Hand to Hand: Aikido (Quickie Version) Redux
Originally by Kuseru, modified by Mephisto

NOTE: Does not get the "two attacks for living"!

Aikido is another martial arts style 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 drawing on the techniques from Jujutsu, Judo, Karate and Kendo, Aikido was created.
The Aikido martial artist can fend off the attacks of any and all that approach. His or her goal in combat is to subdue opponents as quickly as possible. To do this he or she seizes 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.

Additional Note: The Lock bonuses apply to attempts to a lock defense instead of a parry. A lock attack use's the strike bonus.

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, Automatic Parry, Disarm, Body Flip/Throw, Automatic Wrist Lock, Automatic Elbow Lock, Pull Punch, Knock-Out/Stun, Critical Strike.
Level Advancement Bonuses
1st: +2 to Roll with Punch/Fall/Impact, +2 Pull Punch.
2nd: +2 to Parry, +2 to Dodge.
3rd: Add 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: +1 Lock, Add 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: +1 to Breakfall, Add Automatic Body Flip/Throw (does 2D6 damage).
11th: +1 to Strike and +1 on Initiative.
12th: +1 Lock, One additional attack per melee round.
13th: +2 to Body Flip/Throw (does 3D6 damage).
14th: +2 Automatic Body Flip/Throw (still does 2D6 damage).
15th: Critical Body Flip/Throw on Natural 18, 19, or 20 (does 6D6 damage on those natural rolls). It is not part of Automatic Body Flip/Throw and they can not be combined (so a Natural 20 on Automatic Body Flip/Throw does 4D6 damage but a Natural 19 still does 2D6).

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