Hand to Hand: Martial Arts: Judo ( Revised )
by JJ Fuzz

Skill Cost: Two "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Strike (punch), backhand, kick attack (1D6), body block/tackle, body flip/throw, break fall, disarm, roll with punch, fall, or impact, pull strike, and the usual strike, parry and dodge.
Special Attacks: Combination parry/throw (uses one melee action, but can be repeated throughout a melee like a normal parry)
Locks/Holds: Arm hold, wrist hold, arm lock.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, automatic flip/throw, critical flip/throw

Character Bonuses: Add 2 to P.P.E. and I.S.P. (if applicable), +2D4 to S.D.C., +1 to M.E., +1 to P.P.
Additional Skills (Choose One): W.P. Knife or W.P. Blunt. Choose any one domestic or domestic:cultural skill (+10%).

Level Advancement Bonuses:
Level 1:: Add two additional attacks per melee, +3 to roll with punch/fall/impact, +3 to pull punch, critical strike on natural 20, critical flip/throw on natural 20.
Level 2:: +2 to parry and dodge, +1 to strike.
Level 3:: +1 to body flip/throw, +1 to body block/tackle, +1 to disarm.
Level 4:: Add one additional attack per melee, kick attack inflicts 2D6 damage, learns automatic flip/throw.
Level 5:: Critical flip/throw on natural 19 or 20.
Level 6:: +1 to strike, parry, and dodge, +1 to body flip/throw.
Level 7:: W.P. Paired Weapons applicable to characters above selected weapon proficiency skill, +2 to damage.
Level 8:: Jump kick (automatic critical strike), +1 to roll with punch/fall/impact.
Level 9:: Add one additional attack per melee.
Level 10:: +2 on initative, +1 to parry, and dodge.
Level 11:: +1 to break fall, +1 to disarm.
Level 12:: Critical strike on natural 18 to 20.
Level 13:: +2 to damage, knock-out/stun on natural 19 or 20.
Level 14:: Add one additional attack per melee.
Level 15:: +1 to body flip/throw, +1 to body block/tackle.

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