3rd Annual Martial Art Contest Voting Time
Posted: Wed Feb 16, 2005 10:58 pm
OK, after long-last, here are the entries for the 3rd Annual Martial Arts Contest and their status.
1. Way of the Wendigo - Kinthalis Silverbow
2. 3,000 Bo [3000 Steps, art of speed] - Poiuy Wired
3. Legendary Dolphin Style - Angryjack
4. Pistol Soul (Gunslingers of all gunslingers) - Poiuy Wired
5. Lilt-Nuru [Elfish Death-Dance, Graceful art of swordsmanship] - Poiuy Wired
6. Drenk-Kai Joutsu - Bahamut810 DISQUALIFIED (Not in format)
7. SE CH’UAN SNAKE FIST KUNG FU - Tinker Dragoon
8. Por Hei Kup Won Jee (Chi Crushing Spirit Draining Finger) - Poiuy Wired
9. Aikikai Aikido - The Dark
10. Valley-Style Slap Fu - Darque
11. NINJUTSU - THE ART OF PERSEVERANCE -Heretic DISQUALIFIED (Not new or original)
12. DEADLY WASP STYLE - Tinker Dragoon
13. FONG NGAN – PHOENIX EYE KUNG FU - Tinker Dragoon
14. Zi Ran Men - Hibik
15. Kerb Abak - LordZaboem
16. Ming Jing, the Hell Mirror Martial Art - LordZaboem
As a side note, styles posted in another forum around the same time as the contest are now being allowed, due to the mass confusion about their legality among contestants. Entries disqualified for other reasons are still not eligable for voting.
NOTE: I've tried to place everything in one big, (hopefully) easy to read format, but if I missed a part that had text coding for whatever reason, I appologize.
The Categories
Best Original/Fictional Martial Art
Best Nonfictional (Real) Martial Art
Best Humorous Martial Art (be it wit or satire, low humor, or whatever)
Best New Martial Art Power
Best Background History
Best New Rule/Combat Move
Coolest Name
Best Martial Art Style will be awarded based on a composite result of the scoring from the Best and Coolest categories (i.e. Best Original/Fictional Martial Art, Best Nonfictional (Real) Martial Art, Best Humorous Martial Art, Best New Martial Art Power, Best Background History, Best New Rule/Combat Move, and Coolest Name) once all the votes are in and tallied.
Each category will have a 1st, 2nd, and 3rd place winner.
Ok I'll take a shot at it.
Way of the Wendigo
By Kinthalis Silverbow
Entrance Requirements: No Alignment Restrictions. Requires a minimum P.S. of 13 and P.E. of 14.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style).
This style from the wilderness of Canada was created by a wandering mutant bear. The bear created this style based on events after the Crash. Finally, after much combative testing, the bear managed to perfect this style. This style has an accurate reputation for sudden violence, and has a casual, but important, focus on hunting skills.
Training in this style improves the devotees' health, running speed, and strength. At the first sign of a fight, advocates of this style enter combat aggressively, leaping or charging the opponent as soon as possible. At the first opportunity, masters prefer to close to grappling range to subdue opponents with a bear hug. Weapons training in this style includes spears and clubs.
This Way is practically unknown and is taught informally all over The North. The current head of this style is the wandering mutant bear who created the style.
Costume: None.
Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside, rear foot pointed out and to the front, knees bent. Forward fist rigidly extended on a straight line from the shoulder, rear fist tight against the waist.
CHARACTER BONUSES
Add +1 to P.S.
Add +3 to P.E.
Add +4 to Spd.
Add +1D6 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Leap.
Attack Moves: Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Power Block/Parry.
Hand Attacks: Punch, Power Punch, Double Fist Punch.
Basic Foot Attacks: Kick Attack, Axe Kick.
Jumping Foot Attacks: Double Kick Technique (SPECIAL! Wendigo practitioners are so well trained they can kick twice in the air before landing again, similar to many flashier Kung Fu styles and Tae Kwon Do; once per melee round the character may, if he has won Initiative, perform any two kicks in a row, rolling to strike with one immediately after the other; the first kick gets full strike bonuses, while the second gets only half bonuses, rounding down), Flying Reverse Spinning Kick, Jump Kick, Flying Jump Kick, Flying Reverse Turn Kick, Flying Hook Kick Takedown (SPECIAL! Jump onto the opponent's shoulders then fall backward, taking him over by the head with your legs. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Cannot be parried, but can be dodged.)
Special Attacks: Leap Attack, Crush/Squeeze (Special! This combat move uses the rules from After the Bomb 2nd Edition, page 144).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening Exercises and Demon Hunter Body Hardening Exercises. Automatically receives Kangeiko/Shochu Geiko Body Hardening Exercise. These can not be traded for Basic Skill Programs.
Languages: English and French.
Cultural: Brewing, Fishing, and Sports
Physical: None.
Survival: Forestwise, Hunting, and Wilderness Survival.
Temple: None.
Weapon Proficiencies: W.P. Blunt, W.P. Spear.
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Drunken Style (6 Years), Kyokushinkai (4 Years), Liang Hsiung (1 Year), Shan Tung (2 Years), Shih Ba Ban Wu Yi (3 Years), Tae Kwon Do (3 Years), or Tong Lun (3 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +2 to Leap (add 6 feet to Leap Distance).
2nd: +1 to Save vs Pain, +1 to Initiative.
3rd: +1 to Strike, +2 to Leap (add 6 feet to Leap Distance).
4th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
5th: +1 Attack per Melee.
6th: +2 to Parry, +2 to Leap (add 6 feet to Leap Distance).
7th: Critical Strike on a Natural 19 or 20.
8th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
9th: +1 to Strike, +1 to Damage.
10th: +1 to Initiative.
11th: +1 to Save vs Pain.
12th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
13th: Critical Strike on a Natural 18, 19, or 20.
14th: +1 Attack per Melee.
15th: +1 to Leap (add 6 feet to Leap Distance).
Why Study Way of the Wendigo?
Highly mobile and damaging, but the art is short on defensive maneuvers. A good, strongly offensive form of martial arts that also includes weapon skills. The perfect outdoor martial art. A solid, combat effective form that stresses quickness and power.
NOTE: this form was designed for ATB2.
Here is my Entry Number 1.
This is a Fixed Repost of My Entry.
3,000 Bo [3000 Steps, art of speed][EXCLUSIVE]
By Poiuy Wired
Entrance Requirements:
PP 16
Speed 18
Skill Cost: 13 years
Little is known about the originator of this style, known as Fone(wind), after all the originator of the style thinks the less people knows about it, the better it is. A few famous practitioners of the style are less subtle about their abilities, the fabled thief "Plum-Picker" is said to be able to hop in and out of the Forbidden City unseen, all the effort to take a fresh Plum flower for a lady!
This is an ancient art for used my thieves and burglars. The art form provides ample training for stealth, speed and agility, perfect for "acquiring" desirables without being seen, or to outrun any angry owners. The flashy type with this style will wear flowing white outfit, hopping from building to building, as if taunting those who give chase. Although there are more subtle practitioners who sneak in and out of a building undiscovered, leaving nothing more than a gust of wind.
Costume: Something light and Dark, akin to the Ninjas. Style Concentrated on stealth and speed.
Stance: Whatever one feels comfortable. Prefers to stay as far away as possible. Afterall, why fight when you can just run away!
CHARACTER BONUSES
+4 PP
+10 Speed
+10 S.D.C
Double Normal Chi
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Leap, Back Flip.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge, Automatic Dodge.
Hand Attacks: Strike(punch), Palm Strike.
Basic Foot Attacks: Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: *none*
Special Attacks: Leap Attack.
Holds/Locks: *none*
Weapon Kata: W.P. All Paired Weapons, W.P. Knife, W.P. Sword, W.P. Throwing Darts.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of 2 Powers from the Arts of Invisibility. Select one Power from Any Category.
Languages: Chinese (usually Cantonese)
Cultural: *none*
Physical: Prowl, Athletic, Acrobatics, Gymnastics, Running, Climbing, Swimming.
Survival: *none*
Temple: *none* (Trained by a master)
Weapon Proficiencies: W.P. All Paired Weapons, W.P. Knife, W.P. Sword, W.P. Throwing Darts.
Philosophical Training: *none* (unless you count "everything-goes" as a kind of Philosophy)
LEVEL ADVANCEMENT BONUSES
1st: +4 to Roll with Punch/Fall/Impact, Critical Strike on Natural 20, Critical Strike from Rear, +1 to Leap (Add 6 Feet to leap Distance)
2nd: +2 Initiative, +1 Parry/Dodge.
3rd: +1 to Strike, +1 to Leap (Add 6 Feet to leap Distance)
4th: +1 Automatic Dodge, Knock-Out/Stun on Natural 20
5th: +1 Parry/Dodge, +2 to Roll with Punch/Fall/Impact.
6th: +1 Attack Per Melee, +1 to Leap (Add 6 Feet to leap Distance)
7th: Select 1 Martial Art Power.
8th: +1 to Strike, Knock-Out/Stun on Natural 19-20
9th: +1 Initiative, +1 to Leap (Add 6 Feet to leap Distance)
10th: +1 Parry/Dodge, +2 to Roll with Punch/Fall/Impact.
11th: Select 1 Martial Art Power.
12th: +2 to Roll with Punch/Fall/Impact, +1 to Leap (Add 6 Feet to leap Distance)
13th: +1 Parry/Dodge, Knock-Out/Stun on Natural 18-20
14th: +1 Initiative, +1 Attack Per Melee.
15th: +1 to Leap (Add 6 Feet to leap Distance), Select 1 Zenjorike Power.
Why Study 3,000 Bo?
You want to be Fast, really Fast. You want to be Sneaky, really Sneaky.
You prefer Flight than Fight. You don't mind being called a Coward.
[Designer Notes: This style is quite similar to what the Japanese Ninja use. The main difference is mobility over lethality. The style is used mainly to spy and steal. That having said, underestimating a 3,000 Bo master is a lethal mistake, for he can run around you in circles all day raining steel over your head, and there is little chance you can catch him, if any.]
[The style have extreme mobility as one may see, but lacks powerful and damaging attack. Wise player would know to leap and dodge away from attackers, and use the various throwing skills to attack from afar. Trying to go melee with this style for any extended period of time is a bad idea. The style simply lacks powerful modifier or tough martial Art Power to stand up to the abuse. However, it should be easy for any 3.000 Bo master to just jump away from combat, up a to a roof, allows for quick getaway, or raining death from vairous weapons he carries. Modern Masters "MAY" think of gettin WP: pistols as a kata. A silenced pistol is quite effective for a sneaky personality, although the silence and ease of conseal makes darts and knives an all time favorate. It is also extremely common for some masters to coat poisons on his weapons.]
Legendary Dolphin Style (Exclusive)
By Angryjack
Entrance Requirements:
PS 12
PP 12
PE 11
ME 14
SPD 12
Skill Cost: 12 years
The Legendary Dolphin style was mastered by an ancient island kingdom that was deep in mysticism, furthermore it was also located by an alcove frequented by marine animals. The desire of the people to be at one with the sea animals had lead them into wrestling each other underwater and above it, and often fighting beasts such as dolphins, sea lions, Walruses and Sharks. The intense power of the larger animals sent the sages and masters on a quest for a way to defeat these creatures and thus chi mastery soon entered the scene. Travellers from China taught them the various forms of chi mastery but the people soon needed ways to manipulate chi to further enhance their style. Legend has it a Fang Shih consulted a Water Dragon who further taught the people these new abilities. Infact, It seems the Fang shih of this island who developed most of the more remarkable abilties.
