Over the years I've collected a number of different martial arts packages that never appeared in Ninja Hero or The Ultimate Martial Artist. I've collected them here for your evaluation. The packages are:
Fencing: When the ICE Rolemaster/Hero sourcebook Pirates came out they contained a number of new Fencing packages, all of which were of very questionable design. Below I present my take on these packages.
In Yo Face Martial Arts: A while back we collected a number of terms used to describe a fight and assigned appropriate maneuvers to them... You really shouldn't take any of this seriously.
Naginata-jutsu and Yari-jutsu: The version presented in the Ultimate Martial Artist is woefully incomplete. I present an expanded package including elements from another naginata-jutsu package I found.
Paek-tu: In Aaraon Allston's book Strikeforce, he presented a fictional martial arts style, called Paek-tu. I rewrote the maneuvers to conform with the new 4th Edition martial arts rules and present the results.
Ti Kwan Leep: Yes, Twi Kwan Leap, with the infamous maneuver "Boot to the Head". Ed Gruberman, look out.
Sebekkha: A fighting style from ancient Eygpt. I didn't create it and I'm not certain where I first found this, so if you happen to be the person who did, tell me and I'll remove it/give you credit.
"vampire_scion" writes: In Egypt the major martial art is Sebekkha (translated "Crocodile Spirit").
Nearly five thousand years ago along the river Nile in the fabled land of Egypt, the martial art of Sebekkha was created. It was from this diverse art of wrestling, stick fighting, and boxing, that the Pancration arts of Greece were created.
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Cut | 1/2 | 3 | +1 | +0 | STR +2d6 Strike |
| Lunge | 1/2 | 4 | +2 | -2 | STR +v/5; Full Move |
| Parry | 1/2 | 5 | +1 | +3 | Block, Abort |
| Slash | 1/2 | 5 | -2 | +1 | STR +4d6 Strike |
| Thrust | 1/2 | 4 | +0 | +2 | STR +2d6 Strike |
Skills
KS: Fencing
Riding
WF: Broadsword*
Elements: Used with Swords Weapons group; Swords Element is free.
Style Disadvantage: -10
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Bind | 1/2 | 4 | +1 | +0 | +10 STR Bind |
| Lunge | 1/2 | 4 | +0 | +2 | STR +2d6 Strike |
| Parry | 1/2 | 4 | +2 | +2 | Block, Abort |
| Riposte | 1/2 | 5 | -2 | +0 | Block, Abort 1/2 Phase; STR Strike |
| Thrust | 1/2 | 5 | +1 | +3 | STR Strike |
Skills
KS: Fencing
WF: Offhand
WF: Rapier*
Elements: Used with Swords Weapons group; Swords Element is free.
Style Disadvantage: -10
The Riposte is an optional manuver and is not found on the regular maneuver list.
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Bind | 1/2 | 4 | +1 | +0 | +10 STR Bind |
| Lunge | 1/2 | 4 | +2 | +0 | STR +2d6 Strike |
| Parry | 1/2 | 5 | +1 | +3 | Block, Abort |
| Riposte | 1/2 | 5 | -2 | +0 | Block, Abort 1/2 Phase; STR Strike |
| Thrust | 1/2 | 5 | +1 | +3 | STR Strike |
Skills
KS: Fencing
WF: Clubs
WF: Offhand
WF: Rapier*
Elements: Used with Swords Weapons group; Swords Element is free.
Style Disadvantage: -10
The Riposte is an optional manuver and is not found on the regular maneuver list.
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Lunge | 1/2 | 5 | +1 | +2 | STR +4d6 Strike |
| Parry | 1/2 | 4 | +2 | +2 | Block, Abort |
| Slash | 1/2 | 5 | -2 | +1 | STR +4d6 Strike |
| Riposte | 1/2 | 5 | -2 | +0 | Block, Abort 1/2 Phase; STR Strike |
| Thrust | 1/2 | 4 | +0 | +2 | STR +2d6 Strike |
Skills
KS: Fencing
WF: Swords*
Elements: Used with Swords Weapons group; Swords Element is free.
Style Disadvantage: -10
The Riposte is an optional manuver and is not found on the regular maneuver list.
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Boot to the Head | 1/2 | 4 | +2 | +0 | STR +2d6 strike |
| Bustin' a move | 1/2 | 4 | +0 | +5 | Dodge vs All, Abort |
| Can't touch this | 1/2 | 5 | +1 | +3 | Block, Abort |
| Dance an earthquake on yo' face | 1/2 | 3 | +0 | +2 | STR +2d6, target falls, must follow grab |
| Git over heah | 1/2 | 3 | -1 | -1 | Grab, +10 STR to hold on |
| Given' him the business* | 1/2 | 4 | +0 | +0 | STR +4d6 crush, must follow grab |
| Go upside yo' head** | 1/2 | 3 | +1 | +0 | STR +2d6 strike |
| Hit 'em wit an ugly stick | 1/2 | 3 | +1 | +1 | STR strike, target falls |
| Open up da whole can of wup ass | 1/2 | 5 | -2 | +1 | STR + 4d6 strike |
* This maneuver is dedicated to ex-NFL referee Red Cashion, who actually called this as a personal foul during a game.
