Alignment Restriction: Only good alignments can learn this art, as the
techniques are based on the art of defence.
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.
Bonuses: +2d6 S.D.C., +1d4 M.E., +2 P.P., +2 P.E.
LEVEL ADVANCEMENT BONUSES
Guardan Techniques
Trapping: Uses 1 attack/action:
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.
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.
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.
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.
Weapon Bonuses and Techniques:Additional +2 to block/parry with arm/leg guards.
Simultaneous striking and parrying with arm/leg guards.
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.
Counter movement: Uses 1 attack/action:
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.
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.
NOTE: I have seen this done in my kendo class in real life.