Shoden Dragon Style Fighting
By Sinestus

Shoden is a fairly obscure form specializing in the use of flexible swords. Unlike its kempo counterparts, the Shoden blade only looks sturdy. To a normal swordsman, the Shoden blade is a nightmare come to life. Generally less than two inches wide at the hilt, and tapering down to a point at five to six feet in length, these blades are forged almost paper thing, and just as light. Because of the blade's inherent flexibility, it is sheathed in leather, wrapped around the body, only a true student of Shoden can draw it from this position without hurting themselves.
In combat, the Shoden blade moves like a great, steel serpent. Despite the long cutting edge, a true master used the weapon's flexibility to make penetrating strikes with the tip of the blade. Unfortunately, the blade's design leaves a major flaw, the blade will often break in combat unless handled by a true master (any parry roll, modified, under a seven will cause the blade to break, reducing it to a short sword), thus many students learn to use the broken shaft as a weapon in an emergency.
In gaming terms, the Shoden blade deals 3D6+2 damage slashing (broken or not), and 2D4+2 damage with any of it's piercing attacks. The extreme thinness of the blade makes it a superior armor piercing weapon (only when undamaged) and a master with "Breaking Technique" can use it to shatter opponent's weapons or cut clear through armor.
Requirements: P.P.: 14 , I.Q.: 10, P.S.: 10, Spd: 13 most are service or honorable alignments.
Training: 10 years
Character Bonuses
+2 to P.P.
+10 S.D.C.
+10 Chi
Stance: Turned towards opponent, relaxed. Front hand is open at waist or chest level, back hand at the middle of the back, holding the sword so it curves over opposite shoulder.
Outfit: Loose cotton robes, over loose pants. Often the robes are opened to accentuate the flowing techniques of Shoden.
Combat Skills
Attacks per Melee: 2
Hand Attacks: strike/punch, knife hand, back hand, finger tip strike
Foot Attacks: snap kick, crescent kick, wheel kick, kick attack
Basic Defense Moves: parry, automatic parry, dodge
Advances Defense Moves: circular parry, parry/strike
Holds/Locks: arm hold, arm lock, wrist lock
Escape Techniques: roll.
Modifiers to Attack: Critical from behind
Special Moves: (Note: Only one method can be used each melee)

Water Dragon striking method - using the curling nature of the blade, the Shoden master bypasses the opponents defenses by allowing them to parry, and wrapping the blade to strike from behind. This can be done only against opponents with weapons of shorter length, and the opponent must parry (which they usually do), if the parry is successful, use a flat roll to strike (successful on a roll of 10+), the blade whips around to deal 3D6+ damage, and the opponent cannot react (roll with impact) unless they have automatic roll). If the opponent does not parry, the flat of the blade strikes for 2D4+2+ damage.

Fire Dagon method - the primary technique of Shoden, utilizing the blades flexibility, the master can counterstrike (flat roll) and disarm (normal bonus) in a single action, but only when on the defense. To be successful disarm, the modified roll must beat the opponents strike (effectively parrying if the disarm fails) and the modified disarm roll must be 17+. This can only be attempted once per melee.

Wind Dragon method - a spinning technique with two uses, either acts as a circular parry for the entire melee, or can be used to chain three attacks on a single opponent. If the attack is used, the master can only parry attacks from their target, others will automatically land, ending the technique, but each parry is followed immediately by a strike (flat roll, but opponent cannot dodge, and is flat roll to parry without paired weapons) for slashing damage.
Weapon Katas: WP: Shoden Sword, Short Swords (WP sword bonuses for both)
Additional Skills: Acrobatics, Swimming
Martial Arts Powers: Select three from Martial Arts Techniques, Specialty Katas (non-weapon), or Chi Mastery
Level Advancement Bonuses
1st: +1 to parry, +2 to strike
2nd: critical from behind, +2 to disarm
3rd: +2 to roll, +3 to dodge
4th: +1 to holds/locks, gain Karumi-Jutsu Zenjorike
5th: +1 attack, +1 to strike and parry
6th: Select one power from Chi Mastery or Martial Arts Techniques
7th: Critical on 19+, +1 to roll
8th: +2 to parry, +1 to strike
9th: +1 attack, +1 to holds/locks
10th: gain backflip attack, +2 to disarm
11th: Select one power from Chi Mastery, Martial Arts Techniques or Body Hardening
12th: +2 to dodge and roll,
13th: +2 to parry, +1 attack
14th: +1 to strike, Critical on 18+
15th: Select one power from Body Hardening or Zenjorike Powers



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