Hand To Hand Combat - Martial Arts - Aikido.pdf

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( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
Skill Cost : Four "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level : Body Block/Tackle (1D6 damage), Body Flip/Throw (2D6 damage),
automatic flip/throw, critical flip/throw, breakfall, disarm, roll with punch/fall/impact, pull punch, multiple
dodge, automatic parry, kick attack (2D4 damage), and the basic strike, parry and dodge.
Locks/Holds : Arm hold, leg hold, body hold, neck hold, wrist lock, arm lock
Special Attacks : Knife hand knock-out (Special! The opponent must first be in some sort of joint lock or
bound. It does no damage but renders the victim unconscious for 2D4 melees. Requires a normal strike
roll), combination automatic parry/strike, combination automatic parry/throw (automatic flip/throw).
Modifiers to Attacks : Pull punch, knock-out/stun, automatic flip/throw, critical flip throw, critical strike.
Additional Skills (Choose Two) : W.P. Knife, W.P. Forked (Sai), W.P. Blunt (Tonfa), W.P. Paired
Weapons. Also choose any two domestic or domestic:cultural skills, or Holistic Medicine (any) or Identify
Plants & Friuts. Selected skills recieve a +15% skill bonus.
Character Bonuses : Add +2D4 to P.P.E. and I.S.P. (if applicable), +2D6 to S.D.C., +1D4 to M.E., +1 to
P.P., and +1 to P.E.
Level Advancement Bonuses:
Level 1 : Add two additional attacks per melee, +2 to parry and dodge, +3 to breakfall, +2 to roll with
punch/fall/impact, +2 to body flip/throw, critical flip/throw on natural 20 (double damage; 4d6 damage),
critical strike on natural 20..
Level 2 : Learns automatic locks, +1 on initiative, +2 to parry and dodge.
Level 3 : Learns knife hand knock-out, add +1D6 to P.P.E or I.S.P., +1 to disarm.
Level 4 : One additional attack per melee, +1 to strike, +1 to body flip/throw .
Level 5 : Automatic Dodge, critical flip/throw on natural 18 or better (double damage), +1 to body block
tackle.
Level 6 : +1 to parry and dodge, +1 to body flip/throw (flip/throw damage does 2D6 extra damage instead
of the usual 1D6 damage, inflicting 3D6 total damage).
Level 7 : +2 to pull punch, +1 to disarm.
Level 8 : One additional attack per melee, +1 to breakfall.
Level 9 : +1 on initiative, +1 to strike, parry and dodge.
Level 10 : Add +2D6 to P.P.E. or I.S.P., +1 to disarm.
Level 11 : +1 to parry, +2 to dodge, and +1 to body flip/throw.
Level 12 : One additional attack per melee.
Level 13 : +1 on initiative, +2 to body block/tackle.
Level 14 : Critical strike on natural 18, 19, or 20.
Level 15 : One additional attack per melee
Aikijutsu ( Exclusive )
Aikijutsu developed within the Aizu domain of Japan where certain families came together, bringing their
own expertise in Jujutsu, swordsmanship, spearmanship, horsemanship, archery, strategy, and other
war-related arts. Other non-martial arts were also valued such as calligraphy, poetry, healing arts, ethics,
etiquette, and other areas of learning more related to peace. The more traditional lines of Aikijutsu today
still give priority to the spiritual training of the student, and judges his or her progress by means of
character, dedication, humility, willingness to contribute to the welfare of the dojo, the progress of the
fellow students, and other traits that show a loyal and selfless spirit. These make a student worthwhile to
be instructed in the inner secrets of the art. These fundamental principles are:
1. Metsuke: Meeting or focus of the eyes.
2. Kokyu: Breathing.
3. Ma-ai: Distance between opponents.
4. Kuzushi: Breaking the opponent's balance.
5. Zanshin: Staying attentive at the end of a technique.
6. Aiki: Spirit or energy unification.
Entrance Requirements : Limited to those of Honorable Alignments. Minimum Attributes include I.Q.
9, P.S. 8, P.P. 12, and Spd. 10.
Skill Cost : 14 years
Costume : Keikogi and Hakama
Stance : Facing opponent with one foot forward and the other back, arms extended forward as if
holding a sword.