Note: Due to the extreme power of this art, advancement beyond 9th is only possible by defeating a master of equal or higher level , or from learning the abilities from a Water or Ki Spirit. if none Can be found the character continues to advance and only gains the ability to use another martial arts power or skill program each level past 9th.
Costume: Being that the character is meant to be able to fight underwater, costume only consists of short pants, and occassionally a Light cotton, canvas, or reed shirt for buoyancy. May or may not wear footwear. In modern times diving gear may be worn.
Stance: The Opening Stance of Dolphin style is to have one leg bent over the other and the arms held over high as if in a dive position.
CHARACTER BONUSES
+4 to Physical Strength
+2 to Mental Endurance
+5 to Speed
+2 to Physical Prowess
+2 to Physical Endurance
Cold Resistance: 1/2 Damage from cold and can stand in cold temperatures twice as long before suffering from hypothermia.
Double Normal Chi
+6d6 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Leap Away, Backflip, Roll w/ punch/fall, Power Dive( as leap but works underwater), Lock Break
Attack Moves: Sommersault Attack, Combination Trip/Stomp (D6), Leap attack,Trip, Disarm, ,Double Body flip/throw, Combination Parry/Leap kick
Basic Defense Moves: Dodge, Parry, Power Block, Multiple Dodge,
Advanced Defensive Moves: I mpact Sponge, Automatic Dodge (underwater),Combination Roll/trip
Hand Attacks: Finger tip Strike, Palm Strike, Knife Hand, Rake
Basic Foot Attacks: Knee kick, Snap Kick, Round House, Spin Kick, Reverse Spin kick, Axe Kick
Jumping Foot Attacks: Flying Reverse Kick, Leap Kick, Jump Kick
Special Attacks: Dolphin Smash A Head Butt that does D10 Damage, and causes the opponent to Save vs stun (16) or be at -6 to combat actions for D6 rounds, if they make the saving throw they are -2 to combat actions for 1 round. performable only once per round and counts as 2 attacks. Head gear may increase the damage by +1d6 to 3d6.
Holds/Locks: Head lock, Arm lock, Foot lock, Joint Break
Weapon Kata: WP Tonfa , Net , Trident , Dragoncatcher, Mancatcher, Knife, Spear, Staff are allowed ( Select 2 to start)
Modifiers to Attacks: Double strike ( allows the character to repeat the same move in secession if the first strike succeeds, 2nd strike is at 1/2 bonuses ), Pull Punch, Knock out/Stun, Stunning Blow (35+5 % per level of success, if successful treat as a disabling strike granting a penalty of -2 to all combat moves and -10% speed to the Opponent after blow. ) . Critical Strike
Note: May use Body chi to raise PE to increase Swimming Speed, Leaping Distances, or the amount of time one can spend underwater. Chi Climbing can also be used to run across water at 1/2 speed , as long as the water is calm.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Starts with the following Katas and abilities:
Dragon Line Kata, Kangeiko/Shugeiko, Body Chi. May select 2 additional powers from Chi katas, Weapon Katas, Chi powers, and Body hardening Excercises.
Languages: Ancient Polynesian, Mandarin Chinese.
Cultural: Fishing, Cooking, Spear Fishing, Spelunking,
Physical: Oxygen Conservation, Running, Swimming, Acrobatics, Advanced Swimming
Survival: Underwater Navigation, Identify Marine Life, Wilderness Survival, Skin and prepare Animal Hides
Temple: Geomancy, Ancient History, Meditation, Calligraphy
Weapon Proficiencies: Select 2 from available katas.
LEVEL ADVANCEMENT BONUSES
1st: +2 feet to Leap distance, +2 to Strike, +2 to Pull/Punch/ Roll W/ Punch Fall
2nd: +2 to Disarm/Entagle, +2 to Parry/Dodge, +1 to Body flip/Throw
3rd: +1 Attack per melee , +2 initiative, +2 Damage
4th: +1 Martial Arts power, +2 to Pull /Punch/ Roll w/punch /fall
5th: +2 Damage, +2 feet to Leap distance, +2 to Strike
6th: Double Chi, +1 Martial Arts power.
7th: Knock Out / Stun on 18+, Critical Strke 19+.
8th: +1 Attack, +2 to Parry/Dodge.
9th: +2 to Body Flip/Throw, +2 Strike.
10th: Invoke WATER CHI animus (special, same as spell but costs 35 chi to initiate, Animus may not be detached)
11th: Double Chi, +1 Martial Arts Power
12th: +2 intiative, Critical Strike 18+, Knock Out/Stun 16+.
13th: Invoke Tangle of Chi, Invoke Spiral of Chi (as spelsl but Chi cost instead of PPE)
14th: Absorb Chi (May absorb all the chi within anyone in the same body of water within 100 feet, when not in water it can only be used within touch range. the amount of chi absorbed is All. To Save vs the drain, must have the ability to sense chi or have a mental barrier such as a mind block. Those who can resist chi influences can resist as normal. Positive Chi and negative chi cancel each other out when it forms in the final pool. The pool will last for D6 rounds before it dissipates back into the water.
15th: Torrent of Chi: Can at the cost of 100 chi cause someone to violently expel all the chi they have and turn into a vortex of Chi. This is painful and does SDC damage equal to the amount of chi released. this has a range of Line of Sight.
Why Study Legendary Dolphin Style?
why Not Study it? course it does make you into a powerful warrior, on the Down side, you've been living in an isolated ancient kingdom that has few ties to the Modern world. You'll have difficulty meeting masters who have the greater powers of the Legendary masters, but on the plus side, You'll be able to Defeat almost any opponent straight off the bat.
OK... here is the updated Gun Fu style, with a new name and some background. This is a more "Rift" style submission. Feel free to play with it. Designer's note will come up soon
Notes: This Martial Art Form Is a Resurrection of the Old Triad Assassin Style, Designed to include new skills, and new weaponary of Rifts Earth. 'Slingers may choose to take this Style with the cost of 6 skills, making them true gods of Pistols. The bonuses is slightly juiced up and altered, but the style is considered exclusive.
Pistol Soul (Gunslingers of all gunslingers)(Exclusive)
By Poiuy Wired
Entrance Requirements:
Any Alignment
PP 18
Skill Cost: 8 years. (Rifts: Half the time If the Character is a Gun-Slinger related OCCs)
Costume: Officially None, though most wear a Tough (MDC) Vambrace for Parrying(usually armed with studs and sometimes even retractable claws), and most take to wear MDC trenchcoats.
Stance: Upright Stance, with Pistols Pointing at the Target.
All city rats would want to one day become heros, like those in the pre-rifts movies. Many have tried to imitate the various shooting styles from these ancient records. Some tried they new skills in real combat, with disappointing results. Then again, most did not return to tell the tale. There was a rumor amongst the city rats that hidden amongst the piles and piles of pre-rifts movies and flicks is the real ultimate way to use a pistol, something that would make a gun-slinger's skills look like child's play. So far none succeed in finding it. Yet, thousands are searching for it everyday. The Silver Blaster gang is amongst those who try to find this ultimate way of the pistol. Everyday they practise their skills with nerf laser, and flicks through tons of pre-rifts movies and flicks, learning from everyone of them. But the more the go through, the more disappointing they are. As their skills grew, something becomes disturbingly apparent: most of the movie gunfights are flawed. It was then, that miracle happens. Davy Boy, A brother of a member came back to the 'burbs for a visit. An amature gun-slinger, he was wounded in a firefight, and need to "lay low" for a while. Being bored in the safe-house, he flicks through the mountains of movies. It was then, that miracle DO happen. From one of those dusty old tapes with poor quality comes a short training video from a person called Saih. The video is short, with nothing other than a few simple shots being fired. But being a 'slinger Davy realize the extreme skills needed in executing such shots. For the weeks and months that followed, Davy would practice his skills acording to the video. The boys in the Silver Blaster gang may reguard it being a crazy idea, the legendary tape just CAN NOT be this simple! But Davy IS a 'slinger, and even an amature 'slinger is way better then the city rats in skills. So, they follow the training, of only to amuse themselves. It takes a long time before they can fully utilise the skils in the energy pistols they use, but it is possable. If fact, it is easier since energy pistols gives little recoil, and that partially speeds up the learning process. With a few skills "borrowed" from the gun-slinger training, a new style is born.
The new style focus on becoming one with the pistol, a weird concept from the Silver Blaster gang, definitely something they picked up from old movies. But for whatever the reason, it works! In the past some may consider this a dishonorable way of becoming a martial Artist, but the fact is, Who Cares? It Works, thats all it matters. The growing size of the Silver Blaster gang shows its effectiveness, as the style spreads, slowly, and selectively.
Next time, when you see some kiddo swinging around two pistols, don't call him a fool... he may just be the ones who know the Pistol Soul.
CHARACTER BONUSES
+2 PP
+2 Speed
+5 S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Automatic Dodge.
Hand Attacks: Strike(punch), Pistol Whip(1D8 Damage) (Note: Non-ranged attacks have their own set of bonus under the "Melee Attack" entry)
Basic Foot Attacks: Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: NONE
Special Attacks: NONE
Holds/Locks: NONE
Weapon Kata: W.P. Knife, W.P. All Pistols(character do not use W.P. bonuses, instead use the ones listed here), W.P. Paired Firearms(Pistols). (Found in RGMG)
Modifiers to Attacks: NONE
SKILLS INCLUDED IN TRAINING
Martial Art Powers: One Life, One Hit, One Shot, One Kill.
Languages: NONE
Cultural: NONE
Others: Sniper.
Weapon Proficiencies: W.P. Knife, W.P. All Pistols, W.P. Paired Firearms(Pistols), W.P. Sharpshooting Specialty. (Found in RGMG)
Philosophical Training: NONE
LEVEL ADVANCEMENT BONUSES
NOTE: Like the Triad Assassin Style in Mystic China, Bonuses in this Advancement table are NOT cumulative. Each Level lists all the character's bonuses exactly. Unlike Triad Assassin Style Pistol Spirit Works on most pistols, as long as they are capable of "standard" rate of fire, and have a payload of more than 10. The use of Knives allows for better parrying when only one pistol is used.
