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The heel of the Kusana Gi

Entrance Requirements: No Alignment restrictions, P.P.:12,ME:14


The original fist of the kusanagi style was innovated by the Kusanagi clan, an a
ristocratic Japanese family whose bloodline has the ability to control the eleme
nt of fire.
In the world of Rifts, it can be used by those with highly developed pyrokinetic
skills, such as the psychic Bursters.
The nature of the fighting style incorporates the psionic's pyrokinetic abilitie
s into his attacks, maximising his psychic abilities by infusing them into his p
hysical abilities.
Note that even if an attack fails to hit, the Character must still pay the appro
priate I.S.P. cost when applicable
The heel of the Kusana Gi was made by run-away from the kusanagi clan named Naok
i after he accidentally killed one of the desecendants of the clan leader in a t
raining session.
after that incident he ran to north america and started training anyone that he
sees worthy of learning the art but even in north america he couldnt get away fr
om the kusanagi clan and was assassinated after 15 years of hiding.
although there are still people who practice and teach the martial art in north
america, they are getting hunted by the kusanagi clan and anyone who pratices th
e martial art is considered an enemy of the kusanagi clan
COSTUME: No standard garb
STANCE: Normal fighting stance (Not quick foot position) is exactly like Tae Kwo
n Do.
Attacks per Melee: 4
Escape Moves: Roll w/ Punch, Maintain Balance
Basic Defensive Moves: Dodge, Parry, Auto dodge
Advanced Defensive Moves: Multiple Dodge, Breakfall
Hand Attacks: Strike (Punch), Knife Hand
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Rev
erse Turning Kick (Combo Dodge/kick), Drop Kick (Combo fall/dodge/kick), Wheel K
ick, Crescent Kick, Axe Kick, Tripping/Leg Hooks
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick
Special Attacks: Death Blow, Leap Attack
Special Katas:
Quick Foot Stance: Character stands almost at attention, legs are slightly apart
and one is slightly behind the other, the hands and clasped together behind the
fighters back. When in this stance ONLY the following kick attacks may be used;
Kick Attack, Snap Kick, Crescent Kick, Axe Kick. +2 Parry, +3 Dodge, +3 Strike
with Kick Attack, & +3 Damage on Kick Attacks, also, they receive no bonus to Ro
ll w/ Punch. Once in Quick Foot stance, a fighter will not usually advance unles
s they have to (Dodging), stillness is a key part of the stance.
Martial Art Powers: Select a total of two powers from Body Hardening Exercises,
Martial Art Techniques and Special Katas (No Weapon Katas) and 2 Kusanagi techn
iques below.. Automatically receives Chagi (Kick Practice)
ATTRIBUTE BONUSES: + 3 P.S., + 1 P.E., + 4 P.P., + 10 S.D.C, + 8 Spd. + 2 sv. Ho
rror Factor
BONUSES PER LEVEL:
1)+ 2 to parry, initiative, damage and roll with impact
2)+ 3 to dodge, + 1 to disarm and maintain balance
3)+ 1 initiative, to strike and parry, and critical strike from behind
4) learn a Kusanagi technique and two powers from Body Hardening Exercises
5)+2 Maintain Balance, +2 Strike Kick
6)+2 Roll w/ Punch, +2 Damage Kick
7) Learn a Kusanagi technique
8)+1 Parry/Dodge, KO/Stun on Natural 18, 19, or 20
9)+1 Attack per Melee, +2 Maintain Balance
10)+2 Roll w/ Punch, Select one Additional Martial Art Power from Techniques, Bo
dy Hardening, or Special Katas and 1 from the Kusanagi techniques
11)+2 Strike, +2 Damage
12)+ 2 to damage, + 1 sv. Horror Factor and maintain balance
13)+ 1 attack and a special technique
14)+1 Roll w/ Punch, +2 Damage, +1 Strike Kick
15)+ 1 attack and a Kusanagi technique
The heel of Kusana Gi Techniques:
100 SHIKI - ONI YAKIKIRU (Technique 100 - The Burning Demon):
The Burster enhances his normal attacks with his flaming aura, causing addition
al heat damage. When fighting against supernatural opponents, the Burster may co
ncentrate his entire aura around his fists, feet, or weapon to inflict fiery meg
a-damage. When using this ability, the warrior is made immediately obvious by hi
s burning aura; thus, the technique is not suited for sneak attacks.
Requirements: The Flame Burst ability must be in effect and the attack must conn
ect.
Range: Punch, kick, or weapon attack distance
Duration: Instant flame damage
Bonus to strike: an additional + 2 to strike to any other bonuses
Damage: An additional 6D6 S.D.C. or 2D6 M.D. to the normal attack. Note that the
suddenness of the attack means that the opponent does not catch on fire althoug
h an article of clothing may be set ablaze temporarily.
I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in affect. An add
itional + 6 I.S.P. is necessary for a M.D. attack.
Attacks cost: 1 attack including the punch, kick, or weapon slash
114 SHIKI - ARAI KAMIKIRU (Technique 114 - Wild Bite):
The Burster uses his flames to distract his opponent, flaring his fiery aura so
that his opponent has a hard time seeing the ninja past his flames. For all int
ents and purposes, consider this a parry move where the Burster uses his fiery i
mage as a decoy while he brushes off his enemy's attack.
