Kaze no Konekojutsu
By Jeremy Balsley

Kaze no Konekojutsu, also known as the Style of the Wind Kitten, is a style used by the Winged Cetra and the Children of Amaterasu. Like all human martial arts, it is designed to take the lessons learned from natural creatures and apply them to the art of fighting...in this case, the Winged Ones have decided to study the Winged Tigers of the Amaterasan homeworld.

This unique style is designed by the Amaterasans to take advantage of their unique physiology. It can be taught with no modifications to those beings with wings, arms, and legs (Tengu, Angelic beings, and winged humans, elves, ect.) though those without claws on thier feet will find the style excessively reliant on kicks. Humans, elves, and other non-winged races will find the style to be usible, though some of the more acrobatic maneuvers will be difficult to impossible to do, and obviously, wing strikes will be impossible.

Skill CostHand to hand: Kaze no Konekojutsu can be learned by any character who can learn Hand to Hand: Martial Arts, and counts as three skill selections in addition to those needed to learn Hand to Hand: MartialArts.

Costume: Now uses the classic Winged Cetra uniform, a leotard or unitard with a T-bar across the shoulders, extending down to mid-thigh.
Stance: Both legs, bent at knee, held at 45 degree angle to the line of the body. The character stands on the balls of his or her feet, with claws extended, if applicable. He stands hunched over, eyes fixed on his opponent, and sways slowly back and forth, as if he is guaging the distance for a leap. His hands are held in knife blades, left hand near waist, and the right hand held near face. Wings are held loosely, the left one partially extended forward, right over back.

CHARACTER BONUSES:

Add 2 to P.P.
Add 1 to P.E.
Add 10 to S.D.C.

COMBAT SKILLS
Basic Defenses: Parry, Dodge, Automatic Parry
Advanced Defenses: Multiple Dodge, Tengu Leap Dodge (See Rifts:Japan) Circular Parry
Hand Strikes: Punch (1D4), Knife hand (1D6)
Wing Strikes: Basic (1D6), Uppercut (1D10), Back (1D6)
Foot Strikes: Karate Kick (2D6), Knee Strike (1D6), Snap Kick (1D6), Roundhouse (2D6), Axe (1D10), Wheel (1D10), Crescent (1D10), Tripping Leg Hook, Drop Kick
Special Attacks: Grap/Kick/Flip ( SPECIAL! Attacker grabs victim at shoulders, pulls himself into a hunched up position while planting his wings on the ground, slams his feet, claws first, into the victims chest, lets go of the shoulders and backflips into a handstand, before fliping upright again. Victim suffers 1D6 from the grab, 3D6 from the kick (includes damage from claws), and must make a maintain ballance roll to keep from being knocked down ), Cat Attack ( SPECIAL! The practicioner leaps onto the victm, grabs hold, and sinks her teeth into the victims neck or shoulders, while bringing her claws to bear against the victims belly, and ripping downwards. The bite will inflict 1D6 damage (1d4 damage for humans or other beings not endowed with fangs), and the rake will inflict 3D6. The attack can be maintained as per a grab, and the attacker will continue to inflict bite damage for each attack, and kick/rake damage every other action )

SKILLS INCLUDED IN TAINING
Physical: Acrobatics, Gymnastics
Language: Japanese

LEVEL ADVANCEMENT BONUSES
Level 1: +2 APM, +2 Parry, +2 Dodge, +1 Cartwheel, +1 Backflip
Level 2: +1 APM, +1 Strike with a kick
Level 3: +1 Roll/Pull
Level 4: +1 APM, +1 Cartwheel, +1 Backflip
Level 5: +1 Dodge, +1 Parry
Level 6: Gets Ability of Kick Practice
Level 7: +1 Roll/Pull
Level 8: +1 APM
Level 9: +1 Strike with hand attacks
Level 10: +1 Cartwheel
Level 11: +1 Handstand
Level 12: +1 Backflip
Level 13: +1 APM
Level 14: Gains Zenjorike power of Calm Minds
Level 15: +1 Parry/Dodge

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