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Ya'zu Shan, the little-known Ahazu method of unarmed combat.

New Skill: Ya'zu Shan

Literally translated, Ya'zu Shan means the following:


Ya = Madness, Craze, Rage
Shan = Battle, Fighting, Combat
(suffix 'zu = of the Ahazu)

So Ya'zu Shan can be taken to mean 'Crazed Fighting' or perhaps "Rage Combat". This method
is a curious counterpoint to one side of Ahazu nature, Shan-Ya. While battle madness is a wild,
unbound state, this fighting art is a fairly advanced martial science. The way in which Ahazu
approach it is also very sober and controlled.. by Ahazu standards.

Though one might assume such a disciplined study might be at odds with Ahazu nature.. Ya'zu
Shan actually plays an integral role in it. Cultural scholars believe Ya'zu Shan might be
somehow related to the savage warriors' curious code of honor, but hard evidence is lacking. In
any case, legends about the origin of Ya'zu Shan say it was invented by the warrior Yi S'azu
spontaneously during a flash of Shan-Ya, when the Ahazu God taught it to him all in one great
revelation. (similar to the legends on the origin of T'ai Chi, oddly enough, p.s.)

Ya'zu Shan is a system of unarmed combat created to utilize all six limbs of the Ahazu. As a
result, any character without the proper physical assemblage cannot learn it. (essentially any non-
Ahazu) It can only be performed with all four hands empty. It is even more aggressive than
Kanquan, in that active defense is not possible when using this skill.

Techniques of Ya'zu Shan include Feint Strike, the Ahazu throws a high punch, followed by a
low one from the arm directly below. The attack is +2 to hit and cannot be actively blocked,
various deadly bone/joint locks and breaks (a combination full nelson, top arms under lower,
onto opponent, with top arms on chin and forehead, twisting to break), and a variety of foot and
arm strikes, both on the ground and leaping.

As many of the techniques use a spring like or even leaping/falling action from the legs, Ya'zu
Shan has been nicknamed the "Hopping Art" by skeptics. Any who have felt the effects of this
brutal fighting method would be quick to correct their foolishness. However, it is believed none
have survived to tell the tale.

Time Required: 50 Weeks.

----
I am kind of proposing this as an addition/option for the Ahazu archetypes, in place of simple
brawling. I figure that the Ahazu, being very martially disposed, apparently a sort of magical
hybrid, not unintelligent, and already displaying some propensity for martial ingenuity (stealth
tactics, design of their weaponry, very high skills and CR) would have developed, over all the
centuries of their warfare and isolation, a unique form of fighting.

Either this skill could be used to simply replace the Ahazu archetypes' skills in Brawling, or one
could be given the option of :: Shield +3, Brawling +2, or Ya'zu Shan +2 ::

Or you could make a whole new archetype for it, with lower armed combat skills.. (Matsu +2,
Gwanga +2, Shield none or +1) but with this (Ya'zu Shan +6) at a high level. Call it "Ahazu
Rage-Master"

Possibilities

Even more so than most martial arts, Ya'zu Shan has very few masters. This could be due to the
art's effect of increasing the incidence of Shan-Ya. For every 5 points (level, not rating) of Ya'zu
Shan, choose another number for the character's Shan-Ya. When using Ya'zu Shan, rolling those
numbers will ALSO result in the battle madness. The Rage-Masters like to think of this as
"being closer to the God."

Perhaps... There is legend of an Ahazu who has mastered Ya'zu Shan, gone entirely mad. He
wanders the jungles like an Avatar of the God, incarnate destruction.

Perhaps some advanced Rage-Masters seek out this avatar, to prove themselves the greatest.
None have returned, perhaps some succeeded.

Techniques

Feint Strike: Cannot be Blocked, +2 to hit.

Joint Break: Grapple + Second grapple roll inflicting DR 8 + Str, disables one limb.

Neck Break: Grapple + Second grapple roll - opponents full skill rating, DR 20 + Str (must
spend full turn for break roll, no double actions)
(after a break attempt of any kind, whether successful or not, the grapple is broken)

Leaping Kick: Usually used to cover a great distance (running start) sometimes executed from
the branches of a tree
Flying Tackle: The Ahazu leaps through the air and grabs an opponent with all four arms,
carrying them to the ground. This can be used to execute a grapple at a distance.

Two Arm Lock: From a grapple, the Ahazu grabs both of his opponent’s arms and pummels him
with both fists. Opponent remains grappled, Ahazu can execute punch or kick attacks at a +5
bonus.

Rage Fist: A strike executed to a sensitive area with a great shriek. Inflicts 8 + Str lethal
damage, but takes two actions (effectively eliminates ahazu's extra action)

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