Hand-to-Hand Combat Actions
(Version 1.03 - Last Modified: 08/10/2007)
Introduction
There are four main types of combat actions used in this revised combat system.
The first is the offensive action, which is generally used as an attack or in
place of an attack. The second is the defensive action, which only can be used
against a single incoming attack when applicable, both Parry and Dodge are
defense actions. The third is the deflection action, which attempts to deflect
or reduce incoming damage if it is not deflected, Roll with impact falls into
this category, as does Break Fall and Maintain Balance. The forth is the
movement action, which allows a character to move or perform a movement
actions.
Unless otherwise states, A character can only use a single offensive action per
melee attack, although some require more the one melee attack to finish.
Actions that require more then one melee attack to perform prevent the
character from using any other action during that time unless the character
interrupts the offensive action. A character can perform only a single
defensive action against each offensive action. If an offensive action hits a
character, a single deflection action can be used.
Combat Action Descriptions
- Advanced Attack: (Offensive)
- Requires: Basic Attacks
- Special: This action can be selected multiple times, each
time providing access to a different advanced attack.
- Description: Greater skill in hand-to-hand combat provides
access to advanced forms of attacking. Most advanced attacks cause
a greater amount of damage, but some are useful under special
conditions. When selecting this action, the character selects and
can use a single advanced attack from
Hand-to-Hand Combat Attacks.
- Automatic Body Flip / Throw: (Defensive)
- Requires: Body Flip / Throw and
hand-to-hand combat level 10.
- Description: This defensive action is used in place of a
normal parry and does not require a melee attack to perform. Using
this action means that instead of blocking or deflecting the blow,
the character attempts to leverage the attacker's own force into
throwing the attacker. Success requires beating the attacker's roll
to strike using bonuses to Body Flip / Throw and Automatic Body
Flip / Throw. A successful roll means that the character has
grabbed his opponent and sent him flying according to
Body Flip / Throw. Failure means the
character takes full damage from the attack without the opportunity
to use a deflection action. This action does not require a melee
attack to use.
- Automatic Death Blow: (Offensive)
- Requires: Death Blow (17-20) and
hand-to-hand combat level 15.
- Description: This powerful and deadly offensive action
allows the character to inflict a Death
Blow with every attack.
- Automatic Dodge: (Defensive)
- Requires: Dodge,
Multiple Dodge, and hand-to-hand combat
level 12.
- Description: This powerful combat action allows a character
to perform a Dodge action without using an attack per melee.
Success requires beating the attacker's strike roll using bonuses
to Automatic Dodge. A successful roll means that the character has
completely avoided the incoming attack. Failure means the character
is hit by the incoming attack. Anything that would prevent the
Dodge action from being used also prevents Automatic Dodge from
being used. This action does not require a melee attack to use.
- Automatic Hold: (Defensive)
- Requires: Hold and hand-to-hand combat
level 8.
- Description: This action is a defensive move that attempts
to disrupt an incoming attack by grasping part of the attack and
placing him in a hold. Success requires beating the attacker's
strike roll using bonuses to Hold and Automatic Hold. A successful
roll means that the character has grabbed his opponent and placed
him in a hold of the character's choice (see
Hold for details on each type of hold). Failure
means the character takes full damage from the attack without the
opportunity to use a deflection action. This action requires one
melee attack to use.
- Automatic Joint Lock: (Defensive)
- Requires: Joint Lock and
hand-to-hand combat level 10.
- Description: This action is a defensive move that attempts
to disrupt an incoming attack by grasping part of the attack and
locking a joint. Success requires beating the attacker's strike
roll using bonuses to Joint Lock and Automatic Joint Lock. A
successful roll means that the character has grabbed his opponent
and placed him in a joint lock of the character's choice (see
Joint Lock for details on each type of joint
lock). Failure means the character takes full damage from the
attack without the opportunity to use a deflection action. This
action requires one melee attack to use.
- Automatic Knockout / Stun: (Offensive)
- Requires: Knockout / Stun (20) and
hand-to-hand combat level 5.
- Special: This action can be selected multiple times, but a
character cannot select this action more times than he has selected
Knockout / Stun.
- Description: This powerful action allows the character to
automatically inflict a Knockout / Stun action without having to
declare it by making a natural roll of equal to or greater than 21
- the number of times this action has been selected. For example,
if this action is only selected once, then a natural 20 is needed
to trigger it, but if it was selected three times, then any natural
roll from 18 to 20 would trigger it.
- Automatic Parry: (Defensive)
- Requires: Parry
- Description: A defender can attempt to parry an incoming
attack without using a melee attack. This is done by blocking the
attacker's blow with a weapon or a hand or a limb. Success requires
beating the attacker's strike roll using bonuses to Parry and
Automatic Parry. A successful roll means that the character has
completely blocked the incoming attack. Failure means the character
is hit by the incoming attack. Anything that would prevent the
Parry action from being used also prevents Automatic Parry from
being used. This action does not require a melee attack to use.
