A little something I whipped up in response to Jim's request. I like it, he liked it. You will like it. :)

SHURIKENDO
by
Lee Casebolt

ENTRANCE REQUIREMENTS: None, other than a student must be (or once have been) a member of the Order of Fafnir.

The Order of Fafnir, as a millenia-old martial order dedicated to hunting supernatural creatures, has had a plethora of master martial artists within its ranks. Each had their own unique skills and methods; their own edge against the beasts they faced. Unfortunately, each style had flaws, and every approach was inadequate in its own way. Most of these weaknesses revolved around one consistent problem - all the various martial arts were designed to fight humans, not superhumans. The Order's warriors were well aware that the techniques that worked so well against even the strongest human opponent frequently failed against a vampire, Were, or Nightbane. Something new was needed.

This in mind, the Clans which form the Order convened a meeting of their most skilled and experienced warriors for the purpose of devising a method of combat specifically for battle with the supernatural. Months of argument and debate over techniques and methods followed, until finally a set of guiding principles was agreed upon. The system must be weapon-based, all agreed. Who, after all, wished to fight a demon hand-to-hand? However, it must be flexible enough to work with a variety of weapons, and even, in dire emergency, in the absence of weapons. Defense would be a top priority, and that defense should be based upon movement and avoidance, rather than hard blocks and parries. At the same time, the movements must be those practical even while in heavy armor - the intricate, acrobatic movements many favored were abandoned for this system. Finally, attention must be paid to the internal, not merely the external. No human could hope to face a vampire on equal terms physically; he (or she) must develop more esoteric skills, as well.

Once these guiding principles were set down, the true work began - selecting techniques and methods to follow. From Japanese kenjitsu to Italian rapier fencing, from the Filipino art of kali to Zulu stick fighting techniques, all the various methods which the Order members knew were dissected for examination. That which fit was adopted; the rest was discarded. The resulting mish-mash was slowly refined, with new methods being developed to replace older techniques that were found lacking. After over ten years of work, the Wyrms were satisfied with the result, which they named Shurikendo - The Way of the Secret Sword.

Despite the name, students of Shurikendo are taught the use of a variety of weapons, as well as unarmed skills, all under a unified principle of combat. First and foremost, a Shurikendo practitioner seeks distance; being in the grasp of a Were or vampire is death, but at sword's length one has a fighting chance. In Shurikendo, one avoids an attack completely, rather than meeting it with a blocking weapon, and responds almost instantly with attacks to vital areas. Movements are subtle and precise, so an opponent's attack may miss by mere millimeters, or glance harmlessly off of armor. Weapon work is varied, with attacks from all angles.

COSTUME: No official costume; warriors are often armored for battle, with details varying by personal and/or Clan preference.
STANCE: Varies with the weapon being used, but tends towards a small, fencer-like stance, with the body at nearly a 90 degree angle from the opponent, and the weapon held in one of a variety of offensive positions.

CHARACTER BONUSES:
Add 10 to CHI
Add 2 to ME
Add 2 to PP
Add 1 to PE

COMBAT SKILLS:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Automatic Roll, Automatic Dodge, Multiple Dodge, Breakfall, Disarm
Hand Attacks: Strike (punch), Palm Strike
Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks, Push Kick (SPECIAL! Does 1d4 damage, and opponent is forced out of combat range. Opponent also loses initiative. A successful Roll with Punch/Fall/Impact results in no damage, but the victim is still forced back.)
Special Attacks: Death Blow, Elbow, Knee, Body Flip/Throw, Floor Lunge (SPECIAL! A Combination Dodge/Strike with a weapon, where the character dives low to avoid an attack, while simultaneously counterattacking with a handheld weapon. No bonuses to Strike or Dodge, but no automatic defenses {ie, automatic parry, automatic dodge} may be used against this attack - all defenses use up one melee attack/action), Critical Flip/Throw
Holds/Locks: Body Hold
Weapon Katas: W.P. Sword, plus one other W.P. of choice
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from behind

SKILLS INCLUDED IN TRAINING:
Martial Arts Abilities and Powers: Select two from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques (including Advanced), and/or Special Katas (including Chi Katas).
Language: None
Technical: Lore: Demons and Monsters, Lore: Vampires
Philosophical Training: None

LEVEL ADVANCEMENT BONUSES:
1st: +2 to Roll with Punch/Fall/Impact, +2 to Dodge, Critical Strike from behind
2nd: +1 to Strike, Critical Strike on Natural 19 or 20
3rd: +1 to Parry/Dodge, +1 to Body Flip/Throw
4th: Select one additional ability from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques (including Advanced), or Special Katas (including Chi Katas)
5th: +1 to Initiative, +2 to Damage
6th: +1 to Breakfall, +2 to Disarm
7th: Add one attack per melee round, +1 to Maintain Balance
8th: Death Blow on Natural 19 or 20
9th: Critical Strike on Natural 17, 18, 19, or 20, +1 to Strike
10th: Select one additional ability from Body Hardening Exercises (including Demon Hunter), Martial Arts Techniques (including Advanced), or Special Katas (including Chi Katas)
11th: Add one attack per melee
12th: +1 to Strike, +1 to Parry/Dodge
13th: +2 to Roll with Punch/Fall/Impact, +2 to Breakfall
14th: Double existing chi
15th: Add one *Zenjoriki* power

WHY STUDY SHURIKENDO? To fight supernatural evil. No art is as uniquely suited to one-on-one combat with vampires, demons, and werewolves as Shurikendo. It offers a mix of weapons and internal skills, but is somewhat weaker than other arts in unarmed combat.

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