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: 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).

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.

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: 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

Hosted by www.Geocities.ws

1