( Hand to Hand: Martial Arts ) Aikido ( revised )
By JJ Fuzz

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

Hosted by www.Geocities.ws

1 1