Hand to Hand: Aikido (Quickie version)
By Kuseru
NOTE: Does not get "two attacks for living"!

Aikido is another martial arts form known to the modern characters living in Japan. It has the greatest pacifist stance of all the martial arts. Its focus is entirely on defense, with absolutely no offensive maneuvers. In the 20th century, Aikido was created by drawing on techniques from Jujutsu, Judo, Karate and Kendo.

The Aikido martial artist can fend off the attacks of any and all who approach. Their goal in combat is to subdue opponents as quickly as possible. To do this they seize the leading part of the attacker's body, usually right at the wrist or ankle. At this point, one can either use the attacker's momentum in a flip/throw, or, by applying a joint lock, one can lead the attacker around into a helpless position on the ground.

Requirements: Three skill selections. Alignments must be Principled (Good), Scrupulous (Good), Unprincipled (Selfish), or Aberrant (evil).
Attacks Per Melee: 1
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Knife Hand, Trip/Leg Sweep, Pull Punch, Knock-Out/Stun, Critical Strike.
Level Advancement Bonuses
1st: +2 to roll with punch/fall/Impact, +2 to pull punch.
2nd: +2 to parry and dodge.
3rd: Breakfall. +2 to Body Flip/Throw (does 2D6 damage).
4th: +1 to strike and +1 to disarm.
5th: +1 to damage and +1 to parry.
6th: One additional attack per melee round.
7th: Critical Body Flip/Throw.
8th: +2 to roll with punch/fall/Impact, +2 to pull punch.
9th: +1 to dodge and +1 to disarm.
10th: Automatic Wrist Lock.
11th: +1 to strike and +1 on initiative.
12th: One additional attack per melee round.
13th: +2 to Body Flip/Throw (does 3D6 damage).
14th: Automatic Body Flip/Throw.
15th: Critical Body Flip/Throw on a Natural 18, 19, or 20.

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