Martial Art Forms

Index of listed Martial Arts/Combat Styles;
Aikido
Araki-ryū
Arnis/Eskrima/Kali
Asayama Ichiden-ryū
Baguazhang
Bājíquán
Bak Hok Pai
Bak Mei
Bandesh
Bando
Basic Military
Basic Self Defence
Boxing
Bujinkan
Capoeira
Chen-style t'ai chi ch'uan
Chito Ryu Karate
Choy Li Fut
Cuong Nhu
Daitō-ryū Aiki-jūjutsu
Gatka
Genseiryū
Gōjū-ryū
Gun-Fu
Hapkido
Harimau Pentjak Silat
Jiu-Jitsu, Brazilian
Judo
Jujutsu
Kapu Ku'ialua
Karate
Kobori ryū
Kyudo
Muay Thai
Ninjitsu
Savate
Shaolin Kung Fu
Silambam
Special Forces
Street Fighting
Sumo
Suntukan
Taekwondo
T'ai chi ch'uan
Tang Soo Do
Thang Ta & Sarit-Sarak
Thugee
Varzesh-e pahlavani
Viet Vo Dao
Wah Lum Pai (Northern Praying Mantis Kung Fu)
Wing Chun Kung Fu
Wrestling Professional
Zi Ran Men
Zui quan
 

 

Aikido
Aikido is a Japanese martial art developed by Morihei Ueshiba as a synthesis of his martial studies, philosophy, and religious beliefs. Aikido is often translated as "the way of unifying (with) life energy" or as "the way of harmonious spirit." Ueshiba's goal was to create an art that practitioners could use to defend themselves while also protecting their attacker from injury. Aikido techniques consist of entering and turning movements that redirect the momentum of an opponent's attack, and a throw or joint lock that terminates the technique. Aikido derives mainly from the martial art of Daitō-ryū Aiki-jūjutsu, but began to diverge from it in the late 1920s, partly due to Ueshiba's involvement with the Ōmoto-kyō religion. Ueshiba's early students' documents bear the term aiki-jūjutsu. Ueshiba's senior students have different approaches to aikido, depending partly on when they studied with him. Today aikido is found all over the world in a number of styles, with broad ranges of interpretation and emphasis. However, they all share techniques formulated by Ueshiba and most have concern for the well-being of the attacker.

Manoeuvres: Roll with Impact, Evade, Parry, Disarm, Body Flip/Throw, Wrist Lock, Elbow Lock, Restrain Punch, Knock-Out/Stun, combination Parry/Strike, combination Parry/Throw.

Bonuses per level:
1st: +1 to Roll with Impact, +1 Restrain Punch, +2D6 HPs, +1 to DEX, +1 to CON, Weapon Specialty Knife.
2nd: +1 to Parry, +1 to Evade.
3rd: +1 Breakfall, +1 to Body Flip/Throw (does D6 damage), +1 Knife hand knock-out.
4th: +1 to Thac0, +1 to Disarm, Weapon Specialty Tonfa.
5th: +1 to HTH Damage, +1 to Parry.
6th: +1 action per melee round, +1 to Locks.
7th: +1 to Locks, +1 to Body Flip/Throw, Weapon Specialty Sai.
8th: +1 to Roll with Impact, +1 to Restrain Punch.
9th: +1 to Evade, +1 Knife hand knock-out.
10th: +1 to Breakfall, +1 Body Flip/Throw.
11th: +1 to Thac0, +1 on Initiative.
12th: +1 Locks, +1 action per melee round.
13th: +1 to Body Flip/Throw, +1 Disarm.
14th: Paired Weapons, +1 Knife hand knock-out.
15th: Critical Body Flip/Throw on Natural 18, +1 Breakfall.

 

Araki-ryū
Araki-ryū is a system of traditional Japanese martial arts. Its curriculum includes empty-handed striking and grappling, and the use of a number of weapons. Araki-ryū was founded by a samurai named Minamoto Hidetsuna, a student of Fujiwara Katsume, who served under Toyotomi Hideyoshi during the invasion of Korea. Toyotomi personally noted Minamoto's combat ability, and he received commendations for valour. After the war, Minamoto went into a meditative retreat for several months, after which he adopted the name Araki Muninsai and began teaching the Araki system in the region near modern Nagoya. Much of the style's curriculum, in particular its empty-handed work, is derived from Takenouchi-ryū. As well as jujutsu, Araki-ryū makes use of a number of different medieval Japanese weapons, many of which derive from farming equipment and/or involve weighted chains. These include the inken (thunderbolt club), kusari-fundo (weighted chain), kusaribō (chain staff) and shikomi kusaribō (chain staff with hidden blade), and the kusarigama (chain sickle). More conventional weapons, such as the naginata, are also studied.

Manoeuvres: Automatic Parry, Evade, Entangle, Parry, Combination Parry/Lock, Palm Strike, Punch Strike, Kick Attack, Snap Kick, Choke, Elbow Strike, Knee Strike, Arm Lock, Elbow Lock.

Bonuses per level:
1st: +1 to Thac0, +1 to Parry, +1 to Roll with Impact, Weapon Specialty Ryofundo (Chain).
2nd: +1 Action per Melee, +1 to Damage.
3rd: +1 to Evade, +1 to Parry.
4th: Critical hit on a Natural 19, +1 Lock, Weapon Specialty Chigiriki (Polearm) or Nagimaki (Polearm) or Yagara Mogara (Polearm).
5th: +1 to Thac0, +1 to Roll with Impact.
6th: +1 Action per Melee, Death blow on a Natural 20.
7th: +1 to Parry, +1 to Evade, Weapon Specialty Kusarigama (Axe & Chain).
8th: +1 to Roll with Impact, +1 to Lock.
9th: +1 to Initiative, +1 to Roll with Impact.
10th: Critical hit on a Natural 18, +1 Initiative, Weapon Specialty Daito (Large Sword).
11th: +1 Action per Melee, +1 to Thac0.
12th: +1 to Parry, +1 to Lock.
13th: +1 to Evade, +1 to Roll with Impact, Weapon Specialty Shoto (Short Sword) or Tanto (Knife).
14th: +1 to Thac0, +1 to Parry.
15th: +1 Action per Melee, +1 Lock, Weapon Specialty Bo Staff or Bokken (Blunt).

 

Arnis/Eskrima/Kali
Arnis, also known as Eskrima and Kali, is the national sport and martial art of the Philippines. The three are roughly interchangeable umbrella terms for the traditional martial arts of the Philippines ("Filipino Martial Arts," or FMA) that emphasize weapon-based fighting with sticks, knives, bladed weapons and various improvised weapons. It is also known as Estoque (Spanish for rapier), Estocada (Spanish for thrust or stab) and Garrote (Spanish for club). In Luzon they may go by the name of Arnis de Mano, Pananandata (use of weapons), Sinawali (Pampanga, "to weave"), Sitbatan & kalirongan (Pangasinan), Didya and Kabaroan (Ilocos region). In the Visayas and Mindanao, these martial arts have been referred to as eskrima, kali, kaliradman and pagaradman. Kuntaw and silat are separate martial arts that are also practiced in the Philippine islands. Arnis also includes hand-to-hand combat, joint locks, grappling and weapon disarming techniques. Although in general, emphasis is put on weapons for these arts, some systems put empty hands as the primary focus and some old school systems do not teach weapons at all. Although there are some distinctions between weapon training and empty-hand styles, the term Escrima will be used here to describe all Filipino martial arts.

Manoeuvres: Parry, Evade, Entangle, Disarm, Combination Parry/Attack, Punch Spin, Palm Strike, Snap Kick, Kick Attack, Arm Lock, Wrist Lock, Tripping/Leg Hooks, Knee Strike, Elbow Strike, Combination Grab/Strike.

Bonuses per level:
1st: Any found object usually not considered a weapon (typically umbrellas, rolled up newspapers, or other stick-like objects) becomes a D6 damage weapon when used in hand to hand.+1 DEX, +1 CON, +10 HPs, +1 to Roll with Impact, +1 to Maintain Balance.
2nd: +1 to Parry +1 to Disarm.
3rd: +1 Action per Melee, +1 to Entangle.
4th: +1 to Thac0, +1 to Maintain Balance, Weapon Specialty Paired (Kris sword and Dagger)
5th: +1 to Initiative, Critical Thac0 on a Natural 19.
6th: +1 to Roll with Impact, +1 to Maintain Balance.
7th: +1 to Parry, +1 to Disarm, Weapon Specialty Sibat or Short Stick.
8th: Body Flip/Throw does 2D6 Damage, +1 to Evade.
9th: +1 to Roll with Impact, +1 to Maintain Balance.
10th: +1 to Initiative, Death Blow on a Natural 20, Paired Knives or Chain.
11th: +1 Action per Melee, +1 to Entangle.
12th: +1 to Evade, +1 to Disarm.
13th: +1 to Thac0, +1 to Parry, Weapon Specialty Spear or Thrown.
14th: +1 to Roll with Impact, +1 to Maintain Balance.
15th: +1 to Thac0, +1 to Parry/Evade.

 

Asayama Ichiden-ryū
Asayama Ichiden-ryū is a Japanese koryū martial art founded in the late Muromachi period by Asayama Ichidensai Shigetatsu. Asayama Ichiden-ryu was founded by Asayama Ichidensai Shigetatsu as solely an atemi (striking) and gyakute (reversal) art, aside from Jujutsu, the art also contains gyakute-jutsu, a rare reversal art utilizing a short wooden pole 37 cm or 25 cm in length. The art is learned first bare-handed, but its techniques may also be used with a steel fan. There are many different branches in different parts of Japan and in the United States, each with their own characteristics.

Manoeuvres: Evade, Parry, Combination Parry/Attack, Multiple Evade, Knife Hand, Palm Strike, Punch Strike, Kick Attack, Snap Kick, Tripping/Leg Hook, Death Strike, Roll/Knockdown, Shoulder Throw, Arm Hold, Leg Hold.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Thac0, Critical Thac0 on a Natural 19, Death Thac0 on a Natural 20,+1 to STR, +1 to DEX, +1 to CON, +2 to MR, +5 to HPs.
2nd: +1 to Parry, +1 to Back Flip/Cartwheel, Weapon Specialty Bo Staff.
3rd: +1 Action per Melee, +1 to Evade.
4th: +1 to Thac0, +1 to Roll with Impact.
5th: +1 to Backflip/Cartwheel, Weapon Specialty Paired - Large Sword & Short Sword.
6th: +1 Action per Melee, +1 to Leap.
7th: Critical Thac0 on a 18, +1 to Roll with Impact.
8th: +1 to Roll with Punch/ Fall/Impact, Weapon Specialty Axe.
9th: +1 to Parry, +1 to Evade.
10th: +1 to Leap, +1 to Damage.
11th: +1 Action per Melee, Weapon Specialty Daisho.
12th: +1 to Roll with Impact, +1 to Knockdown.
13th: Death Thac0 on a Natural 19, +1 to Back Flip/Cartwheel.
14th: +1 to Knockdown, +1 to Damage.
15th: +1 to Roll with Impact, +1 to Parry.

 

Baguazhang
Baguazhang is one of the three main Chinese martial arts of the Wudang school, the other two being Taijiquan and Xingyiquan. It is more broadly grouped as an internal practice (or neijia gong). It literally means "eight trigram palm," referring to the trigrams of the I Ching (Yijing), one of the canons of Taoism. The practice of circle walking, or "turning the circle", as it is sometimes called, is Baguazhang's characteristic method of stance and movement training. All forms of Baguazhang utilize circle walking prevalently as an integral part of training. Practitioners walk around the edge of the circle in various low stances, facing the centre, and periodically change direction as they execute forms. For a beginner the circle is six to twelve feet in diameter. Students first learn flexibility and proper body alignment through the basic exercises, then move on to more complex forms and internal power mechanics. Although the internal aspects of Baguazhang are similar to those of Xingyiquan and Taijiquan, they are distinct in nature. Many distinctive styles of weapons are contained within Baguazhang; some use concealment, like the "scholar's pen" or a pair of knives. Baguazhang practitioners are also known for being able to use anything as a weapon using the principles of their art. Baguazhang contains an extremely wide variety of techniques as well as weapons, including various strikes (with palm, fist, elbow, fingers, etc.), kicks, joint locks, throws, and distinctively evasive circular footwork.

Manoeuvres: Parry, Palm Strike, Backhand, Punch Spin, Kick Attack, Crescent Kick, Backward Sweep, Tripping/Leg Hook, Body Flip/Throw, Disarm, Forearm Strike, Combination Parry/Attack, Wrist Lock, Elbow Lock.

Bonuses per level:
1st: +1 to Parry, +1 to Roll with Impact, +1 to DEX.
2nd: +1 to Evade, +1 Thac0.
3rd: +1 Action per melee, Weapon Specialty Jian (Straight Sword) or Dao (Broadsword).
4th: +1 to Parry, +1 to Roll.
5th: +1 to Roll with Impact, +1 to KO/Stun.
6th: +1 to Evade, Weapon Specialty Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp, Paired)
7th: +1 Action per Melee, +1 to Thac0.
8th: +1 to Parry, Critical Thac0 on Natural 19.
9th: +1 to KO/Stun, Weapon Specialty Qiang (Spear) or Emei Ci (Emei Stingers, Paired).
10th: +1 to Evade, +1 Trip
11th: +1 to Parry, +1 to Roll.
12th: +1 to Thac0, Weapon Specialty Lu Jiao Dao (Deer Antler Knives, Paired).
13th: +1 Action per Melee, +1 to KO/Stun.
14th: +1 to Evade, Critical Thac0 on Natural 18.
15th: +1 Trip, Weapon Specialty Bagua Dao (Eight Trigrams Broadsword) or Zhou Dao (Elbow Knives, Paired).

 

Bājíquán
Bājíquán is a Chinese martial art that features explosive, short-range power and is famous for its elbow strikes. It originated in the Hebei Province in Northern China, but spread to Taiwan and other places. Its full name is kai men baji quan, which means "open-gate eight-extremities fist".

Manoeuvres: Evade, Parry, Punch Strike, Two Handed Punch, Palm Strike, Backhand, Kick Attack, Snap Kick, Tripping/ Leg Hook, Combination Grab/Strike, Wrist Lock, Elbow Lock.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Thac0, + 5 to HPs, +1 to STR, 1 to DEX.
2nd: +1 to Damage, +1 to Parry.
3rd: Critical Thac0 on a Natural 19, Weapon Specialty Dao (Broadsword).
4th: +1 Action per melee, +1 to Evade.
5th: +1 to Thac0, +1 to Parry.
6th: +1 to Trip, Weapon Specialty Lance.
7th: +1 to Roll with Impact, +1 to KO/stun.
8th: +1 Evade, +1 Action per melee.
9th: +1 to Damage, Weapon Specialty Gun (Staff).
10th: Critical Thac0 on a Natural 18, +1 to Trip.
11th: +1 Evade, +1 to Damage.
12th: +1 to Roll with Impact, Weapon Specialty Jian (Straight Sword).
13th: +1 to Deathblow, +1 to Thac0.
14th: +1 to Trip, +1 Action per melee.
15th: +1 to Thac0, Weapon Specialty Qiang (Spear).

