The Art of Fighting Section 12: Martial Arts Skills

Copyright Johs. Sondrup © 2012

Edited by Peter Mork for The Guild Companion

"The German school of fencing is the historical system of combat taught in the Holy Roman Empire."

Editor's Note: The following is the twelfth in a series of 13 articles that enhance the combat rules for Rolemaster (RM2). It is our intention to publish another article in this series every month. This month's article discusses martial arts styles and enumerates the skills accessible using each style. Next month we will conclude the series with the rarest ("exclusive") styles.

Martial Arts Styles

There are so many styles out there that listing them all would be beyond the scope of this document. Looking at The Martial Arts Companion will give you many good ideas and some fantasy styles have been included here, but they are just samples and the only real limit is the imagination.

When adopting real life martial arts to your game, it can be a good idea to replace names from the real world with names from the setting. (Shao-Lin Kung Fu could be Jirdan Kung Fu). The same goes for animal styles, but here you have to be certain that the name and the style are connected and explained. Renaming Praying Mantis style to Hippogriff style doesn't really make sense, but making up a new style called Hippogriff style does. Especially when the players are provided with an explanation of how the style was invented, how it is different from other styles and what the special moves of the style are (if any).

Martial Arts Style Costs

The various martial arts styles are now separated into 4 different degrees: Basic Styles, Simple Styles, Advanced Styles and Exclusive Styles.

Important Note: This system allows everybody to use background points to develop martial arts at the same cost as a Warrior Monk, which may not be appropriate for all game worlds. If that is the case for you, restrict advanced martial arts to Martial Artists like the Warrior Monk and High Warrior Monk.

Basic Martial Arts

It cost Background points to get anything more advanced than No Style, with one exception: Professions where fighting for your life is also your job (e.g., Fighters, Warriors, Barbarians, Warrior Mage, Leader and Arms Master) can take a Basic Martial Arts Style for free, while everybody else can learn a Basic Martial Arts Style for the cost of 25 BG points (per Rolemaster Companion IV, 100 BG points is the same as one background option-Editor). The cost of Martial Arts and the relevant Concentration skills will remain the same as the character's chosen profession. It takes 2-3 years of training time to learn a Basic Style.

Simple Martial Arts

Slightly more complex than the basic Martial Arts, the Simple Martial Arts demand more training, but not nearly as much as the Advanced Martial arts. Warrior Monks and High Warrior Monks can learn a simple Martial Arts Style for free, while knightly characters can learn the Knight Style for free and Swashbuckler/duelist characters can learn Fencing for free. Professions where fighting for your life is your job can take a Simple Martial Art for 25 BG points, while everybody else can learn it for 50 BG points. The cost of Martial Arts and the relevant Concentration skills will remain the same as the character's chosen profession. It takes 4-5 years of training time to learn a Simple Style.

Advanced Martial Arts

Warrior Monks and High Warrior Monks can learn an Advanced Martial Arts Style for free. If the character is not a Warrior Monk or High Warrior Monk, he or she will need the Martial Arts Background (RM Companion I) before the character will be able to get an Advanced Martial Arts Style. The cost of Martial Arts Training background is 100 BG points (unless the player is lucky enough to actually roll it) and the cost for an advanced Martial Art is 100, for a total of 200 BG points. With the Martial Arts Background the character trains Martial Arts and the various skills within the style as a Warrior Monk. It is possible to take the Martial Arts Training BG and then choose a Basic or simple style for no additional cost. It takes 6-9 years of training time to learn an Advanced Style.

Exclusive Martial Arts

These styles can normally only be learned by Warrior Monks, High Warrior Monks, Ninjas, Sohei or members of some orders or society that teach them (such as the Stone Hydra Ken Jutsu). Even so, they cost 100 BG points to learn and non-martial artists need the Martial Arts BG. It takes 10-14 years of training time to learn an Exclusive Style.

More than one style

It is possible to study more than one style of Martial Arts, except for the exclusive styles, as long as it is paid for in BG points or if the new style is learned during roleplay. If the character belongs to a profession that gets a style for free, the second style costs as if the character were a non-fighter.

Example: Julius the Baron is a knight and has chosen the Knight Style as his primary Martial Arts style. However, because Julius also expects to spend some time at court, he decides to take Fencing as a secondary style so that he can defend himself when he is out of armor. The second Style is a Simple Style, so Julius spends 50 background points to get it.

