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Revised Hand Strikes

Attack

'Normal'

Extraordinary

Superhuman

Supernatural

Back Hand

1D4

1D6

1D8

2D6

Black Tiger Claw

1D6+4

1D8+4

1D10+4

2D8+4

Claw Hand

1D6

1D8

1D10

2D8

Combination Grab/Head Bash

2D6

2D8

3D6

5D6

Crane Fist

1D8

1D10

2D6

3D6

Double-Fist Punch

2D4

1D10

2D6

3D6

Double-Knuckle Fist

1D8

1D10

2D6

3D6

Duo-Claw Strike

2D6

2D8

3D6

5D6

Duo-Knuckle Strike

Stun

Stun

Stun

Stun

Eagle Claw Hand

2D6

2D8

3D6

5D6

Fingertip Attack

1

1D2

1D4

1D6

Fore-Knuckle Fist

1D6

1D8

1D10

2D8

Gou Combination

3D6

4D6

5D6

1D4x10

Gou Grip

1D4

1D6

1D8

2D6

Gou Strike

2D6+2

2D8+2

3D6+2

5D6+2

Human Fist ( untrained )

1D4

1D6

1D8

2D6

Knife Hand

1D6

1D8

1D10

2D8

Knife Hand Knock-Out

Knock-Out

Knock-Out

Knock-Out

Knock-Out

Lau

1D4

1D6

1D8

2D6

One-Hand Choke

1D6

1D8

1D10

2D8

Overhead Fore-Knuckle Fist

1D10

2D6

2D8

4D6

Palm Strike

1D6

1D8

1D10

2D8

Power Block/Parry/Claw

1D6

1D8

1D10

2D8

Power Punch

1D10

2D6

2D8

4D6

Push Open Hand

1D6

1D8

1D10

2D8

Rotary Palm Strike

1D6

1D8

1D10

2D8

Roundhouse Strike

1D8

1D10

2D6

3D6

Strike ( Punch )

1D4+1

1D6+1

1D8+1

2D6+1

Two-Hand Push

Stun

Stun

Stun

Stun

Uppercut

1D8

1D10

2D6

3D6


NOTE ON 2D6: Palladium suffers a lack of 1D12 usage. Personally, I recommend using 1D12 in place of 2D6 for martial arts attacks.
RIFTS NOTE: In Rifts, or other magic-rich areas, beings with Superhuman P.S. inflict M.D equal to the damage listed for Normal P.S., plus their damage bonus from high P.S. ( i.e., a superhuman P.S. of 20 provides a +5 M.D. bonus ).
Supernatural P.S. inflicts M.D. using the damage listed for Superhuman P.S., plus the damage bonus from a high P.S. ( 20 P.S. grants +5 M.D. )


Revised Kick Attacks

Attack

'Normal'

Extraordinary

Superhuman

Supernatural

Axe Kick

1D10

2D6

2D8

4D6

Backward Sweep

0

0

0

0

Crescent Kick

1D10

2D6

2D8

4D6

Flying Jump Kick

1D10*

2D6*

2D8*

4D6*

Flying Reverse Spinning Kick

2D6

2D8

3D6

5D6

Flying Reverse Turn Kick

2D6*

2D8*

3D6*

4D6*

Jump Kick

1D8*

1D10*

2D6*

3D6*

Kick Attack

1D8

1D10

2D6

3D6

Roundhouse Kick

2D6

2D8

3D6

5D6

Shin Kick

1D6

1D8

1D10

2D8

Snap Kick

1D6

1D8

1D10

2D8

Sweep Kick

1D4

1D6

1D8

2D6

Tripping/Leg Hook

0

0

0

0

Wheel Kick

1D10

2D6

2D8

4D6

Butjapgo Chagi ( hand/kick )

1D6/2D6

1D8/2D8

1D10/3D6

2D8/5D6


*These attacks are automatic Critical Strikes, and inflict twice the listed damage.



OPTIONAL: In my games, the Kicks marked with the * are not separate attacks, but, rather, an enhancement of other kicks.
For example, a Jump Kick would be used with one of the normal kicks, resulting in, say, a Jumping Axe Kick, or a Flying Reverse Wheel Kick.
If this rule is used, the the kicks are not automatic Critical Strikes, but instead gain the following damage multipliers: Flying Jump Kick: x3 listed kick damage, Uses five ( 5 ) attacks
Flying Reverse Turn Kick: x4 listed kick damage, Uses seven ( 7 ) attacks.
Jump Kick: x2 listed kick damage, Uses three ( 3 ) attacks
In some case, this means the attack may not actually be available until the character has enough attacks from gaining levels to execute the attack.
RIFTS NOTE: In Rifts, or other magic-rich areas, beings with Superhuman P.S. inflict M.D equal to the damage listed for Normal P.S., plus their damage bonus from high P.S. ( i.e., a superhuman P.S. of 20 provides a +5 M.D. bonus ).
Supernatural P.S. inflicts M.D. using the damage listed for Superhuman P.S., plus the damage bonus from a high P.S. ( 20 P.S. grants +5 M.D. )


Revised Miscellaneous Attacks

Attack

Normal

Extraordinary

Superhuman

Supernatural

Body Block/Tackle

1D4

1D6

1D8

2D6

Body Flip/Throw

1D6

1D8

1D10

2D8

Choke

1D6

1D8

1D10

2D8

Chuk

2D6

2D6

2D6

2D6

Crush/Squeeze

1D4

1D6

1D8

2D6

Elbow

1D4

1D6

1D8

2D6

Forearm

1D4

1D6

1D8

2D6

Knee

1D6

1D8

1D10

2D8

Neck Hold/Choke

1D4

1D6

1D8

2D6

Pistol Whip

1D8

1D10

2D6

3D6


RIFTS NOTE: In Rifts, or other magic-rich areas, beings with Superhuman P.S. inflict M.D equal to the damage listed for Normal P.S., plus their damage bonus from high P.S. ( i.e., a superhuman P.S. of 20 provides a +5 M.D. bonus ).
Supernatural P.S. inflicts M.D. using the damage listed for Superhuman P.S., plus the damage bonus from a high P.S. ( 20 P.S. grants +5 M.D. )



ADVANCED DEFENSES (19)



Back Parry: Parrying behind the back with the sword. Cost one attack/action per melee. Can be used against attacks from behind only if the character knows an opponent is there.



Combination Circular Parry/Strike (The character has full bonuses to strike and parry, but can only perform linear punches, kicks, and strikes. Throws, holds, locks, and circular attacks like Axe Kick, Back Hand, Backward Sweep, Crescent Kick, Forward Sweep, Overhead Fore-Knuckle Fist, Power Punch, Rotary Palm Strike, Roundhouse Kick, Roundhouse Strike, Tripping/Leg Hook, Uppercut, and Wheel Kick can not be used while performing this kata. Each Circular Parry/Strike counts as one melee attack.)



Combination Dodge/Elbow (This is a combination of pivoting to one side, a Dodge, and a Elbow strike. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)



Combination Dodge/Knee (This is a combination of pivoting to one side, a Dodge, and a Knee strike. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)



Combination Dodge/Attack (Against one opponent, once per melee round, the character can simultaneously dodge and attack. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)



Combination Dodge/Hammer Fist (This is a combination of pivoting to one side, a Dodge, and a Hammer Fist. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)



Combination Dodge/Grab (This is a combination of a Dodge and a Grab. First the character must roll a successful dodge. This is a Standard Dodge. No other kinds of Dodges or Parries (including Automatic Parry and any other form of Automatic Defense) can be made at the same time and Dodge bonuses can NOT be used! If the dodge works, then the character rolls to Strike to grab to opponent with both hands. Uses up one melee attack.)



Combination Dodge/Spear Hand (This is a combination of pivoting to one side, a Dodge, and a Spear Hand. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)



Combination Dodge/Slash (Soete Tsuki; Against one opponent, once per melee round, the character can simultaneously dodge and attack. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)



Combination Dodge/Kick (This is not a Drop Kick, in this combination move, a normal Kick Attack is combined with a normal Dodge. First roll to Dodge, then, if that's successful, roll to Kick. The opponent can defend normally. No bonuses to Dodge, Strike, Kick, or Damage can be used. Uses up one melee attack/action.)



Combination Dodge/Thumb Drive Fist (This is a combination of pivoting to one side, a Dodge, and a Thumb Drive Fist. First the character must roll a successful dodge. If the dodge works, then the character rolls to strike using either a Backhand, Elbow, Hammer Fist, Knee, Knife Hand, Palm Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Damage bonuses allowed. The victim of Combination Dodge/Attack must use a melee round attack/action to defend against it (Automatic defenses won't work). Uses up one melee attack/action.)



Combination Grab/Face Punch (First roll to Strike to grab the opponent with one hand. If that's successful, then roll to Strike on a Punch (punch/human fist only!). Critical Attack, does double damage. Strike and damage bonuses can be applied. Uses up one melee attack.)



Combination Parry/Grab (This is a combination of a Parry and a Grab. First the character must roll a successful parry. This is a Standard Parry. No other kinds of Dodges or Parries (including Automatic Parry and any other form of Automatic Defense) can be made at the same time and Parry bonuses can NOT be used! If the parry works, then the character rolls to Strike to grab to opponent with one hand. Uses up one melee attack.)



Combination Parry/Disarm/Attack (Egurizuki; With this technique, the attacker performs a stretching, spiraling binding thrust, which ties up the opponent's sword and allows the attacker to thrust the tip of his sword past his opponent's defenses. Characters using this combat move make a Parry roll with no bonuses and a penalty of -2 to Parry. If successful, both the victim and the attacker roll twenty-sided and add in their P.S. attribute score. If the attacker's P.S. roll total beats the defender's, the defender is forced to drop his weapon and is struck by the attacker's sword. Does one die size less than a normal sword strike (i.e. if the sword normally does 1D6 it would only do 1D4 with this attack. If the sword normally does 2D4 damage, the damage would be 1D6.).)



Corps-a-Corps (Combination Power Block/Entangle): The character uses a standard block against the opponent's strike followed by an attempt to bind the opponent's blade. First roll for a successful parry. Then, if that works, roll for an Entangle. The victim of a Corps-a-Corps must use a melee round action to defend against the Entangle (Automatic moves won't work). Uses up one melee attack/action.



Knee Parry: A standard parry performed with the Knee. Cannot be used against weapons.



Leg Block: A standard parry which is performed by interposing the character's leg between the opponent's legs. This parry is effective only at Grappling Range and can be used to successfully stop Body Flip/Throws and kicking attacks.



