These are all a little short on background, sorry, but I will include a few notes with each. As usual, this is to the best of my knowledge; actual practitioners of this or any other style feel free to tell me how wrong I am.

SAMBO
by
Lee Casebolt

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.

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
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Disarm, Breakfall
Hand Attacks: Strike (punch), Palm Strike
Basic Foot Attacks: Snap Kick, Tripping/Leg Hooks
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 Katas: None

SKILLS INCLUDED IN TRAINING
Martial Arts 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

LEVEL ADVANCEMENT BONUSES
1 - +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Strike
2 - +1 to Parry/Dodge, +2 to Damage, Critical Strike or Knock-Out/Stun from Behind
3 - +1 to Body Flip/Throw (does 2d6 damage, instead of the usual 1d6), +1 to Maintain Balance
4 - Add one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques
5 - +2 to Roll with Punch/Fall/Impact, +2 to Damage
6 - +1 to Disarm, +1 to Parry/Dodge
7 - +1 Attack per Melee, Critical Strike on Natural 18, 19, or 20
8 - +1 to Body Flip/Throw, +2 to Roll with Punch/Fall/Impact
9 - Add one (1) Additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter), or Martial Arts Techniques, +1 to Damage
10 - +1 Attack per Melee, +1 to Disarm
11 - +1 to Maintain Balance, +1 to Strike
12 - +1 to Parry/Dodge, +1 to Body Flip/Throw (Does 4d6 damage!!)
13 - +2 to Maintain Balance
14 - +1 to Strike, +1 to Damage
15 - 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!! :)

Lee Casebolt

"Do unto others...And enjoy it!" - Brian Pillman

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