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( Hand to Hand: Martial Arts ) Aikido ( revised )

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<strong>Hand</strong> <strong>to</strong> <strong>Hand</strong>: ( Sao<strong>to</strong>me School of ) Anything Goes <strong>Martial</strong> <strong>Arts</strong><br />

By Marcus Johnson<br />

Initial Bonuses: +1D6 x10 S.D.C., +4 <strong>to</strong> P.S., P.P., and P.E., +15 <strong>to</strong> SPD, +150 ISP<br />

Level 1: 4 attacks per melee, +1 <strong>to</strong> initiative, +2 <strong>to</strong> strike, +3 <strong>to</strong> parry and dodge<br />

Level 2: +2 <strong>to</strong> maintain balance and roll with punch or fall, +3 <strong>to</strong> damage<br />

Level 3: Critical Strike on unmodified 18, 19, or 20, +1D4 <strong>to</strong> PP and SPD, +25 ISP<br />

Level 4: +2 attacks per melee, +2 <strong>to</strong> strike, parry, and dodge, +1D6 <strong>to</strong> HP<br />

Level 5: Paired weapons, midair attacks, +2D6 <strong>to</strong> SDC, +1D4 <strong>to</strong> PS<br />

Level 6: +4 <strong>to</strong> damage, +1 <strong>to</strong> dodge, +50 ISP<br />

Level 7: +4 <strong>to</strong> roll with punch and maintain balance, au<strong>to</strong>matic dodge<br />

Level 8: +1 attack per melee, Knockout on unmodified 18, 19, or 20<br />

Level 9: +2 <strong>to</strong> initiative, +1D10 <strong>to</strong> SDC, +1D4 <strong>to</strong> PP, +25 ISP<br />

Level 10: +2 <strong>to</strong> damage<br />

Level 11: Death Blow on natural 20<br />

Level 12: +1 attack per melee, +1D4 <strong>to</strong> PE and PS, +55 ISP<br />

Level 13: +2 <strong>to</strong> parry and dodge<br />

Level 14: au<strong>to</strong>matic parry, create on techniques, +4D6 <strong>to</strong> SDC, SPD, and PS<br />

Level 15: +5 attacks per melee, aging slows down <strong>to</strong> 1/3 normal rate, Now the master!, Attacks do MDC.<br />

Becomes MDC creature. Add Hit Points and SDC <strong>to</strong>gether for <strong>to</strong>tal, +300 ISP<br />

Abilities of Trainees: Followers of the Sao<strong>to</strong>me School are able <strong>to</strong> withstand massive amounts of<br />

damage and recover faster than normal. They are also able <strong>to</strong> use techniques created by the masters of<br />

the school or their own. Each technique costs ISP(convert <strong>to</strong> Chi if in Ninjas and Super spies and MDC is<br />

converted back <strong>to</strong> SDC but is x10).<br />

Masters Techniques: The following is a list of attacks known <strong>to</strong> the masters. They are <strong>to</strong>ught <strong>to</strong> students<br />

worthy of learning the techniques. Usually the character is 3rd level before learning the any techniques.<br />

Personal Training<br />

Description: Increases healing of SDC, Hit Points, and ISP<br />

Level 1 technique<br />

Recovery: Recovers SDC, ISP, and Hit Points 3 times faster<br />

Yoiko-no-taiso Step 1<br />

Description: Steals energy from the target<br />

Level 3 technique<br />

Damage: None, steals all of targets ISP, SDC, and reduces Hit points <strong>to</strong> 1. Player using this gains all<br />

the ISP from target but not the SDC or Hit Points. Loses the gained ISP in 5 melees<br />

Cost: 125 ISP per use<br />

Penalties: Character must eat and drink 4 times normal because metabolism is increase 4X.<br />

Breaking Point<br />

Description: One <strong>to</strong>uch destructive power by using 1 finger<br />

Level 4 technique<br />

Damage: None <strong>to</strong> anything living, can destroy 800lbs of rock<br />

Cost: 75 ISP per use<br />

Chestnuts Roasting on an Open Fire<br />

Description: Speeds up fist and kick attacks<br />

Level 4 technique<br />

Damage: 1D6 x10 SDC<br />

Cost: 50 ISP per use<br />

Hiru Shotan Han a.k.a. Dragon Punch<br />

Description: A giant energy punch in the shape of a dragon<br />

Level 5 technique<br />

Damage: 2D6 x10 SDC <strong>to</strong> opponent, no effect on non organic objects<br />

Cost: 200 ISP per use<br />

Shi Chi Hokodan<br />

Description: Energy Beam from the character focused by the hands<br />

Level 5 technique

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