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Martial Arts - Krav Maga

Dannigan

Kaerri's Man. =)
Supporter
Roleplay Availability
Roleplay Type(s)
Krav Maga (Tier 2 - Total Skill Cost =5)

Developed recently in Israel as a self defense form, this is one brutal martial art. Before its slow release to public use in America, Krav Maga can trace its roots to the commando training of the elite MOSSAD special forces units.

Krav Maga's philosophy is simple: If it hurts your opponent, it can't be all that bad. Biting, gouging, elbowing, kneeing to the groin - it's all there. If it works, chuck it in for good measure. Yet Krav Maga is not at all complicated or underdeveloped. Quite the opposite. It is coldly efficient and altogether brutal.

Character Bonuses
Add 1 to M.A.
Add 2 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 2

Combat skills
Escape Moves: Roll, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Parry (does damage), Multiple Dodge.
Hand Attacks: Strike, Power Punch, Backhand, Double Knuckle Fist, Fingertip Attack, Claw Hand, Elbow, Forearm.
Foot Attacks: Kick, Roundhouse Kick, Trip/Hook, Snap Kicks, Knee, Drop Kick (Combination Dodge/Kick).
Special Attacks: Body Flip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Head Lock.
Weapon Skills: W.P. Knife.

Level Advancement Bonuses
1st - Critical Strike on a natural roll of 19 or 20 or from behind. +1 to Strike, +1 to Damage.
2nd - +2 to Parry, +2 to Dodge.
3rd - +1 Attack per round, K.O. on a natural roll of 19 or 20.
4th - Circular Parry, +1 to Initiative, +1 Body Flip/Throw
5th - +2 to Pull Punch, +2 to Roll with Impact/Breakfall.
6th - +1 to Initiative, +2 to Strike, and +1 to Damage
7th - Critical Body Flip/Throw. Death Blow on a Natural 19 or 20.
8th - +1 Attack per round, K.O. on a natural roll of 18 or higher.
9th - Critical Strike on a natural roll of 18 or higher.
10th - +1 to Parry,,+1 to Dodge, +2 to Damage, +1 to Roll/Breakfall
11th - Critical Strike on a natural roll of 17 or higher.
12th - Death Blow on a natural roll of 18 or higher.
13th - Automatic Body Flip/Throw. +1 to Strike
14th - Critical Strike on a natural roll of 16 or higher.
15th - K.O. on a natural roll of 17 or higher. Critical Strike on a natural roll of 15 or higher.

"KRAV MAGA TRAINING - End a fight in 3 seconds!"


"KRAV MAGA TRAINING - Cornered! What do you do now?"
 
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