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 �, -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.

Hosted by www.Geocities.ws

1