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( 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>: Commando ( Revised )<br />

O.C.C. Restriction(Special!): Available only <strong>to</strong> special military personnel and is not a general combat<br />

skill.<br />

Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section.<br />

Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), kick attack<br />

(1D8 damage), snap kick (1D6 damage), body flip/throw (1D6 damage) body block/tackle (1D4 damage),<br />

au<strong>to</strong>matic parry, disarm, roll with punch, and the usual strike, parry, and dodge.<br />

Special Attacks: Elbow strike (1D4 damage), knee strike (1D6 damage), au<strong>to</strong>matic parry/attak,<br />

au<strong>to</strong>matic parry/disarm.<br />

Locks/Holds: Arm hold, body hold, neck hold, wrist lock, arm lock, choke.<br />

Modifiers <strong>to</strong> Attacks: Pull punch, knock-out/stun, critical body flip/throw, critical strike, death blow.<br />

Character Bonuses: +1 <strong>to</strong> M.E., +2D6 <strong>to</strong> S.D.C.<br />

Additional Skills: Paired Weapons (special!): Choose one paired weapons proficiency at levels one,<br />

three, seven and ten.<br />

Level Advancement Bonuses:<br />

Level 1: Add two additional attacks per melee, +2 <strong>to</strong> save vs horror fac<strong>to</strong>r and pain, +1 <strong>to</strong> save vs heat<br />

and cold, critical strike or critical flip/throw on natural 20, knock-out stun on natural 20.<br />

Level 2: Learns backward sweep (knockdown), +1 on initiative, +1 <strong>to</strong> strike, +2 <strong>to</strong> parry and dodge, +3 <strong>to</strong><br />

roll with punch/fall/impact, +3 <strong>to</strong> pull punch.<br />

Level 3: +1 <strong>to</strong> disarm, +1 <strong>to</strong> flip/throw.<br />

Level 4: Add one additional attack per melee, learns Karate kick attack (2D6 damage).<br />

Level 5: Learns au<strong>to</strong>matic dodge, critical flip/throw on natural 18 <strong>to</strong> 20<br />

Level 6: +2 on intiative, +1 <strong>to</strong> strike, parry, and dodge, +1 <strong>to</strong> body flip/throw, critical strike on natural 18 <strong>to</strong><br />

20.<br />

Level 7: +2 <strong>to</strong> damage, +1 <strong>to</strong> save vs horror fac<strong>to</strong>r, +1 <strong>to</strong> disarm, +1 <strong>to</strong> dodge, +2 <strong>to</strong> pull punch.<br />

Level 8: Add one additional attack per melee,learns jump kick (au<strong>to</strong>matic critical strike; 1D8 damage), +1<br />

<strong>to</strong> body flip/throw, +1 <strong>to</strong> roll with punch/fall/impact.<br />

Level 9: Death blow on natural 18 <strong>to</strong> 20!<br />

Level 10: +2 <strong>to</strong> save vs horror fac<strong>to</strong>r, +1 on initiative, +1 <strong>to</strong> strike.<br />

Level 11: +1 <strong>to</strong> disarm, +1 <strong>to</strong> pull punch, +1 <strong>to</strong> body flip/throw.<br />

Level 12: +2 <strong>to</strong> damage, +1 <strong>to</strong> parry, +2 <strong>to</strong> dodge.<br />

Level 13: Add one additional attack per melee.<br />

Level 14: Knock-out/stun on natural 19 or 20.<br />

Level 15: Critical strike on natural 17 <strong>to</strong> 20.

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