Attribute Requirements:None
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
Special Notes
Alignment/Doctrine Restictions: None, those of good alignment may have some
qualms about certain attacks used by this form of combat though.
Years of Study: 2 or 3 years
Costume: Whatever the character is most comfortable with, though commonly
involves a heavy leather or otherwise sturdy belt and steel-toed or
hardened boots/shoes.
Stance: Whatever feels most natural to the student and best allows them to
shift and move themselves.
Attacks Per Melee: 2
Escape Moves: Roll with punch/fall/impact, Maintian Balance
Basic Defenses: Parry, Dodge, Automatic Parry
Advanced Defenses: Combination Parry/Attack, Disarm, Circular Parry
Hand Attacks: Strike(Punch), Backhand, