( 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 1 <strong>to</strong> P.E.<br />
Add 1 <strong>to</strong> P.P.<br />
Add 10 <strong>to</strong> S.D.C.<br />
COMBAT SKILLS<br />
Attacks per Melee: 3<br />
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.<br />
Basic Defense Moves: Dodge, Parry, Au<strong>to</strong>matic Parry.<br />
Advanced Defenses: Au<strong>to</strong>matic Dodge, Power Block/Parry (does damage!), Au<strong>to</strong>matic Roll,<br />
Breakfall.<br />
<strong>Hand</strong> Attacks: Strike (Punch), Fore-Knuckle Fist, Backhand, Palm Strike, Double-Palm Strike, Duo-<br />
Fist Strike.<br />
Basic Foot Attacks: Kick, Snap Kick, Roundhouse Kick, Wheel Kick, Crescent Kick, Axe Kick,<br />
Backward Sweep, Tripping/Leg Hook, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick<br />
(Combination Fall/Dodge/Kick).<br />
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick.<br />
Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo Chagi (Special! One<br />
opponent is grabbed and another is kick simultaneously. Only takes one melee action, but requires<br />
two successful Strike Rolls. Does 1D6 damage <strong>to</strong> the opponent grabbed and 2D6 damage <strong>to</strong> the<br />
opponent kicked).<br />
Holds/Locks: Arm Hold, Wrist Lock, Elbow Lock.<br />
Weapon Katas: None<br />
Modifiers <strong>to</strong> Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.<br />
SKILLS INCLUDED IN TRAINING<br />
<strong>Martial</strong> <strong>Arts</strong> Powers: Select a <strong>to</strong>tal of three (3) powers from Body Hardening, Zenjorike, and<br />
Specialty Katas (Note: Weapons Katas not allowed). If desired, any number of powers can be traded,<br />
one-for-one, for any Basic Skill Programs (excluding physical).<br />
Languages: Japanese<br />
Physical: Gymnastics<br />
Philosophical Training: Bushido<br />
If this is your Primary <strong>Martial</strong> <strong>Arts</strong> Form then the following other forms can be learned in a shorter<br />
time. Jujutsu (3 Years), Tae Kwon Do Karate (4 Years), or Taido (5 Years).<br />
LEVEL ADVANCEMENT BONUSES<br />
Level 1: +1 <strong>to</strong> Maintain Balance, Critical Strike from Behind, Death Blow on a roll of Natural 19 or 20<br />
Level 2: +2 <strong>to</strong> Roll with Punch/Fall/Impact, +2 <strong>to</strong> Damage<br />
Level 3: +1 Attack per Melee<br />
Level 4: +2 <strong>to</strong> Parry/Dodge, Critical Strike on Natural 17, 18, 19 or 20<br />
Level 5: +1 <strong>to</strong> Maintain Balance, +1 <strong>to</strong> Strike<br />
Level 6: +1 <strong>to</strong> Roll with Punch/Fall/Impact, +2 <strong>to</strong> Damage<br />
Level 7: +1 Attack per Melee<br />
Level 8: +1 <strong>to</strong> Parry/Dodge, Knock-Out/Stun on Natural 18 or better<br />
Level 9: +1 Attack per Melee, +1 <strong>to</strong> Maintain Balance<br />
Level 10: +1 <strong>to</strong> Roll with Punch/Fall/Impact, Select Two (2) Additional <strong>Martial</strong> <strong>Arts</strong> Powers from Body<br />
Hardening, Special Katas, and Zenjorike.<br />
Level 11: +1 <strong>to</strong> Strike, +2 <strong>to</strong> Damage<br />
Level 12: +2 <strong>to</strong> Parry/Dodge, Death Blow on roll of Natural 18, 19 or 20<br />
Level 13: +1 Attack per Melee, +1 <strong>to</strong> Maintain Balance<br />
Level 14: +1 <strong>to</strong> Roll with Punch/Fall/Impact, +2 <strong>to</strong> Damage<br />
Level 15: Select One (1) Additional <strong>Martial</strong> <strong>Arts</strong> Power from Body Hardening, Special Katas, and<br />
Zenjorike.