Entrance Requirements: P.P. of 12, M.E. of 10, P.E. of 13
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
Skill Cost: 12 years
Costume: Training is conducted in a light robe similar to those used in
Karate, accompanied by loose pants, and china flats. The pants worn by
the instructor are always black with patterns of green embroidered about
them, while those of the students vary from white (beginner) to earth
tones or greens (advanced). Outside the dojo anything that allows free
movement can be used.
Stance: The back leg is bent slightly at the knee, placing the foot
perpendicular to the front foot (and body). The have two positions
although the most common (i.e. more emphasized) one places the hands at
the sides of the individual ready to spring into action when the first
strike comes form the opponent. The less common one is used when the
combatant has already begun the fight and has his bokken drawn. It
places the sword arm (usually right) at a ninety-degree angle with the
body, holding the sword across the face (at eye level), while the
off-hand is in a knife hand position slightly away from the body.
Attacks per Melee: 3
Escape Moves: Break fall, maintain balance
Attack Moves: Leap, drop kick, body flip/throw
Basic Defensive Moves: dodge, parry
Advanced Defenses: Disarm, entangle
Hand Attacks: Strike, knife hand, karate punch (1d6+1)
Basic Foot Attacks: Kick attack, axe kick, crescent kick
Jumping Foot Attacks: None
Special Attacks (see below): Spirit Hand, Soul-striking
Holds/Locks: None
Weapon Katas: WP Bokken (use sword bonuses) at two levels higher than the
level of the character.
Modifiers to Attacks: Pull punch, critical strike
Martial Art Powers: Combination of Kangeiko and Shochu Geiko, and one
Zenjoriki Power. (?)
Language(s): None
Skills: WP Bokken, Bodybuilding, Running
Spirit Hand: Once per melee round the practitioner may channel his
energies into a hand strike. This strike does 2d6+PS bonus MD to
supernatural creatures or, if HP/SDC, 2d6+4+PS bonus directly to hit
points. This special attack will penetrate armor of all kinds, including
powered armor. Any damage done by a "spirit hand" regenerates at half
normal speed. However, this attack uses two melee actions and the user
may not attempt another hand strike in that round.
Soul Striking: The practitioner may, at the beginning of a round, specify
that he is soul striking for that round. From that point on all of his
attacks are at -4 to strike, and he may not be holding any ranged weapons
in his hands. Each time a blow lands the being struck looses 3d4 PPE and
ISP (if applicable). Every other attack gives the creature back 1/2 of
the absorbed PPE (and ISP) but it counts as a deathblow. Soul Striking
cannot penetrate MDC materials but does work on MDC creatures.
Level 1: +2 pull punch and break fall, +1 initiative
Level 2: +2 parry, +1d6 damage with any sword
Level 3: Add one action per melee, +1 strike
Level 4: Stun/Knockout on a natural 17-20, +2 disarm
Level 5: Tripping leg hook and backward sweep kicks, select one additional
power from body hardening, special katas, or martial art techniques.
Level 6: +2 strike, +1 initiative, +1 pull punch
Level 7: Add one action per melee, +1 to all hand strike damage
Level 8: Select one additional power from body hardening, special katas, or
martial art techniques.
Level 9: Double Chi (PPE), +1 disarm
Level 10: +2 damage from drop kick, +1 body flip/throw
Level 11: Add one attack per melee, +2 strike
Level 12: Automatic body flip/throw, +2 initiative
Level 13: +2 damage from all strikes, +2 disarm, +1 strike
Level 14: Add one action per melee, +2 maintain balance
Level 15: Select one zenjoriki, Deathblow on a natural 18-20