|
Hand to Hand Combat:
Aikido: The following techniques are know
at first level: Body block/tackle, body flip/throw, break fall, disarm,
holds, roll with punch/fall/impact, pull punch, kick attack (2D4 damage),
and the usual strike, parry and dodge.
Bonuses: +2D6 S.D.C., +1D4 to M.E., +1 to P.P., and +1
to P.E.
Level
-
Two attacks per melee round; +3 to break fall, +2 to roll with punch/fall/impact,
+2 to body flip/throw, and +2 to pull punch.
-
+1 on initiative, +2 to parry and dodge.
-
Automatic dodge and +1 to disarm.
-
+ 1 attack per melee round and +1 to body flip/throw.
-
Critical body flip/throw on Natural 18-20 (double damage).
-
+1 to parry/dodge and +1 to body flip/throw.
-
Automatic flip/throw and +2 to pull punch
-
+1 attack per melee
-
+1 on initiative and +1 to strike, parry and dodge.
-
Double existing P.P.E. (inner spirit) and +1 to disarm.
-
+1 to parry, +2 to dodge, and +1 to body flip/throw.
-
+1 attack per melee.
-
+1 on initiative and +2 to body block/tackle.
-
Critical strike on a natural 18-20
-
+1 attack per melee.
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Assassin: This is taught to character
trained by secret organizations (CIA, Mafia, etc.), this is the specialized
science of killing. It includes learning Automatic Parry, Pull punch, roll
with punch/fall, kick attack, knock-out/stun, critical strike and death
blow. It does NOT include the ability to do Jump kick or leap attack.
Level
-
+2 to strike (one attack per melee).
-
+2 additional attacks per melee.
-
+3 to pull/roll with punch/fall
-
+4 to damage.
-
+1 additional attack per melee.
-
+3 to parry/dodge. Entangle.
-
Knock-out/stun on an unmodified roll of 17-20.
-
+1 additional attack per melee.
-
Kick attack does 1D6 damage.
-
Critical strike on an unmodified roll of 19 or 20.
-
+2 to strike
-
Death blow on a roll of a natural 20.
-
+1 additional attack per melee.
-
+2 to damage.
-
+2 to strike.
|
Basic:
Level
-
Two attacks per melee; +2 to pull/roll with punch, fall or impact.
-
+2 to parry and dodge.
-
Kick attack does 1D6 points damage.
-
+1 additional attack per melee
-
+1 to strike.
-
Critical strike on a n unmodified roll of 19 or 20
-
+2 to damage.
-
Judo-style body throw/flip; does 1D6 damage, and victim loses initiative
and one attack per melee.
-
+1 additional attack per melee
-
+2 to pull/roll with punch, fall or impact.
-
+1 to parry and dodge
-
+1 to strike
-
Critical strike or knockout from behind.
-
+2 to damage
-
+1 additional attack per melee.
|
Commando: The commando hand to hand
combat skill is exclusive to the commando and Special Forces O.C.C.s and
is a form of martial arts.
Bonuses: +2D6 S.D.C. and +1 to M.E.
Level
-
Starts with two attacks per melee round, paired weapons, body flip/throw,
body block/tackle and +2 to save vs horror factor.
-
+1 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll with
punch/fall/impact, +3 to pull punch. Backward sweep kick: Used only against
opponents coming up behind the character. Does no damage: it is purely
a knock-down attack (same penalties as body flip) but cannot be parried
(an opponent can try to dodge it but is -2 to do so).
-
Disarm, +1 to automatic body flip.
-
+ One attack per melee and Karate kick attack. This is a conventional,
karate-style, kick. It starts with bringing the knee, folded, up to chest
level, then the foot is completely extended. Does 2D6 damage.
-
Automatic dodge and critical body flip/throw.
-
+2 on initiative, +1 to strike, parry and dodge, and +1 to body flip/throw.
-
+2 to damage, +1 to save vs horror factor, +1 to disarm, +1 to automatic
dodge and +2 to pull punch.
-
+ One attack per melee, jump kick, +1 to body flip/throw, and +1 to roll
with punch/fall/impact.
-
Death blow on a natural 18-20!
-
+2 to save vs horror factor, +1 on initiative and +1 to strike.