1st:
2 Attacks per melee.
+4 to strike with aimed shot: Normal Single-Shot Damage
+2 to strike with three shot burst: Single-Shot Damage X 2
+2 to strike with five shot burst: Single-Shot Damage X 5
+1 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
2nd:
2 Attacks per melee.
+4 to strike with aimed shot: Normal Single-Shot Damage
+2 to strike with three shot burst: Single-Shot Damage X 2
+2 to strike with five shot burst: Single-Shot Damage X 5
+1 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
+1 to Automatic Dodge
3rd:
3 Attacks per melee.
+4 to strike with aimed shot: Normal Single-Shot Damage
+3 to strike with three shot burst: Single-Shot Damage X 2
+3 to strike with five shot burst: Single-Shot Damage X 5
+1 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
+1 to Automatic Dodge
4th:
3 Attacks per melee.
+5 to strike with aimed shot: Normal Single-Shot Damage
+3 to strike with three shot burst: Single-Shot Damage X 2
+3 to strike with five shot burst: Single-Shot Damage X 5
+1 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
+1 to Automatic Dodge
5th:
4 Attacks per melee.
+5 to strike with aimed shot: Normal Single-Shot Damage +1
+3 to strike with three shot burst: Single-Shot Damage X 2 +4
+3 to strike with five shot burst: Single-Shot Damage X 6
+2 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
+1 to Automatic Dodge
6th:
4 Attacks per melee.
+5 to strike with aimed shot: Normal Single-Shot Damage +1
+3 to strike with three shot burst: Single-Shot Damage X 2 +4
+3 to strike with five shot burst: Single-Shot Damage X 6
+2 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+1 to Automatic Dodge
7th:
5 Attacks per melee.
+6 to strike with aimed shot: Normal Single-Shot Damage +1
+4 to strike with three shot burst: Single-Shot Damage X 2 +4
+4 to strike with five shot burst: Single-Shot Damage X 6
+2 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+1 to Automatic Dodge
8th:
5 Attacks per melee.
+6 to strike with aimed shot: Normal Single-Shot Damage X 1.5
+4 to strike with three shot burst: Single-Shot Damage X 3
+4 to strike with five shot burst: Single-Shot Damage X 9
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+1 to Automatic Dodge
9th:
5 Attacks per melee.
+6 to strike with aimed shot: Normal Single-Shot Damage X 1.5
+4 to strike with three shot burst: Single-Shot Damage X 3
+4 to strike with five shot burst: Single-Shot Damage X 9
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+2 to Automatic Dodge
10th:
6 Attacks per melee.
+6 to strike with aimed shot: Normal Single-Shot Damage X 1.5
+4 to strike with three shot burst: Single-Shot Damage X 3
+4 to strike with five shot burst: Single-Shot Damage X 9
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+2 to Automatic Dodge
11th:
6 Attacks per melee.
+7 to strike with aimed shot: Normal Single-Shot Damage X 1.5
+5 to strike with three shot burst: Single-Shot Damage X 3
+5 to strike with five shot burst: Single-Shot Damage X 9
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+2 to Automatic Dodge
12th:
6 Attacks per melee.
+7 to strike with aimed shot: Normal Single-Shot Damage X 2
+5 to strike with three shot burst: Single-Shot Damage X 3
+5 to strike with five shot burst: Single-Shot Damage X 10
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+2 to Automatic Dodge
13th:
7 Attacks per melee.
+7 to strike with aimed shot: Normal Single-Shot Damage X 2
+5 to strike with three shot burst: Single-Shot Damage X 4
+5 to strike with five shot burst: Single-Shot Damage X 10
+3 to strike with all melee attacks, including Pistol Whip
+4 to Roll with Punch/Fall/Impact
+4 to parry/dodge
+2 to Automatic Dodge
14th:
8 Attacks per melee.
+8 to strike with aimed shot: Normal Single-Shot Damage X 2
+5 to strike with three shot burst: Single-Shot Damage X 4
+5 to strike with five shot burst: Single-Shot Damage X 11
+4 to strike with all melee attacks, including Pistol Whip
+4 to Roll with Punch/Fall/Impact
+4 to parry/dodge
+2 to Automatic Dodge
15th:
8 Attacks per melee.
+8 to strike with aimed shot: Normal Single-Shot Damage X 2
+6 to strike with three shot burst: Single-Shot Damage X 4
+6 to strike with five shot burst: Single-Shot Damage X 11
+4 to strike with all melee attacks, including Pistol Whip
+4 to Roll with Punch/Fall/Impact
+4 to parry/dodge
+3 to Automatic Dodge
Why Study Pistol Soul?
Do you really want to run between in-coming enemy fire to deliver a punch?
Do you really want to even get close to those nightmarish creatures?
What else teaches you to Kill without getting your clothes dirty?
[Designers Notes: To be announced]
Another Entry, this one for Palladium Fantasy. Yes this one is a bit munchie, but it is supposed to be Special. Yes, even this will not beat a crazed Jeridu.
Lilt-Nuru [Elfish Death-Dance, Graceful art of swordsmanship]
By Poiuy Wired
Entrance Requirements:
Any Alignment
IQ 10
PS LESS THAN 14 (too strong and it breaks the "grace of this art form)
PP 16
Speed 12
Skill Cost: 36 years (No learning bonus if used as a secondary style, this style is simply too different)
This is a rarely known style of swordsmanship. It is rare in the even amongst Elfish swordsmen, not to mention other species. Some may argue that Lilt-Nuru started out as ritual dancing turned lethal, though that is unlikely. The unnatural grace and its deviation from regular laws of martial Art makes it difficult to learn and understand. Rumor is that the style is taught by the Old Ones, refined by the Jeridus, and passed on to the Elves as the Jeridus switches side. But the rarity of Jeridus makes it impossable to varify such facts.
Anyhow, the extreme agility of the style, coupled with the almost impossable moves dodging between blades is a wonderful sight, at least for the bystanders.
It is said that any race can learn this style, although no non-elf have been able to find a master and be able to complete the long and complex training, which consists of many nights of singing and dancing.
CHARACTER BONUSES
+4 PP
+4 Speed
+5 S.D.C
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Leap, Back Flip, Maintain Balance.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry. DOES NOT get Automatic Parry. [Almost use Automatic Dodge exclusively in place of a Parry]
Advanced Defensive Moves: Multiple Dodge, Automatic Dodge, Automatic Roll.
Hand Attacks: Strike(punch).
Basic Foot Attacks: Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack.
Holds/Locks: None
Weapon Kata: W.P. All Paired Weapons, W.P. Knife, W.P. Sword.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: None
Languages: Elfish/Dragonese.
Cultural: Dancing(+30%), Singing(+15%), Art(one music Instrument)
Physical: Acrobatics, Gymnastics.
Survival: None
Weapon Proficiencies: W.P. All Paired Weapons, W.P. Knife, W.P. Sword.
Philosophical Training: None
This style is simply too different to provide and bonus in learning any other known style.
LEVEL ADVANCEMENT BONUSES
1st: +1 to Dodge, +2 to Roll with Punch/Fall/Impact, Critical Strike on Natural 20, Critical Strike from Rear.
2nd: +2 Initiative, +1 Parry/Dodge.
3rd: +2 to Strike, +1 to Maintain Balance, +1 to Leap (Add 6 Feet to leap Distance)
4th: +1 to Dodge, Knock-Out/Stun on Natural 20
5th: Critical Strike on Natural 19 or 20.
6th: +1 Attack Per Melee, +1 to Strike.
7th: +1 to Dodge, +1 Maintain Balance.
8th: +1 to Strike, Knock-Out/Stun on Natural 19-20
9th: +1 Attack Per Melee, +1 Initiative, +1 to Leap (Add 6 Feet to leap Distance)
10th: +1 to Dodge, +2 to Roll with Punch/Fall/Impact.
11th: +1 Attack Per Melee, +1 to Strike.
12th: +1 to Roll with Punch/Fall/Impact, Death Blow on Natural 20.
13th: +1 Attack Per Melee, Critical Strike on Natural 18, 19 or 20.
14th: +1 to Strike, +1 to Dodge.
15th: +1 Attack Per Melee, +2 Initiative, +1 to Leap (Add 6 Feet to leap Distance)
Why Study Lilt-Nuru?
To dance gracefully amongst your enemies, and to send them to their end with their screams as your appaluse.
[Designer Notes: This style is almost On Par with Zanji Shinjinken-Ryu when it comes to Attacks, and is Definitely way faster. The Focus on Automatic Dodge is a Good thing, though the lack of a basic Automatic Parry means it is extremely dangerous to be caught inmobile. The attacks are generally extremely precise, this is important since all Lilt-Nuru Elves have low strength.]
[NOTE TO GM: Please DO NOT send a Jeridu with Lilt-Nuru against your PCs, its not even fair. ]
[EDIT: I changed a few Typos and the weird out Automatic Dodge thingy. Since In N&SS format Automatic Dodge gets full Dodge Bonus]
Drenk-Kai Joutsu
By Bahamut810
Entrance requirements: 8pp, a high PS and PE are recommended, Good or unprincipled alignments only. Must have access to an Andronian master.
Skill Cost: 9 years (7 years as a secondary)
This Martial Art is part of the lifestyle of a Memnon from the Androsenies alien race. In the Androsenies language it means “The Gods art of Life” which is a very fitting name. It shows a person how to truly live life by travelling to all the wonderful places the world has to offer…on foot. They have to find a way to scale all the mountains, cross the deserts, get to where they feel they need to be. Along the way they talk to everyone and help where ever they can and are generally pleasant to just be around. They like to spar with every other Drekken (the name for a Drenk-Kai Joutsu student) they meet as a matter of course to make sure they keep their skills sharp and to keep feeling alive.
Once the person has found his place, he settles down and helps the community that he has chosen. He will usually take a position of authority, such as a police officer or military official.
This form is a wonderful blend of punch and kick moved that is designed to be and practical. In this aspect it is very close to the Earth martial art Jujitsu. There are no illegal moves using this form, though when training “illegal” moves won’t be used. This form lets the student customize his own moves with relative ease and encourages the student to pick a weapon to be trained with (as to be more flexible).
When using this form the Drekken will usually start by moving in to debilitate his opponent in some way. This usually entails a sweep or a grab/throw move. After that he will use punches and kicks in the most effective way he can to stop his opponent from being able to fight, which is usually from dislocation of a limb, or just plain knocking them out.
Costume: Loose Fitting clothing, a Kung Fu uniforms usually works
Stance: Feet a shoulder length apart, one slightly behind the other, knees slightly bent. One fist extended in front of him at waist level, with the other fist about two inches from the waist.
Character Bonuses:
+1 MA
+1 PS
+2 PP
+1 PE
+10 SDC
Combat Skills:
Attacks Per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Back flip
Attack Moves: (none)
Basic Defense: Dodge, Parry, Automatic Parry
Advanced Defense: Auto-Roll, Multiple Dodge, Disarm, Breakfall
Hand Attacks: Strike (punch), Knife Hand, Palm Strike
Foot Attacks: Kick, Tripping/leg hooks, Backward Sweep, Snap Kick, Reverse turning kick (combination Dodge/Kick)
Jumping Foot Attacks: Jump Kick
Special attacks: Leap attack, Body flip/throw, Automatic Body flip/throw, Choke, Knee, Paralysis attack (vital points)
Weapon Katas: None
Modifiers to attacks: Pull punch, Critical, Critical from Behind, Deathblow, Knockout, Body flip/throw, Critical flip/throw
Skills Included In Training:
Martial Arts Powers: You start with the Kangeiko and Shochu Geiko body hardening technique and may select a total of 2 extra powers from among Body Hardening, Martial Arts Techniques, Special Katas and Arts of Invisibility. If you desire any number of Powers can be traded, one-for-one, for basic skill programs (excluding physical).
Language: Androsian (Close to the Atlantian Language)
Cultural: Cooking
Survival: Wilderness Survival, Tracking
Physical: Prowl, Climbing
Philosophical Training: Zen Buddhism (Equivalent)
If this is your Primary Martial Arts form then the following other forms can be learned in a shorter time. Jujitsu (4 years), Moo Gi Gong (4 years), Shao-lin (6 years)
Level Advancement Bonus:
1st: +2 to Roll with Punch/Fall/Impact, +2 Parry/Dodge, Critical Strike from Behind
2nd: +1 Strike, +1 Disarm
3rd: +2 Body flip/throw (Does 2d6 damage instead of the normal 1d6), +2 to Maintain Balance
4th: +1 Attack Per Melee, Critical Strike on a Natural 18, 19 or 20
5th: +2 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20
6th: Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility. +1 disarm, Deathblow on a natural 20.