Julius's squire Peppe (another character) wants to be able to do a little bit more, so he takes the Praying Mantis Kung Fu as his primary Style. This costs him 100 background points for the Martial Arts Background option and 100 background points for the Praying Mantis Style. However, as a squire to a knight, Peppe also needs some Knight training, so he also takes the Knight Style for an additional 50 background points. The player then spends some time talking with the GM to explain how the character has managed to learn two very different styles.

It is important to note that Special Attacks and Katas from one style cannot be used with the other style, and it takes a round to switch from one style to another. In other words, if you are using a Martial Arts Training Style without Tackling, you cannot suddenly use a Tackling attack from Expert Brawl.

In case of an ambush or surprise, assume that a character automatically enters his primary style unless something else has been agreed to between the player and the GM. Also remember to add the training time of the secondary Style to the characters starting age.

Designing a Style

A Martial Art is (as most things in life) a work in progress. Masters of one style cross-train in other styles and invent news styles based on two or more 'old' ones, so what some may see as the Ultimate Martial Art, may for others be 'just another new style' or 'old style'.

When inventing a style consider training time. It's possible to invent a style that teach Strikes 4, Sweeps 4, Adrenal defense and moves, Adrenal Melee, Vis powers and Vis Technique, but imagine how much time it would take to learn the complicated strikes, kicks, sweeps and throws and at the same time have to learn meditation and Vis powers and have time to learn Adrenal Moves.

That is why training starts at a very early age (5 or 6 years old) in most of the exclusive styles. Students need time to learn it before they need to support a family.

Basic Styles will a value from 0 to 15 points and no Adrenal Defense, Vis Powers or Special Attacks. Simple styles have a value from 20 to 40 and no Vis Powers, while Advanced Styles have a cost from 45 to 65 and Exclusive Styles have a cost from 70 to 100, depending on how complicated they are.

0 Allows up to 2 degree of attacks (Max Degree 2)
5 Allows up to 4 degree of attacks (Max Degree 3)
10 Allows up to 6 degree of attacks (Max Degree 3) OR
Allows up to 5 degree of attacks (Max Degree 4)
15 Allows up to 6 degree of attacks (Max Degree 4)
20 Allows up to 8 degree of attacks (Max Degree 4)
10 Per Adrenal Melee skill
15 Adrenal Defense
20 The style teaches Vis Technique
5 Per Special Attack
5 Per Adrenal Move
5 Per starting Vis-ability
5 Iai, Martial Balance, Two Weapon Combo or Yado
5 If the Style teach any weapon skills that are not Adrenal Melee or Kata

No Style or Brawl

This style includes the skills that everybody can use. Strike a little, tackle the opponent and wrestle a little. Without training, this is the 'style' of fighting that people use when they grow up.

Combat skills:
Martial Arts Strike 1
Stunned Maneuver
Tackling (Small attack size only)
Wrestling (Small Grapple)

Basic Styles

Boxing

The noble art of fist fighting, boxing is most likely one of the oldest forms of Martial Arts and one that continues to be used, due to its simplicity and effectiveness. The style represented here is from before 1866, when the Marquis of Queensbury rules made the wearing of gloves mandatory. This means that boxers fought bare-knuckled. Gloves are used only in sparring and even training on the bags is done without hand wraps or other sorts of protection for the hands.

Another major difference is the use of grappling. A staple of early fighting styles, grappling played a major role in ending rounds. Back then rounds weren't timed, and lasted until one of the combatants hit the floor (KOs were not common). One way to drop an opponent was to close, grapple, and throw him - hopefully doing severe damage with the throw.

Combat Skills:
Martial Arts Strike Rank 2
Stunned Maneuver
Wrestling Rank 1 (Small Grapple Attacks)

Kata:
While boxing does not teach katas as such, a boxer using a knuckleduster or wearing a metal gauntlet resolves attacks on the Armored Fist Attack table and if he is wearing a Magic gauntlet or knuckleduster the attack counts as magical.

Expert Brawl

Even brawlers can be trained and this style is the result of that. While Expert Brawl lacks the Adrenal Moves of Boxing and Wrestling, it is still an effective and versatile form for fighting. Most nobles consider this form for fighting to be dishonorable because Expert Brawlers will use every trick in the book to win. One of the great advantages of Expert Brawl is that it is still effective when the warrior is in armor.

