Jujitsu
This combat style is very pragmatic, and literally means "whatever works". Techniques range from the assault of vital points, joint locks, and throwing techniques. A trained master can reduce their victims into helplessness even if armed with daggers, sticks, or guns. Any advantage that can be gained will be used by a practitioner of Jujitsu without a second thought of fairness.
Note: CANNOT be selected by a character of an honorable (Principled or Aberrant) alignment.
Basic and Special Moves: Maintain balance, break fall, disarm, body block/tackle, body flip/throw, holds, roll with punch/fall/impact, pull punch, kick attack (2D4 damage), knee and elbow attacks (1D6 damage), and the usual strike, parry, and dodge are known at first level.
Bonuses: +3D6 to SDC, +2 to PS, and +1 to PP.
Level
- Four attacks per melee; snap kick (1D6 damage), knife hand (2D4 damage), +3 to roll with impact, +2 to parry and dodge, +2 to pull punch.
- +1 to strike, tripping/leg hook and backward sweep kicks.
- +1 on initiative, critical strike from behind.
- One additional attack per melee.
- Palm strike (2D4 damage), drop kick
- Critical strike on a natural 18, 19, or 20.
- +1 to strike, +1 on body flip/throw, +1 to disarm.
- One additional attack per melee, +1 to maintain balance.
- Critical body flip/throw on natural 17-20.
- Jump kick and leap attacks.
- One attitional attack per melee, +2 to pull punch.
- +1 on initiative, +1 to parry and dodge, +1 to strike.
- +2 to damage, +2 to pull punch, +2 to break fall.
- One additional attack per melee.
- Death Blow!
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