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For most of its history the Mantis Clan has included a strong element of disreputable piracy and black-market smuggling. Although the clan has occasionally made efforts to purge these criminals from its ranks (especially after it attained Great Clan status), they have never been fully eliminated. The various efforts to purge them have, however, ensured that their fighting techniques may be found among ronin, commoner wako (pirate gangs), and numerous smuggling cartels as well as within the clan's own ranks.

The fighting techniques of the Mantis Brawlers are even more unconventional than those of the regular Yoritomo bushi. They are born out of the violence of dirty shipboard fights and drunken bar-brawls and passed down parent to child through direct instruction (often of a rather unusual kind) rather than in a formal setting of a dojo. Some tales about this fighting form have claimed it is found in the Brotherhood of Shinsei as well, or perhaps even originated among misbehaving drunken monks and spread from there to the Mantis Clan. Whatever the case may be, this unconventional fighting style continues to prosper among Mantis and criminals alike.

School Type
Clan School
Benefit
School Skills
School Honor
3.50
School Outfit
Rugged Clothing, any 2 weapons, Kama, Tanto, Traveling Pack, 4 koku
School Techniques
Rank One: Way of Drunken Fists

The basic techniques of the Mantis brawlers are based on the need to prevail in chaotic fights on tilting ship decks... or when reeling drunk through a sake house. Brawlers are tough and slippery fighters who evade the grip of their enemies while striking them at every opportunity. If you are Prone, you do not suffer any penalties to your Armor TN or to your attacks with Small weapons (or when unarmed). You still gain the Prone Armor TN bonus against ranged attacks. Also, you gain a bonus of +1k0 to rolls made to take control of Grapples and to your damage rolls with unarmed strikes, improvised weapons, and small weapons.

Rank Two: Drunk Loses His Sandal

Mantis brawlers learn to be swift and flexible fighters who attack their foes from unexpected directions, often deliberately offering the appearance of weakness in order to create openings. If you successfully perform the Feint maneuver, you may choose to reduce the extra damage from the Feint by 5 in order to add +5 to your Armor TN until the start of the next Turn; if you were Prone when you perform the Feint, you add +10 instead.

Also, immediately after an enemy attack resolves against you (whether or not the attack hit or inflicted damage on you), you may take a Free Action to become Prone.

Rank Three: Drunk Never Falls

The third lesson of the Mantis brawler is to win even when exhausted, dead drunk, or clubbed on the head. During a skirmish, you do not suffer penalties for being Fatigued or Dazed, nor do you suffer any penalties for intoxication. If you become Stunned, you may still take one Simple Action per Round.

Rank Four: Two Drunks Dance

The erratic bobbing, squirming, and weaving of the Mantis brawler creates additional opportunities for him to attack his foe. You may attack as a Simple Action when fighting unarmed, with an improvised weapon, or with a small weapon.

Rank Five: Drunk Pounds a Door

The final lesson of the Mantis Brawler is to strike so hard his foe never gets the chance to strike back. When making a melee attack you may spend a Void Point to deliver a fierce shattering blow; this attack gains a bonus of +4k1 to both the attack roll and the damage roll. If you are Prone, the bonus is +4k2 instead.