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Latest revision as of 02:50, February 23, 2020

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.


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.


Hand/Arm Strikes

Backhand – Normal

Backhand – Martial Arts

Basic Punch

Martial Arts Punch

Elbow/Forearm

Four Knuckle Fist

Double Knuckle Fist

Fingertip Attack

Claw Hand

Double Fist Punch

Knifehand

Palm Strike

Pull Punch


Foot/Leg Strikes

Kick-Normal

Kick-Martial Arts

Knee

Leap Kick

Backward Sweep

Trip/Leg Hook

Roundhouse Kick

Snap Kick

Wheel Kick

Drop Kick

Crescent Kick

Axe Kick

Jump Kick

Flying Jump Kick

Flying Reverse Turning Kick


Locks/Joint Holds

Arm Hold

Leg Hold

Body Hold

Neck Hold

Grab Attack

Joint Lock

Choke Hold


Other Moves

Back Flip

Back flip Escape

Back flip attack

Body Block/Tackle

Body Flip/Throw

Paralysis Attack

Crush/Squeeze

Leap Attack

Disarm

Deathblow

Breakfall

Cartwheel

Entangle

Knockdown

Knockout/Stun

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