Valderian Jujitsu
By Sinestus

Designed to end combat in a basic, and simple method, Valderian Jujitsu is easily seen as a less lethal form of Multi-Fracto. Instead of learning the methods for breaking bones without leaving marks, the scholars of V.J. learn to leave painfully crippling welts. Although the martial artist can deal an incredible amount of damage, they usually avoid killing. Generally, once an opponent is knocked unconscious, they are bound or left alone.
Requirements: I.Q.: 10, P.P.: 14, P.S.: 12, Spd: 12
Training: 10 years
Character Bonuses
+3 to P.P.
+3 to P.E.
+10 S.D.C.
+2 Save vs. Pain.
Stance: Varies with training. generally a boxing/kickboxing style stance.
Outfit: Loose pants, and padded gloves/boots in training.
Combat Skills
Attacks per Melee: 2
Hand Attacks: palm strike, back hand, forearm, elbow,
Foot Attacks: snap kick, crescent kick, Turning Kick (dodge/kick), Drop Kick (fall/dodge/kick), tripping leg hook
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: roll, Combination Parry/attack
Holds/Locks: wrist lock, arm lock, leg lock
Throws: Special - Pain Throw, also can attempt to escape most Holds with a Throw (half normal bonus, not applicable to Leg Holds).
Escape Techniques: roll
Modifiers to Attack: Pain (special), Knockout, Knockout from behind.
Special Moves: paralysis attack (vital points)

Pain Throw - once in a successful lock, can force the victim to break the limb (escape the lock) or simply suffer the Save vs. Pain from escaping the lock (but the limb is not broken). Those who are released after suffering from this technique (Suffer pain but no break), suffer half the 'broken limb' penalties for 1D4 hours.

Pain Strikes - All attacks are usually pulled. A successful natural strike (with a pulled punch) equaling or above the pain score may leave a mark. When the roll is high enough, the victim must Save vs. Pain twice, first roll is normal Save vs. Pain, second is to determine if a mark is left (failure=mark). The second Save vs. Pain only gets bonuses from P.E.. If a mark is left, any strikes to that area will require another Save vs. Pain. Such Pain Strikes (pulled strikes or striking a welt/mark) will only cause Stun Penalties and the loss of one action for the first three successes (thus the first three times the opponent suffers, they suffer cumulative penalties). Each successive time after the third, if the Save vs. Pain fails, the target is knocked out for 1D4 minutes. Pulled Strike Pain attacks may be balanced/negated with a successful Roll or Breakfall.
Once per melee (+1 every five levels), the martial artist can Call a Pain Strike. This is targeted, and if the strike is successful, it deals no damage, just causes the Pain penalties. A Critical Strike with the called attack negated the opponent's chance to Roll with impact or Save vs. Pain/Welt (a mark is automatically left)
Striking a welt left from a pain strike is a called shot (13+ with bonuses).

Weapon Katas: none
Additional Skills: Feng Shui, Anatomy, Biology
Martial Arts Powers: Select three from Arts of Invisibility or Atemi.
Level Advancement Bonuses
1st: +1 to strike/pull punch. +1 to lock/throw, Knockout/PAIN on 20
2nd: +1 to parry/dodge and initiative
3rd: +2 to roll, Knockout from behind, PAIN 19+
4th: +1 attack, select one power from Body Hardening
5th: +2 to strike/pull punch, +1 to Locks
6th: +1 to throw with parry
7th: +1 attack, Pain 18+
8th: Select one power from Atemi, Body Hardening, or Martial Arts Techniques
9th: +1 to parry/dodge/roll
10th: +1 to Lock/throw. Pain 17+
11th: +1 attack, +1 to strike/pull punch
12th: Knockout 19+, +2 to damage
13th: Pain 16+, Select one power from Atemi or Arts of Invisibility
14th: Combination Parry/Lock gained (full bonuses for each)
15th: +1 attack





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