Pivot Counter: Against an Entangle, the character can attempt to pivot clockwise or counter-clockwise to eliminate the leverage of an entangle and follow up with a body flip/throw or their own entangle.



Swaying Waist: This is a special form of weaving and ducking that is considered a Dodge, it cannot be combined with any other defensive move. Acts as an automatic dodge, meaning it does not cost an attack. Does not work against rear attacks.



geovisit(); BASIC FOOT ATTACKS (7)



Backward Tripping/Leg Hook: Used only against opponents coming up from behind the character. An attack on the opponent's legs. This attack is not designed to do damage, just to knock an opponent off balance. Does No damage, it's purely a Knockdown attack. Cannot be parried, but can be dodged.



Chasse (Piston-action Kick): Similar to a snap kick, but not as fast. There is more power put into this kick. Does 2D4 damage.



Forward Sweep (Used only against opponents in front of the character. Does No Damage, it's purely a Knockdown attack. Cannot be parried, but can be dodge.)



Fouette (Whip Kick): A type of snap kick which uses the toe of the foot to 'stab' into the opponent. Does 1D8 damage.



Heel Stomp Kick (Used to attack an opponent's lower body; or kick them while they're down; 1D4 damage.),



Power Kick (This is a kick in which the character summons his or her chi, or inner energy, and strikes with incredible strength. Does double the normal kick damage, but costs as two melee attack/actions.)



Revers (Sole Kick): This is a kick using the bottom (sole) of the foot. Does 1D8 damage.



geovisit(); HAND ATTACKS (25)



Backfist: The character twists his torso to extend his fist into a target to the rear. He may also bring his fist straight up over his shoulder or down past his thigh to strike close targets to the rear without changing facing direction. Damage is 1D6.



Cross: This is almost a normal punching attack, except it is done with the attacker's off-hand, which gives it a little bit more power. Does 1D6 damage.



Curled Fist (Special: The curled fist is special form of the Duo Knuckle Fist formed by curling the tips of the fingers into the palm as if holding a roll of pennies with the being held by the thumb and the ring and little fingers kept loose. On impact the fist is squeezed and rotated to the horizontal so that the first two knuckles strike. Damage is 2D4).



Draw Hand (Hikite; This is a grabbing strike used to pull someone off balance by snagging the wrist, arm, or clothing. Does No damage, it's purely a Knockdown Attack.)



Drop Punch (This is the combination of falling to the ground, a Dodge and a Punch. The strike can be either a Knife Hand, Ridge Hand, or Spear Hand. It's done in place of a Dodge as a defensive move. First, make the roll to Dodge. If successful, then roll to Punch. The opponent can defend normally. No bonuses to Dodge, Strike, Punch or Damage. Uses up one melee attack/action.)



Eye Poke Strike: A modifier to attack which can be performed with Fingertip Attack, Claw Hand, Two-Finger Strike, and Spear Hand, this attack causes partial blindness if successful (-5 to all combat rolls).



Gakun (Special: The Hakko Ryu grip is a very powerful grip. The little finger is accentuated and the forefinger is extended. Gakun is accomplished by dropping your hand from a level position and squeezing with your little finger. Initially, this type of movement is used to apply wrist techniques. Later students learn to use Gakun as a type of atemi on meridians in the wrists. Damage is 2D6+2).



Gouge: ???



Hammer Fist (Tetsui Uchi; Strike made using the bottom of a clenched fist. Damage: 1D4.)



Haymaker:



Leopard Fist: This is much like a standard fist with only the first two digits bent. Does 1D4 Damage.



One-Two Punch: A boxing maneuver often described as a left jab and a right cross delivered almost simultaneously. Damage is 1D4-1 and 1D4 (rolled separately). Cannot perform automatic combat maneuvers while doing this punch.



Phoenix Eye Fist: The fist is clenched, with the second joint of the middle finger sticking out. Does 1D6 Damage.



Power Finger Tip Attack: Does 1D6 Damage directly to Hit Points.



Power Fist: Winding out from the waist, this punch corkscrews out from the body for extra power. Common to many karate forms. Does 1D10 Damage.



Powered Punch (This is a punch/chop/strike in which the character summons his or her chi, or inner energy, and strikes with incredible strength. Does double the normal strike damage, but costs as two melee attack/actions.)



Ridge Hand (Haito Uchi; A knife hand attack where the opposite side (ridge) of the hand is used as the striking surface. Damage: 1D4.)



Spear Hand (Nukite; An open-handed strike with the fingertips of the hand. Damage: 1D4.)



Splashing Hand Strike: This strike is a quick snapping like strike using the blade of the hand, does 2D4 damage.



Sweep Punch (Barai Zuki; This circular version of a Palm Strike does a bit less damage (1D4), but also acts like a knockdown attack).



Thumb Drive Fist (Boshi Ken: A clenched fist with the thumb protruding. Damage: 1D6.)



Triple Punch (Sanbon zuki; Against one opponent, once per melee round, the character can perform this two-stage punch. First the character attacks with a Double-Fist Punch. If the Double Fist Punch works, the character can follow up with a Overhead Fore-Knuckle Fist. Does 4D4 damage! However, since this is such a difficult punch to perform, the first stage is done (with bonuses) at -4 to Strike and the second stage is done (without bonuses) at -4 to Strike. Cannot perform any Automatic defenses, or Parry at all during this attack.)



Two-Finger Strikes (Nihon Nukite; a variant of the Fingertip Attack which uses two fingers instead of one finger, and does 2 points of damage. Any Atemi ability which requires a Fingertip Attack or Fore-Knuckle Fist to use can be performed with this strike)



Vertical Fist (Tate Zuki; This is similar to a conventional punch, except the fist is held vertically instead of the usual horizontal position. Properly executed, the punch is launched from the side keeping the fist vertical the entire time. The elbow is kept close to the side and the shoulder is mostly quiet. The punch is applied to the main body in a whip-crack motion. At the completion of the punch the hand and arm are left in a position ready to punch or block again immediately with no wind up. This method allows for much faster punching techniques and has two possible methods of use. The character can fire two quick punches in succession, counting as one melee attack, or the character can use this punch as a Combination Strike/Parry).



White Lotus Closing Fist: Both fists are used causing 2D6 damage.



HOLDS/LOCKS (12)



Arm & Leg Hold (Dalmah Haz Hanadu): This is a two-handed hold with one arm wrapped around one leg while the other arm locks up one of the opponent's arms. Can be done standing or ground-fighting.



Arm & Neck Hold (Goguz Caprazi): This is a two-handed hold with one arm wrapped around the neck while the other arm locks up one of the opponent's arms.



Arm & Torso Hold (Ic Kazik): This is a two-handed hold with one arm wrapped around the torso while the other arm locks up one of the opponent's arms.



Blade Lock: Using the dagger, the character can perform any lock the character knows.



Clinch (Kurz or Combination Hold/Throw): This combination move can be performed with any Hold the character knows. After securing a hold, the character can throw their opponent. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw. Uses up one melee attack/action.



Clothing Hold (This hold involves grabbing the opponent's clothing rather than a body part. The victim can be held on the ground or in a standing position.).



Crotch Hold: This body hold variant involves grabbing the opponent's crotch. The victim can be held on the ground or in a standing position.



Hold with Legs (Ashi Garami): Using both legs, the attacker grabs on to the opponent's arm, leg, or body and attempts to immobilize him. If the Strike is successful, then the victim is helpless until released. Holds do no damage. Neither the attacker nor the victim can attack, parry or dodge while hold is working. It's easy for the attacker to hold the victim so that some third character can attack unopposed. Getting out of a hold requires agility. Both the victim and the attacker roll twenty-sided and add in their P.P. attribute score. The person doing the hold also gets to add in all his bonuses to hold and to Strike. High roll wins ! If the attacker wins, then the hold continues. If the victim wins then the hold is released and combat can continue. Can be used with Arm Hold, Leg Hold, or Body Hold, cannot be used with Neck Hold or Automatic Hold.
Joint Breaks: A joint break is an attempt to lock up a limb and break it. Attempting a break takes one attack, and both combatants roll as they would for Holds or Locks. Results of a successful break vary according to the joint in question:
Finger Break - Minor problem. 1D4 damage to hit points, the only hand strikes possible are Palm Strikes and Knife Hands.
Wrist Break - 1D6 damage to hit points, cannot use that hand. Elbow strikes and parries still possible. Overall penalties include -2 P.P. and -3 P.S.
Elbow Break- Serious problem. 2D6 damage to hit points, cannot use that arm. Reduce P.P. and P.S. by 50%.
Ankle Break- 1D6 damage to hit points. Spd is ½, -4 to Dodge. No kicking are possible unless groundfighting.
Knee Break- Another serious problem. 2D6 damage to hit points, Spd is 1/3, -6 to Dodge. No kicks are possible unless groundfighting.
Note that while damage is done directly to hit points, breaks will never reduce hit points below 1; broken limbs are terribly painful, but almost never kill you.



Shield Lock: Used with a shield against an opponent with a shield. Functions as a one-handed Joint Lock, except no damage is done if the victim escapes.



Sleeper Hold: Works just like a normal Neck Hold, but functions as a Knockout/Stun. Every melee round attack the defender must roll above a 15 on a D20 (P.E. bonuses apply) to remain conscious. Failure to save means results in being knocked unconscious for 1D6 melee rounds! A successful save means the character remains conscious but his head is full of cobwebs. It will take 1D6 melee round for his head to clear, and in the meanwhile, the character loses two melee attacks and all combat bonuses are reduced by half. Plus the stunned character's Spd and skill performance are reduced by half.



Thigh Lock: Performed like a Leg Hold, but treated as a Elbow Lock for escape purposes.



JUMPING FOOT ATTACKS (2)



Flying Donkey Kick: Must be made from long range. The character launches into the air and then strikes the target with both feet grounding both him and the target. Does 2D6 Damage and Critical Strike. Costs three melee attack/actions.



Spinning Jump Kick: Can only be made at combat range! A jump kick that involves launching into the air, spinning in a full circle while extending one leg. Does 1D8 Damage (to each opponent) and can be used against multiple attackers that are at combat range. The character rolls to strike against each opponent at combat range. The opponents can defend normally. Costs three melee attack/actions. This is NOT a Critical Strike!



geovisit(); MODIFIERS TO ATTACK (4)



Eye Poke Strike (A modifier to attack which can be performed with Fingertip Attack, Claw Hand, Two-Finger Strike, and Spear Hand, this attack causes partial blindness if successful (-3 to all combat rolls))



Feint: A faked attack which is intended to draw a response from an opponent. This is a Combination Move, used in conjunction with another attack. The character chooses what attack to fake and rolls to strike. Any successful "Strike" results in the faked attack looking like a real attack. If the opponent defends against the fake attack, successfully or not, the attacker then moves into the second attack. Against the second attack, the defender must use a melee round action to defend against it (Automatic moves won't work) and receives no defensive bonuses!



