Koto Ryu Ninjutsu
By Kuseru
Entrance Requirements:
Skill Cost: 12 Years (9 Years as a Secondary Martial Art Style).

Koto Ryu is a Japanese ninjutsu style formulated by Sakagami Taro Kunishige in 1542. The primary specialization of this school is Koppojutsu. Techniques are performed quickly and directly at short distance. Stepping on an opponent's feet was also used. Weapons include the Katana. Disarms and nerve strikes were also taught.

Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Jumonji no Kamae: In this stance, the left leg forward, right leg back (taking 80% of body weight) with foot at 90 degrees to the body. The right and left hands are clenched into a boshi ken. The arms are crossed at sternum height.
CHARACTER BONUSES
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Power Block/Parry.
Hand Attacks: Claw Hand, Fingertip Attack, Fore-Knuckle Fist.
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Combination Blind/Slash (New!), Death Blow (REVISED!), Death Strike (NEW!), Joint Throw (New!), Paralysis Attack (Vital Points).
Holds/Locks: Elbow Lock, Neck Hold/Choke, Wrist Lock.
Weapon Kata: W.P. Katana (Large Sword).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receives Koppojutsu. Select a total of ONE (1) Martial Art Powers from among Arts of Invisibility, Atemi, and Martial Art Techniques. Except for Koppojutsu, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese, Japanese: Koto Ryu dialect.
Physical: Acrobatics, Prowl.
Survival: Wilderness Survival.
Temple: Meditation.
Weapon Proficiencies: W.P. Katana (Large Sword).
Philosophical Training: Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
Ryobu Shinto: Dual Shinto, a term used to refer generally to Shinto as syncretized with Buddhism, and specifically to that syncretic Shinto as interpreted by the Shingon sect, in contrast to Tendai Shinto. In the esoteric Shingon sect, the unity of the metaphysical world with the phenomenal and natural world is explained via the dualistic principles of the Kongokai (vajradhatu or diamond world) and Taizokai (garbhadhatu or womb world). According to this interpretation, the relative is equivalent to the absolute and phenomenon is equivalent to noumenon. This principle was extended to assert that the native Japanese deities are equivalent to the Buddhas; for example, Amaterasu omikami is viewed as equivalent to Dainichi Nyorai (Mahavairocana). This school of thought was said to have been initiated by Kukai (773-835), the founder of the Shingon sect in Japan, but it is in fact a later development. Kukai was, however, a strong believer in Shinto deities, and established the shrine Nibutsuhime Jinja as the tutelary deity of Koyasan, the mountain monastery which he founded. Also called Shingon Shinto.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Shinden Fudo Ryu (7 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Takagi Yoshin Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +1 to Parry/Dodge, Critical Strike from Behind.
2nd: +1 to Roll with Punch/Fall/Impact, +1 to Breakfall.
3rd: +1Attack per Melee.
4th: +1 to Roll with Punch/Fall/Impact, +1 to Strike.
5th: Select One (1) additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques.
6th: +1 to Breakfall, Death Strike on a Natural 20.
7th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw.
8th: +1Attack per Melee.
9th: Select One (1) additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques.
10th: +1 to Breakfall, +1 to Body Flip/Throw.
11th: +1 to Strike, +1 to Parry/Dodge.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Breakfall.
13th: Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
14th: +2 to Body Flip/Throw, Critical Strike on a Natural 18, 19, or 20.
15th: Select One (1) additional Martial Art Power from Arts of Invisibility, Atemi, or Martial Art Techniques.
Why Study Koto Ryu Ninjutsu?
To become a shadow warrior with a style designed to get the job done! There's no such thing as an "unfair" move in Koto Ryu, anything that works against the enemy is acceptable. It's also great for close in attacks, deadly moves, flexibility, and surprising attacks in addition to all of the usual Ninja's trademarks
.

Hosted by www.Geocities.ws

1