Combat Skills:
Brawling
Martial Arts Strike 2
Stunned Maneuver
Tackling (Small attack size only)
Wrestling (Small Grapple)

Soldier Weapon Training

This is the type of fighting normally taught to foot-soldiers. The huge difference between Soldier Weapon Training and Weapon Jutsu is that Soldier Weapon Training focuses on armor and the use of shields instead of Adrenal Defense. In other words, it's a more western approach and contains no restricted skills. In the case of two weapon combat, it's normally a shield-weapon combination but anything can be used.

Combat Skills:
Formation Fighting
Martial Arts - Strikes 1
Maneuvering in Armor (Rigid leather or chain)
Restricted Area Combat
Reverse Stroke
Shield Bash
Stunned Maneuver
Two Weapon Combat
Weapon Brawling
Weapon Skill - Any weapons normally used in the area
Wrestling (Small Grapple)

Other Skills:
Select one (1) of First Aid, Missile Artillery or Subduing.

Savate (Basic)

Savate is a form of unarmored combat that focus on leg and foot attacks, though some strikes have entered into the system as well. As such it's a very effective form of Martial Arts and fighters trained in Savate can launch some devastating kick attacks. Another thing that has entered into the system is using a walking stick or a sword-scabbard for attack and defense. The style described here is a simple form for Savate, taught to people like guards or sailors who just want to be able to defend themselves without a weapon.

Combat Skills:
Martial Arts - Strikes 2
Stunned Maneuver
Tumbling Attack
Weapon skill - Club

Kata:
Club

Wrestling

Wrestling is another old form of Martial Arts and like boxing it is one that continues to be used, due to its simplicity and effectiveness.

Combat Skills:
Stunned Maneuver
Wrestling Rank 2 (Grapple attack table, with a maximum of Medium)

Other Skills:
Contortions

Simple Styles

Fencing

This is the fencing style using a rapier. Despite the popular belief that the rapier was developed to defeat armor using speed and skill, this is not the case.

What happened was that armor won the race against the sword. Plate armor was developed that swords simply could not defeat. One of the last attempts to defeat armor with a sword was the estock (see Arms Companion), but even that wasn't good enough. Maces, war hammers and other bludgeoning weapons were better at defeating armor than swords, but before the development could go much further, plate armor was defeated by firearms. Basically, that was the end of the sword as a primary military weapon on the battlefield, but at the same time cities had grown larger and there was an increase in civilian combat and dueling.

This is where the rapier shines and the new lighter, longer, quick thrusting single-hand swords, specifically intended for unarmored combat, gained an advantage over more traditional military cut-and-thrust swords.

Numerous school of fencing blossomed and systems were developed by various masters into a fine art of fighting. However, while the rapier is an excellent weapon in a city, this elegant and slim sword is a very bad choice for anybody who expects to encounter foes clad in heavy armor.

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed

Combat Skills:
Disarm (Armed)
Iai
Martial Arts - Strikes 1
Restricted Area Combat
Reverse Stroke
Stunned Maneuver
Two Weapon Combat (Rapier, Main Gauche)
Weapon Brawling
Adrenal Melee (Rapier)
Wrestling (Small Grapple)

Other Skills:
Select one (1) of the following skills: Acrobatics, First aid or Heraldry.

Knight Style (German school of fencing)

The German school of fencing is the historical system of combat taught in the Holy Roman Empire. During the period in which it was taught, it was known as the Kunst des Fechtens, or the "Art of Fighting". It notably comprises the techniques of the two-handed longsword (Langschwert), but also describes many other types of combat. The system as presented puts much emphasis on simplicity, speed and efficiency, forming a deadly martial art fit for serious combat.

Master Johannes Liechtenauer based his system of fencing upon the use of the Langschwert. He used this weapon to exemplify several overreaching martial principles that also apply to other disciplines within the tradition. Wrestling/grappling was taught, as well as fighting with knife and staff.