Pain Strike: This modifier to attack is used when the attacker performs a standard attack against a particularly vulnerable portion of the opponent's body. Only done with half normal strike bonuses, but the victim must make a saving throw vs pain if the attack is successful. Like many modifiers to attack, this attack must be called BEFORE rolling to strike, however, it can be used with any strike, hold, lock, or grappling maneuver.



Stapling Throw (When the character wants to disarm or otherwise entangle someone, he can attempt a stapling maneuver. By making a called shot, the character can staple some part of the target's clothing to a nearby object, as long as that object is of a material that is reasonably subject to penetration by thrown weapon (such as wood or plaster). The target must be standing near such an object or the shot is wasted. If the shot is successful, the target is pinned to that object. The target must spend a melee action tearing free, although this requires no roll. Pinned targets defend with a -2 to defensive rolls and to strike. After one melee round, if they have not taken the time to free themselves, they break free due to exertion. During the melees round, the penalties to defense and strike still apply. The stapling shot is not only good for preventing various actions on the part of a hostile person, it serves to demonstrate that the character is far from defenseless.)



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Both combatants Prone: Penalties for person on bottom are no bonuses to any combat rolls allowed, with the person on top suffering no penalties. Penalties for side-by-side prone opponents is half bonuses to all combat rolls. Must be in grappling range to perform any attacks. Note further that, in cases where two fighters are engaged in a ground fight, a third party may intervene. In these cases, in addition to the bonuses listed above, said third party will nearly always count as "behind" for purposes of "critical strike or knockout/stun from behind" effects.



Fighting where one person is prone and the other is standing: Prone person has no bonuses to all combat rolls. Standing person has a +3 to all combat rolls. The standing person can only perform holds, locks, snap kick or kick attack and must be at combat range or grappling range. Prone person cannot attack unless the standing person is at grappling range.



Seated/Kneeling fighting: Penalties are half bonuses for both opponents. No kicks can be performed and both combatants must be at grappling range for unarmed attacks and combat range if weapons are used.



Fighting where one person is prone and the other is kneeling/seated: Prone opponent suffers from half bonuses and kneeling person has no penalties. No kicks can be performed by seated/kneeling person and both participants must be at grappling range for unarmed combat. Seated/kneeling person may use weapons at combat range against prone opponent, without fear of retribution.



Fighting where one person is kneeling/seated and the other is standing: Seated/kneeling person suffers from half bonuses to all combat rolls. If unarmed, the seated/kneeling person can only engage in combat at grappling range, with weapons they can engage at combat range. Standing person suffers no penalties and has a +1 to all combat rolls.



geovisit(); ATTACK & ESCAPE MOVES (17)
This includes both Attack Moves and Escape Moves, some new, some revisions to the originals.



Air Roll: This maneuver is a cross between Roll with Punch/Fall/Impact and a Leap. It can be used to move into or out of combat range. This move uses a separate bonus. Doing an air roll counts as one melee attack/action.
Air Roll -- Defensive. When used in place of a Dodge or Parry, it means the character must roll over the attacker's Strike, and uses only the Air Roll bonuses. Success means avoiding the attack and moving out of combat range. Failure to beat the Strike means taking full damage, however the character still has a chance to Roll with Punch/Fall/Impact.
Air Roll -- Escape. If used in place of a Strike (when it's the air rolling character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the air rolling character the initiative.
Air Roll -- Attack. If used in place of a Strike (when it's the air rolling character's turn to Strike at his opponent), the air roll moves the character back into combat range.



Back Flip: The back flip has been in Palladium systems before, but not as a combat maneuver. It involves throwing oneself backwards, with the arms and shoulders, and flipping the legs completely up and over, and coming back down onto the ground in a standing position. The result is that one quickly moves backwards by a full body. Doing a back flip counts as one melee attack/action. Dodge, P.P, and/or other bonuses do NOT work with this Back Flip. The back flip counts as one melee attack/action.
Skill Bonuses to Back Flip: On another note, since physical skills such as Acrobatics and Gymnastics incorporate Back Flip as a skill, it may be wise to consider what effect this has on bonuses to performing the Back Flip in combat. The skill percentage (if both Acrobatics and Gymnastics are known, use the higher score only) is divided by 10 (rounding down) and the result becomes the bonus to Back Flip.
Back Flip -- Defensive. If used in place of a Dodge, the character must roll above (or equal) the opponent's Strike roll using only the bonus to back flip (not dodge). Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Success means avoiding the attack and escaping from combat (moves out of immediate, range requiring the opponent to use up an attack/action to close ranks).
Back Flip -- Escape. If used in place of a Strike (when it's the back-flipping character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the back flip character the initiative.
Back Flip -- Attack. Once the opponent is detected in the rear, if used in place of a Strike (when it's the back-flipping character's turn to Strike at his opponent), the back flip moves the character back into combat range.
Back Flip -- Combined Strike. This is especially useful against someone attempting some kind of back-strike. An attack back flip is used as a combined Strike against an opponent to the rear of the character when used with either an Axe Kick, Snap Kick, or Backhand Strike. If striking with a Back Flip use only the bonus to Back Flip. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.



Backward Turn: An escape maneuver used to get out of combat range. Can be used instead of a Parry or Dodge to avoid damage completely. Use 'Turn' bonus.
Backward Turn -- Defensive. If used in place of a Dodge, the character must roll above (or equal) the opponent's Strike roll using only the bonus to Turn (not dodge). Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Success means avoiding the attack and escaping from combat (moves out of immediate, range requiring the opponent to use up an attack/action to close ranks). Does not work against rear attacks.
Backward Turn -- Escape. If used in place of a Strike (when it's the turning character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the character the initiative.



Ballestra (Combination Kick Feint/Lunge) - Attack: In this combination, a faked standard or snap kick move is used to force the defender out of position while the real attack comes from a lunge. If the defender chooses to parry against this move, the attacker can strike with a Lunge and the defender cannot defend without using a melee round action to defend against the Lunge. If a Dodge or Escape Move is used to defend against the attack, the attacker can still perform a Lunge against the target, but the defender can defend normally. Uses up one melee attack/action.



Cartwheel: Holding the body rigidly extended, the character rolls like a wheel by using the arms and legs as spokes. Doing a cartwheel counts as one melee attack/action.
Cartwheel -- Attack. This maneuver can be used to move quickly into combat range.
Cartwheel -- Combined Strike. An Attack Cartwheel can also be used as a part of a combined Strike against an opponent to the rear of the character when used with either an Axe Kick, Wheel Kick or Knife Hand. If striking with a Cartwheel, use only the Cartwheel bonus. Must be used as the first attack in a melee round. Note: Cannot be used with Death Blow or Knockout/Stun.



Cob's Traverse - Escape: Also known as "The Ninth Parry" it is more commonly known as "Running Away." If used in place of a Strike (when it's the character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to try and run after the fleeing character in an attempt to move back into range and also gives the fleeing character initiative. Uses up one melee attack/action.



Handspring: This is a maneuver where one starts off from a standing position and turns the body forward or backward in a complete circle, landing first on the hands and then the feet. Doing a handspring counts as one melee attack/action.
Handspring -- Defensive. If used in place of a Dodge, the character must roll above (or equal) the opponent's Strike roll using only the bonus to Handspring and P.P. (not dodge). Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Success means avoiding the attack and escaping from combat (moves out of immediate, range requiring the opponent to use up an attack/action to close ranks). The Handspring counts as one melee attack/action. Does not work against rear attacks.
Handspring -- Escape. If used in place of a Strike (when it's the hand-springing character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the handspring character the initiative.
Handspring -- Attack. If used in place of a Strike (when it's the hand-springing character's turn to Strike at his opponent), this allows the character to move into combat range.



Handstand: The character flips over and stands on his hands. Doing a handstand counts as one melee attack/action.
Handstand -- Escape. If used in place of a Strike (when it's the hand-standing character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the handstand character the initiative.
Handstand -- Attack. If used in place of a Strike (when it's the hand-standing character's turn to Strike at his opponent), this allows the character to move into combat range.
Handstand -- Combined Strike. An Attack Handstand can also be used as a combined Strike against an opponent to the rear of the character when used with either a Kick Attack, Snap Kick or Axe Kick. If striking with a Handstand, use only the bonus to Handstand, not the bonus to Strike. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.



Horse Stepping - Attack: This attack move also acts as an escape move. Similar to the Pass, except this attack move works by moving around the opponent in a circular arc, which acts as an Escape Move for the purposes of forcing the opponent to spend an attack to close the combat range. Like most attack moves, this cannot be used with Death Blow or Knockout/Stun.



Leap: This can be used to dodge, move into, or out of combat range. Doing a leap counts as one melee attack/action. Note: A bonus to leap can be used for either a leap attack, dodging with a leap (do not add the dodge bonus), leaping into combat, or leaping out of combat.
Leap -- Defensive. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Leap. Success means avoiding the attack and leaping out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Also called a Leap Dodge.
Leap -- Escape. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the leap character the initiative.
Leap -- Attack. Not to be confused with a Leap Attack. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), the leap moves the character into combat range.
Determining Leap Distance: Round all results down (unless you really want to calculate the inches/centimeters distance).
Standing Broad Jump: Roughly one-third foot (3.6 inches/9cm) for every P.S. point. (Quick math: P.S./3=feet)
Standing High Jump: Roughly one-sixth foot (1.8 inches/4.5cm) for every P.S. point (Quick math: P.S./6=Feet)
Running Long Leap: A half foot (six inches/15 cm) for every P.S. point. (Quick math: P.S./2=Feet)
Running High Leap: One quarter foot (three inches/7.5cm) for every P.S. point. (Quick math: P.S./4=Feet)



Note: For our purposes (and to keep things simple) jumps are done from a standing start, leaps are done from a running start.



Lunge (Allungo or Distesa) - Attack: This attack move can only be performed as a Combined Strike against an opponent. By leaping forward on one foot, the character closes the range as he thrusts into his opponent. Unlike other attack moves, this one can be performed at any time in combat and closes the range in addition to a standard Strike. Unlike other attack moves, this can be used with a Death Blow (but not a Knockout/Stun attack).



Lurch - Attack: Your lurching movements let you make one feinting attack in per melee round as a move-equivalent action. You gain a bonus to Strike for moves following a successful Lurch.



