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( 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.

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