7th: +1 Body flip/throw, +1 to Disarm
8th: +1 Attack per Melee, +1 Maintain Balance
9th: +2 to Roll with Punch/Fall/Impact, +1 Damage
10th: +1 Parry/Dodge, +1 Disarm
11th: +1 Attack per Melee, Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility
12th: +1 Parry/Dodge, +1 Strike
13th: +1 to Roll with Punch/Fall/Impact, +1 Maintain Balance
14th: +1 Attack per Melee, Knockout/stun on a natural 19 or 20
15th: Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility
Why Study Drenk-Kai Joutsu?
Most people are born into it, others fall in love with the near care-free life that they lead. This form specializes in disabling the
opponent and minimizes damage to everything (and everyone) around the fight.
*NOTE- Memnon is the warrior/priest caste from the race this is from. If you would like the writeup for the race, please email me.
SE CH’UAN – SNAKE FIST KUNG FU
By Tinker Dragoon
Entrance Requirements: No Alignment restrictions. Minimum Attributes are M.E.: 8, P.P.: 12, Spd.: 10
Skill Cost: 12 Years (9 Years as a Secondary Martial Art Form).
Yet another classic Chinese Style that imitates an animal, in this case the writhing motions and rapid debilitating strikes of the snake. Defenses in Se Ch’uan are typically soft and circular in nature, while attacks are hard and linear. The Snake Fist master prefers to evade the opponent’s blows rather than block them, touching the opponent only to attack.
In combat the snake fist master will carefully size up the opponent, writhing and swaying from side to side, just out of the opponent’s reach, using feints and sudden movements to provoke the opponent into attacking and leaving its vulnerable points undefended, at which time he will strike out with a single rapid Snake Fist or Atemi strike, often ending the fight in one attack. Against stronger and smarter opponents, powerful Negative Chi attacks and paralyzing blows will be employed to render the opponent helpless.
Se Ch’uan Kung Fu can be learned from martial art schools and lone hermits in China, Australia, and in Chinatowns across the USA and Canada.
Costume: Silk or cotton Kung Fu outfit, but sometimes bare-chested.
Stance: Upright, writhing and constantly shifting the angle of the body to the opponent, feet held at right angles and slightly apart with the right side of the body towards the opponent, arms are both bent with the right hand (the “snake fist”) held at eye level, and the left hand held near the chest (reverse for the left-handed).
CHARACTER BONUSES
Add 4 to M.E.
Add 2 to P.P.
Double Normal Chi
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge, Breakfall, Combination Parry/Attack, Combination Dodge/Attack (SPECIAL! Against one opponent, once per melee round, the character can simultaneously dodge and attack. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using a Palm Strike, Snake Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it, i.e. Automatic defenses won't work. Uses up one melee attack/action.)
Hand Attacks: Strike (Punch), Fingertip Attack, Palm Strike, Snake Fist (SPECIAL! An openhanded stabbing strike with the fingertips to soft parts of the body, imitating the head of a snake. Does 2D4 damage.), Two-Finger Strike (SPECIAL! a variant of the Fingertip Attack which uses two fingers instead of one, and does 2 points of damage. Any Atemi ability that requires a Fingertip Attack or Fore-Knuckle Fist to use can be performed with this strike.)
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks.
Jumping Foot Attacks: None
Special Attacks: Choke, Death Blow, Leap Attack, Paralysis Attack (Vital Points).
Holds/Locks: None
Weapon Kata: None
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select three (3) Powers from among Atemi (including advanced), or Chi Mastery (including advanced). If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical).
Languages: Chinese
Cultural: Acupressure*
Temple: Geomancy
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bok Pai (5 Years), Ch’in-Na (4 years), Fong Ngan (4 Years), Pao Pat Mei (3 Years), Tai-Chi Ch’uan (4 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind, Knockout/Stun from Behind.
2nd: +1 to Dodge, +1 to Damage.
3rd: Select One (1) Additional Martial Art Power from among Atemi (including advanced) and Chi Mastery (including advanced).
4th: +1 to Breakfall, Critical Strike on Natural 19 or 20.
5th: +1 to Roll with Punch/Fall/Impact, Death Blow on Natural 20.
6th: +1 Attack per Melee, +1 to Strike.
7th: Select One (1) Additional Martial Art Power from among Atemi (including Dim Mak and advanced) and Chi Mastery (including advanced).
8th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.
9th: Double Existing Chi, Critical Strike on Natural 18, 19, or 20.
10th: +1 to Breakfall, +2 to Damage, +1 to Dodge.
11th: Select One (1) Zenjorike Power.
12th: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge.
13th: Select One (1) Additional Martial Art Power from among Atemi (including Dim Mak and advanced) and Chi Mastery (including advanced).
14th: 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).
15th: Select One (1) Zenjorike Power.
Why Study SE CH’UAN?
Not the most damaging style, but powerful Atemi and Chi powers allow the Snake Fist stylist to disable and even kill his opponents without bloodshed. Decent defense against multiple attackers.
* New Skill: Acupressure is an ancient Chinese total body treatment, given through clothing on pressure points, to stimulate the flow and improve circulation of energy throughout the body. Like its Japanese equivalent shiatsu, acupressure requires no needles relying instead on the thumbs, palms, heels of the hands and elbows, (sometimes knees and feet) to apply held pressure on vital points on the body. Along with pressure point treatment, gentle stretching and corrective exercises are also used. Base Skill: 30%+5% per level of experience. (By Kuseru)
Another Form/Style... this one is a bit Weird.
[This style is Drastically Different from most other style. I try to bring out the feel of those Darker Arts in some Martial Fantasy. Please Excuse the difference in Format as it is the only way to present the newer alternative materials.]
Por Hei Kup Won Jee (Chi Crushing Spirit Draining Finger)
By Poiuy Wired
Entrance Requirements:
None! Anyone can study this style, but there is no turning back...
Skill Cost: 4 years (2 as a Secondary Martial Art Style).
Through Out the years many ancient styles are lost, and many are lost for good reasons! Still, many will seek those Rumored exotic styles, for fables of heros dashing through walls and crushing steel with mere touch of a finger is just too tempting.
Por Hei Kup Won Jee is NOT an ancient style. It is, in fact, the Failed effort of resurrecting an ancient style through patchments of scattered scripts and scrolls. Most who seek the fabled Kup Zing Dai Fat either failed, or worse, permanently patrified due to extreme Chi Influx. However, Gui Ling, a Martial Art Guru, is able to patch up a usable style from these patchments. The result is Por Hei Kup Won Jee. The extreme power over Chi allows for near super-human power. However, the the training process also disrupt the body's normal Chi Flow, turning the person into almost a monster.
Many would seek to learn Por Hei Kup Won Jee, attracted by its fast advancement. Most turns into horrable monsters rather than masters.
Costume: Basically Anything.
Stance: Hunched Over body with Fingers Spread Out.
CHARACTER BONUSES/PENALTIES
-2 ME
+4 PS (Becomes Supernatural)
+4 PP
+4 Speed
+40 S.D.C. !!!
Quadruple(!) Normal Chi !!!
Roll/Choose 2 Insanities(can be found in other Palladium Books)
Chi-Thirst (Special Penalty!)
The weird training turns the character into a semi Chi vampire! The character requires to feed from a certainment amount of Chi everyday. Failure to do so for a week would result in the loss of 1D4 Hit Points and 1D6 Chi per day, which CANNOT be recovered by any means until the "missed" Chi is absorbed. The Chi MUST BE absorbed from Sentient Lives! The requirement of Chi per week is indicated at each level. At first level its 1 point of Chi only, but this requirement quickly goes up as the Character advances in Level. Obviously some Masters would perform horrable acts just to satisify his Chi-First.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact, leap, backflip.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge.
Hand Attacks: Strike(punch), Fingertip Attack, Claw Hand, Power Punch.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack, Draining Finger(SPECIAL!! This special attack does the same damage as a normal Fingertip Attack, ut it also Drains a small amount of Chi from its Victim. The number of Chi drained is equal to 1D4 plus the Half Level of the Por Hei Kup Won Jee Master, Rounding Down. So a Fifth Level Master would drain 1D4 plus 2 Chi per successful hit with the Draining Finger. The Drained Chi can EITHER ALL be used to satisify the Chi-First(see Above) OR ALL be used just like normal Chi. It takes FOUR(4) Actions to perform Draining Finger at Level 1, but higher level Masters can perform it in a much shorter time.)
Holds/Locks: Arm Hold, Neck Hold.
Weapon Kata: Select 2 W.P. of choice.
Modifiers to Attacks: Death Blow, Knock-Out/Stun, Critical Strike, Critical Strike from rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of 4(!) Powers of any kind. Select one Zenjorike Power.
Languages: Chinese (Old Chinese)
Weapon Proficiencies: Select 2 W.P. of choice.
Philosophical Training: None.
If this is your Primary Martial Art, you don't get to learn other styles in a shorter time.
LEVEL ADVANCEMENT BONUSES
1st: Chi-Thirst(1), Draining Finger takes 4 attacks to perform, +2 to Roll with Punch/Fall/Impact, Critical Strike, Critical Strike from rear.
2nd: Chi-Thirst(2), +2 to Strike, Knock-Out/Stun on Natural 20.
3rd: Chi-Thirst(4), +1 Attack per melee, +2 to Parry/Dodge.
4th: Chi-Thirst(, +1 to Roll with Punch/Fall/Impact, Select 1 Martial Art Power.
5th: Chi-Thirst(16), Draining Finger takes 3 attacks to perform, +1 to Parry/Dodge, Fingertip Attack does 1D4 Damage.
6th: Chi-Thirst(24), +1 Attack per melee, Critical on Natural 19-20.
7th: Chi-Thirst(32), +1 to Strike, Death Blow on Natural 20, Fingertip Attack does 1D6 Damage.
8th: Chi-Thirst(4, Select 1 Zenjorike Power.
9th: Chi-Thirst(64), +1 Attack per melee, +1 to Strike.
10th: Chi-Thirst(96), +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, Fingertip Attack does 2D4 Damage.
11th: Chi-Thirst(128), Draining Finger takes 2 attacks to perform, Knock-Out/Stun on Natural 19-20.
12th: Chi-Thirst(192), +1 to Strike, Select 1 Martial Art Power.
13th: Chi-Thirst(256), +1 Attack per melee, +1 to Parry/Dodge, Critical on Natural 18-20.
14th: Chi-Thirst(384), +1 to Roll with Punch/Fall/Impact, +1 to Strike, Death Blow on Natural 19-20.
15th: No Longer Suffer From Chi-Thirst(!), Fingertip Attack does 2D6 Damage. Select 1 Zenjorike Power.
Why Study Por Hei Kup Won Jee?
You want to be powerful, and you want it Fast.
You would rather be a Tiger for one day than be a Sheep for 100 years.
[Note: I tone DOWN this Art a bit after seeing how ungodly this can be at my original design.]
Too weird?
[NOTE: SPLIT INTO MULTIPLE PARTS BECAUSE THE WHOLE POST ISN'T SHOWING UP.]
