Special Manuvers and Damage:

Hand to Hand Damage:

Hand Strike:
Power Punch: Does Double plus bonuses, However it counts as two attack.

Foot Strike:
Backward Sweep: No damage done, however if successful it knock the opponent down.
Trip/Leg Hook Hook: No damage done, however if successful it knocks the opponent down.
Power Kick: Does Double Damage, however it counts as two attacks, Note: cannot be combined with Leap Kick.

Miscellaneous:


Characters with No Hand to Hand Combat Skill


Level 3: +1 attack per melee round and +1 to dodge. +1 non-combat melee action.
Level 6: +2 non-combat melee actions.


Hand to Hand: Basic

This is an elementary form of hand to hand combat training. Though it hardly stacks up against some of the more advanced form of fighting, one who has trained in hand to hand: Basic still fights with combat skill compared to the simple, everyday folk without training.


Level 1:  Starts with four attacks/actions per melee round; +2 to pull punch and +2 to roll with punch, fall or impact.
Level 2:  +2 to parry and dodge.
Level 3:  Kick attack does 1D8 points of damage.
Level 4:  +1 additional attack/action per melee round.
Level 5:  +1 to strike and disarm.
Level 6:  Critical Strike on an unmodified roll of 19 or 20.
Level 7:  +2 to damage.
Level 8:  Judo-style body flip/throw: does 1D6 damage, and victim loses initiative and one attack.
Level 9:  +1 additional attack/action per melee round.
Level 10:  +2 t pull punch and +2 to roll with impact/punch/fall.
Level 11:  +1 to parry and dodge.
Level 12:  +1 to strike.
Level 13:  Critical Strike or Knockout from behind.
Level 14:  -2 to damage.
Level 15:  +1 additional attack/action per melee round.


Hand to Hand: Expert
This is the fighting style taught to police officers, soldiers, bodyguards, thieves, and anybody else who will be expected to live by violence. While it lacks the mastery of the Martial Arts, an Expert fighter knows how to scrap quickly and efficiently. At high levels, especially , those with skill can often hold their own against dedicated masters of the martial arts.


Level 1:  starts with four attacks/actions per melee; Kick attack 1D8 damage, +2 to pull punch, and +2 to roll with punch, fall or impact.
Level 2:  +3 to parry and dodge, and +1 to pull punch.
Level 3:  +2 to strike, +2 to disarm, and can perform a Karate Punch.
Level 4:  +1 additional attack/action per melee round.
Level 5:  Can perform a Karate Kick, does 2D6 damage.
Level 6:  Critical Strike on an unmodified roll of 18, 19, or 20.
Level 7:  W.P. Pared Weapons and Backhand strike (average, does 1D4 damage).
Level 8:  Body Flip/Throw; does 1D6 damage, and victim looses initiative and one attack.
Level 9:  +1 additional attack/action per melee and +1 to disarm.
Level 10:  +3 to damage.
Level 11:  Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 12:  +2 to parry and dodge.
Level 13:  Critical Strike or Knockout from behind (triple damage).
Level 14:  +1 additional attack/action per melee round.
Level 15:  Death Blow on a roll of Natural 20.

Hand to Hand: Martial Arts

A form of martial arts that takes and mixes techniques from many different sources.

Note: Martial arts combat training enables the character to use any basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, and Pull Punch as well as the martial arts moves noted below.

