Sumo (Exclusive)
By Kuseru

Entrance Requirements: No alignment restrictions. P.S. of 12 and P.E. of 12. Sumo wrestling is open to MEN only!
Skill Cost: 6 years.

Sumo is an ancient sport and religious practice of Japan, dating from as early as 230 B.C. While primarily performed as a sport, or religious ceremony, Sumo was a fairly detailed combat system up until the late 16th century, when 'inelegant' moves such as striking with fists, hair pulling, eye gouging, choking and kicking in the stomach or chest and other lethal moves were banned and the rules for ring matches, with formally established ranks were implemented.

Sumo wrestling is composed of many rituals. At the beginning of each tournament day, the yokozuna proceed into the dohyo (ring) for the ceremony named dohyo-iri. The yokozuna are accompanied by two attendants, with his tsuyuharai (personal attendant or herald) leading the way and his tachimochi (sword bearer) following. After first clapping his hands together to attract the attention of the gods, he extends his arms to the sides and turns palms upward to show he is concealing no weapons. Then at the climax he lifts first one leg to the side high in the air, then the other, bringing each down with a resounding stamp on the ground symbolically driving evil spirits from the dohyo. Next come half the top wrestlers involved, wearing richly adorned in embroidered aprons. They form a circle, clap their hands, hitch up their aprons, then withdraw. The rest of the rikishi (competitors registered with The Nihon Sumo Kyokai (Japan Sumo Association)) then enter and carry out the same rite.

Each match has two rikishi enter the dohyo, and after flexing their muscles they scatter handfuls of salt in a Shinto purification ritual (shio-maki). They then crouch, pound the floor with their fists and have a so-called eye battle, in which the rikishi try to break one another's confidence by means of a staring match. Preliminary display also includes the ceremonial drinking of water (mizu-sakazuki), menacing stomping, assuming the posture of toeing the mark (sonkyo), and the sumo ritual showing respect for fair play (chiri-o-kiru). The entire pre-bout ritual is known as shikiri-naoshi or shikiri and lasts up to four minutes (juryo rikishi have only three minutes and the lowest ranks must begin at once). Preliminaries concluded, the opponents then charge each other.

The concluding rite of the day is the yumitori-shiki (bow dance). After the final match a specially picked rikishi (a makushita, first rank divsion) climbs into the dohyo, is handed a bow by the gyoji (referee) with which he performs the yumitori-shiki, a brilliant routine with a twirling bow.

Sumo matches are composed of two types of attacks. The first type of attacks are limited body attacks and include tsuppari (a series of hard slaps delivered in rapid progression), hataki-komi (side-stepping), ashi-tori (leg holds), and ketaguri (leg sweeps). Other than limited body attacks, are the full body attacks, which consist of throws, yoriki (seizing the opponent's belt and marching them out of the ring), yori-taoshi (a variant of yoriki, where both sumotori go out of the ring, with the winner landing on top), and utchari (a reversal where the sumotori losing the match hoists his rival over his stomach and throws him out of the dohyo). The very first charge of the match is called the tachi-ai and can often result in one sumotori or the other being thrown from the ring at the very start. Matches are won by forcing the opponent out of the inner circle or throwing him in the dohyo. To lose the match it is not necessary to fall in the circle or to be pushed completely out. The rikishi who touches the ground with any part of his body, above the knee, loses the match. Or he need only put a part of his foot, such as one toe or his heel, over the straw bales marking the circle. Unlike western styles of boxing or wrestling, there are no weight limits in sumo, so it is possible for a sumotori to find themselves in a match with an opponent twice their weight.

Sumo training is traditionally conducted in Japan, however with the changing nationalities involved in sumo, it is likely to find some training in Hawaii, Mongolia, Russia, or the Samoas. Training is very strict with myriad rules of conduct. Training is typically handled by retired sumotori who manage heya (stables). Currently there are only 28 stables in Japan, with none known to exist outside the country. Training and matches are overseen by the Nihon-sumo-kyokai (Japan Sumo Association).

There are several ranks in Sumo, starting with the lowly maezuma (recruits) and honchu (beginners), these novices must win three early matches (mae-zumo) to graduate to regular sumo. The lowest rank of tournament wrestlers are the dan (step division), composed of jo-no-kuchi (first step), jo-nidan (second step), and sandanme (third step), who don't wrestle all matches of a tournament. Next are the maku-shita (second-rank seniors) and juryo (contenders for first rank division). Juryo are the lowest rank of elite sekitori (sekitori are allowed all the privileges and honors of sumo (i.e. they get to perform the full shikiri ritual)) sumotori (all sumo wrestlers, distinguished from rikishi, or recognized wrestlers). Lastly is the maku-uchi (first rank division) composed of maegashira (senior wrestlers), Sanyaku (three orders of champions, composed of komushi (pre-champions), sekiwake (junior champions), and ozeki (champions), and finally the yokozuna (grand champions). The rikishi are also divided into to teams, the East and West team, though they do not fight as teams. Characters are likely to start out in the jo-no-kuchi to juryo ranks.