Combat Skills:
Disarm, Foe (Armed)
Disarm, Foe (Unarmed)
Formation Fighting
Iai
Lancing
Martial Arts - Strikes 2
Maneuvering in Armor
Restricted Area Combat
Reverse Stroke
Shield Bash
Stunned Maneuver
Two Weapon Combat
Weapon Brawling
Weapon Skill - Langswert, Kreigsmesser, Grossemesser and dagger. Select one Polearm.
Wrestling (Medium Grapple)

Other Skills:
First Aid
Heraldry
Missile Artillery
Riding
Subduing

Martial Arts Training

In cultures where styles of Martial arts are many and varied, there are still some people that don't have the time or resources to really study a martial art. Some of them have some rudimentary training and this style reflects that.

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed
Adrenal Move - Strength

Combat Skills:
Martial Arts - Strikes 2
Martial Arts - Sweeps & Throws 2
Stunned Maneuver

Savate (Advanced)

This is the advanced form of Savate as taught to people who want to enter competitions or need to be able to fight without armor and weapons.

Savate is a form of unarmored combat that focus on leg and foot attacks, though some strikes have entered into the system as well. As such it's a very effective form of Martial Art and fighters trained in Savate can launch some devastating kick attacks. Another thing that has entered into the system is using a walking stick or a sword-scabbard for attack and defense.

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed
Adrenal Move - Strength

Combat Skills:
Martial Arts - Strikes 3
Stunned Maneuver
Adrenal Melee - Club

Leg Stomp:
Development Cost: As Reverse Stroke. (Ag/St)
This kick is directed toward the upper part of the opponent's leg, both to harm the opponent, but also to stop the opponent from advancing any further. The maximum Martial Arts Rank used is 2 due to the limited damage this kick can do. To use a Leg Stomp, a Static Action roll should be made. Success indicates that if the characters next Martial Arts Strikes attack delivers a critical, the character automatically gains initiative the following round.

Kata:
Club

Weapon Jutsu

This is a catch-all category, meant to simulate Martial Arts training with one specific weapon. This training is somewhat limited, but can be deadly none the less.

Bo-Jutsu (staff), Kusarigama-Jutsu (sickle and chain), Naginata-Justu (halberd), Jo-Jutsu (stick) and So-Jutsu (spear) are all examples on this training, but it is by no means limited to those. Just about any melee weapon can be included in this category (Subject to GM approval). For a list of possible weapons see the Oriental Weapons in an earlier article.

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed

Combat Skills:
Martial Arts - Strikes 1
Martial Arts - Sweeps & Throws 1
Stunned Maneuver
Adrenal Melee (chosen weapon)
Select one (1) of the following skills: Disarm (Armed), Iai (only if the weapon is a sword), Reverse Stroke, Subduing or Yado (with weapon).

Advanced Styles

Arnis (Escrima)

The most obvious feature of Arnis (Also known as Escrima or Eskrima) is that it is mostly weapon-based. The student is first taught to work with weapons and only advances to empty-hand techniques once the stick techniques have been learned. Most other well known martial arts start by developing empty-hand proficiency, often for years, before being introduced to the weapons component. This feature of Arnis is justified by the argument that most systems have unified their teaching so that the empty-hand techniques are learned through the same exercises as the weapon techniques, making muscle memory an important aspect of the teaching. Because you may not have a weapon available, or might lose a weapon, the body becomes the weapon. Because the weapon is seen as simply an extension of the body, the same angles and footwork are used either with or without a weapon.

The most common weapon used in training is a rattan stick about the length of the practitioner's arm, although the length may vary from about 45cm to 70cm. Many begin training with two weapons, either a pair of sticks or a stick and a wooden knife.

The stick techniques used in Arnis fall into two categories: the stick techniques that are training for sword fighting, and the sword techniques that are training for stick fighting. As usual, most systems are designed so that the practitioner can adapt their training to either weapon.

Another part of Arnis is Hilot - a Filipino system of first aid, healing, massage, and herbal medicine, which students of Arnis traditionally are required to learn.

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed
Adrenal Move - Strength

Combat Skills:
Martial Arts - Strikes 3
Martial Arts - Sweeps & Throws 2
Stunned Maneuver
Two Weapon Combat
Adrenal Melee - Club
Adrenal Melee - Sword
Weapon Skill - Club
Weapon Skill - Sword

Special Attacks:
None, but due to the cross-training in stick and swords, fighters using Arnis can chose to deliver Krush criticals instead of Slash criticals when using a sword.