Requirements: The Flame Burst ability must be in effect to create a fiery facade
.
Range: Punch, kick, or weapon attack distance
Duration: For the length of his opponent's attack
Bonus to parry: an additional + 4 to parry to any other bonuses
Damage: Not applicable
I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in effect7:42 PM
2/14/2017
98=-09
128 SHIKI - KONO KIZU (Technique 128 - Nine Wounds):
This ability is a follow-up to Technique 114 - Wild Bite. The Burster does not
only parries the blow, but is able to make a counter-attack as his opponent is o
ff-balance from his miss. The counter-strike is so swift and graceful that it se
ems automatic; no extra attacks are needed assuming the was successful in his pa
rry.
Requirements: The Flame Burst ability must be used and the parry must have conne
cted from the Technique 114 - Wild Bite. Thus, Technique 114 - Wild Bite must be
known in order to use this ability.
Range: Punch, kick, or weapon attack distance
Duration: Instant flame damage
Bonus to strike: Automatically hits
Damage: An additional 6D6 S.D.C. or 2D6 M.D. to the normal attack. Note that the
suddenness of the attack means that the opponent does not catch on fire althoug
h an article of clothing may be set ablaze temporarily.
I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in affect. An add
itional + 6 I.S.P. is necessary for a M.D. attack.
146 SHIKI - In'nbsuto (Technique 146 - Inner Burst):
The user can go faster and jump higher than he normally can by pushing himself u
sing his flames, the ability will burn any combustible materials that he walks o
n and it will blacken concrete that he walks on
the user's speed jumping/leaping abilities are d
Requirements: The Flame Burst ability must be activated
Range: Self
Duration: 2 minutes per lvl of exp
Damage: Not applicable
I.S.P. cost: 4 I.S.P. for the Flame Burst if it is not already in effect and 4 a
ditional I.S.P for every 2 minutes
168 SHIKI - Doragontruuindo (Technique 168 - Dragon tailwind):
Of all the techniques, this is most powerfull single target; the attack is so di
fficult and devastating that only the most talented of warriors have been taught
this technique. The Burster focuses all of his flames on his legs and then jump
s into the air and attacks with a fierce tornado kick by relaxing his higher men
tal functions to create a single fatal attack.
Requirements: The Burster must concentrate entirely on the attack and will not r
espond to anything else going on around him. Furthermore, the blast will set nea
rby combustible materials on fire unintentionally. The difficulty of this techni
que means that only characters of 7th level or above can learn it.
Range: any one who is 5 feet or closer to the main target will recieve 2D6 M.D d
ue to some of the flame that the burster couldn't control
Duration: Instant flame damage
Damage: 3D6 x 10 M.D.
I.S.P. cost: 70 I.S.P.
Attacks cost: 3 attacks
KIN-OUGI URA - SHOUNETSU JIGOKU (Forbidden Technique - The Lake of Fire):
This ability depends on the pyrokinetic relaxing his mental defenses and forsak
ing his martial discipline to create an uncontrolled version of the Flame Burst,
essentially making him an human bomb. As the explosion burns out the oxygen aro
und the pyrokinetic as he is consumed by his own flames, he appears as a fallen
angel drowning in his own lake of fire, giving the forbidden technique its name.
Despite its incredible power, the personal sacrifice needed to use this ability
far outweighs its usefulness, leading masters of the Kusanagi-style to ban it.
The exhaustion and self-mutilation caused by this attack tests the endurance and
pain thresholds of its user who may never fully recover from this trial by fire
. As such, this technique will only be used in the most desperate of situations.
The Burster Ninja has a 30% chance of knocking his opponent down, causing him t
o lose initiative and one attack that round.
Requirements: The Burster must concentrate entirely on the attack and will not r
espond to anything else going on around him. Furthermore, the size of the blast
will set nearby combustible materials on fire unintentionally. The difficulty of
this technique means that characters of 10th level or above can learn it.
Range: 40 square feet. The intense heat uses the nearby oxygen so quickly that t
he blast is localized. Note that unlike the other attacks, this forbidden techni
que damages anything within its perimeter and will even hurt nearby allies.
Duration: Instant flame damage
Damage: 4D6 x 10 M.D. For roleplaying purposes, additional damage and effects ma
y be assigned due to the explosion using up the surrounding oxygen. Keep in mind
damage is also assigned to the Burster Ninja.
I.S.P. cost: 100 I.S.P.
Attacks cost: 4 attacks
Additional costs: As the user abandons his guard to use this attack, he is vulne
rable to it, too. It inflicts the normal 1/10th fire damage. Furthermore, the tr
auma of this attack forces the Burster Ninja to make a saving throw vs. coma/dea
th. Even if he successfully saves, the pyrokinetic has his attacks and bonuses h
alved for the next rest of the round.

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