Mounted Lance Charge - Attack: When mounted on a horse or other steed, the character can increase the effectiveness of their attack with a lance or spear. A successful Strike results in a Critical Strike and acts as a knockdown attack (or unseats an opponent if used against a mounted opponent).



Pass - Attack: This attack move also acts as an escape move. Similar to the Lunge, this attack works by moving into range of the opponent while attacking. Unlike the Lunge however, this move isn't made in the direction of the opponent, but at an angle, which acts as an Escape Move for the purposes of forcing the opponent to spend an attack to close the combat range. Like most attack moves, this cannot be used with Death Blow or Knockout/Stun.



Pole Vault: This can be used to dodge, move into, or out of combat range. Doing a pole vault counts as one melee attack/action. Note: A bonus to pole vault can be used for either a pole vault attack, dodging with a pole vault (do not add the dodge bonus), pole vaulting into combat, or pole vaulting out of combat.
Pole Vault -- Defensive. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Pole Vault. Success means avoiding the attack and pole vaulting out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch.
Pole Vault -- Escape. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the pole vaulting character the initiative.
Pole Vault -- Attack. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), the pole vault moves the character into combat range.
Pole Vault -- Combined Strike/Pole Kick: An Attack Pole Vault can also be used as a part of a combined Strike against an opponent in front of the character when used with a kick attack. If striking with a Pole Vault, use only the Pole Vault bonus. Must be used as the first attack in a melee round. Note: Cannot be used with Death Blow or Knockout/Stun.
Determining Pole Vault Distance:



Roll: This can be used to dodge, move into, or out of combat range. Doing a roll counts as one melee attack/action. Note: A bonus to Roll with Punch/Fall/Impact can be used for either a Roll with Punch/Fall/Impact, dodging with a roll (do not add the dodge bonus), rolling into combat, or rolling out of combat. A bonus to 'Roll' can only be used for dodging with a roll, rolling into combat, rolling out of combat, or with a roll strike of some kind (like the Roll/Knockdown, which often has its own bonus).
Roll -- Defensive. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Roll. Success means avoiding the attack and rolling out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch/Fall/Impact.
Roll -- Escape. If used in place of a Strike (when it's the rolling character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the rolling character the initiative.
Roll -- Attack. if used in place of a Strike (when it's the rolling character's turn to Strike at his opponent), the roll moves the character back into combat range.
Roll - Combined Strike. An Attack Roll can also be used as a combined Strike against an opponent to the rear of the character when used with either a (one attack costing) hand strike, Kick Attack, Snap Kick or Axe Kick. If striking with a Roll, use only the bonus to Roll, not the bonus to Strike. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.



Somersault: This is a combat maneuver used to get in or out of combat range. Doing a somersault counts as one melee attack/action.
Somersault -- Defensive. If used instead of a Parry or Dodge, it means that the character must roll over the attacker's Strike, and use only the bonus to Somersault. Success means avoiding the attack and rolling out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch.
Somersault -- Escape. If used in place of a Strike (when it's the somersaulting character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the somersaulting character the initiative.
Somersault -- Attack. If used in place of a Strike (when it's the somersaulting character's turn to Strike at his opponent), the somersault moves the character back into combat range.



geovisit(); SPECIAL ATTACKS (62)



Automatic Flip/Lock (Katagatame; This move can be performed in place of a Parry. That means that instead of blocking or deflecting the blow, the character attempts to leverage the attacker's own force into a flip, followed by the application of a Wrist Lock. First, the character must beat the attacker's Strike just like a parry, but using the bonuses for Body Flip/Throw and any Hold bonuses. If the Body Flip works, then the character must roll to strike for the application of the Wrist Lock. No Strike or Damage bonuses allowed. Failure means taking full damage from the attack without a chance to Roll with Punch/Fall/Impact.



Backhand Stab: Usually used on an opponent coming up from behind the character. Can be done without turning. Does half normal damage.



Backward Thrust (Usually used on an opponent coming up from behind the character. Can be done without turning. Does one die size less than a normal sword strike (i.e. if the sword normally does 1D6 it would only do 1D4 with this attack. If the sword normally does 2D4 damage, the damage would be 1D6.). Spears and polearms used with this combat move do their normal damage.



Butt Stroke (New! This is a special attack where the victim is smacked with the butt of a rifle. A successful attack does 1D8 damage.)



Carrying Pin: A variant of Pin/Incapacitate (or Body Hold) wherein the character picks his opponent off the ground. The opponent can then be carried, but each step away from the initial position costs an attack/action per melee.



Charkh: Usable only with paired sword, this technique allows the character to perform a normal frontal attack and backward thrust simultaneously. Costs one attack and the attacker loses automatic moves.



Circular Slash: Allows the character to target two opponents with a large one-handed sword, or three opponents with a two-handed sword, if they're close together, one attack, normal damage.



Clothesline: This is where the attacker uses an extended arm to knock down an opponent. A successful clothesline does 1D4 damage (full damage bonuses apply). Being knocked down causes the character struck to lose initiative (if he had it) and one attack/action for that melee round. A successful Maintain Balance means the victim is not knocked down and does not lose an attack, but does take full damage. A successful Roll with Punch/Fall/Impact or Breakfall means the victim takes half damage, but is still knocked down. No Automatic moves are possible for the attacker while doing a Clothesline. There are two versions of this combat move.



Defensive Clothesline: The player sidesteps the attacking target while extending his arm. This acts as both a Dodge and attack. First, roll to dodge the attack, then, if that's successful, roll for the clothesline.



Offensive Clothesline: This clothesline is designed to damage and knock down the target in one move. The victim can do only one defensive move, a dodge. A successful Dodge means no damage and no knockdown, but failure means damage, knockdown and loss of one attack that melee.



Combination Strike/Throw (This is a special dual attack where the character can strike one target using one of the hand attacks while simultaneously throwing a held weapon at another target. The character has no bonuses or penalties for this dual strike),



Combination Claw/Grab (Taika Akuma (Inferno Devil) This powerful attack is done as a claw hand strike followed by a painful grab. The claw strike does 2D6 damage plus any damage bonuses, followed by a pinching grab which does 2D4 damage plus any damage bonuses. The extra damage is the result of careful attention to the vital points of the human body. This attack counts as two melee attacks, and the attacker loses any automatic defenses while this move is being performed.)



Combination Entangle/Thrust: A commonly seen combat move, the attacker entangles his opponent and follows up with a thrust First roll to Strike to entangle the opponent with one hand. If that's successful, then roll to Strike with a thrust. Critical Attack, does double damage. Strike and damage bonuses can be applied Uses up one melee attack.



Combination Grab/Attack (First roll to Strike to grab the opponent with one hand. If that's successful, then roll to Strike on a Kick Attack, Snap Kick, a hand attack, or a melee weapon attack. Critical Attack, does double damage. Strike and damage bonuses can be applied Uses up one melee attack.)



Combination Blind/Slash (Mangetsu no Kamae: This technique allows the character to hold a sword above their head in such a manner that sunlight can be reflected into an opponent's eyes, or, if it's raining, collect water in the fuller of the blade and fling it into the enemy's eyes. Roll to Strike (with no bonuses) to determine whether or not the target is blinded, this blinding attack cannot be parried, but it can be dodged, also, damage reduction moves like Roll with Punch/Fall/Impact, Breakfall, and the like cannot be used against this blinding attack. If the blinding attack is successful, the victim suffers a -6 to their Strike, Dodge, and Parry rolls for this attack. The attacker can then follow up with a sword slash with full Strike and Damage bonuses.)



Combination Grab/Face Punch (First roll to Strike to grab the opponent with one hand. If that's successful, then roll to Strike on a Punch (punch/human fist only!). Critical Attack, does double damage. Strike and damage bonuses can be applied. Uses up one melee attack.)



Combination Grab/Throw (Special! The character can attempt to grab any incoming hand propelled projectile(see Yadomejutsu) and return it to the sender in the same motion),



Combination Roll/Throw (Combines a Roll with a thrown weapon attack. It cannot be used as a defensive maneuver (i.e. no Roll with Punch/Fall/Impact combined with a throw,) what can be done is a throw combined with a Roll that is an attack or retreat from combat),



Combination Sweep/Move (Kage Akuma (Shadow Devil) This attack must be made with either a Sweep Kick or a Sweep Punch. If the Sweep attack successfully strikes (is not dodged or parried), the attacker uses the leverage gained to move them self behind the opponent. Even if the opponent does not get knocked down (through the use of Maintain Balance, etc), the opponent must still use a melee attack/action to turn and face the attacker before they can strike with any attacks except Rear Attacks (Backward Sweep, Backhand, etc). Counts as one melee attack.)



Combination Grab/Stab: First roll to Strike to grab the opponent with one hand. If that's successful, then roll to Strike on with a knife or dagger. Critical Attack, does double damage. Strike and damage bonuses can be applied Uses up one melee attack.



Death Blow from Behind: Another special attack, this one is commonly called a back stab or assassin's strike. A Death Blow from Behind means a sneak attack that automatically inflicts double damage (plus damage bonus) direct to hit points (no S.D.C. damage) if successful. A Death Blow from Behind must be announced before rolling the Strike. This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows, thrown weapons or guns and does not work through armor; the armor must be removed or penetrated (the strike must be above the A.R.). This attack uses one attack per melee. This attack can only be done as the first sneak attack of the melee round. This attack uses one attack per melee. An unsuccessful Death Blow from behind does 1D6 damage. As a sneak attack, a Death Blow from Behind is contingent on the attacker sneaking up behind (prowl) the opponent. If the foe does not discover the attacker, then the sneak attack is successful. The sneak attacker always has initiative, and the defender is not able to defend against the first strike of the sneak attack.



Death Strike: A special attack designed to kill an opponent in one or two strikes! Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to hit points (no S.D.C. damage). A Death Strike must be announced before rolling the Strike. This attack is often limited in hand to hand combat to the roll of a "natural" strike number; i.e. death strike on a natural 19 or 20. This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows, thrown weapons or guns and does not work through armor; the armor must be removed or penetrated (the strike must be above the A.R.). This attack uses one attack per melee. An unsuccessful Death Strike does 1D6 damage. The defender can only attempt to survive by dodging or parrying and/or by trying to roll with death strike (must roll over the attacker's strike, including bonuses).