 

Bak Hok Pai
Bai Hoc Pai or Bai He Quan White Crane Fist better known as Fujian White Crane, is a traditional martial art from China that is based on the movements of the white crane. Bai He Quan is considered by many to be one of the most beautiful styles of martial arts today. Aside from its beauty, Bai He Quan is an effective self-defense system. Bai He Quan originated in Fujian Province in the southeast of China in the 1700s, created by a woman named Fang Qiniang. It should not be confused with the art of Pak Hok Pai (Tibetan White Crane). Bai He Quan is also one of the Five Animals style of kung fu. This art teaches students not meet force with force, but rather to evade the enemy's attacks. This also confuses the opponent, leaving him/her open to powerful counter-attacks. Fierce pressure point attacks (Dim Mak) combined with rapid footwork makes this style of Kung Fu effective and deadly as well as extremely graceful. Bai He Quan incorporates the use of palms, fists, fingers, elbows and legs in its movements to train a person's flexibility, strength and coordination. This combination of strength and flexibility makes for very effective self-defence.

Manoeuvres: Evade, Parry, Multiple Evade, Disarm, Punch Strike, Palm Strike, Roundhouse Strike, Back Kick, Jump Kick, Kick Attack, Sweep Kick, Snap Kick, Combination Evade/Strike, Elbow Strike, Wrist Lock, Elbow Lock.

Bonuses per level:
1st: +1 to Thac0, +1 to Roll with Impact.
2nd: +1 to Evade, +1 to Damage.
3rd: +1 to Parry, Weapon Specialty Hu Die Dao (Butterfly Knives, Paired).
4th: +1 Action per Melee, +1 to Roll with Impact.
5th: +1 to Parry, +1 to Damage.
6th: +1 to Multiple Evade, Weapon Specialty Jian (Straight Sword).
7th: +1 Action per Melee, +1 to Thac0.
8th: +1 to Evade, +1 to Roll with Impact.
9th: +1 to Damage, Weapon Specialty Guandao.
10th: +1 to Multiple Evade, +1 to Parry.
11th: +1 to Thac0, +1 Action per Melee.
12th: +1 to Evade, Weapon Specialty Qiang (Spear).
13th: , +1 to Damage, +1 to Roll with Impact.
14th: +1 to Multiple Evade, +1 to Parry.
15th: +1 Action per Melee, Weapon Specialty Gun (Staff).

 

Bak Mei
Bak Mei is said to have been one of the legendary Five Elders — survivors of the destruction of the Shaolin Monastery by the Qing dynasty (1644–1912) — who, according to some accounts, betrayed Shaolin to the imperial government. He shares his name with the South Chinese martial art attributed to him. Some masters teach Bak-Mei as a Shaolin art but this is inaccurate. Historically, Bak-Mei was cast out of the Shaolin order and removed from many Chinese historical texts. Bak-Mei as a style of martial art can widely vary depending on lineage and teacher. Bak-Mei contains classical Leopard and Snake Kung Fu techniques and can have many characteristics of Southern Mantis Kung Fu.

Manoeuvres: Roll with Impact, Maintain Balance, Evade, Parry, Backhand, Palm Strike, Kick Attack, Snap Kick, Tripping/Leg Hook, Forearm Strike, Elbow Strike, Wrist Lock.

Bonuses per level:
1st: +1 to Thac0, +1 to Roll with Impact, +2 to DEX, +4 to MR.
2nd: +1 to Parry, +1 to Evade.
3rd: +1 to KO/stun, Weapon Specialty Bian (Chain Whip).
4th: +1 Action per Melee, +1 to Thac0.
5th: +1 to Roll with Impact, +1 to Parry.
6th: Critical Thac0 on Natural 19, Weapon Specialty Hue Die Dao (Butterfly Sabers, Paired).
7th: +1 to Thac0, +1 Action per Melee.
8th: +1 to Evade, +1 to KO/stun.
9th: +1 Parry, +1 Action per Melee.
10th: +1 to Thac0, Weapon Specialty Jian (Straight Sword).
11th: +1 to Deathblow, +1 to Damage.
12th: +1 to Roll with Impact, +1 to Parry.
13th: Weapon Specialty Fei Cha (Trident) or Qiang (Spear).
14th: Critical Thac0 on Natural 18, +1 Action per Melee.
15th: +1 to Roll with Impact, +1 to Parry.

 

Bandesh
Bandesh is one of the ancient Indian Martial Arts form. It is basically a collection or martial techniques mainly used to disarm and defeat an armed opponent without taking his life. Bandesh can also be regarded as an empty-handed combat technique. Different types of lock holds are utilised against different kinds of weapons like daggers, swords, long staff etc. In the competition of this ancient martial art, the conqueror is the one who takes the weapon from the other. During the ancient era, law enforcing authorities practiced the various techniques of Bandesh to effectively suppress and control offenders with minimal injury.

Manoeuvres: Evade, Parry, Disarm, Punch, Tripping/Leg Hook, Pin/Incapacitate, Body Lock, Arm Lock, Neck Hold, Leg Lock, Elbow Lock, Wrist Lock.

Bonuses per level:
1st: +1 to Disarm, +1 to Evade, +1 to STR, +1 to DEX, +2 to MR, +2D4 to HPs.
2nd: +1 to Restrain Punch, +1 to Thac0.
3rd: +1 to Parry, Weapon Specialty Bian (Chain Whip).
4th: +1 to Disarm, +1 to Roll with Impact.
5th: +1 Action per Melee, +1 to Trip/Hook.
6th: +1 to Thac0, Weapon Specialty Cha (Trident).
7th: +1 Knockout/Stun, +1 to Disarm.
8th: +1 to Parry, +1 to Roll with Impact.
9th: , Weapon Specialty Hue Die Dao (Butterfly Sabers, Paired).
10th: +1 to Disarm, +1 to Restrain Punch.
11th: +1 Action per Melee, +1 to Thac0.
12th: +1 Action per Melee Weapon, Specialty Jian (Straight Sword).
13th: +1 to Disarm, +1 to Trip/Hook.
14th: +1 Action per Melee, +1 Knockout/Stun.
15th: +1 to Thac0, Weapon Specialty Qiang (Spear).

 

Bando
Bando is a defensive unarmed martial art from Myanmar. It is sometimes mistakenly used as a generic word for all Burmese martial arts but it is actually just one system, while Burmese fighting systems collectively are referred to as thaing. Bando emphasises defense as the best offense by leaving the initiative to the opponent and relying heavily on counter-maneuvers. Once the threat has been evaluated it is possible to respond with an appropriate counter, so too is destroying the opponent's weapon. If the adversary's hand or foot is broken for example, the conflict is effectively ended. Typically, a bando exponent will first withdraw before beginning the counter-Thac0 followed by grappling or locking. The head, shoulder, elbow, knee, and foot are all used for offensive purposes. Close-quarter combat is favoured.

Manoeuvres: Aggressive Parry, Disarm, Evade, Parry, Combination Parry/Attack, Multiple Evade, Two Handed Punch, Punch Strike, Roll with Impact, Breakfall, Knee Strike, Kick Attack, Shin Kick, Stamp Kick, Jump Kick, Head Butt, Body Block/Tackle, Body Flip/Throw, Shoulder Ram, Elbow Strike, Knee Strike, Leap Attack, Crush/Squeeze, Arm Lock, Head Lock, Body Hold, Finger Lock, Head Lock, Choke.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Breakfall, +1 to Maintain Balance, +1 to Thac0, +1 to STR, +15 to HPs.
2nd: +1 to Body Flip/Throw, +1 to Leap.
3rd: +1 Action per Melee. +1 to Maintain Balance, Weapon Specialty Hue Die Dao (Butterfly Sabers, Paired).
4th: +1 to Damage, +1 to Parry.
5th: +1 to Leap, +1 to Thac0.
6th: +1 to Thac0, +1 to Damage, Weapon Specialty Jian (Straight Sword).
7th: +1 Evade, +1 Action per Melee.
8th: +1 to Parry, +1 to Roll with Impact.
9th: +1 to Evade, Critical Thac0 on a Natural 19, Weapon Specialty Qiang (Spear).
10th: +1 to Thac0, +1 to Damage.
11th: +1 Action per Melee, +1 to Body Flip/Throw (does 3D6 damage now).
12th: +1 to Breakfall, +1 to Roll with Impact, Weapon Specialty Bian (Chain Whip).
13th: +1 to Leap, +1 to Damage.
14th: +1 to Parry +1 Evade.
15th: +1 to Thac0, +1 to Damage, Weapon Specialty Fei Cha (Trident).

 

Basic Military
This is the kind of fighting techniques taught in military basic training around the world. Students learn elementary methods of attack and self-defence.

Manoeuvres: Roll with Impact, Evade, Entangle, Arm Lock, Parry, Disarm, Punch Strike, Kick Attack, Restrain Punch, Knock-Out/Stun.

Bonuses per level:
1st: +1 to Roll with Impact.
2nd: +1 to Thac0.
3rd: +1 to Damage.
4th: +1 Action per melee.
5th: +1 to Parry.
6th: +1 to Evade
7th: +1 to Initiative.
8th: +1 to Maintain Balance.
9th: +1 to Disarm.
10th: +1 to Arm Lock.
11th: +1 to KO/stun.
12th: +1 Entangle.
13th: +1 to Roll with Impact.
14th: +1 to Parry.
15th: +1 to Evade.

 

Basic Self Defence
This is the kind of fighting technique taught in self-defence classes. Students learn elementary methods of attack and defence.

Manoeuvres: Roll with Impact, Evade, Parry, Disarm, Punch Strike, Kick Attack, Knock-Out/Stun.

Bonuses per level:
1st: +1 to Roll with Impact.
2nd: +1 to Parry.
3rd: +1 to Disarm.
4th: +1 Action per melee.
5th: +1 to Thac0.
6th: +1 to Body Flip/Throw.
7th: +1 to Damage.
8th: +1 to Evade.
9th: +1 Action per melee.
10th: +1 to KO/stun.
11th: +1 to Roll with Impact.
12th: +1 to Parry.
13th: +1 to Disarm.
14th: +1 to Initiative.
15th: +1 to Body Flip/Throw.

 

Boxing
The origins of Boxing date back to ancient Greece, however it didn't become truly popular until modern times, In America, boxing became famous in the early 1900's, when bare-knuckle brawlers would step into the ring and fight until only one man still stood. Boxing evolved into an incredibly popular professional sport, with multimillion-dollar purses to be won for big pay-per-view televised bouts. Boxer's incredible training programs hone their reflexes and punching power until they become fighting machines. The incredible pounding boxers withstand during training and bouts also makes them one of the toughest bunch of fighters around.

Manoeuvres: Roll with Impact, Evade, Parry, Punch Strike, Knockout/Stun, Roundhouse Punch.

Bonuses per level:
Level 1: +1 KO, +1 Roll with Impact, +1 Thac0, +1 Parry, +1 to STR, +1 to CON, +10 to HPs.
Level 2: +1 to Maintain Balance, +1 Damage.
Level 3: +1 Action per melee, +1 to Parry.
Level 4: +1 KO/Stun, +1 Evade.
Level 5: +1 Thac0, +1 Parry.
Level 6: +1 Action per melee, +1 to Maintain Balance.
Level 7: Critical Thac0 on a 19, +1 KO/stun.
Level 8: +1 Damage, +1 to Resist Knockout.
Level 9: +1 Parry, +1 to Maintain Balance.
Level 10: +1 Action per melee, +1 KO/stun.
Level 11: +1 Evade, +1 Damage.
Level 12: +1 Thac0, Critical Thac0 on 18.
Level 13: +1 Parry, +1 to Maintain Balance.
Level 14: +1 Action per melee, +5 to MR.
Level 15: +1 Roll with Impact, +1 Evade.

 

Bujinkan

The Bujinkan is an international martial arts organization based in Japan and headed by Masaaki Hatsumi. The combat system taught by this organization comprises nine separate ryūha, or schools, which are collectively referred to as Bujinkan Budō Taijutsu. The Bujinkan is most commonly associated with ninjutsu. However, Masaaki Hatsumi uses the term Budo (meaning martial way) as he says the ryūha are descended from historical samurai schools that teach samurai martial tactics and ninjutsu schools that teach ninja tactics. The Bujinkan organization incorporates the teachings of the martial arts lineages (ryūha) that Masaaki Hatsumi learnt from Takamatsu Toshitsugu under the banner of Bujinkan Budo Taijutsu.

Manoeuvres: Leap, Roll with Impact, Evade, Parry, Breakfall, Combination Parry/Attack, Multiple Evade, Disarm, Knife Hand, Drop Kick, Kick Attack, Rear Kick, Snap Kick, Jump Kick, Body Flip/Throw, .

Bonuses per level:
1st +1 to Roll with Impact, +1 to Parry, +1 to Evade, +1 to DEX, +1 to CON, Weapon Specialty Shinobi-Zue or Jitte.
2nd +1 to Thac0, +1 to Breakfall.
3rd +1 to Disarm, +1 to Parry.
4th +1 to Body Flip/Throw, Weapon Specialty Katana or Nekode.
5th +1 to Breakfall, +1 to Evade.
6th +1 Action per Melee, +1 Knockout/Stun.
7th +1 to Disarm, Weapon Specialty Kusari-Gama or Shuriken.
8th Critical Thac0 on a Natural 18, +1 Death Blow.
9th +1 to Roll with Impact, +1 to Breakfall.
10th +1 to Disarm, Weapon Specialty Kyoketsu-Shoge or Ninja Bow.
11th +1 Action per Melee, +1 to Evade.
12th +1 to Parry, +1 to Thac0.
13th +1 to Roll with Impact, Weapon Specialty Wakizashi or Yari.
14th +1 to Body Flip/Throw (does 2D6 Damage instead of D6), +1 to Breakfall.
15th +1 to Disarm, +1 Death Blow.

 

Capoeira

Capoeira is a Brazilian martial art that combines elements of dance, acrobatics and music, and is sometimes referred to as a game. It was developed in Brazil mainly by West African descendants with native Brazilian influences, probably beginning in the 16th century. It is known for quick and complex moves, using mainly power, speed, and leverage for a wide variety of kicks, spins, and highly mobile techniques. The most widely accepted origin of the word capoeira comes from the Tupi words ka'a ("jungle") e pûer ("it was"), referring to the areas of low vegetation in the Brazilian interior where fugitive slaves would hide. Practitioners of the art are called capoeiristas.

Manoeuvres: Back Flip, Roll with Impact, Maintain Balance, Leap, Cartwheel, Back Flip, Handstand, Evade, Parry, Multiple Evade, Backhand, Punch, Palm Strike, Axe Kick, Backward Sweep, Kick Attack, Roundhouse Kick, Tripping/Leg Hook, Jump Kick, Knee Strike, Elbow Strike, Headbutt, Combination Strike/Parry.

