It is important to remember that many armed fighting techniques involved a certain degree of grappling. Therefore, I would not rule out the use of Unarmed Combat with these martial arts but might restrict it to subduing, disarming or knockdown tests (where applicable). I'm interested in style, mechanic and general aesthetic advice all across the board. Plus I don't know German or Japanese and have been mostly relying on wikipedia/the internet for terminology, so feel free to give advice there as well. My primary focus here was to create martial arts advantages that were not just +DV/+1 die on [blank] Defense Tests (though I do have those). I was gauging the potential power of an advantage using the more unusual ones from Arsenal (including Arnis' damage while disarming and Krav Maga's Take Aim as Free Action) so keep things like that in mind when gauging the balance of my advantages.
Kenjutsu
Literally translated as "art of the sword", this word has come to refer to the variety of Japanese-influenced sword fighting techniques that have resurfaced in the past half century. Although encompassing numerous styles, ranging from meditative sparring techniques practiced by Buddhist monks to the extremely practical sword fighting techniques of the Red Samurai, this martial art represents the common traits of all variations. Practitioners of kenjutsu focus on proper striking techniques, speed and the anticipation of an opponents blows. Most kenjutsu schools advocate the use of a specific style of weapon (or weapons) that is integral to their techniques, the procurement of such a weapon (or weapons) may represent a greater challenge than purchasing a mass-produced katana at the local WW. Although the emphasis of this martial art is sword fighting, the use of grappling and scabbard blows is also addressed within the teachings of most styles.
Advantages:
+1 DV on Blades attacks, +1 die on Called Shots to increase damage, +1 die on Surprise Tests when initiating an attack, +1 Die for melee parry Defense Tests
Fencing
European fencing grew out of the use of lighter weapons and armor to defeat an opponent in heavier arms and armor, trading weapon weight and power for speed and mobility. Modern fencing includes numerous European blade fighting styles ranging from ultra-light bladeless foils which rely exclusively on piercing attacks to the heavier saber styles that still incorporate some cutting strokes. All techniques, however, include the use of long one-handed blades (some with a second smaller weapon in the off-hand) and most focus on the sporting element of their use; however some newer schools have appeared in the past few decades that teach a more martial use of fencing advocating it's use as a self defense. These schools place more emphasis on tumbling, mat exercises and dealing with 'real life' combat situations such as much larger opponents, firearms and the like. They also have a greater emphasis on attacks targeting vital areas of an opponent; skilled practitioners being able to cripple or kill and opponent with a well placed strike.
Advantages:
-1 AP on Blades attacks, +1 die on Called Shots to negate armor, +1 die on Full Defense against melee attacks (Dodge and Parry), +1 die on Called Shots to inflict damage (optionally you can use: +1 die on Called Shots to inflict Severe Wounds)
Blossfechten
The resurgence of large two-handed swords (particularly in the hands of trolls) necessitated the adoption of a fighting style appropriate to this unique weapon class. After an unnamed swordsman from the Black Forest Troll Kingdom uploaded an experimental Matrix 'fechtbuch' (combat manual) to a German shadow node, there has been an explosion of underground experimentation to perfect the use of these ungainly weapons against a wide range of opponents. Named after a medieval sword fighting technique focused on opponents in 'soft' armor, this martial art is highly unusual in its techniques. Fighters focus on controlling their otherwise unwieldy weapons by shifting between stances or fighting positions, including transitional stances that incorporate unusual-looking techniques (fighters may grip the blade and strike with the pummel, hold the sword in middle or allow it to press flat against their opponent in order to bind them). While medieval longsword blades were too dull to cut the hand holding them, modern weapons are extremely sharp and avid practitioners of Blossfechten use specialized gloves (treat as Rappelling Gloves) to prevent cutting their own hands. Due to its focus on grappling and the use of the sword as a tool for leverage and maneuvering, most Blossfechten techniques can be easily adapted to many other larger weapons including poleaxes, maces and war hammers. Despite having very few formal schools there are numerous shadow tutorsofts in existance explaining various principles of Blossfechten.
Advantages:
+1 die on Called Shots to increase damage, +1 die on melee parry Defense Tests, additionally practitioners of Blossfecthen are masters of their weapons' great lengths, by sacrificing a point of their weapons reach they can increase their Strength by 1 when making knockdown/disarm tests (may be taken twice for a cumulative -2 reach/+2 strength)
Neo-Bartitsu
With the resurgence of the Neo-Victorian ideals and the success of Vashon Island's Steampunk line of personal armor, it was only fitting that this bizarre English (by way of the Orient) Martial Art be resuscitated as well. Once described as "the cleanest way to fight dirty", Neo-Bartitsu focuses on identifying and utilizing an enemies strengths and weaknesses against them while minimizing personal exposure. Heavily influenced by Jujitsu, Kung Fu and Eskrima, Neo-Bartitsu students first must master basic boxing, wrestling, the use of the foot (both offensively and defensively) before moving on to armed fighting techniques. Although Neo-Bartitsu primarily relies on sticks to fight (canes or umbrellas), it isn't exclusively a stick-fighting art, combatants are encourage to utilize anything on their person in a defensive or offensive capacity, commonly 'improvised' weapons include jackets, pocket knives, watch chains, purse straps, as well as snuff boxes and hats (both commonly thrown). Despite this vast arsenal there is almost no training with long bladed weapons as they are not considered weapons likely to be carried on one's person in 'polite society'.
Advantages:
+1 DV on Clubs attacks, +1 die on Called Shots to disarm; +1 die on Exotic Weapon: Whips and Exotic Weapon: Garrote tests with improvised weapons (may negate defaulting penalty); Neo-Bartitsu practitioners may inflict a -2 penalty for one combat turn (see Disorient maneuver) on successful improvised Throwing Weapons attack, this effect does not stack