Nagareboshi Ryu - The Falling Star School (Exclusive)
By Tinker Dragoon
Entrance Requirements: None
Skill Cost: 14 Years
This style from a remote mountain in Japan was created by an aged Buddhist monk in the year 1412 A.D. One night, while meditating under the open sky, the monk observed a falling star and was inspired to formulate a system of combat which emulated the speed and power of a meteor. This style has a legendary reputation for agility, and strongly focuses on swift motion.
Training in this style improves the practitioner's strength and dexterity. This style integrates hand strikes with locks and close-in striking techniques. Weapons training in this style includes the Ken (sword), Masakari (battle axe), Otsuchi (large hammer), and Shakujo (staff). Practitioners are schooled in the mastery of simultaneous attack and defense. When confronted with a fight, masters of this style enter combat aggressively, leaping or charging the opponent as soon as possible. Survival skills are also taught in this style. Advanced training in this styles focuses on Body Hardening Exercises and Special Katas.
Training in Nagareboshi Ryu is only available in Japan.
Costume: Standard Karategi
Stance: A solid two-legged stance where both legs are bent forward and both feet are pointed slightly outward. Arms are held in a wide wrestler-style position, with hands cupped forward in knife-hand position.
CHARACTER BONUSES
+5 to CHI
+2 to P.S.
+2 to P.P.
+3 to Spd.
+2D6 S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Back Flip, Roll with Punch/Fall/Impact.
Attack Moves: Back Flip, Forward Spin, Leap, Roll.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defensive Moves: Combination Parry/Attack, Power Block/Parry.
Hand Attacks: Backhand, Knife Hand, Fore-Knuckle Fist, Power Punch.
Basic Foot Attacks: Drop Kick, Kick Attack.
Jumping Foot Attacks: Flying Reverse Spinning Kick.
Special Attacks: Body Block/tackle, Combination Grab/Head Bash, Death Blow, Headbutt.
Holds/Locks: Ankle Lock, Arm Lock, Finger Lock.
Weapon Kata: (Choose one) W.P. Ken (Sword), W.P. Masakari (Axe), Otsuchi (Blunt), W.P. Shakujo (Staff).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers
: Select a total of two (2) Powers from among Body Hardening Exercises (Including Demon Hunter) and Special Kata. If desired, any number of Martial Art Powers can be traded, one-for-one, for Basic Skill programs (excluding physical).
Languages: Japanese.
Physical: Gymnastics, Running.
Survival: Holistic Medicine, Mountaineering, Wilderness Survival.
Temple: Meditation.
Weapon Proficiencies: W.P. Ken (Sword), W.P. Masakari (Axe), Otsuchi (Blunt), W.P. Shakujo (Staff).
Philosophical Training: Mikkyo Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Fong Ngan (3 Years), Jujutsu (3 Years), Kyokushinkai (4 Years), Tae Kwon Do (3 Years), Taido (6 Years), T'ang-Su (3 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Strike, +2 to Initiative, +1 to Roll with Punch/Fall/Impact.
2nd: +1 Attack Per Melee, +2 to Parry, +2 to Leap (add 6 ft. to Leap Distance).
3rd: +2 to Dodge, +2 to Back Flip, Critical Strike on Natural 19 or 20.
4th: Add One Martial Art Power from Body Hardening Exercises (including Demon Hunter) or Special Katas.
5th: +2 Strike, +1 to Roll with Punch/Fall/Impact, Critical Strike from Behind.
6th: +1 Attack Per Melee, +2 Damage, +2 to Initiative.
7th: +2 to Dodge, Critical Strike on Natural 18, 19, or 20.
8th: Add One Martial Art Power from Body Hardening Exercises (including Demon Hunter) or Special Katas.
9th: +1 Attack Per Melee, +2 Strike, +2 to Leap (add 6 ft. to Leap Distance).
10th: +2 Damage, +2 to Back Flip, Death Blow on Natural 20.
11th: +1 Attack Per Melee, +2 Parry, +1 to Roll with Punch/Fall/Impact.
12th: Add One Martial Art Power from Body Hardening Exercises (including Demon Hunter) or Special Katas.
13th: +2 Initiative, +2 to Damage, +1 to Roll with Punch/Fall/Impact.
14th: +1 Attack Per Melee, +2 to Leap (add 6 ft. to Leap Distance).
15th: Critical Strike on Natural 17, 18, 19, or 20, 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).
Why Study NAGAREBOSHI RYU?
A student of this style will become faster and more powerful, and he will be able to fully defend himself in many situations (though for lower level students multiple attackers could be a problem). Your average practitioner is also tough as nails and altogether intimidating. It's also flexible in combat distance, with leaps and jump kicks for long distance, a full range of combat distance strikes, and locks for grappling distance, however, However, those looking for a balanced approach to combat may be disappointed with the lack of attention to the defensive side of things.

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