Bonuses per level:
1st: +1 to Parry, +1 to Evade, +1 to Maintain Balance, +1 to STR, +1 to DEX, +2 to MR.
2nd: +1 Action per melee, +1 to Roll with Impact.
3rd: +1 Knockout/Stun, Weapon Specialty Paired Sticks.
4th: +1 to Back Flip, Critical on a Natural 19.
5th: +1 Action per melee, +1 to Maintain Balance.
6th: +1 to Thac0, Weapon Specialty Paired Short Swords.
7th: +1 Action per melee, +1 to Back Flip.
8th: +1 to Maintain Balance, +1 to Roll with Impact.
9th: +1 Action per melee, Weapon Specialty Short Sword.
10th: +1 to Cartwheel, +1 to Parry.
11th: +1 Action per melee, +1 to Damage.
12th: +1 to Kick Damage, +1 to Thac0.
13th: +1 to Roll with Impact, Weapon Specialty Stick.
14th: +1 Action per melee, +1 to Parry.
15th: +1 Knockout/Stun, +1 Evade.

 

Chen-style t'ai chi ch'uan

The Chen family-style is the oldest and parent form of the five traditional family styles. Contemporary t'ai chi ch'uan is typically practised for a number of widely varying reasons: health, external/internal martial art skills, aesthetics, meditation or as an athletic/competition sport (sometimes called "wushu tai chi"). Therefore, a teacher's system, practice and choice of training routines usually emphasizes one of these characteristics during training. The five traditional schools, precisely because they are traditional, attempt to retain the martial applicability of their teaching methods. Some argue that the Chen tradition emphasizes this martial efficacy to a greater extent.

Manoeuvres: Roll with Impact, Maintain Balance, Evade, Parry, Punch Strike, Palm Strike, Backhand, Push, Kick Attack, Snap kick, Tripping/Leg Hook, Elbow Strike, Forearm Strike, Finger Lock, Wrist Lock, Arm Hold.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Parry, +1 to DEX.
2nd: +1 to Maintain Balance, +1 to Evade.
3rd: +1 to Thac0, Weapon Specialty Dao (Broadsword).
4th: +1 action per melee, Critical Thac0 on a Natural 19.
5th: +1 KO/stun, +1 to Parry.
6th:  +1 to Thac0, Weapon Specialty Er Jie Gun (2 Sectional Staff).
7th: +1 Trip, +1 Lock.
8th: +1 to Roll with Impact, +1 to Maintain Balance.
9th: +1 action per melee, Weapon Specialty Chui (Iron Maces (Paired).
10th: +1 KO/stun, +1 to Evade.
11th: +1 to Parry, +1 to Thac0.
12th: +1 to Maintain Balance, Weapon Specialty Qiang (Spear).
13th: Critical Thac0 on a Natural 18, +1 to Roll with Impact.
14th: +1 action per melee, +1 to Evade.
15th: +1 to Maintain Balance, Weapon Specialty Chang Jian (Long Sword).

 

Chito Ryu Karate

Chito Ryu Karate was developed by Tsuyoshi Chitose. He based his teachings on his extensive study of Shorei-ryu and Shorin-ryu karate. He combined these two systems and eliminated the training elements which were detrimental to the health and well-being of the practitioner. The characters in the name Chito Ryu Karate are translated as: Chi = 1000 (year old), To = T'ang (China), Ryu = Style, Kara = Empty, Te = Hand . This is an acknowledgment of the Okinawan tradition that the roots of Karate are traced back 1000 years in to China. Chito Ryu is a traditional Japanese/Okinawan martial art comprised of Thac0s, kicks, blocks, throws, and holds. Chito Ryu training provides a complete regimen suitable for those seeking physical exercise, sport competition and self defense skills.

Manoeuvres: Evade, Parry, Breakfall, Combination Parry/Attack, Multiple Evade, Knife Hand, Palm Strike, Axe Kick, Crescent Kick, Snap Kick, Body Block/Tackle, Death Strike, Shoulder Throw, Arm Hold, Wrist Lock.

Bonuses per level:
1st : +1 to Roll with Impact, +1 to Parry, +1 to STR, +1 to CON.
2nd : +1 to Thac0, +1 to Evade.
3rd : +1 action per melee, +1 to Body Flip/Throw (2D6 damage).
4th : +1 to KO/Stun, +1 to Damage.
5th : +1 to Roll with Impact, +1 Death Strike.
6th : +1 action per melee, +1 to Maintain Balance.
7th :+1 to Damage, +1 Knockout/Stun.
8th : +1 to Evade, +1 to Parry.
9th : +1 Thac0, +1 to Maintain Balance.
10th : +1 action per melee, +1 to Roll with Impact.
11th: +1 to Parry, +1 to Damage.
12th: +1 to Evade, +1 to Body Flip/Throw.
13th : +1 action per melee, +1 to Roll with Impact.
14th : +1 to Parry, +1 to Maintain Balance.
15th : +1 to Evade, +1 to Thac0.

 

Choy Li Fut

Choy Li Fut (Cantonese) or Cai Li Fo (Mandarin) is a Chinese martial art founded in 1836 by Chan Heung. Choy Li Fut was named to honour the Buddhist monk Choy Fook who taught him Choy Gar, and Li Yau-San who taught him Li Gar, plus his uncle Chan Yuen-Wu, who taught him Fut Gar, and developed to honour the Buddha and the Shaolin roots of the system. The system combines the martial arts techniques from various Northern and Southern Chinese kung-fu systems; the powerful arm and hand techniques from the Shaolin animal forms from the South, combined with the extended, circular movements, twisting body, and agile footwork that characterizes Northern China's martial arts. It is considered an external style, combining soft and hard techniques, as well as incorporating a wide range of weapons as part of its curriculum. Choy Li Fut is an effective self-defense system, particularly noted for defense against multiple attackers. It contains a wide variety of techniques, including long and short range punches, kicks, sweeps and take downs, pressure point attacks, joint locks, and grappling.

Manoeuvres: Roll with Impact, Maintain Balance, Evade, Parry, Punch Strike, Palm Strike, Backhand, Roundhouse Strike, Kick Attack, Snap Kick, Tripping/Leg Hook, Knee Strike, Forearm Strike, Elbow Strike, Elbow Lock.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Parry, +1 to Evade, +10 to HPs, +2 to STR, +1 to DEX.
2nd: +1 to Thac0, +1 to Damage.
3rd: +1 action per melee, Weapon Specialty Fan or Jian (Straight Sword).
4th: +1 to Parry, Critical Thac0 on Natural 19.
5th: +1 to Thac0, +1 to Damage.
6th: +1 action per melee, Weapon Specialty Ba Tou (Hoe) or Guai (Cane).
7th: +1 to Damage, +1 Knockout/Stun.
8th: Critical Thac0 on a Natural 18, +1 to Parry.
9th: +1 to Roll, Weapon Specialty Hu Tou Gou (Tiger Head Hooks, Paired) or Chan (Spade) or Bi Shou (Daggers, Paired).
10th: +1 to Thac0, +1 to Roll with Impact.
11th: +1 action per melee, +1 to Parry.
12th: +1 Knockout/Stun, Weapon Specialty Hu Die Dao (Butterfly Knives, Paired) or San Jie Gun (3 Sectional Staff).
13th: +1 to Thac0, +1 to Evade.
14th: +1 to Roll with Impact, +1 Damage.
15th: +1 action per melee, Weapon Specialty 9 Dragon Trident or Fu (Axes, Paired).

 

Cuong Nhu

Cuong Nhu Oriental martial arts was originally developed by Dr. Ngo Dong (O'Sensei) in 1965 in Hue, Vietnam. Cuong Nhu is a martial art that blends elements of Shotokan, Wing Chun, Judo, Aikido, T'ai chi ch'uan, Vovinam, and Boxing. It is this blending of hard and soft styles from which Cuong Nhu derives its name, which is Vietnamese for Hard (Cuong) / Soft (Nhu).

Manoeuvres: Roll with Impact, Maintain Balance, Breakfall, Leap, Evade, Parry, Multiple Evade, Punch Strike, Back Hand, Push, Kick Attack, Spin Kick, Jump Kick, Finger Lock, Wrist Lock, Elbow Lock.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Parry, +1 to STR, +1 to DEX, +1 to CON.
2nd: +1 to Evade, +1 to Damage.
3rd: +1 to Leap, +1 to Thac0.
4th: +1 action per melee, +1 to Maintain Balance.
5th: +1 to Roll with Impact, Critical on a Natural 19.
6th: +1 to Parry, +1 Death Blow.
7th: +1 to Evade, +1 to Breakfall.
8th: +1 to Damage, +1 Knockout/Stun.
9th: +1 to Leap, +1 action per melee.
10th: +1 to Roll with Impact, +1 to Breakfall.
11th: +1 to Thac0, +1 to Maintain Balance.
12th: +1 to Parry, +1 to Evade.
13th: +1 to Damage, +1 to Breakfall.
14th: +1 action per melee, +1 to Leap.
15th: +1 to Roll with Impact, +1 to Thac0.

 

Daitō-ryū Aiki-jūjutsu

Daitō-ryū Aiki-jūjutsu originally called Daitō-ryū Jujutsu is a Japanese martial art that first became widely known in the early 20th century under the headmastership of Takeda Sokaku. Takeda had extensive training in several martial arts (including Kashima Shinden Jikishinkage-ryū and sumo) and referred to the style he taught as "Daitō-ryū" (literally, "Great Eastern School"). Although the school's traditions claim to extend back centuries in Japanese history there are no known extant records regarding the ryū before Takeda. Aiki-jūjutsu can be broken into three styles: jujutsu (hard); aiki no jutsu (soft); and the combined aikijujutsu (hard/soft). Modern Japanese jujutsu and aikido both originated in aikijujutsu, which emphasizes "an early neutralization of an attack." Like other forms of jujutsu, it emphasizes throwing techniques and joint manipulations to effectively subdue or injure an attacker. Of particular importance is the timing of a defensive technique either to blend or to neutralize an attack's effectiveness and to use the force of the attacker's movement against him. Daitō-ryū is characterized by ample use of atemi, or the striking of vital areas, to set up jointlocking or throwing tactics. Some of the art's striking methods employ the swinging of the outstretched arms to create power and to hit with the fists at deceptive angles, as may be observed in techniques such as the atemi that sets up gyaku ude-dori (reverse elbow lock). Tokimune Takeda regarded one of the unique characteristics of the art to be its preference for controlling a downed attacker's joints with one's knee to leave one's hands free to access weapons or to deal with the threat of other attackers.

Manoeuvres: Punch, Palm Strike, Kick Attack, Backward Sweep, Trip/Leg Hook, Snap Kick, Spin Kick, Drop Kick, Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee Strike, Elbow Strike, Forearm Strike, Combination Grab/Attack, Combination Strike/Parry, Headbutt, Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Parry/Evade, Critical on a 19.
2nd: +1 to Thac0, +1 to Disarm.
3rd: +1 to Body Flip/Throw (2D6 damage), Weapon Specialty Bokken.
4th: +1 action per melee, +1 to Maintain Balance.
5th: +1 to Roll with Impact, +1 Knockout/Stun.
6th: +1 action per melee, Weapon Specialty Daikyu.
7th: +1 Body Flip/Throw, +1 to Damage.
8th: +1 Disarm, +1 to Maintain Balance.
9th: +1 to Roll with Impact, +1 to Damage. Weapon Specialty Naginata.
10th: +1 action per melee, +1 to Parry.
11th: +1 to Damage, +1 to Evade.
12th: +1 to Parry/Evade, +1 to Thac0. Weapon Specialty Katana.
13th: +1 action per melee, +1 to Maintain Balance.
14th: +1 to Roll with Impact, +1 to Disarm.
15th: +1 action per melee, Weapon Specialty Wakizashi.

 

Gatka

Gatka is a traditional South Asian form of combat-training in which wooden sticks are used tosimulate swords in sparring matches. In modern usage, it commonly refers to the northwestern Indian martial arts, which should more properly be called shastara vidiyā . In English, the terms gatka and shastar vidya are very often used specifically in relation to Panjabi-Sikhs. In actuality, the art is not unique to any particular ethno-cultural group or religion but has been the traditional form of combat throughout north India and Pakistan for centuries. Attacks and counterattacks vary from one community to another but the basic techniques are the same.

Manoeuvres: Leap, Maintain Balance, Roll with Impact, Evade, Parry, Disarm, Multiple Evade, Palm Strike, Punch Strike, Kick Attack, Snap Kick, Body Flip/Throw, Forearm Strike, Leap Attack, Arm Hold, Wrist Lock.

Bonuses per level:
1st: +1 to Thac0, +1 to Parry, +1 to Evade, +1 to STR, +1 to DEX, +1 to CON, +15 to HPs.
2nd: +1 to Evade, +1 to Leap.
3rd: +1 action per melee, Weapon Specialty Large Sword or Large Sword and Shield (Paired).
4th: Critical Thac0 on Natural 19, +1 to Maintain Balance.
5th: +1 to Disarm, +1 to Thac0.
6th: +1 Death Blow, Weapon Specialty Staff or Spear.
7th: +1 action per melee, +1 to Roll with Impact.
8th: +1 to Thac0, +1 to Parry.
9th: +1 to Maintain Balance, Weapon Specialty Axe or Axe and Shield (Paired).
10th: +1 Evade, +1 to Disarm.
11th: +1 action per melee, +1 to Roll with Impact.
12th: +1 to Parry, Weapon Specialty Knife.
13th: +1 to Thac0, +1 to Leap.
14th: +1 to Disarm, +1 to Maintain Balance.
15th: +1 Evade, Weapon Specialty Blunt or Blunt and Shield (Paired).

 

Genseiryū

Genseiryū is a karate style with roots in Shuri-te, one of the three original karate styles of Okinawa Japan. It was developed by Seiken Shukumine (1925–2001) who combined classic techniques with his own innovations thus developing the special characteristics of Genseiryū. Shukumine had two known teachers, Sadoyama and Kishimoto.

Manoeuvres: Back Flip, Maintain Balance, Roll with Impact, Evade, Parry, Multiple Evade, Palm Strike, Backward Sweep, Kick Attack, Reverse Turning Kick, Spin Kick, Flying Kick, Jump Kick, Leap Attack, Shoulder Throw.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to STR, +1 to DEX, +4 to MR.
2nd: +1 to Thac0, +1 to Back Flip.
3rd: +1 to Body Flip/Throw (2D6 damage), Weapon Specialty Bo (Staff).
4th: Critical Thac0 on a Natural 19, +1 to Maintain Balance.
5th: +1 to Evade, +1 to Thac0.
6th: +1 to Back Flip, +1 to Parry.
7th: +1 action per melee, +1 Body Flip/Throw.
8th: +1 to Maintain Balance, +1 to Back Flip.
9th: +1 to Evade, Weapon Specialty Sai (Forked).
10th: +1 to Back Flip, +1 to Parry.
11th: +1 action per melee, +1 to Evade.
12th: +1 to Thac0, +1 to Roll with Impact.
13th: +1 to Death Blow, +1 to Maintain Balance.
14th: +1 to Parry, +1 to Back Flip.
15th: +1 action per melee, +1 to Evade.