An unarmed character can only parry blunt attacks, such as punches,
kicks, and clubs. A character with a weapon of any kind can parry
any kind of attack. Unless otherwise noted, ranged weapons, such as
arrows, bullets, and energy blasts, but not thrown objects, cannot
be parried. It is possible to parry an attack aimed at someone
else, but the target of the attack must be within Grappling Range
of the character attempting the to parry the attack.
- Back Flip: (Defensive / Movement)
- Requires: Dodge
- Description: This back flip involves throwing oneself
backwards with the arms and shoulders, flipping the legs completely
up, over, and back down on the ground into a standing position. If
used as a movement action, the combatant moves the same distance as
a Cautious Move (see Move action) and gains a
bonus of +4 to any defensive action he takes until his next turn.
If used as a defensive action, success requires beating the
attacker's strike roll using bonuses to Dodge and Back Flip. A
successful roll means that the combatant has completely evaded the
the incoming attack and moved to Long Melee Range. Failure means
the combatant is hit by the incoming attack without the opportunity
to use a deflection action, does not move, and is knocked down.
This action requires one melee attack to use.
- Back Flip Attack: (Offensive)
- Requires: Back Flip and one of
Advanced Attack (Axe Kick),
Advanced Attack (Backhand Strike), or
Advanced Attack (Snap Kick)
- Description: The combatant flips backwards, directly into an
opponent who had been moving to attack from behind. This attack
allows the combatant to perform an Axe Kick, a Backhand Strike, or
a Snap Kick against a target within Long Melee Range behind the
combatant. Success requires a 5 or better on a roll using bonuses
to Back Flip. A successful roll means that the combatant has hit
the target, dealing damage if the opponent does not succeed with a
defensive action. Failure means the combatant misses the target.
This action requires one melee attack to perform.
- Basic Attacks: (Offensive)
- Description: There are a certain types of attacks that are
considered to be very basic and everyone knows how to perform them.
While not especially powerful, these attacks are handy, especially
for those with a high physical strength. With this action, the
combatant knows all basic attack from
Hand-to-Hand Combat Attacks.
- Body Block / Tackle: (Offensive)
- Description: This is a combination of moves that involves a
body block and a knockdown attack. Success requires a 5 or better
on a roll using bonuses to Body Block / Tackle. A successful roll
means that the combatant has hit the target, inflicting 1D4 points
of damage plus 1/2 of the combatant's normal damage bonus and the
opponent is knocked down if the opponent does not succeed with a
defensive action. The parry defensive action cannot be used to
against the Body Block / Tackle action. Failure means the combatant
misses the target. This action requires one melee attack to
perform.
- Body Flip / Throw: (Offensive)
- Description: A judo style throw or flip that allows the
combatant to pivot and "flip" or "throw" an opponent off his feet
and onto the ground. Success requires a 5 or better on a roll using
bonuses to Body Flip / Throw. A successful roll means that the
combatant has thrown the target, inflicting 1D6 points of damage
plus 1/2 of the combatant's normal damage bonus and the opponent is
knocked down and moved to Long Melee Range with the combatant if
the opponent does not succeed with a defensive action. The parry
defensive action cannot be used to against the Body Block / Tackle
action and the combatant must be able to lift, but not necessarily
carry, the weight of opponent to be thrown. Failure means the
combatant misses the target. This action requires one melee attack
to perform.
It is possible to throw an opponent into something or someone with
this action. To determine success, the first victim must be
successfully thrown, but before the opponent rolls any deflection
actions, the combatant that used the Blody Flip / Throw action must
make use the Strike action to have the thrown opponent hit a
specific place. If the opponent is being thrown at another
combatant, then the second combatant can attempt a defensive action
as normal, but if the action fails, the second combatant is hit by
the thrown opponent, taking 1D4 points of damage +1 per 100 lbs
(45.5 kg) that the thrown opponent weighed and is knocked down.
- Body Flip / Throw - Critical: (Offensive)
- Requires: Body Flip / Throw
- Special: This action can be selected multiple times, but a
combatant cannot select this action more times than he has levels
divded by 3. For example, a 9th level character could only have
selected this action at most three times.
- Description: This action allows the combatant to inflict
triple damage on a natural roll of equal to or greater than 21 -
the number of times this action has been selected. For example, if
this action was taken three times, then a natural 18, 19, or 20 is
needed to trigger it.
- Break Fall: (Deflection)
- Cartwheel Attack: (Offensive)
- Requires: Advanced Attack (Axe
Kick), Advanced Attack (Knife Hand), or
Advanced Attack (Wheel Kick)
- Description: Holding the body rigidly extended, the
character rolls like a wheel by using the arms and legs as spokes.
This attack allows the combatant to perform an Axe Kick, Knife
Hand, or Wheel Kick against a target within Long Melee Range.
