Kukishinden Ryu Ninjutsu
By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum Attributes include P.S. 12 and P.E. 10.
Skill Cost: 18 Years (16 Years as a Secondary Martial Art Style).

The Japanese ninjutsu style of Kukinshinden Ryu has it's origins in the Kukishin Ryu. The Kukishin Ryu got it's name from the founder, Izumo Kanja Yoshiteru/Kurando, defended Emperor Go-Daigo (1319-1339) by "fighting like nine devils." Several techniques of the style are said to come from China. Kukishinden Ryu currently differes from Kukishin Ryu in that Kukishin Ryu is composed of many different sub-styles, while Kukishinden Ryu is a total style.

Kukishinden Ryu is a battlefield martial art style specializing in the Happo Hikenjutsu (eight hidden ways of the sword). This fighting style reflects wearing armor, and has strong and direct attacks directed against certain unarmed points. The Jujutsu techniques of this style have been streamlined and organized, featuring arm-twisting, atekomi (Atemi), chokes, counters against multiple opponents, jumping, kicking, punching, and rolls. Other areas of study in this style are broken down into two military sciences, Dai-no-Hyoho (large scale warfare) and Sho-no-Hyoho (individual combat). Training in these two areas includes astrology, Bajutsu (horsemanship), Bo Ryaku (special kind of strategy), Chikujo (castle building), effective positioning on the field, Hensojutsu (disguise), Kuji-kiri (mystic hand signs), maneuvering, Nawanage (rope use), Onshin jutsu (hiding), Sui Ren in Ka Ren (use of water and fire), Suijutsu (swimming), topography, and weapons. Swimming and Horsemanship study has somewhat declined currently, and been dropped from the modern curriculum.

Weapons study stresses Bojutsu (staff fighting), Hanbojutsu (stick fighting), Kenpo (Kukishinden Ryu's name for Kenjutsu, or sword fighting), Naginatajutsu (halbard fighting), and Sojutsu (spear fighting). Several other weapons and weapon techniques are also studied, including Bisento, Daisharin, Hayanawa, Jutte, Jo, Kaginawa, Kodachi, Kusarigama, Nagebo (thrown staff), Nyo Ibo (ship mast, it is believed that practitioners used a mast top for fighting), Shuriken (especially Senban and Teppan), Tanbo, and Token (throwing knives/swords).

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: Doko no Kamae: This is the basic fighting stance. The body is sideways to the opponent, with the left leg forward, right leg back (body weight 50/50 on each leg) with foot at 90 degrees to body. The left hand is leading, but still fairly close to the body, the fist clenched. The right hand is clenched into a fist and level with the left shoulder just outside of the chin.
CHARACTER BONUSES
Add +2 to P.S.
Add +1 to P.P.
Add +10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Circular Parry, Multiple Dodge, Power Block/Parry.
Hand Attacks: Fore-Knuckle Fist, Knife Hand.
Basic Foot Attacks: Backward Sweep, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Choke, Death Blow (REVISED!), Death Strike (NEW!), Elbow, Knee, Leap Attack, Roll/Knockdown.
Holds/Locks: Arm Hold, Wrist Lock.
Weapon Kata (Pick Four): W.P. Bo (Staff), W.P. Hanbo (Blunt), W.P. Katana (Large Sword), W.P. Naginata (Polearm), W.P. Yari (Speer).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receives the Martial Art Power of Inpo. Select a total of ONE (1) Martial Art Power from among Atemi, Martial Art Techniques, and Special Kata. Except for Inpo, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural: Fortress Design & Penetration (New!), Hojojutsu, Strategy.
Temple: Astrology
Weapon Proficiencies (Pick Six): W.P. Bo (Staff), W.P. Bisento (Polearm), W.P. Daisharin (Polearm), W.P. Hanbo (Blunt), W.P. Hayanawa (Demon Snare), W.P. Jutte (Forked), W.P. Kaginawa (Grappling Hook), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusarigama (Axe & Chain), W.P. Nagebo (Thrown), W.P. Naginata (Polearm), W.P. Nyo Ibo (Staff), W.P. Shuriken (Thrown), W.P. Tanbo (Blunt), W.P. Token (Thrown), W.P. Yari (Speer).
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.
Mikkyo Buddhism: This form of Buddhism is also known in Japanese as mikkyo, meaning "secret teaching". Mikkyo is one of several streams of practice within the Mahayana Buddhist tradition. Mikkyo blends many doctrines, philosophies, deities, religious rituals, and meditation techniques from a wide variety of sources. Assimilation of Hindu and local deities and rituals was especially marked in the Buddhism that became Mikkyo. Such diverse elements came together over time and, combining with Mahayana philosophical teachings, formed a comprehensive Buddhist system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai and Shingon schools, also contributed to Buddhism's eventual broad acceptance. These teachings, termed "esoteric" because they were transmitted orally and in secret from master to qualified disciple, were designed to lead a practitioner to Buddhahood in his present life. In this sense esotericism was highly elitist, but it was also laced with folk elements, such as techniques of healing and magic, that enhanced the appeal of Buddhism to simple people. Aristocrats and commoners alike were also attracted by the expressions of esoteric Buddhism--Sanskrit syllables uttered as charms, splendid and colorful rites, and images of the buddhas carved on mountain cliffs. The Tendai and Shingon schools, two new versions of Buddhism introduced from China, both established their most important monasteries in the mountains, and mountain temples soon became quite common.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Asayama Ichiden Ryu (3 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Ittasu Ryu (2 Years), Koto Ryu (5 Years), Kumogakure Ryu (6 Years), Masaki Ryu Kusarijutsu (4 Years), Shinden Fudo Ryu (7 Years), Shinmuso Hayashizaki Ryu (5 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +1 to Parry/Dodge, +1 to Roll/Knockdown, Critical Strike from Behind.
2nd: +1 to Roll with Punch/Fall/Impact, +1 to Leap (add four feet of distance).
3rd: Gains Hensho-jutsu.
4th: +1 to Roll/Knockdown, Critical Strike on a Natural 19 or 20.
5th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Leap (add four feet of distance).
6th: +1 to Strike, Death Strike on a Natural 20.
7th: Select One (1) additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
8th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
9th: +1 to Strike, +1 to Leap (add four feet of distance).
10th: +1 Attack per Melee, +1 to Roll/Knockdown.
11th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
12th: Select One (1) additional Martial Art Power from Atemi, Martial Art Techniques, or Special Kata.
13th: +1 to Leap (add four feet of distance), Critical Strike on a Natural 18, 19, or 20.
14th: 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).
15th: +1 Attack per Melee, Select One (1) Mudra from the Kuji-Kiri.
Why Study Kukishinden Ryu Ninjutsu?
You may be a ninja, but that doesn't mean you have to sneak around instead of kicking ass and taking names with the best of them
.

Hosted by www.Geocities.ws

1