China History
Okinawa
Japan - Master Funakoshi
U.S.A. - Tsutomu Ohshima
Entrance Requirements: Characters must be of an Honorable alignment.
Attribute requirements are I.Q.: 12 and M.E.: 10.
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
"We fight not for wealth or power, but for the fight itself. What care I
for trophies? The thrill of victory and the thought of my next opponent
are enough."
-A Shotokan Practioner (SF:TSG)
"I have taught you the secrets of Shotokan Karate, and you have become
adequate warriors. You are now carriers of the kiving art of Shotokan
Karate - for all martial arts are living arts; they grow and change and
conform to the needs of each generation of Sensei and disciple. As with
all living things, some generations can be stronger or weaker than their
ancestors. You must ensure that the living art of Shotokan never becomesweak.
For our style to live on, you must one day share its secrets with others
as I have shared them with you. First, however, you must prove yourselves
fit to carry on my name and the style of Shotokan. Go into the world to
test your knowledge by fire and blood. Should you survive long enough for
your own beards to gray with age, then you will know that your Shotokan
Karate is strong; then you will know that you are worthy to teach the art.
But if you should fall from the path, do not disgrace me by teaching your
weak version of the art. Better that the style of Shotokan Karate should
die than become a tree that appears great for its age but is rotten and
weak inside."
-Gouken, to his students Ken & Ryu (SF:TSG)
Skill Cost: 10 Years (7 Years as a Secondary Martial Art Form)
Costume: Standard Karate outfit
Stance: Feet shoulder's width apart, forward foot pointed ahead and to the
outside rear foot point out and to the front, knees bent. Forward arm is
held bent at a 90 degree angle with hand open similar to a knife-hand
strike, and the rear hand in a fist against the waist.
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Automatic Dodge, Power Block/Parry (does damage!),
Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch), Fore-Knuckle Fist, Backhand, Palm Strike,
Double-Palm Strike, Duo-Fist Strike.
Basic Foot Attacks: Kick, Snap Kick, Roundhouse Kick, Wheel Kick,
Crescent Kick, Axe Kick, Backward Sweep, Tripping/Leg Hook, Reverse
Turning Kick (Combination Dodge/Kick), Drop Kick (Combination
Fall/Dodge/Kick).
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning
Kick.
Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo
Chagi (Special! One opponent is grabbed and another is kick
simultaneously. Only takes one melee action, but requires two successful
Strike Rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to
the opponent kicked).
Holds/Locks: Arm Hold, Wrist Lock, Elbow Lock.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike,
Critical Strike From Rear.
Martial Arts Powers: Select a total of three (3) powers from Body
Hardening, Zenjorike, and Specialty Katas (Note: Weapons Katas not
allowed). If desired, any number of powers can be traded, one-for-one, for
any Basic Skill Programs (excluding physical).
Languages: Japanese
Physical: Gymnastics
Philosophical Training: Bushido
Level 1: +1 to Maintain Balance, Critical Strike from Behind, Death Blow
on a roll of Natural 19 or 20
Level 2: +2 to Roll with Punch/Fall/Impact, +2 to Damage
Level 3: +1 Attack per Melee
Level 4: +2 to Parry/Dodge, Critical Strike on Natural 17, 18, 19 or 20
Level 5: +1 to Maintain Balance, +1 to Strike
Level 6: +1 to Roll with Punch/Fall/Impact, +2 to Damage
Level 7: +1 Attack per Melee
Level 8: +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better
Level 9: +1 Attack per Melee, +1 to Maintain Balance
Level 10: +1 to Roll with Punch/Fall/Impact, Select Two (2) Additional
Martial Arts Powers from Body Hardening, Special Katas, and
Zenjorike.
Level 11: +1 to Strike, +2 to Damage
Level 12: +2 to Parry/Dodge, Death Blow on roll of Natural 18, 19 or 20
Level 13: +1 Attack per Melee, +1 to Maintain Balance
Level 14: +1 to Roll with Punch/Fall/Impact, +2 to Damage
Level 15: Select One (1) Additional Martial Arts Power from Body Hardening,
Special Katas, and Zenjorike.