Death Touch: An automatic kill. A Death Touch must be announced before rolling the Strike. This attack requires a Natural Roll (usually 20) to succeed and counts as two attacks. This attack cannot be performed as a Sneak Attack or Attack from Behind. The attack can only be done by punches, kicks, or other, unarmed hand to hand blows and cannot be done through armor, the armor must be removed or penetrated (the strike must be above the A.R. ...requiring two different strike rolls against targets wearing armor, one to penetrate the armor, one to successfully inflict the Death Touch). The actual effect is the immediate stopping of the heart. In other words, it simulates a missive heart attack. An unsuccessful Death Touch does 1D6 damage (plus an P.S. or other damage bonuses). The defender can only attempt to survive by dodging or parrying and/or by trying to roll with death touch (must roll over the attacker's strike, counting bonuses). If the defender is not killed then the current S.D.C. and hit points are reduced to half. If CPR-type resuscitation is available, the victim may be mobile in less than an hour. Roll to save vs coma/death.



Death Blow: A special attack designed to kill an opponent in one or two strikes! Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to hit points (no S.D.C. damage). A Death Blow must be announced before rolling the Strike. Unlike a Death Strike, this attack does not require a natural number to succeed, but, such a devastating attack counts as two melee attack/actions. This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows, thrown weapons or guns and does not work through armor; the armor must be removed or penetrated (the strike must be above the A.R.). An unsuccessful Death Blow does 1D6 damage. The defender can only attempt to survive by dodging or parrying and/or by trying to roll with death touch (must roll over the attacker's strike, including bonuses).



Drown (Special! A variant of choke, where the opponent's head is held underwater. Does the same damage as choke.)



Ear Box: This is a stunning maneuver where the attacker uses both of his hands to strike the target in both ears in order to pop an enemy's eardrums. It does 1D6 damage and, if successful, requires the target to roll above a 15 on a D20 (P.E. bonuses apply) or be stunned for 1D6 melee rounds! A successful save means the victim is not stunned. If the victim is stunned, he loses two melee attacks and all combat bonuses are reduced by half. Plus the stunned character's Spd and skill performance are reduced by half.



Elbow Drop: This is a devastating elbow strike delivered by the attacker's whole body, by slamming down on the foe. This attack can be used against a foe while he is kneeling, sitting or lying down. This is essentially a Critical Elbow Strike, doing double damage to the target. The victim can only Dodge; if the attacker misses and hits the ground, he takes the same damage. No Automatic moves are possible for the attacker while doing a Elbow Drop.



Grab Attack (Revised & Expanded): Anybody, during their melee attack/action, can attempt to grab just about anything in reach. Attempting a Grab usually takes a melee action. The target of a Grab can be a weapon, somebody's hand, or any item laying around. The defender, whoever is holding it, can attempt to hold onto it with a Parry, Dodge, or with an escape move.



Grabbing flying objects, especially incoming missiles like daggers and arrows, is more difficult. First, the attack must be Parried (Dodging means avoiding the projectile altogether). If the Parry is successful, then the character can attempt to grab the projectile. Grabbing hand-tossed objects requires a Strike Roll of 10 or better (yes, character bonuses are allowed). Grabbing objects fired by a device like a bow, crossbow or sling will require a Strike Roll of 14 or better (again, the character's bonuses to strike/grab are allowed). Projectiles fired from any kind of gun can NOT be grabbed.



Automatic Grab: In place of a parry, the character can attempt to grab the opponent's attacking object (hand, arm, leg, weapon, etc.). Success requires beating the attacker's Strike just like a parry, but using any bonuses for grab only. Failure means taking full damage from the attack without a chance to reduce damage.



Bare Hand Grab: Trying to grab a dangerous weapon with one's bare hands or arms carries additional risk. When rolling to grab with bare hands against a sword, knife, pickaxe, or other dangerous weapon, it must be done without the character's usual bonus to grab, because he must grab in such away as to hit his attacker's hand or arm, or blunt part of the weapon to avoid getting hurt by it.



Advanced Grab Options: Once you have successfully grabbed a victim, you can do one of the following:



Grab And Shove: Once you have Grabbed someone, you may attempt to Shove him backwards. Both the victim and the attacker roll twenty-sided and add in their P.S. attribute score. The person doing the Grab and Shove also gets to add in all his bonuses to Grab, Hold, and Strike. High result wins! If the attacker wins, the result is the victim ending up taking 1D6 damage, getting knocked down, losing the initiative and losing the next melee attack/action. Any victim failing to counter the attack will also be knocked back 1D6 feet away from where he was standing at the moment of the attack. If the victim wins then the Grab is released and combat can continue. After a Grab and Shove, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a Grab and Shove, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a Grab and Shove, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage.



Grab And Squeeze: Once a Grab is made, assuming the defender failed to parry or dodge, the attacker can squeeze the target's, doing 1D4 damage, plus P.S. bonus for every one of the attacker's melee round actions. The victim of a Grab and Squeeze can attack with punches, kicks or weapons, but without any P.S. damage bonuses, for as long as they are held. The victim of a Grab and Squeeze is also limited in ability to defend until released (can only defend at half bonuses; leaps, multiple dodges, jumps, and escape and attack moves are all impossible). Damage cannot be reduced by Roll with Punch/Fall/Impact or Breakfall.



Grab And Block: With this combination, you Grab someone and then, at any time while the Grab is still in effect, you can Block an incoming attack with his body. To do this, you perform the Grab normally.



Grab And Control: When you Grab someone, you can also attempt to Control him (i.e., turn him so that he cannot attack you as successfully). [Combines aspects of Grab and Shove (mechanics) and Grab and Block (action)]



Hand Slice: By slicing across the opponent's hand, you can ruin their day. Does half normal damage, but target must save vs pain.



Head Cracker: The player grabs two targets and slams their heads together. Usually applied with the words, "Have you two met?" The targets must be within Combat or Grappling range of one another. First roll to Grab one target, if that's successful, roll to Grab the other target. If both targets have been successfully grabbed, then the attacker rolls to slam their heads together. If completely successful, roll 2D6 damage and both targets are stunned (see Knockout/Stun) for 1D4 melee rounds. Costs two attacks.



Headbutt/Gore (If wearing a Demon Mask, the Headbutt does 2D6 damage, without the mask, a Headbutt does 1D4 damage.)



Hilt Strike (Tsuka-ate; This is a special attack where the victim is smacked with the hilt of a sword. A successful attack does 1D6 damage.)



Hip Strike: A thrust with the hip against an opponent that does 1D4 damage.



Leg Choke: A choke performed on the ground with the legs instead of the arms. The attacker is unable to defend, dodge or roll with impact during a choke. In other words, the attacker just lays there and ignores all other attacks. Since the attacker is prone, attacks from the rear can not be done to someone using a Leg Choke. Normal strike and damage bonuses apply. Does 1D8 damage plus P.S. bonus direct to Hit Points for every one of the attacker's melee attacks. The victim can attack with punches or weapons or for as long as they are held. The victim of a choke attack cannot reduce damage by using Roll with Punch/Fall/Impact or Breakfall. The victim can continue to attack with punches (no kick attacks are possible) or try to break free of the hold. There are three ways to get out of a choke. The first is by using brute strength. Everyone involved, the victim, any helpful friends, and the attacker, all roll a twenty-sided die and add that roll to their P.S. attribute (this is a combat rule, not a P.S. bonus). Highest P.S. wins. If the attacker wins, then the choke continues. If the victim or his friend wins, then the choke is released/forced away. The second way is to use a Disarm move. The victim rolls to strike and disarm (in this case, break the attacker's hold), high roll wins. A failed disarm means the choke continues. The only other way out is to either convince the attacker to let go, or pummeling the attacker into letting go, unconsciousness or death.



Leg Grapple: This is a common maneuver employed against kicking attacks; practitioners of almost all martial arts will be familiar with it. Similar to an Leg Hold in that both hands are used to capture an opponent's leg when the opponent kicks. This combat move is used in place of a parry but costs an attack to use. Not effective against Snap Kicks or Sweeps (Backward or Forward), nor is it effective against Knee strikes. Any other Kick can be countered with this combat move however. If successful it provides the character who is using the Leg Grapple with a couple of advantages. First off, this works just like a Leg Hold, meaning that the target can not attack the person doing the Leg Grapple (may change after I look over that bit for Holds/Locks). Secondly, this allows the character the chance to perform one of two Knockdown techniques against the target. The first method lets the character try to pull the opponent off balance (essentially a Body Flip/Throw for damage and knockdown purposes), however if the victim is knocked down the character using the Leg Grapple lets go. The other method is essentially a Sacrifice Throw where the character falls, dragging his victim down with him, in this case the attacker can hold on to the victim.



Multiple Throw (Similar to Thai Boxing's Lightning Form Kata, this attack allows the character to throw a number of weapons of the same type, equal to his number of attacks, in the first action of the melee. The character must have initiative, cannot perform any other attacks for the rest of the melee, and can only throw at multiple targets if they are standing close together (withing five feet of one another).).



One-Hand Choke: A choke with one hand while the other hand is free for other attacks and defenses, but with a -4 penalty to strike and parry. Normal strike and damage bonuses apply. Does 1D6 damage plus P.S. bonus direct to Hit Points for every one of the attacker's melee attacks. The victim can attack with punches, weapons, or knee attacks (no kicks), for as long as they are held. The victim of a choke attack cannot reduce damage by using Roll with Punch/Fall/Impact or Breakfall. The victim can continue to attack with punches (no kick attacks are possible) or try to break free of the hold. There are four ways to get out of a choke. The first is by using brute strength. Everyone involved, the victim, any helpful friends, and the attacker, all roll a twenty-sided die and add that roll to their P.S. attribute (this is a combat rule, not a P.S. bonus). Highest P.S. wins. If the attacker wins, then the choke continues. If the victim or his friend wins, then the choke is released/forced away. The second way out is to use a Joint Lock maneuver to force the attacker to let go. The third way is to use a Disarm move. The victim rolls to strike and disarm (in this case, break the attacker's hold), high roll wins. A failed disarm means the choke continues. The only other way out is to either convince the attacker to let go, or pummeling the attacker into letting go, unconsciousness or death.



Overarm Descending Stab: A fairly difficult attack, it is done with a -2 to Strike, however, the force of the blow is such that it does 2D8 damage!



Piledriver: A maneuver known in which the attacking wrestler smashes his opponent's head into the ground after grappling him and turning him upside-down. Damage is 2D6 plus any damage bonuses. Counts as two attacks.



Pommel Strike (This is a special attack where the victim is smacked with the pommel of a small weapon like a knife, sai, or jitte. A successful attack does 1D4 damage.)



Power Slash: Slashing attack with a weapon done equivalent to power punch/kick. Does double damage, but counts as two attacks.



