Guardan
By Chris Gileppa

Due to extensive training blocking is done automatically (don't use an attack) and can be used against any number of attacks both high and low (high uses arms, low uses legs). A successful block means the character takes no damage, and a failed block means the character takes half damage. Maintaining balance is the other major focus of training, is done automatically, and halves the penalties suffered from knockdown. Additionally the character can do the splits or kick directly overhead and can jump half his height straight up or his height and a half lengthwise, double these amounts with a run up.

Alignment Restriction: Only good alignments can learn this art, as the techniques are based on the art of defence.
O.C.C. Restriction: Dedicated martial artists only
Skill Cost: Counts as an advanced Mystic Martial arts from Ninjas & Superspies. It is rarely taught to anyone, although there have been those who were able to learn the art due to their natural aptitude for HTH combat.

Costs four more 'other' skills than Hand to Hand: Martial Arts and four secondary skills. Counts as eight secondary skills, or two skills from the physical skills programs and four secondary skills. It cannot be learned as a secondary form and generic purposes takes 15 years to learn at base level and a lifetime to master. Can be used in Rifts, and Hero's Unlimited. Not suggested for a medieval type setting, or Nightbane.
Attribute Requirements: M.E. 12, P.S. 10, P.P. 12, P.E. 12, Spd. 12
Limitations: The only armour that can be worn are arm/leg guards and bracers, nothing else. The only weapons that can be used are ancient weapons. Large, bulky or overweight/sized characters are never taught this form of HTH combat. The character prefers to use light and maneuverable vehicles that are quick and responsive. You'll never see a practitioner of this art driving a heavily armour APC, tank, GB etc. However lighter vehicles, aircraft etc are acceptable.

Techniques known at 1st level: Guardan special mystic martial arts powers, Autoparry, block high/low, backflip, backhand, body flip/throw, breakfall, elbow/knee strike (1d6), forearm, headbutt, karate kick (2d4), maintain balance, palm strike (2d4), pull punch, roll with punch/fall/impact, trapping, escaping, and the usual strike/parry/dodge.
Weapon Bonuses and Techniques:Additional +2 to block/parry with arm/leg guards. Simultaneous striking and parrying with arm/leg guards.

Bonuses: +2d6 S.D.C., +1d4 M.E., +2 P.P., +2 P.E.

LEVEL ADVANCEMENT BONUSES
Level 1: +2 attacks, +1 to block/parry/dodge, +1 to maintain balance, +1 to roll with punch/fall/impact and +1 to trap/escape.
Level 2: Roundhouse kick (3d6), +1 to pull strike (palm strike, elbow/knee strike), +1 to strike.
Level 3: +1 attack, Backward Sweep Kick Only used on opponents behind character, does no damage, but cannot be parried (can be dodged but is -2 to do so). Penalties are the same as body flip/throw. Add +1 to block/parry/dodge.
Level 4: Autododge, +1 to maintain balance, +1 to roll with punch/fall/impact.
Level 5: Power elbow/knee (1d6 +PS bonuses, counts as 2 attacks), +1 to pull strike, +1 to strike, +1 to trap/escape.
Level 6: Counter movement, +1 to block/parry/dodge.
Level 7: +1 attack, Aerial Stomp, +1 to maintain balance, +1 to roll.
Level 8: Jump kick (critical strike, 3d6x2), +1 to breakfall.
Level 9: Wrist/ankle break, +1 to trap/escape.
Level 10: Double axel flip, +1 to maintain balance, +1 to roll with punch/fall/impact.
Level 11: +1 attack, air drop, +1 to breakfall.
Level 12: Air catch, +1 to block/parry/dodge.
Level 13: Air slam/tackle, +1 to trap/escape.
Level 14: Rising crescent, +1 to breakfall.
Level 15: +1 attack, Double existing Chi, +1 to initiative, +1 to save vs Horror, +1 to perception.

Guardan Techniques
Counter movement: Uses 1 attack/action:

A non-offensive technique that can save the characters butt in certain situations that have a simple solutions, but no specific counter. A few good examples are:
1.An opponent sweeps the character, and instead of hitting the ground the character springs off his hands back onto his feet.
2.You are on the ground and an opponent is in the process of an aerial stomp. You raise your feet and propel your opponent back into the air.
3.An opponent throws you. You can either use the moment to perform a cartwheel, or a flip.

Trapping: Uses 1 attack/action:
Wrist/ankle break: This is can only be used in combination with a trapping maneuver against a high attack. When an opponents hand/foot is entrapped the character uses a quick snap or twist of the wrists to break an opponents wrist/ankle. A successful attempt does 1d6 HP damage, and unsuccessful attempt does 1d6 SDC damage.

Against midsection attacks:
The knee and elbow are use to strike the limb/weapon between them doing combined elbow and knee strike damage to that limb/weapon. Against low attacks: The feet are used to parry the attack while applying counter pressure, this causes an opponent to make a test of balance to see if he remains standing. An opponents roll to maintain balance must be higher than the characters roll to trap. Failure means an opponent suffers the penalties of a trip/leg hook.

Escaping: Uses 1 attack/action: Used to escape entanglement, holds, bonds etc.

Air drop: 4d6, used on opponents below, uses both feet, with arms upward, can be tacked on the end of a double axel flip.

Rising crescent: 3d6, attack/escape combination, opponent loses initiative, uses 2 attacks.

Double axel flip: Twice the height and length of a backflip, does a 180 degree rotation starting with feet, ending with feet.
NOTE: I have seen this done in my kendo class in real life.

Aerial stomp: 1d6 per 2ft of height above opponent and knockdown unless already on ground.

Air catch: 2d6 and knockdown. Catches any opponent in the air and slams them to the ground.

Air tackle: 1d6 per 3ft fallen and knockdown. Tackles an opponent whether in the air or on the ground and slams them to the ground.

Guardan Special Mystic Martial Arts Powers
Gaurdan

Range: Self
Duration: 1 minute per level
Chi: 15 per limb (usually 60, 2 arms and legs)
Damage: Adds +2d to elbow/knee strikes and +1d to backhand/forearm.
Special: Adds +1 to block/parry per arm/leg guard.
Each arm/leg guard has 160 SDC (80 MDC in Rifts) and can only be used to defend against HTH attacks. The overall design of the guards are a reflection of the characters subconscious.

Guard Jump

Range: short distance: Up to 120ft.
Duration: Instant
Chi: 10
Number of Attacks/Actions: 1
Special: +6 bonus to dodge.
The character teleports to a predetermined location visible to the character. Passengers, vehicles and large amounts of equipment are not teleported with the character.

Guard Escape

Range: 1 mile per level.
Duration: Instant
Chi: 30
Concentration: Takes 1 melee round and is the only action that can be performed during that round.
The character can teleport in a straight line for only a second or two. Chance of Success: 50% plus 4% per level of experience. A failed roll means the teleport failed to occur. Passengers, vehicles and large amounts of equipment are not teleported with the character.

Guarda Shield

Range: Self
Duration: 10 mins per level of experience.
Chi: 30
No of Attacks/Actions: takes 1 attack/action to activate.
Special: +6 when used as a defensive action, no other bonuses apply (purely mental)
The shield is an invisible force field bubble (air tight) that surrounds the character. It has 50 SDC (25 MDC in Rifts) per level of experience and can be focused in one direction to withstand double the usual amount of damage. It takes 1 attack/action to focus/unfocus the shield in a given direction and it takes an additional attack/action each time the direction of the shields focus is changed.

1 1

Hosted by www.Geocities.ws