CHARACTER BONUSES
Add 1 to P.S.
Add 1 to P.P.
Add 1 to M.E.
Add 2 to Spd.
Add 5 to Chi
COMBAT SKILLS
Attacks per Melee : 3
Escape Moves : Roll, Maintain Balance
Basic Defensive Moves : Dodge, Parry, Auto Parry
Advanced Defenses : Multiple Dodge, Circular Parry, Parry/Attack, Auto Roll, Break fall, Disarm
Hand Attacks : Punch, Knife Hand, Palm Strike
Basic Foot Attacks : Kick, Backward Sweep, Trip/Leg Hook, Snap Kick, Reverse Turning Kick, Drop
Kick
Jumping Foot Attacks : Jump Kick
Special Attacks : Death Blow, Leap, Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow,
Forearm, Grab/Attack, Parry/Attack, Paralysis Attack, Headbutt
Holds/Locks : Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock
Weapon Katas (Pick two) : W.P. Bokken, W.P. Daikyu, W.P. Katana , W.P. Naginata, W.P. Spear,
W.P. Wakizashi
Modifiers to Attack :Pull Punch, KO/Stun, Critical, Death Blow, Critical Strike from Rear
SKILLS INCLUDED IN TRAINING
Martial Arts Powers : Automatically receives Zanshin, Select one Power from Body Hardening,
Special Katas, or Martial Art Techniques.
Language : Japanese.
Cultural Skills : Calligraphy, Etiquette, First Aid, Haiku, Horsemanship, Strategy, Ukio-E.
Philosophical Training : Zen
LEVEL ADVANCEMENT BONUSES
Level 1: +3 to Roll, +2 to Parry/Dodge, Critical on a 19 or 20.
Level 2: +1 to Strike, +1 to Disarm.
Level 3: +1 to Body Flip/Throw (2D6 damage), +2 to Maintain Balance, Select one Power from Body
Hardening, Special Katas, or Martial Art Techniques.
Level 4: +1 Attack, KO/Stun on an 18, 19, or 20.
Level 5: +2 to Roll, Critical on an 18, 19, or 20, Death Blow on a Natural 20.
Level 6: +1 Attack, Select one Power from Body Hardening, Special Katas, or Martial Art Techniques.
Level 7: +1 Body Flip/Throw, +1 to Damage.
Level 8: +1 Disarm, +1 to Maintain Balance.
Level 9: +2 to Roll, +1 to Damage.
Level 10: +1 Attack, +1 to Parry/Dodge, +1 to Disarm.
Level 11: + 1 to Damage, Select one Power from Atemi, Special Katas, or Martial Art Techniques.
Level 12: +1 to Parry/Dodge, +1 to Strike.
Level 13: +1 Attack, +2 to Roll, +1 to Maintain Balance.
Level 14: Death Blow on a Natural 19 or 20, Select one Power from Atemi, Special Katas, or Martial
Art Techniques.
Level 15: +1 Attack, Select one Zenjorike.
Why Study AIKIJUTSU?
Combining the best of Jujitsu and Kenjitsu, Aikijutsu is a powerful art with awesome offensive and
defensive abilities. The main drawbacks are the intensive, rigorous and strict training, coupled with
limited mental abilities.
Aikikai Aikido (EXCLUSIVE)
Entrance Requirements: Alignment must be Principled (good), Scrupulous (good), Unprincipled (selfish), or
Aberrant (evil). There are no attribute requirements.
Skill Cost: 15 years
(Basically, this is a representation of Aikido based on my GM's numerous complaints. It's resemblance to "true"
Aikikai-school aikido is indeterminate. In terms of history and philosophy, it is identical to the Aikido found on
page 84 of Ninjas and Superspies.)
Costume: Standard Karate outfit with the addition of a black hakama
Stance: Shizentai Gamae; a natural stance, facing either right or left, feet a shoulder's width apart, forward hand
outstretched loosely, rear hand held back for defense.