Power Stab (NEW!): By using a reverse-grip downward stab with a knife, dagger, or other short stabbing weapon, the attacker can effect a powerful strike. Does double damage and costs two attacks.



Power Elbow: Elbow strike done with all the character's might. Does double damage, but counts as two attacks.



Reverse Clinch (Kurz Laetz): This combat move is more like a Feint than a true reversal. The character chooses fakes a hold attempt and rolls to strike. Any successful "Strike" results in the faked attack looking like a real attack. If the opponent defends against the fake attack, successfully or not, the character initiates a Body Flip/Throw against the opponent. Against the Body Flip/Throw, the defender must use a melee round action to defend against it (Automatic moves won't work) and receives no defensive bonuses!



Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.



After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw. Uses up one melee attack/action.



Shove: The player pushes the target with the intention of sending him as far as he can. The only defense against this is to Dodge, use an Automatic attack (such as Automatic Body Flip/Throw, Automatic Hold, etc), or use one of the damage reducing methods. If the attacker wins, the result is the victim ending up taking 2D6 damage, getting be knocked back 2D6 feet away from where he was standing at the moment of the attack. There is also an XX% chance of being knocked down, losing the initiative and losing the next melee attack/action. A victim who succeeds with a Breakfall takes no damage and is not knocked back. With a Breakfall the damage is reduced in half, even if the roll fails. With a Roll with Punch/Fall/Impact, the victim takes no damage, but is still knocked back. A victim who succeeds with a Maintain Balance is not knocked back, but still takes full damage.



Shuriken Stab (This is a punching strike where the fist is closed around a shuriken, with the points projecting. Does 1D4+2 Damage



Snap Strike (This attack can be used with will all hand strikes EXCEPT Backhand, Chuk, Duo-Claw Strike, Duo-Knuckle Strike, Lau, Overhead Fore-Knuckle Fist, Power Punch, Push Open Hand, Rotary Palm Strike, Roundhouse, Sticky Hand, Two Palm Push, and Uppercut. This is a hand strike can only be performed at Grappling (Combat) Range and allows the attacker to perform a hand strike which the opponent has trouble rolling with. If the strike successfully hits, the opponent can still attempt to reduce damage, but does so with no bonuses and at a -2 penalty to the roll.)



Spinning Head Butt: You leap forward, twisting your body in midair as you head-butt an opponent. This is a critical strike that, in addition to dealing double damage, automatically initiates a KO/Stun unless your opponent makes a Roll with Punch/Fall/Impact. However, if your attack misses, you land prone in front of your opponent.



Spinning Leap Attack: This spectacular leap attack allows for two Strikes: one kick that does 1D8 Damage, and one Palm Strike that does 1D6 Damage. Use 'Spin' bonus for kick and 'Strike' bonus for Palm Strike. Takes an entire Melee Round to perform. Also works as a simultaneous Automatic Parry.



Spit: Some stick fighters place the bark of the uphindamshaye under their tongues, chew on it, and then spit it onto the opponent during a fight in an attempt to curse them. A successful hit effectively acts as a stun, causing the opponent to be dazed for 1D6 melee rounds where the opponent can not attack and has a penalty of -4 to dodge and parry.)



Springboard Leap Attack (If the first Leap Attack is made against a single opponent in the melee round that this attack is successful, the character can use that opponent as a spring board to follow up with a second Leap Attack at another opponent. This springboard-type attack also acts as a Knockdown attack against the first person it is used against. A successful dodge against this attack means no damage and no knockdown. Failure mans that the first opponent has taken critical damage and is knocked down, losing initiative and one melee attack. A successful Maintain Balance against the springboard attack means that the victim is not knocked down, but still suffers critical damage. Due to the special nature of the springboard Leap Attack, the attacker can only defend by dodging.)



Springing Leap Attack: This is a Leap Attack that starts similar to the second phase of a Springboard Leap Attack. The attacker plants one foot into his target and uses the opponent's body as a springboard to Leap away. The attacker first rolls to Strike for the foot, then, if successful, can use a Leap-Escape or Leap-Attack to move away from his victim (and possibly toward another one). The attack does 1D6 damage to the target and the target must successfully roll to Maintain Balance or be knocked down. This attack can not be used as a Leap Attack against another opponent, nor can it be used as a defensive maneuver.



Suplex: The player scoops the target up with the target's legs up in the air. Then he drops back using the target to break his fall. Damage is 3D6 plus any damage bonuses. Counts as two attacks.



Trip/Leg Hook - Weapon (This is considered a special attack because it uses the chain, rather than the feet to perform a trip or leg hook).



Tripping Knee Hook: Like Tripping/Leg Hook, but done to the knee



Two Handed Choke: A choke using both of the attacker's hands. The attacker is unable to defend, dodge or roll with impact during a choke. In other words, the attacker just stands there and ignores all other attacks. Critical or Knockout/Stun attacks from the rear can easily be done to someone using a Two Handed Choke. Normal strike and damage bonuses apply. Does 1D6 damage plus P.S. bonus direct to Hit Points for every one of the attacker's melee attacks. The victim can attack with punches, weapons, or knee attacks (no kicks), for as long as they are held. The victim of a choke attack cannot reduce damage by using Roll with Punch/Fall/Impact or Breakfall. The victim can continue to attack with punches (no kick attacks are possible) or try to break free of the hold. There are four ways to get out of a choke. The first is by using brute strength. Everyone involved, the victim, any helpful friends, and the attacker, all roll a twenty-sided die and add that roll to their P.S. attribute (this is a combat rule, not a P.S. bonus). Highest P.S. wins. If the attacker wins, then the choke continues. If the victim or his friend wins, then the choke is released/forced away. The second way out is to use a Joint Lock maneuver to force the attacker to let go. The third way is to use a Disarm move. The victim rolls to strike and disarm (in this case, break the attacker's hold), high roll wins. A failed disarm means the choke continues. The only other way out is to either convince the attacker to let go, or pummeling the attacker into letting go, unconsciousness or death.



Underarm Thrust: A straight underarm thrust into the opponent, does 2D4 damage instead of the usual 1D6



geovisit(); THROWS (21)



Balance Throw (Kniekehlenschwung or Taetsch): Against an attack or grappling counter, the character hits the opponent in such a way as to unbalance the attacker, combined with a leverage throw to knock the opponent to the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempto defend normally with a Parry, Dodge, etc. After this body flip/throw, the victim who succeeds with a Breakfall takes no damage and is not knocked down. ith a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.Uses up one melee attack/action.



Centrifugal Throw (Langzug/Langziehen or Long Pull): Usually performed by grapplers with a weight and height advantage, the opponent is grabbed and spun in a short circle using centrifugal force to be flung to the ground. Damage is 1D8, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 2D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. Unlike many Body Flip/Throws, the defender cannot use Maintain Balance in an attempt to keep from being knocked down. A victim who succeeds with a Breakfall takes no damage, but is still knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. A victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack. Uses up one melee attack/action.



Double Twist Throw: In this Body Flip/Throw, the opponent's leg or head is twisted in one direction, while the rest of the body is pulled or pushed in the opposite direction. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.



Entering Throw (Irimi Nage; Using a sudden forward movement, the character upsets the opponent's balance. Standard damage is 1D4, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After an entering throw, a victim who succeeds with Roll with Punch/Fall/Impact, Breakfall, or Maintain Balance takes no damage and is not knocked down, but still loses one melee attack. With Breakfall the damage is reduced in half, even if the roll fails. This Throw can only be used to knock someone down, it can not be used to throw them into something or someone else.)



Hand Throw (Te Nage: Using a quick grab, pull, or push, the character upset the balance of a moving opponent. The throw is almost entirely based upon timing and pre-existing momentum. Very easy if done properly and appropriately, nearly impossible against a set opponent. Standard damage is 1D4 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Hand Throw, a victim who succeeds with a Roll with Punch/Fall/Impact, Maintain Balance, or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. This Throw can not be used to throw them into something or someone else. However, this throw can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses.) Common in Aikido, Judo, and Sumo.



Hip Throw (Koshi Nage; Using a turning motion, the opponent is thrown over the hip, using one's own body as a fulcrum. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After a Hip Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a Hip Throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip/Throw bonuses.)



Joint Throw (Kansetsu Nage Waza: By using pressure against a joint, the character throws the opponent off the ground. Standard damage is 1D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Joint Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. This technique can follow up a successfully applied wrist lock. As an attack, it is possible to throw the victim of a Joint Throw into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses. ) Common to Aikido, Hapkido, and similar styles.



Lifting Throw: Using the entire body for leverage (instead of picking the opponent up as with a Pickup Throw), the character lifts the opponent high off the ground. Standard damage is 2D4 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.



Overstep Throw (Uebersprung ): By moving part or all of the attacker's body behind the opponent and applying leverage, the character throws the opponent off the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.



Pickup Throw (Tsuri Nage: Using leverage, the character lifts the opponent high off the ground, turns and slams them forcefully down. Costs two melee actions to use. Standard damage is 2D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a pickup into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack.) Common in Judo, Sambo, Sumo, and Wrestling.



Push-Pull Throw(Bodenlaetz): Similar to the Double Twist Throw, the character pulls one part of the opponent's body while simultaneously pushing against another portion of the opponent's anatomy. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.



Push Throw (Tannerschwung): This is the most basic form of a knockdown Body Flip/Throw. Damage is 1D4, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.



Reverse Hold/Throw (This move can only be performed if the opponent has successfully applied a Hold to the character. Instead of getting out a hold normally, the character can attempt to reverse the hold and leverage the opponent away. Using this leverage, the character throws the opponent off the ground. This requires agility. Both the character and the opponent roll twenty-sided and add their P.P. attribute. The person doing the hold also gets to add in any bonuses to hold and strike. If the person doing the hold wins, the hold continues. If the person attempting the reverse hold/throw wins, then they have a chance to throw the person doing the hold. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. The person doing the hold can not attempt to defend normally with Parry, Dodge, etc. After a reverse hold/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails. This Throw can only be used to knock someone down, it can not be used to throw them into something or someone else.)



Rolling Sacrifice Throw: Another defensive throw done after one has been knocked off balance. Unlike a normal Rolling Throw, the opponent is NOT launched with the legs, but rather dragged down on top of the character. Unlike other Body/Flip Throws, this one does no damage, though the opponent is knocked down, losing initiative and losing the next melee attack/action. Victims can attempt to defend normally with Parry, Dodge, etc., but must spend an attack to do so.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw.
The defending character takes no damage if the Rolling Throw is successful, and only half damage if the roll for Rolling Throw fails. It is typically used against a knockdown attack. A successful roll against knockout means the character takes normal damage, but is not stunned. Uses up one melee attack each time it is used. If Rolling Throw is used, then Breakfall, Maintain Balance, and Roll with Punch/Fall/Impact can't be.



