Hand-to-Hand Combat Attacks
(Version 1.01 - Last Modified: 08/08/2007)
Introduction
There are a large number of strikes that one combatant can perform against
another. Even with simple martial arts training, a character can learn a
variety of powerful and useful hand or foot attacks. Combat attacks are
separated into two categories, the first is basic attacks, which are known by
all combatants, and the second is advanced attacks, which require specific
training to use in combat. Each advanced attack requires a combat action
selection, but are more powerful or more versatile then the basic attacks and
can often be used in combination with other combat actions. Within the basic
and advanced sections are the different types of attacks, namely hand attacks,
foot attacks, and other attacks. Each of these categories represent where an
attack originates, such as from a hand or from a kick.
To use one of these attacks normally, a combatant must use the Strike combat
action, applying any bonuses to strike normally. If the attacks hits the
target, the attacker can apply any damage bonuses normally.
Combat Attack Descriptions
- Axe Kick: (Foot Attack, Advanced)
- Damage: 3D6
- Requires: Kick
- Description: This is a very high kick that goes up and over
the opponent, coming down on the neck or shoulder. Unfortunately,
this kick unbalances the attacker and his next melee attack cannot
be a kick attack.
- Backhand Strike: (Hand Attack, Advanced)
- Damage: 1D6
- Requires: Punch
- Description: This is a useful strike against opponents
coming up behind the attacker. This attack can be used on opponents
behind the attacker without turning around.
- Backward Sweep: (Foot Attack, Advanced)
- Damage: None, see below.
- Requires: Kick
- Special: Cannot be parried, but other defensive combat
actions can be used.
- Description: This kick attack can only be used against
opponents that are behind the attacker. The Backward Sweep attack
inflicts no damage, but if it hits, the target is automatically
knocked down.
- Claw Hand: (Hand Attack, Advanced)
- Damage: 1D6+1
- Requires: Punch
- Description: The hand is held in a claw position and used to
rake the flesh of the opponent. This attack cannot be used on
opponents wearing armor.
- Crescent Kick: (Foot Attack, Advanced)
- Damage: 2D6
- Requires: Kick
- Description: This is a swivel-hipped kick that sends the
foot out in a sweeping arc.
- Double-Fist Strike: (Hand Attack, Advanced)
- Damage: 2D4
- Requires: Punch
- Special: Both hands must be empty.
- Description: Both fists are used to simultaneously strike an
opponent, causing additional damage. Applicable damage bonuses are
not doubled.
- Double-Knuckle Fist: (Hand Attack, Advanced)
- Damage: 1D8
- Requires: Fore-Knuckle Fist,
Punch
- Description: This attack consists of a clenched fist with
the forefinger and the index finger knuckles protruding.
- Elbow / Forearm: (Other Attack, Basic)
- Damage: 1D6
- Description: Using the forearm and elbow as a weapon, an
attacker can deliver a powerful blow against a target.
- Fingertip Attack: (Hand Attack, Advanced)
- Damage: 1
- Requires: Punch
- Description: Although it causes virtually no damage, it is
useful for using the Paralysis Attack offensive action, providing a
+4 bonus to Paralysis Attack.
- Flying Jump Kick: (Foot Attack, Advanced)
- Damage: 4D8
- Requires: Jump Kick,
Kick, Snap Kick
- Special: This attack can be combined with the Leap Attack
offensive action, and when combined, this attack only costs one
melee attack to perform (the cost of the Leap Attack is not
reduced).
- Description: This kick is similar to a normal Jump Kick
except that it must be performed at Long Melee Range and requires
three melee attacks to perform. With this attack, the attacker
launches into the air and takes a position that will smash one foot
into the opponent. Unfortunately, this attack is so unbalancing,
the attacker cannot use kick attacks for one melee round.
- Flying Reverse Turning Kick: (Foot Attack, Advanced)
- Damage: 5D8
- Requires: Flying Jump Kick,
Jump Kick, Kick,
Snap Kick
- Special: This attack can be combined with the Leap Attack
offensive action, and when combined, this attack only costs one
melee attack to perform (the cost of the Leap Attack is not
reduced).
- Description: This kick is similar to the Flying Jump Kick
except that the attacker adds extra twisting and turning of the
body to increase the power of the attack. This attack must be
performed at Long Melee Range and requires three melee attacks to
perform. Unfortunately, this attack is so unbalancing, the attacker
cannot use kick attacks for one melee round.
