Hand to Hand: Martial Arts (General) ( Revised )
By JJ Fuzz

Skill Cost: Three "other" skills, or as noted under O.C.C. Skills section.
Techniques Known at First Level: Punch (1D4 damage), backhand strike (1D4 damage), palm strike (1D6 damage), power/karate punch (2D4 damage), kick attack (2D4 damage), snap kick (1D6 damage), roundhouse kick (2D6 damage), multiple dodge, circular parry, and automatic parry in addition to the usual strike, parry and dodge.
Special Attacks: Forearm strike (1D4 damage), knee and elbow strikes (1D6 damage), body flip/throw
Locks/Holds: Arm hold, leg hold, wrist hold.
Modifiers to Attacks: Pull punch, knock-out/stun, critical strike, critical strike or knock out from behind, death blow.

Character Bonuses: +1 to P.S. and P.E., +2 to Spd, +2D4 to S.D.C.
Additional Skills: Select one Ancient Weapon Proficiency.

Level Advancement Bonuses:
Level 1: Add two additional attacks per melee, +1 on initiative, +3 to roll with punch/fall/impact, +3 to pull strike, critical strike on natural 20.
Level 2: +2 to strike, +2 to parry and dodge, +1 to disarm.
Level 3: Front Kick Attack does 1D8+2 damage and can learn any four of choice (as many as two can be exchanged for hand attacks, locks, or holds, if desired), +1 to body flip/throw.
Level 4: Add on additional attack per melee, +1 on initative.
Level 5: Learns Entangle, Learns Jump Kick (automatic critical strike), +1 to entangle.
Level 6: +1 to parry, critical strike on natural 18 to 20.
Level 7: Select one ancient Paired Weapons skill, +2 to disarm.
Level 8: Leap attacks (automatic critical strike).
Level 9: Add one additional attack per melee.
Level 10: +1 to body flip/throw (2D4 damage), +1 on initative, +1 to entangle.
Level 11: +4 to damage.
Level 12: +2 to parry and dodge.
Level 13: Knock-out/stun on natural 18 to 20, +1 to entangle.
Level 14: Add one additional attack per melee, +1 on initiative.
Level 15: Death blow on natural 20.

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