Rolling Throw: This is a defensive throw done by grabbing one's opponent and rolling onto one's back, using the legs to push the opponent into the air. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc., but must spend an attack to do so.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw.
The defending character takes no damage if the Rolling Throw is successful, and only half damage if the roll for Rolling Throw fails. It is typically used against a knockdown attack. A successful roll against knockout means the character takes normal damage, but is not stunned. Uses up one melee attack each time it is used. If Rolling Throw is used, then Breakfall, Maintain Balance, and Roll with Punch/Fall/Impact can't be.



Rotating Throw (Schlungg): Usually performed by grapplers with a weight and height advantage, an opponent in a hold is rotated with enough force to throw them to the ground. Damage is 1D4, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 2D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. Unlike many Body Flip/Throws, the defender cannot use Maintain Balance in an attempt to keep from being knocked down. A victim who succeeds with a Breakfall takes no damage, but is still knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. A victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw. Uses up one melee attack/action.



Sacrifice Throw (Sutemi Nage: Using the momentum of the character's own fall, the character throws the opponent to the ground. Standard damage is 1D4 (with no P.S. bonuses) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. A failed Sacrifice Throw puts the character in a prone position, either beneath the opponent or at the opponent's feet, with the character knocked down, losing initiative and the next melee attack, and no chance to use Roll or Breakfall to recover. This throw cannot be used to disarm an opponent or throw them into another target.) Common in Judo and Wrestling, less common but not unheard-of in other styles.



Scooping Throw: Basically, this functions as a Tripping/Leg Hook, done with the arms rather than the legs, where the attacker attempts to grab his opponent's legs and then lift them off the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage.



Shoulder Throw (Seoi Nage: Using leverage, the character throws the opponent off the ground. Standard damage is 1D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. A character's damage bonus is also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses.)



Sweeping Throw (Harai Nage: Using swift motions against the opponent's legs to break their balance, the character knocks the opponent off the ground. Does no Damage! Is purely a Knockdown attack with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Sweeping Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall is not knocked down, but still loses one attack. This throw cannot be used to disarm an opponent or throw them into another target.) Rare in Aikido and Sumo, otherwise common to all styles



Takedown Throw (Breinzer): This move is similar to the Pickup Throw, but can only be performed from a Body Hold where the opponent has been picked up off the ground. Standard damage is 2D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a pickup into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack.)



New Combat Skills



By Ray Bull



Bear Slap: 1d6 damage (Cross between a palm strike and a claw hand.)



Hammer Fist: 1d6 damage (Hand strike using the bottom of a vertically held fist.)



Hammer Strike: 1d8 damage (An arm swinging, large motion version of the hammer fist.)



Head Butt: 1d6 damage (A strike using the forehead)



Leg Scissor: A move where the attacker puts both legs around a target, links them together at the ankles and squeezes. As a leg scissor can be many different attacks, it always counts as a combination move.


  • Leg Scissor (Crush/Squeeze): 1d6 damage. attacker can't dodge or roll, but can parry. Groundfighting range only.


  • Jumping Leg Scissor (Sacrifice Throw): costs 2 attacks. attacker must strike w/both legs (does 1d6), then the defender is pulled to the ground (does another 1d6). if the leg scissor is parried or dodge there is no knockdown. must be only attack of the melee, becomes Leg Scissor (Crush/Squeeze) next melee if maintained.


  • Leg Scissor (Choke): 1d8 damage. attacker can't dodge or roll, but can parry. groundfighting range only.


  • Leg Scissor (Arm Hold): holds arm. Can be used at grappling or groundfighting range


  • Leg Scissor (Leg Hold): holds leg. Can be used at grappling or groundfighting range.


  • Leg Scissor (Sweeping Throw): attacker must strike w/leg scissor, then defender is pulled to the ground (doing 1D6 damage). if the leg scissor is parried or dodged there is no knockdown. groundfighting range only.



Spear Hand: 1d4 damage (Strike using the fingertips when hand is held in the knife hand position.)



Uppercut: 1d8 damage (A short, rising punch.)



New Special Kata Rules



By Ray Bull



Since Special Katas are a series of pre-planned movements, anyone who knows a kata being performed can defend or attack against that kata better than someone who does not.



Bonuses: A character who knows the kata being performed, but in a different style is +1 to defend (Dodge, Parry) or attack (Strike) against the performer. A character who knows the kata in the same style as the person performing it is +2 to defend (Dodge, Parry) or attack (Strike) against the performer.



Mostly in Progress, more tables coming soon



Running, Leaping, Lifting, and Carrying, Tables.


Running

Leaping (distance in feet)

Swimming (yards/melee)

Attribute

Yd/melee

Yd/Min

Mph

Kph

Running

Long Jump

Running

High Jump

Standing

Long Jump

Standing

High Jump

Basic

(x3)

Advanced

(x4)

Super

(x5)

3

15

60

2.05

3.6

1.5

0.75

0.9

0.45

9

12

15

4

20

80

2.73

4.8

2

1

1.2

0.6

12

16

20

5

25

100

3.41

6

2.5

1.25

1.5

0.75

15

20

25

6

30

120

40.9

7.2

3

1.5

1.8

0.9

18

24

30

7

35

140

4.77

8.4

3.5

1.75

2.1

1.05

21

28

35

8

40

160

5.45

9.6

4

2

2.4

1.2

24

32

40

9

45

180

6.14

10.8

4.5

2.25

2.7

1.35

27

36

45

10

50

200

6.82

12

5

2.5

3

1.5

30

40

50

11

55

220

7.5

13.2

5.5

2.75

3.3

1.65

33

44

55

12

60

240

8.18

14.4

6

3

3.6

1.8

36

48

60

13

65

260

8.86

15.6

6.5

3.25

3.9

1.95

39

52

65

14

70

280

9.55

16.8

7

3.5

4.2

2.1

42

56

70

15

75

300

10.23

18

7.5

3.75

4.5

2.25

45

60

75

16

80

320

10.91

19.2

8

4

4.8

2.4

48

64

80

17

85

340

11.59

20.4

8.5

4.25

5.1

2.55

51

68

85

18

90

360

12.27

21.6

9

4.5

5.4

2.7

54

72

90

19

95

380

12.95

22.8

9.5

4.75

5.7

2.85

57

76

95

20

100

400

13.64

24

10

5

6

3

60

80

100

21

105

420

14.32

25.2

10.5

5.25

6.3

3.15

63

84

105

22

110

440

15

26.4

11

5.5

6.6

3.3

66

88

110

23

115

460

15.68

27.6

11.5

5.75

6.9

3.45

69

92

115

24

120

480

16.63

28.8

12

6

7.2

3.6

72

96

120

25

125

500

17.05

30

12.5

6.25

7.5

3.75

75

100

125

26

130

520

17.73

31.2

13

6.5

7.8

3.9

78

104

130

27

135

540

18.41

32.4

13.5

6.75

8.1

4.05

81

108

135

28

140

560

19.09

33.6

14

7

8.4

4.2

84

112

140

29

145

580

19.77

34.8

14.5

7.25

8.7

4.35

87

116

145

30

150

600

20.45

36

15

7.5

9

4.5

90

120

150


Carry/Lift


P.S.

Normal

Strong

Brute

EX/Beast

Super/Robot

SN/Crush

Rifts Strong

Rifts Robot

Rifts SN

1

10/20

(20/40)

(20/50)

100/200

200/300

300/500

(20/40*)