1. Way of the Wendigo - Kinthalis Silverbow
2. 3,000 Bo [3000 Steps, art of speed] - Poiuy Wired
3. Legendary Dolphin Style - Angryjack
4. Pistol Soul (Gunslingers of all gunslingers) - Poiuy Wired
5. Lilt-Nuru [Elfish Death-Dance, Graceful art of swordsmanship] - Poiuy Wired
6. Drenk-Kai Joutsu - Bahamut810 DISQUALIFIED (Not in format)
7. SE CH’UAN SNAKE FIST KUNG FU - Tinker Dragoon
8. Por Hei Kup Won Jee (Chi Crushing Spirit Draining Finger) - Poiuy Wired
9. Aikikai Aikido - The Dark
10. Valley-Style Slap Fu - Darque
11. NINJUTSU - THE ART OF PERSEVERANCE -Heretic DISQUALIFIED (Not new or original)
12. DEADLY WASP STYLE - Tinker Dragoon
13. FONG NGAN – PHOENIX EYE KUNG FU - Tinker Dragoon
14. Zi Ran Men - Hibik
15. Kerb Abak - LordZaboem
16. Ming Jing, the Hell Mirror Martial Art - LordZaboem
As a side note, styles posted in another forum around the same time as the contest are now being allowed, due to the mass confusion about their legality among contestants. Entries disqualified for other reasons are still not eligable for voting.
NOTE: I've tried to place everything in one big, (hopefully) easy to read format, but if I missed a part that had text coding for whatever reason, I appologize.
The Categories
Best Original/Fictional Martial Art
Best Nonfictional (Real) Martial Art
Best Humorous Martial Art (be it wit or satire, low humor, or whatever)
Best New Martial Art Power
Best Background History
Best New Rule/Combat Move
Coolest Name
Best Martial Art Style will be awarded based on a composite result of the scoring from the Best and Coolest categories (i.e. Best Original/Fictional Martial Art, Best Nonfictional (Real) Martial Art, Best Humorous Martial Art, Best New Martial Art Power, Best Background History, Best New Rule/Combat Move, and Coolest Name) once all the votes are in and tallied.
Each category will have a 1st, 2nd, and 3rd place winner.
Ok I'll take a shot at it.
Way of the Wendigo
By Kinthalis Silverbow
Entrance Requirements: No Alignment Restrictions. Requires a minimum P.S. of 13 and P.E. of 14.
Skill Cost: 11 Years (9 Years as a Secondary Martial Art Style).
This style from the wilderness of Canada was created by a wandering mutant bear. The bear created this style based on events after the Crash. Finally, after much combative testing, the bear managed to perfect this style. This style has an accurate reputation for sudden violence, and has a casual, but important, focus on hunting skills.
Training in this style improves the devotees' health, running speed, and strength. At the first sign of a fight, advocates of this style enter combat aggressively, leaping or charging the opponent as soon as possible. At the first opportunity, masters prefer to close to grappling range to subdue opponents with a bear hug. Weapons training in this style includes spears and clubs.
This Way is practically unknown and is taught informally all over The North. The current head of this style is the wandering mutant bear who created the style.
Costume: None.
Stance: Feet shoulder's width apart, forward foot pointed ahead and to the outside, rear foot pointed out and to the front, knees bent. Forward fist rigidly extended on a straight line from the shoulder, rear fist tight against the waist.
CHARACTER BONUSES
Add +1 to P.S.
Add +3 to P.E.
Add +4 to Spd.
Add +1D6 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Leap.
Attack Moves: Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Power Block/Parry.
Hand Attacks: Punch, Power Punch, Double Fist Punch.
Basic Foot Attacks: Kick Attack, Axe Kick.
Jumping Foot Attacks: Double Kick Technique (SPECIAL! Wendigo practitioners are so well trained they can kick twice in the air before landing again, similar to many flashier Kung Fu styles and Tae Kwon Do; once per melee round the character may, if he has won Initiative, perform any two kicks in a row, rolling to strike with one immediately after the other; the first kick gets full strike bonuses, while the second gets only half bonuses, rounding down), Flying Reverse Spinning Kick, Jump Kick, Flying Jump Kick, Flying Reverse Turn Kick, Flying Hook Kick Takedown (SPECIAL! Jump onto the opponent's shoulders then fall backward, taking him over by the head with your legs. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Cannot be parried, but can be dodged.)
Special Attacks: Leap Attack, Crush/Squeeze (Special! This combat move uses the rules from After the Bomb 2nd Edition, page 144).
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of ONE (1) Martial Art Power from among Body Hardening Exercises and Demon Hunter Body Hardening Exercises. Automatically receives Kangeiko/Shochu Geiko Body Hardening Exercise. These can not be traded for Basic Skill Programs.
Languages: English and French.
Cultural: Brewing, Fishing, and Sports
Physical: None.
Survival: Forestwise, Hunting, and Wilderness Survival.
Temple: None.
Weapon Proficiencies: W.P. Blunt, W.P. Spear.
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Drunken Style (6 Years), Kyokushinkai (4 Years), Liang Hsiung (1 Year), Shan Tung (2 Years), Shih Ba Ban Wu Yi (3 Years), Tae Kwon Do (3 Years), or Tong Lun (3 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Strike, +2 to Leap (add 6 feet to Leap Distance).
2nd: +1 to Save vs Pain, +1 to Initiative.
3rd: +1 to Strike, +2 to Leap (add 6 feet to Leap Distance).
4th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
5th: +1 Attack per Melee.
6th: +2 to Parry, +2 to Leap (add 6 feet to Leap Distance).
7th: Critical Strike on a Natural 19 or 20.
8th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
9th: +1 to Strike, +1 to Damage.
10th: +1 to Initiative.
11th: +1 to Save vs Pain.
12th: Select One (1) Additional Martial Art Power from Body Hardening Exercises or Demon Hunter Body Hardening Exercises.
13th: Critical Strike on a Natural 18, 19, or 20.
14th: +1 Attack per Melee.
15th: +1 to Leap (add 6 feet to Leap Distance).
Why Study Way of the Wendigo?
Highly mobile and damaging, but the art is short on defensive maneuvers. A good, strongly offensive form of martial arts that also includes weapon skills. The perfect outdoor martial art. A solid, combat effective form that stresses quickness and power.
NOTE: this form was designed for ATB2.
Here is my Entry Number 1.
This is a Fixed Repost of My Entry.
3,000 Bo [3000 Steps, art of speed][EXCLUSIVE]
By Poiuy Wired
Entrance Requirements:
PP 16
Speed 18
Skill Cost: 13 years
Little is known about the originator of this style, known as Fone(wind), after all the originator of the style thinks the less people knows about it, the better it is. A few famous practitioners of the style are less subtle about their abilities, the fabled thief "Plum-Picker" is said to be able to hop in and out of the Forbidden City unseen, all the effort to take a fresh Plum flower for a lady!
This is an ancient art for used my thieves and burglars. The art form provides ample training for stealth, speed and agility, perfect for "acquiring" desirables without being seen, or to outrun any angry owners. The flashy type with this style will wear flowing white outfit, hopping from building to building, as if taunting those who give chase. Although there are more subtle practitioners who sneak in and out of a building undiscovered, leaving nothing more than a gust of wind.
Costume: Something light and Dark, akin to the Ninjas. Style Concentrated on stealth and speed.
Stance: Whatever one feels comfortable. Prefers to stay as far away as possible. Afterall, why fight when you can just run away!
CHARACTER BONUSES
+4 PP
+10 Speed
+10 S.D.C
Double Normal Chi
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Leap, Back Flip.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge, Automatic Dodge.
Hand Attacks: Strike(punch), Palm Strike.
Basic Foot Attacks: Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: *none*
Special Attacks: Leap Attack.
Holds/Locks: *none*
Weapon Kata: W.P. All Paired Weapons, W.P. Knife, W.P. Sword, W.P. Throwing Darts.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of 2 Powers from the Arts of Invisibility. Select one Power from Any Category.
Languages: Chinese (usually Cantonese)
Cultural: *none*
Physical: Prowl, Athletic, Acrobatics, Gymnastics, Running, Climbing, Swimming.
Survival: *none*
Temple: *none* (Trained by a master)
Weapon Proficiencies: W.P. All Paired Weapons, W.P. Knife, W.P. Sword, W.P. Throwing Darts.
Philosophical Training: *none* (unless you count "everything-goes" as a kind of Philosophy)
LEVEL ADVANCEMENT BONUSES
1st: +4 to Roll with Punch/Fall/Impact, Critical Strike on Natural 20, Critical Strike from Rear, +1 to Leap (Add 6 Feet to leap Distance)
2nd: +2 Initiative, +1 Parry/Dodge.
3rd: +1 to Strike, +1 to Leap (Add 6 Feet to leap Distance)
4th: +1 Automatic Dodge, Knock-Out/Stun on Natural 20
5th: +1 Parry/Dodge, +2 to Roll with Punch/Fall/Impact.
6th: +1 Attack Per Melee, +1 to Leap (Add 6 Feet to leap Distance)
7th: Select 1 Martial Art Power.
8th: +1 to Strike, Knock-Out/Stun on Natural 19-20
9th: +1 Initiative, +1 to Leap (Add 6 Feet to leap Distance)
10th: +1 Parry/Dodge, +2 to Roll with Punch/Fall/Impact.
11th: Select 1 Martial Art Power.
12th: +2 to Roll with Punch/Fall/Impact, +1 to Leap (Add 6 Feet to leap Distance)
13th: +1 Parry/Dodge, Knock-Out/Stun on Natural 18-20
14th: +1 Initiative, +1 Attack Per Melee.
15th: +1 to Leap (Add 6 Feet to leap Distance), Select 1 Zenjorike Power.
Why Study 3,000 Bo?
You want to be Fast, really Fast. You want to be Sneaky, really Sneaky.
You prefer Flight than Fight. You don't mind being called a Coward.
[Designer Notes: This style is quite similar to what the Japanese Ninja use. The main difference is mobility over lethality. The style is used mainly to spy and steal. That having said, underestimating a 3,000 Bo master is a lethal mistake, for he can run around you in circles all day raining steel over your head, and there is little chance you can catch him, if any.]
[The style have extreme mobility as one may see, but lacks powerful and damaging attack. Wise player would know to leap and dodge away from attackers, and use the various throwing skills to attack from afar. Trying to go melee with this style for any extended period of time is a bad idea. The style simply lacks powerful modifier or tough martial Art Power to stand up to the abuse. However, it should be easy for any 3.000 Bo master to just jump away from combat, up a to a roof, allows for quick getaway, or raining death from vairous weapons he carries. Modern Masters "MAY" think of gettin WP: pistols as a kata. A silenced pistol is quite effective for a sneaky personality, although the silence and ease of conseal makes darts and knives an all time favorate. It is also extremely common for some masters to coat poisons on his weapons.]
Legendary Dolphin Style (Exclusive)
By Angryjack
Entrance Requirements:
PS 12
PP 12
PE 11
ME 14
SPD 12
Skill Cost: 12 years
The Legendary Dolphin style was mastered by an ancient island kingdom that was deep in mysticism, furthermore it was also located by an alcove frequented by marine animals. The desire of the people to be at one with the sea animals had lead them into wrestling each other underwater and above it, and often fighting beasts such as dolphins, sea lions, Walruses and Sharks. The intense power of the larger animals sent the sages and masters on a quest for a way to defeat these creatures and thus chi mastery soon entered the scene. Travellers from China taught them the various forms of chi mastery but the people soon needed ways to manipulate chi to further enhance their style. Legend has it a Fang Shih consulted a Water Dragon who further taught the people these new abilities. Infact, It seems the Fang shih of this island who developed most of the more remarkable abilties.
