( 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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<strong>Hand</strong> <strong>to</strong> <strong>Hand</strong>: Basic ( <strong>revised</strong> )<br />
Skill Cost: One "other" skill.<br />
Character Bonuses: +1 <strong>to</strong> P.E. and Spd<br />
Techniques Known at First Level: Overhand punch (1D4 damage), kick attack (1D6 damage), snap<br />
kick (1D4 damage), and the usual strike, parry and dodge.<br />
Special Attacks: Body flip/throw, body block/tackle.<br />
Modifiers <strong>to</strong> Attacks: Pull punch, knock-out/stun, critical strike, critical strike or knock-out from behind.<br />
Additional Skills: None<br />
Level Advancement Bonuses:<br />
Level 1: Add two attacks per melee, +2 <strong>to</strong> roll with punch/fall/impact, +2 <strong>to</strong> pull strike, critical strike on<br />
natural 20.<br />
Level 2: +2 <strong>to</strong> parry and dodge.<br />
Level 3: Front kick attack does 2D4 damage, snap kick does 1D6 damage.<br />
Level 4: Add one attack per melee.<br />
Level 5: +1 on initiative, +1 <strong>to</strong> strike.<br />
Level 6: Critical strike on natural 19 or 20.<br />
Level 7: +2 <strong>to</strong> damage.<br />
Level 8: +1 <strong>to</strong> body flip/throw (1D6 damage), +1 <strong>to</strong> disarm.<br />
Level 9: Add one additional attack per melee.<br />
Level 10: +2 <strong>to</strong> roll with punch/fall/impact, +2 <strong>to</strong> pull strike.<br />
Level 11: +1 <strong>to</strong> parry and dodge.<br />
Level 12: +1 <strong>to</strong> strike.<br />
Level 13: Critical strike or knock-out from behind.<br />
Level 14: +2 <strong>to</strong> damage.<br />
Level 15: Add an additional attack per melee.