Bishoudo is the creation of a master who
lives in New York City. He began teaching students how to defend themselves with a minimum
of weapons. This led to the development of a martial art that focuses on knives and kicks.
Instruction is available only in NYC from the master. The knives, which have 6 inch
blades, are often kept strapped to the individual's forearms and then allowed to slide
into the hand when needed. Because of their extensive training, practitioners of this art
can perform locks and holds even with knives in their hands. Entrance Requirements: None
Skill Cost: 5 years
Costume: Street clothes, preferrably with loose sleeves
Stance: Weight balanced on the balls of the feet, front foot at 45 degree
angle forward, back foot perpendicular. The forward arm's elbow is at a 90 degree angle
with the hand roughly level with the shoulder, holding a knife in a reverse grip (blade
towards the forearm), ready to slash, parry, or strike with the pommel. The back hand is
drawn across the body, about chest level, with the other knife held in a normal grip,
ready to thrust or stab.
Character Bonuses:
+2 to P.P.
+1 to M.E.
+4 to Spd.
+10 to S.D.C.
Combat Skills:
Attacks Per Melee: 3
Escape Moves: Roll with Impact, Backflip, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Disarm
Hand Attacks: Strike, Palm Strike
Basic Foot Attacks: Kick Attack, Spinning Hook (Special! A kick
that involves bringing the back leg fully around the body, spinning on the front leg, and
delivering a kick to the head with the heel of the foot. Does 2D6 damage to hit points on
a strike of 15 or higher (not including bonuses), and has a 20% chance of knocking the
target out for 1D6 melees. 1D8 to SDC if a the strike roll is lower than 15 or if done to
a target other than the head. Almost always done after a punch or crescent kick.),
Tripping / Leg hook, Drop kick, Crescent Kick.
Jumping Foot Attacks: None
Special Attacks: None
Holds/Locks: Wrist Lock, Elbow Lock, Automatic Wrist Lock, Automatic
Elbow Lock
Weapon Katas: W.P. Knives - Paired (Special, see below)
Modifiers to Attacks: Pull Punch, Critical Strike
Special Knife Attacks:
Pommel Strike: A strike using the pommel of the knife as the weapon. Does 1D4
damage.
Slash: A strike using the length of the blade to make a long, shallow, wound.
Does 1D6 damage.
Thrust: A simple thrust with the knife, putting a lot of muscle into it. Because
of this wind up it is easier to avoid (+1 to opponent's parry or dodge roll). Does 1D6+2
damage.
Stab: A quick thrust, not quite as powerful. Does 1D6 damage.
Skills Included in Training
Martial Art Powers: Select two powers from either Martial Art Techniques
or Arts of Invisibility. In addition, the character gets the Zanshin technique. If
desired, any number of powers other than Zanshin can be traded, one-for-one, for any basic
skill program (excluding physical).
Languages: None
Skills: None
Philosophical Training: None, other than it being stressed that a person
should only defend themselves and not seek out combat.
If this is your primary martial art form than the following
other forms can be learned in a shorter time: Jujutsu (4 years), Moo Gi Gong (4 years),
Yu-Sool (5 years).
Level Advancement Bonuses
1st |
Critical strike from behind, +3 to
roll with impact, +2 to pull punch |
2nd |
+2 to damage with knives, +1 to
strike |
3rd |
+1 attack per melee, +2 to parry
& dodge |
4th |
+3 to lock & hold, +1 to
maintain balance |
5th |
+2 to damage with knives, Knockout
on natural 20 |
6th |
+1 attack per melee, +2 to disarm |
7th |
Gains Knife & Kick Pairing,
see below for details, +1 to maintain balance |
8th |
+1 to parry & dodge, select
one additional martial art power from Arts of Invisibility or Martial Art Techniques |
9th |
+2 to strike, critical strike on
natural 18, 19, or 20 |
10th |
+2 to damage with knives, select
one body hardening exercise, can use spinning hook with Knife & Kick Pairing. |
11th |
+2 to roll with impact, +1 attack
per melee |
12th |
Death blow on natural 20, +2 to
damage with knives |
13th |
+2 to maintain balance, Knockout
on natural 19 or 20. |
14th |
+1 attack per melee, +2 to hold
& lock |
15th |
Gains the Shift Internal Organs
power from Mystic China, +1 to dodge & parry |
Example of Knife & Kick Pairing: When
attacked, the character can parry the attack with a knife and simultaneously
counterstrike, using any of the following kicks: kick attack, crescent kick, tripping /
leg hook. Or the character can parry two attacks (as per normal paired weapons) and kick.
IE: Your opponent does a twin strike at you with his two sai. You do a double parry and a
kick attack to the chest, all in one action. At 10th level, a spinning hook can be used in
addition to the other types of kicks. Using this ability takes one attack / action.
Why Study Bishoudo?
Because knives are fun. Where else are you told to run with a knife in your hand? Or your
teeth. It's quite useful because you can't carry a larger weapon most places and is good
against multiple attackers who are in hand to hand range. |