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

75 Pages·2003·0.68 MB·English
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Preview ( 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 Add 5 to sound-based perception (if those optional rules are used) COMBAT SKILLS Attacks per Melee: 3 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance Basic Defensive Moves: Parry, Dodge, Automatic Parry Advanced Defenses: Circular Parry, Disarm, Multiple Dodge, Combination Parry/Attack Hand Attacks: Strike (Punch), Palm Strike Basic Foot Attacks: Kick Attack Special Attacks: Death Blow, Combination Strike/Parry, Blindfighting (Special, see below), Temple Strike (Special, see below), Tripping Strike (Special, see below), Pinwheel Attack (Special, see below) Weapon Katas: WP Staff (treat as two levels higher than actual level), WP Short Staff (treat as two levels higher than actual level), WP Short Staff (Paired) (treat as two levels higher than actual level) Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind, Staff Choke (Special, see below) SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of two powers from either Body Hardening Exercises (with the exception of Chagi/Kick Practice) or Special Katas. If the optional perception rules are not used, ignore the Blindfighting ability and the perception bonuses, and instead give the character the ability of Zanshin. Languages: English Cultural: Performance Physical: Prowl, Athletics Philosophical Training: None, except possibly "win as much as possible while looking as good as possible." If Anbo-Jyutsu is your primary martial art form, then the following other forms can be learned in a shorter time: Jujutsu (3 years), Choy-Li-Fut Kung Fu (4 years), Isshin-Ryu Karate (4 years), Tai-Chi Ch'uan (5 years), or Taido (6 years). LEVEL ADVANCEMENT BONUSES Level 1: +3 to roll with punch, +3 to parry, Critical Strike on natural 20 Level 2: +1 to strike with staves, Knock-Out/Stun on natural 19-20 Level 3: +1 attack per melee; +1 to parry/dodge, +1 to disarm Level 4: +2 to damage with staves, Select one additional martial art power from Special Katas Level 5: +2 to Maintain Balance, Critical Strike on natural 19-20 Level 6: +1 to roll with punch, +3 to pull punch, Knock-Out/Stun on Natural 18-20 Level 7: +2 to parry, Select one additional martial art power from Body Hardening (except Chagi) Level 8: +1 attack per melee, +1 to Maintain Balance, +2 to disarm Level 9: +1 to damage with staves, +1 to parry/dodge, +1 to strike with staves Level 10: Critical Strike on Natural 18-20, +1 to disarm Level 11: +1 to strike and dodge, Death Blow on Natural 20 Level 12: Select one additional martial art power from Body Hardening (except Chagi), Special Katas, or Martial Arts Techniques Level 13: +2 to roll with punch, +1 to disarm, Critical Strike from behind Level 14: +1 to strike/parry with staves Level 15: Death Blow on natural 19-20 Why study Anbo-Jyutsu? Despite its flashy maneuvers and posturing, Anbo-Jyutsu is a viable martial art with a great deal of strength in one area: the staff. Practitioners of this martial art are good at putting on shows, but are also good at winning fights, as long as a staff or rod is readily available (and many carry concealed hardwood dowel rods "just in case"). Those that practice Anbo-Jyutsu never start fights (you might get dirty, after all) and would rather avoid them, but can defend themselves along with the best of them. The only area in which Anbo-Jyutsu is notably deficient is kick attacks, mainly because the tournament rules (and remember, originally this martial art was just for show) forbid kicks. Special Maneuvers Blindfighting Anbo-Jyutsu is unique among the martial arts in that all matches are fought completely blind! While those that pursue this form as a means of self-defense are not required to fight every battle blind, they are very prepared in case they have to. The rules are simple: At the beginning of each melee round, roll a flat perception check (no bonuses). If it succeeds, the practitioner is only -1 to strike, parry, and dodge. If it fails, then half the usual penalties apply. Temple Strike On a called shot at -4 to strike, a practitioner of Anbo-Jyutsu may make a staff or rod strike against the side of an opponent's head. This strike inflicts double damage, results in the negation opponent's combat bonuses for 1D4 melees, and has a 15% +(damage inflicted)% chance of causing knock-out for 1D4 minutes! Repeated usage of this attack (ex: reducing an opponent to 1 HP using only this attack) can result in serious and long-lasting brain damage (GM has final say). Tripping Strike This strike is aimed at an opponent's legs, preferably the bend of the knee, but the shin works as well. This attack does minimal damage (1D4) and is used primarily to ensure a knock-down on an opponent. Treat it exactly as the Tripping/Leg Hook from N&SS. Pinwheel Attack This flashy, show-off move is used primarily to intimidate but also has good damage. Unfortunately, the use of the Pinwheel Attack (so called because of the "pinwheeling" motions of the attacker's arms) results in an almost compete loss of defensive capability for its duration! The build-up to this attack is eerily silent for all its obvious power. In the moments preceding this attack, the attacker begins to whirl his weapon(s) in a circular pattern that does look like a pinwheel, all the while moving closer to the target. This attack must be the first attack in a melee round, and regardless of the initiative roll, this attack always comes last in the first group of attacks. During the build-up, the attacker may still use circular parries, but may not dodge or use a regular parry, and the circular parry is at -4. When the attack itself comes, it comes as the whirlwind--fast and hard. The attacker spins in a complete circle, hits the target with both ends of the staff (or both rods), comes to a complete stop, and does the same thing in reverse. In essence, the character gets four attacks for the price of one! Each set of attacks (the first two, then