- Fore-Knuckle Fist: (Hand Attack, Advanced)
- Damage: 1D6
- Requires: Punch
- Description: This attack consists of a clenched fist, with
the first joint of the forefinger sticking out.
- Head Butt: (Other Attack, Basic)
- Damage: 1D4
- Special: This attack can be used in Grappling Range.
- Description: Although not specifically designed for it, most
creatures can use their head as a weapon.
- Jump Kick: (Foot Attack, Advanced)
- Damage: 3D8
- Requires: Kick,
Snap Kick
- Description: A Jump Kick is performed by leaping completely
off the ground and attempting to land foot-first on an opponent.
The advantage of a jump kick is that it is very powerful,
inflicting more damage then most other kick attack However, it
requires two attacks per melee to perform. Unfortunately, this
attack unbalances the attacker and he cannot use kick attacks until
the beginning of the next melee round.
- Kick: (Foot Attack, Basic)
- Damage: 1D6
- Description: This is the basic foot attack of any humanoid.
It involves bring the knee, leg folded, up to chest level and then
extending the foot completely in the direction of the target. Also
called a Karate Kick.
- Knee: (Other Attack, Basic)
- Damage: 1D6
- Description: Instead of using a fist or a foot in combat, an
attacker can choose to use their knee, which is quite hard when
hitting a target.
- Knife Hand: (Hand Attack, Advanced)
- Damage: 1D10
- Requires: Backhand Strike,
Palm Strike, Punch
- Description: This attack is an openhanded strike with the
blade of the hand and is considered the most powerful of the
one-handed hand strikes.
- Palm Strike: (Hand Attack, Advanced)
- Damage: 1D8
- Requires: Backhand Strike,
Punch
- Description: This attack consists of an open-hand strike
with the heel of the palm.
- Power Kick: (Foot Attack, Advanced)
- Damage: Varies, see below.
- Requires: Kick
- Description: This is a powerful kick, thrown with every
ounce of the attacker's strength. A power kick requires twice as
many melee attacks to perform, but it allows an attack to inflict
double its normal damage, although unlike a Critical Strike, a
power kick does not double any damage bonus the attacker has. A
Power Kick can be used in conjunction with any other foot strike
unless states otherwise.
- Power Punch: (Hand Attack, Advanced)
- Damage: Varies, see below.
- Requires: Punch
- Description: This is a powerful punch, thrown with every
ounce of the attacker's strength. A power punch requires two melee
attacks to perform, but it allows an attack to inflict double its
normal damage, although unlike a Critical Strike, a power punch
does not double any damage bonus the attacker has. A Power Punch
can be used in conjunction with any other hand strike unless states
otherwise.
- Punch: (Hand Attack, Basic)
- Damage: 1D4
- Description: This is the basic hand attack of any humanoid.
It involves curling the hand into a fist and striking out at the
target.
- Roundhouse Kick: (Foot Attack, Advanced)
- Damage: 4D4
- Requires: Crescent Kick,
Kick, Wheel Kick
- Description: By turning the body and swiveling the hips, an
attacker can place an amazing amount of power into a single kick.
Unfortunately, this kick unbalances the attacker and his next melee
attack cannot be a kick attack.
- Snap Kick: (Foot Attack, Advanced)
- Damage: 1D6
- Requires: Kick
- Special: This attack can be used in Grappling Range.
- Description: A Snap Kick is a very short, very fast kick and
is usually delivered low, striking the opponent somewhere below the
waist. It works well in confined spaces and in grappling range, but
does relatively little damage. Any defensive action taken by the
target receives a penalty of -2 due to the speed of this attack.
- Tripping Leg Hook: (Foot Attack, Advanced)
- Damage: None, see below.
- Requires: Kick
- Special: Cannot be parried, but other defensive combat
actions can be used.
- Description: This kick attack can only be used against
opponents that are in front of the attacker. This attack inflicts
no damage, but if it hits, the target is automatically knocked
down.
- Wheel Kick: (Foot Attack, Advanced)
- Damage: 2D6
- Requires: Crescent Kick,
Kick
- Description: This is a damaging kick that involves sweeping
the leg completely around the body before striking the target.
Unfortunately, this kick unbalances the attacker and his next melee
attack cannot be a kick attack.