Kata:
None. Weapons are used in Adrenal Melee

Other Skills:
Craft - Massage
First Aid
Herb Lore

Karate

One of the most widespread Martial Arts, Karate is an aggressive style that is known primarily as a striking art, featuring punching, kicking, and open-handed techniques, but sweeps, grappling, joint manipulations, locks, restraints/traps and holds are also taught to a lesser degree.

While the stances in Karate are not as 'flashy' as some of the Animal Style Martial Arts (Praying Mantis, Tiger, Crane to mention a few), Karate is a fast, powerful and flexible Martial Art.

Originally it was not designed to be used with weapons, but over time several weapons have been added to the style, often those with an origin as farming equipment, including the Kama, Nunchaku and Tonfa.

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed
Adrenal Move - Strength

Combat Skills:
Martial Arts - Strikes 4
Martial Arts - Sweeps & Throws 2
Stunned Maneuver
Adrenal Melee - One of Nunchaku, Tonfa OR Kama

Stunning Strike:
A Stunning Strike is aimed against the nerve-centers of the opponent and is used to neutralize people, rather than kill them. Unfortunately it doesn't work if the opponent is wearing anything more protective than Soft Leather armor. Upon making a successful Static Action roll, the next striking attack versus any target with AT 1-8 is designed to stun. If a critical is achieved for the next attack, there is a 20% chance/Critical Severity that the target will be stunned, unless a CO-based RR is made versus the character's ranks in Stunning Strikes. The target is stunned for 1 round/5% failure. (Note the change from Oriental Companion.)

Unbalancing Strike:
This attack form focuses on delivering a hard punch the opponent at the right moment to unbalance or push back a foe. To use Unbalancing Strike, a Static Action roll should be made. Success indicates that the character's next Martial Arts attack will deliver an Unbalancing critical of two degrees less severity.
Development Cost: As Yado.

Kata:
Any of the weapons offered in Adrenal Melee

Ken-Jutsu

This is the ancient art of sword fighting. The difference between Ken-Jutsu and the Basic Martial Arts Weapon Training is that Ken-Jutsu teaches all aspects of fighting with a sword. Students learn how draw a sword, to fight with one-handed swords, two-handed swords and with a sword in each hand, both with and without armor. They are also taught meditation and some healing.

One of the more common training tools is a wooden sword, which is used in training to avoid injury along with protective gear like padded clothes and light helmets. This training enables anyone trained in Ken-Jutsu to use a small staff as a sword (use the club attack table with the sword skill).

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed
Adrenal Move - Strength
Meditation - Vis
Meditation - Sleep

Combat skills:
Disarm Foe, Armed
Iai
Maneuvering in Armor
Martial Arts - Strikes 1
Martial Arts - Sweeps & Throws 1
Stunned Maneuver
Two Weapon Combat
Adrenal Melee - Sword
Adrenal Melee - Two Handed Sword
Weapon Skill - Sword
Weapon Skill - Two-handed sword

Vis Powers:
Weapon Vis
Weapon Throw

Kata:
Any one-handed bladed weapon may be used in Katas.

Muay Boran

The predecessor to Muay Thai, Muay Boran is an aggressive style that is known primarily as a striking art, but sweeps and holds are also taught to a lesser degree. Muay Boran is unique in the way it uses all parts of the body, including the elbows and knees, for both training and competitions. Because of this, Muay Boran is also known as The Art of the Eight Limbs.

Muay Boran's form is quite efficient, in that it maximizes the amount of damage that each blow can inflict, and effective, in that it can easily lead to the death of the opponent. Most notably, Muay Boran emphasizes the use of extremely powerful elbow and knee techniques, and combinations thereof, always thrown at full force and speed, with the intent to overcome one's adversary as quickly as possible.

As a tactic, body punching is used less in Muay Boran than other martial arts to avoid exposing the attacker's head to counter strikes from knees or elbows.

Like most martial arts meant to be used in fights of life and death, Muay Boran has a heavy focus on body conditioning and is specifically designed to promote the level of toughness required for lethal combat. A breathing technique called Phalang Chit is also studied for the development of inner strength and physical powers.

All in all, Muay Boran is a very powerful style both in competitions and in real life. The only weakness it has is the lack of advanced throwing techniques and weapon skills. For this see Krabi Krabong.