 

Gōjū-ryū

Gōjū-ryū, Japanese for "hard-soft style," is one of the main traditional Okinawan styles of karate, featuring a combination of hard and soft techniques. Both principles, hard and soft, come from the famous martial arts book used by Okinawan masters during the 19th and 20th centuries, the Bubishi. Gō, which means hard, refers to closed hand techniques or straight linear attacks; jū, which means soft, refers to open hand techniques and circular movements. Gōjū-ryū incorporates both circular and linear movements into its curriculum, combining hard striking attacks such as kicks and close hand punches with softer open hand circular techniques for attacking, blocking, and controlling the opponent, including locks, grappling, takedowns and throws. Major emphasis is given to breathing correctly in all of the katas but particularly in the Sanchin kata which is one of two core katas of this style. The second kata is called Tensho, meant to teach the student about the soft style of the system. Gōjū-ryū practices methods that include body strengthening and conditioning, its basic approach to fighting (distance, stickiness, power generation, etc.), and partner drills.

Manoeuvres: Roll with Impact, Maintain Balance, Aggressive Parry, Punch Strike, Knife Hand, Palm Strike, Two Handed Strike, Backhand, Kick Attack, Snap Kick, Roundhouse Kick, Jump Kick, Elbow Strike, Forearm Strike, Knee Strike, Restrain Punch, Knock-Out/Stun, Breakfall, Multiple Evade, Tripping/Leg Hook.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Damage, +1 STR, +1 CON, +15 HPs.
2nd: +1 to Parry, +1 to Thac0.
3rd: +1 action per melee, Weapon Specialty Sai (Forked).
4th: +1 to Roll with Impact, +1 Evade.
5th: +1 Breakfall, Critical Thac0 on Natural 19.
6th: +1 to Damage, +1 to Maintain Balance
7th: +1 action per melee, Weapon Specialty Bo (Staff).
8th: +1 to Thac0, +1 to Parry.
9th: +1 to Damage, +1 to Evade.
10th: +1 Breakfall, Critical Thac0 on Natural 18.
11th: +1 to Parry, +1 to Roll with Impact.
12th: +1 action per melee, +1 to Damage.
13th: +1 to Thac0, +1 to Knock-Out/Stun.
14th: +1 Death Blow, +1 to Evade.
15th: +1 to Roll with Impact, +1 Breakfall.

 

Gun-Fu

Gun fu, a portmanteau of gun and kung fu, is the style of sophisticated close-quarters gunplay seen in Hong Kong action cinema and in Western films influenced by it. It often resembles a martial arts battle played out with firearms instead of traditional weapons. It may also be described by other terms such as bullet ballet, Gun Kata, or gymnastic gunplay. The focus of gun fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand (usually paired with jumping to the side at the same time), shots from behind the back, as well as the use of guns as melee weapons are all common. Other moves can involve shotguns, submachine guns, rocket launchers, and just about anything else that can be worked into a cinematic shot. It is often mixed with hand-to-hand combat manoeuvres. "Gun fu" has become a staple factor in modern action films due to its visually appealing nature (regardless of its actual practicality in a real-life combat situation). Chinese action movies abound with feats of gun play and action that often defy belief. There are many people though, so impressed with the unique synthesis of oriental mysticism and the power and lethality of guns, that they have created their own form of firearm combat combined with mystical abilities which make them even more impressive. This is their style.

Manoeuvres: Roll with Impact, Back Flip, Leap, Roll, Somersault, Evade, Parry, Combination Parry/Attack, Disarm, Multiple Evade, Spinning Evasion, Punch Strike, Kick Attack.

Bonuses per level:
1st: +1 to Thac0 with Aimed Shot, +1 to Evade, +1 to Roll with Impact, Weapon Specialty Pistol Group.
2nd: +1 to Quick Draw Initiative, +1 Thac0 with hand to hand attacks.
3rd: +1 Action per melee. Can quickly change clips, load one bullet into a revolver or shotgun, or cycle a new round in a bolt action rifle and fire in the same attack.
4th: +1 to Thac0 with Aimed Shot, +1 to Roll with Impact.
5th: Weapon Specialty Rifle Group, +1 to Evade.
6th: +1 to Quick Draw Initiative, +1 Thac0 with hand to hand attacks.
7th: +1 to Thac0 with Aimed Shot, no penalty for shooting at or from moving mounts or vehicles with a gun.
8th: +1 to Roll with Impact, +1 to Parry.
9th: Weapon Specialty Submachine Gun Group, +1 to Evade.
10th: +1 to Quick Draw Initiative, +1 Thac0 with hand to hand attacks.
11th: +1 to Thac0 with Aimed Shot. The normal penalty for a small target doesn't apply (tiny targets are only -2, large are +5 and giant are +8).
12th: +1 Action per melee, +1 to Roll with Impact.
13th: +1 to Thac0 with Aimed Shot, +1 to Parry.
14th: +1 to Quick Draw Initiative, +1 Thac0 with hand to hand attacks.
15th: +1 to Roll with Impact. Can fire twice with both shots only counting as 1 attack and only needing to roll to hit once.

 

Hapkido

Hapkido (also spelled hap ki do or hapki-do) is a highly eclectic Korean martial art. It is a form of self-defense that employs joint locks, grappling and throwing techniques of other martial arts, as well as kicks, punches, and other striking attacks. Hapkido contains both long- and close-range fighting techniques, utilizing jumping kicks and percussive hand Thac0s at longer ranges and pressure point Thac0s, joint locks, or throws at closer fighting distances. Hapkido emphasizes circular motion, redirection of force, and control of the opponent. Practitioners seek to gain advantage through footwork and body positioning to incorporate the use of leverage, avoiding the use of strength against strength.

Manoeuvres: Roll with Impact, Breakfall, Maintain Balance, Parry, Evade, Multiple Evade, Disarm, Punch Strike, Knife Hand, Back Hand, Palm Strike, Kick Attack, Snap Kick, Spin Kick, Sweep Kick, Roundhouse Kick, Jump Kick, Flying Jump Kick, Knee Strike, Elbow Strike, Body Flip/Throw, Arm Lock, Leg Lock, Wrist Lock, Elbow Lock, Arm Hold, Body Hold.

Bonuses per level:
Level 1: +1 to Maintain Balance, +1 to Roll with Impact, +1 to DEX, +1 to CON, +10 HPs.
Level 2: +1 to Parry, +1 to Evade.
Level 3: +1 Action per melee, Weapon Specialty Nunchaku.
Level 4: +1 to Damage, +1 to Breakfall.
Level 5: +1 to Roll with Impact, Critical Thac0 on 19.
Level 6: +1 Action per melee, Weapon Specialty Dan Bong (short stick).
Level 7: +1 to Parry, +1 to Disarm.
Level 8: +1 to Maintain Balance, +1 to Evade.
Level 9: +1 Action per melee, Weapon Specialty Knife.
Level 10: +1 to Thac0, +1 to Body Flip/Throw.
Level 11: +1 to Roll with Impact, +1 to Death Blow.
Level 12: +1 Action per melee, Weapon Specialty Jian (Straight Sword).
Level 13: +1 to Maintain Balance, +1 to Breakfall.
Level 14: +1 to Parry, +1 to Evade.
Level 15: +1 Action per melee, +1 to Damage.

 

Harimau Pentjak Silat

Harimau Pentjak Silat originated in Painan area of the island of Sumatra. The climate of Sumatra is hot and rainy, with the ground conditions tending toward muddy. Harimau Silat is perfectly suited for this because it teaches it's students to crawl around like a tiger on hands and knees. The crawling techniques of Harimau Silat are distracting and deceptive, designed to lull an opponent into complacency, just like a tiger stalking it's prey. One of the more unique Silat styles, Pentjak Silat Kuching - as Harimau Silat is also known - relies mainly on leg techniques. To build the strength necessary for these techniques a Harimau Silat player will sit for hours in a full squat, he will also climb mountains whenever possible.Combat for a Harimau Pentjak Silat player consists of four stages. Stage one is either dodging an opponent's attack or crawling around like a tiger to lure an opponent into attacking. Stage two consists of bringing an opponent to the ground by lock or trip, or by leaping on them in a flying body block. Stage three is the elimination of the opponent. Stage four sees the Harimau stylist preparing for the next opponent.

Manoeuvres: Roll with Impact, Evade, Parry, Disarm, Breakfall, Backhand, Palm Strike, Kick Attack, Snap Kick, Trip/ Leghook, Backwards Sweep, Drop Kick, Combination Strike/Parry, Leap Attack, Body block/Tackle, Joint Throw, Leg Hold, Arm Hold, Ankle Lock, Knee Lock, Wrist Lock.

Bonuses per level:
1st: +1 to Parry, +1 to Evade, +1 to Roll with Impact, +1 to STR, 1 to DEX, +2 to MR, + 15 to HPs.
2nd: +1 action per melee, +1 to Damage.
3rd: Critical Thac0 on a Natural 19, Weapon Specialty Parang (Cleaver/Knife).
4th: +1 to Thac0, +1 to Leap.
5th: +1 to Parry, +1 to Evade.
6th: +1 action per melee, Weapon Specialty Kris (Wavy Bladed Knife).
7th: +1 to Thac0, +1 to Knockout/Stun.
8th: +1 to Deathblow, +1 to Evade.
9th: +1 to Parry, Weapon Specialty Tjabang (Sai).
10th: +1 action per melee, +1 to Roll with Impact.
11th: +1 to Damage, +1 to Leap.
12th: +1 to Roll with Impact, +1 to Parry.
13th: +1 to Evade, +1 to Thac0.
14th: +1 action per melee, +1 to Damage.
15th: +1 to Thac0, Weapon Specialty Knife.

 

Jiu-Jitsu, Brazilian

Brazilian Jiu-Jitsu is a martial art, combat sport, and a self defense system that focuses on grappling and especially ground fighting. Brazilian jiu-jitsu was formed from Kodokan Judo ground fighting fundamentals that were taught by a number of individuals including Takeo Yano, Mitsuyo Maeda and Soshihiro Satake. Brazilian jiu-jitsu eventually came to be its own art through the experiments, practices, and adaptation of judo through Carlos and Hélio Gracie (who passed their knowledge on to their extended family) as well as other instructors who were students of Maeda, such as Luiz Franca. It promotes the concept that a smaller, weaker person can successfully defend against a bigger, stronger assailant by using proper technique, leverage, and most notably, taking the fight to the ground, and then applying joint-locks and chokeholds to defeat the opponent.

Manoeuvres: Roll with Impact, Maintain Balance, Parry, Evade, Punch Strike, Palm Strike, Snap Kick, Kick Attack, Tripping/Leg Hook, Elbow Strike, Knee Strike, Body Block/Tackle, Arm Hold, Body Hold, Neck Hold, Neck Hold/Choke, Choke, Elbow Lock, Breakfall, Leg Grapple, Leg Lock.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Parry, +1 to Evade, +1 to Clinch, +1 to DEX, +1 to CON, +10 HPs.
2nd: +1 to Locks/Holds, +1 to Body Block/Tackle.
3rd: +1 to Thac0, +1 to Maintain Balance.
4th: +1 Action per melee, Critical Thac0 on natural 19.
5th: +1 to Roll with Impact, +1 to KO/Stun.
6th: +1 to Locks/Holds, +1 to Evade.
7th: +1 to Thac0, +1 to Body Block/Tackle.
8th: +1 Action per melee, +1 to Maintain Balance.
9th: +1 to Roll with Impact, +1 to Damage.
10th: +1 to Parry, +1 to Locks/Holds.
11th: +1 to Damage, +1 to Evade.
12th: +1 to Leap, +1 to Thac0.
13th: +1 to Roll with Impact, +1 to Maintain Balance.
14th: +1 Action per melee, +1 to KO/Stun.
15th: +1 to Parry, +1 to Evade.

 

Judo

Judo, meaning “gentle way”, is a modern martial art that originated from late nineteenth century Japan. The art was founded by Jigoro Kano, who as a youth was often picked on and bullied. After an unsatisfactory experience with Jujutsu, he developed a system with sweeps and throws which made size and strength irrelevant. Just like Tae kwon do, today it is an Olympic sport, where the main goal in a Judo competition is to throw one’s opponent to the ground or make him submit through a joint lock or choke-hold. The balance between standing and ground fighting makes Judo a popular choice for many martial artists.

Manoeuvres: Punch Strike, Backhand, Kick Attack, Body Block/tackle, Body flip/throw, Breakfall, Disarm, Roll with Impact, Restrain Strike, Parry, Evade, Combination Parry/Throw, Arm Hold, Wrist Hold, Arm Lock, Restrain Punch, Knock-out/stun.

Bonuses per level:
Level 1: +1 Action per melee, +1 to Roll with Impact, +1 to Restrain Punch, +1 to DEX, +10 to HPs.
Level 2: +1 to Parry, +1 to Evade.
Level 3: +1 to Body flip/throw, +1 to Thac0.
Level 4: +1 Action per melee, +1 to Damage.
Level 5: +1 to Parry, +1 to Evade.
Level 6: +1 to Thac0, +1 to Body flip/throw.
Level 7: +1 KO/stun, +1 to Maintain Balance.
Level 8: +1 to Breakfall, +1 to Roll with Impact.
Level 9: +1 to Parry, +1 Action per melee.
Level 10: +1 on Initiative, +1 to Evade.
Level 11: +1 to Breakfall, +1 to Disarm.
Level 12: Critical Thac0 on natural 19.
Level 13: +1 to Damage, +1 KO/stun.
Level 14: +1 to Parry, +1 Action per melee.
Level 15: +1 to Body flip/throw, +1 to Evade.

 

Jujutsu

Jujutsu is a Japanese martial art and a method of close combat for defeating an armed and armoured opponent in which one uses no weapon or only a short weapon. The word jujutsu can be spelled as ju-jitsu/jujitsu, jiu jitsu, or ju-jutsu. "Jū" can be translated to mean "gentle, soft, supple, flexible, pliable, or yielding." "Jutsu" can be translated to mean "art" or "technique" and represents manipulating the opponent's force against himself rather than confronting it with one's own force. Jujutsu developed to combat the samurai of feudal Japan as a method for defeating an armed and armoured opponent in which one uses no weapon, or only a short weapon. Because striking against an armoured opponent proved ineffective, practitioners learned that the most efficient methods for neutralizing an enemy took the form of pins, joint locks, and throws. These techniques were developed around the principle of using an attacker's energy against him, rather than directly opposing it. There are many variations of the art, which leads to a diversity of approaches. Jujutsu schools (ryū) may utilize all forms of grappling techniques to some degree (i.e. throwing, trapping, joint locks, holds, gouging, biting, disengagements, striking, and kicking). In addition to jujutsu, many schools teach the use of weapons.

