Hand to Hand: Bouncer
By Nick McIntee

Entrance Requirements: None
Skill Cost: 6 years
Costume: None, but dark clothes are preferred.
Stance: Looks like a boxing stance, but not required.

CHARACTER BONUSES

Add 15 to S.D.C.
Add 2 to M.A.
Add 1 to P.P.
Add 1 to P.E.
Add 1 to P.S.

COMBAT SKILLS
Attacks Per Melee: 2
Escape Moves: Roll, Breakfall
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Circular Parry, Disarm
Hand Attacks: Strike (punch), Back Hand, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Stomp
Jumping Foot Attacks: Jump Kick
Special Attacks: Knee, Elbow, forearm, Body Flip/Throw, Groin Knee (use only natural strike roll, 1d6 HP damage and stuns for 1d4 melees), Knee Buckle (Nat. 14 required, 1d8 SDC + 1d6 HP damage, 40% knee broke {buckled}. If broke, victim can't stand and is -4 dodge/parry; -6 strike)
Holds/Locks: Wrist Lock, Elbow lock, Arm Holds, Neck Holds
Weapon Katas: None
Modifiers to Attack: Knock out/stun, Knock out/stun form rear, Critical Strike, Critical Strike from rear.

SKILLS INCLUDED IN TRAINING
Physical: Boxing

LEVEL ADVANCEMENT BONUSES
Level 1: +2 to parry/dodge, KO 20/behind, Crit 20/behind
Level 2: +2 to strike, +2 to disarm
Level 3: +1 Attack per Melee, +1 to breakfall
Level 4: KO 19-20
Level 5: +2 parry/dodge, +3 roll
Level 6: +1 Attack per Melee, +1 to Disarm
Level 7: +1 breakfall, +2 strike
Level 8: Critical Strike 19-20
Level 9: KO 17-20
Level 10: +1 Attack per Melee, +1 to disarm
Level 11: +1 to breakfall, +2 to strike
Level 12: +2 to parry/dodge
Level 13: KO 16-20
Level 14: +1 Attack per Melee, +1 to strike
Level 15: +2 disarm, +2 to breakfall
* Every attack (excluding disarm) is an attempt to KO (not the boxing KO/Stun). When this 'automatic' knockout happens, it is for 1d10 minutes - the victim is knocked out cold.

WHY STUDY Hand to Hand: Bouncer?

A job requirement

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