Myo Na Kunren (queer, meaning odd of course, training for weaklings)
By L'Dogg

This the ancient martial art of being a wuss. developed by a librarian who always got his ass whooped by the real martial artist coming home from work. one day the librarian, okii myo na, was getting his ass whooped and he decided that it would go no longer. so he locked himself up in the basement of his library with nothing to eat but the ancient rat poison inserted in the cheese. unfortunately eating this poison led okii to have continual dreams and hallucinations of grandeur and ass kicking. on one of this hallucinogen filled days he dreamed about a martial art so effective that it did its primary damage when getting it's ass whooped on hard thus was born myo na kunren.
Requirements: ummm... you gotta be a wuss have a high tolerance for pain and have a high M.E.
Training: "a minute to learn a life time to master"-shen meng (note: no other style can be coupled with this style under any circumstances)
Character Bonuses
+1 P.P.
+3 P.E.
Stance: Arched over with slumping shoulders wavering stance mostly stands sorta angled so as to evade most attacks
Costume: ummmm... anything you want
Combat Skills
Attacks per melee: 1
Hand Attacks: taunting slap(special), punch, back hand
Foot Attacks: snap kick, falling tripping leg hook, nad kick(special), neck stomp(special)
Basic Defense: dodge, auto parry, auto dodge, breakfall
Advanced Defense: disarm/rearm(special), disarm
Escape Moves: roll out, flee like coward(special)
Modifiers to Attack: auto flip throw, auto disarm(Note: myo na kunren master can use P.P. bonuses with autos and breakfall) critical from behind
Special Attacks: head butt, knee
Holds/Locks: wrist lock, finger lock, arm hold, leg hold, elbow lock
Weapon Katas: None
Skills: tumbling, running, prowl, prone fighting, blend(note no physical skills that give bonuses may be taken)
Martial Art Powers: At first level automatically receives Zenjorike technique Pin Ten Shogai (Giko No Kowaweru Kobushi To Issho Ni Kao)(Special). Select one body hardening.
Level Advancement Bonuses
1st: +2 auto anything +1 dodge
2nd: +1 strike and parry
3rd: +3 breakfall +2 disarm/rearm
4th: +1 breakfall triple damage from behind
5th: +1 attack, strike, parry
6th: +2 auto anything, dodge, breakfall
7th: Weapon kata: weapon improvisation(special)
8th: One additional body hardening
9th: +1 attacks, auto everything, critical 19-20
10th: +1 disarm, strike
11th: +1 auto, breakfall
12th: +1 attack +1 disarm/rearm
13th: One additional body hardening
14th: Automatic lock and auto hold
15th: Calm Minds Zenjorike

List O' Specials

Taunting Slap: opponent must save with 8(+1 per following slap) or higher to withstand the taunting slap. if opponent fails to save he becomes enraged and uncontrolled -1 strike, parry, dodge, initiative, and roll(note: minuses are not cumulative)

Nad Kick: nad kick does 1D4 direct to H.P. opponent must save vs. pain(12). if opponent saves he is stunned (-3 Spd -1 attacks for 1D4 melees) unless a natural 20 is rolled in which case no adverse effects occur. a failed save means the opponent is knocked unconscious for 1D4 melees

Neck Stomp: this move can only be performed after a successful nad kick and can only be done once per melee 2D4 direct to H.P.

Disarm/Rearm: this an enhanced version of disarm that allows the character to disarm somebody and put into their own hand. (only disarm/rearm bonuses apply) can be used in place of a dodge. afer a successful D and R the character cannot use the weapon until next action

Flee Like Coward: is a last resort escape move for those who have given up all hope of surviving combat and flee like cowards. this technique is used more often then not. some masters have been quoted screaming,"ouch, ouch I'm allergic to pain" while fleeing. this move gives the fleeing character +4 to dodge and +10 to SPD although the character can do nothing but flee and dodge.

Pin Ten Shogai: this is a special zenjorike power that creates a pseudo force field around areas being struck this barrier provides the following abilities:
-parry +2
-successful parry means the wuss takes nno ddamage
-redirects the damage bonus of the attacckerr back into the attacker
-if critical is rolled and parried the aattaackers attacking limb is broken in several places roll for saving throw v.s. pain at -3
Note: pin ten shogai takes little concentration but the wuss is so afraid that he can perform no other actions while using pin ten shogai. also before pin ten shogai can be used the wuss must survive one melee of combat

Why Take Myo Na Kunren?
Because you are a wuss with a capital "W."

Hosted by www.Geocities.ws

1 1