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Fighting

Note - this is effectively the same as it always has been with the one notable exception: that actions are not tied to your HTH training.


Throwing a punch, lashing out with a kick, or swinging a sword or using another melee weapon to attack typically uses one action to do.

Each character may have a specific HTH type (Basic, Judo, Ninjutsu, etc)

Your HTH ability will stack with the using of weapon proficiencies as well as with any PP bonus you may have.

Basic target number needed to successfully strike is a 5 or more.

Most HTH training types will be left relatively unchanged with just the removal of the attacks per melee but many may see additions put in.

Until they are rewritten in more detail, just use the various HTH Combat Training styles as published ignoring the references to attacks per melee.

Also, you CAN aim with a melee attack AND make a "called" shot. Same penalties and bonuses as Ranged Combat


No Hand-to-hand training:

Can throw a basic punch at -1 damage and a basic kick at -2 damage due to lack of training.

This is akin to self taught/street fighting. Especially if the character also takes WP Unarmed Combat (see below).


New "Ancient Weapon Poficiency"

WP Unarmed Combat

Specializing in using your hands an feet as weapons. +1 to strike at levels 1,3, 6, 9, and 12. +1 to dodge at levels 2, 6, 10, and 14. +1 to parry at levels 1, 2, 4, 7, 9, and 13. +1 to entangle at levels 2, 4, 7, 10, and 13. These bonuses do not stack with other weapon proficiencies, just with HTH combat training.

Note bonuses from Weapon Proficiencies stack with HTH Combat training

Melee

Combat Moves

This is a fairly extensive list of things a person can do in hand-to-hand combat. What they are capable of will be determined by their hand-to-hand combat training. See page 344-347 of RUE, pages 27-31 of RGMG, or pages 126-133 of N&SS, in addition to what is listed.


Hand/Arm Strikes

Backhand – Normal equal to a Basic Punch

Backhand – Martial Arts PS damage x1.5

Basic Punch - see PS table

Martial Arts Punch - PS damage x2

Elbow/Forearm - PS punch x1.5

Four Knuckle Fist - See PS punch damage x1.5

Double Knuckle Fist - See PS punch damage x2

Fingertip Attack - N&SS

Claw Hand - See PS punch damage x1.5

Double Fist Punch - See PS punch damage x2

Knifehand - See PS punch damage x2

Palm Strike - See PS punch damage x2

Pull Punch - See PS table


Foot/Leg Strikes

Kick-Normal - See PS table

Kick-Martial Arts - See PS damage x1.5

Knee - Same as PS kick damage

Leap Kick - Same as PS Kick damage x3

Backward Sweep - RUE

Trip/Leg Hook - RUE

Power Kick - PS Kick damage x2

Roundhouse Kick - See PS kick damage x2.5

Snap Kick - See PS kick damage

Wheel Kick - See PS kick damage x2

Drop Kick - See PS kick damage x3

Crescent Kick - See PS kick damage x2

Axe Kick - See PS kick damage x2

Jump Kick - See PS kick damage x6

Flying Jump Kick - See PS kick damage x2

Flying Reverse Turning Kick - See PS kick damage x2


Locks/Joint Holds

Arm Hold - RUE

Leg Hold - RUE

Body Hold - RUE

Neck Hold - RUE

Grab Attack - N&SS

Joint Lock - N&SS

Choke Hold - N&SS


Other Moves

Back Flip - RUE

Back flip Escape - RUE

Back flip attack - RUE

Body Block/Tackle - Same as PS punch damage

Body Flip/Throw - Same as PS punch damage x1.5

Paralysis Attack - N&SS

Crush/Squeeze - See PS table punch damage

Leap Attack - N&SS

Disarm - RUE

Deathblow - RUE

Breakfall - RGMG

Cartwheel - RGMG

Entangle - RUE

Knockdown - RUE

Knockout/Stun - RUE


New "attack" type: Flurry. This is essentially a "burst" for melee attacks since it a flurry of quick attacks in rapid succession. Receive a +2 bonus to your attack roll but it also takes 2 attacks to normal damage with your attack. This can be applied to both Hand-to-Hand combat and melee weapon attacks.

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