Owari Kan Ryu Sojutsu (Exclusive)
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignments. Minimum Attributes include P.S.: 9, P.P.: 10, Spd.: 10.
Skill Cost: 11 Years.

The main spear system of Owari Kan Ryu was founded by Tsuda Gonnojo Nobuyuki, the second son of a retainer of the Owari clan. The essence of the kuda-yari of Owari Kan Ryu is in the technique of using the kuda to fully thrust out and instantly withdraw the spear with great control. Here, the secret principle, Engetsu ("Crescent Moon"), is a vital component. Normally, when thrusting with a spear, the shaft and point will go more or less in a straight line to the target. However, in thrusting the Kan Ryu kuda-yari, the kuda and shaft are manipulated in a manner that causes the spear point to enter the target while twirling in a circle with a diameter of about six inches. The twirling of the yari point creates an intense striking power and concentrated destructive force, resulting in a gaping wound. This is the secret principle of Engetsu that is behind the deadly effect of Kan Ryu sojutsu. Although the shiai training is predominantly done on a spear vs spear basis, other weapons are occasionally used as well. The most common is the sword, followed by the naginata and nagamaki. However, experience has shown that the most formidable weapon to oppose the spear is another spear. And here, the kuda-yari of Owari Kan Ryu has the decided advantage. The Owari Kan Ryu, though primarily a spear tradition, also contains elements of Shinkage Ryu swordsmanship.

Costume: Scale or better full suits of armor.
Stance: The right foot is placed back and the left foot forward pointing in the same direction as the spear is held, with the weight on the balls of the feet, about shoulder width apart. The left hand grips the spear loosely at a comfortable distance, the right hand is held near the hip gripping the spear more tightly.
CHARACTER BONUSES
Add +2 to P.S.
Add +1 to P.P.
Add +1 to P.E.
Add +2 to Spd.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Combination Parry/Attack, Disarm.
Hand Attacks: Knife Hand, Palm Strike, Punch.
Basic Foot Attacks: Kick Attack, Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Backward Thrust (New!), Combination Strike/Parry, Death Strike (New!), Hilt Strike (New!).
Holds/Locks: None.
Weapon Kata: W.P. Katana (Large Sword), W.P. Kuda-Yari (Spear), W.P. Nagamaki (Polearm), W.P. Naginata (Polearm).
Modifiers to Attack: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select a total of THREE (3) Martial Art Powers from among Body Hardening, Special Kata, or Martial Art Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Language: Japanese.
Weapon Proficiencies: W.P. Katana (Large Sword),
W.P. Kuda-Yari (Spear), W.P. Nagamaki (Polearm), W.P. Naginata (Polearm).
Philosophical Training: Zen.
If this is your Primary Martial Art Style then the following other styles can be learned in a shorter time: Gyokko Ryu (6 Years), Hozo-In Ryu (3 Years), Kashima Shin Ryu (3 Years), Kukishinden Ryu (8 Years), Maniwa Nen Ryu (4 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Tatsumi Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES
1st
: +1 to Strike, +2 to Damage, Critical Strike from Behind.
2nd
: +2 to Roll with Punch/Fall/Impact, +1 to Disarm.
3rd
: +1 Attack per Melee.
4th
: Death Strike on a Natural 20.
5th
: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
6th
: +1 Attack per Melee, Critical Strike on a Natural 19 or 20.
7th
: +1 Disarm,+2 to Damage.
8th
: +1 to Disarm, Knockout/Stun on Natural 18, 19, or 20.
9th
: +1 Attack per Melee, +1 to Parry/Dodge,
10th
: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
11th
: +2 to Damage.
12th
: +1 Attack per Melee, +2 to Roll with Punch/Fall/Impact.
13th
: +1 to Parry/Dodge, +1 to Strike.
14th
: Select One (1) Additional Martial Art Power from Body Hardening, Special Kata, or Martial Art Techniques.
15th
: Critical Strike on a Natural 18, 19, or 20.
WHY STUDY Owari Kan Ryu Sojutsu?
The mastery of a wild and unpredictable spear technique has long been sought. Why get in close when you've got a longer attack range than any other spearman and
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