the last two) must be rolled for separately, and unless the opponent has two weapons (or a staff) a parry of the first attack results in a -4 to the parry roll on the second attack (the weapon has been knocked out of line). When the attack ends, the character may not do anything for the remainder of the round except defend, and may only do that with a penalty of -6! However, this attack is so impressive and cool- looking that any opponent of less than fifth level must save vs. horror factor 15 to avoid being cowed into retreat or submission. More experienced characters without martial arts ability are less impressed by flashy maneuvers and only need a 12 to save. Martial artists of fifth level or above are completely unaffected by this move, considering it the tool of a show-off and braggart. (Example: Will, a first-level practitioner of Anbo-Jyutsu armed with a bo staff [with which he is considered to have third level proficiency], is in a duel against Kyle, a third level Soldier with Hand to Hand: Martial Arts who is armed with a sword. Will and Kyle each have three attacks per melee. The first round of combat begins; Will gets a 17 on initiative and Kyle gets a 10. Normally, Will would go first, but he declares that he is building up for a Pinwheel Strike. Kyle gets his first attack, going for a simple sword strike. Will cannot use any defense except a circular parry, and manages to parry the sword strike successfully. Now it's Will's turn. Will goes into his attack run, rolling a 16 to strike for the first pair of staff strikes. Kyle parries the first strike with his sword by rolling an 18, but because of the -4 penalty (which reduces his parry to 14) the butt end of the staff connects squarely with him and inflicts seven points of damage. Then the next two strikes come through the other way; Will rolls 14 to strike. Kyle rolls an 18 to parry, blocking both strikes successfully (but barely on the second one). Will is incapable of any attacks for the remainder of the round, but can now parry, dodge, or whatever [albeit at a -6 penalty] if Kyle attacks him. Fortunately for Will, Kyle [a martial artist of less than fifth level] rolls only a 13 on his save vs. horror factor and books away, deciding he doesn't want anything to do with this fight.) Staff Choke This is identical to the Choke ability in N&SS except that is performed with a staff or pair of rods and that it must be done from behind (ie: using the staff to essentially garrote the poor sod in front of you). A Final Note on Damage and Size Weapon Damage Average Length Short Staff 1D6 SDC Five feet Long Staff 1D8 SDC Seven feet Bo Staff 2D4 SDC 8.5 feet Quarterstaff 1D8 SDC Six feet Iron Staff 1D8+2 SDC Six feet Rod 1D4+1 SDC 2.5 feet Ironwood Rod 1D6 SDC Three feet Hand to Hand: ( Saotome School of ) Anything Goes Martial Arts By Marcus Johnson Initial Bonuses: +1D6 x10 S.D.C., +4 to P.S., P.P., and P.E., +15 to SPD, +150 ISP Level 1: 4 attacks per melee, +1 to initiative, +2 to strike, +3 to parry and dodge Level 2: +2 to maintain balance and roll with punch or fall, +3 to damage Level 3: Critical Strike on unmodified 18, 19, or 20, +1D4 to PP and SPD, +25 ISP Level 4: +2 attacks per melee, +2 to strike, parry, and dodge, +1D6 to HP Level 5: Paired weapons, midair attacks, +2D6 to SDC, +1D4 to PS Level 6: +4 to damage, +1 to dodge, +50 ISP Level 7: +4 to roll with punch and maintain balance, automatic dodge Level 8: +1 attack per melee, Knockout on unmodified 18, 19, or 20 Level 9: +2 to initiative, +1D10 to SDC, +1D4 to PP, +25 ISP Level 10: +2 to damage Level 11: Death Blow on natural 20 Level 12: +1 attack per melee, +1D4 to PE and PS, +55 ISP Level 13: +2 to parry and dodge Level 14: automatic parry, create on techniques, +4D6 to SDC, SPD, and PS Level 15: +5 attacks per melee, aging slows down to 1/3 normal rate, Now the master!, Attacks do MDC. Becomes MDC creature. Add Hit Points and SDC together for total, +300 ISP Abilities of Trainees: Followers of the Saotome School are able to withstand massive amounts of damage and recover faster than normal. They are also able to use techniques created by the masters of the school or their own. Each technique costs ISP(convert to Chi if in Ninjas and Super spies and MDC is converted back to SDC but is x10). Masters Techniques: The following is a list of attacks known to the masters. They are tought to students worthy of learning the techniques. Usually the character is 3rd level before learning the any techniques. Personal Training Description: Increases healing of SDC, Hit Points, and ISP Level 1 technique Recovery: Recovers SDC, ISP, and Hit Points 3 times faster Yoiko-no-taiso Step 1 Description: Steals energy from the target Level 3 technique Damage: None, steals all of targets ISP, SDC, and reduces Hit points to 1. Player using this gains all the ISP from target but not the SDC or Hit Points. Loses the gained ISP in 5 melees Cost: 125 ISP per use Penalties: Character must eat and drink 4 times normal because metabolism is increase 4X. Breaking Point Description: One touch destructive power by using 1 finger Level 4 technique Damage: None to anything living, can destroy 800lbs of rock Cost: 75 ISP per use Chestnuts Roasting on an Open Fire Description: Speeds up fist and kick attacks Level 4 technique Damage: 1D6 x10 SDC Cost: 50 ISP per use Hiru Shotan Han a.k.a. Dragon Punch Description: A giant energy punch in the shape of a dragon Level 5 technique Damage: 2D6 x10 SDC to opponent, no effect on non organic objects Cost: 200 ISP per use Shi Chi Hokodan Description: Energy Beam from the character focused by the hands Level 5 technique Damage: 1D6 x10 SDC Cost: 100 ISP per use Power Chi Description: Channels ISP to get 1 extra attack per melee Level 8 technique Cost: 75 ISP per 1 attack; can only get 3 extra per melee

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( Hand to Hand: Martial Arts ) Aikido ( revised ) Why Study AIKIJUTSU? Combining the best of Jujitsu and Kenjitsu, Aikijutsu is a powerful art with awesome
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.