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MARTIAL ARTS RHYTHMIC GYMNASTICS
( Based on ideas from Rumiko Takahashi's "Ranma 1/2")

"HAHAHAHAHAHAHAHAHA!"(^_^;)
--Kuno Kodachi "The Black Rose"

On par with Kuonji-ryuu in strangeness, Martial Art's Rhythmic Gymnastics is rather flexible in it's delivery.
This form of Martial Arts utilizies the tools of the Rhythmic Gymnast in an agressive form. Those who've seen the Black Rose in action know what this is about, those who haven't have a hard lesson to learn. The Gymnast Ribbon is used much like a whip, but for the Martial Artist it is made razor-edged so it can do decent damage. The hoop is used to entangle but like the ribbon the edges are made razor sharp. Another common weapon is the Gymnast's club, which pretty much speaks for itself. The last weapon in the Artist's arsenal is the Ball, handled correctly this can be a great disarmament weapon.
However this art can be more flexible beyond the Gymnast's normal arsenal, as some have seen The Black Rose do, the Martial Artist sometimes grabs any object in sight with their ribbon and flings it at the opponent, these items can range from a table to a nearby giant panda. In combative tournaments some judges will allow this kind of free-form. It is known that The Black Rose uses alot of dirty-underhanded tricks, but other followers of this Art need not follow her corrupted morals.
Martial Arts Rhythmic Gymnastic's masters can be found anywhere in the world though they are somewhat rare.

Entrance Requirements: P.P. 12, P.E. 10, Spd. 12
Skill Cost: 6 years
Costume: Rhythmic Gymnastics Leotard, any color.
Stance: Upright stance with feet togther, hand posistioning depends on what weapon is being held. Ribbon is held with two hands, one hand on the ribbon handle, and the other hand holding the ribbon itself until they start twirling the ribbon. Hoop changes between one or two handed. Club is always one-handed, Ball is wielded one handed and thrown two-handed from the chest.
CHARACTER BONUSES:

COMBAT SKILLS:
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap, Back Flip.
Attack Moves: Cartwheel.
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Disarm, Entangle.
Hand Attacks: Strike (Punch), Backhand
Basic Foot Attacks: Kick Attack, Snap Kick, Jump Kick.
Special Attacks: Strike of the Twenty Clubs(SPECIAL! See Below), Ribbon Grab/Throw (SPECIAL! See Below).
Holds/Locks: None.
Weapon Katas: W.P. Rhythmic Gymanstics Ribbon, W.P. Rhythmic Gymnastics Hoop, W.P. Club, W.P. Blunt, W.P. Small Thrown Weapons.
Modifiers to Attack: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind.

SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of two powers Select a total of two powers from either Martial Arts Techniques (usually would select Falling Technique) or Special Katas.
Languages: Japanese
Cultural: Floral Arrangement (+10% or Dance (+10%).
Physical: Gymnastics (duh!:)).
Philosophical Training: Buddishim. (I'm not quite sure what Kodachi was, I just classify her as a nut with no set of morals).

If Martial Art Rhythmic Gymnastics is your primary martial art, then the following other forms can be learned in a shorter time: Bok Pai (6 years), CH'A Ch'UAN Kung Fu (6 years), Moo Gi Gong (6 years), Tai-Chi Ch'uan (6 years).

LEVEL ADVANCEMENT BONUSES
Level 1: +2 to maintain balance, +1 to strike with Rhymtic Gymnastics weapons, Critical strike on a natural 20, Critical strike from behind.
Level 2: +1 to parry & dodge, +2 to Leap (Add 5ft to Leap Distance), +1 to Ribbon Grab/Throw.
Level 3: +1 attack per melee, +1 to strike, +1 to Multi-Club Strike. Select One (1) Power from Art of Invisibility (excluding Chi Zoshiki/Mystic Invisibility).
Level 4: +3 to Roll w/ Punch/Fall/Impact, +2 to Back Flip/Cartwheel.
Level 5: +2 to entangle with Ribbon, +1 to parry, +2 dodge.
Level 6: +1 Attack per melee, +2 to Strike of the Twenty Clubs.
Level 7: +2 to strike & parry with Rhymtic Gymnastics weapons.
Level 8: Knock-Out/Stun on Natural 19 or 20, Critical Strike on Natural 19 or 20, +1 to maintain balance.
Level 9: Select One (1)Additional Martial Art Power from Martial Art Techniques or Special Kata's.
Level 10: +1 to Backflip, +1 to parry & dodge, +1 to Ribbon Grab/Throw.
Level 11: +2 to damage with Rhythmic Gymnastics Weapons, +1 to Strike of the Twenty Clubs.
Level 12: +1 Attack per melee.
Level 13: +2 to Cartwheel, +1 to Roll w/ Punch/Fall/Impact.
Level 14: +2 to Ribbon Grab/Throw, Death Blow on a Natural 20.
Level 15: +1 Attack per melee, select One (1) Martial Arts Power from either Arts of Invisibility (now able to select Chi Zoshiki/Mystic Invisibility) or Zenjorike.

Why Study MARTIAL ARTS RHYTHMIC GYMNASTICS

HAHAHAHAHAHAHA!^_^; Use a variaty of odd weapons to lethal effect with the grace and agility of an Olympic Gymnast. Relies on the tools of the Gymnast abit heavily however.

SPECIAL MANUEVERS
Strike of the Twenty Clubs

This maneuver will make it appear as if the gymnast is moving incredibly fast, as if they are striking with twenty clubs at once. In fact, they are! When the opposing martial artist tries to track the "two rapid clubs" they find it impossible to block them all as each hand hold ten clubs.
It is somewhat unknown how a skinny Gymnast in a Leotard could hide that many clubs on themselves at once, but they CAN do it. In game terms this attack does the damage of one club times x5 per club wielding arm (so both arms wielding clubs will do x10 damage). The attacker rolls 1 strike roll, only using bonuses which are specifically stated for the Strike of Twenty Clubs, if the Gymnast is trying to do the strike with both arms the strike roll is -2. The attack CANNOT be parried or countered by an automatic throw, it can still be dodged however.
The Strike of the Twenty Clubs can be the only offensive action launched by the Gymnast that melee, and can only be used once per melee as the first action of the artist.
Ribbon Grab/Throw
This technique uses a high-strength ribbon to entangle a target and smash them into some hard surface. Alternatively the Gymnast can entangle some nice solid object and hurl it towards the opponent, these objects can range from tables to giant pandas. But the Gymnast can only hurl items of up to 200lbs+25lbs weight per level.
This move uses two actions, one to grab the target and then hurl it. Two (2) rolls must be made, the first to entangle (if grabbing an object the roll must be 12 or higher), the second is a strike roll. Only bonuses from W.P. Rhythmic Gymanstics Ribbon and bonuses to Ribbon Grab/Throw apply.
The damage from the attack varies depending on the solidity of the item, a good rule of the thumb would be 1 damage for ever 5 S.D.C. the item has. Also the victim has to roll to maintain balance or lose any footing they have.
Example: So let's say that Kuno Kodachi entangles a Metal Shipping crate, she rolls a 17 to entangle so there's no need to worry about her bonuses, but then she hurls the crate at Tendo Akane, she (being a Level 4 Artist) gets a 5+3 to strike, Akane get's a 4+3 to dodge (OUCH!), so she gets nailed hard, since the crate has 48 S.D.C., Akane takes 4 damage, and due to the impact she must now roll to maintain balance.

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