Note: Due to the extreme power of this art, advancement beyond 9th is only possible by defeating a master of equal or higher level , or from learning the abilities from a Water or Ki Spirit. if none Can be found the character continues to advance and only gains the ability to use another martial arts power or skill program each level past 9th.
Costume: Being that the character is meant to be able to fight underwater, costume only consists of short pants, and occassionally a Light cotton, canvas, or reed shirt for buoyancy. May or may not wear footwear. In modern times diving gear may be worn.
Stance: The Opening Stance of Dolphin style is to have one leg bent over the other and the arms held over high as if in a dive position.
CHARACTER BONUSES
+4 to Physical Strength
+2 to Mental Endurance
+5 to Speed
+2 to Physical Prowess
+2 to Physical Endurance
Cold Resistance: 1/2 Damage from cold and can stand in cold temperatures twice as long before suffering from hypothermia.
Double Normal Chi
+6d6 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Leap Away, Backflip, Roll w/ punch/fall, Power Dive( as leap but works underwater), Lock Break
Attack Moves: Sommersault Attack, Combination Trip/Stomp (D6), Leap attack,Trip, Disarm, ,Double Body flip/throw, Combination Parry/Leap kick
Basic Defense Moves: Dodge, Parry, Power Block, Multiple Dodge,
Advanced Defensive Moves: I mpact Sponge, Automatic Dodge (underwater),Combination Roll/trip
Hand Attacks: Finger tip Strike, Palm Strike, Knife Hand, Rake
Basic Foot Attacks: Knee kick, Snap Kick, Round House, Spin Kick, Reverse Spin kick, Axe Kick
Jumping Foot Attacks: Flying Reverse Kick, Leap Kick, Jump Kick
Special Attacks: Dolphin Smash A Head Butt that does D10 Damage, and causes the opponent to Save vs stun (16) or be at -6 to combat actions for D6 rounds, if they make the saving throw they are -2 to combat actions for 1 round. performable only once per round and counts as 2 attacks. Head gear may increase the damage by +1d6 to 3d6.
Holds/Locks: Head lock, Arm lock, Foot lock, Joint Break
Weapon Kata: WP Tonfa , Net , Trident , Dragoncatcher, Mancatcher, Knife, Spear, Staff are allowed ( Select 2 to start)
Modifiers to Attacks: Double strike ( allows the character to repeat the same move in secession if the first strike succeeds, 2nd strike is at 1/2 bonuses ), Pull Punch, Knock out/Stun, Stunning Blow (35+5 % per level of success, if successful treat as a disabling strike granting a penalty of -2 to all combat moves and -10% speed to the Opponent after blow. ) . Critical Strike
Note: May use Body chi to raise PE to increase Swimming Speed, Leaping Distances, or the amount of time one can spend underwater. Chi Climbing can also be used to run across water at 1/2 speed , as long as the water is calm.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Starts with the following Katas and abilities:
Dragon Line Kata, Kangeiko/Shugeiko, Body Chi. May select 2 additional powers from Chi katas, Weapon Katas, Chi powers, and Body hardening Excercises.
Languages: Ancient Polynesian, Mandarin Chinese.
Cultural: Fishing, Cooking, Spear Fishing, Spelunking,
Physical: Oxygen Conservation, Running, Swimming, Acrobatics, Advanced Swimming
Survival: Underwater Navigation, Identify Marine Life, Wilderness Survival, Skin and prepare Animal Hides
Temple: Geomancy, Ancient History, Meditation, Calligraphy
Weapon Proficiencies: Select 2 from available katas.
LEVEL ADVANCEMENT BONUSES
1st: +2 feet to Leap distance, +2 to Strike, +2 to Pull/Punch/ Roll W/ Punch Fall
2nd: +2 to Disarm/Entagle, +2 to Parry/Dodge, +1 to Body flip/Throw
3rd: +1 Attack per melee , +2 initiative, +2 Damage
4th: +1 Martial Arts power, +2 to Pull /Punch/ Roll w/punch /fall
5th: +2 Damage, +2 feet to Leap distance, +2 to Strike
6th: Double Chi, +1 Martial Arts power.
7th: Knock Out / Stun on 18+, Critical Strke 19+.
8th: +1 Attack, +2 to Parry/Dodge.
9th: +2 to Body Flip/Throw, +2 Strike.
10th: Invoke WATER CHI animus (special, same as spell but costs 35 chi to initiate, Animus may not be detached)
11th: Double Chi, +1 Martial Arts Power
12th: +2 intiative, Critical Strike 18+, Knock Out/Stun 16+.
13th: Invoke Tangle of Chi, Invoke Spiral of Chi (as spelsl but Chi cost instead of PPE)
14th: Absorb Chi (May absorb all the chi within anyone in the same body of water within 100 feet, when not in water it can only be used within touch range. the amount of chi absorbed is All. To Save vs the drain, must have the ability to sense chi or have a mental barrier such as a mind block. Those who can resist chi influences can resist as normal. Positive Chi and negative chi cancel each other out when it forms in the final pool. The pool will last for D6 rounds before it dissipates back into the water.
15th: Torrent of Chi: Can at the cost of 100 chi cause someone to violently expel all the chi they have and turn into a vortex of Chi. This is painful and does SDC damage equal to the amount of chi released. this has a range of Line of Sight.
Why Study Legendary Dolphin Style?
why Not Study it? course it does make you into a powerful warrior, on the Down side, you've been living in an isolated ancient kingdom that has few ties to the Modern world. You'll have difficulty meeting masters who have the greater powers of the Legendary masters, but on the plus side, You'll be able to Defeat almost any opponent straight off the bat.
OK... here is the updated Gun Fu style, with a new name and some background. This is a more "Rift" style submission. Feel free to play with it. Designer's note will come up soon
Notes: This Martial Art Form Is a Resurrection of the Old Triad Assassin Style, Designed to include new skills, and new weaponary of Rifts Earth. 'Slingers may choose to take this Style with the cost of 6 skills, making them true gods of Pistols. The bonuses is slightly juiced up and altered, but the style is considered exclusive.
Pistol Soul (Gunslingers of all gunslingers)(Exclusive)
By Poiuy Wired
Entrance Requirements:
Any Alignment
PP 18
Skill Cost: 8 years. (Rifts: Half the time If the Character is a Gun-Slinger related OCCs)
Costume: Officially None, though most wear a Tough (MDC) Vambrace for Parrying(usually armed with studs and sometimes even retractable claws), and most take to wear MDC trenchcoats.
Stance: Upright Stance, with Pistols Pointing at the Target.
All city rats would want to one day become heros, like those in the pre-rifts movies. Many have tried to imitate the various shooting styles from these ancient records. Some tried they new skills in real combat, with disappointing results. Then again, most did not return to tell the tale. There was a rumor amongst the city rats that hidden amongst the piles and piles of pre-rifts movies and flicks is the real ultimate way to use a pistol, something that would make a gun-slinger's skills look like child's play. So far none succeed in finding it. Yet, thousands are searching for it everyday. The Silver Blaster gang is amongst those who try to find this ultimate way of the pistol. Everyday they practise their skills with nerf laser, and flicks through tons of pre-rifts movies and flicks, learning from everyone of them. But the more the go through, the more disappointing they are. As their skills grew, something becomes disturbingly apparent: most of the movie gunfights are flawed. It was then, that miracle happens. Davy Boy, A brother of a member came back to the 'burbs for a visit. An amature gun-slinger, he was wounded in a firefight, and need to "lay low" for a while. Being bored in the safe-house, he flicks through the mountains of movies. It was then, that miracle DO happen. From one of those dusty old tapes with poor quality comes a short training video from a person called Saih. The video is short, with nothing other than a few simple shots being fired. But being a 'slinger Davy realize the extreme skills needed in executing such shots. For the weeks and months that followed, Davy would practice his skills acording to the video. The boys in the Silver Blaster gang may reguard it being a crazy idea, the legendary tape just CAN NOT be this simple! But Davy IS a 'slinger, and even an amature 'slinger is way better then the city rats in skills. So, they follow the training, of only to amuse themselves. It takes a long time before they can fully utilise the skils in the energy pistols they use, but it is possable. If fact, it is easier since energy pistols gives little recoil, and that partially speeds up the learning process. With a few skills "borrowed" from the gun-slinger training, a new style is born.
The new style focus on becoming one with the pistol, a weird concept from the Silver Blaster gang, definitely something they picked up from old movies. But for whatever the reason, it works! In the past some may consider this a dishonorable way of becoming a martial Artist, but the fact is, Who Cares? It Works, thats all it matters. The growing size of the Silver Blaster gang shows its effectiveness, as the style spreads, slowly, and selectively.
Next time, when you see some kiddo swinging around two pistols, don't call him a fool... he may just be the ones who know the Pistol Soul.
CHARACTER BONUSES
+2 PP
+2 Speed
+5 S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Automatic Dodge.
Hand Attacks: Strike(punch), Pistol Whip(1D8 Damage) (Note: Non-ranged attacks have their own set of bonus under the "Melee Attack" entry)
Basic Foot Attacks: Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: NONE
Special Attacks: NONE
Holds/Locks: NONE
Weapon Kata: W.P. Knife, W.P. All Pistols(character do not use W.P. bonuses, instead use the ones listed here), W.P. Paired Firearms(Pistols). (Found in RGMG)
Modifiers to Attacks: NONE
SKILLS INCLUDED IN TRAINING
Martial Art Powers: One Life, One Hit, One Shot, One Kill.
Languages: NONE
Cultural: NONE
Others: Sniper.
Weapon Proficiencies: W.P. Knife, W.P. All Pistols, W.P. Paired Firearms(Pistols), W.P. Sharpshooting Specialty. (Found in RGMG)
Philosophical Training: NONE
LEVEL ADVANCEMENT BONUSES
NOTE: Like the Triad Assassin Style in Mystic China, Bonuses in this Advancement table are NOT cumulative. Each Level lists all the character's bonuses exactly. Unlike Triad Assassin Style Pistol Spirit Works on most pistols, as long as they are capable of "standard" rate of fire, and have a payload of more than 10. The use of Knives allows for better parrying when only one pistol is used.
