( 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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otherwise full Knockout penalties are suffered.<br />
Basic Defenses: Dodge, Parry, Au<strong>to</strong> Parry<br />
Advanced Defenses: Power Block/Parry (1D6), Bob/Weave (Special): Boxer gives up his/her first<br />
attack of the round and may au<strong>to</strong>dodge all <strong>Hand</strong>-<strong>to</strong>-<strong>Hand</strong> attacks they know are coming until they<br />
attack.<br />
<strong>Hand</strong> Attacks: Punch(1D4), Backhand(1D4), Power Punch(1D10), Uppercut(1D8), Hook<br />
Punch(1D8), Jab(does 1 point of damage)<br />
Basic Foot Attacks: None<br />
Special Attacks: Forearm(1D4), Headbutt(1D4) *Note: neither of those are legal in the ring<br />
Weapon Katas: None<br />
Modifiers <strong>to</strong> Attack: Pull Punch, Knockout/Stun, Critical Strike<br />
SKILLS INCLUDED WITH TRAINING<br />
Physical: Body Building<br />
Languages: None<br />
Philosophy: None<br />
<strong>Martial</strong> <strong>Arts</strong> Powers: Select one (1) Body Hardening Technique except Chi Gung and Chagi, this<br />
may be traded in for any General Skill Program except Physical<br />
LEVEL ADVANCEMENT BONUSES<br />
Level 1: KO on Natural 20, +2 pull, +2 roll, +2 strike, +2 parry<br />
Level 2: +1 <strong>to</strong> Resist Knockout, +2 damage<br />
Level 3: +1 attack per melee<br />
Level 4: KO on 19-20, +2 dodge<br />
Level 5: +1 strike, +1 parry, +2 pull punch<br />
Level 6: +1 attack per melee<br />
Level 7: Critical Strike on a 19 or 20, KO on 18-20, select 1 Body Hardening Technique*<br />
Level 8: +1 damage, +2 <strong>to</strong> Resist Knockout<br />
Level 9: +1 strike, +1 parry, Critical Strike on 18-20<br />
Level 10: +1 attack per melee<br />
Level 11: +1 dodge, +1 damage, Knock-Out on 17-20<br />
Level 12: +1 strike, +1 parry, select 1 Body Hardening Technique*<br />
Level 13: +1 attack per melee, +1 <strong>to</strong> Resist Knockout<br />
Level 14: +2 pull, +2 roll, +1 dodge<br />
Level 15: Add Tamashiwara and select 1 Body Hardening Technique*<br />
*May select any Body Hardening Technique except Chi Gung and Chagi<br />
Boxing Gloves: GM's may have different takes on the effects of wearing the gloves, I recommend,<br />
+2 pull and 1/2 damage on all hand strike<br />
<strong>Hand</strong> <strong>to</strong> <strong>Hand</strong>: Boxing<br />
By Brett Hegr<br />
Gladia<strong>to</strong>rs, cyborgs, headhunters, and mercenaries are the most common practitioners of this combat<br />
style. Obviously, it is the skill of boxing rounded out <strong>to</strong> include a wider range of punches for a better<br />
attack capability. It doesn't have the versatility of Expert, the kick attacks of <strong>Martial</strong> <strong>Arts</strong>, or the<br />
grappling skills of Wrestling. However, a skilled boxer can quickly batter single opponents <strong>to</strong> the point<br />
where those shortcomings aren't even relevant. The defense ability of this combat style is unmatched<br />
in American combat styles.<br />
Skill Cost: Equivalent <strong>to</strong> <strong>Hand</strong> <strong>to</strong> <strong>Hand</strong>: Karate, Jujutsu, or Commando. It costs one more "other" skill<br />
than <strong>Hand</strong> <strong>to</strong> <strong>Hand</strong>: <strong>Martial</strong> <strong>Arts</strong>.<br />
Skill Requirements: Must know the Physical: Boxing skill.