Manoeuvres: Maintain Balance, Break fall, Disarm, Body block/tackle, Body flip/throw, Roll with Impact, Restrained Strike, Kick Attack, Knee Strike, Elbow Strike, Punch Strike, Parry, Evade, Combination Parry/Strike, Leap Attack, Choke, Paralysis Attack, Arm Hold, Neck Hold, Body Hold, Leg Hold, Wrist Lock, KO/stun.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Restrain Punch, +1 to DEX, +1 to CON, +10 to HPs.
2nd: +1 to Parry, +1 Evade.
3rd: +1 on Initiative, Weapon Specialty Staff.
4th: +1 to Roll with Impact, +1 Action per melee round.
5th: +1 to Thac0, +1 to Maintain Balance.
6th: , +1 to Disarm, +1 to KO/Stun.
7th: +1 to Damage, Weapon Specialty Sai.
8th: Critical Thac0 on an unmodified roll of 19, +1 Action per melee round.
9th: +1 to Maintain Balance, +1 Thac0.
10th: +1 to Roll with Impact, +1 to Restrain Punch.
11th: +1 to Parry, +1 to Evade.
12th: +1 on Initiative, +1 to KO/Stun.
13th: +1 to Thac0, +1 to Maintain Balance.
14th: +1 to Roll with Impact, +1 Action per melee round.
15th: +1 on Initiative, +1 to Parry.

 

Kapu Ku'ialua

Kapu Ku'ialua; Ku'ialua; or just Lua; is an ancient Hawaiian martial art based on bone breaking, joint locks, throws, pressure point manipulation, strikes, usage of various weapons, battlefield strategy, open ocean warfare as well as the usage of introduced firearms from the Europeans. The actual name of fighting art was referred to as "Ku'ialua", literally meaning two hits. The principal focus of Lua is the breaking and dislocation of joints, with over 300 techniques for the breaking of bones, with or without weapons. Both armed, with wooden weapons, and unarmed techniques are taught.

Manoeuvres: Roll with Impact, Parry, Evade, Breakfall, Combination Parry/Attack, Strike Punch, Backward Sweep, Kick Attack, Reverse Turning Kick, Snap Kick, Spear Kick, Elbow Strike, Hand Throw, Hip Throw, Joint Throw, Shoulder Throw, Elbow Break, Elbow Lock, Finger Break, Finger Lock, Wrist Break, Wrist Lock, Choke, Knee Strike, Drop Kick.

Bonuses per level:
1st: +1 to Joint Locks, +1 to Body Flip/Throw, +1 to STR, +10 to HPs.
2nd: +1 to Thac0, +1 to Damage.
3rd: +1 to Parry, Weapon Specialty Hoe Lei-o-mano (Polearm) or Ihe (short spear).
4th: +1 to Evade, +1 to Joint Locks.
5th: +1 Action per melee, +1 to Damage.
6th: +1 to Maintain Balance, Weapon Specialty Pahi (Knife) or Ko'oko'o (Staff).
7th: +1 to Joint Locks, +1 to Body Flip/Throw.
8th: +1 to Parry, +1 to Thac0.
9th: +1 Action per melee, Weapon Specialty Pâhoa Ko'oko'o (staff with double edge dagger) or La'au Palau (Club).
10th: +1 to Roll with Impact, +1 to Evade.
11th: +1 to Maintain Balance, +1 to Body Flip/Throw.
12th: +1 to Damage, Weapon Specialty Ka'ane (strangling cord).
13th: +1 to Roll with Impact, Critical Thac0 on a Natural 19.
14th: +1 Action per melee, +1 to Thac0.
15th: +1 to Damage, Weapon Specialty Sling or Hoe (Polearm).

 

 

Karate

Meaning “Empty hand” in Japanese, Karate is one of the more popular martial arts. Originated centuries ago from the island of Okinawa, it did not catch on in mainland Japan until the early 1900s, when Master Gichin Funakoshi simplified the self-defence techniques and added a philosophical aspect to the art. There are many different styles within Karate, but they are all characterized with the same hard blocks, punches, and kicks.

Manoeuvres: Punch Strike, Kick Attack, Knee Strike, Elbow Strike, Breakfall, Body Block/tackle, Roll with Impact, Restrain Punch, Parry, Evade, Combination Parry/Strike, Arm Hold, Neck Hold, Body Hold, Grappling, Throws, Joint locks, Restraints.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Disarm, +1 to DEX, +1 to CON.
2nd: +1 to Thac0, +1 to damage.
3rd: +1 to Initiative, Weapon Specialty Nunckaku.
4th: +1 to Hold, +1 Action per melee round.
5th: +1 to Parry, +1 to Evade.
6th: +1 Action per melee round, Weapon Specialty Staff.
7th: +1 to Leap, +1 on Initiative.
8th: +1 Action per melee round.
9th: +1 to Hold, Weapon Specialty Sai.
10th: +1 Action per melee round +1 to disarm.
11th: +1 to Roll with Impact, +1 on Initiative.
12th:  +1 to Maintain Balance, Weapon Specialty Paired Weapons.
13th: +1 to Thac0, Critical strike on an unmodified roll of 18.
14th: +1 to Parry, +1 Damage.
15th: +1 Action per melee round, +1 to Evade. 

 

Kobori ryū

The Kobori ryū focuses on a rare form of Japanese martial arts: classical combat swimming. The word ryū translated can have the meaning school, tradition or style. Water as both an element of nature and an artificial barrier has always been a part of military relevance so the classical swimming styles of Japan also fit into the martial arts of the samurai. The training covers various swimming techniques such as the art of swimming in armour and fighting in the water. The "Tosui" aspect of Kobori ryu involves a circular leg movement technique that allows the proponent to tread water while keeping their upper body above water (while wearing armour). This enabled the Higo bushi, if necessary, to fight with swords, fire arrows (tachi oyogi shageki), and fire muskets while positioned in or while crossing a river. Further techniques include Geioyogi (performance/art swimming), Teishin nuki Oyogi (techniques for shoving waves aside), Yasumi Oyogi (techniques for catching rest while in the water). Other skills include Haizen Oyogi (the presentation of food and drink whilst swimming), Ippyoshi Oyogi, Katate Oyogi, Katchu Gozen Oyogi (the practice of swimming in the Gozen Oyogi style whilst in armour), Soroi Oyogi, Suiken (swordsmanship while swimming), Suikyu (archery while swimming) Suisho (the practice of calligraphy while swimming), Sakenomi Oyogi (the serving of sake whilst swimming), Tachimochi Oyogi (swimming whilst holding a sword), and Ukimi Sho (the practice of calligraphy whilst floating), Suijyu (musketry while swimming).

Manoeuvres: Maintain Balance, Roll with Impact, Evade, Parry, Combination Parry/Attack, Palm Strike, Punch Strike, Backward Sweep, Snap Kick, Tripping/Leg Hook, Elbow Strike, Arm Hold, Body Hold, Neck Hold.

Bonuses per level: (all bonuses apply in water with no penalties)
1st: +1 to Roll with Impact, +1 to STR, +1 to CON, +4 to MR in water only, +10 to HPs, start with Swim skill with +1.
2nd: +1 to Parry, +1 to Thac0.
3rd: +1 Action per melee, Weapon Specialty Bow.
4th: +1 to Initiative, +1 to Roll with Impact.
5th: +1 to Evade, +1 to Swim skill.
6th: +1 Action per melee, Weapon Specialty Sword.
7th: +1 to Thac0, +1 to Parry.
8th: +1 to Evade, +1 to Initiative.
9th: +1 Action per melee, +1 minute to holding breath.
10th: +1 to Parry, +1 to Roll with Impact.
11th: +1 to Swim skill, +1 to Evade.
12th: +1 to Thac0, +1 to Initiative.
13th: +1 Action per melee, +1 to Roll with Impact.
14th: +1 to Parry, Critical Thac0 on a Natural 19.
15th: +1 to Evade, +1 to Swim skill.

 

Kyudo

Kyudo (way of the bow) is the modern Japanese martial art (gendai budō) of archery; kyudo practitioners may be known as Kyudojin, experts in Kyudo are referred to as kyūdōka. Kyudo is based on kyūjutsu (art of archery), which originated with the samurai class of feudal Japan. The bow has always been a highly respected and venerated part of Japanese culture. It is used in a ritual dance to open every Sumo tournament. The vibration of it's string is thought to drive away ghosts. It is also featured in many Shinto rituals. A student of Kyudo will always enter combat slowly and deliberately. Never rushing or hurrying, but always ready before the opponent arrives. Using slow and graceful movements the archer will prepare to shoot at the target. A whistle arrow (Kabura-ya) is always fired first to unnerve opponents and to scare any spirits that might be in the area. If the intent is to stun instead of wound then arrows with wooden balls on the tip instead of arrowheads (Hikime) can be used.

Manoeuvres: Roll with Impact, Parry, Evade, Multiple Evade, Palm Strike, Punch Strike, Kick Attack, Snap Kick, Trip/Leg Hook.

Bonuses per level:
Level 1: +1 to Maintain Balance, +1 Thac0, +1 Action per melee with bow, +1 to Evade, +1 to DEX, Weapon Specialty Yumi (Japanese Longbow, it is 2.2 meters long and is held 1/3 of the way up from the bottom).
Level 2: +1 to Thac0 with bow.
Level 3: Can quickdraw one extra arrow per 5 DEX.
Level 4: +1 to Maintain Balance.
Level 5: +1 to Thac0 with bow.
Level 6: Accurately shoot while riding a horse or moving vehicle (normally a wild shot) with no penalties.
Level 7: Critical Thac0 on a Natural 19 with Bow.
Level 8: +1 Action per melee with bow.
Level 9: Shoot accurately while standing on head or hanging upside down; all bonuses applicable and no penalties.
Level 10: +1 to Thac0 with bow.
Level 11: +1 to Maintain Balance.
Level 12: Roll or somersault and come up shooting (normally a wild shot), no penalties.
Level 13: Critical Thac0 on a Natural 18 with bow.
Level 14: +1 to Evade.
Level 15: +1 to Thac0 with bow.

 

Muay Thai

Muay Thai is a combat sport of Thailand that uses stand-up striking along with various clinching techniques. This physical and mental discipline which includes combat on shins is known as "the art of eight limbs" because it is characterized by the combined use of fists, elbows, knees, shins, being associated with a good physical preparation that makes a full-contact fighter very efficient. The hands become the sword and dagger; the shins and forearms were hardened in training to act as armour against blows, and the elbow to fell opponents like a heavy mace or hammer; the legs and knees became the axe and staff. The body operated as one unit. The knees and elbows constantly searching and testing for an opening while grappling and trying to spin an enemy to the ground for the kill. Muay Thai became widespread internationally in the twentieth century, when practitioners defeated notable practitioners of other martial arts.

Manoeuvres: Roll With Impact, Maintain Balance, Evade, Parry, Multiple Evade, Combination Parry/Attack, Breakfall,
Punch Strike, Backhand, Palm Strike, Kick Attack, Tripping/Leg Hooks, Snap Kick, Roundhouse Kick, Axe Kick, Backward Sweep, Reverse Turning Kick, Drop Kick, Shin Kick, Jump Kick, Leap Attack, Combination Strike/Parry, Combination Grab/Kick, Knee Strike, Elbow Strike, Forearm Strike.

Bonuses per level:
1st: +1 to Parry, + 1 to Evade, +1 to Maintain Balance, +1 to Thac0, +1 to STR, +1 to DEX, +1 to CON, +18 to HPs.
2nd: + 1 Action per melee, +1 to Roll with Impact.
3rd: +1 KO/stun, +1 to Leap.
4th: +1 to Damage, +1 to Evade.
5th: +1 Action per melee, +1 to Maintain Balance.
6th: +1 KO/stun, +1 to Thac0.
7th: +1 to Damage, +1 to Leap
8th: +1 to Maintain Balance, +1 to Roll with Impact.
9th: +1 Action per melee, +1 to Evade.
10th: +1 to Maintain Balance, +1 to Parry.
11th: +1 Action per melee, +1 to Leap.
12th: +1 to Damage, +1 to Thac0.
13th: +1 to Roll with Impact, +1 to Evade.
14th: +1 Action per melee, + 1 to Parry.
15th: +1 to Death Blow, +1 to Damage,.

 

Ninjitsu

Ninjutsu sometimes used interchangeably with the modern term ninpō is the strategy and tactics of unconventional warfare, guerrilla warfare and espionage purportedly practiced by the shinobi (commonly known outside of Japan as ninja). Ninjutsu was more an art of tricks than a martial art. Ninjutsu was a separate discipline in some traditional Japanese schools, which integrated study of more conventional martial arts (taijutsu) along with shurikenjutsu, kenjutsu, sojutsu, bōjutsu and others. While there are several styles of modern ninjutsu, the historical lineage of these styles is disputed. Some schools claim to be the only legitimate heir of the art, but ninjutsu is not centralized like modernized martial arts such as judo or karate. Togakure-ryū claims to be the oldest recorded form of ninjutsu, and claims to have survived past the 16th century. According to Bujinkan members, Ninja Jūhakkei ("the eighteen disciplines") were first stated in the scrolls of Togakure-ryū and became definitive for all ninjutsu schools. Ninja jūhakkei was often studied along with Bugei Jūhappan (the "eighteen samurai fighting art skills").
The 18 diciplines are:
Ninjutsu as depicted in a 19th-century sketch
Seishinteki kyōyō – spiritual refinement
Taijutsu – unarmed combat
Kenjutsu – sword techniques
Bōjutsu – stick and staff techniques
Sōjutsu – spear techniques
Naginatajutsu – naginata techniques
Kusarigamajutsu – kusarigama techniques
Shurikenjutsu – throwing weapons techniques
Kayakujutsu – pyrotechnics
Hensōjutsu – disguise and impersonation
Shinobi-iri – stealth and infiltration
Bajutsu – horsemanship
Sui-ren – water training
Bōryaku – tactics
Chōhō – espionage
Intonjutsu – escaping and concealment
Tenmon – meteorology
Chi-mon – geography

Legendary Ninjutsu is composed of nine schools (ryuha) of Ninjutsu. These ryuha are the Takagin Yoshin Ryu, Togakure Ryu, Gyokushin Ryu, Gikan Ryu, Gyokko Ryu, Koto Ryu, Kukishinen Ryu, Kumogakure Ryu, and the Shinden Fudo Ryu. Six are specialized in the combat techniques of Taijutsu. Three are Ninjutsu schools, specializing espionage, sabotage, strategy, intelligence gathering and other related areas of spying. Training focuses on weapon techniques and unarmed combat, philosophy, strategy & tactics and spying. The main areas of teaching are the Bugei Juhappan(18 warrior's arts).
Bugei Juhappan 1. Bajutsu: Horsemanship
2. Bo Ryaku: Strategies
3. Bojutsu: Staff fighting
4. Chimon: Geography
5. Choho: Espionage
6. Hensojutsu: Disguise
7. Intonjutsu: Hiding
8. Kayakujutsu: Gunpowder
9. Kenjutsu: Swordsmanship
10. Kusarigama: Sickle and chain
11. Naginata: Halberd
12. Seishin Teki Kyoyo: Spiritual refinement
13. Shinobi Iri: Infiltration
14. Shurikenjutsu: Blade throwing
15. Suiren: Swimming
16. Taijutsu: Unarmed Combat
17. Tenmon: Meteorology
18. Yari Spear

Manoeuvres: Back Flip, Leap, Breakfall, Handspring, Maintain Balance, Roll with Impact, Cartwheel, Handstand, Leap, Evade, Parry, Combination Parry/Attack, Combination Evade/Strike, Multiple Evade, Backhand, Punch Strike, Shin Kick, Kick Attack, Snap Kick, Trip/Leg Hook, Choke, Combination Grab/Kick, Elbow Strike, Hip Throw, Knee Strike, Roll/ Knockdown, Shoulder Throw, Sweeping Throw, Choke, Hip Throw, Arm Hold, Elbow Lock, Neck Hold, Finger Lock, Wrist Lock.