-
+1 to disarm, +1 to pull punch and +1 to body flip/throw.
-
+2 to damage, +1 to parry and dodge, +2 to automatic dodge.
-
+ One attack per melee.
-
Automatic body flip/throw.
-
Critical strike on a natural 17-20.
|
Expert:
Level
-
Two attacks per melee to start, +2 to pull/roll with punch, fall or impact.
-
+3 to parry and dodge
-
+2 to strike
-
+1 additional attack per melee
-
Kick attack does 1D6 damage
-
Critical strike on an unmodified roll or 18, 19, or 20
-
Paired weapons.
-
Judo-style body throw/flip; does 1D6 damage, and victim loses initiative
and on attack
-
+1 additional attack per melee.
-
+3 to damage.
-
Knockout/stun on an unmodified roll of 18, 19, or 20
-
+2 to parry and dodge
-
Critical strike or knockout from behind (triple damage).
-
+1 additional attack per melee
-
Death blow on a roll of natural 20.
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Judo: This is a basic, modern style of
martial arts common among the high-tech communities like the Republic of
Japan, Ictho and Takamatsu. This is typically the basic hand to hand combat
used by the Armed Forces and police of the Republic.
Basic & Special Moves: Body Block/tackle, body flip/throw,
break fall, disarm, roll with punch/fall/impact, strike, parry, dodge,
and pull punch are available at first level. All bonuses are cumulative.
Bonuses: +2D4 S.D.C., +1 to M.E., +1 to P.P.
Level:
-
Two attacks per melee round; +3 to roll with punch/fall/impact, +3 to pull
punch.
-
+2 to parry and dodge, +1 to strike.
-
+1 to body flip/throw and body tackle; +1 to disarm.
-
+1 additional attack per melee and Karate-Style kick 2D6 damage.
-
Critical body flip/throw on natural 19 or 20 (double damage).
-
+1 to strike, parry and dodge; +1 to body flip/throw.
-
Paired weapons and +2 to damage.
-
Jump kick and +1 to roll with punch/fall/impact.
-
+1 additional attack per melee.
-
+2 on initiative and +1 to parry and dodge.
-
+1 to break fall and +1 to disarm
-
Critical strike on a natural 18, 19, 20
-
+2 to damage and knock-out/stun on a natural 19 or 20.
-
+1 additional attack per melee.
-
Automatic body flip/throw.
|
Jujitsu: The following techniques are
know at first level: Maintain balance, break fall, disarm, body block/tackle,
body flip/throw, holds, roll with punch/ fall/impact, pull punch, kick
attack (2D4 damage), knee and elbow strikes (1D6 damage), and the usual,
strike, parry and dodge.
Limitation: Characters of an honorable alignment cannot
select this skill (i.e. can't be principled or aberrant).
Bonuses: +3D6 S.D.C., +2 to P.S., +1 to P.P.
Level
-
Two attacks per melee round; snap kick (1D6 damage), knife hand (2D4 damage),
+3 to roll with punch/fall/impact, +2 to parry and dodge, and +2 to pull
punch.
-
+1 to strike, tripping/leg hook and backward sweep kicks.
-
+1 on initiative and critical strike from behind.
-
+ 1 attack per melee round and +1 to damage.
-
Palm strike (2D4 damage) and drop kick
-
Critical strike on a Natural 18-20 (double damage).
-
+1 to strike, +1 to body flip/throw and +1 to disarm.
-
+1 attack per melee and +1 to maintain balance.
-
Critical body flip/throw on natural 17-20.
-
Jump kick and leap attacks.
-
+1 attack per melee and +2 to pull punch.
-
+1 on initiative, +1 to parry and dodge, and +1 to strike.
-
+2 to damage, +2 to pull punch, and +2 to break fall.
-
+1 attack per melee.
-
Death blow!
|
Karate: There are a variety of different
styles of karate. What follows is a variation of Japanese Kyokushinkai
Karate - "the School of Ultimate Truth." The focus of this martial art
is on aggressive combat and striking power, especially the power to break
through solid objects, as well as an emphasis on raid strikes and speed.
Training is very hard and competitive.
