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New Martial arts and Revised styles

Like a lot of the players of the Palladium system I am an avid fan of the martial arts. I've been studying a few Chinese styles for about four years now, so naturally the styles that I have created for Ninjas and Superspies, and Rifts® have Chinese roots. You tend to stick with what you know. In my so few years of training, I've been exposed to many styles like Hung Gar, Northern Shaolin, Southern Shaolin, Tai Chi, Pa Kua, Hsing I, Choy Li Fut, Wu Shu, Praying Mantis, and even some non Chinese styles like Muay Thai, Kyokushin Karate, Kenpo Karate, Ju Jitsu, Judo, Kendo, Tae Kwon Do, and Hapkido. I've always loved learning about many different martial arts, and their histories, philosophies and naturally their techniques. Ninjas and Superspies has pretty accurately portrayed many of the styles, but a few of the styles didn't seem as accurate as they could be. I know it must have been pretty darn tough to create 40+ different martial arts to use in a game, and for that I applaud Palladium. Now though, I have revised a couple of the styles and created a couple new ones along with a few new moves.

Having purchased Rifters® 2,3, and 4, and Heroes Unlimited® 2nd edition, I have seen some new moves and styles that I really like. I was really impressed with Mr. Casebolt's rules for grappling, locks, and groundfighting, along with the styles that he created. I don't own Mystic China®, so if any of the moves or styles are in the book, then My versions should be considered optional revisions for them, since I haven't seen the book yet. Also to me a lot of the kicks seemed to be missing, and I, being a fan of kicking, really felt limited. I read the descriptions of the kicks, and have further explained them to bring back the missing kicks within the old ones.

Palladium's combat and martial arts system is great and lots of fun to incorporate into the different games in the Megaverse®, and I've always loved the depth that they've added to combat. Instead of just rolling to punch the opponent, I actually get to do the stuff that my favorite heroes, and idols use. So instead of saying "I try to punch him in the head" I can now say "I whip a Roundhouse kick to his neck." To me the hand to hand battles between characters is now one of the high points in the games, and I can totally picture the two of them trading blows and attempting to defeat each other in Martial Combat.

Ninjas & Superspies®: Moves and Combat

Kicks Explained Further: Are moves described below are in addition to those listed in the Heroes Unlimited 2nd Edition book. I didn't put all of the kicks in here because the rest of the kicks were explained well enough. I just clarified the existing kicks because I felt that there were a few of them missing, so I found them "inside" the existing kicks.

Snap Kick: A quick snapping attack that uses the top of the foot to strike. Usually used as a front snap kick aimed low, but it can also be used as a lead leg snapping roundhouse. The kick is fast and sharp, but causes minimal damage: 1D6

Kick Attack: This is a kick where you bring the knee up the chest with leg folded, and thrust the foot out striking with either, the heel, outside edge (knife edge), or ball of the foot. Can be executed as a front thrust kick, thrusting side kick, or a back kick (for attacks from behind). Moderate damage: 2D4

Hook Kick(New): Executed similar to the Side kick, the foot is extended out and the emphasis is placed on "hooking" the foot back in, striking the target with your heel. Possible targets for the kick are the ribs, or temple. pretty good damage: 2D4

Wheel Kick: By Pivoting the body all the way around, the practitioner uses the momentum of the spin to execute either a spinning hook kick or a spinning crescent kick. This kick is great right after a parry or dodge, and has inflicts good damage: 2D6

Crescent Kick: By bringing the foot up and using the waist and opening up the hips, the practitioner whips the kick out in an arcing crescent path. Can either be executed by whipping the foot outward (outward Crescent) or inward (Inward Crescent). Good damage: 2D4+2

New Moves/Attacks

These moves further add more detail and variety into the different arts in Ninjas and Superspies. Just a few personal favorites. Also more stuff for Mr. Casebolts's Rifter work.

Combination Moves: (Note: optional rule, add PS bonuses to all Combination moves except Combo Power Block/Parry)

Combination Grab/Elbow: The attacker attempts to grab his opponent (either a limb or head/neck) and pull them into an elbow strike. Counts as two attacks, and the player must successfully land the grab before attempting the elbow. Damage: 1D6 Critical Strike.

Combination Grab/Knee: The attacker attempts to grab his opponent (either a limb or head/neck) and pull them into a knee strike. Counts as two attacks, and the player must successfully land the grab before attempting the knee. Damage: 2D4 Critical Strike.

Combination Feint/Attack: The attacker fakes intent to get his opponent to react or flinch. He can use anything to feint, whether it's a look, a twitch, or even a backfist when he's not in range to get his opponent to drop or raise his hands, creating an opening to strike. The feint takes two attacks. First the attacker rolls for the feint using any possible strike bonuses, and the defender attempts to parry the intended attack (using parry bonuses). If the feint is successful then the attacker rolls to strike (using any hand or foot attack except jumping foot attacks). The defender suffers a penalty of -5 to Parry, Dodge, or Roll with the attack. If the parry is successful then the defender doesn't flinch and can parry the incoming strike with no penalties.

Jamming (Stop Kick): The defender attempts to stop an oncoming attack with another attack. The defender uses either a Kick Attack or a Palm Strike to hit the opponent's hip, shoulder, or knee to throw off his balance and negate any power in the attack. It is executed just like a power block, except the defender attempts to beat the strike roll using his strike bonuses (Since it is an attack against an attack). A successful jam throws off the attacker's balance, and he suffers a penalty of -3 Strike, Parry, and Dodge on his next Melee Attack. Do not add PS Bonuses for successful jams. A failed jam means that the defender misses his target and suffers full damage from the attack.

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