Success requires a 5 or better on a roll using bonuses to Cartwheel
Attack. A successful roll means that the combatant has hit the
target, dealing damage if the opponent does not succeed with a
defensive action. Failure means the combatant misses the target.
After the action is complete, the combatant has moved to Melee
Range with the target of the action. This action requires one melee
attack to perform.
- Choke: (Offensive)
- Description: A combatant can attempt to grab onto an
opponent's neck using this action. Success requires a 5 or better
on a roll using bonuses to Choke and Strike. A successful roll
means that the combatant has grabbed his opponent and can to
strangle him if the opponent does not succeed with a defensive
action. Failure means the opponent has not been grabbed. This
action requires one melee attack to use.
While being strangled, an opponent takes 1D6 points of damage
direclty to hit points for each melee attack the combatant
maintains the choke. For as long as the choke is maintained, the
combatant being choked can attack the combatant that began the
choke and receives +4 to all offensive actions against him. Only
actions and attacks that can be used at Grapple Range can be used
while a combatant is being choked. The combatant that used the
Choke action can maintain it for as long as he desires or until the
opponent breaks free of it. To break free of the hold, the opponent
must force his way out of it by beating a PS attribute check, PP
attribute check, or succeeding on an Escape Artist skill roll.
After being choked for a number of melee attacks equal to the
opponent's PE attribute, the opponent must make a save vs. pain
with a cumulative -1 penalty for each additional melee attack that
the choke is maintained. If the save is failed, the opponent falls
unconscious and if the choke is maintained, dies one melee attack
later.
- Circular Parry: (Defensive)
- Requires: Parry and hand-to-hand combat
level 4.
- Description: A defender can attempt to parry all incoming
attacks without using a melee attack. This is done with sweeping
movement to block attacks with a weapon or a hand or a limb. When
this action is used, a single Parry roll is made using bonuses to
Parry and Circular Parry and that roll is applied to all attacks
that the combatant wishes to parry. This action can be used to
parry incoming attacks until the next defensive action used by the
combatant. Success requires beating an attacker's strike roll. A
successful roll means that the combatant has completely blocked an
incoming attack. Failure means the combatant is hit by the incoming
attack. This action can be used to parry attacks from behind, but
anything else that would prevent the Parry action from being used
also prevents Circular Parry from being used. This action does not
require a melee attack to use.
An unarmed character can only parry blunt attacks, such as punches,
kicks, and clubs. A character with a weapon of any kind can parry
any kind of attack. Unless otherwise noted, ranged weapons, such as
arrows, bullets, and energy blasts, but not thrown objects, cannot
be parried. It is possible to parry an attack aimed at someone
else, but the target of the attack must be within Grappling Range
of the character attempting the to parry the attack.
- Combination Action - Drop Kick: (Defensive)
- Requires: Dodoge, hand-to-hand combat
level 4, and either Advanced Attack (Snap
Kick) or Advanced Attack (Crescent Kick).
- Description: This action combines falling to the ground to
dodge an incoming attack and launching a kick attack on the way
down. To use this combination action, the combatant must first
succeed with a Dodge action. If the dodge was successful, the
combatant then uses the Strike action to make either a Snap Kick or
Crescent Kick attack against the original attacker. If the dodge
roll failed, the combatant cannot use a deflection action against
the original attack. Whether any part of this action is successful
or not, the combatant becomes prone. This action requires a melee
attack to use.
- Combination Action - Grab / Kick: (Offensive)
- Requires: Grab,
Advanced Attack (Snap Kick), and
hand-to-hand combat level 6.
- Description: This action combines grabbing an opponent and
pulling him towards the attacker while bringing the foot up for a
kick attack. To use this combination action, the combatant must
first succeed with a Grab action. If the grab was successful, the
attacker then uses the Strike action to make a Snap Kick attack.
Due to the speed of this action, the opponent takes a penalty of -5
on any defensive actions he uses against the Strike action. If the
strike is successful, it automatically counts as a critical strike.
This action requires a melee attack to use.
- Combination Action - Parry / Hand Attack: (Defensive)
- Requires: Hand-to-Hand combat level 4,
Parry or Automatic
Parry, and one of Advanced Attack
(Backhand), Advanced Attack (Knife Hand),
or Advanced Attack (Palm Strike).
- Description: This action combines parrying an incoming
attack with one hand and striking with a hand attack at the same
time. To use this combination action, the combatant must first
succeed with a Parry action. If the parry was successful, the
combatant then uses the Strike action to make a Backhand, Knife
Hand, or Palm Strike attack against the original attacker. Due to
the speed of this action, the opponent takes a penalty of -3 on any
defensive actions he uses against the Strike action. If the parry
roll failed, the combatant cannot use a deflection action against
the original attack. This action requires a melee attack to use.
- Combination Action - Parry / Power Block: (Defensive)
- Requires: Body Block / Tackle,
hand-to-hand combat level 6, and Parry or
Automatic Parry.