The following techniques are known at first level: Break fall,
body block/tackle, roll with punch/fall/impact, pull punch, kick attack
(2D4 damage), karate kick (2D6 damage), karate punch (2D4 damage), knees
and elbow strikes (1D6 damage).
Bonuses: +3D6 S.D.C., +1D4 to P.S., +2 to P.E., and +2
to Spd.
Level
-
Two attacks per melee round; snap kick (1D6 damage), knife hand (2D4 damage);
+1 on initiative, +2 to roll with punch/fall/impact, +2 to parry, +1 to
dodge, +1 to break fall and +2 to pull punch.
-
+1 to strike, tripping/leg hook and backward sweep kicks.
-
+1 additional attack per melee; +2 to damage.
-
+1 on initiative, +1 to disarm, and roundhouse kick (3D6 damage), power
punch and palm strike (2D4 damage)
-
+1 additional attack per melee and +2 to pull punch
-
Power kick, wheel kick, and +1 to strike, parry and break fall.
-
Critical strike on a natural 18-20, critical strike from behind and death
blow on a natural 20.
-
+1 additional attack per melee and +2 to damage.
-
Jump kick and leap attacks.
-
+1 on initiative, +1 to parry and dodge, and +1 to strike.
-
+1 additional attack per melee and +2 to pull punch.
-
Death Blow
-
+2 to damage, +2 to pull punch, +2 to break fall.
-
+1 additional attack per melee.
|
Kendo: This martial art developed around
the art of swordsmanship. Consequently, it deals with balance, striking,
parrying and slacking.
The following techniques are known at first level: Disarm, break
fall, roll with punch/ fall/impact, pull punch, karate punch (2D4 damage),
kick attack (2D4 damage), knee and elbow strikes (1D6 damage).
Bonuses: +2D4 S.D.C., +1 to P.S., +1 to P.P., and +2
to Spd.
Level
-
Two attacks per melee round to start; knife hand (2D4 damage); +1 on initiative,
+2 to roll with punch/fall/impact, +1 to disarm, +1 to parry (punch attacks),
+1 to dodge, +1 to break fall and +2 to pull punch.
-
+1 to strike and paired weapons.
-
+1 additional attack per melee; +2 to parry.
-
+1 on initiative, +1 to disarm, and +1 to parry.
-
Tripping/leg hook and backward sweep kicks.
-
Power punch and palm strike (2D4 damage).
-
+1 additional attack per melee and +2 to pull punch.
-
Critical strike on a natural 18-20, critical strike form behind and death
blow on a natural 19-20.
-
+1 additional attack per melee and +4 to damage.
-
Automatic dodge.
-
+1 on initiative, +1 to strike, and +2 to break fall.
-
+1 additional attack per melee and +2 to pull punch.
-
Jump kick and leap attacks.
-
Death Blow!
-
+1 additional attack per melee.
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Magic:
This is a Hand to Hand skill that only applies to heavy magic users
such as Lay Line Walkers, Mystics, Shifters, Warlocks and various others (G.M.'s
discretion, not available to Techno Wizards). The idea is, that if a Magic
user spends enough time honing his magic skills, then it becomes useless to even bother with physical fighting.
Level:
-
2 physical attacks per. melee, 3 attacks with magic. +3 to Parry, +3 to
Dodge, 2D6x10 to P.P.E. +3 to strike using magic +1 to parry energy / projectile
weapons using magic spells such as 'fireball' or 'call lightning' (only
those with Hand to Hand: Magic can do this, a parry in this fashion counts
as one Hand to Hand attack, and spends P.P.E) can also cast defensive spells,
such as 'Armor of Ithan' as a parry but has no bonus to do so. +3 to save
vs. magic.
-
+1 to parry using magic
-
+1 to parry + dodge (physical) 1 additional magic attack per. melee +2
strike using magic
-
+2 save vs. magic, +3 save vs. psionics
-
+2 parry using magic, 1D4x10 to P.P.E.
-
3 add ional spells from any level
-
+5 save vs. horror factor
-
1 additional physical attack, 1 additional magic attack
-
+3 initiative +1 parry (physical) +1 strike using magic
-
2D4x10 to P.P.E.