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed
Adrenal Move - Strength
Meditation - Vis

Combat skills:
Disarm For, Unarmed
Martial Arts - Strikes 4
Martial Arts - Sweeps & Throws 1
Restricted Area Combat
Stunned Maneuver

Elbow and Knee Strikes:
These fast and powerful attacks can also be used at closed range, so Muay Boran fighters are not penalized for attacking while being held as long as they have an arm or leg free. The strikes also need much less room to work in, so Muay Boran fighters suffer only half the normal penalties from Restricted Area Combat.

Vis Powers:
Fist of Power
Internal Power

Kata:
None

Pankration

Pankration was an ancient sport and a martial art introduced in the Greek Olympic Games in 648 BC. In Greek mythology it was said that the heroes Herakles and Theseus invented the pankration as a result of using both wrestling and boxing. Theseus is said to have utilized his extraordinary Pankration skills to defeat the dreaded Minotaur in the Labyrinth.

Pankration was more than just an Olympic event; it formed the basis for all combat training for Greek soldiers - including the famous Spartan hoplites and Alexander the Great's Macedonian phalanx. The techniques varied just as in the oriental martial arts according to 'style'. Pankration systems were taught within families and many times by master teachers to students (pankratiasts). Forms or kata were known as Pyrrics and single blow challenges as Klimax; internal energy was developed through breathing exercises, the equivalent of 'Chi' in Chinese arts, known as Pneuma. Pneuma primarily denotes the wind (derived from the Greek word pneo which means to breathe) and the spirit. Punching bags (korykos) and wooden posts were used for striking practice and the hardening of the body and limbs.

The style described here is not the sport, but the military application of it.

Concentration Skills:
Adrenal Defense
Adrenal Move - Strength
Meditation - Vis

Combat skills:
Disarm Foe, Unarmed
Martial Arts - Strikes 3
Martial Arts - Sweeps & Throws 3
Maneuvering in Armor
Stunned Maneuver
Adrenal Melee - Short Sword or Club
Weapon Skill - Polearm and Short Sword
Wrestling (Medium Grapple)

Special Attacks:
None

Vis Powers:
Fist of Power
Look of the Dragon

Kata:
Club

Praying Mantis Kung Fu

This Martial Art was created based on observations of the praying mantis insect. Both as it catches its prey and how it fights others of its own kind. The mantis is a long and narrow predatory insect. While heavily armored, it is not built to withstand forces from perpendicular directions. Consequently, its fighting style involves the use of whip-like/circular motions to deflect direct attacks, which it follows up with precise attacks to the opponent's vital spots.

One of the most distinctive features of Praying Mantis Style is the "praying mantis hook": a hook made of one to three fingers directing force in a whip-like manner. The hook may be used to divert force (blocking) or to attack critical spots (eyes or acupuncture points). These are particularly useful in combination, for example using the force imparted from a block to power an attack. So if the enemy punches with the right hand, a Northern Praying Mantis practitioner might hook outwards with the left hand (shifting the body to the left) and use the turning force to attack the enemy's neck with a right hook.

Praying Mantis is especially famous for its speed and continuous attacks, as well as the ability to fight at extreme close range.

Concentration Skills:
Adrenal Defense
Adrenal Move - Leaping
Adrenal Move - Strength
Adrenal Move - Speed
Meditation - Vis

Combat Skills:
Disarm Foe, Unarmed
Martial Arts - Strikes 4
Martial Arts - Sweeps & Throws 2
Restricted Area Combat
Stunned Maneuver
Adrenal Melee - Broadsword

Mantis Claw:
This special attack uses the tip of the fingers to rip into the opponent. To use Mantis Claw, a Static Action roll should be made. Success indicates that the characters next Martial Arts Strikes attack that delivers a critical will cause a bleeding wound. A, B or C Criticals will cause bleeding of 2 hits per round, while D and E Criticals will cause bleeding of 4 hits per round. Mantis Claw can not be used against hard armor types that cover the whole body such as AT 11-12, 15-16 and 19-20.
Development Cost: As Yado.

Vis Powers:
Fist of Power
Internal Power

Kata:
Broadsword or Staff.

Tae Kwon Do

Tae Kwon Do is loosely translated as "the way of the foot and fist" and is a Korean martial art. The art in general emphasizes kicks thrown from a mobile stance, using the leg's greater reach and power to disable the opponent from a distance. The training includes a system of blocks, punches, and open-handed strikes and may also include various take-downs or sweeps, throws, and joint locks, though it generally does not emphasize grappling.

