( 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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Breakinist<br />
These forms of martial arts are unique in the fact that the warrior cannot fight WITHOUT music. Music<br />
is required <strong>to</strong> keep the beat and in time. The reason being, they dance around, fighting...combining<br />
attacks with sometimes amazing and beautiful moves, sometimes not so beautiful, but still amazing.<br />
There are a variety of forms of Dancing <strong>Martial</strong> <strong>Arts</strong>, each with certain unique attacks.<br />
Requirements: Gymnastics and Dance skills.<br />
Cost: 3 other skills.<br />
General: This form usually centers around fast moves on the ground.<br />
Outfit: Stuff from the 80s (???)<br />
LEVEL ADVANCEMENT BONUSES<br />
Level 1: 3 attacks per melee, +5 Roll<br />
Level 2: +1 Parry, +2 Dodge<br />
Level 3: Kick does 1D6 damage<br />
Level 4: Drop Dodge ( With this, the Breakinist drops <strong>to</strong> the ground rolls away, successfully<br />
removing themself from direct HtH combat (rolls away 4-5 feet). No bonuses apply unless specifically<br />
stated above.)<br />
Level 5: +1 attack, Entangle on natural 20<br />
Level 6: Leg Sweep ( With this attack, the Breakinist drops <strong>to</strong> the ground and tries <strong>to</strong> take out their<br />
opponents legs and knock them down. Normal strike bonuses apply. Opponent is knocked down on a<br />
natural roll of (20 - lvl) <strong>to</strong> 20. If knocked down, opponent loses initiative and 1 attack.)<br />
Level 7: Ground Kick ( This attack happens when the character is already on the ground. What they<br />
do is pop up with both feet out in front. Damage is decent, and opponent may be knocked down.<br />
Damage: 1D6 + Spd. Knockdown on natural 18,19 or 20.)<br />
Level 8: Leap Kick (critical strike, range = Spd attr)<br />
Level 9: Critical Strike on natural 19 or 20, Entangle on natrual 17, 18, 19or 20<br />
Level 10: +1 attack, +1 parry, +3 dodge<br />
Level 11: +3 damage<br />
Level 12: +5 roll, +2 Drop Dodge<br />
Level 13: Knock-out/stun on natural 20<br />
Level 14: +1 attack<br />
Level 15: Entangle on successful strike (no bonuses, must be called).