Shankari
By Sinestus

Shankari is the Hand to Hand: Commando equivalent of the Never. It is designed to work with the powers of the warrior to provide the most effective kill. Unlike many other martial arts, Shankari is developed with combating inhuman opponents, thus the master learns to compensate for unexpected capabilities when they arise. All of Shankari's holds and flips will work against any creature, even if it the creature has tentacles or is as much as three times the size of the fighter.
Requirements: P.S.: 14, P.P.: 12 (Takes five skill slots)
Training: 8 years,
Character Bonuses
+2 P.S.
+1 to P.P.
+20 S.D.C.
Stance: Varies with teacher. The most common stance is a full on or totally sideways positioning, feet parallel about shoulder width apart, hands overlapped across stomach.
Outfit: Anything, generally loose aikido style outfit overlaid with a hooded cloak
Combat Skills
Attacks per Melee: Two to start
Hand Attacks: strike (punch), palm strike, knife hand.
Foot Attacks: Kick (2D4), sweep, backward sweep, crescent kick, snap kick.
Basic Defense Moves: automatic parry, parry, dodge,
Advances Defense Moves: automatic holds, automatic flip throw, circular parry
Holds/Locks: arm Hold, Leg Hold, wrist lock, automatic arm hold.
Escape Techniques: breakfall, maintain balance,
Modifiers to Attack: Critical Strike, Death Blow, Knockout
Special Moves: effective against inhuman opponents.
Weapon Katas: as per O.C.C., starting skills Ancient WP only. Others can be added, but cost one additional skill slot.
Additional Skills: Prowl, Lore: Demons/Monsters, Running
Martial Arts Powers: select one Martial Art Technique or Body Hardening Exercise
Level Advancement Bonuses
1st: +2 breakfall/Maintain Balance, Critical on Natural 19, +1 to holds and throws
2nd: +1 to parry and dodge, automatic arm hold
3rd: Knock out from Behind
4th: Automatic Throw, +1 to strike
5th: +1 attack, +1 to parry/dodge/breakfall
6th: +1 maintain balance, +1 to holds/throws
7th: Select two powers from Specialty Katas, Martial Arts Techniques, or Body Hardening. Critical on Natural 17+
8th: Death Blow on natural 20, Knockout on natural 19+
9th: +1 attack, +1 to holds/throws/breakfall
10th: +1 to strike, parry, and dodge
11th: +1 maintain balance, Death Blow
12th: Automatic Dodge at +2
13th: +1 to throws and holds
14th: Knockout on 18+
15th: +1 attack, select one power from Chi Mastery or Body Hardening



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