Kaze Arashi Ryu (Wind Storm School)
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include I.Q.: 9, P.S.: 8, P.P.: 12, and Spd.: 10.
Skill Cost: 14 Years (9 Years as a Secondary Martial Art Style).

The core principle in the study of Kaze Arashi Ryu is the Taisabaki (body movement and positioning), which applies to all the arts of the system. It is onto the Taisabaki that the techniques are grafted, and the same patterns of Taisabaki are used regardless of whether or not a weapon is being used. For convenience of learning, Kaze Arashi Ryu is divided into three main disciplines, or arts, one empty hand and two utilizing various weapons.

The empty hand arts are Aikijutsu and Atemi. Aikijutsu encompasses joint locks, controls, immobilization, throws, and drops. Atemi is the art of striking vital points of the body. Although each art has its own strictly defined syllabus, both arts are taught together due to their close interdependence. Once again, various lengths of wooden staff are studied, ranging from the Shojo (two foot staff), to the Daijo (six foot or larger). Combinations in the use of pairs of sword or staff are also included, as the Samurai used all means available in the endeavor to stay alive on the battlefield.

Costume: Keikogi and Hakama
Stance: Facing opponent with one foot forward and the other back, arms extended forward as if holding a sword.
CHARACTER BONUSES
Add +1 to P.S.
Add +1 to P.P.
Add +1 to M.E.
Add +2 to Spd.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Breakfall, Circular Parry, Combination Parry/Attack, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Backward Sweep, Snap Kick, Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Grab/Attack (New!), Combination Strike/Parry, Death Strike (New!), Hilt Strike (New!), Hip Throw (New!), Paralysis Attack, Shoulder Throw (New!).
Holds/Locks: Arm Lock, Elbow Lock, Finger Lock, Wrist Lock..
Weapon Kata (Pick three): W.P. Bo (Staff), W.P. Daisho (Paired-Swords), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Paired-Jo, W.P. Tanto (Knife), W.P. Tessen (Fan), W.P. Wakizashi (Short Sword).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select a total of ONE (1) Martial Art Power from among Atemi, 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.
Cultural Skills: First Aid, Horsemanship, Strategy.
Weapon Proficiencies (Pick Four): W.P. Bo (Staff), W.P. Daisho (Paired-Swords), W.P. Jo (Staff), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Paired-Jo, W.P. Tanto (Knife), W.P. Tessen (Fan), W.P. Wakizashi (Short Sword).
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kashima Shin Ryu (3 Years), Kito Ryu (4 Years), Kogusoku (3 Years), Kukishinden Ryu (8 Years), Shinmuso Hayashizaki Ryu (5 Years), Sosuishitsu Ryu (4 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES
1st
: +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike from Behind.
2nd
: +1 to Strike, Select one Weapon Kata from the above list.
3rd
: +1 to Body Flip/Throw (2D6 damage), Select One (1) Martial Art Power from Atemi, Special Kata, or Martial Art Techniques.
4th
: +1 Attack per Melee, Select one Weapon Kata from the above list.
5th
: +1 to Damage, +2 to Roll with Punch/Fall/Impact.
6th
: +1 to Maintain Balance, Select One (1) Additional Martial Art Power from Atemi, Special Kata, or Martial Art Techniques.
7th
: Death Strike on a Natural 20.
8th
: +1 Attack per Melee, +2 to Maintain Balance.
9th
: +2 to Roll with Punch/Fall/Impact, +1 to Damage, Knockout/Stun on a Natural 19 or 20..
10th
: +1 Attack per Melee, +1 to Parry/Dodge.
11th
: +1 Body Flip/Throw, +1 to Damage.
12th
: Select One (1) Additional Martial Art Power from Atemi, Special Kata, or Martial Art Techniques.
13th
: +1 to Maintain Balance, Select one Weapon Kata from the above list.
14th
: +1 to Parry/Dodge, +1 to Strike, Critical Strike on a Natural 19 or 20.
15th
: +2 to Roll with Punch/Fall/Impact, +1 Attack per Melee.
WHY STUDY Kaze Arashi Ryu?
Kaze Arashi Ryu is a classical Japanese martial arts tradition that incorporates both empty hand and weapon techniques used by the Samurai for use against multiple skilled opponents
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