-
+1 to strike and parry using magic
-
+2 save vs. magic +1 strike, parry and dodge (physical)
-
4 additional spells from any level
-
2 additional magic attacks per. melee
-
3D4x10 to P.P.E.
|
Martial Arts:
Level
-
Two attacks per melee; +3 to pull/roll with punch, fall or impact.
-
+3 to parry and dodge; +2 to strike.
-
Karate-style kick does D damage.
-
+1 additional attack per melee.
-
Jump Kick (critical strike). Entangle.
-
Critical strike on an unmodified roll of 18, 19 or 20.
-
Paired Weapons
-
Leap attack (critical strike).
-
+1 additional attack per melee
-
Judo style body throw/flip; does 1D6 damage, victim loses initiative and
one attack.
-
+4 to damage.
-
+2 to parry and dodge.
-
Knock-out/stun on an unmodified roll of 18, 19 or 20.
-
+1 additional attack per melee.
-
Death blow on a roll of a natural 20.
|
Ninjutsu/Tai-Jutsu: The art of ninjutsu
has come to be identified as the art of the Japanese assassin.
The following techniques are know at first level: Maintain balance,
back flip, body block/tackle, body flip/throw, holds, roll with punch/fall/impact,
pull punch, drop kick, kick attack (2D4 damage), knee and elbow strikes
(1D6 damage), paired weapons.
Bonuses: +2 to M.A., +1 to P.S., +1 to P.E., +1 to P.P.,
and +4 to Spd.
Level:
-
Two attacks per melee; snap kick (1D6 damage), knife hand (2D4 damage),
+2 to roll with punch/fall/impact, +2 on initiative, ++1 to parry, +2 to
dodge, and +2 to pull punch. Parried Weapons: Training in the use of two
weapons, one in each hand, to strike and parry simultaneously.
-
+1 to strike, cartwheel (attack), back flip (escape), back flip (defensive),
and back flip (attack).
-
+1 additional attack per melee and palm strike (2D4 damage).
-
Leap attack, axe kick, and +2 to strike when performing any back flip or
cartwheel.
-
Tripping/leg hook and backward sweep kicks and +2 to damage.
-
+1 additional attack per melee and roundhouse kick (3D6 damage).
-
Critical strike on a natural 18-20, or from an attack from behind; Death
blow on a natural 20.
-
+1 on initiative, +1 to strike and parry, +1 to roll with punch fall/impact,
+2 to maintain balance.
-
Death Blow!
-
+1 additional attack per melee and +2 to pull punch.
-
Double existing P.P.E. (inner spirit)!
-
+1 on initiative and +2 to roll with punch/fall/impact.
-
+2 to damage and +1 to disarm.
-
Jump attack, +2 to back flip/cartwheel, +2 to damage.
-
+1 additional attack per melee.
|
Teng-jutsu (rare among humans/mortals): Note:
Teng-jutsu can only be learned from a tengu or a 12th level master of Teng-jutsu.
The following techniques are known at first level: Break fall,
roll with punch/fall/impact, maintain balance, back flip escape, back flip
attack, cartwheel (attack), body block/tackle, pull punch, kick attack
(2D4 damage), karate kick (2D6 damage), karate punch (2D4 damage), knees
and elbow strikes (1D6 damage), plus the tengu special mystic martial art
powers.
Level:
-
Two attacks per melee round and all special powers of this style of martial
arts. Also +2 to dodge (normal), +2 to pull punch or kick, +1 to disarm,
+1 to roll with punch/fall/impact, +3 to maintain balance, +1 to break
fall. Can perform Karate style kick, jump kick, leap kick/attack and all
other types of kicks.
-
Drop kick, +1 on initiative, +2 on all back flips.
-
+1 to strike, +1 to disarm, +1 to leap dodge.
-
+1 additional attack per melee.
-
Critical strike from all kicks (double damage) and jump kick and leap attacks.
-
+1 to roll with punch/fall/impact, +2 to pull punch or kick, and +1 to
leap dodge.
-
+1 on initiative, tripping/leg hook and backward sweep kicks.
-
+1 additional attack per melee.
-
+2 to disarm, +1 on all back flips, +1 on cartwheel attack.
-
Axe kick and +1 on initiative and +1 to parry.