Tournaments in Tae Kwon Do are usually full contact, but with protective gear such as padded leather helmets to protect the students.

At least some versions of Tae Kwon Do teach sword techniques to go along with the style.

Concentration Skills:
Adrenal Defense
Adrenal Move - Speed
Adrenal Move - Strength
Meditation - Vis

Combat Skills:
Disarm Foe, Unarmed
Martial Arts - Strikes 4
Martial Arts - Sweeps & Throws 1
Stunned Maneuver
Adrenal Melee - Broadsword

Vis Powers:
Tiger Strike
Fantastic Leap

Iron Fist:
This attack is best used against un-armored foes and has little effect against those wearing anything heavier then leather armor. Upon making a successful Static Action roll, the next striking attack versus any target with AT 1-8 is modified by +20.
Development Cost: As Yado

Greater Unbalancing Strike:
This is a kick where the attacker rotates and kicks at the same time, delivering a very hard kick. The Drawback is that while rotating, the character is slightly more open to attack than usual (-10 to Melee DB in the round where the Greater Unbalancing Strike is used). To use a Greater Unbalancing Strike, a Static Action roll should be made. Success indicates that the character's next Martial Arts attack will deliver an Unbalancing critical of one degree less severity.
Development Cost: As Yado.

Kata:
Broadsword or Club.

Tan Tui Kung Fu

Tan Tui is a very old style that is composed of a series of forms, which emphasize blocking, stances, footwork, and most of all, kicks. The latter is the reason why Tan Tui is also called Spring Legs. While Tan Tui is a style on its own, it has been used as a basic form for styles like Praying Mantis, Shao-Lin and other Kung Fu Styles and many students begin their study of other styles with the moves from Tan Tui.

The Tan Tui routines consist of "roads" or parts that divide the form and vary from variation to variation of the form. Originally Tan Tui consisted of 28 roads, but today the most common variations are the 10 and 12 roads Tan Tui.

Concentration Skills:
Adrenal Defense
Adrenal Move - Landing
Adrenal Move - Leaping
Adrenal Move - Strength
Adrenal Move - Speed
Martial Balance
Meditation - Vis

Combat Skills:
Disarm Foe, Unarmed
Martial Arts - Strikes 4
Martial Arts - Sweeps & Throws 1
Yado

Flying Jump Kick:
This kick is executed while jumping into the air and can reach high enough to hit an opponent sitting on a horse (which this kick was invented for). The Martial Artist has no penalties for fighting mounted opponents. This attack has to be done from a distance and is unusable after the enemy has closed to melee range.
Development Cost: As Jumping.

Vis Power:
Flying Jump

Kata:
Broadsword sword or a staff

Shao-Lin Kung Fu

This is the 'original' version of kung fu, from which most other forms of kung fu have been derived. As this is intended to be used in a fantasy setting and as the story about Shao-Lin is fairly well known, I will not write down the details. Instead I suggest that if you want to keep this style, invent some place in your own world that is the place where this form for fighting was invented or formalized.

Concentration Skills:
Adrenal Defense
Adrenal Move - Balance
Adrenal Move - Strength
Adrenal Move - Speed
Vis Technique
Martial Balance
Meditation - Vis

Combat Skills:
Disarm Foe, Unarmed
Martial Arts - Strikes 4
Martial Arts - Sweeps & Throws 3

Stunning Strike:
A Stunning Strike is aimed against the nerve-centers of the opponent and is used to neutralize people, rather than kill them. Unfortunately it doesn't work if the opponent is wearing anything more protective than Soft Leather armor. Upon making a successful Static Action roll, the next striking attack versus any target with AT 1-8 is designed to stun. If a critical is achieved for the next attack, there is a 20% chance/Critical Severity that the target will be stunned, unless a CO-based RR is made versus the character's ranks in Stunning Strikes. The target is stunned for 1 round/5% failure.

Unbalancing Strike:
This attack form focuses on delivering a hard punch the opponent at the right moment to unbalance or push back a foe. To use Unbalancing Strike, a Static Action roll should be made. Success indicates that the character's next Martial Arts attack will deliver an Unbalancing critical of two degrees less severity.
Development Cost: As Yado.

Vis Powers:
Any one (1) Vis Power
One (1) Vis Technique Technique

Kata:
Any weapon.