Taijutsu (Exclusive)
By Kuseru
Entrance Requirements: No Alignment restrictions. Requires minimum M.E.: 10, P.S.: 10, P.E.: 10, and P.P. of 10.
Skill Cost: 14 Years

The origins of the combative martial art of Taijutsu are shrouded in mystery through 1000 years of history. Mythological manifestations, the military influences of China, and Samurai clans who lost out in the many power struggles of Japan all lay claim to the origin of the style. This wide diversity in sources means that Taijutsu draws from such styles as jujutsu, karate, kenpo, and the various samurai fighting styles. This style provides training in both armed and unarmed combat, as well as history, philosophy, and military strategy. Training is quite comprehensive, teaching a wide selection of combat skills rather than relying on any specific area of training.

Physical training focuses on body mechanics, distancing (ma-ai), flow (nagare), posture (kamae), rhythm (ritsudo), and timing by using Tai Sabaki (body movement) to achieve skillful use of the techniques. This method of training doesn't rely on speed or strength for successful technique implementation. Training is often conducted with partners to further develop and refine the skills developed through continually practiced techniques.

Unarmed training covers skill in Taihenjutsu (Body Changing Skill) which includes avoidance of attacks, break falling (Ukemi), falling, leaping (tobi), posture (kamae), and rolling; Dakentaijutsu (Striking Techniques) which include body strikes, punches, kicks, nerve strikes and manipulations(koshijutsu), and bone breaking (koppojutsu); Jutaijutsu (Grappling Techniques) which includes both application for and how to escape from chokes (shimewaza), holds, locks (Gyakuwaza), and throws.

Weapons training begins with practice in avoiding and defending against armed attackers, later progressing to learning weapon techniques. The basic weapons training has two purposes, it trains the practitioner how to avoid and defend against weapon attacks and also allows them to overcome any fear of weapons. It also helps to perfect the training principles of Taijutsu. Weapons taught include Bisento, Bokken, Fukiya, Black Powder Firearms, Hanbo, Jo, Jutte, Katana, Kodachi, Kusari Fundo, Kusarigama, Kyoketsu Shoge, Metsubushi, Naginata, Nawa, Ninjato/Shinobi-Gatana, Rokushaku Bo, Shikomi Zue, Shinobi Zue, Shuko/Ashiko, Shuriken (particularly Bo Shuriken, Senban Shuriken, and Token), Tachi, Tanbo, Tanto, Tessen, Tetsubishi/Idagama, Toami, Yari and Yumi.

Early in training kata is taught to provide insturction in the mechanics of body motion, posture, and flow. Kata are also used to introduce the basics of striking and grappling techniques as well as escapes. Later, Randori (free-style sparring) is stressed to teach the student to create and explore different applications of the techniques in a wide variety of situations. This teaches the practitioner basic techniques while allowing them to develop the application of these techniques in a manner which adapts to the movements of the opponent. This type of training creates a free flowing, natural style which is highly dynamic, adaptable, and quite useful for self defense.

Related training includes Explosives (Kayakujutsu), Fire (Kajutsu), Firearms (Hojutsu), Horsemanship (Bajutsu), Leaping (Hichojutsu), Ninja Tools (Kakushi Buki), Underwater skills (Sui-Ren), and Water training (Suijutsu).

Special Note: Taijutsu and Shinobijutsu are designed to work together. When a character has both, then all the bonuses, abilities, and powers of Shinobijutsu are used with the Attacks per Melee, in wielding weapons, weapon proficiencies, and Weapon Kata of Taijutsu. Any martial art powers and abilities from Taijutsu are used with Shinobijutsu.

Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Shizen no Kamae: This is the natural stance, where the hips and the shoulders are square to (facing) the opponent. The hands hang naturally and the feet are shoulder width apart. The knees and elbows are not locked; they are soft, slightly bent. The head is erect.
CHARACTER BONUSES
Add +1 to P.S.
Add +1 to P.P.
Add +1 to P.E.
Add +4 to Spd.
Add +5 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Leap, Roll with Punch/Fall/Impact.
Attack Moves: Cartwheel, Back Flip.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Breakfall, Circular Parry, Disarm.
Hand Attacks: Claw Hand, Fingertip Attack, Fore Knuckle Fist, Thumb Drive Fist(Boshi Ken).
Basic Foot Attacks: Backward Sweep, Forward Sweep, Kick Attack, Snap Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Choke, Death Blow (REVISED!), Death Blow from Behind (NEW!), Death Strike (NEW!), Death Touch (NEW!), Elbow, Hip Throw (New!), Knee, Pommel Strike (New!), Roll/Knockdown, Shoulder Throw (New!), Shuriken Stab (New!), Sweeping Throw (New!).
Holds/Locks: Arm Hold, Elbow Lock, Neck Hold/Choke, Wrist Lock.
Weapon Kata (Choose Two): W.P. Bisento (Polearm), W.P. Black Powder (or Matchlock), W.P. Hanbo (Blunt), W.P. Jo (Staff), W.P. Jutte (Forked), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusari Fundo (Chain), W.P. Kusarigama (Axe & Chain), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Naginata (Polearm), W.P. Ninjato (Short Sword), W.P. Rokushaku Bo (Staff), W.P. Shuriken (Thrown), W.P. Tanto (Knife), W.P. Tessen (Fan), W.P. Yari (Spear).
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 Martial Art Techniques 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: Use Ninja Tools (New!).
Physical: Climbing , Swimming, and Swimming: Scuba.
Weapon Proficiencies (Pick Ten): W.P. Axe, W.P. Black Powder (or Arquebus & Matchlock), W.P. Blunt, W.P. Bow, W.P. Chain, W.P. Fan, W.P. Forked, W.P. Knife, W.P. Large Sword, W.P. Mouth Weapons, W.P. Net, W.P. Polearm, W.P. Short Sword, W.P. (Demon) Snare, W.P. Spear, W.P. Staff, and W.P. Thrown.
Philosophical Training: Ninpo: This is an eclectic combination between a code of honor and a spiritual path of seeking enlightenment.
The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
A ninja's path toward spiritual enlightenment stems from the mixing of Ekkyo (I Ching divination), Gogyo Sestsu (five elements of Taoism), In-yo (yin-yang) duality of Taoism (in-yo do, where the yin philosophy of yin-yang is stressed, but balanced with inner yang), Kyojutsu Tenkan Ho (the ability to 'interchange falsehood and actuality'), Mikkyo Buddhism, moral strength, naturism (studying and understanding the workings of nature), Onmyodo (divination and astrology), perseverance when facing overwhelming numbers, Seishin (purity of heart, taught to embody a sense of completeness), Shugendo (the mixing of Mikkyo Buddhism with Taosim and Shintoism), and sincerity. The ultimate goal of this spiritual path is to strive for peace, harmony and enlightenment in all things.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Fuma Ryu (5 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Shinobijutsu (3 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike, +1 to Dodge, Critical Strike from Behind, Death Strike on a Natural 20.
2nd: +1 to Cartwheel/Back Flip, +1 to Parry
3rd: +1 to Roll/Knockdown, +1 to Throw
4th: +1 Attack per Melee, +1 to Leap
5th: Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks), Select One (1) additional Martial Art Power from among Martial Art Techniques and Special Kata.
6th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike, +1 to Dodge
7th: +1 to Cartwheel/Back Flip, +1 to Parry
8th: +1 Attack per Melee, +1 to Leap
9th: +1 to Roll/Knockdown, +1 to Throw
10th: Death Blow from Behind, Select One (1) additional Martial Art Power from among Martial Art Techniques and Special Kata.
11th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike, +1 to Dodge
12th: +1 Attack per Melee, +1 to Leap
13th: +1 to Cartwheel/Back Flip, +1 to Parry
14th: +1 to Roll/Knockdown, +1 to Throw
15th: Death Touch on a Natural 20, Select One (1) additional Martial Art Power from among Martial Art Techniques and Special Kata.
Why Study Taijutsu?
Pure mastery of the unarmed and weapon techniques of ninjutsu
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