Hand to Hand: Zanji Shinjinken-Ryo

Zanji Shinjinken-Ryo is an ancient school of samurai swordsmanship. Unlike some other forms of martial arts that incapacitate an opponent, zanji is designed to kill. Not wound, not injure, not knockout, but kill! A sword is an instrument of death, but also an extension of the swordsman. The secret of sword mastery is rooted in the ability of being able to respond instantly, without reflection, without hesitation, to anything that might happen. No amount of technical skill can benefit a samurai whose mind inhibits spontaneous response to the environment around him. In this sense, the sword and the man are of one mind and one spirit; a living extension of each other.

A samurai swordsman will carefully evaluate any opponent. Standing motionless, he will wait until the exact moment when, without thought or direction, he can instantly strike.

The following techniques are known at first level: Disarm, maintain balance, roll with punch/fall/impact, pull punch, Karate punch (2D4 damage), kick attack (2D4), knee and elbow strikes (1D6 damage), and the usual, strike, parry and dodge.
Bonuses: +3D6 S.D.C., +2 to M.E., +2 to P.P. and +1 to P.E.

Level

  1. 2 attacks per melee to start; knife hand (2D4 damage); paired weapons, +2 on initiative, +2 to roll with punch/fall/impact, +2 to parry with sword or staff (in addition to W.P. bonuses), +3 to dodge, +2 to damage, and +2 to pull punch.
  2. +1 additional attack per melee, +1 to disarm, +1 to maintain balance.
  3. +1 on initiative, +1 to strike, +1 to parry, critical strike from behind, and death blow on natural 20.
  4. +1 additional attack per melee and +2 to damage
  5. Critical strike on a natural 18-20 and +1 to maintain balance.
  6. +1 to roll with punch/fall/impact, +1 to dodge, +1 to maintain balance.
  7. Power punch/stab (with hand or sword), jump kick and backward sweep kick.
  8. +1 additional attack per melee and +1 to dodge.
  9. Death Blow!
  10. +1 on initiative, +1 to save vs horror factor, and +1 to maintain balance.
  11. +1 additional attack per melee.
  12. +2 to damage, +1 to save vs horror factor, and the knowledge and skill to create a "true" samurai sword.
  13. +1 additional attack per melee.
  14. Double existing P.P.E. (inner spirit) and +1 to disarm.
  15. + One attack per melee
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