Level 1:   Starts with four attacks/actions per melee; +3 to pull punch and +3 to roll with impact/punch/fall, and Body Flip/Throw; does 1D6 damage, victim loses initiative and one attack.
Level 2:   +3 to parry and dodge; +2 to strike, and may perform Karate and any hand strike/punch.
Level 3:   +1 on initiative, and may perform a Karate-style Kick (does 2D6 damage) and any foot strike except Leap Kick.
Level 4:   +1 additional attack/action per melee round.
Level 5:   Leap Kick (3D8 damage, but counts as two melee attacks), and +2 to entangle.
Level 6:   Critical Strike on an unmodified roll of 18, 19 or 20.
Level 7:   W.P. Paired Weapons, can perform Holds and is +2 to disarm.
Level 8:   Back Flip and Back Flip escape.
Level 9:   +1 additional attack/action per melee round.
Level 10:  Back Flip attack and +2 to disarm.
Level 11:  +4 to damage and +1 on initiative.
Level 12:
  +2 to parry and dodge.
Level 13:  Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 14:  +1 additional attack/action per melee round.
Level 15:  Death Blow on a roll of a Natural 20.


Hand to Hand: Assassin




Level 1:   Starts with three attacks/actions per melee round; +2 to strike. W.P. Paired Weapons.
Level 2:   +1 on initiative and +2 additional attacks/actions per melee round.
Level 3:   Karate Punch (2D4 damage), +3 to pull punch, and +2 to roll with impact/punch/fall.
Level 4:   Karate Kick (2D6 damage), +4 to damage on all physical attacks, and +1 on initiative.
Level 5:   +1 additional attack/action per melee round and +1 to strike with a thrown weapon.
Level 6:   +3 to parry/dodge, +2 to entangle and Backhand strike (martial arts 1D6)
Level 7:   Knockout/stun on an unmodified roll of 17-20 and Leap kick (3D8 damage, but counts as two melee attacks).
Level 8:   +1 additional attack/action per melee round, +1 to strike with guns, and +1 on initiative.
Level 9:   +1 on initiative and can perform Back Flip.
Level 10:  Critical Strike on an unmodified roll of 19 or 20.
Level 11:  +2 to strike in hand to hand, +1 to strike with a thrown weapon and with guns, and can perform Back Flip attack.
Level 12:  +2 to pull punch and Death Blow on a roll of a Natural 19 or 20.
Level 13:  +1 additional attack/action per melee round.
Level 14:  +2 to damage and can perform Holds.
Level 15:  +2 to strike in hand to hand and +1 to strike with guns.


Hand to Hand: Commando

This style of combat is a quick and dirty form of martial arts typically available only to the members of the military, and even then, only to special operations teams such as Commandos, Navy Seals, Special Forces and Military Specialists.


Level 1:  Starts with four attacks/actions per melee round, W.P. Paired Weapons, Body Flip/Throw, Body Block/Tackle and +2 to save vs. Horror Factor.
Level 2:  +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll with punch/fall/impact, and +3 to pull punch. Backward Sweep Kick, used only against opponents coming up behind the character. Does no damage; it is purely a knockdown attack (same penalties as Body Flip) but cannot be parried (an opponent can try to dodge it but is +2 to do so).
Level 3:   +1 on initiative, +1 to disarm, and Karate Punch/strike (does 2D4 damage).
Level 4:   additional attack/action per melee and Karate Kick (does 2D5). The Karate-style kick starts with bringing the knee, folded, up to chest level, then the foot is completely extended.
Level 5:   +2 to automatic dodge and all foot strikes.
Level 6:   +2 on initiative, +1 to strike, parry and dodge, and +1 to Body Flip/Throw.
Level 7:   +2 to damage, +1 to save vs. Horror Factor, +1 to disarm, +1 to automatic dodge and +2 to pull punch.
Level 8:   +1 additional attack per melee, Jump Kick, +2 to Body Flip/Throw, and +1 to roll with punch/fall/ impact.
Level 9:   Death Blow on a Natural 18-20! +2 to pull punch.
Level 10:  +2 to save vs. Horror Factor, +1 on initiative and +1 to strike.
Level 11:  +1 to disarm, +1 to pull punch and +2 to Body Flip/Throw.
Level 12:  +2 to damage, +1 to parry and dodge, +2 to automatic dodge.
Level 13:  +1 additional attack/action per melee.
Level 14:  Can perform Holds and is +1 on initiative.
Level 15:  Critical Strike on a Natural 17-20.



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