**Also known as a 'Dope Slap'
Skills
Breakfall
KS: Rap music
Elements: +1 use art with street weapons (knives, tire irons, chains, 2x4s, crowbars, broken bottles etc.)
+1 use art with ghetto blaster (aka 3rd World briefcase)
Pratictioners are noted for announcing their attacks before actually using them.
DFP and Chief Instructor Roscoe would like it to be known that all students of the In Yo' Face martial arts class (held at the Tendo School of Anything Goes Martial Arts) will receive a complementary 6-pack of wup ass.
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Atemi Strike | 1/2 | 4 | -1 | +1 | 2d6NND (1) |
| Block | 1/2 | 4 | +2 | +2 | Block, Abort |
| Choke Hold | 1/2 | 5 | -2 | +0 | Grab, 2d6 NND (2) |
| Legsweep | 1/2 | 3 | +2 | -1 | STR +1d6 Strike; Target falls |
| Root | 1/2 | 4 | +0 | +0 | +15 STR to resist Shove; Block, Abort |
| Shove | 1/2 | 4 | +0 | +0 | Shove, +15 STR |
| Slash | 1/2 | 5 | -2 | +1 | STR +4d6 Strike |
| Thrust | 1/2 | 4 | +0 | +2 | STR +2d6 Strike |
Skills
KS: Naginata-jutsu or Yari-jutsu
WF: Naginata/Nagimaki or Yari*
Elements: Used with Polearms Weapons Group; Polearms Weapon Element is free.
Style Disadvantage: -10
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Block | 1/2 | 4 | +2 | +2 | Block, Abort |
| Counterstrike | 1/2 | 4 | +2 | +2 | STR +2d6 Strike, Must follow successful Block |
| Dodge | 1/2 | 5 | -- | +4 | Dodge vs all, Abort; Full Move |
| Footsweep | 1/2 | 3 | +2 | -1 | STR +1d6 Strike; Target Falls |
| Punch | 1/2 | 4 | +2 | +0 | STR +2d6 Strike |
| Snap Kick | 1/2 | 5 | +1 | -2 | STR +4d6 Strike |
| Spinning Kick | 1/2 | 5 | +2 | -2 | Str + 4d6; Half Move Required |
Skills
Breakfall
KS: Paek-tu
Running
WF: Common Martial Arts Melee Weapons
WF: Common Melee Weapons
Elements: +1 Use Art with Clubs
+1 Use Art with Swords
+1 Use Art with Staves
Style Disadvantage: -10
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Boot to the Head | 1/2 | 5 | +0* | +1 | STR +4D6 Strike |
| Disarm | 1/2 | 4 | -1 | +1 | Disarm, +10 STR |
| Peaceful Ki Lo Ni Intervention | 1/2 | 4 | +1 | +3 | Block, Abort |
| Takedown | 1/2 | 3 | +1 | +1 | STR Strike; Target Falls |
| You Missed | 1/2 | 4 | +0 | +5 | Dodge vs All, Abort |
Skills
Combat Skill Levels: +2 w/Boot to the Head*
Contortionist
KS: Ti Kwan Leep
KS: Buddhist Philosophy
PS: Singing
* Bonuses for the CSL are already factored into the maneuver.
Style Disadvantage: -10
The origins of Ti Kwan Leep are obscure. It may have been developed in northern India, Tibet, or the western Han Dynasty. The first master of the art was Ki Lo Ni, himself of indeterminate origin, who intended the art to be a form of peaceful self-defense.
Practitioners spend a great deal of time in meditation and reflection on peace and non-violence, but paradoxically, the art is best known for its only truly offensive maneuver, a devastating kick known in English and always announced beforehand as "Boot to the Head". One of the more difficult maneuvers of the art, requiring a great deal of flexibility, Masters of Ti Kwan Leep may throw it effortlessly (GMs may allow Ti Kwan Leep Masters to use the maneuver at 0 END).
The art is taught today in North America and other locations by Masters desperately attempting to preserve the non-violent roots of the art, with varying success. Later students have taken to literally singing the praises of the art, especially the Boot to the Head.
| MANEUVER | Phs | Pts | OCV | DCV | EFFECT |
|---|---|---|---|---|---|
| Escape | var | 4 | +0 | +0 | +15 STR vs Grab |
| Groin Kick | 1/2 | 3 | -1 | +1 | 2d6 NND (2) |
| Kick/Punch | 1/2 | 3 | +1 | +0 | STR +2d6 Strike |
| Takedown | 1/2 | 3 | +1 | +1 | STR Strike; Target Falls |
| Wristlock | 1/2 | 3 | -1 | -1 | +10 STR Grab |
Skills
KS: Healer (Doctor)
KS: Sebakkha
KS: Priest (of Egyptian Diety)
WF: Quarterstaff
Elements: +1 Use Art with Staves
Style Disadvantage: -10
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