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Hand to Hand Skill Move Lists
Basic Hand to Hand- beginning
Escape Moves | Roll with Punch/Fall/Impact |
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Defensive Moves | Dodge, Parry, Automatic Parry |
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Hand Attacks | Strike (Punch) |
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Foot Attacks | Snap Kick (1d4) |
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Special Attacks | Body Block/Tackle, Crush/Squeeze, Pin/Incapacitate |
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Modifiers to Attacks | Pull Punch, Knockout/Stun, Critical Strike |
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Simultaneous Attacks | Attacking without Defense |
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- Level three - Kick attacks: Karate style kick does 2D4 damage or Snap Kick, 1D6 damage.
- Level eight - Body Throw/Flip1
Expert Hand to Hand
Escape Moves | Roll With Punch/Fall/Impact |
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Defensive Moves | Dodge, Parry, Automatic Parry |
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Hand Attacks | Strike (Punch, 1d4), Knife Hand (1d6) |
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Foot Attacks | Kick Attack (1D6 Damage), Tripping/Leg Hooks |
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Special Attacks | Body Block/Tackle, Choke |
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Modifiers to Attacks | Pull Punch, Knockout/Stun, Critical Strike, Critical Strike From Rear, Death Blow |
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- Level five - Kick attacks: Karate style kick does 2D4 damage and any two of choice2
- Level eight - Body Flip/Throw1
Assassin Hand to Hand
Escape Moves | Roll With Punch/Fall/Impact |
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Defensive Moves | Dodge, Parry, Automatic Parry |
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Hand Attacks | Strike (Punch), Knife Hand, Fingertip Attack (1 pt damage) |
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Foot Attacks | Snap Kick (1D4 Damage), Tripping/Leg Hooks |
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Special Attacks | Body Block/Tackle, Choke |
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Holds/Locks | Arm Hold, Body Hold, Neck Hold |
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Modifiers to Attacks | Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear, Death Blow |
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- Level seven - Death Blow3 (if desired; must announce his intention)
- Level nine - Kick attacks: Karate style kick does 2D4 damage and any two of choice2
Martial Arts Hand to Hand
Escape Moves | Roll With Punch/Fall/Impact |
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Defensive Moves | Dodge, Parry, Automatic Parry |
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Hand Attacks | Strike (Punch, 1d4), Knife Hand (1d6), Power Punch (1d10) |
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Basic Foot Attacks | Kick Attack (1d6), Snap Kick (1d4) |
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Special Attacks | Death Blow, Leap Attack, Body Block/Tackle |
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Modifiers to Attacks | Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear |
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- Level three - Kick attacks: Karate style kick does 2D4 damage and any four of choice2
- Level five - Jump Kicks (all)4
- Level eight - Leap Attack5
- Level ten - Body Flip/Throw1
1Body Flip/Throw- Character throws the opponent off the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails.
As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack.
2Kick Attacks- Kick Attack: This is a conventional karate-style kick. It starts with bringing the knee, leg folded, up to chest level, then the foot is completely extended. Does 2d4 Damage.
- Snap Kick: A very short, very fast kick. Usually delivered low, striking the opponent somewhere below the waist. It works well in confined spaces and in grappling range, but does relatively little damage (only 1D6).
- Roundhouse Kick: By turning the body and swiveling the hips, there's tremendous power packed into this kick. Can be used only once per melee round, and no other kicks can be used in that same melee round. Does 3D6 Damage.
- Wheel Kick: A damaging kick that involves sweeping the leg completely around the body. Cannot come right before or right after another kick. Does 2d6 Damage.
- Crescent Kick: A swivel-hipped kick that sends the foot out in a sweeping arc. Does 2d4+2 Damage.
- Axe Kick: A very high kick that goes up and over the opponent, coming down on the neck or shoulder. Can't be used in the same melee round with any other kicks. Does 2d6 Damage.
- Backward Sweep: Used only against opponents coming up from behind the character. Does No damage, it's purely a Knockdown attack. Cannot be parried, but can be dodged.
- Tripping/Leg Hook: An attack on the opponent's legs. Does No damage, it's purely a Knockdown attack. Cannot be parried, but can be dodged.
3Death Blow- Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to his points (no SDC damage). The defender can try to roll with death blow by rolling over the attacker's strike. A Death Blow must be announced before rolling the Strike. An unsuccessful Death Blow does 1D6 damage.
The defender can only attempt to survive by parrying (must equal or better the attack roll with a natural, unmodified, die roll to parry) and/or by doing a Roll with Punch. If the roll with punch is successful (over the attacker's Strike roll), then the victim's hit point damage is reduced by half.
NOTE: The actual effect is the immediate stopping of the heart. In other words, it simulates a massive heart attack. All the damage is to the victim's Hit Points, not to SDC If CPR-type resuscitation is available, the victim may be mobile in less than an hour. Roll to save vs coma/death.
4Jump Kicks - A Jump Kick is performed by leaping completely off the ground and attempting to land foot-first on an opponent. Jump Kicks can be used only by those skilled in hand to hand martial arts or in a specific style of martial arts. The advantage of a jump kick is that it works as a critical strike and doubles the normal damage inflicted. The disadvantage of a jump kick is that no other attack may be performed in that melee round (all attacks for that melee are used up in the kick). The jump kick must be the character's first attack of that melee round. For the rest of the melee round, the character can only parry, dodge or move into position.- Jump Kick: Does 1D8 Damage and Critical Strike.
- Flying Jump Kick: Must be made from long range. The character launches into the air, taking a position that will smash one foot into the opponent. Does 1D10 Damage and Critical Strike.
- Flying Reverse Turning Kick: Must be made from long range. The extra twisting and turning of the body adds power to do 2D6 Damage and Critical Strike.
5Leap attack - An airborne assault where the weapons and fists are wielded in mid-leap. A leap attack must be made only at the beginning of a melee round and, like the jump kick, uses up all attacks for that melee. Usually, only a single strike can be made during a leap attack. However, if two opponents are close together, the attacker can leap between them and strike both of them at the same time; roll to strike each opponent. After the leap, the character may not attack again until the next melee round, but can parry, dodge, or move into position. Automatic parries work in mid-leap, but dodges are impossible. A successful leap attack is a critical strike and does double damage.
Last edited by soulsight, March 14 2021 20:36:49. Secured game article. You most log in to contribute.
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