Entrance Requirements: None
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
Why Study Krav Maga?
Skill Cost: 3 years
Costume: Standard Gi
Stance: Initially none. Students are taught to react from various natural
positions, such as sitting, or lying down. Once combat starts, the student
assumes a stance with his feet spread shoulder's-width apart. The majority of
his weight is carried on the front foot. His body is turned slightly ( providing
a smaller target, and protecting the groin ), and his hands are at shoulder
level, in front of his face.
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Breakfall, Circular Parry, Combination Parry/Attack, Disarm.
Hand Attacks: Strike ( Punch ), Knife Hand, Power Punch, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Crescent Kick,
Tripping/
Leg Hook.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Death Blow, Knee, Forearm, Elbow, Body Flip/Throw, Combination
Grab/Kick, Groin Slap ( used against someone who is holding you, this is a
"slap" to the groin. Requires a strike roll of 13 or better, inflicts 1D6
damage, plus the victim must Save vs. Pain, or lose Initiative and 1-2 attacks
), Groin Kick with Hammer Strike ( This requires two strike rolls. The first is
for a kick to the groin, which, if successful, inflicts 1D8 damage, and a Save
as per the Groin Slap, followed up by a Hammer Fist to the face or back of the
neck for 1D8 damage ).
Holds/Locks: Choke, Crush/Squeeze, Neck Hold, Neck Hold/Choke, Arm Hold, Wrist
Lock, Elbow Lock, Paralysis Attack.
Weapon Katas: Knife, Short Staff, Long Staff ( Military personnel learn to use
their riflesas staffs also ).
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical
Strike from Rear.
Martial Art Powers: Blood Flow Atemi, Grasping Hand Atemi.
Physical: Athletics, Pressure Point Control Tactics ( by Lee Casebolt ).
Level 1: +2 Roll with Punch/Fall/Impact, +1 Dodge.
Level 2: +1 Strike, +2 Parry.
Level 3: +1 Attack per Melee, +1 Maintain Balance, Knock-Out/Stun on Natural 20.
Level 4: +1 Damage, +1 Dodge, +1 Disarm.
Level 5: +1 Strike, +2 to Holds*.
Level 6: +1 Attack per Melee, +1 Parry, Critical Strike on Natural 19-20.
Level 7: +2 Roll with Punch/Fall/Impact, +1 Dodge, knock-Out/Stun on Natural 19-20.
Level 8: +1 Maintain Balance, Death Blow on Natural 20.
Level 9: +1 Attack per Melee, +2 Disarm.
Level 10: +2 Parry/Dodge, and Roll with Punch/Fall/Impact.
Level 11: +1 Strike, Knock-Out/Stun on Natural 18-20.
Level 12: +1 Attack per Melee, Critical Strike on Natural 18-20.
Level 13: +2 to Holds*, Death Blow on Natural 19-20.
Level 14: +2 Roll with Punch/Fall/Impact, +1 Dodge.
Level 15: +1 Strike/Parry, +2 Disarm, Knock-Out/Stun on Natural 17-20.
* Applies to all of the manuevers listed under Holds, above.