Bonuses per level:
1st: +1 to Thac0, +1 to Initiative, +1 to Maintain Balance, +1 to Evade, +1 Knockout/Stun, +1 to STR, +1 to DEX, +1 to CON, +10 to HPs.
2nd: +1 to Roll with Impact, Weapon Specialty Katana (Large Sword) or Kyoketsu Shoge (Knife & Chain).
3rd: +1 action per melee, +1 to Initiative.
4th: +1 to Break fall, +1 to Leap.
5th:  +1 to Maintain Balance, Weapon Specialty Kodachi (Short Sword) or Kusari Fundo (Chain).
6th: +1 to Roll with Impact, +1 action per melee.
7th: +1 to Break fall, +1 to Leap.
8th: +1 action per melee, Weapon Specialty Bisento (Pole arm) or Jutte (Forked).
9th: +1 to Roll with Impact, +1 to Thac0,
10th: +1 action per melee, +1 to Parry.
11th: +1 to Leap, Weapon Specialty Shuriken (Thrown) or Naginata (Pole arm).
12th: +1 to Parry, +1 to Roll with Impact.
13th: +1 to action per melee, +1 to Roll with Impact,
14th: +1 to Evade, Weapon Specialty Kusarigama (Axe & Chain) or Tanto (Knife).
15th: +1 to Initiative, +1 to Leap.

 

Savate

Savate also known as boxe française, French boxing, French kickboxing or French footfighting, is a French martial art which uses the hands and feet as weapons combining elements of western boxing with graceful kicking techniques. Only foot kicks are allowed unlike some systems such as Muay Thai, Silat and Yaw-Yan which allow the use of the knees or shins. Savate is one of the few styles of kickboxing in which the fighters habitually wear shoes. A male practitioner of savate is called a tireur while a female is called a tireuse. The ranks from lowest to highest are: purple, blue, green, red, white, yellow, bronze, silver and gold.

Manoeuvres: Roll with Impact, Maintain Balance, Leap, Somersault, Evade, Parry, Breakfall, Punch Strike, Kick Attack, Snap Kick, Roundhouse Kick, Wheel Kick, Tripping/Leg Hook, Reverse Turn Kick, Drop Kick, Jump Kick, Leap Attack, Knee Strike, Axe Kick, Low Kick.

Bonuses per level:
Level 1: +1 to Thac0, +1 to Maintain Balance, +1 to Leap, +1 to STR, +1 to DEX, +1 to CON, +5 to HPs.
Level 2: +1 to Parry, +1 to Roll with Impact.
Level 3: +1 to Evade, +1 to Maintain Balance.
Level 4: +1 Action per melee, +1 to Thac0.
Level 5: +1 to Thac0, +1 to Maintain Balance.
Level 6: +1 to Parry, +1 to Leap.
Level 7: +1 to Roll with Impact, +1 to Evade.
Level 8: +1 Action per melee, +1 to Maintain Balance.
Level 9: +1 to Roll with Impact, +1 to Thac0.
Level 10: +1 to Somersault, +1 to Leap.
Level 11: +1 to Parry, +1 to Evade.
Level 12: +1 to Maintain Balance, +1 to Roll with Impact.
Level 13: +1 Action per melee, +1 to Thac0.
Level 14: +1 to Evade, +1 to Damage.
Level 15: +1 to Parry, +1 to Maintain Balance.

 

Shaolin Kung Fu

Shaolin Kung Fu  also called Shaolin Wushu is among the oldest institutionalized styles of Chinese martial arts. It originated and was developed in the Buddhist Shaolin temple in Henan province, China. During the 1500 years of its development, Shaolin kung fu, with its rich content, became one of the largest schools of kung fu. The name Shaolin is also used as a brand for the so-called external styles of kung fu. Many styles in southern and northern China use the name Shaolin.

Manoeuvres: Roll with Impact, Evade, Parry, Punch Strike, Back Hand, Palm Strike, Kick Attack, Axe Kick, Back Kick, Jump Kick, Spin Kick, Spin Punch, Restrain Punch, Knock-Out/Stun, Back Flip, Leap, Leap Attack, Disarm, Forearm Attack.

Bonuses per level:
1st: +1 to Thac0, +1 to Roll with Impact, +1 DEX, +1 CON.
2nd: +1 to Evade, +1 to Parry.
3rd: +1 to Backflip, +1 to Initiative.
4th: +1 to KO/stun, +1 Action per melee round.
5th: +1 to Damage, +1 on Initiative.
6th: +1 to Roll with Impact, +1 Jump Kick.
7th: +1 to Disarm, +1 Action per melee round.
8th: +1 to Thac0, +1 to Roll with Impact.
9th: +1 to Backflip, +1 to KO/stun.
10th: +1 to Evade, +1 Parry.
11th: +1 to Roll with Impact, +1 Action per melee round.
12th: +1 to Thac0, +1 Leap Attack.
13th: +1 to Damage, +1 on Initiative.
14th: +1 to Backflip, +1 Action per melee round.
15th: +1 to Roll with Impact, +1 to Death Blow.

 

Silambam

Silambam is a weapon-based Indian martial art from Tamil Nadu, but also traditionally practised by the Tamil community of Sri Lanka and Malaysia. It is closely related to Keralan kalaripayat and Sri Lankan angampora. It derives from the Tamil word silam meaning "hill" and the Kannada word bambu from which the English "bamboo" originates. The term silambambu referred to a particular type of bamboo from the Kurinji hills in present-day Kerala. Thus silambam was named after its primary weapon, the bamboo staff. The related term silambattam often refers specifically to stick-fighting. There are numerous styles of silambam but the nillaikalakki discipline (from nillai meaning posture and kalakki meaning to disturb or shuffle) is the most widespread style outside India, and is most well known in Malaysia. The styles differ from one another in grip, posture, foot work, length of the stick, etc.

Manoeuvres: Leap, Roll with Impact, Leap, Evade, Parry, Combination Parry/Attack, Backward Sweep, Sweep Kick, Tripping/Leg Hook, Jump Kick, Leap Attack.

Bonuses per level:
1st: +1 to Parry with Staff, +1 to Evade, +1 to STR, +1 to DEX, +1 to MR, Weapon Specialty Staff.
2nd: +1 to Damage with Staff, +1 to Roll with Impact.
3rd: +1 to Leap, +1 to Thac0.
4th: Critical Thac0 on a Natural 19, +1 to Parry with Staff.
5th: +1 Action per melee, +1 to KO/stun.
6th: +1 to Parry with Staff, +1 to Evade.
7th: +1 to Damage with Staff, +1 to Roll with Impact.
8th: +1 to Leap, +1 to Thac0.
9th: +1 to Initiative, +1 Action per melee.
10th: +1 to KO/stun, +1 to Disarm.
11th: +1 to Parry with Staff, +1 to Evade.
12th: +1 to Damage with Staff, +1 to Roll with Impact.
13th: +1 to Leap, +1 to Thac0.
14th: Critical Thac0 on a Natural 18, +1 to Disarm.
15th: +1 to Initiative, +1 Action per melee.

 

Special Forces Training

This is a special fighting style that is taught to most independent nations' elite/special forces. Each took techniques from multiple styles of martial arts, designed to incapacitate, maim, or kill an opponent.

Manoeuvres: Roll with Impact, Evade, Parry, Punch Strike, Power Punch, Kick Attack, Snap Kick, Jump Kick, Roundhouse Kick, Body Block/Tackle, Body Flip/Throw, Choke, Knee Strike, Elbow Strike, Forearm Strike, Head Butt, Restrain Punch, Knock-out/Stun.

Bonuses per level:
1st: +1 to Thac0, +1 to Initiative, +1 to STR, +1 to DEX, +10 to HPs.
2nd: +1 to Roll with Impact, +1 to Restrain punch.
3rd: +1 to Parry, +1 to Evade.
4th: +1 Action per melee round.
5th: +1 to KO/stun, Critical Thac0 on an unmodified roll of 19.
6th: +1 to Damage, +1 to Disarm.
7th: +1 to Thac0, +1 on Initiative.
8th: +1 to Disarm, +1 Action per melee round.
9th: +1 to Death Blow, +1 to Body Flip/Throw.
10th: +1 to Roll with Impact, +1 to Restrain Punch.
11th: +1 to Parry, +1 to Evade.
12th: +1 to Death Blow, Critical Thac0 on an unmodified roll of 18.
13th: +1 Action per melee round, +1 to Evade.
14th: +1 to Damage, +1 to Disarm.
15th: +1 to Thac0, +1 on Initiative.

 

Street Fighting

Street Fighting is the not-so-gentle art of breaking another human being in several different places. Unlike most forms, this "art" has no philosophy, makes no attempt to improve the character of its practitioners, and has no overall object other than to hurt people. Like Juijutsu, the point of Street fighting is "Whatever works" Its practitioners train to attack and kill their opponents with the least amount of risk to themselves. As such, it sees a wide variety of moves and techniques, each chosen by whatever the individual finds to be most effective. It is the most basic form of unarmed combat with little training involved.

Manoeuvres: Roll with Impact, Maintain Balance, Evade, Parry, Punch Strike, Kick Attack, Tripping, Tackle, Body Flip/Throw, Choke, Knee Strike, Elbow Strike, Jump Kick, Crush/Squeeze, Pin, Arm Hold, Leg Hold, Body Hold, Neck Hold.

Bonuses per level:
Level 1: +1 to Roll with Impact, +1 to Damage.
Level 2: +1 to Thac0.
Level 3: +1 to Action per melee.
Level 4: +1 to Parry.
Level 5: +1 to KO/stun.
Level 6: +1 to Evade.
Level 7: +1 to Roll with Impact.
Level 8: +1 to Damage.
Level 9: +1 to Thac0.
Level 10: +1 to Action per melee.
Level 11: +1 to Parry.
Level 12: +1 to KO/stun.
Level 13: +1 to Evade.
Level 14: +1 to Roll with Impact.
Level 15: +1 to Damage.

 

Sumo

Sumo is a competitive full-contact wrestling sport where a rikishi (wrestler) attempts to force another wrestler out of a circular ring (dohyō) or into touching the ground with anything other than the soles of the feet. The sport originated in Japan, the only country where it is practiced professionally. It is generally considered to be a gendai budō (a modern Japanese martial art), though this definition is misleading as the sport has a history spanning many centuries. Many ancient traditions have been preserved in sumo, and even today the sport includes many ritual elements, such as the use of salt purification, from the days when sumo was used in the Shinto religion. While primarily performed as a sport, or religious ceremony, Sumo was a fairly detailed combat system up until the late 16th century, when 'inelegant' moves such as striking with fists, hair restraining, eye gouging, choking and kicking in the stomach or chest and other lethal moves were banned and the rules for ring matches, with formally established ranks were implemented. Sumo matches are composed of two types of attacks. The first type of attacks are limited body attacks and include tsuppari (a series of hard slaps delivered in rapid progression), hataki-komi (side-stepping), ashi-tori (leg holds), and ketaguri (leg sweeps). Other than limited body attacks, are the full body attacks, which consist of throws, yoriki (seizing the opponent's belt and marching them out of the ring), yori-taoshi (a variant of yoriki, where both sumotori go out of the ring, with the winner landing on top), and utchari (a reversal where the sumotori losing the match hoists his rival over his stomach and throws him out of the dohyo). The very first charge of the match is called the tachi-ai and can often result in one sumotori or the other being thrown from the ring at the very start. Matches are won by forcing the opponent out of the inner circle or throwing him in the dohyo. To lose the match it is not necessary to fall in the circle or to be pushed completely out. The rikishi who touches the ground with any part of his body, above the knee, loses the match. Or he need only put a part of his foot, such as one toe or his heel, over the straw bales marking the circle. Unlike western styles of boxing or wrestling, there are no weight limits in sumo, so it is possible for a sumotori to find themselves in a match with an opponent twice their weight.

Manoeuvres: Maintain Balance, Roll with Impact, Evade, Parry, Combination Parry/Throw, Backward Sweep, Tripping/Leg Hook, Body Flip/Throw, Body Block/Tackle, Crush/Squeeze, Forearm Strike, Grab Attack, Hand Throw, Hip Throw, Reverse Hold/Throw, Sacrifice Throw, Shoulder Throw, Sweeping Throw, Arm Hold, Leg Hold, Body Hold, Neck Hold, Arm Lock.

Bonuses per level:
1st: +1 to Maintain Balance, +1 to Body Flip/Throw, +2 to STR, +2 to CON, +1 to DEX, +15 to HPs.
2nd: +1 to Parry, +1 to Evade.
3rd: +1 to Thac0, +1 to Body Flip/Throw (does 2D6 damage instead of D6).
4th: +1 action per melee, +1 to Maintain Balance.
5th: +1 to Parry, +1 to Evade.
6th: +1 to Damage, Critical Thac0 on a Natural 19.
7th: +1 action per melee.
8th: +1 to Maintain Balance, Critical Body Flip/Throw on a Natural 19.
9th: +1 to Body Flip/Throw (does 3D6 damage instead of 2D6).
10th: +1 to Parry, +1 to Evade.
11th: +1 action per melee, +1 to Body Flip/Throw.
12th: +1 to Maintain Balance, +1 to Damage.
13th: +1 to Thac0, Critical Body Flip/Throw on a Natural 18.
14th: +1 to Parry, +1 action per melee.
15th: +1 to Evade, +1 to Maintain Balance.

 

Suntukan

Suntukan is the fist-related striking component of Filipino martial arts. In the central Philippine island region of Visayas, it is known as Pangamot or Pakamot. It is also known as Mano-mano and often referred to in Western martial arts circles of Inosanto lineage as Panantukan. Although it is also called Filipino Boxing, this article pertains to the Filipino martial art and should not be confused with the Western sport of Boxing as practiced in the Philippines.

Manoeuvres: Maintain Balance, Roll with Impact, Evade, Parry, Combination Parry/Attack, Multiple Evade, Backhand, Punch Strike, Snap Kick, Tripping/Leg Hook, Elbow Strike, Forearm Strike, Headbutt, Knee Strike.