-
+1 additional attack per melee.
-
+1 to leap dodge and +1 to disarm.
-
Snap kick and wheel kick.
-
+1 to pull punch and +1 to leap dodge.
-
+1 additional attack per melee.
|
Wrestling:
Entrance Requirements: None
Skill Cost: 8 years (6 as a Secondary form)
Though often forgotten or ignored in martial arts discussion,
wrestling is actually the world's oldest martial art. Organized wrestling
was known to the ancient Greeks, Egyptians, Jews, and Indians, among others.
Paintings on the interiors of Egyptian pyramids depict wrestlers using
holds and other techniques still practiced to this day. Wrestling
as commonly seen today has devolved to either sport with limited combat
application (amateur freestyle, collegiate, and Greco-Roman), or so-called
"sports entertainment" (professional wrestling). Both styles sprang from
the professional wrestling contests frequently sponsored by traveling carnivals
in the late 19th and early 20th centuries. The carnival would frequently
have a "champion" who would offer prize money for those who could defeat
him, or simply last a given period of time. These champions frequently
developed a number of dangerous (now illegal) techniques for dispatching
local challengers who threatened to go the distance.
Up until very recently, some of the most formidable martial
artists in the world could be found working as "professional wrestlers";
either former carnival "hookers", as they were called, or men who had trained
with such. Currently, training in this method of wrestling is available
in only a few schools, located in Florida, southern California, and Missouri
in the US, Alberta in Canada, and Tokyo, Japan.
The wrestler seeks to immediately close with his opponent, controlling
his body and/or limbs to immobilize, then throw or lock them into helplessness.
Character Bonuses:
Add 2 to PS
Add 1 to PP
Add 2 to PE
Add 15 to SDC
Combat Skills
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: None
Hand Attacks: Palm Strike
Basic Foot Attacks: Tripping/Leg Hooks
Special Attacks: Body Block/Tackle, Body Flip/Throw, Critical Flip/Throw,
Elbow, Knee, Forearm, Choke, Neck Hold/Choke, Crush/Squeeze, Headbutt (SPECIAL!
Can be performed only when in grappling range. Does 1d4 damage.)
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock,
Elbow Lock, Ankle Lock (SPECIAL! Performed like a Leg Hold, but treated
as a Wrist Lock for escape purposes), Knee Lock (SPECIAL! Performed as
a Leg Hold, but treated as an Elbow Lock for escape purposes)
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi
Ability automatically. In addition, select one Body Hardening Exercise.
Languages: None
Level:
-
+2 to Maintain Balance, +3 to Roll with Punch/Fall/Impact, Critical Strike
from Behind
-
+2 to Hold/Lock*, +1 to Body Flip/Throw
-
+1 to Damage, +1 to Dodge
-
+2 to Body Flip/Throw (Does 2d6 damage, instead of the usual 1d6), Critical
Strike/Throw on Natural 18, 19, or 20
-
Select one additional Martial Arts Power from Body Hardening Exercises
-
+1 to Hold/Lock*, +2 to Maintain Balance
-
+1 to Strike, +1 to Parry/Dodge
-
+1 Attack per Melee
-
+2 to Roll with Punch/Fall/Impact, +1 to Damage
-
+1 to Body Flip/Throw, +1 to Maintain Balance
-
+1 Attack per Melee
-
+2 to Dodge, +1 to Hold/Lock
-
+2 to Maintain Balance, +1 to Roll with Punch/Fall/Impact
-
Select one additional Martial Arts Power from Body Hardening Exercises
or Martial Arts Techniques.
Why Study Wrestling? Most martial artists are lost in a grappling situation;
the wrestler lives there. Provides excellent physical training as well.
Weaknesses are a difficulty with multiple attackers and a lack of "internal"
training.
|
Zanji Shinjinken-Ryo: This is the ancient
school of samurai swordsmanship. Unlike some other forms of martial arts
that incapacitate an opponent, zanji is designed to kill. Not wound, not
injure, not knockout, but kill! A sword is an instrument of death, but
also an extension of the swordsman. The secret of sword mastery is rooted
in the ability of being able to respond instantly, without reflection,
without hesitation, to anything that might happen. No amount of technical
skill can benefit a samurai whose mind inhibits spontaneous response to
the environment around him. In this sense, the sword and the man are of
one mind and one spirit; a living extension of each other.
