Arondight
By Sinestus

Initially, this style was little more than a brutal, ritualistic competition between gangs in various US cities. As the combat techniques evolved, those who learned it enhanced the knife fighting techniques with aspects of other fighting styles. Arondight is the evolution of basic knife fighting techniques combined with the grappling techniques taught in many law enforcement agencies.
Refinement of the style is credited to members of the Detroit Police force, who adapted their training procedures to allow patrolmen to deal with potentially deadly situations without drawing their pistol, but still employing lethal force.

Requirements: I.Q.: 10, P.P.: 10
Training: 4 years
Character Bonuses
+2 to P.P.
+10 S.D.C.
+2D4 H.P.
Stance:
Varies. There are two primary fighting stances: Aggressive (leaning forward, toward the opponent, both hands forward, like a wrestling stance) and Passive (standing fairly upright, empty hand drawn back, blade pointing towards the opponent's face).
Outfit: Anything, usually comfortable clothes.
Combat Skills
Attacks per Melee: 2
Hand Attacks: strike, knife hand, palm strike, forearm, elbow.
Foot Attacks: tripping leg hooks, backward sweep, snap kick, kick.
Basic Defense Moves: parry, dodge, auto parry, roll.
Advances Defense Moves: parry/hold (one action, goes to wrist or arm hold), somersault/dodge, disarm.
Holds/Locks: wrist lock, automatic wrist hold (only needs one hand, acts as a grab/hold), arm hold, arm lock.
Escape Techniques: somersault/dodge, roll.
Modifiers to Attack: knockout, critical.
Special Moves: Pulling Strike (requires wrist hold/lock and a free knife hand, acts as a combination throw/strike. Victim is thrown, and is cut along the length of their arm for 2D4+P.S. damage, save vs. pain. If the officer is unarmed or using a blunt weapon, the strike is to the head and deals 1D10+damage and is a KO on natural 15+); Knee Strike (breaking attempt, leg is broken on successful natural strike of 16+)
Weapon Katas: Knife, Handcuffs (can employ the use of handcuffs once they have a successful Wrist lock or arm hold), Tonfa/Nightstick (Blunt)
Additional Skills: Select two: anticipation, prone fighting, boxing or gun grabbing.
Martial Arts Powers: Wrist Hardening, and Arm Strengthening (Special: repeated wounds to the arms increases durability, providing +2 to save vs. Pain, +5 S.D.C. and +1D4 H.P.)
Level Advancement Bonuses
1st: +2 to disarm and roll
2nd: +2 to strike/grab, +1 to hold/lock and parry
3rd: Critical on natural 18+
4th: +1 attack, +1 to dodge
5th: +1 to hold/lock and parry
6th: +1 to disarm, select one power from Body Hardening
7th: +1 attack, +1 to strike/grab and dodge
8th: Gain Parry/strike and strike/parry abilities. Turning kick.
9th: +1 to dodge, Natural KO on 19+ (boxing like)
10th: +1D6 damage with knives, +1 to parry
11th: +2 to initiative, +1 attack
12th: +1 to strike/grab and disarm
13th: gain neck and body holds, +1 to holds/locks
14th: Select one power from Martial Arts Techniques or Body Hardening
15th: +1 to disarm and dodge



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