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
  1. 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.
  2. +1 on initiative, +2 to parry and dodge.
  3. Automatic dodge and +1 to disarm.
  4. + 1 attack per melee round and +1 to body flip/throw.
  5. Critical body flip/throw on Natural 18-20 (double damage).
  6. +1 to parry/dodge and +1 to body flip/throw.
  7. Automatic flip/throw and +2 to pull punch
  8. +1 attack per melee
  9. +1 on initiative and +1 to strike, parry and dodge.
  10. Double existing P.P.E. (inner spirit) and +1 to disarm.
  11. +1 to parry, +2 to dodge, and +1 to body flip/throw.
  12. +1 attack per melee.
  13. +1 on initiative and +2 to body block/tackle.
  14. Critical strike on a natural 18-20
  15. +1 attack per melee.
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
  1. +2 to strike (one attack per melee).
  2. +2 additional attacks per melee.
  3. +3 to pull/roll with punch/fall
  4. +4 to damage.
  5. +1 additional attack per melee.
  6. +3 to parry/dodge. Entangle.
  7. Knock-out/stun on an unmodified roll of 17-20.
  8. +1 additional attack per melee.
  9. Kick attack does 1D6 damage.
  10. Critical strike on an unmodified roll of 19 or 20.
  11. +2 to strike
  12. Death blow on a roll of a natural 20.
  13. +1 additional attack per melee.
  14. +2 to damage.
  15. +2 to strike.
Basic:
Level
  1. Two attacks per melee; +2 to pull/roll with punch, fall or impact.
  2. +2 to parry and dodge.
  3. Kick attack does 1D6 points damage.
  4. +1 additional attack per melee
  5. +1 to strike.
  6. Critical strike on a n unmodified roll of 19 or 20
  7. +2 to damage.
  8. Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and one attack per melee.
  9. +1 additional attack per melee
  10. +2 to pull/roll with punch, fall or impact.
  11. +1 to parry and dodge
  12. +1 to strike
  13. Critical strike or knockout from behind.
  14. +2 to damage
  15. +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
  1. Starts with two attacks per melee round, paired weapons, body flip/throw, body block/tackle and +2 to save vs horror factor.
  2. +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).
  3. Disarm, +1 to automatic body flip.
  4. + 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.
  5. Automatic dodge and critical body flip/throw.
  6. +2 on initiative, +1 to strike, parry and dodge, and +1 to body flip/throw.
  7. +2 to damage, +1 to save vs horror factor, +1 to disarm, +1 to automatic dodge and +2 to pull punch.
  8. + One attack per melee, jump kick, +1 to body flip/throw, and +1 to roll with punch/fall/impact.
  9. Death blow on a natural 18-20!
  10. +2 to save vs horror factor, +1 on initiative and +1 to strike.
  11. +1 to disarm, +1 to pull punch and +1 to body flip/throw.
  12. +2 to damage, +1 to parry and dodge, +2 to automatic dodge.
  13. + One attack per melee.
  14. Automatic body flip/throw.
  15. Critical strike on a natural 17-20.
Expert:
Level
  1. Two attacks per melee to start, +2 to pull/roll with punch, fall or impact.
  2. +3 to parry and dodge
  3. +2 to strike
  4. +1 additional attack per melee
  5. Kick attack does 1D6 damage
  6. Critical strike on an unmodified roll or 18, 19, or 20
  7. Paired weapons.
  8. Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and on attack
  9. +1 additional attack per melee.
  10. +3 to damage.
  11. Knockout/stun on an unmodified roll of 18, 19, or 20
  12. +2 to parry and dodge
  13. Critical strike or knockout from behind (triple damage).
  14. +1 additional attack per melee
  15. Death blow on a roll of natural 20.
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:
  1. Two attacks per melee round; +3 to roll with punch/fall/impact, +3 to pull punch.
  2. +2 to parry and dodge, +1 to strike.
  3. +1 to body flip/throw and body tackle; +1 to disarm.
  4. +1 additional attack per melee and Karate-Style kick 2D6 damage.
  5. Critical body flip/throw on natural 19 or 20 (double damage).
  6. +1 to strike, parry and dodge; +1 to body flip/throw.
  7. Paired weapons and +2 to damage.
  8. Jump kick and +1 to roll with punch/fall/impact.
  9. +1 additional attack per melee.
  10. +2 on initiative and +1 to parry and dodge.
  11. +1 to break fall and +1 to disarm
  12. Critical strike on a natural 18, 19, 20
  13. +2 to damage and knock-out/stun on a natural 19 or 20.
  14. +1 additional attack per melee.
  15. 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
  1. 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.
  2. +1 to strike, tripping/leg hook and backward sweep kicks.
  3. +1 on initiative and critical strike from behind.
  4. + 1 attack per melee round and +1 to damage.
  5. Palm strike (2D4 damage) and drop kick
  6. Critical strike on a Natural 18-20 (double damage).
  7. +1 to strike, +1 to body flip/throw and +1 to disarm.
  8. +1 attack per melee and +1 to maintain balance.
  9. Critical body flip/throw on natural 17-20.
  10. Jump kick and leap attacks.
  11. +1 attack per melee and +2 to pull punch.
  12. +1 on initiative, +1 to parry and dodge, and +1 to strike.
  13. +2 to damage, +2 to pull punch, and +2 to break fall.
  14. +1 attack per melee.
  15. 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
  1. 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.
  2. +1 to strike, tripping/leg hook and backward sweep kicks.
  3. +1 additional attack per melee; +2 to damage.
  4. +1 on initiative, +1 to disarm, and roundhouse kick (3D6 damage), power punch and palm strike (2D4 damage)
  5. +1 additional attack per melee and +2 to pull punch
  6. Power kick, wheel kick, and +1 to strike, parry and break fall.
  7. Critical strike on a natural 18-20, critical strike from behind and death blow on a natural 20.
  8. +1 additional attack per melee and +2 to damage.
  9. Jump kick and leap attacks.
  10. +1 on initiative, +1 to parry and dodge, and +1 to strike.
  11. +1 additional attack per melee and +2 to pull punch.
  12. Death Blow
  13. +2 to damage, +2 to pull punch, +2 to break fall.
  14. +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
  1. 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.
  2. +1 to strike and paired weapons.
  3. +1 additional attack per melee; +2 to parry.
  4. +1 on initiative, +1 to disarm, and +1 to parry.
  5. Tripping/leg hook and backward sweep kicks.
  6. Power punch and palm strike (2D4 damage).
  7. +1 additional attack per melee and +2 to pull punch.
  8. Critical strike on a natural 18-20, critical strike form behind and death blow on a natural 19-20.
  9. +1 additional attack per melee and +4 to damage.
  10. Automatic dodge.
  11. +1 on initiative, +1 to strike, and +2 to break fall.
  12. +1 additional attack per melee and +2 to pull punch.
  13. Jump kick and leap attacks.
  14. Death Blow!
  15. +1 additional attack per melee.
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:
  1. 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.
  2. +1 to parry using magic
  3. +1 to parry + dodge (physical) 1 additional magic attack per. melee +2 strike using magic
  4. +2 save vs. magic, +3 save vs. psionics
  5. +2 parry using magic, 1D4x10 to P.P.E.
  6. 3 add ional spells from any level
  7. +5 save vs. horror factor
  8. 1 additional physical attack, 1 additional magic attack
  9. +3 initiative +1 parry (physical) +1 strike using magic
  10. 2D4x10 to P.P.E.
  11. +1 to strike and parry using magic
  12. +2 save vs. magic +1 strike, parry and dodge (physical)
  13. 4 additional spells from any level
  14. 2 additional magic attacks per. melee
  15. 3D4x10 to P.P.E.
Martial Arts:
Level
  1. Two attacks per melee; +3 to pull/roll with punch, fall or impact.
  2. +3 to parry and dodge; +2 to strike.
  3. Karate-style kick does D damage.
  4. +1 additional attack per melee.
  5. Jump Kick (critical strike). Entangle.
  6. Critical strike on an unmodified roll of 18, 19 or 20.
  7. Paired Weapons
  8. Leap attack (critical strike).
  9. +1 additional attack per melee
  10. Judo style body throw/flip; does 1D6 damage, victim loses initiative and one attack.
  11. +4 to damage.
  12. +2 to parry and dodge.
  13. Knock-out/stun on an unmodified roll of 18, 19 or 20.
  14. +1 additional attack per melee.
  15. 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:
  1. 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.
  2. +1 to strike, cartwheel (attack), back flip (escape), back flip (defensive), and back flip (attack).
  3. +1 additional attack per melee and palm strike (2D4 damage).
  4. Leap attack, axe kick, and +2 to strike when performing any back flip or cartwheel.
  5. Tripping/leg hook and backward sweep kicks and +2 to damage.
  6. +1 additional attack per melee and roundhouse kick (3D6 damage).
  7. Critical strike on a natural 18-20, or from an attack from behind; Death blow on a natural 20.
  8. +1 on initiative, +1 to strike and parry, +1 to roll with punch fall/impact, +2 to maintain balance.
  9. Death Blow!
  10. +1 additional attack per melee and +2 to pull punch.
  11. Double existing P.P.E. (inner spirit)!
  12. +1 on initiative and +2 to roll with punch/fall/impact.
  13. +2 to damage and +1 to disarm.
  14. Jump attack, +2 to back flip/cartwheel, +2 to damage.
  15. +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:
  1. 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.
  2. Drop kick, +1 on initiative, +2 on all back flips.
  3. +1 to strike, +1 to disarm, +1 to leap dodge.
  4. +1 additional attack per melee.
  5. Critical strike from all kicks (double damage) and jump kick and leap attacks.
  6. +1 to roll with punch/fall/impact, +2 to pull punch or kick, and +1 to leap dodge.
  7. +1 on initiative, tripping/leg hook and backward sweep kicks.
  8. +1 additional attack per melee.
  9. +2 to disarm, +1 on all back flips, +1 on cartwheel attack.
  10. Axe kick and +1 on initiative and +1 to parry.
  11. +1 additional attack per melee.
  12. +1 to leap dodge and +1 to disarm.
  13. Snap kick and wheel kick.
  14. +1 to pull punch and +1 to leap dodge.
  15. +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:

  1. +2 to Maintain Balance, +3 to Roll with Punch/Fall/Impact, Critical Strike from Behind
  2. +2 to Hold/Lock*, +1 to Body Flip/Throw
  3. +1 to Damage, +1 to Dodge
  4. +2 to Body Flip/Throw (Does 2d6 damage, instead of the usual 1d6), Critical Strike/Throw on Natural 18, 19, or 20
  5. Select one additional Martial Arts Power from Body Hardening Exercises
  6. +1 to Hold/Lock*, +2 to Maintain Balance
  7. +1 to Strike, +1 to Parry/Dodge
  8. +1 Attack per Melee
  9. +2 to Roll with Punch/Fall/Impact, +1 to Damage
  10. +1 to Body Flip/Throw, +1 to Maintain Balance
  11. +1 Attack per Melee
  12. +2 to Dodge, +1 to Hold/Lock
  13. +2 to Maintain Balance, +1 to Roll with Punch/Fall/Impact
  14. 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:
  1. 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.
  2. +1 additional attack per melee, +1 to disarm, +1 to maintain balance.
  3. +1 on initiative, +1 to strike, +1 to parry, critical strike from behind and death blow on natural 20.
  4. +1 additional attack per melee, +2 to damage.
  5. Critical strike on a natural 18-20, +1 to maintain balance.
  6. +1 to roll with punch/fall/impact, +1 to dodge, +1 to maintain balance.
  7. Power punch/stab (with hand or sword), jump kick and backward sweep kick.
  8. +1 additional attack per melee, +1 to dodge.
  9. Death Blow!
  10. +1 on initiative, +1 to save vs horror factor, +1 to maintain balance.
  11. +1 additional attack per melee.
  12. +2 to damage, +1 to save vs horror factor, and the knowledge and skill to create a "true" samurai sword.
  13. +1 additional attack per melee.
  14. Double existing P.P.E. (inner spirit) and +1 to disarm.
  15. +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
  1. Two attacks per melee; +2 to pull/roll with punch, fall or impact.
  2. +2 to parry and dodge.
  3. Kick attack does 1D6 points damage.
  4. +1 additional attack per melee
  5. +1 to strike.
  6. Critical strike on a n unmodified roll of 19 or 20
  7. +2 to damage.
  8. Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and one attack per melee.
  9. +1 additional attack per melee
  10. +2 to pull/roll with punch, fall or impact.
  11. +1 to parry and dodge
  12. +1 to strike
  13. Critical strike or knockout from behind.
  14. +2 to damage
  15. +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

  1. Two attacks per melee to start, +2 to pull/roll with punch, fall or impact.
  2. +3 to parry and dodge
  3. +2 to strike
  4. +1 additional attack per melee
  5. Kick attack does 1D6 damage
  6. Critical strike on an unmodified roll or 18, 19, or 20
  7. Paired weapons.
  8. Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and on attack
  9. +1 additional attack per melee.
  10. +3 to damage.
  11. Knockout/stun on an unmodified roll of 18, 19, or 20
  12. +2 to parry and dodge
  13. Critical strike or knockout from behind (triple damage).
  14. +1 additional attack per melee
  15. Death blow on a roll of natural 20.

Copyright 1996 Palladium Books Inc. Rifts®, Megaverse®, and Palladium Books® are registered trademarks owned by Palladium Books and Kevin Siembieda. The Coalition States, Erin Tarn, Emperor Prosek, SAMAS, and other names and characters are trademarks owned by Kevin Siembieda and Palladium Books Inc.
© 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."

Robotech ® is a registered trademark owned and licensed by Harmony Gold USA, Inc. Characters for Robotech are copyright 1985 Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd. All Rights Reserved.

The Robotech Role-Playing Game is Copyright © 1995 Palladium Books Inc. and Copyright © 1995 Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part of any Robotech RPG books may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments, and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.

Palladium Books Inc. ®, Rifts ®, and Megaverse ® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.

Robotech: The New Invid Era  is a derivative work of the Robotech RPG intended solely for the enjoyment of Robotech fans everywhere, and is NOT written for commercial purposes or financial gain.

This entirely MY alternate vision of the Robotech ® World and is NOT officially approved or sanctioned by Palladium Books Inc. or Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd.

This entirely MY alternate vision of the Rifts ® world and is NOT officially approved or sanctioned by Palladium Books Inc.

Next Physical Skill.

Originally posted on Mad Dog's Web Site.  daisho@gci.net

This site is maintain by: UG