Special Note: Rolling height and weight for Sumo characters is special. For height, roll 2D6 to determine the number of inches added to 5 feet, 6 inches. Weight is determined by rolling 6D6 and multiplying by ten, then adding it to 190 lbs.
Costume: Mawashi: Made of heavy silk approximately ten yards long by two feet wide, it is folded in six parts and then wrapped around the waist from four to seven times depending on the girth of the wrestler. There are ornamental strings (mae-tate-mitsu) hanging from the front of the mawashi, made from silk stiffened with glue. These are typically discarded when they become detached as they frequently do in the course of a match. Higher ranking wrestlers (the top two divisions) will wear a kesho-mawashi, or ceremonial apron during the dohyo-iri or ring entering ceremony. The Yokozuna themselves will also wear, over their kesho-mawashi, a massive braided hemp rope weighing from 25 to 35 pounds tied in a bow at the back and ornamented in the front with strips of paper hanging in zigzag patterns (these are Shinto paper charms). T he rank of a sumotori determines the style in which his long hair is dressed (mage). The style worn by juryo and maku-uchi is the more elaborate and is called the o-icho-mage after the ginko leaf which the mage is supposed to resemble. The lower ranks wear the chon-mage, a plainer style tied with paper strings.
Stance: Shikiri-no-kamae, with the toes evenly spaced and bodies resting on the heels. Feet and fists are placed firmly on the ground.

CHARACTER BONUSES
Add +5 to Chi
Add +2 to P.S.
Add +2 to P.E.
Add +1 to P.P.
Add +30 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defense Moves: Combination Parry/Throw.
Hand Attacks: Palm Strike.
Basic Foot Attacks: Backward Sweep, Tripping/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Automatic Body Flip/Throw, Body Block/Tackle, Critical Body Flip/Throw, Crush/Squeeze, Entering Throw (New!), Forearm, Grab Attack, Hand Throw (New!), Hip Throw (New!), Pickup Throw (New!), Reverse Hold/Throw (New!), Sacrifice Throw (New!), Shoulder Throw (New!), Sweeping Throw (New!).
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Arm Lock.
Weapon Kata: None.
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 Body Hardening and Martial Art Techniques, or from the list of new powers below. If desired, any number of powers can be traded, one-for-one, for Basic Skill Programs (excluding physical).

Body Hardening Exercises: Haragei: A series of exercises, consisting of meditations and abdominal concentration, designed to produce a calming in warriors engaged in battle. In Sumo, this ability is used to defeat one's enemies by using the focused energy of the center (Seika Tanden or Dantian) to deflect or project a powerful attack. Bonuses: +2 to save vs HF, +10% to resist Charm/Impress or Trust/Intimidate, +2 to P.E., +5 to S.D.C.

Body Hardening Exercise: Shiko: The stamping of feet on the ground to strengthen the legs. +1 to all kick attacks, +2 to P.S., +5 to S.D.C.

Body Hardening Exercise: Teppo: The striking of a wooden pole to strengthen the arms and shoulders. +2 to P.S., +2 to damage on all hand strikes, +10 to S.D.C.

Martial Art Technique: Tachiai: This is a specialized charge attack that can be combined with one armed hand strikes (with the exception of power punches), Body Flip/Throws, Body Block/Tackles, and Pin/Incapacitates, and provides a +3 to strike and does double damage to the opponent (or 1D6 damage plus P.S. bonus if the attack normally does no damage).

Special Kata: Shikiri: The toeing-the-mark ritual that precedes the start of every bout in sumo. Similar to the "Warrior Spirit" or Debana-O-Kujiki Kata, this kata is designed to unnerve the opponent. However, unlike the Warrior Spirt Kata, this kata gives the character performing it the equivalent of a Horror Factor of 12 for the next two melee rounds. To save vs this kata, opponents must roll a 12 or higher or be overwhelmed. Overwhelmed characters are temporarily stunned. In game terms, this means the character loses initiative (don't roll for it), loses one attack per melee, and cannot defend (parry, dodge, disarm, entangle, etc.) against the attacker's first attack of the melee round. The effects only last one melee round after the kata is performed.
Languages: Japanese
Cultural: Dance
Philosophical Training: Shintoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Goshinjutsu (3 Years), Hakko Denshin Ryu (4 Years), Hontai Yoshin Ryu (5 Years), Kito Ryu (4 Years), Kogusoku (3 Years), Kodokan Judo (4 Years), Kumogakure Ryu (6 Years), Sosuishitsu Ryu (4 Years), Tatsumi Ryu (5 Years).

LEVEL ADVANCEMENT BONUSES
1st: +2 to Maintain Balance, Critical Strike from Behind, Critical Body Flip/Throw on a Natural 20.
2nd: +1 to Parry/Dodge.
3rd: +1 to Strike, +2 to Body Flip/Throw (does 2D6 damage instead of 1D6).
4th: +1 Attack per Melee, +2 to Maintain Balance.
5th: Select one (1) additional Martial Art Power from among Body Hardening or Martial Art Techniques.
6th: +2 to Damage, Critical Strike on a Natural 19 or 20.
7th: +1 Attack per Melee.
8th: +2 to Maintain Balance, Critical Body Flip/Throw on a Natural 19 or 20.
9th: +2 to Body Flip/Throw (does 3D6 damage instead of 2D6).
10th: +1 to Parry/Dodge, Select one (1) additional Martial Art Power from among Body Hardening or Martial Art Techniques.
11th: +1 Attack per Melee, +2 to Body Flip/Throw (does double damage for a total of 6D6, plus bonuses).
12th: +2 to Maintain Balance, +2 to Damage .
13th: +1 to Strike, Critical Body Flip/Throw on a Natural 18, 19, or 20 (Note: Critical Body Flip/Throw combined with the double damage Body Flip/Throw does 9D6 plus bonuses).
14th: +1 Attack per Melee.
15th: Select one (1) additional Martial Art Power from among Body Hardening or Martial Art Techniques.

Why Study Sumo?
A powerful grappling style that focuses on power and intimidation. While not truly suited to the battlefield, it is still a formidable style
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