SAMBO
by Lee Casebolt

Entrance Requirements:
Skill Cost:

Sambo (alt. SAMBO or Sombo) is the official hand to hand training of the Russian (and formerly Soviet) military. Developed in the 20s, it is a synthesis of judo and various Russian wrestling traditions. The emphasis in sambo is on grappling generally, and on throwing an opponent on their head, finishing with leg locking/breaking techniques specifically, in keeping with its military origin. Sambo is mandatory in the Russian military, and is beginning to spread as a judo-like sport in the US and Europe.

Costume:
Stance:
CHARACTER BONUSES
Add 1 to PS
Add 1 to PP
Add 2 to PE
Add 10 to SDC
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll wih Punch/Fall/Impact, Maintain Balance
Attack Moves:
Basic Defense Moves: Parry, Dodge, Automatic Parry
Advanced Defense Moves: Disarm, Breakfall
Hand Attacks: Strike (punch), Palm Strike
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks
Jumping Foot Attacks:
Special Attacks: Choke, Body Block/Tackle, Body Flip/Throw, Elbow, Neck Hold/Choke
Holds/Locks: Arm Hold, Leg Hold, Elbow Lock, Ankle Lock (SPECIAL! Performed similarly to a Leg Hold, but treated as a Wrist Lock for escape purposes), Knee Lock (SPECIAL! Performed similarly to a Leg Hold, but treated as an Elbow Lock for escape purposes)
Weapon Kata: None
Modifiers to Attacks:
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi Ability automatically. In addition, select two from Body Hardening Exercises, either of which may be exchanged for a basic skill program (excluding physical).
Languages: Russian
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike
2nd: +1 to Parry/Dodge, +2 to Damage, Critical Strike or Knock-Out/Stun from Behind
3rd: +1 to Body Flip/Throw (does 2d6 damage, instead of the usual 1d6), +1 to Maintain Balance
4th: Add one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques
5th: +2 to Roll with Punch/Fall/Impact, +2 to Damage
6th: +1 to Disarm, +1 to Parry/Dodge
7th: +1 Attack per Melee, Critical Strike on Natural 18, 19, or 20
8th: +1 to Body Flip/Throw, +2 to Roll with Punch/Fall/Impact
9th: Add one (1) Additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter), or Martial Arts Techniques, +1 to Damage
10th: +1 Attack per Melee, +1 to Disarm
11th: +1 to Maintain Balance, +1 to Strike
12th: +1 to Parry/Dodge, +1 to Body Flip/Throw (Does 4d6 damage!!)
13th: +2 to Maintain Balance
14th: +1 to Strike, +1 to Damage
15th: Select one (1) Additional Martial Arts power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques.
Why Study SAMBO?
'Cause you like throwing people on their heads and breaking their legs. DUH!! :)

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