Bonuses per level:
1st: +2 to Roll with Impact, +1 to Evade, +1 to Maintain Balance, +1 to STR, +1 to DEX, +1 to CON, +2 to MR, +10 to HPs.
2nd: +1 Action per melee, +1 to Thac0.
3rd: +1 to Parry, +1 to Damage.
4th: Knockout/Stun on a Natural 19+, +1 to Trip.
5th: +1 to Roll with Impact, +1 to Maintain Balance.
6th: +1 to Thac0, +1 to Damage.
7th: +1 Action per melee, +1 to Evade.
8th: +1 to Thac0, +1 to Roll with Impact.
9th: +1 to Parry, +1 to Maintain Balance.
10th: +1 to Manipulate, +1 to Damage.
11th: +1 action per melee, +1 to Roll with Impact.
12th: +1 to Thac0, +1 to Trip.
13th: +1 to Parry, +1 to Evade.
14th: +1 Action per melee, +1 to Maintain Balance.
15th: +1 to Parry, +1 to Trip.

 

Tae Kwon Do

Although in the Korean language it can be loosely translated as “The way of hand and foot”, Tae Kwon Do is distinguished more by its powerful kicks than hand strikes. Practitioners believe that since the legs are longer and generally stronger than the arms, it is the best weapon a martial artist has. Tae kwon do as a sport and exercise is popular with people of both sexes and of many ages. Thanks to the millions of students worldwide, it is now an Olympic sport.

Manoeuvres: Roll with Impact, Maintain Balance, Evade, Parry, Multiple Evade, Breakfall, Backhand, Palm Strike, Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Reverse Turning Kick, Drop Kick, Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick, Leap Attack, Combination Grab/Kick, Axe Kick, Back Kick, Spin Kick, Sweep Kick.

Bonuses per level:
1st +1 to Maintain Balance, +1 to STR, +1 to CON, +1 to DEX, +4 to MR, +5 to HPs.
2nd +1 to Roll with Impact, +1 to Damage.
3rd + 1 action per melee, +1 to Evade.
4th +1 to Parry, Critical Thac0 on Natural 19.
5th +1 to Maintain Balance, +1 to Thac0.
6th +1 to Roll with Impact, + 1 to Damage.
7th + 1 action per melee, +1 to Evade.
8th + 1 to Parry, +1 to Knock-Out/Stun.
9th + 1 action per melee, + 1 to Maintain Balance.
10th +1 to Roll with Impact, +1 to Initiative.
11th + 1 to Thac0, + 1 to Damage.
12th + 1 to Parry, +1 to Evade.
13th + 1 action per melee, + 1 to Maintain Balance.
14th + 1 to Roll with Impact, + 1 to Damage.
15th +1 to Thac0, +1 to Knock-Out/Stun.

 

T'ai chi ch'uan

Often shortened to t'ai chi, taiji or tai chi in English usage, T'ai chi ch'uan or tàijíquán is an internal Chinese martial art practiced for both its defense training and its health benefits. Though originally conceived as a martial art, it is also typically practiced for a variety of other personal reasons: competitive wrestling in the format of Pushing Hands (Tui Shou), demonstration competitions, and achieving greater longevity. As a result, a multitude of training forms exist, both traditional and modern, which correspond to those aims with differing emphasis. Some training forms of t'ai chi ch'uan are especially known for being practiced with relatively slow movements. Today, t'ai chi ch'uan has spread worldwide. Most modern styles of t'ai chi ch'uan trace their development to at least one of the five traditional schools: Chen, Yang, Wu, Wu (Hao), and Sun. All of the former, in turn, trace their historical origins to Chen Village.

Manoeuvres: Roll with Impact, Maintain Balance, Evade, Parry, Multiple Evade, Backhand, Push Open Hand, Palm Strike, Kick Attack, Snap Kick, Crescent Kick.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Restrain Punch.
2nd: +1 to Parry, +1 to Evade.
3rd: +1 Maintain Balance, +1 to Thac0.
4th: +1 to Roll with Impact, +1 to Evade.
5th: +1 to Damage, +1 to Parry.
6th: +1 Maintain Balance, +1 to Initiative.
7th: +1 to Roll with Impact, +1 to Thac0.
8th: +1 to Parry, +1 Action per melee round.
9th: +1 Maintain Balance, +1 to Multiple Evade.
10th: +1 to Roll with Impact, +1 to Evade.
11th: +1 to Thac0, +1 on initiative.
12th: +1 Parry, +1 KO/Stun.
13th: +1 to Evade, +1 to Maintain Balance.
14th: +1 to Roll with Impact, +1 Action per melee round.
15th: +1 Maintain Balance, Critical Thac0 on natural 19.

 

Tang Soo Do

Tang Soo Do is a Korean martial art incorporating fighting principles from subak (as described in the Kwon Bup Chong Do), as well as northern Chinese kung fu. The techniques of what is commonly known as Tang Soo Do combine elements of shotokan karate, subak, taekkyon, and kung fu. The original art created by Hwang Kee, Tang Soo Do combines the circular techniques of Chinese Chuan Fa and the direct force attacks of Japanese Shotokan Karate with the diverse kicking tactics of Korean Tae Kyon. Unlike Tae Kwon Do, which focuses on speed and agility, Tang Soo Do values damaging strength. Tang Soo Do means "Tang Hand Way", after the Tang Dynasty of China, from which Tang Soo Do gets its Chinese techniques. It is also known as Soo Bak Do. Soo Bak is a now extinct classical Korean striking art related to Tae Kyon, and Hwang Kee took the name Soo Bak Do to venerate this ancient Korean art. A school of harsh discipline, training combines martial art techniques with wilderness survival. Students often have to run through snow, climb mountains, and swim rivers, all while in their skimpy dobok. Schools are found in both North and South Korea, usually in fairly remote regions. This school has spread through out the world, though in numbers far less than Kukkiwon Taekwondo has. Its popularity in the US is owed to the martial artist known as Chuck Norris, who studied this art while he was stationed in South Korea as a Air Force policeman.

Manoeuvres: Roll with Impact, Parry, Evade, Disarm, Multiple Evade, Backhand, Knife Hand, Axe Kick, Reverse Turning Kick (Combination Evade/Kick), Roundhouse Kick, Side Kick, Snap Kick, Flying Jump Kick, Flying Reverse Turning Kick, Jump Kick, Grab, Combination Grab/Kick, Combination Strike/Parry, Elbow Strike, Forearm Strike, Knee Strike, Leap Attack, Knock-Out/Stun, Restrain Punch.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Thac0, +1 to STR, +10 to HPs.
2nd: +1 Action per melee, +1 to Parry.
3rd: +1 to KO/Stun, +1 to Disarm.
4th: +1 to Evade, Critical Thac0 on Natural 19.
5th: +1 to Roll with Impact, +1 to Damage
6th: +1 Action per melee, +1 to Disarm.
7th: +1 to Parry, +1 to KO/Stun.
8th: +1 to Maintain Balance, +1 to Death Blow.
9th: +1 to Roll with Impact, +1 to Grab.
10th: +1 Action per melee, +1 to Maintain Balance.
11th: +1 to Evade, +1 to Disarm.
12th: +1 to Parry, +1 to Thac0.
13th: +1 Action per melee, +1 to Maintain Balance.
14th: +1 to Roll with Impact, +1 to Damage.
15th: +1 to Evade, +1 to Disarm.

 

Thang Ta and Sarit-Sarak

Thang Ta and Sarit-Sarak are Manipuri martial arts dating back to 17th century India. Thang Ta consists of sword and spear use. Sarit-Sarak involves unarmed combat. Both of these styles are commonly used in a combined approach.
There are three areas of focus for Thang Ta: Tantric Ritual, sword and spear dances, and actual fighting technique. Sarit-Sarak invloves evasive and offensive action executed flawlessly.

Manoeuvres: Breakfall, Maintain Balance, Roll with Impact, Leap, Disarm, Evade, Parry, Combination Parry/Attack, Disarm, Multiple Evade, Punch Strike, Kick Attack, Shin Kick, Stamp Kick, Jump Kick, Leap Attack.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Breakfall, +1 to Maintain Balance, +1 to Thac0, +1 to STR, +1 to CON, +15 to HPs.
2nd: +1 to Leap, +1 to Damage.
3rd: +1 Action per melee, Weapon Specialty Spear.
4th: +1 to Thac0, +1 to Maintain Balance.
5th: +1 to Leap, +1 to Parry.
6th: +1 to Thac0, +1 to Damage.
7th: +1 to Evade, Weapon Specialty Sword.
8th: +1 to Parry, +1 to Roll with Impact.
9th: +1 to Thac0, Critical Thac0 on a Natural 19.
10th: +1 to Evade, +1 to Damage.
11th: +1 to Breakfall, +1 Action per melee.
12th: +1 to Parry, +1 to Maintain Balance.
13th:  +1 to Leap, +1 to Damage.
14th: +1 to Evade, +1 Action per melee.
15th: +1 to Thac0, +1 to Maintain Balance.

 

Thugee

The martial art style Thuggee is a variant of Kalari Payit in which knowledge of Marma-adi (vital points) is used to inflict damage rather than heal. It is practiced by the adherents of a secret cult of Kali, known as Thugs (deceivers/to conceal), Thugees, Phansigars (Hindustani for noose-users), Ari Tulucar (Tamuli), and Tanti Kalleru (Kanarese). The Thugs were organized gangs of robber-assassins who killed travellers with ritual strangulation and sacrificial rites.
Starting at as young an age as ten, recruits of the style engage in scouting instead of murder for the first two expeditions, learning only that Thugs engage in robbery. Upon the third expedition, the apprentice begins to learn the proper care of the sacred pickaxe, believed to be a tooth of Kali. Next, the recruit is taught the proper digging of graves and preparation of bodies, being rewarded with a share of the loot. Eventually they are taught how to hold the feet of victims. When they learn the technique of distracting victims and holding their hands, they are given the rank of Shumseea. Recruits wishing to become a Bhurtote (strangler), they must seek out a guru (teacher) to apprentice themselves to. If they are accepted they are taught the proper way to fold and knot the yellow or white silk strangling scarf with a silver rupee on one end known as a Rumal or Ruhmal. When they learn the techniques of the Rumal, an elderly victim is selected, awaken from sleep, and strangled. The final part of training is the ritual preparation of Goor, a raw sugar treat representing the flesh of the tiger, eaten by Thugs who actual perform the strangulation in a ritual called Tuponee. Victims are commonly strangled from the rear, with their hands and feet held by two other thugs. A dagger thrust into each eye and the slashing of the abdomen by the ceremonial pickaxe are used as part of the burial (and to ensure death). There are a variety of strangulation techniques, involving quick looping of the neck and a twisting motion to ensure that the choke is successful. There are also other variations, sometimes using a simple garotte, or using two or more stranglers to choke the victim. The Thugs also used their own signs of recognition and trail marking to denote targets and locations. Thugs typically attack when there are three or more thugs per victim.

Manoeuvres: Maintain Balance, Roll with Impact, Evade, Entangle, Parry, Disarm, Fingertip Attack, Punch Strike, Kick Attack, Tripping/Leg Hook, Body Flip/Throw, Choke, Paralysis Attack, Strangulation, Arm Hold, Leg Hold, Body Hold, Neck Hold/Choke, Torso Hold.

Bonuses per level:
1st: +1 Parry, +1 to Evade, +1 Thac0, +1 Hold, +1 to STR, +1 to CON.
2nd: +1 to Death Blow, +1 to Entangle.
3rd: +1 to Hold, Weapon Specialty Dagger.
4th: +1 to Parry, Critical Thac0 on a Natural 19.
5th: +1 Action per melee, +1 Thac0.
6th: +1 to Death Blow, Weapon Specialty Rumal (strangling cord).
7th: +1 to Parry, +1 to Evade.
8th: +1 to Hold, +1 to Thac0.
9th: +1 Action per melee, Weapon Specialty Garrotte.
10th: +1 Thac0, +1 action per melee.
11th: +1 Choke, +1 Death Blow.
12th: +1 Action per melee, Weapon Specialty Ceremonial Pickaxe.
13th: +1 Hold, +1 Evade.
14th: +1 Thac0, +1 action per melee.
15th: +1 to Entangle, +1 Death Blow.

 

Varzesh-e pahlavani

Pahlevani and zoorkhaneh rituals is the name inscribed by UNESCO for varzesh-e pahlavani or varzesh-e bastany, a traditional Iranian system of athletics originally used to train warriors. It combines martial arts, callisthenics, strength training and music. Recognized by UNESCO as among the world's longest-running forms of such training, it fuses elements of pre-Islamic Persian culture (particularly Zoroastrianism, Mithraism and Gnosticism) with the spirituality of Shia Islam and Sufism. Training sessions consist mainly of ritual gymnastic movements and climax with the core of combat practice, a form of submission-grappling called koshti pahlevani.

Manoeuvres: Roll with Impact, Parry, Evade, Entangle, Disarm, Punch Strike, Kick Attack, Snap Kick, Roundhouse Kick, Jump Kick, Leap Attack, Finger Lock, Wrist Lock, Ankle Lock, Knee Lock, Elbow Lock, Finger Break, Wrist Break, Ankle Break, Knee Break, Elbow Break.

Bonuses per level:
1st: +1 to Thac0, +1 to Evade, +1 to Parry, +1 to Roll with Impact, +1 to STR, +1 to DEX, +1 to CON, +10 to HPs.
2nd: +1 to Damage, +1 Knockout/Stun.
3rd: +1 action per melee, Weapon Specialty Shamshir (Long Sword).
4th: +1 to Thac0, +1 to Disarm.
5th: +1 action per melee, +1 to Evade.
6th: +1 to Damage, Weapon Specialty Shield.
7th: +1 to Parry, +1 to Knockout/Stun.
8th: +1 to Thac0, +1 to Evade.
9th: +1 to Entangle, Weapon Specialty Paired Clubs.
10th: +1 action per melee, +1 to Initiative.
11th: +1 to Parry, +1 to Damage.
12th: +1 to Thac0, +1 Knockout/Stun.
13th: +1 to Disarm, Critical Thac0 on a Natural 19.
14th: +1 action per melee, +1 to Joint Lock.
15th: +1 to Roll with Impact, +1 to Entangle.

 

Viet Vo Dao

Viet Vo Dao is sometimes referred to as Vovinam Viet Vo Dao, or simply Vovinam. It is a synthesis of several traditional Vietnamese martial arts founded in 1938 by Nguen Loc, who became quite a prominent figure in the anti-French movement in later years. In combat, the style resembles Tae Kwon Do much of the time, using flamboyant kicking techniques with the occasional hand technique. However, Viet Vo Dao's trademark movement is the flying leg scissors, which it uses at every opportunity to bring down the opponent and hold them till they submit or choke out. The style also teaches a number of weapons at the higher levels. Schools can be found all over the world but are most commonly seen in France and, of course, Vietnam. One particularly interesting point is that, rather than working from white belt to black, as in most styles, a white belt represents the highest grade in the system, black being only the second level.

