Masaki-Ryu
By Tinker Dragoon
Entrance Requirements: Alignment must be Principled, Scrupulous, Unprincipled, or Aberrant. P.P. 12 or higher.
Skill Cost:
9 Years (6 years as a secondary Martial Art).

This style was created several centuries ago by Masaki Toshimitsu Dannoshin, a guard at Japan's Edo Palace. Though a proficient swordsman himself, Masaki considered it sacrilege to shed blood on the palace grounds, so he began searching for a less violent way of subduing intruders. Ultimately, he hit upon the idea of adding two weights to the end of a long chain, which he dubbed the ""manriki-gusari"" or ""10,000-power chain.""
The style subsequently became very popular with other palace guards, as well as policemen, for its ability to take down armed opponents with minimal harm. This style uses the manriki-gusari almost exclusively (the kusari-gama and kusari-fundo are also used, but rarely), and is not particularly effective when unarmed.
A Masaki-Ryu practitioner will typically enter combat twirling his chain while dodging and weaving between his opponents, and is quite proficient at striking and parrying against opponents on all sides.

Costume: Typically a gray or white karate uniform with black hakama.
Stance: Feet shoulder width apart, left hand at side holding one end of chain, right hand held out either twirling other end of chain in figure eight pattern, or holding chain wrapped in hand with handle pointing down (disguising length of chain, and providing extra power to a fore-knuckle fist)
CHARACTER BONUSES
Add 5 to CHI
Add 2 to M.E.
Add 2 to P.P.
Add 1 to P.E.
Add 4 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall
Attack Moves: None.
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Circular Parry, Disarm, Automatic Entangle (New!)
Hand Attacks: Strike (Punch), Fore-Knuckle Fist (usually done with chain-grip in hand)
Foot Attacks: Kick Attack, Snap Kick
Jumping Foot Attacks: None.
Special Attacks: Body Flip/Throw, Critical Flip/Throw, Choke, Death Blow, Knee, Ensnaring Chain (Special! Counts as an entangle, but can be used to attack as well as defend. Costs 1 attack. Opponent may attempt to dodge, but not parry. If attack is successful, opponent is knocked down as per standard rules and cannot get back up without making a successful dodge roll at -4 against the entangle, unless the wielder chooses to release the chain himself), Spinning Chain Strike (Special! This attack involves spinning the chain either to one side or overhead, and can even hit opponents behind the wielder. Counts as a Critical Strike and cannot be parried without a shield, but can be dodged. Costs two attacks, and can only be used once per melee)
Holds/Locks: Arm Hold, Leg Hold, Neck Hold, Automatic Hold
Weapon Kata: W.P. Manriki-Gusari (Chain), at 3 levels above one's level of Masaki-Ryu
Modifiers to Attacks: Critical Strike, Knockout/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically starts with the Zanshin Technique. Also choose two (2) powers from among Body Hardening, Martial Arts Techniques, and Special Katas.
Languages: Japanese
Cultural (choose 2): Ikebana, Bonsai, Calligraphy, Haiku, Ukio-E, or Go
Other: Hojo-Jutsu (can be done with chain as well as rope)
Weapon Proficiencies: W.P. Manriki-Gusari
Philosophical Training: Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:Jujutsu (4 Years), Lee Kwan Choo (4 Years), Moo Gi Gong (4 Years), Taido (5 Years), and Zanji Shinjinken-Ryu (3 Years)
If your primary Martial Art Form is one of those listed below, Masaki-Ryu may be learned in the time listed: Aikido (3 Years), Ninjutsu (4 Years), Zanji Shinjinken-Ryu (2 Years)
LEVEL ADVANCEMENT BONUSES
1st
: +3 to Roll with Punch/Fall/Impact, +1 to Parry and Dodge, +1 to Breakfall
2nd: +1 to Disarm, +1 to Body Flip/Throw, +2 to Entangle/Ensnare
3rd: +1 attack per melee, +2 to Parry and Dodge
4th: +2 to Damage with Chain, Knockout/Stun on Natural 18, 19, or 20
5th: Choose an additional Martial Arts Power from Body Hardening, Techniques, or Katas
6th: +1 to Parry/Dodge, +2 to Body Flip/Throw (does 2D6 damage instead of 1D6)
7th: +2 to Strike, +1 to Breakfall, Critical Strike on Natural 18, 19, or 20
8th: +1 attack per melee, +2 to Disarm, +2 to Entangle/Snare
9th: Choose an additional Martial Art Power from Techniques, Katas, or Chi Mastery
10th: Double Existing Chi, +1 to Body Flip/Throw, +2 to Damage with Chain
11th: +1 attack per melee, +1 to Strike, Critical Strike/Flip from behind
12th: +2 to Roll with Punch/Fall/Impact, +1 to Breakfall
13th: Choose one additional Martial Art Power from Techniques, or Chi Mastery
14th: +1 to Damage with Chain, +2 to Body Flip/Throw (does 4D6 damage, instead of 2D6)
15th: Death Blow on Natural 19 or 20, Choose one Zenjorike power

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