HTH: Canine
By Mephisto
(NOTE: Does not include the "two attacks for living!")

This is a hand to hand style for mutant dogs, CS Dog Boys, were-wolves, animal metamorphosis: canine, dog-like aliens and mutants and is also suitable for any character or power that gives the character exceptionally large teeth or maw. The basic idea of the style is that you leap on the opponent, grab him or her with your teeth and then at the same time bite and shake the opponent. Note that a normal human does not have the dental work normally to acquire this particular style of combat. Also I could go into abilities for specific breeds but I don't have that much interest in the topic.

(*): The Bite Hold is an attack where the idea is not so much to inflict damage as to keep the opponent subdued. The damage is equal to a normal bite at the appropriate level of experience, but the opponent cannot escape without a successful dodge roll at -2 or by prying the jaw of the character open. This attack use's the Hold Bonus. See (****) for details about prying the jaw open. A successful Bite Hold is required before a Bite Shake can occur. Also note that beyond the initial Bite damage no other damage is inflicted with the Bite Hold.
(**): The Bite Shake is when the character, after a successful bite hold, violently shakes the opponent. The damage is normally 1D6 (2D6 at 11th level) and the character needs to make a Maintain Balance roll to avoid being tossed to the ground. The character initiating the Bite Shake can perform it until the defender escapes or he or she releases it. There are two ways to escape a Bite Shake. One is by a successful Dodge roll at -4. The other is by prying the jaw open. Note that attempting to pry the jaws open can not be performed until the opponent is on his or her feet. See (****) for details about prying the jaw open. Also P.S. damage bonuses do apply to the Bite Shake.
(***): The Automatic Bite Hold is performed instead of a parry. The Automatic Bite Hold use's the Hold bonus. If it is unsuccessful, the character can not use Roll with Punch/Fall/Impact to reduce the damage taken.
(****): Prying Jaw Open: An opponent with a sufficient strength or knowledge of canine anatomy can open the jaw of the character. To determine success the character applying the Bite Hold or Bite Shake rolls a 1D20. All Hold bonuses are applicable as well as Resist bonuses. The defender gets to roll a 1D20 and add in P.S./2 bonuses. If the opponent has either one of the skills Breed Dogs or Animal Training then they get a +4 bonus per skill. Beast Masters get a +8 bonus. The highest roll wins. If the opponent is successful then he is no longer in the Bite Hold or Bite Shake. If the character is successful then the Bite Hold or Bite Shake continues. The attempt to Pry Jaw Open counts as one of the opponent's melee attacks and can be attempted as often as the opponent has melee attacks left.

Another Note: Resist bonuses only apply to fighting the Prying Jaw Open attack. They are not good for any other purpose.

Requirements: Automatic for mutant dogs raised as Wild Animals or CS Dog Boys. For other characters it requires three skill slots (available as Secondary skill slots since it is in effect a "self-taught skill.")
Attacks per Melee: 2
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Automatic Parry, Bite (1D6), Bite Hold (*), Bite Shake (**), Punch (Strike)(1D4), Kick Attack (2D4), Leap Attack, Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
Level Advancement Bonuses:
1st: +2 Parry, +2 Dodge.
2nd: +1 Resist, +1 Leap Attack (and add 5 feet to distance).
3rd: +1 Hold, +1 Roll with Punch/Fall/Impact.
4th: +1 Resist, +1 Attack per melee.
5th: +1 Pull Punch, Bite does (2D6) damage, +1 Initiative.
6th: +1 Resist, +1 Parry, +1 Dodge.
7th: Critical Strike on Natural 18/19/20, Add Automatic Bite Hold (***).
8th: +1 Resist, +1 Attack per melee.
9th: +1 Hold, Bite does (3D6) damage.
10th: +1 Resist, +1 Leap Attack (and add 5 feet to distance).
11th: Bite Shake does (2D6) damage, +1 Pull Punch, +1 Attack per melee.
12th: +1 Resist, +1 Parry, +1 Dodge, +1 Initiative.
13th: Knockout/Stun Natural 19/20, Bite does (4D6) damage.
14th: +1 Resist, +1 Attack per melee.
15th: +1 Hold.

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