NINPO TAIJUTSU (EXCLUSIVE)
By Heretic888
Entrance Requirements: Characters must be of an Honorable Alignment and committed to Ninpo philosophy. Attribute requirements are I.Q.: 9, M.E.: 12, and P.P.: 14.
Skill Cost: 10+1D6 Years.
Ninpo Taijutsu is a term that refers to the collective of martial skills developed by the Ninja of feudal Japan, specifically to the unarmed training that underlines these skills. The Ninja, or Shinobi-no-Mono, were the warrior clans that controlled the mountainous Iga and Koga regions of central Japan (found in modern-day Mie and Shiga, respectively) during the 14th to 17th centuries. The Samurai of these families were elite mercenaries renowned for possessing great skill in reconnaissance, sabotage, and commando warfare --- and they sold their skills, on a case-by-case basis, to outside parties that could serve to protect the interests of their communities. Even today, their exploits are legendary both in and out of Japan, and the successors of the original Ninja families have often found themselves satirized by popular culture.
Ninpo Taijutsu training focuses heavily on dealing with situations that Ninja operatives would find themselves in, mostly in regards to escaping capture when discovered during a covert mission. Thus, there is a strong emphasis on evasion and avoidance, as opposed to simply defeating one's opponent. A Ninpo Taijutsu stylist is concerned not with "victory", but with escaping a confrontation as quickly and safely as possible. To survive is to win.

 The strategy and methods of Ninpo Taijutsu consist of three basic principles:

1.
Avoid impact and "receive" the opponent's attack.
2.
Control the opponent's balance (both physical and psychological) through misdirection.
3.
Attack with one's entire body and mind from an unseen position.

 There is a very relaxed and flowing dynamism to Ninpo Taijutsu techniques, with an extensive use of rolling maneuvers and "hidden" attacks. The system is also well known for its diverse training in various forms of Japanese weaponry, including an assortment of unconventional items and tools.

Ninpo Taijutsu can be studied at many dojo throughout the world, but is most common in
Japan and the United States.

Costume: A black Judo-style gi is the most common dojo attire, usually accompanied with a pair of tabi. Students of more traditionally oriented dojo can often be seen donning black hakama, as well. However, many dojo (particularly those in the West) have no formal uniform, and merely adopt everyday clothing.
Stance: Ichimonji no Kamae --- a low, wide-legged, side stance. Most of the body is centered over the back leg, with the forward leg pointed toward the opponent. The forward hand is held out and open, and the rear hand is pulled back and out at waist or neck level.
CHARACTER BONUSES
Add 1D4 to M.E.
Add 1D4 to M.A.
Add 1D4 to P.P.
Add 1 to P.E.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Leap, Roll with Punch/Fall/Impact.
Attack Moves: Leap, Roll.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Automatic Roll, Breakfall, Combination Parry/Attack, Multiple Dodge, Muto Dori (NEW!), Power Block/Parry.
Hand Attacks: Claw Hand, Extended Knuckle Fist (NEW!), Knife Hand, Strike.
Basic Foot Attacks: Drop Kick, Kick Attack, Rear Kick (NEW!), Toe Strike (NEW!).
Jumping Foot Attacks: Jump Kick.
Special Attacks: Body Flip/Throw, Death Blow, Disarm, Leap Attack, Paralysis Attack, Roll/Knockdown.
Holds/Locks: None.
Weapon Katas (Pick Three): W.P. Chain, W.P. Jitte, W.P. Katana, W.P. Knife, W.P. Kusari-Gama, W.P. Kyoketsu-Shoge, W.P. Nekode, W.P. Shinobi-Zue, W.P. Staff, W.P. Wakizashi, W.P. Yari. 
Modifiers to Attacks: Critical Flip/Throw, Critical Strike, Critical Strike or Knockout/Stun from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receive 5th level skill in Zanshin Martial Art Awareness. Select a total of three (3) additional Powers from among Arts of Invisibility, Atemi Abilities, and Martial Art Techniques. If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical).
Languages: Japanese.
Physical: Acrobatics, Gymnastics, Prowl.
Weapon Proficiencies (Pick Six): W.P. Chain, W.P. Fukimi-Bari, W.P. Fukiya, W.P. Jitte, W.P. Katana, W.P. Knife, W.P. Kusari-Gama, W.P. Kyoketsu-Shoge, W.P. Nekode, W.P. Ninja Bow, W.P. Shinobi-Zue, W.P. Shuriken, W.P. Staff, W.P. Wakizashi, W.P. Yari.
Philosophical Training: Ninpo (NEW!).
 If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time. Ch'in-Na (5 Years), Jujutsu (3 Years), Tai-Chi Ch'uan (5 Years), or Zanji Shinjinken (4 Years).
LEVEL ADVANCEMENT BONUSES:
1st +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Critical Strike from Behind.
2nd +1 to Strike, +2 to Breakfall.
3rd +1 to Body Flip/Throw (does 2D6 Damage instead of 1D6), +1 to Muto Dori.
4th +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.
5th +2 to Breakfall, Select One (1) Additional Martial Art Power from among Arts of Invisibility, Atemi Abilities, Martial Art Techniques, and Special Katas.
6th +1 Attack per Melee, Critical Strike or Knockout/Stun from Behind (Triple Damage).
7th Knockout/Stun on a Natural 19 or better, +1 to Muto Dori.
8th Critical Strike on a Natural 18 or better, Death Blow on a Natural 20.
9th +2 to Roll with Punch/Fall/Impact, +1 to Breakfall.
10th +1 to Body Flip/Throw (does 2D6 Damage instead of 1D6), +1 to Muto Dori.

