Suio Ryu Kenjutsu
By Kuseru
Entrance Requirements: Limited to those of Honorable Alignment, Minimum Attributes include P.P. of 12 and Spd. of 10.
Skill Cost:
14 Years ( 8 Years as a Secondary Martial Art Style).
Suio Ryu was developed by Mima Yoichizaemon Kagenobu in Fukushima during the Sengoku Jidai. It is a Kenjutsu style that teaches naginata, kusarigama, jo, grappling and wakizashi techniques. This style places an emphasis on iaijutsu methods of wakizashi kenjutsu techniques.

The philosophy of Suio Ryu is not that one kills one's opponent, but rather that by committing a particular action, your opponent offers his life to you and you must 'accept' it.

The current head of the Suio-Ryu is Katsuse Yoshimitsu, 15th Soke who only teaches students in the old ways (Kuden or oral tradition) and only from the city of Shizouka in Japan.
Costume: Hakama and keikogi.
Stance:
Facing opponent, with the right foot forward and the left foot back, arms held to the left side, with the right hand gripping the wakizashi's hilt, and the left hand cupping the bottom of the hilt.
CHARACTER BONUSES

Add +1 to P.S.
Add +3 to P.P.
Add +1D4 to Spd.
Add +5 to Chi.
COMBAT SKILLS
Attacks per Melee:
3
Escape Moves:
Roll with Punch/Fall/Impact.
Attack Moves:
None.
Basic Defense Moves:
Automatic Parry, Dodge, Parry.
Advanced Defense Moves:
Circular Parry, Combination Parry/Attack, Multiple Dodge.
Hand Attacks:
Strike (punch), Knife Hand.
Basic Foot Attacks:
Kick Attack, Snap Kick, Tripping/Leg Hook.
Jumping Foot Attacks:
None.
Special Attacks:
Backward Thrust (New!), Death Strike (New!), Hilt Strike (New!), Sweeping Throw (New!).
Holds/Locks:
Arm Hold, Wrist Lock.
Weapon Kata
(Pick Two): W.P. Naginata (Polearm), W.P. Jo (Staff), W.P. Kusarigama (Axe & Chain), W.P. Wakizashi (Short Sword).
Modifiers to Attacks:
Critical Strike, Critical Strike from Behind.
Special Katas: Shiho Giri Kata or "Four-Directional Cut" Kata: One of the primary kata used in many Iaido schools, this Kata also makes an appearance in many kenjutsu, sojutsu, and naginata jutsu schools. This Kata allows the character to attack multiple opponents (up to four) simultaneously in the same melee action, with all normal strike bonuses. A Strike roll is required for each target. The character must have initiative to do this, use the same attack (i.e. a single weapon, hand, or foot), and cannot engage in advanced defensive moves (like Multiple Dodge or Circular Parry), but can perform basic defenses like Dodge and Automatic Parry, with no bonuses. Also, the character can perform special attacks like Combination Parry/Attack and Combination Strike/Parry, but with no bonuses to strike or parry, and at the loss of one opponent (the character can only attack up to three opponents when using a special attack, if there are less than four opponents, then the character is only able to strike up to one less than the number of attackers). This Kata cannot be used against attackers at Long Range or further (but can be used against attackers in Grappling or Combat Range). This special kata also allows the character to attack and defend against opponents to the rear with no bonuses or penalties. However, the character can only strike in the first attack of the melee round. For the rest of the melee round they can only defend (though they can still defend against opponents behind them with no penalty or bonuses) and cannot use Multiple Dodge or Circular Parry for the rest of the Melee round. Also remember that Kata must be used for the entire melee round. Author's Note: I can already see the questions about this...if they can't use Multiple Dodge or Circular Parry, but can still parry or dodge opponent's to the rear, what's the point of having restrictions on not being able to use Multiple Dodge or Circular Parry? The answer is quite simple, they can defend against attacks from behind them, but they do so with no penalties or bonuses, using Multiple Dodge and Circular Parry allows you to defend against these attacks, with your FULL parry or dodge bonus!
SKILLS INCLUDED IN TRAINING
Martial Art Powers:
Automatically receives Sixth (6th) level skill in Iaijutsu. Select a total of ONE (1) Martial Art Power from among Martial Art Techniques and Special Kata. These powers may not be traded for skill programs.
Languages:
Japanese.
Physical:
Swimming.
Temple:
Meditation.
Weapon Proficiencies:
W.P. Naginata (Polearm), W.P. Jo (Staff),
W.P. Kusarigama (Axe & Chain), W.P. Wakizashi (Short Sword).
Philosophical Training:
Zen Buddhism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Itto Ryu (3 Years), Jikishinkage Ryu (2 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kurama Ryu (5 Years), Muso Shinden Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Shinmuso Hayashizaki Ryu (5 Years), Tendo Ryu (5 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years).
LEVEL ADVANCEMENT BONUSES
1st
: +1 to Strike, +2 to Dodge/Parry, Critical Strike from Behind.
2nd
: +1 to Damage, +1 to Body Flip/Throw, Death Strike on a Natural 20.
3rd
: +1 Attack per Melee.
4th
: +1 to Dodge/Parry, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
5th
: +1 to Strike, +2 to Roll.
6th
: +1 Attack per Melee, +1 to Body Flip/Throw, +1 to Damage.
7th
: Critical Strike on a Natural 18, 19, or 20.
8th
: Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
9th
: +1 Attack per Melee, +1 to Strike.
10th
: +1 to Dodge/Parry, +1 to Roll, +1 to Damage.
11th
: Receives Automatic Body Flip/Throw.
12th
: +1 Attack per Melee, Select One (1) Additional Martial Art Power from Martial Art Techniques or Special Kata.
13th
: +1 to Strike, +1 to Damage.
14th
: Death Strike on a Natural 19 or 20.
15th
: +1 Attack per Melee, Receives Critical Body Flip/Throw on a Natural 20.
Why Study Suio Ryu Kenjutsu?
A well rounded martial art that teaches armed and unarmed skills, Suio Ryu is more than adept at handling multiple attackers, and quite deadly when used with a wakizashi.

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