Manoeuvres: Maintain Balance, Roll with Impact, Leap, Evade, Parry,Combination Parry/Attack, Backhand, Punch Strike, Backward Sweep, Kick Attack, Reverse Turning Kick, Roundhouse Kick, Snap Kick, Tripping/Leg Hook, Wheel Kick, Flying Jump Kick, Jump Kick, Combination Strike/Parry, Elbow Strike, Knee Strike, Leap Attack.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Parry, +1 to Thac0, +1 to DEX, +1 to CON, +3 to MR, +10 to HPs.
2nd: +1 to Damage, +1 to Maintain Balance.
3rd: +1 action per melee, Weapon Specialty Large Sword.
4th: +1 to Parry, +1 to Thac0.
5th: +1 to KO/Stun, +1 to Maintain Balance.
6th: +1 action per melee, Weapon Specialty Knives (Paired).
7th: +1 to Parry, +1 to Evade.
8th: +1 to Thac0, +1 to Damage.
9th: +1 action per melee, Weapon Specialty Staff.
10th: +1 to Parry, +1 to Evade.
11th: +1 to Damage, +1 to Maintain Balance.
12th: +1 action per melee, Weapon Specialty Polearm.
13th: +1 to Parry, +1 to Evade.
14th: +1 to Damage, +1 to Maintain Balance.
15th: +1 action per melee, Weapon Specialty Large Swords (Paired).

 

Wah Lum Pai (Northern Praying Mantis Kung Fu)

Northern Praying Mantis is a style of Chinese martial arts, sometimes called Shandong Praying Mantis after its province of origin. It was created by Wang Lang and was named after the praying mantis, an insect, the aggressiveness of which inspired the style. One Mantis legend places the creation of the style in the Song Dynasty when Wang Lang was supposedly one of 18 masters gathered by the Abbot Fu Ju, a legendary persona of the historical Abbot Fu Yu (1203–1275), to improve Shaolin martial arts. However, most legends place Wang Lang in the late Ming Dynasty.

Manoeuvres: Roll with Impact, Leap, Evade, Parry, Multiple Evade, Combination Parry/Attack, Disarm, Punch Strike, Backhand, Two Handed Punch, Kick Attack, Snap Kick, Trip/Leg Hook, Backward Sweep, Jump Kick, Forearm Strike, Elbow Strike, Leap Attack, Body Flip/Throw, Elbow Lock, Arm Hold.

Bonuses per level:
Level 1: +1 to Roll with Impact, +1 to Parry, Critical Thac0 on a Natural 19, +1 DEX, +2 to MR.
Level 2: +1 action per melee, +1 to Evade.
Level 3: +1 to Damage, Weapon Specialty Chinese Broadswords (Paired).
Level 4: +1 to Thac0, +1 to Holds/Locks.
Level 5: +1 to Parry, +1 action per melee.
Level 6: +1 to Damage, Weapon Specialty Three-Section Staff.
Level 7: +1 to Thac0, +1 to Roll with Impact.
Level 8: +1 to Leap, +1 to Bodyflip/Throw.
Level 9: +1 to Roll with Impact, Weapon Specialty Nine-Section Metal Whip.
Level 10: +1 to Damage, +1 to Thac0.
Level 11: Critical Thac0 on a Natural 18+, +1 to Parry.
Level 12: +1 action per melee, Weapon Specialty Daggers (Paired).
Level 13: +1 to Damage, +1 to Thac0.
Level 14: +1 to Parry, +1 to Evade.
Level 15: +1 to Holds/Locks, Weapon Specialty Jian.

 

Wing Chun Kung Fu

Wing Chun also romanised as Ving Tsun or Wing Tsun, is a concept-based Chinese martial art and form of self-defense utilising both striking and grappling while specialising in close-range combat. The common legend as told by Yip Man involves the young woman Yim Wing-chun during the period after the destruction by the Qing government of the Southern Shaolin and its associated temples. Having rebuffed the local warlord's marriage offer, Yim Wing-Chun said she'd reconsider the proposal if he could beat her in a fight. She soon crossed paths with a Buddhist nun named Ng Mui, who was one of the Shaolin Sect survivors, and asked the nun to teach her to fight. According to legend Ng Mui taught Yim Wing-Chun a new system of martial art that had been inspired by the nun's observations of a confrontation between a Snake and a Crane. This then-still nameless style enabled Yim Wing-Chun to beat the warlord in a one-on-one fight. Yim Wing-Chun thereafter married Leung Bac-Chou and taught him the style, which was later named after her. Since the system was developed during the Shaolin and Ming resistance to the Qing Dynasty, many legends, including the story of Yim Wing-Chun, were spread regarding the creation of Wing Chun in order to confuse enemies. This is often given as a reason to explain the difficulty in accurately determining the creator or creators of Wing Chun.

Manoeuvres: Roll with Impact, Evade, Parry, Punch Strike, Two Handed Punch, Kick, Backward Sweep, Tripping/Leg Hook, Elbow Strike, Knee Strike, Maintain Balance, Combination Parry/Attack, Multiple Evade, Back Hand, Snap Kick, Roundhouse Kick, Stamp Kick, Combination Grab/Kick, Throat Strike, Arm Lock, Back Kick, Sticking Hands.

Bonuses per level:
1st: +1 to Roll with Impact, +1 to Thac0, +1 Action per melee, +1 DEX, +1 CON.
2nd: +1 to Parry, +1 Evade.
3rd: +1 to Damage, Weapon Specialty Butterfly Knives.
4th: +1 to Thac0, +1 on Initiative.
5th: +1 to Roll with Impact, +1 Action per melee round.
6th: +1 to Parry, Weapon Specialty Bat Cham Do (8 cutting pattern knives)
7th: +1 to Damage, Critical on 19.
8th: +1 Action per melee round, +1 Thac0.
9th: +1 to Roll with Impact, Weapon Specialty Luk Dim Boon Gwun (6 point and a half pole).
10th: +1 to Parry, +1 to Evade.
11th: +1 on Initiative, +1 Action per melee round.
12th: +1 to Roll with Impact, +1 to Leap.
13th: +1 to Thac0, +1 on Initiative.
14th: +1 to Parry, +1 Action per melee round.
15th: +1 to Damage, Critical on 18.

 

Wrestling Professional

Professional wrestling has become a source of entertainment in the West. Loosely based on sports wrestling, an ancient sport that can trace its roots to the Greco-Roman world, Pro Wrestling is the stuff of comic books brought to
"reality." The wrestling ring has become a stage for drama and comedy, full of colourful characters with outlandish names and costumes and semi-fictional feuds. Despite some denials from organizers and the wrestlers, most people
believe that Pro Wrestling contests are carefully choreographed. Pro Wrestling includes a variety of takedowns, pins and holds. The style also has some punches and kicks. In the ring, almost anything goes; cheating and dirty tricks are used often (especially by the "bad guys").

Manoeuvres: Roll with Impact, Maintain Balance, Leap, Roll, Evade, Parry, Breakfall, Punch Strike, Backhand, Slap, Front Kick, Side Kick Trip Kick, Jump Kick, Body Block/Tackle, Throw, Crush/Squeeze, Pin/Incapacitate, Choke, Combination Choke/Slam, Body Slam, Arm Hold, Body Hold, Neck Hold, Bear Hug.

Bonuses per level:
Level 1: +1 to Maintain Balance, +1 to evade, +1 to Roll with Impact, +2 to STR, +1 to CON, +2D6 to HPs.
Level 2: +1 to Parry, +1 to Body flip/Throw (does 2D6 Damage instead of usual D6).
Level 3: +1 to Damage, +1 to Knock-out/Stun.
Level 4: +1 to Action per Melee, +1 to Thac0.
Level 5: + to Damage, +1 to Body flip/Throw.
Level 6: +1 to Roll with Impact, +1 to Disarm.
Level 7: +1 to Maintain Balance, +1 to Evade.
Level 8: +1 Damage, +1 to parry.
Level 9: +1 to Evade, +1 to Roll with Impact.
Level 10: +1 Action per melee, +1 to Thac0.
Level 11: +1 to Body flip/Throw, +1 to Parry.
Level 12: +1 to Evade, +1 Maintain Balance.
Level 13: +1 Parry, +1 to Thac0.
Level 14: +1 to Roll with Impact,+1 Action per melee.
Level 15: +1 to Maintain Balance, +1 to Body flip/throw (does critical double damage 4D6).

 

Zi Ran Men

Ziranmen or Zi Ran Men also known as Natural Boxing, is a Northern internal style of kung fu that is taught in conjunction with Qigong breathing techniques. The style traces its lineage to Dwarf Xu, who based it on ancient Taoist philosophy. Du Xinwu, the next bearer of the lineage, served as a bodyguard to Sun Yat-sen, then the provisional president of the Republic of China. Du imparted his knowledge of "Natural Boxing" to his eldest son Du Xiu Si and Wan Laisheng, a prominent twentieth century martial artist. Zi Ran Men, or Nature Gate, was created in the midst of the Qing Dynasty (1644-1911 A.D.) in China's Sichuan Province. Its founding is accredited to Xu Ai Zhai, an expert in many forms of Daoist Kung Fu, who also went by the name "Dwarf Xu". Zi Ran Men's influences probably came primarily from the various arts that Dwarf Xu had learned that had developed around Emei Shan, one of China's three holy mountains and the home of many renowned fighting arts. Sichuan, being relatively isolated from the rest of China due to vast mountain ranges, eventually came to develop its own martial tradition, and many often made a dangerous trek through the mountains just to receive skills in one of Sichuan's almost legendary arts.Dwarf Xu would eventually start a one-disciple lineage to avoid vast spreading of Zi Ran Men, making sure there would only be one master and one student per generation. This would continue until the 20th century, when Zi Ran Men started to be openly taught to the public. Zi Ran Men, like many Sichuan (and Emei) arts, is a combination of Hard and Soft, Internal and External fighting methods, consisting of physical training, qi gong, and traditional Chinese medicine. Zi Ran Men training begins with the internal and soft, consisting of various forms of Qi Gong designed to increase and cultivate chi flow, and then a series of physical conditioning exercises designed to increase muscle and harden the body in a non stressful way. Iron hand training methods are used to harden the hands, and basket-walking exercises are used to increase balance and make the body light and agile. Qin Na (Chin Na) training is also prominent within the system.Zi Ran Men is a light, quick art that ideally flows like water. When attacked, evasion is said to be "like being blown by a gust of wind". Offense and Defense are one and the same, so even while avoiding the enemy's attack, there is reaction as the enemy's attack force is it is being expended. The artist is often low to the ground, and movements are light and fast, with attacks consisting of punches, palm Thac0s, and kicks that consist of relaxed, soft movement, but turn to hard, powerful Thac0s, like a transition from cotton to iron. The artist must remain light and nimble, able to make transitions at a moment's notice and flow with any situation.Zi Ran Men training is available in a few schools within the United States and China. Although not widespread, its popularity continues to increase.

Manoeuvres: Roll with Impact, Breakfall, Leap, Evade, Parry, Multiple Evade, Combination Evade/Attack, Punch Strike, Palm Strike, Kick, Snap Kick, Backward Sweep, Leg Trip/Hook, Forearm Strike, Elbow Strike, Wrist Lock, Elbow Lock.

Bonuses per level:
1st: +1 to Evade, +1 to Roll with Impact, +1 to DEX, +1 to STR, +10 to HPs.
2nd: +1 to Thac0, +1 to Breakfall.
3rd: +1 Action per Melee, Weapon Specialty Dao (Broadsword/Sabre).
4th: +1 to Parry, +1 to Damage.
5th: +1 to Lock, +1 to Roll with Impact.
6th: Critical Thac0 on Natural 19, Weapon Specialty Gun (Staff).
7th: +1 to Parry, +1 to Evade.
8th: +1 to Thac0, +1 to Roll with Impact.
9th: +1 Action per Melee, Weapon Specialty Qiang (Spear).
10th: +1 to Lock, +1 to Damage.
11th: +1 to Roll with Impact, +1 to Parry.
12th: Critical Thac0 on Natural 18, Weapon Specialty Jian (Straight Sword).
13th: +1 to Thac0, +1 to Breakfall.
14th: +1 Action per Melee, +1 to Roll with Impact.
15th: +1 to Evade, +1 to Damage.

 

Zui quan

Zui quan (drunken fist) is a general name for all the styles of Chinese martial arts that imitate a drunkard. It is an ancient style and its origins are mainly traced back to the famous Buddhist and Daoist sects. The Buddhist style is related to the Shaolin temple while the Daoist style is based on the Daoist tale of the drunken Eight Immortals. Zui quan has the most unusual body movements among all styles of Chinese martial arts. Hitting, grappling, locking, dodging, feinting, ground and aerial fighting and all other sophisticated methods of combat are incorporated.

Manoeuvres: Roll with Impact, Somersault (appearing accidental), Stagger (sort of a broken walk/fall into combat. A successful roll means entering combat distance and gaining initiative), Roll, Backflip, Lurch (your lurching movements let you make one feinting attack in per melee round as a move-equivalent action. You gain a bonus to Thac0 for moves following a successful Lurch), Evade, Parry, Multiple Evade, Swaying Waist (this is a special form of weaving and ducking that is considered a Evade, it cannot be combined with any other defensive move. Acts as an automatic evade.), Combination Parry/Attack, Disarm, Punch Strike, Knife Hand, Backhand, Palm Strike, Kick Attack, Tripping/Leg Hooks, Snap Kick, Backward Sweep, Reverse Turning Kick (Combination Evade/Kick), Drop Kick (Combination Fall/Evade/Kick), Body Block/Tackle, Crush/Squeeze, Pin/Incapacitate, Choke, Combination Strike/Parry, Combination Grab/Kick, Knee Strike, Elbow Strike, Forearm Strike, Drunken Embrace (you can grapple an opponent without provoking an attack of opportunity, and you gain a bonus to all grappling rolls), Spinning Head Butt (you leap forward, twisting your body in midair as you head-butt an opponent. This is a critical strike that, in addition to dealing double damage, automatically initiates a KO/Stun unless your opponent makes a Roll with Impact. However, if your attack misses, you land prone in front of your opponent), Arm Hold, Leg Hold, Body Hold, Neck Hold.

Bonuses per level:
1st: +1 to Swaying Waist, + 1 to Somersault/Stagger/Roll/Backflip, Critical hit on natural 19, +2 to CON.
2nd: +1 to Parry, +1 Entangle.
3rd: +1 to Thac0, +1 Knockout/Stun.
4th: +1 to Somersault/Stagger/Roll/Backflip, +1 to Roll with Impact.
5th: +1 action per melee, + 1 to Swaying Waist.
6th: Critical Thac0 from Spinning Head Butt (triple damage), +1 to Parry.
7th: +1 to Thac0 following Lurch, +1 to Roll with Impact.
8th: +1 to Rear Attacks (Backward Sweep, Backhand Thac0), +1 to Evade.
9th: +1 to Parry, +1 action per melee.
10th: +1 to Roll with Impact, Critical hit on natural 18.
11th: +1 to Somersault/Stagger/Roll/Backflip, +1 to Evade.
12th: +1 to Thac0, +1 to Parry.
13th: +1 to Roll with Impact, +1 to Thac0 following Lurch.
14th: +1 action per melee, +1 to Evade.
15th: +1 to Somersault/Stagger/Roll/Backflip, +1 to Parry.

 

 

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