( 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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Add 5 <strong>to</strong> sound-based perception (if those optional rules are used)<br />
COMBAT SKILLS<br />
Attacks per Melee: 3<br />
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance<br />
Basic Defensive Moves: Parry, Dodge, Au<strong>to</strong>matic Parry<br />
Advanced Defenses: Circular Parry, Disarm, Multiple Dodge, Combination Parry/Attack<br />
<strong>Hand</strong> Attacks: Strike (Punch), Palm Strike<br />
Basic Foot Attacks: Kick Attack<br />
Special Attacks: Death Blow, Combination Strike/Parry, Blindfighting (Special, see below), Temple<br />
Strike (Special, see below), Tripping Strike (Special, see below), Pinwheel Attack (Special, see<br />
below)<br />
Weapon Katas: WP Staff (treat as two levels higher than actual level), WP Short Staff (treat as two<br />
levels higher than actual level), WP Short Staff (Paired) (treat as two levels higher than actual level)<br />
Modifiers <strong>to</strong> Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind, Staff<br />
Choke (Special, see below)<br />
SKILLS INCLUDED IN TRAINING<br />
<strong>Martial</strong> Art Powers: Select a <strong>to</strong>tal of two powers from either Body Hardening Exercises (with the<br />
exception of Chagi/Kick Practice) or Special Katas. If the optional perception rules are not used,<br />
ignore the Blindfighting ability and the perception bonuses, and instead give the character the ability<br />
of Zanshin.<br />
Languages: English<br />
Cultural: Performance<br />
Physical: Prowl, Athletics<br />
Philosophical Training: None, except possibly "win as much as possible while looking as good as<br />
possible."<br />
If Anbo-Jyutsu is your primary martial art form, then the following other forms can be learned in a<br />
shorter time: Jujutsu (3 years), Choy-Li-Fut Kung Fu (4 years), Isshin-Ryu Karate (4 years), Tai-Chi<br />
Ch'uan (5 years), or Taido (6 years).<br />
LEVEL ADVANCEMENT BONUSES<br />
Level 1: +3 <strong>to</strong> roll with punch, +3 <strong>to</strong> parry, Critical Strike on natural 20<br />
Level 2: +1 <strong>to</strong> strike with staves, Knock-Out/Stun on natural 19-20<br />
Level 3: +1 attack per melee; +1 <strong>to</strong> parry/dodge, +1 <strong>to</strong> disarm<br />
Level 4: +2 <strong>to</strong> damage with staves, Select one additional martial art power from Special Katas<br />
Level 5: +2 <strong>to</strong> Maintain Balance, Critical Strike on natural 19-20<br />
Level 6: +1 <strong>to</strong> roll with punch, +3 <strong>to</strong> pull punch, Knock-Out/Stun on Natural 18-20<br />
Level 7: +2 <strong>to</strong> parry, Select one additional martial art power from Body Hardening (except Chagi)<br />
Level 8: +1 attack per melee, +1 <strong>to</strong> Maintain Balance, +2 <strong>to</strong> disarm<br />
Level 9: +1 <strong>to</strong> damage with staves, +1 <strong>to</strong> parry/dodge, +1 <strong>to</strong> strike with staves<br />
Level 10: Critical Strike on Natural 18-20, +1 <strong>to</strong> disarm<br />
Level 11: +1 <strong>to</strong> strike and dodge, Death Blow on Natural 20<br />
Level 12: Select one additional martial art power from Body Hardening (except Chagi), Special<br />
Katas, or <strong>Martial</strong> <strong>Arts</strong> Techniques<br />
Level 13: +2 <strong>to</strong> roll with punch, +1 <strong>to</strong> disarm, Critical Strike from behind<br />
Level 14: +1 <strong>to</strong> strike/parry with staves<br />
Level 15: Death Blow on natural 19-20<br />
Why study Anbo-Jyutsu?<br />
Despite its flashy maneuvers and posturing, Anbo-Jyutsu is a viable martial art with a great deal of<br />
strength in one area: the staff. Practitioners of this martial art are good at putting on shows, but are<br />
also good at winning fights, as long as a staff or rod is readily available (and many carry concealed<br />
hardwood dowel rods "just in case"). Those that practice Anbo-Jyutsu never start fights (you might<br />
get dirty, after all) and would rather avoid them, but can defend themselves along with the best of