- Description: This action combines parrying an attack with a
sudden burst of speed to plow into the attacker. To use this
combination action, the combatant must first succeed with a Parry
action. If the parry was successful, the combatant then uses the
Body Block / Tackle action against the original attacker. Due to
the speed of this action, the opponent cannot use any defensive
actions that require a melee attack to perform against the Body
Block / Tackle action. If the parry roll failed, the combatant
cannot use a deflection action against the original attack. This
action requires a melee attack to use.
- Combination Action - Reverse Turning Kick: (Defensive)
- Requires: Dodoge, hand-to-hand combat
level 6, and Advanced Attack (Snap Kick).
- Description: This action combines spinning to avoid an
incoming attack and striking back with a kick attack at the same
time. To use this combination action, the combatant must first
succeed with a Dodge action. If the dodge was successful, the
combatant then uses the Strike action to make a Snap Kick attack
against the original attacker. If the dodge roll failed, the
combatant cannot use a deflection action against the original
attack. This action requires a melee attack to use.
- Critical Strike: (Offensive)
- Special: This action can be selected multiple times, but a
character cannot select this action more times than he has levels
divded by 3. For example, a 12th level character could only have
selected this action at most four times.
- Description: This action allows the combatant to inflict a
critical strike, dealing extra damage. The combatant inflicts a
critical strike on a natural roll of equal to or greater than 21 -
the number of times this action has been selected. For example, if
this action was taken twice, then a natural 19 or 20 is needed to
trigger it.
When a critical strike occurs, the number of dice rolled for the
attack is doubled and any damage bonus is doubled. For example, if
a punch normally inflicts 1D4+3 points of damage, then it would
inflict 2D4+6 points of damage on a critical strike.
- Critical Strike - Behind: (Offensive)
- Requires: Critical Strike and
hand-to-hand combat level 6.
- Description: This ability allows an attack from behind an
unsuspecting target to automatically be a critical strike.
- Crush / Squeeze: (Offensive)
- Description: A combatant can give a "bear hug" to an
opponent, immobilizing him and causing considerable damage. Success
requires a 5 or better on a roll using bonuses to Crush / Squeeze
and Strike. A successful roll means that the combatant has grabbed
his opponent and can to begin to crush him if the opponent does not
succeed with a defensive action. Failure means the opponent has not
been grabbed. This action requires one melee attack to use.
While being crushed, an opponent takes 1D4 points of damage plus
any damage bonuses the combatant has for each melee attack the
combatant maintains crushing the opponent. However, for as long as
the crush is maintained, neither combatant cannot perform
offensive, defensive, deflection, or move actions. To break free of
the crush, the opponent must force his way out of it by beating a
PS attribute check or succeeding on an Escape Artist skill roll.
- Death Blow: (Offensive)
- Requires: Hand-to-Hand combat level 8.
- Special: This action can be selected multiple times, but a
character cannot select this action more times than he has levels
divded by 5. For example, a 12th level character could only have
selected this action at most two times.
- Description: A special attack designed to kill an opponent
in one or two hits. The combatant uses this action by declaring his
intention to deal a Death Blow and then makes a normal strike roll
against the target, but if the combatant hits, he does not apply
any bonuses to damage. Success requires a natural roll of equal to
or greater than 21 - the number of times this action has been
selected. For example, if this action was taken twice, then a
natural 19 or 20 is needed to trigger it. A successful roll means
that the attack inflicts triple normal damage, directly to the
target's hit points. If the target has natural regeneration powers,
this damage cannot be regenerated for 1D4 hours, but it can still
be healed with magic or psionics. Failure means the combatant deals
normal damage without any damage bonuses. This action does not
require a melees attack to perform.
This attack can be used with punches, kicks, or hand-held weapons
such as swords, clubs, etc, but it cannot be used with ranged
weapons. This attack is not applicable against targets that are not
alive, like robots or cyborgs, and it does not work against power
armor or body armor and the target must have an antomy familiar to
the character, so it might not work on some alien creatures.
- Disarm: (Defensive / Offensive)
- Description: The act of disarming is simply getting rid of
an opponent's weapon. The Disarm action is a strike, hold, or
grappling maneuver that causes an opponent to drop his weapon or
whatever he is holding and it can be used as an offensive or a
defensive action. If used as an offensive action, the combatant
selects a weapon held by the opponent and success requires a 5 or
better on a roll using bonuses to Disarm. A successful roll means
that the combatant has disarmed the opponent of one of his weapons
if the opponent does not succeed with a defensive action. If the
opponent attempts to parry the Disarm action with the targeted
weapon, the opponent's attempt automatically fails. Failure means
the opponent is not disarmed. If used as a defensive action,
success requires beating the attacker's strike roll using bonuses
to Disarm. A successful roll means that the combatant has
completely avoided the incoming attack from the weapon and it is
disarmed. Failure means the combatant is hit by the incoming
attack. This action requires one melee attack to use.
