Level 1: +1 additional attack per melee. +2 damage on all S.D.C. attacks
Level 2: +1 to strike and +1d6 damage when using a non-combat object as a weapon, such as a barstool, chair, crowbar, pool stick or similar item. This damage should be increased by 3d6 per 100
pounds if a character with exceptional strength uses a larger itemsuch as a washing machine, a steel file cabinet, a car, or some similar thing.
Level 3: +4 to parry, dodge, roll with punch, fall or impact
Level 4: 2d6 power punch which counts as only one attack. When using a power punch, the attacker can get an automatic knockout on natural roll of 19 or 20. Victim will remain unconscious for 1d4 melee rounds. Knockout attempt does not have to be announced prior to roll. Level 5: +1 additional attack per melee Level 9: +1 additional attack per melee
Entrance Requirements: None
Skill Cost: 8 years (5 years as secondary form)
Brazilian Jujutsu (frequently abbreviated to BJJ) is a relatively modern form developed from judo and traditional Japanese jujitsu styles by the family of Brazilian landowner Carlos Gracie in the early 20th century. Over the years, the style was refined through repeated challenge matches against boxers and other martial artists. Techniques were modified to reflect the combat realities of street fights in Brazil.
In combat, the BJJ master seeks to drive immediately to a clinch, where the punches and kicks of his opponent are no longer effective. Once this is achieved, the opponent is taken to the ground, where he is choked or joint locked into submission.
BJJ training is very hands-on, with the majority of practice being spent on groundfighting practice, There are no preset forms.
Costume: Standard Judo unifrom (though speedoes are often worn during competitions)
Stance: Feet just over a shoulder's width apart, knees slightly bent, feet out for balance. The forward arm is extended to check the range to the opponent, the other is held back over the chest for defense. Hands tend to be open.
CHARACTER BONUSES +1 ME +2 PP
COMBAT SKILLS Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: Clinch (Special! This involves a quick movement forward to grasp the opponent, while staying close enough that virtually all attacks are impossible. On a successful Clinch roll, only holds/locks, body block/tackle, body flip/throw, and tripping/leg hook attacks are possible for either fighter. Neither may parry or dodge attacks from other characters. A Clinch is maintained until broken by a successful escape move or knockdown attack)
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Automatic Roll
Hand Strikes: Strike (punch), Palm Strike
Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks
Special Attacks: Elbow, Knee, Body Block/Tackle
Holds/Locks: Arm Hold, Body Hold, Neck Hold, Neck Hold/Choke, Choke, Elbow Lock, Mount (Special! Performed immediately after a knockdown attack, such as a tackle or leg hook, it pins the opponent to the ground, allowing the character an advantage. While mounted, the character may use any upper body strike or hold/lock, and is +2 to strike and +2 to damage on all techniques. His opponent is limited to hand attacks only, at -2 to strike and damage, and may not roll with impact. The mount may be escaped as a hold), Guard (Special! Performed after suffering a knockdown attack, this defensive position allows the character to defend himself by trapping the opponent between his legs. The character is +2 to roll with impact and parry, and may use any upper body strike, hold/lock, snap kick, or tripping/leg hook attack. A successful tripping/leg hook will roll both combatants to a standing position; a critical strike with the leg hook rolls the character from the guard to the mount! While "in the guard" the opponent may use any upper body strike, hold/lock, or knee attack. The guard may be escaped as a hold) Weapon Katas: None
Martial Arts Powers: Receives the Kansetsu Waza - Grasping Hand Atemi power automatically. Choose one power from Body Hardening Exercises and Martial Arts Techniques. Languages: Portugese Philosophical Training: None
If this is your primary martial arts form, then the following forms can be learned in a shorter time: Jujutsu (4 years), Kodokan Judo (4 years), or Ch'in Na (4 years)
1st - +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to Clinch, Critical Strike from Behind 2nd - +1 to Locks/Holds, +1 to Boddy Block/Tackle and Tripping/Leg Hooks 3rd - +1 to Strike, +2 to Maintain Balance
4th - Add one attack per melee, Critical Strike on natural 18, 19, or 20 5th - +2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on a natural 20
6th - Select one additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques, +1 to Locks/Holds
7th - +1 to Clinch, +1 to Body Block/Tackle and Tripping/Leg Hooks 8th - Add one attack per melee, +1 to Maintain Balance 9th - +2 to Roll with Punch/Fall/Impact, +1 to Damage 10th - +1 to Parry/Dodge, +1 to Locks/Holds
11th - Select one additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques, add one atack per melee 12th - +1 to Parry/Dodge, +1 to Strike
13th - +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance 14th - Add one attack per melee, Knock-Out/Stun on a natural 19 or 20
15th - Select one additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Martial Arts Techniques.
Why study Brazilian Jujutsu?: For taking an opponent out of his element, there's nothing better. BJJ's groundfighting is second to none. On the downside, while it excels in one-on-one combat, the emphasis on ground-fighting makes the practitioner vulnerable to multiple attackers.
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