Jujitsu
Jujitsu is the predecessor of modern judo and combines a variety of redirecting
maneuvers with speed and finding one's opponent's flaws.
Prerequisites
To learn Jujitsu, a character must have at least one add in
Meditation.
Disciplines
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Throw: Identical to a drop kick except that the character is not Knocked Down.
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Leaping Kick: This attack does STR+4 damage. It may not be performed in
two consecutive rounds.
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Dragon Flight: This intricate series of maneuvers gives +1 to Maneuver
skill (or DEX) and is otherwise a standard Maneuver. If successful, the
target will also be unable to Aim.
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Lightning Fist: This maneuver allows two attacks without being a Multiaction.
It may not be performed on two consecutive rounds and may not be performed
during Flurry rounds.
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Weakness Probe: The character spends a round doing nothing but studying
their opponent (or actively defending). If they then make a PER roll with a
DN of their opponent's Unarmed Combat (or Martial Arts) skill, they get +1 to
hit and +3 damage for one round (versus that opponent only). This maneuver
may also reveal possible locations for a Vital Blow.
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Iron Fist: STR+6 Damage
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Healing: The character may make a Mind roll against a DN of about 12 to
produce a healing potion that will heal one wound (ineffective versus
Mortal Wounds). It takes four and a half hours to produce and loses its
efficacy in a matter of minutes, so it cannot be stored.
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Death Touch: This attack costs four possibility points. After performing
a normal strike, the target must make a TOU roll (DN of how much damage
was done). If this roll fails, the target takes 15 result points of
damage. A new bonus is rolled and added to the base damage of the strike,
and compared to the attacker's TOU, doing one Shock per result point.
Back To Martial Arts
This page created by Doug Dawson.
Last Modified: 26 August, 1996