( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
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Level 7: +1 Attack per Melee, +1 <strong>to</strong> Maintain Balance<br />
Level 8: +1 <strong>to</strong> Strike, +2 <strong>to</strong> Roll with Punch/Fall/Impact<br />
Level 9: Death Blow on a Natural 20<br />
Level 10: Critical Strike on Natural 18-20, +1 Attack per Melee<br />
Level 11: Au<strong>to</strong>matic Knock-Out on a Natural 19-20<br />
Level 12: +2 <strong>to</strong> Strike, +2 <strong>to</strong> Damage<br />
Level 13: Knock-Out/Stun on Natural 17-20, +2 <strong>to</strong> Maintain Balance<br />
Level 14: +1 Attack per Melee, +2 <strong>to</strong> Damage<br />
Level 15: Death Blow on a Natural 19-20<br />
Why Study The Art of Battering?<br />
This is an excellent style for those who are interested in developing their bodies and learning how <strong>to</strong><br />
put people down quickly.<br />
HAND TO HAND: ART OR THE CRYSTAL MIND<br />
Similar <strong>to</strong> the basic hand <strong>to</strong> hand combat taught by many, this art also has more metaphysical training, teaching<br />
its students <strong>to</strong> be better mages as well as passable fighters. Its teachings are that energy is a malleable force, be<br />
it the energy of an opponent's attack or the energy of a spell. Developed in Dweomer by a battle mage, it was<br />
later spread <strong>to</strong> Tolkeen, Lazlo, the rest of the Federation of Magic, and New Lazlo. Its teachings are simple, but<br />
very effective, teaching the average mage both basic self defense and better control over his magic.<br />
Entrance Requirements: Must be a magic using character class<br />
Skill Cost: 4 years (<strong>to</strong> gain this art, one must be able <strong>to</strong> gain <strong>Martial</strong> <strong>Arts</strong>, and it costs the same as that art,<br />
replacing it as a choice for most O.C.C.s.)<br />
Costume: None<br />
Stance: Varies. Practitioners are taught several different stances.<br />
CHARACTER BONUSES<br />
Add +2 <strong>to</strong> M.E.<br />
Add +1 <strong>to</strong> P.E.<br />
Add +5 <strong>to</strong> S.D.C.<br />
COMBAT SKILLS<br />
Attacks per Melee: 2<br />
Escape Moves: Roll with Punch/Fall/Impact, Disarm<br />
Basic Defense Moves: Dodge, Parry<br />
Advanced Defenses: Au<strong>to</strong>matic Parry<br />
<strong>Hand</strong> Attacks: Punch (1d4)<br />
Basic Foot Attacks: Kick Attack (2d4)<br />
Jumping Foot Attacks: Jump Kick (at later levels)<br />
Special Attacks: Death Blow (at later levels), Body Block/Tackle, Body Flip/Throw, disarm,<br />
Modifiers <strong>to</strong> Attacks: Pull Punch, Critical Strike, Critical Strike from Behind<br />
Multiple Attackers: 2<br />
Preferred Range: Standard and Grappling<br />
SKILLS INCLUDED IN TRAINING<br />
Lore: Pick any 2