11th +1 Attack per Melee, Select One (1) Additional Martial Art Power from among Arts of Invisibility, Atemi Abilities, Martial Art Techniques, and Special Katas.
12th +1 to Parry/Dodge, +1 to Strike.
13th +2 to Roll with Punch/Fall/Impact, Death Blow on a Natural 19 or better.
14th +2 to Breakfall.
15th +1 to Muto Dori, Add One (1) Zenjorike Power.
Why study NINPO TAIJUTSU?
The system of martial arts developed by
Japan's Ninja warriors, Ninpo Taijutsu is an ideal form for both self-defense and covert operations. It includes a wide range of Martial Art Powers and Weapon Proficiencies, as well as an impressive progression of defensive combat skills.

 SPECIAL MANEUVERS:
Muto Dori: An advanced Disarm maneuver in which the opponent's weapon is taken by the disarmer. This maneuver can only be used when the character is defending against a weapon attack made from within
Combat Range (including close-range attacks from bows and guns), using only bonuses to Muto Dori. This technique does no damage, requires at least one free hand, and uses up one melee attack/action (even if it fails).

Extended Knuckle Fist: A clenched fist with all the finger knuckles protruding out. Can only be used at Combat Range. Does 1D8 damage. Can be used to deliver a Combination Parry/Attack and an Atemi attack (ex: Blood Flow Atemi).
Rear Kick: This is a variation of the Kick Attack used on opponents from behind the character. Can only be used effectively at
Grappling Range. Does 1D8 damage.

Toe Strike: This is a kicking attack in which the toes are driven into vulnerable points on the opponent's body. Can only be used at Grappling Range. Does 1D6 damage. Can be used to deliver a Combination Parry/Attack, Drop Kick, and an Atemi attack (ex: Blood Flow Atemi).
 

NINPO PHILOSOPHY:
Kyojitsu Tenkan Ho: 'Method of interchanging truth and falsehood'. This refers to the Ninja's preference for utilizing deceptive and non-direct means to accomplishing his goals. Violence and direct confrontation are to be avoided unless no other option is viable. This involves the use of stealth, political manipulation, espionage, reconnaissance, illusion, reverse psychology, suggestion, sabotage, and surprise tactics such as ambushes. Even when the Ninja is forced into a direct battle, he will attempt to make use of evasive and deceptive tactics, including Sneak Attacks.
Wa: 'Harmony and balance'. In Ninpo, life is regarded as the most sacred, superseding value in the universe and it is to be protected at all costs. This refers to the lives of not only the Ninja's friends and family, but those of the supposed 'enemy' as well. Killing another sentient being is regarded as violating the Laws of Nature, unless deemed absolutely necessary as a last resort. Connected with this ideal is Ninpo's prescribed goal of continually attempting to ensure a peaceful balance within human society --- by any means necessary. As something of a paradox, it is sometimes required to perform acts of violence to maintain this balance (but always as a last resort). However, the motivation of the true Ninja must always be to fight not only for the peace of his loved ones, but for the peace of one's enemies as well.
Ninniku Seishin: 'Spirit of perseverance'. The true Ninja is expected to receive all threats, insults, and oppression with a calm, enduring heart. He is not to allow his personal desires to dictate his actions, and is not to indulge himself in such things as hatred, anger, guilt, jealousy, sadness, or malice. Such motivations are not only unhealthy but can also interfere with the success of the Ninja's mission.
Nagare: 'Flow'. In the end, there should be no such thing as surprise to the true Ninja. He is expected to constantly prepare himself for any situation in not only his martial arts training but his mental outlook, as well. He is to develop the flexibility of mind and adaptability of spirit to face any unforeseen obstacles.
Fudoshin: 'Immovable spirit'. The true Ninja is not to allow himself to be possessed by such things as greed, personal desire, luxury, laziness, pride, or egotism. He is discouraged from relying too much on others, even close friends, to accomplish his goals.
Jin: 'Humanity'. The true Ninja is expected to develop a kind and compassionate, yet detached, understanding of others. He is taught to allow his heart to grow into a warm palace and not wither away as a cold fortress. According to Ninpo traditions, the Ninja is encouraged to develop the Kajo Chikusei (Flower Heart, Bamboo Spirit) --- a heart that is as kind and pure as a flower, but as firm and flexible as the bamboo.
Gambatte: 'Keep going'. The true Ninja is expected to train intensively in all the prescribed areas of training, and master many forms of weaponry. The Ninja no Hachimon ('Eight Gates of the Ninja') are Ninja no Kiai (harmonizing of spirit), Ninja no Taijutsu (skill with the body), Ninja no Ken (sword), Ninja no Yari (spear), Ninja no Shuriken (throwing blades), Ninja no Kajutsu (use of explosives), Ninja no Yugei (deceptive skills), and Ninja no Kyomon (philosophical training).
Bunbu Ichi: 'Pen and sword are one'. The true Ninja is expected to study and master many things in addition to the martial arts. These include varying different arts, sciences, philosophies, and so forth. Besides the personal development afforded such study, the goal is to be prepared for any situation one might encounter --- particularly during espionage missions.
Giri: 'Duty and obligation'. First and foremost, the true Ninja is loyal and respectful to his clan and its allies. He is not to betray his clan for any reason and not to go against the teachings of Ninpo. If the Ninja is asked to do something that either weakens or endangers the clan and its members, or that violates the teachings of Ninpo, he is to report the request to the clan heads to determine what the appropriate course of action is to be.

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