( 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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them. The only area in which Anbo-Jyutsu is notably deficient is kick attacks, mainly because the<br />
<strong>to</strong>urnament rules (and remember, originally this martial art was just for show) forbid kicks.<br />
Special Maneuvers<br />
Blindfighting<br />
Anbo-Jyutsu is unique among the martial arts in that all matches are fought completely blind! While<br />
those that pursue this form as a means of self-defense are not required <strong>to</strong> fight every battle blind,<br />
they are very prepared in case they have <strong>to</strong>. The rules are simple: At the beginning of each melee<br />
round, roll a flat perception check (no bonuses). If it succeeds, the practitioner is only -1 <strong>to</strong> strike,<br />
parry, and dodge. If it fails, then half the usual penalties apply.<br />
Temple Strike<br />
On a called shot at -4 <strong>to</strong> strike, a practitioner of Anbo-Jyutsu may make a staff or rod strike against<br />
the side of an opponent's head. This strike inflicts double damage, results in the negation opponent's<br />
combat bonuses for 1D4 melees, and has a 15% +(damage inflicted)% chance of causing knock-out<br />
for 1D4 minutes! Repeated usage of this attack (ex: reducing an opponent <strong>to</strong> 1 HP using only this<br />
attack) can result in serious and long-lasting brain damage (GM has final say).<br />
Tripping Strike<br />
This strike is aimed at an opponent's legs, preferably the bend of the knee, but the shin works as well.<br />
This attack does minimal damage (1D4) and is used primarily <strong>to</strong> ensure a knock-down on an<br />
opponent. Treat it exactly as the Tripping/Leg Hook from N&SS.<br />
Pinwheel Attack<br />
This flashy, show-off move is used primarily <strong>to</strong> intimidate but also has good damage. Unfortunately,<br />
the use of the Pinwheel Attack (so called because of the "pinwheeling" motions of the attacker's<br />
arms) results in an almost compete loss of defensive capability for its duration! The build-up <strong>to</strong> this<br />
attack is eerily silent for all its obvious power. In the moments preceding this attack, the attacker<br />
begins <strong>to</strong> whirl his weapon(s) in a circular pattern that does look like a pinwheel, all the while moving<br />
closer <strong>to</strong> the target. This attack must be the first attack in a melee round, and regardless of the<br />
initiative roll, this attack always comes last in the first group of attacks. During the build-up, the<br />
attacker may still use circular parries, but may not dodge or use a regular parry, and the circular parry<br />
is at -4.<br />
When the attack itself comes, it comes as the whirlwind--fast and hard. The attacker spins in a<br />
complete circle, hits the target with both ends of the staff (or both rods), comes <strong>to</strong> a complete s<strong>to</strong>p,<br />
and does the same thing in reverse. In essence, the character gets four attacks for the price of one!<br />
Each set of attacks (the first two, then the last two) must be rolled for separately, and unless the<br />
opponent has two weapons (or a staff) a parry of the first attack results in a -4 <strong>to</strong> the parry roll on the<br />
second attack (the weapon has been knocked out of line).<br />
When the attack ends, the character may not do anything for the remainder of the round except<br />
defend, and may only do that with a penalty of -6! However, this attack is so impressive and coollooking<br />
that any opponent of less than fifth level must save vs. horror fac<strong>to</strong>r 15 <strong>to</strong> avoid being cowed<br />
in<strong>to</strong> retreat or submission. More experienced characters without martial arts ability are less impressed<br />
by flashy maneuvers and only need a 12 <strong>to</strong> save. <strong>Martial</strong> artists of fifth level or above are completely<br />
unaffected by this move, considering it the <strong>to</strong>ol of a show-off and braggart.<br />
(Example: Will, a first-level practitioner of Anbo-Jyutsu armed with a bo staff [with which he is<br />
considered <strong>to</strong> have third level proficiency], is in a duel against Kyle, a third level Soldier with <strong>Hand</strong> <strong>to</strong><br />
<strong>Hand</strong>: <strong>Martial</strong> <strong>Arts</strong> who is armed with a sword. Will and Kyle each have three attacks per melee. The<br />
first round of combat begins; Will gets a 17 on initiative and Kyle gets a 10. Normally, Will would go<br />
first, but he declares that he is building up for a Pinwheel Strike. Kyle gets his first attack, going for a