( 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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another attack. The character chooses what attack <strong>to</strong> fake and rolls <strong>to</strong> strike. On a roll of 5 (or equal<br />
<strong>to</strong> the opponent's AR) or greater, the false attack succeeds. The opponent can (and should) attempt<br />
<strong>to</strong> defend against the false attack. Whether they successfully defend against the fake attack or not,<br />
the attacker then moves in<strong>to</strong> the second attack. The character is at +3 <strong>to</strong> strike with second attack<br />
and the defender must use an attack <strong>to</strong> defend against it (no Au<strong>to</strong>matic Defenses). Knee, Elbow,<br />
Grab, Entangle, Death Blow<br />
Holds/Locks: Arm Hold, Body Hold, Au<strong>to</strong>matic Arm Hold<br />
Weapon Katas: WP: <strong>Hand</strong> and a Half Sword (3rd level), WP: Buckler Shield, WP <strong>Hand</strong> and a Half<br />
Sword and Buckler Shield (paired), Select one from the list below<br />
Modifiers <strong>to</strong> Attacks: Critical Strike, Critical Strike from Behind<br />
SKILLS INCLUDED IN TRAINING<br />
<strong>Martial</strong> Art Powers: Dam Sum Sing. Can be traded for any Body Hardening Exercise (excluding Chi<br />
Gung) or any Basic Skill Program.<br />
Languages: English<br />
Physical Skills: Wrestling<br />
Other Skills: Research<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), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years). Special Notes:<br />
Unless noted above, any <strong>Martial</strong> Art that teaches a Philisophical Skill will take 1 more year <strong>to</strong> learn.<br />
This is due <strong>to</strong> the Duelist's pragmatic outlook and its effect on the philosophy ofthe fighter. Should the<br />
game be run in its correct his<strong>to</strong>rical time period, or in a fantasy setting, drop the Research skill above<br />
and add an extra +1 <strong>to</strong> strike and parry.<br />
LEVEL ADVANCEMENT BONUSES<br />
Level 1: +2 <strong>to</strong> Roll/Pull Punch, +1 <strong>to</strong> Parry, Critical Strike, Critical Strike from Behind<br />
Level 2: +1 <strong>to</strong> Strike, +1 <strong>to</strong> Dodge<br />
Level 3: +1 Attack Per Melee, +1 <strong>to</strong> Disarm<br />
Level 4: Select two Weapon Katas from the list below and one <strong>Martial</strong> Art Power from the list below.<br />
Level 5: +2 <strong>to</strong> Damage, +1 <strong>to</strong> Maintain Balance<br />
Level 6: +1 <strong>to</strong> Parry, +1 <strong>to</strong> Roll with Punch/Fall, Critical Strike on Natural 19-20<br />
Level 7: +1 Attack Per Melee, +1 <strong>to</strong> Disarm<br />
Level 8: Death Blow on Natural 20, Select one Weapon Kata from the list below<br />
Level 9: +1 <strong>to</strong> Strike, +1 <strong>to</strong> Dodge<br />
Level 10: Select one Weapon Kata from the list below, Critical Strike on Natural 18-20<br />
Level 11: +1 Attack Per Melee, +1 <strong>to</strong> Maintain Balance<br />
Level 12: +1 <strong>to</strong> Roll with Punch/Fall, +1 <strong>to</strong> Parry, +1 <strong>to</strong> Disarm<br />
Level 13: Select one Weapon Kata from the list below, Critical Strike on Natural 17-20 (weapon only)<br />
Level 14: +1 Attack Per Melee, Select one <strong>Martial</strong> Art Power from the list below<br />
Level 15: +1 <strong>to</strong> Strike, +1 <strong>to</strong> Dodge, Death Blow on Natural 19-20 (weapon only)<br />
<strong>Martial</strong> Art Power List<br />
Any Body Hardening Excercise (excluding Chi Gung) Any Special Kata (Weapon Katas can be<br />
chosen from any weapon) One Life, One Shot, One Hit, One Kill (<strong>Martial</strong> Art Technique) Iai Jutsu<br />
(<strong>Martial</strong> Art Technique) Zanshin (<strong>Martial</strong> Art Technique),<br />
Breathing (NEW) (Body Hardening Exercise) The Breathing BHE is simply the ability <strong>to</strong> breathe<br />
adequately when engaging in heavy combat, a neccessity when swinging a heavy sword while<br />
covered in plate mail. It is the rough equivalent of aerobic training. BONUSES: +1 <strong>to</strong> PE, +10 <strong>to</strong> SDC,<br />
Four Governers (NEW) (Special Kata) While all good (read: not dead) swordsmen keep these four<br />
virtues in mind, the Four Governers Kata allows the swordsman <strong>to</strong> combine all four effectivally at<br />
once. The first Goverener is Judgement, allowing the swordsman <strong>to</strong> judge his opponent's style and<br />
likely moves. The second is Distance, giving the swordsman an idea of what the proper distance is for<br />
him <strong>to</strong> strike without being hit. Time is the next, granting a better sense of the timing and flow of the<br />
battle. The fourth is Place, loosely defined as granting the swordsman the knowledge of how best <strong>to</strong><br />
align his body against the opponent and the opponent's style. The kata requires one full melee of no