1st:
2 Attacks per melee.
+4 to strike with aimed shot: Normal Single-Shot Damage
+2 to strike with three shot burst: Single-Shot Damage X 2
+2 to strike with five shot burst: Single-Shot Damage X 5
+1 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
2nd:
2 Attacks per melee.
+4 to strike with aimed shot: Normal Single-Shot Damage
+2 to strike with three shot burst: Single-Shot Damage X 2
+2 to strike with five shot burst: Single-Shot Damage X 5
+1 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
+1 to Automatic Dodge
3rd:
3 Attacks per melee.
+4 to strike with aimed shot: Normal Single-Shot Damage
+3 to strike with three shot burst: Single-Shot Damage X 2
+3 to strike with five shot burst: Single-Shot Damage X 5
+1 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
+1 to Automatic Dodge
4th:
3 Attacks per melee.
+5 to strike with aimed shot: Normal Single-Shot Damage
+3 to strike with three shot burst: Single-Shot Damage X 2
+3 to strike with five shot burst: Single-Shot Damage X 5
+1 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
+1 to Automatic Dodge
5th:
4 Attacks per melee.
+5 to strike with aimed shot: Normal Single-Shot Damage +1
+3 to strike with three shot burst: Single-Shot Damage X 2 +4
+3 to strike with five shot burst: Single-Shot Damage X 6
+2 to strike with all melee attacks, including Pistol Whip
+2 to Roll with Punch/Fall/Impact
+2 to parry/dodge
+1 to Automatic Dodge
6th:
4 Attacks per melee.
+5 to strike with aimed shot: Normal Single-Shot Damage +1
+3 to strike with three shot burst: Single-Shot Damage X 2 +4
+3 to strike with five shot burst: Single-Shot Damage X 6
+2 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+1 to Automatic Dodge
7th:
5 Attacks per melee.
+6 to strike with aimed shot: Normal Single-Shot Damage +1
+4 to strike with three shot burst: Single-Shot Damage X 2 +4
+4 to strike with five shot burst: Single-Shot Damage X 6
+2 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+1 to Automatic Dodge
8th:
5 Attacks per melee.
+6 to strike with aimed shot: Normal Single-Shot Damage X 1.5
+4 to strike with three shot burst: Single-Shot Damage X 3
+4 to strike with five shot burst: Single-Shot Damage X 9
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+1 to Automatic Dodge
9th:
5 Attacks per melee.
+6 to strike with aimed shot: Normal Single-Shot Damage X 1.5
+4 to strike with three shot burst: Single-Shot Damage X 3
+4 to strike with five shot burst: Single-Shot Damage X 9
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+2 to Automatic Dodge
10th:
6 Attacks per melee.
+6 to strike with aimed shot: Normal Single-Shot Damage X 1.5
+4 to strike with three shot burst: Single-Shot Damage X 3
+4 to strike with five shot burst: Single-Shot Damage X 9
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+2 to Automatic Dodge
11th:
6 Attacks per melee.
+7 to strike with aimed shot: Normal Single-Shot Damage X 1.5
+5 to strike with three shot burst: Single-Shot Damage X 3
+5 to strike with five shot burst: Single-Shot Damage X 9
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+2 to Automatic Dodge
12th:
6 Attacks per melee.
+7 to strike with aimed shot: Normal Single-Shot Damage X 2
+5 to strike with three shot burst: Single-Shot Damage X 3
+5 to strike with five shot burst: Single-Shot Damage X 10
+3 to strike with all melee attacks, including Pistol Whip
+3 to Roll with Punch/Fall/Impact
+3 to parry/dodge
+2 to Automatic Dodge
13th:
7 Attacks per melee.
+7 to strike with aimed shot: Normal Single-Shot Damage X 2
+5 to strike with three shot burst: Single-Shot Damage X 4
+5 to strike with five shot burst: Single-Shot Damage X 10
+3 to strike with all melee attacks, including Pistol Whip
+4 to Roll with Punch/Fall/Impact
+4 to parry/dodge
+2 to Automatic Dodge
14th:
8 Attacks per melee.
+8 to strike with aimed shot: Normal Single-Shot Damage X 2
+5 to strike with three shot burst: Single-Shot Damage X 4
+5 to strike with five shot burst: Single-Shot Damage X 11
+4 to strike with all melee attacks, including Pistol Whip
+4 to Roll with Punch/Fall/Impact
+4 to parry/dodge
+2 to Automatic Dodge
15th:
8 Attacks per melee.
+8 to strike with aimed shot: Normal Single-Shot Damage X 2
+6 to strike with three shot burst: Single-Shot Damage X 4
+6 to strike with five shot burst: Single-Shot Damage X 11
+4 to strike with all melee attacks, including Pistol Whip
+4 to Roll with Punch/Fall/Impact
+4 to parry/dodge
+3 to Automatic Dodge
Why Study Pistol Soul?
Do you really want to run between in-coming enemy fire to deliver a punch?
Do you really want to even get close to those nightmarish creatures?
What else teaches you to Kill without getting your clothes dirty?
[Designers Notes: To be announced]
Another Entry, this one for Palladium Fantasy. Yes this one is a bit munchie, but it is supposed to be Special. Yes, even this will not beat a crazed Jeridu.
Lilt-Nuru [Elfish Death-Dance, Graceful art of swordsmanship]
By Poiuy Wired
Entrance Requirements:
Any Alignment
IQ 10
PS LESS THAN 14 (too strong and it breaks the "grace of this art form)
PP 16
Speed 12
Skill Cost: 36 years (No learning bonus if used as a secondary style, this style is simply too different)
This is a rarely known style of swordsmanship. It is rare in the even amongst Elfish swordsmen, not to mention other species. Some may argue that Lilt-Nuru started out as ritual dancing turned lethal, though that is unlikely. The unnatural grace and its deviation from regular laws of martial Art makes it difficult to learn and understand. Rumor is that the style is taught by the Old Ones, refined by the Jeridus, and passed on to the Elves as the Jeridus switches side. But the rarity of Jeridus makes it impossable to varify such facts.
Anyhow, the extreme agility of the style, coupled with the almost impossable moves dodging between blades is a wonderful sight, at least for the bystanders.
It is said that any race can learn this style, although no non-elf have been able to find a master and be able to complete the long and complex training, which consists of many nights of singing and dancing.
CHARACTER BONUSES
+4 PP
+4 Speed
+5 S.D.C
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Leap, Back Flip, Maintain Balance.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry. DOES NOT get Automatic Parry. [Almost use Automatic Dodge exclusively in place of a Parry]
Advanced Defensive Moves: Multiple Dodge, Automatic Dodge, Automatic Roll.
Hand Attacks: Strike(punch).
Basic Foot Attacks: Kick Attack, Roundhouse Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack.
Holds/Locks: None
Weapon Kata: W.P. All Paired Weapons, W.P. Knife, W.P. Sword.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: None
Languages: Elfish/Dragonese.
Cultural: Dancing(+30%), Singing(+15%), Art(one music Instrument)
Physical: Acrobatics, Gymnastics.
Survival: None
Weapon Proficiencies: W.P. All Paired Weapons, W.P. Knife, W.P. Sword.
Philosophical Training: None
This style is simply too different to provide and bonus in learning any other known style.
LEVEL ADVANCEMENT BONUSES
1st: +1 to Dodge, +2 to Roll with Punch/Fall/Impact, Critical Strike on Natural 20, Critical Strike from Rear.
2nd: +2 Initiative, +1 Parry/Dodge.
3rd: +2 to Strike, +1 to Maintain Balance, +1 to Leap (Add 6 Feet to leap Distance)
4th: +1 to Dodge, Knock-Out/Stun on Natural 20
5th: Critical Strike on Natural 19 or 20.
6th: +1 Attack Per Melee, +1 to Strike.
7th: +1 to Dodge, +1 Maintain Balance.
8th: +1 to Strike, Knock-Out/Stun on Natural 19-20
9th: +1 Attack Per Melee, +1 Initiative, +1 to Leap (Add 6 Feet to leap Distance)
10th: +1 to Dodge, +2 to Roll with Punch/Fall/Impact.
11th: +1 Attack Per Melee, +1 to Strike.
12th: +1 to Roll with Punch/Fall/Impact, Death Blow on Natural 20.
13th: +1 Attack Per Melee, Critical Strike on Natural 18, 19 or 20.
14th: +1 to Strike, +1 to Dodge.
15th: +1 Attack Per Melee, +2 Initiative, +1 to Leap (Add 6 Feet to leap Distance)
Why Study Lilt-Nuru?
To dance gracefully amongst your enemies, and to send them to their end with their screams as your appaluse.
[Designer Notes: This style is almost On Par with Zanji Shinjinken-Ryu when it comes to Attacks, and is Definitely way faster. The Focus on Automatic Dodge is a Good thing, though the lack of a basic Automatic Parry means it is extremely dangerous to be caught inmobile. The attacks are generally extremely precise, this is important since all Lilt-Nuru Elves have low strength.]
[NOTE TO GM: Please DO NOT send a Jeridu with Lilt-Nuru against your PCs, its not even fair. ]
[EDIT: I changed a few Typos and the weird out Automatic Dodge thingy. Since In N&SS format Automatic Dodge gets full Dodge Bonus]
Drenk-Kai Joutsu
By Bahamut810
Entrance requirements: 8pp, a high PS and PE are recommended, Good or unprincipled alignments only. Must have access to an Andronian master.
Skill Cost: 9 years (7 years as a secondary)
This Martial Art is part of the lifestyle of a Memnon from the Androsenies alien race. In the Androsenies language it means “The Gods art of Life” which is a very fitting name. It shows a person how to truly live life by travelling to all the wonderful places the world has to offer…on foot. They have to find a way to scale all the mountains, cross the deserts, get to where they feel they need to be. Along the way they talk to everyone and help where ever they can and are generally pleasant to just be around. They like to spar with every other Drekken (the name for a Drenk-Kai Joutsu student) they meet as a matter of course to make sure they keep their skills sharp and to keep feeling alive.
Once the person has found his place, he settles down and helps the community that he has chosen. He will usually take a position of authority, such as a police officer or military official.
This form is a wonderful blend of punch and kick moved that is designed to be and practical. In this aspect it is very close to the Earth martial art Jujitsu. There are no illegal moves using this form, though when training “illegal” moves won’t be used. This form lets the student customize his own moves with relative ease and encourages the student to pick a weapon to be trained with (as to be more flexible).
When using this form the Drekken will usually start by moving in to debilitate his opponent in some way. This usually entails a sweep or a grab/throw move. After that he will use punches and kicks in the most effective way he can to stop his opponent from being able to fight, which is usually from dislocation of a limb, or just plain knocking them out.
Costume: Loose Fitting clothing, a Kung Fu uniforms usually works
Stance: Feet a shoulder length apart, one slightly behind the other, knees slightly bent. One fist extended in front of him at waist level, with the other fist about two inches from the waist.
Character Bonuses:
+1 MA
+1 PS
+2 PP
+1 PE
+10 SDC
Combat Skills:
Attacks Per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Back flip
Attack Moves: (none)
Basic Defense: Dodge, Parry, Automatic Parry
Advanced Defense: Auto-Roll, Multiple Dodge, Disarm, Breakfall
Hand Attacks: Strike (punch), Knife Hand, Palm Strike
Foot Attacks: Kick, Tripping/leg hooks, Backward Sweep, Snap Kick, Reverse turning kick (combination Dodge/Kick)
Jumping Foot Attacks: Jump Kick
Special attacks: Leap attack, Body flip/throw, Automatic Body flip/throw, Choke, Knee, Paralysis attack (vital points)
Weapon Katas: None
Modifiers to attacks: Pull punch, Critical, Critical from Behind, Deathblow, Knockout, Body flip/throw, Critical flip/throw
Skills Included In Training:
Martial Arts Powers: You start with the Kangeiko and Shochu Geiko body hardening technique and may select a total of 2 extra powers from among Body Hardening, Martial Arts Techniques, Special Katas and Arts of Invisibility. If you desire any number of Powers can be traded, one-for-one, for basic skill programs (excluding physical).
Language: Androsian (Close to the Atlantian Language)
Cultural: Cooking
Survival: Wilderness Survival, Tracking
Physical: Prowl, Climbing
Philosophical Training: Zen Buddhism (Equivalent)
If this is your Primary Martial Arts form then the following other forms can be learned in a shorter time. Jujitsu (4 years), Moo Gi Gong (4 years), Shao-lin (6 years)
Level Advancement Bonus:
1st: +2 to Roll with Punch/Fall/Impact, +2 Parry/Dodge, Critical Strike from Behind
2nd: +1 Strike, +1 Disarm
3rd: +2 Body flip/throw (Does 2d6 damage instead of the normal 1d6), +2 to Maintain Balance
4th: +1 Attack Per Melee, Critical Strike on a Natural 18, 19 or 20
5th: +2 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20
6th: Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility. +1 disarm, Deathblow on a natural 20.
