Hand To Hand: Martial Arts - Defensive
By Sinestus

Not all who train in the martial arts study only the aggressive styles. Instead, some take quick classes in Judo, Aikido, and similar styles, thus developing a technique based around holds, throws, and avoiding damage. Note: This is a Standard style interchangeable with Hand to Hand: Martial Arts in Heroes 2nd ed.
Attacks per Melee: Two to start
Holds/Locks: When the time comes, the character can select from the following list:
Holds
Arm Hold
Leg Hold
Body/neck Hold
One-handed Arm hold
Choke
One-handed Choke
Locks
Wrist Lock
Arm Lock
Leg Lock
Damaging Lock (must be selected specifically with another, deals 2D4 to H.P.)
Locks and holds can be made 'automatic' (Meaning they can be done in place of a parry) is selected twice (does NOT apply for damaging holds/locks)
Level Advancement Bonuses
(Roll also covers pull punch)
1st: +3 to Roll, +2 to parry
2nd: +1 to strike and parry, +3 to dodge, +2 to disarm
3rd: Flip/Throw, Select three holds
4th: +2 to throw and holds
5th: +1 attack
6th: Automatic flip/throw, +2 to roll
7th: +2 to disarm, select three Locks
8th: Knockout 18+, +1 to parry
9th: +1 attack,
10th: +2 to locks, +1 to holds and throws
11th: Critical Flip/throw
12th: +3 parry/dodge, +1 to roll
13th: Auto dodge at +2
14th: +1 attack
15th: Knockout for 1D10 minutes on 17+



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