, +1 attack.
5th: Automatic flip/throw (usable with parries) Knockout on natural 18+
6th: +1 to locks/throws, select one Specialty Kata.
7th: +1D4 to P.P.
8th: +1 attack, +1 to roll and balance
9th: +1 to damage, gains Jump Kick
10th: automatic dodge, select one Martial Arts power from any category except Zenjorike or Chi Mastery.
11th: +1 to dodge
12th: +1 attack, +1 to initiative
13th: Critical on 17+
14th: +1 to strike, parry, and balance
15th: +1 attack, select one Martial Arts power from any category.



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