Hand to Hand: Martial Arts: Jujitsu ( Revised )
By JJ Fuzz

Skill Cost: Five "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Maintain balance, break fall, disarms body block/tackle, body flip/throw, roll with punch/fall/impact, pull strike, kick attack (2D4 damage), knee and elbow strikes (1D6 damage), and the usuall strike, parry, and dodge.
Special Attacks: Combination parry/strike, leap attack, choke, paralysis attck (vital points).
Locks/Holds: Arm hold, neck hold, body hold, leg hold, wrist lock.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike from behind, critical flip/throw, automatic flip/throw.

Character Bonuses: Add +1D4 to P.P.E. and I.S.P. (if applicable), +3D6 to S.D.C., +2 to P.P., +1 to P.E.
Additional Skills (Choose One): W.P. Knife, W.P. Forked (Sai), or W.P. Staff. Also choose any one domestic or domestic:cultural skill (+10%).

Level Advancement Bonuses:
Level 1:: Add two additional attacks per melee, snap kick (1D6 damage), knife hand (2D4 damage), +3 to roll with punch/fall/impact, +2 to parry and dodge, +2 to pull punch, critical strike on natural 20, critical flip throw on natural 20,.
Level 2:: +1 to strike, tripping/leg hooks, backwards sweep, automatic flip/throw.
Level 3:: +1 on initiative, critical strike from behind.
Level 4:: Add one additional attack per melee, +2 to damage.
Level 5:: Palm strike (2D4 damage), drop kick.
Level 6:: Critical strike on natural 18 to 20.
Level 7:: +1 to strike, +1 to body flip/throw, +1 to disarm.
Level 8:: Add one additional attack per melee, +1 to maintain balance.
Level 9:: Critical flip/throw on natural 17 to 20.
Level 10:: Jump kick and leap attacks (automatic critical strikes).
Level 11:: Add one additional attack per melee, +2 to pull punch.
Level 12:: +1 on initiative, +1 to strike, parry, and dodge.
Level 13:: +2 to damage, +2 to pull strike, +2 to break fall.
Level 14:: Add one additional attack per melee.
Level 15:: Death Blow!

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