Entrance Requirements: P.S. 10; P.P. 14; P.E. 12. An honorable alignment is not required, but Amazons refuse to teach their most dangerous techniques to those who are dishonorable.
CHARACTER BONUSES:
COMBAT SKILLS:
SKILLS INCLUDED IN TRAINING:
Joketsuzoku is an exclusive form for non-Amazons.
LEVEL ADVANCEMENT BONUSES
Why Study Joketsuzoku?
Skill Cost: 16 years (almost all Chinese Amazons are taught this art from birth)
Costume: Traditional Chinese Amazon clothing, including silk shirts and pants, long robes, and bright colors.
Stance: Similar to the Crane Stance Kata of Bok Pai Kung Fu, but with the arms in looser positions (often holding weapons), and the legs are allowed to move when combat begins.
Attacks per Melee: Four
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry, Automatic Dodge
Advanced Defenses: Breakfall
Hand Attacks: Strike (Punch), Palm Strike, Knife Hand, Claw Hand
Basic Foot Attacks: Kick, Roundhouse Kick, Snap Kick, Wheel Kick, Axe Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Knee, Elbow, Death Blow, Leap Attack, Body Flip/Throw
Weapon Katas: Three Chinese weapons of choice
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind
Martial Art Powers: All Joketsuzoku can do the Great Leap at no cost. A practitioner of Joketsuzoku may select one power from Body Hardening, one from Martial Arts Techniques or Special Katas, and one from Atemi Abilities or Chi Mastery.
Languages: Chinese
Physical: Archery
Philosophical Training: Practitioners of Joketsuzoku are held to an extremely strict code of honor based on the tribal law of the Amazons. The only ones who are protected under this code, however, are other Amazons, allies, honorable enemies, and innocents. Respect must be shown to superior martial artists and elders at all times; courtesy to one's host is very important as well. Lethal force is not only expected but encouraged in battle (except for sparring/practice and contests of prowess), but honorable or skilled opponents must always be given the opportunity to surrender.
Level 1: +3 to roll with punch, +1 to dodge, Critical Strike from Behind
Level 2: +3 to Maintain Balance, +1 to parry, +1 to strike with kick attacks and jump kicks
Level 3: Select one additional power from Atemi Abilities or Chi Mastery
Level 4: Critical Strike on natural 19-20, +1 to strike with leap attacks and jump kicks
Level 5: +2 to parry and dodge, +1 to strike, +1 to roll with punch, +1 to Breakfall
Level 6: +1 attack per melee, +10 to Chi
Level 7: Critical Strike on natural 18-20, Death Blow on natural 20, +5 to Spd
Level 8: +1 to PP, Select one additional power from Atemi Abilities or Chi Mastery and one from Martial Arts Techniques or Special Katas
Level 9: +3 to parry and dodge, +1 to strike, +2 to Maintain Balance, +1 to Breakfall
Level 10: +1 to PP, +15 to SDC, +2 to strike
Level 11: +1 attack per melee, Death Blow on natural 19-20
Level 12: +1 attack per melee, +1 to strike, parry, and dodge
Level 13: +1 to PS and PE, +2 to Maintain Balance, +2 to Breakfall, +1 to Body Flip/Throw
Level 14: Select two powers from among Atemi Abilities, Chi Mastery, Martial Arts Techniques, and Special Katas
Level 15: +1 attack per melee