Sosuishitsu Ryu Jujutsu
By Kuseru
Entrance Requirements: No Honorable Alignments allowed. No Attribute restrictions.
Skill Cost: 10 Years (7 Years as a Secondary Martial Art Style).

Sosuishitsu Ryu Jujutsu is a Japanese style of Jujutsu founded by Futagami Hannosuke Masanori, a Takeda samurai, sometime around 1650. Meaning "Twin-Waters-Combined/Held School," this style is named after Masnaori meditated for 37 days at a retreat in the Yoshino mountans, overlooking the Yoshino River. The inspiration Masanori had there caused him to combine the methods of Futagami Ryu and Takenouchi Ryu. Sosuishitsu Ryu is often referred to simply as Sosuishi Ryu, this occurs because the breakdown in the kanji readings; so (Pair, double, twin), sui (water or river), often pronounced mizu in Japanese, shi/shitsu (To hold or bring together). Since the kanji for shi/shitsu can be read either way, it is often listed as shi due to the derogatory slant of 'shitsu' outside Japan.

Sosuishitsu Ryu is composed of two fundamental areas: kumi uchi (grappling) and koshi no mawari ("around the waist", a reference to the sword). These two areas also have devoted techniques for dealing with different types of armor.

Kumi Uchi is considered the generic term for all grappling styles that preceded the formation of Jujutsu styles. It consists of three primary categories of unarmed combat, yoroi kumi uchi or (heavy armor combat), kumi uchi (unarmored grappling), and kogusoku (light armor combat). Punches, blocks, leg and body exercises, as well as throws, falling techniques, and breakfalls are all covered under this curriculum.

Koshi no mawari covers both long and short sword combat and hojojutsu techniques using a length of rope. The specific techniques cover situations against bow and spear armed foes, opponents in armor and assassins. Against lightly armored opponents, short swords were the preferred weapon. Iaijutsu is a mandatory technique of this style of sword fighting.

Costume: White Judo Gi with colored belts representing rank.
Stance: Feet are less than shoulder width apart, at right angles, with the knees slightly bent. Arms and hands are usually loosely extended in a variety of positions.
CHARACTER BONUSES
Add +2 to P.S.
Add +2 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Entangle, Parry.
Advanced Defense Moves: Breakfall, Disarm.
Hand Attacks: Fingertip Attack, Fore-Knuckle Fist.
Basic Foot Attacks: Backward Sweep, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Death Strike (New!), Hip Throw (New!), Paralysis Attack, Pickup Throw (New!), Pin/Incapacitate, Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: None
Weapon Kata: W.P. Katana, W.P. Wakizashi.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of TWO (2) Martial Art Powers from among Atemi and Special Kata. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural Skills: Hojojustu.
Weapon Proficiencies: W.P. Katana, W.P. Wakizashi.
Philosophical Training: Whatever works. That's Jujutsu! It's designed to get the job done and there's no such thing as an 'unfair' move in jujutsu, anything that works against the enemy is acceptable. It is a pragmatic, no-holds-barred martial art style.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kito Ryu (4 Years), Shinmuso Hayashizaki Ryu (5 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind.
2nd: +2 Parry/Dodge.
3rd: +2 to Body Flip/Throw (includes all throws).
4th: Select One (1) Additional Martial Art Power from Atemi or Special Kata.
5th: +1 Attack per Melee.
6th: +1 to Roll with Punch/Fall/Impact, +2 to Body Flip/Throw (includes all throws).
7th: +1 to Strike, Critical Strike on a Natural 19 or 20.
8th: Select One (1) Additional Martial Art Power from Atemi or Special Kata.
9th: +2 to Body Flip/Throw (includes all throws).
10th: +1 Attack per Melee.
11th: +1 to Roll with Punch/Fall/Impact, +2 Parry/Dodge.
12th: Select One (1) Additional Martial Art Power from Atemi or Special Kata.
13th: +2 to Body Flip/Throw (includes all throws)(Throws do an extra die of damage for a total of two dice of damage).
14th: +1 to Roll with Punch/Fall/Impact, Death Strike on a Natural 20.
15th: +1 Attack per Melee.
Why Study Sosuishitsu Ryu Jujutsu?
With strong jujutsu techniques combined with swordsmanship and rope skills, this style is well rounded and decent
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