ADVANCED DEFENSES (19)

Back Parry: Parrying behind the back with the sword. Cost one attack/action per melee. Can be used against attacks from behind only if the character knows an opponent is there.

Combination Circular Parry/Strike (The character has full bonuses to strike and parry, but can only perform linear punches, kicks, and strikes. Throws, holds, locks, and circular attacks like Axe Kick, Back Hand, Backward Sweep, Crescent Kick, Forward Sweep, Overhead Fore-Knuckle Fist, Power Punch, Rotary Palm Strike, Roundhouse Kick, Roundhouse Strike, Tripping/Leg Hook, Uppercut, and Wheel Kick can not be used while performing this kata. Each Circular Parry/Strike counts as one melee attack.)

Combination Dodge/Elbow (This is a combination of pivoting to one side, a Dodge, and a Elbow strike. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)

Combination Dodge/Knee (This is a combination of pivoting to one side, a Dodge, and a Knee strike. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)

Combination Dodge/Attack (Against one opponent, once per melee round, the character can simultaneously dodge and attack. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)

Combination Dodge/Hammer Fist (This is a combination of pivoting to one side, a Dodge, and a Hammer Fist. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)

Combination Dodge/Grab (This is a combination of a Dodge and a Grab. First the character must roll a successful dodge. This is a Standard Dodge. No other kinds of Dodges or Parries (including Automatic Parry and any other form of Automatic Defense) can be made at the same time and Dodge bonuses can NOT be used! If the dodge works, then the character rolls to Strike to grab to opponent with both hands. Uses up one melee attack.)

Combination Dodge/Spear Hand (This is a combination of pivoting to one side, a Dodge, and a Spear Hand. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)

Combination Dodge/Slash (Soete Tsuki; Against one opponent, once per melee round, the character can simultaneously dodge and attack. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)

Combination Dodge/Kick (This is not a Drop Kick, in this combination move, a normal Kick Attack is combined with a normal Dodge. First roll to Dodge, then, if that's successful, roll to Kick. The opponent can defend normally. No bonuses to Dodge, Strike, Kick, or Damage can be used. Uses up one melee attack/action.)

Combination Dodge/Thumb Drive Fist (This is a combination of pivoting to one side, a Dodge, and a Thumb Drive Fist. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)

Combination Grab/Face Punch (First roll to Strike to grab the opponent with one hand. If that's successful, then roll to Strike on a Punch (punch/human fist only!). Critical Attack, does double damage. Strike and damage bonuses can be applied. Uses up one melee attack.)

Combination Parry/Grab (This is a combination of a Parry and a Grab. First the character must roll a successful parry. This is a Standard Parry. No other kinds of Dodges or Parries (including Automatic Parry and any other form of Automatic Defense) can be made at the same time and Parry bonuses can NOT be used! If the parry works, then the character rolls to Strike to grab to opponent with one hand. Uses up one melee attack.)

Combination Parry/Disarm/Attack (Egurizuki; With this technique, the attacker performs a stretching, spiraling binding thrust, which ties up the opponent's sword and allows the attacker to thrust the tip of his sword past his opponent's defenses. Characters using this combat move make a Parry roll with no bonuses and a penalty of -2 to Parry. If successful, both the victim and the attacker roll twenty-sided and add in their P.S. attribute score. If the attacker's P.S. roll total beats the defender's, the defender is forced to drop his weapon and is struck by the attacker's sword. Does one die size less than a normal sword strike (i.e. if the sword normally does 1D6 it would only do 1D4 with this attack. If the sword normally does 2D4 damage, the damage would be 1D6.).)

Corps-a-Corps (Combination Power Block/Entangle): The character uses a standard block against the opponent's strike followed by an attempt to bind the opponent's blade. First roll for a successful parry. Then, if that works, roll for an Entangle. The victim of a Corps-a-Corps must use a melee round action to defend against the Entangle (Automatic moves won't work). Uses up one melee attack/action.

Knee Parry: A standard parry performed with the Knee. Cannot be used against weapons.

Leg Block: A standard parry which is performed by interposing the character's leg between the opponent's legs. This parry is effective only at Grappling Range and can be used to successfully stop Body Flip/Throws and kicking attacks.

Pivot Counter: Against an Entangle, the character can attempt to pivot clockwise or counter-clockwise to eliminate the leverage of an entangle and follow up with a body flip/throw or their own entangle.

Swaying Waist: This is a special form of weaving and ducking that is considered a Dodge, it cannot be combined with any other defensive move. Acts as an automatic dodge, meaning it does not cost an attack. Does not work against rear attacks.

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