( 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>Martial</strong> Art Powers: Dam Sum Sing (AKA "Quit cryin', ya baby" Exercise), Kangeiko/Shochu Geiko<br />
(AKA "You're chopping the damn wood, no matter how much snow is out there" Exercise), and<br />
Warrior Spirit Kata (AKA The "RRRRAAAAAGGGHHHHH!!!" Kata). Can be traded for any Body<br />
Hardening Exercise or any Basic Skill Program, including (yes, that's *in*cluding) Physical.<br />
Languages: Ability <strong>to</strong> say "Rrrraaaggghhhh!" at 98%<br />
Physical Skills: General Athletics, Running<br />
Other Skills: Wilderness Survival<br />
Special Abilities: If you *really* want <strong>to</strong>, the character may take the drinking abilities given <strong>to</strong> the<br />
Barmaid and Preacher O.C.C.s in Rifts: New West.<br />
If this is your Primary <strong>Martial</strong> Art Form, then the following other forms can be learned in a shorter<br />
time: Jujutsu (4 years), T'ang-Su Karate(3 years), Choy-Li-Fut Kung Fu (3 Years), and Drunken Style<br />
Kung Fu (6years)<br />
LEVEL ADVANCEMENT BONUSES<br />
Level 1: +3 <strong>to</strong> Roll with Punch/Fall/Impact, +3 <strong>to</strong> Parry/Dodge, Critical Strike, Critical Strike from<br />
Behind<br />
Level 2: +2 <strong>to</strong> Strike, +2 <strong>to</strong> Maintain Balance, +1 <strong>to</strong> Breakfall<br />
Level 3: Select two Weapon Katas, +1 <strong>to</strong> Hold, +2 <strong>to</strong> Damage<br />
Level 4: +1 Attack per Melee, +1 <strong>to</strong> Body Block<br />
Level 5: Critical Strike on a Natural 18-20<br />
Level 6: Knock-out/Stun on a Natural 18-20, Knock-out from Behind<br />
Level 7: Select one <strong>Martial</strong> Art Power from Body Hardening Exercises or Special Katas<br />
Level 8: +1 Attack per Melee, +2 <strong>to</strong> Parry/Dodge, +2 <strong>to</strong> Damage<br />
Level 9: Death Blow on Natural 19-20<br />
Level 10: +2 <strong>to</strong> Strike, +2 <strong>to</strong> Breakfall<br />
Level 11: +2 <strong>to</strong> Maintain Balance, +2 <strong>to</strong> Roll with Punch/Fall/Impact.<br />
Level 12: +1 Attack per Melee, +1 <strong>to</strong> Hold, +1 <strong>to</strong> Body Block<br />
Level 13: Death Blow on Natural 18-20, +1 <strong>to</strong> Damage<br />
Level 14: Select one <strong>Martial</strong> Art Power from Body Hardening Exercises, Special Katas, or <strong>Martial</strong> Art<br />
Techniques, +1 Attack per Melee<br />
Level 15: Death Blow from Behind<br />
Palladium Fantasy Notes: This MA form would probably be better applied <strong>to</strong> Pal Fantasy than <strong>to</strong><br />
N&SS, but since it uses N&SS rules... If you are inclined <strong>to</strong> use this in Pal Fantasy, there shouldn't be<br />
much trouble converting it <strong>to</strong> PFRPG's HTH system. Ignore questions of Range and any other HTH<br />
move or term you're not sure on. Characters gain an additional +2 <strong>to</strong> Strike, Parry, and Disarm if they<br />
are from or learn in PFRPG.<br />
Barbarian Combat exists wherever people get drunk and bash people with axes. It is particularly<br />
popular among humans, dwarves, and orcs. It is most often known as Dwarven Fighting.<br />
Playing Notes: This form is a bit on the OPIE side. So <strong>to</strong> prevent Munchkins from going hog wild,<br />
remember how a proper barbarian fights. No strategy. You are not Arthur, you are not Julius Caesar,<br />
you are not Sun Tzu. You and your friends rush at the enemy and bash them with your axes. Strategy<br />
is for people who don't have an axe <strong>to</strong> bash things with.<br />
His<strong>to</strong>ry buffs will notice that there aren't many barbarians around any more for a reason.<br />
Why Study Barbarian Combat?:<br />
Rrrrraaaaarrrrrggggghhhh!!! 'Nuff said.