Zanji Shinjinken-Ryo


This is the ancient school of samurai swordsmanship. Unlike some other forms of martial arts, Zanji is designed to kill rather than incapacitate an opponent. 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.

Basic and Special Moves: Disarm, maintain balance, roll with punch/fall/impact, pull punch, karate punch (2D4 damage), kick attack (2D4 damage), knee and elbow strikes (1D6 damage), and the usual strike, parry, and dodge are known at first level.

Bonuses: +3D6 to SDC, +2 to ME, +2 to PP, and +1 to PE.

Level

  1. Four attacks per melee, knife hand (2D4 damage), paired weapons, +2 on initiative, +2 to roll with impact, +2 to parry with sword or staff (in addition to WP bonuses), +3 to dodge, +2 to damage, and +2 to pull punch.
  2. One 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, death blow on a Natural 20.
  4. One additional attack per melee, +2 to damage.
  5. Critical strike on a natural 18-20, +1 to maintain balance.
  6. +1 to roll with impact, +1 to dodge, +1 to maintain balance.
  7. Power punch/stab, jump kick, and backward sweep kick.
  8. One additional attack per melee.
  9. Death Blow!
  10. +1 on initiative, +1 to save vs. Horror Factor, +1 to maintain balance.
  11. One 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. One additional attack per melee.
  14. Double existing PPE, +1 to disarm.
  15. One additional attack per melee.

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