7th: +1 Body flip/throw, +1 to Disarm
8th: +1 Attack per Melee, +1 Maintain Balance
9th: +2 to Roll with Punch/Fall/Impact, +1 Damage
10th: +1 Parry/Dodge, +1 Disarm
11th: +1 Attack per Melee, Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility
12th: +1 Parry/Dodge, +1 Strike
13th: +1 to Roll with Punch/Fall/Impact, +1 Maintain Balance
14th: +1 Attack per Melee, Knockout/stun on a natural 19 or 20
15th: Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility
Why Study Drenk-Kai Joutsu?
Most people are born into it, others fall in love with the near care-free life that they lead. This form specializes in disabling the
opponent and minimizes damage to everything (and everyone) around the fight.
*NOTE- Memnon is the warrior/priest caste from the race this is from. If you would like the writeup for the race, please email me.
SE CH’UAN – SNAKE FIST KUNG FU
By Tinker Dragoon
Entrance Requirements: No Alignment restrictions. Minimum Attributes are M.E.: 8, P.P.: 12, Spd.: 10
Skill Cost: 12 Years (9 Years as a Secondary Martial Art Form).
Yet another classic Chinese Style that imitates an animal, in this case the writhing motions and rapid debilitating strikes of the snake. Defenses in Se Ch’uan are typically soft and circular in nature, while attacks are hard and linear. The Snake Fist master prefers to evade the opponent’s blows rather than block them, touching the opponent only to attack.
In combat the snake fist master will carefully size up the opponent, writhing and swaying from side to side, just out of the opponent’s reach, using feints and sudden movements to provoke the opponent into attacking and leaving its vulnerable points undefended, at which time he will strike out with a single rapid Snake Fist or Atemi strike, often ending the fight in one attack. Against stronger and smarter opponents, powerful Negative Chi attacks and paralyzing blows will be employed to render the opponent helpless.
Se Ch’uan Kung Fu can be learned from martial art schools and lone hermits in China, Australia, and in Chinatowns across the USA and Canada.
Costume: Silk or cotton Kung Fu outfit, but sometimes bare-chested.
Stance: Upright, writhing and constantly shifting the angle of the body to the opponent, feet held at right angles and slightly apart with the right side of the body towards the opponent, arms are both bent with the right hand (the “snake fist”) held at eye level, and the left hand held near the chest (reverse for the left-handed).
CHARACTER BONUSES
Add 4 to M.E.
Add 2 to P.P.
Double Normal Chi
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Attack Moves: None
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge, Breakfall, Combination Parry/Attack, Combination Dodge/Attack (SPECIAL! Against one opponent, once per melee round, the character can simultaneously dodge and attack. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using a Palm Strike, Snake Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it, i.e. Automatic defenses won't work. Uses up one melee attack/action.)
Hand Attacks: Strike (Punch), Fingertip Attack, Palm Strike, Snake Fist (SPECIAL! An openhanded stabbing strike with the fingertips to soft parts of the body, imitating the head of a snake. Does 2D4 damage.), Two-Finger Strike (SPECIAL! a variant of the Fingertip Attack which uses two fingers instead of one, and does 2 points of damage. Any Atemi ability that requires a Fingertip Attack or Fore-Knuckle Fist to use can be performed with this strike.)
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks.
Jumping Foot Attacks: None
Special Attacks: Choke, Death Blow, Leap Attack, Paralysis Attack (Vital Points).
Holds/Locks: None
Weapon Kata: None
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select three (3) Powers from among Atemi (including advanced), or Chi Mastery (including advanced). If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical).
Languages: Chinese
Cultural: Acupressure*
Temple: Geomancy
Philosophical Training: Taoism
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Bok Pai (5 Years), Ch’in-Na (4 years), Fong Ngan (4 Years), Pao Pat Mei (3 Years), Tai-Chi Ch’uan (4 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike from Behind, Knockout/Stun from Behind.
2nd: +1 to Dodge, +1 to Damage.
3rd: Select One (1) Additional Martial Art Power from among Atemi (including advanced) and Chi Mastery (including advanced).
4th: +1 to Breakfall, Critical Strike on Natural 19 or 20.
5th: +1 to Roll with Punch/Fall/Impact, Death Blow on Natural 20.
6th: +1 Attack per Melee, +1 to Strike.
7th: Select One (1) Additional Martial Art Power from among Atemi (including Dim Mak and advanced) and Chi Mastery (including advanced).
8th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.
9th: Double Existing Chi, Critical Strike on Natural 18, 19, or 20.
10th: +1 to Breakfall, +2 to Damage, +1 to Dodge.
11th: Select One (1) Zenjorike Power.
12th: +1 Attack per Melee, +1 to Strike, +1 to Parry/Dodge.
13th: Select One (1) Additional Martial Art Power from among Atemi (including Dim Mak and advanced) and Chi Mastery (including advanced).
14th: 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).
15th: Select One (1) Zenjorike Power.
Why Study SE CH’UAN?
Not the most damaging style, but powerful Atemi and Chi powers allow the Snake Fist stylist to disable and even kill his opponents without bloodshed. Decent defense against multiple attackers.
* New Skill: Acupressure is an ancient Chinese total body treatment, given through clothing on pressure points, to stimulate the flow and improve circulation of energy throughout the body. Like its Japanese equivalent shiatsu, acupressure requires no needles relying instead on the thumbs, palms, heels of the hands and elbows, (sometimes knees and feet) to apply held pressure on vital points on the body. Along with pressure point treatment, gentle stretching and corrective exercises are also used. Base Skill: 30%+5% per level of experience. (By Kuseru)
Another Form/Style... this one is a bit Weird.
[This style is Drastically Different from most other style. I try to bring out the feel of those Darker Arts in some Martial Fantasy. Please Excuse the difference in Format as it is the only way to present the newer alternative materials.]
Por Hei Kup Won Jee (Chi Crushing Spirit Draining Finger)
By Poiuy Wired
Entrance Requirements:
None! Anyone can study this style, but there is no turning back...
Skill Cost: 4 years (2 as a Secondary Martial Art Style).
Through Out the years many ancient styles are lost, and many are lost for good reasons! Still, many will seek those Rumored exotic styles, for fables of heros dashing through walls and crushing steel with mere touch of a finger is just too tempting.
Por Hei Kup Won Jee is NOT an ancient style. It is, in fact, the Failed effort of resurrecting an ancient style through patchments of scattered scripts and scrolls. Most who seek the fabled Kup Zing Dai Fat either failed, or worse, permanently patrified due to extreme Chi Influx. However, Gui Ling, a Martial Art Guru, is able to patch up a usable style from these patchments. The result is Por Hei Kup Won Jee. The extreme power over Chi allows for near super-human power. However, the the training process also disrupt the body's normal Chi Flow, turning the person into almost a monster.
Many would seek to learn Por Hei Kup Won Jee, attracted by its fast advancement. Most turns into horrable monsters rather than masters.
Costume: Basically Anything.
Stance: Hunched Over body with Fingers Spread Out.
CHARACTER BONUSES/PENALTIES
-2 ME
+4 PS (Becomes Supernatural)
+4 PP
+4 Speed
+40 S.D.C. !!!
Quadruple(!) Normal Chi !!!
Roll/Choose 2 Insanities(can be found in other Palladium Books)
Chi-Thirst (Special Penalty!)
The weird training turns the character into a semi Chi vampire! The character requires to feed from a certainment amount of Chi everyday. Failure to do so for a week would result in the loss of 1D4 Hit Points and 1D6 Chi per day, which CANNOT be recovered by any means until the "missed" Chi is absorbed. The Chi MUST BE absorbed from Sentient Lives! The requirement of Chi per week is indicated at each level. At first level its 1 point of Chi only, but this requirement quickly goes up as the Character advances in Level. Obviously some Masters would perform horrable acts just to satisify his Chi-First.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact, leap, backflip.
Attack Moves: Leap.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge.
Hand Attacks: Strike(punch), Fingertip Attack, Claw Hand, Power Punch.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack, Draining Finger(SPECIAL!! This special attack does the same damage as a normal Fingertip Attack, ut it also Drains a small amount of Chi from its Victim. The number of Chi drained is equal to 1D4 plus the Half Level of the Por Hei Kup Won Jee Master, Rounding Down. So a Fifth Level Master would drain 1D4 plus 2 Chi per successful hit with the Draining Finger. The Drained Chi can EITHER ALL be used to satisify the Chi-First(see Above) OR ALL be used just like normal Chi. It takes FOUR(4) Actions to perform Draining Finger at Level 1, but higher level Masters can perform it in a much shorter time.)
Holds/Locks: Arm Hold, Neck Hold.
Weapon Kata: Select 2 W.P. of choice.
Modifiers to Attacks: Death Blow, Knock-Out/Stun, Critical Strike, Critical Strike from rear.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of 4(!) Powers of any kind. Select one Zenjorike Power.
Languages: Chinese (Old Chinese)
Weapon Proficiencies: Select 2 W.P. of choice.
Philosophical Training: None.
If this is your Primary Martial Art, you don't get to learn other styles in a shorter time.
LEVEL ADVANCEMENT BONUSES
1st: Chi-Thirst(1), Draining Finger takes 4 attacks to perform, +2 to Roll with Punch/Fall/Impact, Critical Strike, Critical Strike from rear.
2nd: Chi-Thirst(2), +2 to Strike, Knock-Out/Stun on Natural 20.
3rd: Chi-Thirst(4), +1 Attack per melee, +2 to Parry/Dodge.
4th: Chi-Thirst(, +1 to Roll with Punch/Fall/Impact, Select 1 Martial Art Power.
5th: Chi-Thirst(16), Draining Finger takes 3 attacks to perform, +1 to Parry/Dodge, Fingertip Attack does 1D4 Damage.
6th: Chi-Thirst(24), +1 Attack per melee, Critical on Natural 19-20.
7th: Chi-Thirst(32), +1 to Strike, Death Blow on Natural 20, Fingertip Attack does 1D6 Damage.
8th: Chi-Thirst(4, Select 1 Zenjorike Power.
9th: Chi-Thirst(64), +1 Attack per melee, +1 to Strike.
10th: Chi-Thirst(96), +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, Fingertip Attack does 2D4 Damage.
11th: Chi-Thirst(128), Draining Finger takes 2 attacks to perform, Knock-Out/Stun on Natural 19-20.
12th: Chi-Thirst(192), +1 to Strike, Select 1 Martial Art Power.
13th: Chi-Thirst(256), +1 Attack per melee, +1 to Parry/Dodge, Critical on Natural 18-20.
14th: Chi-Thirst(384), +1 to Roll with Punch/Fall/Impact, +1 to Strike, Death Blow on Natural 19-20.
15th: No Longer Suffer From Chi-Thirst(!), Fingertip Attack does 2D6 Damage. Select 1 Zenjorike Power.
Why Study Por Hei Kup Won Jee?
You want to be powerful, and you want it Fast.
You would rather be a Tiger for one day than be a Sheep for 100 years.
[Note: I tone DOWN this Art a bit after seeing how ungodly this can be at my original design.]
Too weird?
[NOTE: SPLIT INTO MULTIPLE PARTS BECAUSE THE WHOLE POST ISN'T SHOWING UP.]