( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Aslyl Okta<br />
This martial Art has a his<strong>to</strong>ry of many thousands of years. Its roots lie in several marital arts styles<br />
developed on the ra-hu man's home world. An amalgam of these forms made its way in<strong>to</strong> the Palladium<br />
world, where it was refined in<strong>to</strong> the Algor Mountains, at the monestary of Von Hodlon, an important place<br />
in ra-hu man mythology. Since then it has remained more or less the same.<br />
Optionally, one can allow students of Aslyl Okta <strong>to</strong> learn Chi Abilities, <strong>Martial</strong> Art Techniques, and/or<br />
Specialty Katas from Ninjas and Superspies and/or Mystic China. Each one of these will cost 3 OCC<br />
related skill selections <strong>to</strong> most OCCs, and only 2 skill selection, of any category, <strong>to</strong> a Warrior Monk. At<br />
12th level, the Warrior Monk may select a zenjoriki ability. If allowing this, instead of spending chi (unless,<br />
of course, you use chi in your Rifts game, in which case Aslyl Okta gives +5 chi, with another +5 at levels<br />
5, 10, and 15), spend triple the listed cost in ISP or PPE (player's choice) <strong>to</strong> activate abilities. This may<br />
increase the power level significantly, and should be thought out by the GM. Not all abilities may be<br />
available (GM's choice).<br />
There are two different styles used in Aslyl Okta. When fighting other Ra-hu men or multiple<br />
attackers, the <strong>Martial</strong> Artist will keep a little more than an arms reach and attempt <strong>to</strong> land as many<br />
blows as possible while parrying most attacks.<br />
When fighting other humanoids, the Ra-hu man can utilize his extra set of arms <strong>to</strong> their full<br />
advantage. If the opponent is using hand based attacks, the Ra-hu man will attempt <strong>to</strong> entangle one<br />
(or more) of his/her arms with one (or more) of the opponents. This typically leave the Ra-hu man free<br />
<strong>to</strong> press the attack with his/her remaining arms. The Ra-hu man can also try <strong>to</strong> break the entrapped<br />
arms (does 3D6 MDC <strong>to</strong> entangled arm/attack). If the opponent is using foot based attacks, the Ra-hu<br />
man will attempt <strong>to</strong> parry or dodge most attacks, then attempt <strong>to</strong> catch the foot on a slow/misplaced<br />
kick, or sweep the opponent.<br />
If the opponent is using small weapons, such as knives or short swords, these tactics work fine. If the<br />
opponent is using larger weapons, such as pole arms, large swords, or large clubs, the Ra-hu man<br />
will attempt <strong>to</strong> dodge most attacks (or parry is they have a convienient weapon or shield <strong>to</strong> parry<br />
with), then disarm the opponent when the opportunity presents itself.<br />
The Ra-hu man also recieves training in the use of swords, knives, pole arms, and the "Zwittentang",<br />
a huge weighted staff that is wielded with three or four arms.<br />
CHARACTER BONUSES: +2 P.S., +1 P.P., +1D6 Spd., +2 M.E.<br />
COMBAT SKILLS<br />
Attacks<br />
Punch, power punch, hammer fist(2D4 MDC), snap kick(2D6 MDC), thrust kick(3D6 MDC), tripping<br />
leg hook<br />
Defenses<br />
Au<strong>to</strong> parry, dodge, roll, au<strong>to</strong> limb entangle(on an 18-20), circular parry(not an au<strong>to</strong>-circular parry at<br />
first), au<strong>to</strong> disarm, disarm<br />
Weapons<br />
WP Large Sword, WP Small Sword, WP Knife, WP Pole Arm, WP Staff, WP Small Shield, WP<br />
Zwittentang, WP Paired (any combination of other WPs and/or hammerfist).<br />
Note on WP Paired:<br />
This is a little different then the ordinary WP Paired. If more then one weapon/fist is used <strong>to</strong> strike at<br />
once, then those weapons/limbs are not available for au<strong>to</strong>-parrying for the attack sequence. If one or<br />
more limbs are being used <strong>to</strong> parry attacks, then other limbs may be available for a simultaneous<br />
attack. It is possible <strong>to</strong> use at most 3 limbs per attack sequence (at first, anyway).<br />
LEVEL ADVANCEMENT BONUSES<br />
Level 1: +1 attack, +3 roll, +2 pin, +1 disarm