A samurai swordsman will carefully evaluate any opponent. Standing
motionless, he will wait until the exact moment when, without thought or
direction, he can instantly strike.
The following techniques are known at first level: Disarm, maintain
balance, roll with punch/fall/impact, pull punch, Karate punch (2D4 damage),
kick attack (2D4), knee and elbow strikes (1D6 damage).
Bonuses: +3D6 S.D.C., +2 to M.E., +2 to P.P., +1 to P.E.
Level:
-
Two attacks per melee, knife hand (2D4 damage), paired weapons, +2 on initiative,
+2 to roll with punch/fall/impact, +2 to parry with sword or staff (in
addition to W.P. bonuses), +3 to dodge, +2 to damage, +2 to pull punch.
-
+1 additional attack per melee, +1 to disarm, +1 to maintain balance.
-
+1 on initiative, +1 to strike, +1 to parry, critical strike from behind
and death blow on natural 20.
-
+1 additional attack per melee, +2 to damage.
-
Critical strike on a natural 18-20, +1 to maintain balance.
-
+1 to roll with punch/fall/impact, +1 to dodge, +1 to maintain balance.
-
Power punch/stab (with hand or sword), jump kick and backward sweep kick.
-
+1 additional attack per melee, +1 to dodge.
-
Death Blow!
-
+1 on initiative, +1 to save vs horror factor, +1 to maintain balance.
-
+1 additional attack per melee.
-
+2 to damage, +1 to save vs horror factor, and the knowledge and skill
to create a "true" samurai sword.
-
+1 additional attack per melee.
-
Double existing P.P.E. (inner spirit) and +1 to disarm.
-
+1 additional attack per melee.
|
Zero Gravity Combat Basic: This is
similar to Hand to Hand Combat: Basic, but focuses on the techniques and
movements that fighting in low gravity entails. Using this skill to fight
in any kind of gravity has a -3 modifier on all combat rolls, including
damage rolls. In addition, if fighting in zero gravity against someone
with no zero gravity movement/combat skills, the character gets a +1 on
all combat rolls, excluding damage, and also gets one additional attack
per melee. In order to obtain this skill, the character must have spent
at least six months in a weightless environment.
Level
-
Two attacks per melee; +2 to pull/roll with punch, fall or impact.
-
+2 to parry and dodge.
-
Kick attack does 1D6 points damage.
-
+1 additional attack per melee
-
+1 to strike.
-
Critical strike on a n unmodified roll of 19 or 20
-
+2 to damage.
-
Judo-style body throw/flip; does 1D6 damage, and victim loses initiative
and one attack per melee.
-
+1 additional attack per melee
-
+2 to pull/roll with punch, fall or impact.
-
+1 to parry and dodge
-
+1 to strike
-
Critical strike or knockout from behind.
-
+2 to damage
-
+1 additional attack per melee.
Zero Gravity Combat Advanced: This is
similar to Hand to Hand Combat: Expert, but focuses on the techniques and
movements that fighting in low gravity entails. Using this skill to fight
in any kind of gravity has a -3 modifier on all combat rolls, including
damage rolls. In addition, if fighting in zero gravity against someone
with no zero gravity movement/combat skills, the character gets a +1 on
all combat rolls, excluding damage, and also gets one additional attack
per melee. In order to obtain this skill, the character must have spent
at least six months in a weightless environment.
Level
-
Two attacks per melee to start, +2 to pull/roll with punch, fall or impact.
-
+3 to parry and dodge
-
+2 to strike
-
+1 additional attack per melee
-
Kick attack does 1D6 damage
-
Critical strike on an unmodified roll or 18, 19, or 20
-
Paired weapons.
-
Judo-style body throw/flip; does 1D6 damage, and victim loses initiative
and on attack
-
+1 additional attack per melee.
-
+3 to damage.
-
Knockout/stun on an unmodified roll of 18, 19, or 20
-
+2 to parry and dodge
-
Critical strike or knockout from behind (triple damage).
-
+1 additional attack per melee
-
Death blow on a roll of natural 20.
|
|