Entrance Requirements: None
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
Why Study KAJUKENBO?
Skill Cost: 8 Years (6 Years as Secondary Martial Art)
Costume: Artists train in loose fitting clothes of almost any
type, from a traditional gi to sweats and a t-shirt.
The school's name will typically be displayed
somewhere, either on the back of the outfit or on a patch at the shoulder.
Stance: Typically, the martial artist stands with his left leg
forward and right leg back at a 45 degree angle, weight
slightly more on the front leg than the back. Both
hands are held in front of the body, between the
martial artist and his opponent.
Attacks per Melee: Three
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Breakfall, Disarm, Combination Parry/Attack
Hand Attacks: Strike, Palm Strike, Knife Hand, Backhand, Roundhouse (1D10), Uppercut (1D8)
Basic Foot Attacks: Kick, Snap Kick, Tripping/Leg Hooks, Backward Sweep
Mule Kick (NEW!): The Mule Kick is pretty simple. The martial artist
picks up his rear leg and kicks backward with it. Damage is only
1D6, but it can be done on opponents behind the character.
Jumping Foot Attacks: None
Special Attacks: Body Block/Tackle, Body Flip/Throw,
Choke, Knee, Elbow, Grab, Forearm, Entangle, Pin/Incapacitate, Death Blow
Pain Compliance (NEW!): This move is a
toned down version of the Paralysis
Attack. The artist will be able to
latch onto a nerve, nerve junction,
joint, or other vital point and put a
serious hurtin' on their opponent.
The victim must Save vs Pain or is -3
to all combat rolls while the Pain
Compliance is in effect and for one
melee after. Can only be done during
a Hold, Lock, Grab, Entangle, or Pin/Incapacitate,
Select one move from any Karate or Chinese form. No Chi abilities or
other "Powers", standard and special attacks and defenses only.
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Wrist Lock, Elbow Lock
Weapon Katas: None
Modifiers to Attacks: Critical Strike, Critical Strike from
Behind, Knockout/Stun, Death Blow
Martial Art Powers: Dam Sum Sing (BH) and one more from the
categories of Body Hardening, Special
Katas, or Martial Art Techniques. If
desired, any number of powers can be
traded one-for-one for any Basic Skill Program (including Physical)
Philosophical Skills: Zen (can be substituted for the
philosophical belief of the teacher)
Level 1: Critical Strike, Critical Strike from Behind, +3 to
Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Strike
Level 2: +1 to Body Flip/Throw, +1 to Maintain Balance
Level 3: +1 Attack per Melee; select one standard attack,
defense, or special move from any Martial Art Form (no "Powers")
Level 4: +1 to Strike, +2 to Parry/Dodge
Level 5: Select one power from Body Hardening, Special Katas, or
Martial Art Techniques
Level 6: +1 Attack per Melee, +1 to Body Flip/Throw
Level 7: +1 to Parry/Dodge, Critical Strike on Natural 19-20
Level 8: Knock-Out/Stun on Natural 19-20, +1 to Maintain Balance
Level 9: +2 to Strike, +1 Attack per Melee
Level 10: Select one power from Body Hardening, Special Katas, or
Atemi Abilities, +1 to Parry/Dodge
Level 11: Select one standard attack, defense, or special move
from any Martial Art Form (no "Powers")
Level 12: +1 Attack per Melee, Critical Strike on Natural 18-20
Level 13: Select one power from Atemi Abilities or Chi Mastery,
Knockout/Stun on Natural 18-20
Level 14: +1 to Body Flip/Throw, +1 to Strike, +1 Attack per Melee
Level 15: Death Blow on Natural 20, Select one power from Chi
Mastery or Atemi Abilities.