A disarmed weapon is either held by the combatant if he had an
available hand or the weapon fell to the ground at the combatant's
feet. This action can only be used against weapons that are being
held and are not secured to the opponent's body. For example, an
opponent could be disarmed of a sword or a knife, but a weapon
built into the opponent's body could not by disarmed.
- Dodge: (Defensive)
- Description: A combatant can attempt to dodge an incoming
attack by spending his next melee attack. This is done by avoiding
the attack. Success requires beating the attacker's strike roll
using bonuses to Dodge. A successful roll means that the combatant
has completely avoided the incoming attack. Failure means the
combatant is hit by the incoming attack. This action requires one
melee attack to use.
- Entangle: (Defensive / Offensive)
- Description: A combatant can entangle an to incapacitate
him. The Entangle action is a special grappling maneuver that traps
an opponent's weapon or limb and it can be used as an offensive or
a defensive action. If used as an offensive action, success
requires a 5 or better on a roll using bonuses to Entangle. A
successful roll means that the one of the opponent's limbs or
weapons is entangled if the opponent does not succeed with a
defensive action. If the opponent attempts to parry the Entangle
action with the targeted limb or weapon, the opponent's attempt
automatically fails. Failure means the limb or weapon is not
entangled. If used as a defensive action, success requires beating
the attacker's strike roll using bonuses to Entangle. A successful
roll means that the combatant has completely avoided the incoming
attack from that limb or weapon and it is entangled. Failure means
the combatant is hit by the incoming attack. This action requires
one melee attack to use.
While a limb or weapon is entangled, it cannot be used to attack
with. The combatant that used the Entangle action can maintain it
for as long as he desires or until the opponent breaks free of it.
However, for as long as the entangle is maintained, the two
combatants receive +2 to all offensive actions against each other
and -2 to all defensive actions. If the combatant that used the
Entangle action attempts to disarm the opponent while the weapon is
entangled, the combatant receives a bonus of +3 to disarm. To break
free of the Entangle, the opponent can drop an entangled weapon or
he must force his way out of it by beating a PS attribute check or
succeeding on an Escape Artist skill roll.
- Grab: (Defensive / Offensive)
- Description: A combatant can attempt to grab onto an
opponent or an incoming projectile using this action. If used as an
offensive action, success requires a 5 or better on a roll using
bonuses to Grab and Strike. A successful roll means that the
combatant has grabbed his opponent and can begin to grapple him if
the opponent does not succeed with a defensive action. Failure
means the opponent has not been grabbed. If used as a defensive
action, success requires beating the attacker's strike roll +4
using bonuses to Grab. A successful roll means that the combatant
has grabbed the incoming projectile and it is now in his hand.
Failure means the combatant is hit by the incoming attack.
Projectiles fired at high speeds cannot be grabbed, but weapons
like arrows, spears, javelins, and sling shots can all be grabbed.
This action requires one melee attack to use.
Once a grapple starts, both combatants are considered to be
grappling each other, so the combatant that initiated the grapple
cannot simply end it whenever he wants to. For as long as the
grapple is maintained, the two combatants receive +3 to all
offensive actions against each other and -4 to all defensive
actions. Only actions and attacks that can be used at Grapple Range
can be used while a combatant is in a grapple. To break free of the
grapple, a combatant must force his way out of it by beating a PS
attribute check or succeeding on an Escape Artist skill roll.
- Handstand Attack: (Offensive)
- Requires: Advanced Attack (Axe
Kick) or Advanced Attack (Snap Kick)
- Description: The combatant flips over and stands on his
hands enabling him to attack in an unexpected way. This attack
allows the combatant to perform an Axe Kick or a Snap Kick against
a target within Melee Range. Success requires a 5 or better on a
roll using bonuses to Handstand Attack. A successful roll means
that the combatant has hit the target, dealing damage if the
opponent does not succeed with a defensive action, which is made
with a -2 penalty. Failure means the combatant misses the target.
This action requires one melee attack to perform.
- Hold: (Offensive)
- Requires: Hand-to-Hand combat level 4.
- Description: Using both hands, a combatant can grasp a part
of an opponent's body in an attempt to immobilize him. Success
requires a 5 or better on a roll using bonuses to Hold. A
successful roll means that the opponent is held in one of the holds
listed below if the opponent does not succeed with a defensive
action. Failure means the opponent is not held. This action
requires one melee attack to use.
When an opponent is held, he is immobilized and cannot move or use
physical attacks. The combatant that used the Hold action can
maintain it for as long as he desires or until the opponent breaks
free of it. However, for as long as the hold is maintained, neither
combatant cannot perform offensive, defensive, deflection, or move
actions. To break free of the hold, the opponent must force his way
out of it by beating a PP attribute check or succeeding an Escape
Artist skill roll. When a hold ends, both combatants are in
Grappling Range.
This action allows the combatant to use any of the following holds:
- Arm Hold: This involves twisting the arm around to the
victim's back. Any items in the hand of the arm being held can
be easily removed. The combatant that began the Hold can use
the Disarm action while maintaining the hold and receives a
bonus of +4 to disarm.
- Leg Hold: The victim is on the ground with his leg held
up, but the attacker is still standing or kneeling in a way as
to allow the attacker to stand quickly and without using a
melee action. When the hold ends, the combatant being held is
prone.
- Body Hold: Any number of wrestling holds fall into this
category. The victim can be held on the ground or in a standing
position, but the combatant that began the hold must also be on
the ground if they are holding the victim on the ground. When
the hold ends, if the combatant being held was prone, than the
combaban that began the hold is also prone.
- Neck Hold: The victim is held around the neck from
behind. The combatant that began the Hold can use the Choke
action while maintaining the hold.
- Improve Combat Action: (Defensive / Deflection / Offensive)
- Special: This action can be selected multiple times, each
time providing a bonus to the same or a different action. The bonus
provided by Improve Combat Action cannot be applied to the same
action more times than he has levels divded by 3. For example, a
12th level character could only have selected the bonus to apply to
one type of action, such as Grab, at most four times.
- Description: Each time this action is selected, the
combatant chooses another action he knows that requires a roll and
it receives a bonus of +1. For example, a combatant could choose
the Handstand Attack action, and it would receive a bonus of +1
whenever it is used. Actions that require a natural roll, such as
Death Blow or Critical Strike, and actions that do not require a
specific roll, such as Simultaneous Attack, cannot be selected to
receive a bonus by this action.
- Joint Lock: (Offensive)
- Requires: Hold
- Description: These are often considered to be advanced holds
and are used in a very similar manner, except a joint lock inflicts
damage when the victim attempts to break free. Using both hands,
the attacker grabs on to some part of the opponent's body and
attempts to immobilize him. Success requires a 5 or better on a
roll using bonuses to Joint Lock. A successful roll means that the
opponent is held in one of the joint locks listed below if the
opponent does not succeed with a defensive action. Failure means
the opponent is not held. This action requires one melee attack to
use.
When an opponent is held, he is immobilized and cannot move or use
physical attacks. The combatant that used the Hold action can
maintain it for as long as he desires or until the opponent breaks
free of it. However, for as long as the hold is maintained, neither
combatant cannot perform offensive, defensive, deflection, or move
actions unless otherwise stated in the joint lock's description. To
break free of the hold, the opponent must force his way out of it
by beating a PP attribute check or succeeding on an Escape Artist
skill roll. When a joint lock ends, both combatants are in
Grappling Range.
Joint Locks that only require one hand enable the combatant that
began the lock to perform offensive and defensive actions. Any
offensive actions the combatant takes must only require one hand
and they gain a bonus of +2 if used against the opponent in the
joint lock. All defensive actions taken by the combatant that began
the joint lock are made with a -4 penalty.
This action allows the combatant to use any of the following holds:
- Finger Lock: One of the victim's fingers has been
twisted around in a painful and immobilizing manner. If the
held combatant breaks free of the joint lock, the finger is
broken and results in 1D4 points of damage directly to hit
points and requires a save vs. pain or the combatant loses
consciousness. Using this joint lock provides a bonus of +2 to
joint lock. This joint lock requires only one hand.
- Wrist Lock: The wrist is twisted away from the victim's
body. If the held combatant breaks free of the joint lock, the
wrist is broken and results in 1D6 points of damage directly to
hit points and requires a save vs. pain or the combatant loses
consciousness. Anything held in the hand with the broken wrist
is dropped. This joint lock requires only one hand.
- Elbow Lock: This lock requires the attacker to use both
hands and can cause considerable damage if the opponent
attempts to break free. If the held combatant breaks free of
the joint lock, the elbow is broken and results in 1D8 points
of damage directly to hit points and requires a save vs. pain
with a penalty of -4 or the combatant loses consciousness.
Anything held in the hand with the broken elbow is dropped.
This joint lock requires two hands.
- Knockout / Stun: (Offensive)
- Special: This action can be selected multiple times, but a
character cannot select this action more times than he has levels
divded by 2. For example, a 12th level character could only have
selected this action at most four times.
- Description: A special attack designed to temporarily
incapacitate an opponent in a single, powerful blow. The combatant
uses this action by declaring his intention to knockout or stun his
opponent and then makes a normal strike roll against the target,
but if the combatant hits, he does not apply any bonuses to damage.
Success requires a natural roll of equal to or greater than 21 -
the number of times this action has been selected. For example, if
this action was taken twice, then a natural 19 or 20 is needed to
trigger it. A successful roll means that the target must succeed a
save vs. pain. If the target fails the roll, then they fall
unconscious for 1D6 melee rounds, but if they succeed then they are
only stunned for 1D4 melee rounds. While dazed, the victim cannot
take any offensive or deflection actions, and all defensive actions
suffer a penalty of -4 to all combat rolls. Failure means the
combatant deals normal damage without any damage bonuses. This
action does not require a melees attack to perform.
This attack can be used with punches, kicks, or hand-held weapons
such as swords, clubs, etc, but it cannot be used with ranged
weapons.
- Knockout / Stun - Behind: (Offensive)
- Requires: Knockout / Stun and
hand-to-hand combat level 6.
- Description: This ability allows an attack from behind an
unsuspecting target to automatically inflict a Knockout / Stun
attack. This action does not require a melees attack to perform.
- Leap Attack: (Offensive)
- Requires: Hand-to-Hand combat level 4.
- Description: this action causes the combatant to launch an
airborne assault where the weapons and/or fists are wielded in
mid-leap. This attack allows the combatant to perform a Strike
action against up to three targets within Long Melee Range as long
as each target is within Grappling Range of the other targets. The
combatant deals an additional +3 to damage against each target of
this action. After the action is complete, the combatant has moved
to Melee Range with the targets of the action. This action requires
three melee attacks to perform.
- Maintain Balance: (Deflection)
- Description: When an attack that would knockdown a combatant
has succeeded, the combatant can use this action to attempt to
recover and remain standing. Success requires beating the roll made
that would knockdown the combatant using bonuses to Maintain
Balance. A successful roll means that the combatant remains
standing. Failure means the combatant is knocked down. This action
does not require a melee attack to use.
- Move: (Movement)
- Description: This is a very basic action that allows a
character to move in a combat situation. If using a grid system,
round all fractions up to the size of the grid to determine how
many squares a character can move with each melee attack. For
example, if a character can move 67.5' per melee attack and if
using a grid based on 5' (or 2 m) squares, then the character
could move 14 squares (67.5 / 5 = 13.5 -> 14) per melee attack.
There are four types of movement that a character can perform
during combat:
- Shuffle: A Shuffle requires one melee attack to perform
and the combatant moves one level of combat range, such as
moving from Grappling Range to Melee Range or from Long Range
to Melee Range. A Shuffle is slow and deliberate and provides a
bonus of +5 to all defensive actions taken until the
combatant's next turn. If using a grid combat system, a Shuffle
moves the character one square of movement in any direction.
This type of movement requires one melee attack to perform.
- Combat Move: A Combat Move is the movement that a
combatant makes as a normal part of combat. It is slower then a
Cautious Move, but allows for more mobility then a Shuffle.
This type of movement can be conbined with an offensive action,
with the action taking place before or after the movement.
Using a Combat Move, a combatant can move a number of feet
equal to his Spd attribute x5 divided by his number of attacks
per melee. For example, a character with a Spd attribute of 18
and four attacks per melee could move 22.5' (6.9 m) with each
Combat Move. This type of movement does not require a melee
attack to perform.
- Cautious Move: A Cautious Move allows the character to
move much faster then a Combat Move, but he cannot combine it
with an offensive action. Using a Cautious Move, a combatant
can move a number of feet equal to his Spd attribute x15
divided by his number of attacks per melee. For example, a
character with a Spd attribute of 18 and four attacks per melee
could move 67.5' (20.6 m) with each Cautious Move. This type of
movement requires one melee attack to perform.
- Run: A Run occurs when a combatant throws caution to the
wind and runs very quickly. A run is fast and careless and
provides a penalty of -3 to all defensive actions taken until
the combatant's next turn. While running, a combatant can move
a number of feet equal to his Spd attribute x30 divided by his
number of attacks per melee. For example, a character with a
Spd attribute of 18 and four attacks per melee could move 135'
(41.1 m) with each Run action. This type of movement requires
one melee attack to perform.
- Multiple Dodge: (Defensive)
- Requires: Dodge and hand-to-hand combat
level 6.
- Description: This combat action allows a combatant to dodge
all incoming attacks by using only one melee attack. This is done
with sweeping movement to avoid the incoming attacks. When this
action is used, a single Dodge roll is made using bonuses to
Multiple Dodge and that roll is applied to all attacks that the
combatant wishes to dodge. This action can be used to dodge
incoming attacks until the next defensive action used by the
combatant. Success requires beating an attacker's strike roll. A
successful roll means that the combatant has completely evaded an
incoming attack. Failure means the combatant is hit by the incoming
attack. Anything that would prevent the Dodge action from being
used also prevents Multiple Dodge from being used. This action
requires one melee attack to use.
- Paralysis Attack: (Offensive)
- Description: A low level version of special martial arts
techniques, this action is used to temporarily paralyze the victim
without rendering them unconscious. Success requires a 14 or better
on a roll using bonuses to Paralysis Attack. A successful roll
means that the target is paralyzed for his next 1D6 melee actions.
Failure means the combatant misses the target. This action requires
one melee attack to perform.
- Parry: (Defensive)
- Description: A combatant can attempt to parry an incoming
attack by spending his next melee attack. This is done by blocking
the attacker's blow with a weapon or a hand or a limb. Success
requires beating the attacker's strike roll using bonuses to Parry.
A successful roll means that the combatant has completely blocked
the incoming attack. Failure means the combatant is hit by the
incoming attack. This action cannot be used on attacks from behind
the combatant. This action requires one melee attack to use.
An unarmed combatant can only parry blunt attacks, such as punches,
kicks, and clubs. A combatant with a weapon of any kind can parry
any kind of attack. Unless otherwise noted, ranged weapons, such as
arrows, bullets, and energy blasts, but not thrown objects, cannot
be parried. It is possible to parry an attack aimed at someone
else, but the target of the attack must be within Grappling Range
of the combatant attempting the to parry the attack.
- Pin / Incapacitate: (Offensive)
- Requires: Body Block / Tackle
- Special: This action can be selected multiple times, but a
character cannot select this action more times than he has levels
divded by 3. For example, an 8th level character could only have
selected this action at most two times.
- Description: This action is used in conjunction with a Body
Block / Tackle action, and allows a combatant to pin an opponent
with a good natural roll. The combatant uses this action by
declaring his intention to pin his opponent and then uses the Body
Block / Tackle action. Success requires a natural roll of equal to
or greater than 21 - the number of times this action has been
selected. For example, if this action was taken four times, then a
natural 17, 18, 19, or 20 is needed to trigger it. A successful
roll means that the combatant has put his opponent in a
body hold as per the normal rules for the
Hold action. This action does not require a
melee attack to perform.
- Pull Punch: (Offensive)
- Description: The ability to control the force of a melee
attack, whether it is a punch, kick, or a hand weapon can be very
important. This action is used to reduce the strength of any
offensive action that inflicts damage to less than killing force. A
combatant must declare that he is using the Pulled Punch action
before making an attack and proceeds to roll normally. Success
requires an 11 or higher using bonuses to Pull Punch and any
bonuses to the other action, such as to strike if the other action
is a normal attack. A successful roll reduces the damage inflicted
by half of its rolled damage and the no other damage bonuses except
those from a weapon apply. Failure means the attack was at full
strength. This action does not require a melee attack to use.
Creatures with incredible strength, such as Exceptional, Robotic,
and Supernatural strength, inflict damage from a reduced attack
differently, please see Strength
Categories for more details on how much damage they inflict
with a successful Pulled Punch. As with creatures with normal
strength, on a successfully Pulled Punch, a creature with
incredible strength does not apply any damage bonuses.
- Roll with Impact: (Deflection)
- Description: The purpose of this simple combat action is to
reduce the damage that a combatant would take from an incoming
attack. Success requires beating the attacker's strike roll using
bonuses to Roll with Impact. A successful roll means the combatant
takes only half damage from the attack. Failure means the combatant
is hit by the full attack. This action does not require a melee
attack to use.
The Roll with Impact action can only be used on certain types of
attacks. It can be used against all types of melee attacks and
against explosions, but it cannot be used against energy blasts,
bullets, fire, arrows, or similar attacks. This action can also be
used to reduce falling damage by half, but the combatant must roll
a 14 or higher using bonuses to Roll with Impact.
- Simultaneous Attack: (Defensive)
- Description: This action allows the defender to perform a
Strike action against the attacker in place of attempting to avoid
the incoming attack. The defender can only use a normal attack with
this action, but the original attacker cannot perform a defensive
or deflection action in response to the defender's attack unless
the attack has W.P. Paired Weapon and has not attacked with both
weapons. In this case, the original attacker could use one of the
weapons to attempt to parry the incoming attack. This action
requires one melee attack to perform.
- Somersault: (Defensive / Movement)
- Requires: Dodge
- Description: This is an escape maneuver used to get into or
out of combat range. If used as a movement action, the character
moves two levels of combat range, such as from Long Melee Range to
Grappling Range or from Grappling Range to Long Melee Range. If
used as a defensive action, success requires beating the attacker's
strike roll using bonuses to Dodge and Somersault. A successful
roll means that the combatant has completely evaded the the
incoming attack and moved two combat ranges further away from the
attacker. Failure means the combatant is hit by the incoming attack
without the opportunity to use a deflection action and moves one
combat range further away from the attacker. This action requires
one melee attack to use.
- Strike: (Offensive)
- Description: A combatant attempting to hit an opponent with
an attack, either with a hand-to-hand combat attack or with a
weapon, uses one melee attack and must roll to strike. Success
requires a 5 or better on a roll using bonuses to Strike. A
successful roll means that the combatant has hit the target,
dealing damage if the opponent does not succeed with a defensive
action. Failure means the combatant misses the target. This action
requires one melee attack to perform.
- Weapon Kata: (Offensive)
- Special: This action can be selected multiple times, each
time providing access to a different ancient weapon proficiency.
- Description: Many martial arts incorporate the use of
weapons into the combat training. This action provides the
character with an ancient melee weapon proficiency that begins at
first level and advances as the character gains new levels.