Lets list a few types (and yeah, I know a ton of types, I'm looking for stats and data here, not just names.)
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Types of Martial Arts
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1. Psi-Fu
2. Modern Crusader Swordsman
3. Mark Ryu (a specific form of Starsong Customized Martial Art)
4. Gazuntite?? Is this listed elsewhere?
5. Silat
6. Eskrima
7. Krav Maga
8. Florentine Style Sword-fighting
9.
10.
Silat is Fast, Aggressive, and Weapon Utilizing.
Escrima is Fast, Aggressive, and Weapon Dependant.
Krav Maga is Fast, Defensive, and Weapon Utilizing.
2. Florentine Swordfighting
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*This is not completed yet.
*For near-variants of this skill, we'll use the same skills.
*Some Non-Florentine fencing uses defensive weapons such as a Main-Gauche[a defensive dagger], buckler[small shield], and cloak-fighting techniques), but Florentines rely on the use of two weapons.
Style: Fast, Aggressive, Weapon Dependent (Rapier, Foil, Epee', Sabre.)
Style Multiplier: 2
The Sword is Part of the Arm: Martial Arts Weapon B 7@1 +5 SM. If you are allowed to limber up, then it is +15.
Cornering An Enemy So He Can't Move Freely: Tactical Movements B 7@2 Whether its forcing the opponent to back up a staircase where he can't see his feet because he's focused on your flashing blade, or just herding him into a corner of the room, it all helps to keep the weasel from darting about to get away. +10 SM, RS=Sit Mod.
Your Mind is Your Weapon, The Sword is Mere Metal: Improvised Martial Weapon B 7@6
Personal Space, Please!: Leveraged Attacks B 7@3 Whether sword blade against sword blade and a push to the dastard, or the gallant spins about a pole to slam a blackguard in the chest with both feet, what is achieved is space. +5 DR.
Parrying: Advanced Parrying B 7@5 +15 SM.
Study Your Opponent's Weaknesses: Defense Analysis B 7@7
Ambidexterity:
Two Weapon Style:
9. Ku Fung
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*This is one of several I copied from the GO site a while back.
Ku Fung B7@1 Fast Defensive Weapon-averse Punch style -20 def sit-mod, -10 def damage mod, RF2, -10 att sit-mod (PENALTY), Body Part: Hand
Bo Staff Martial Arts Weapon B7@1
Solid Punch, B7@3 intensified damage: damaging, standard attack success required, -10 sit-mod.
Power Punch, B7@3 intensified damage dangerous, lethal against objects, only attack in minute against objects, limit of two attacks in the minute against creatures, standard attack success required if used against creatures or armor, attack on weapon if used against weapon, automatic breakage on failed d100 relative success density check.
Blitz B7@3 lethal base attack using rapid combinations of punches and kicks, requires hands and feet to be free (no weapon held), only attack in the minute, +20 damage mod, confers +15 bonus to opponent attacks (defenses are lowered).
10. Tae Kwon Do
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*This is one of several I copied from the GO site a while back.
Tae Kwon Do SAL 1@10 RF2 +15 Att SM -10 Def SM
Standard Kick B7@1 annoying attack (+DC)
Power Kick, B7@3 intensified damage dangerous, lethal against objects, only attack in minute against objects, limit of two attacks in the minute against creatures, standard attack success required if used against creatures or armor, attack on weapon if used against weapon, automatic breakage on failed d100 relative success density check, target must be between knee and chest height of user
Blitz B7@3 lethal base attack using rapid combinations of punches and kicks, requires hands and feet to be free (no weapon held), only attack in the minute, +20 damage mod, confers +15 bonus to opponent attacks (defenses are lowered)
Escape Hold B7@5
Balance B0@4
Fall Shock Absorption B4@6 incorporates B4@4 Tumble to Erect Position -10 SM
Tae Kwon Do B7@1 Fast Aggressive +15 Attack SM -5 Defense SM 2 Attacks strikes, especially kicks weapon adverse (-15 SM for weapon in hand)
11. Okinawan Kobudo
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*This is one of several I copied from the GO site a while back.
Okinawan Kobodu B7@1 Slow Defensive -15 Defense SM -5 Attack SM +20 Attack Damage Mod 1 attack weapon dependent
Bo Stick B7@1
Sai B7@1
Nunchaku B7@1
Tonfa B7@1
Standard Kick B7@1 annoying attack (+DC)
Power Kick, B7@3 intensified damage dangerous, lethal against objects, only attack in minute against objects, limit of two attacks in the minute against creatures, standard attack success required if used against creatures or armor, attack on weapon if used against weapon, automatic breakage on failed d100 relative success density check, target must be between knee and chest height of user
Escape Hold B7@5
Disarm B7@5 requires weapon