CHARACTER BONUSES:
Double Normal CHI
+4 ME
+2 PP
COMBAT SKILLS
Attacks per Melee: 1 Escape Moves: Roll with Punch/Fall/Impact, Breakfall Basic Defensive Moves: Dodge, Parry,
Automatic Parry Advanced Defenses: Multiple Dodge, Circular Parry, Disarm Hand Attacks: Strike (Punch), Knife
Hand Foot Attacks: None Special Attacks: Body Flip/Throw, Automatic Flip/Throw, Critical Flip/Throw
Holds/Locks: Neck Hold, Wrist Lock, Elbow Lock, Automatic Wrist Lock, Automatic Elbow Lock Weapon Katas
(Pick Two): WP Sword--Katana, WP Sword--Bokken, WP Knife--Tanto, WP Jo Staff
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Recieves the Zanshin Martial Arts Technique automatically. Select one additional power from
Atemi Abilities or Chi Mastery.
Language: Japanese, Full Literacy
Cultural Skills: Ikebana, Bonsai, Calligraphy, Ukio-E, Haiku, or Go Philosophical Training: Zen
LEVEL ADVANCEMENT BONUSES
(see Ninjas and Superspies, page 85)
WHY STUDY AKIKAI AIKIDO? A slightly more combat oriented style than standard aikido, it should appeal to
those who need some offense with their defensive skills. Somewhat less mystic power than the usual aikido.
Anbo-Jyutsu
The Ultimate Way of the Staff
In the distant future of another time-line, the martial arts had become obsolete in the face of super-
powerful weaponry. As such, they had been relegated to mostly ceremonial functions and were rarely if
ever used in actual combat. Many of the more aggressive martial arts died out completely (or lived on
secretly) in those dark times, but at least one new form was created.
Even though humans of the future liked to believe themselves free from all violent impulses, they still
required an occasional venting of anger and frustration. Because of the combatant nature of the martial
arts, these ancient practices were deemed worthy of further study; the fact that they required great mental
and physical discipline as well was seen as a great plus. So, sometime in the mid- to late 23rd century, an
historian and student of the martial arts decided to create his own form. Well, it wasn't actually that simple
a decision, but it's as good a description as any.
Working with the idea that the martial arts should be a vent for negative emotions and not a means of
self-defense, this historian (who is ironically unnamed in the history texts of later eras) synthesized a
workable form from his knowledge of many older forms. He called this discipline "Anbo-Jyutsu," but
among its practitioners it was often called (wrongly and arrogantly) "the ultimate advancement in the
martial arts." Anbo-Jyutsu is practiced and performed in light-weight armor made out of a material similar
to kevlar. Its primary weapon is a staff about five feet long, with a padded weight on one end and a
carved air-whistle on the other. In combat, these staves made a low, throbbing noise counterpointed with
shrill whistles each time it strikes. However, the most stunning thing about this martial art (besides its
impressive appearance) is that it is performed without the benefit of sight! All Anbo-Jyutsu armor is built
with an attached faceplate which can be lowered or raised. In performances, mock battles, and grudge
matches, it is always kept down.
Anbo-Jyutsu has many wide, sweeping, circular motions in it, partly to make up for the lack of sight, but
also just for the sake of an impressive appearance. Do not be fooled by thinking this martial art weak just
because it prides itself on appearance; on the contrary, practitioners of Anbo-Jyutsu (who often consider
it a game rather than a combat discipline) equate being good with looking good and can be truly
devastating, both to their mock opponents and their real ones.
(Note: If you want to use this in a campaign that isn't Phase World/Rifts, arbitrate that a group of Anbo-
Jyutsu practitioners were caught in a transporter accident and sent to whatever game world you're using.
Or just move the background [ie: an historian with a penchant for the martial arts] to whatever game world
you're using.)
Entrance Requirements : PP 13; PE 11; MA or PB 12
Skill Cost : 4 years (people can learn Anbo-Jyutsu fairly quickly because of its dependence on the purely
physical aspects of martial arts)
Costume : Light, padded armor for competitions which is fairly useless in real battle (AR 16; 25 SDC);
traditional colors are red and blue, but any are allowed. If actually fighting, the practitioners go with
something comfortable, but stylish, depending on individual tastes.
Stance : Feet planted wide, pointing apart at a 45-degree angle, weight on the balls of the feet rather than
the heel. Arms kept level and steady, holding the staff in a defensive posture.
CHARACTER BONUSES
Add 2 to PP
Add 1 to PE
Add 1 to PS
Add 15 to SDC
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