10/20

10/20

2

20/40

NA

NA

200/400

400/600

600/1000

NA

20/40

20/40

3

30/60

NA

NA

300/600

600/900

900/1500

NA

30/60

30/60

4

40/80

NA

NA

400/800

800/1200

1200/2000

NA

40/80

40/80

5

50/100

NA

NA

500/1000

1000/1500

1500/2500

NA

50/100

50/100

6

60/120

NA

NA

600/1200

1200/1800

1800/3000

NA

60/120

60/120

7

70/140

NA

NA

700/1400

1400/2100

2100/3500

NA

70/140

70/140

8

80/160

NA

NA

800/1600

1600/2400

2400/4000

NA

80/160

80/160

9

90/180

NA

NA

900/1800

1800/2700

2700/4500

NA

90/180

90/180

10

100/200

NA

NA

1000/2000

2000/3000

3000/5000

NA

100/200

100/200

11

110/220

NA

NA

1100/2200

2200/3300

3300/5500

NA

110/220

110/220

12

120/240

NA

NA

1200/2400

2400/3600

3600/6000

NA

120/240

120/240

13

130/260

NA

NA

1300/2600

2600/3900

3900/6500

NA

130/260

130/260

14

140/280

NA

NA

1400/2800

2800/4200

4200/7000

NA

140/280

140/280

15

150/300

NA

NA

1500/3000

3000/4500

4500/7500

NA

150/300

150/300

16

160/320

NA

NA

1600/3200

3200/4800

4800/8000

NA

160/320

160/320

17

NA

340/680

340/850

1700/3400

3400/5100

5100/8500

340/680

170/340

340/680

18

NA

360/720

360/900

1800/3600

3600/5400

5400/9000

360/720

450/900

900/1800

19

NA

380/760

380/950

1900/3800

3800/5700

5700/9500

380/760

475/950

950/1900

20

NA

400/800

400/1000

2000/4000

4000/6000

6000/10000

400/800

500/1000

1000/2000

21

NA

420/840

420/1050

2100/4200

4200/6300

6300/10500

420/840

525/1050

1050/2100

22

NA

440/880

440/1100

2200/4400

4400/6600

6600/11000

440/880

550/1100

1100/2200

23

NA

460/920

460/1150

2300/4600

4600/6900

6900/11500

460/920

575/1150

1150/2500

24

NA

480/960

480/1200

2400/4800

4800/7200

7200/12000

480/960

600/1200

1200/2400

25

NA

500/1000

500/1250

2500/5000

5000/7500

7500/12500

500/1000

625/1250

1250/2500

26

NA

520/1040

520/1300

2600/5200

5200/7800

7800/13000

520/1040

650/1300

1300/2600

27

NA

540/1080

540/1350

2700/5400

5400/8100

8100/13500

540/1080

675/1350

1350/2700

28

NA

560/1120

560/1400

2800/5600

5600/8400

8400/14000

560/1120

700/1400

1400/2800

29

NA

580/1160

580/1450

2900/5800

5800/8700

8700/14500

580/1160

725/1450

1450/2900

30

NA

600/1200

600/1500

3000/6000

6000/9000

9000/15000

600/1200

750/1500

1500/3000

31

NA

620/1240

620/1550

3100/6200

6200/9300

9300/15500

620/1240

775/1550

1550/3100

32

NA

640/1280

640/1600

3200/6400

6400/9600

9600/16000

640/1280

800/1600

1600/3200

33

NA

660/1320

660/1650

3300/6600

6600/9900

9900/16500

660/1320

825/1650

1650/3300

34

NA

680/1360

680/1700

3400/6800

6800/10200

10200/17000

680/1360

850/1700

1700/3400

35

NA

700/1400

700/1750

3500/7000

7000/10500

10500/17500

910/1820

875/1750

1750/3500

36

NA

720/1440

720/1800

3600/7200

7200/10800

10800/18000

936/1872

900/1800

1800/3600

37

NA

740/1480

740/1850

3700/7400

7400/11100

11100/18500

962/1924

925/1850

1850/3700

38

NA

760/1520

760/1900

3800/7600

7600/11400

11400/19000

988/1976

950/1900

1900/3800

39

NA

780/1560

780/1950

3900/7800

7800/11700

11700/19500

1014/2028

975/1950

1950/3900

40

NA

800/1600

800/2000

4000/8000

8000/12000

12000/20000

1280/2560

1000/2000

2000/4000

41

NA

820/1640

820/2050

4100/8200

8200/12300

12300/20500

1312/2624

1025/2050

2050/4100

42

NA

840/1680

840/2100

4200/8400

8400/12600

12600/21000

1344/2688

1050/2100

2100/4200

42

NA

860/1720

860/2150

4300/8600

8600/12900

12900/21500

1376/2750

1075/2150

2150/4300

44

NA

880/1760

880/2200

4400/8800

8800/13200

13200/22000

1408/2816

1100/2200

2200/4400

45

NA

900/1800

900/2250

4500/9000

9000/13500

13500/22500

1710/3420

1125/2250

2250/4500

46

NA

920/1840

920/2300

4600/9200

9200/13800

13800/23000

1748/3496

1150/2300

2300/4600

47

NA

940/1880

940/2350

4700/9400

9400/14100

14100/23500

1786/3572

1175/2350

2350/4700

48

NA

960/1920

960/2400

4800/9600

9600/14400

14400/24000

1824/3648

1200/2400

2400/4800

49

NA

980/1960

980/2450

4900/9800

9800/14700

14700/24500

1862/3724

1225/2450

2450/4900

50

NA

1000/2000

1000/2500

5000/10000

10000/15000

15000/25000

2200/4400

1250/2500

2500/5000

Attribute

1

2

3

4

5

6

7

Meaning

I.Q.

-60%

-45%

30%

-20%

-12%

-6%

-3%

Negative percentage to skills

M.E.

-5

-4

-3

-3

-2

-2

-1

Negatives to save Vs. Psionics and Insanity

M.A.

61%

50%

40%

31%

23%

16%

10%

Chance of a VERY negative social response

P.S.

-7

-6

-5

-4

-3

-2

-1

Penalties to Damage

P.P.

-5

-4

-3

-3

-2

-2

-1

Negatives to Strike, Parry and Dodge

P.E.

-18%

-14%

-12%

-10%

-8%

-6%

-4%

Negatives to Save Vs. Coma/Death

P.E.

-5

-4

-3

-3

-2

-2

-1

Negatives to Save Vs. Poison and Magic

P.B.

51%

42%

34%

27%

21%

15%

10%

Percentage chance to disgust/depress/bore


Combat and Fatigue



A person can only fight for a number of melee rounds equal to their PE attribute. After that period, they will start to feel the effects of fatigue. Characters can only take so much. After that first, period the character will begin to lose Hit Points (1D6 per period after the first)! The effects of fatigue, for each melee after the first period, are as follows:



-2 to Speed Attribute -2 on Initiative rolls -2 to Damage -1 to Parry and Dodge



Damaged Body Parts''



The penalties presented here are for use with only that specific limb, only penalties to speed and attacks per melee are cumulative. These penalties apply when the character has had all the SDC for that limb depleted or if that body part was cut/stabbed (in any of these cases the limb is considered “damaged”). If the limb takes 10 times as much as its SDC it has either been cut off or broken/fractured (in which case the character will need to let it recover—1D4+3 weeks).



Damaged Body Parts''



Damaged Arm: -3 to PP, -2 to PS, -1 attack, -2 to strike and parry. Cannot lift more than 10 lbs. without massive pain.



Damaged Leg: Half speed and -2 to dodge.



Damaged Head: -5% to all skills and -1 to speed.



Damaged Chest/Back: -1 to PE, -1 attack, and half speed. Cannot lift 10 lbs. without massive pain.



Fractured Arm: -40% to PP and PS, -5 to strike or parry. Cannot lift more than one pound without massive pain.



Fractured Leg: Half speed (if in a cast, -80% if not) and –4 to dodge.



Fractured Ribs: -2 to PE, -1 attack, and half speed. Cannot lift more than 5 lbs. Double the duration of recovery.



Broken Ribs: -6 to PE, half attacks, -80% from speed. Cannot lift more than 5 lbs. Double the duration of recovery.



Broken Arm: Half PP and PS, -8 to strike or parry. Cannot lift anything without massive pain.



Broken Leg: -60% to speed and -5 to dodge.



Broken Foot/Ankle: -20% to speed and -4 to dodge.


Concussion: Half attacks, combat bonuses and speed. -30% to all skills.


Supernatural Strength Damage Modifiers''



PS of 15 or less: Add one die to damage rolls.



PS of 16-20: Add two dice to damage rolls.



PS of 21-25: Add three dice to damage rolls.



PS of 26-30: Add four dice to damage rolls.



PS of 31-35: Add five dice to damage rolls.



PS of 36-40: Add six dice to damage rolls.



PS of 41-45: The normal damage; times ten.



PS of 46-50: Add one die to damage roll and times by ten.



PS of 51-60: Add two dice to damage rolls and times by ten.



PS of 61-70: Add three dice to damage rolls and times by ten.



PS of 71-80: Add four dice to damage rolls and times by ten.



PS of 81-90: Add five dice to damage rolls and times by ten.



PS of 91+: Add six dice to damage rolls and times by ten.



All of the above are in addition to the normal damage bonus given that actual strength number.



Bleeding, Shock and Damage



Bleeding: Every 5 damage (that actually pierces the victim), the character will take 1 Hit Point damage every minute.



Save vs. Shock: Save vs. Shock is 3 per 5 damage (+M.E. bonus). Success: -5% to skills, -1 to combat rolls and cannot attack for one attack per 5 damage. Failure: Double penalties.



Held Objects: If the victim was holding something, for every 5 damage they have a 10% chance of dropping or 1% chance or squeezing the object (double if shot in the hand/arm).



Knockdown (Impact): For every point of damage after 10, there is a 2% chance of the victim being knocked off their feet.



H.P.: If a character is brought down to 5% of there total HP, they will pass out (until regaining at least 20%). If bleeding is not stopped, they will lapse into a coma and die (See the Coma & Death rules for more details).



Random Hit Location Table and Strike Penalties



1-8% Foot (-7 to strike, ½ blood loss and -20% to speed)



9-15% Hand (-7 to strike, -45% to PP, hand strength and skill)



16-20% Head (-6 to strike, 1-50% Grazed the head. Double blood loss; reduce speed, attacks and skills by ¼. 51-90% Perfect head shot! Double damage, triple blood loss and shock. 91-00% Brain Shot!! Damage direct to Hit Points, blood loss x4 (per melee) and instant coma)



21-30% Arm (-3 to strike, -40% to PP, arm strength and skill)



31-55% Chest (1-50% Lungs: ½ attacks and skills, double fatigue, -¾ to speed and will die in 2D4x10 minutes.



51-90% Heart: Damage x4 direct to Hit Points, blood loss x5 (per melee)! 91-00% Missed All Vital Organs: Will be knocked unconscious for 2D6 minutes.)



56-80% Abdomen (1-40% Missed Vital Organs: ½ skills, speed and attacks. 41-00% Hits VitalOrgans: Has 1 attack, -90% to speed, -80% to skills and double blood loss and shock.)



81-95% Leg (-2 to strike, -40% to speed)



96-97% Groin/Eye (-8 to strike, double damage and triple shock)



98-00% Neck (-7 to strike, double blood loss and shock)



Determining Leap Distance''



For height, use the characters PS damage bonus, plus one foot. For length, use the speed attribute and find the damage bonus, plus 5 feet. If there is no damage bonus then they can jump 1 foot up and 5 feet far. Gymnastics and Acrobatics add 2 feet (each). This will be the characters maximum jump distance, when they get a running start. Half from standing.



Those with supernatural P.S. leap 5× as far, those with superhuman 4×, extraordinary 3× and strong characters 2×.



Savings Throws''



The following is a list of savings throws and the bonuses that can be used with them. All of the following will have the appropriate bonuses to be used against saving versus that type of save. Those that vary will usually be up to the GM what exactly the number is for the moment.



Drugs/Toxins/Chemicals: 15 or higher (PE bonuses)



Magic: Mages’ spell strength (PE bonuses)



Magic Circles: 13 (PE bonuses)



Protection Circles: 16-20 (PE bonuses)



Magic Fumes: 14 (PE bonuses)



Ritual Magic: 16 (PE bonuses)



Wards: 13 (PE bonuses)



Lethal Poison: 14 (PE bonuses)



Non-Lethal Poison: 16 (PE bonuses)



Insanity resulting from Trauma: 12 (ME bonuses)



Psychic Attack for Non-Psychics: 15 (ME bonuses)



Psychic Attack for Major or Minor Psychics: 12 (ME bonuses)



Psychic Attack for Master Psychics: 10 (ME bonuses)



Pain: 14 (ME bonuses)



Horror Factor: Varies (ME bonuses)



Possession: Attackers roll to possess (ME bonuses)



Awe Factor: Varies (none)



Disease: Varies (PE bonuses)



Perception Rules''



Use the IQ number and check the bonus under M.E.—and that will be the natural bonus to perception. +1 at levels 3, 9 and 15. When 2 are rolling against each other, the conversion is as follows: +1 for every 15% of the skill.



Perception Guidelines''



Easy (4): Hearing a loud noise, find a dark colored object against a light background.



Moderate (8): Looking for something in a well-lit place or hearing a slight noise.



Challenging (14): Looking for something in poor light or to hear something over a noisy background.



Hard (17): Finding something in the dark, or hearing a snake slither

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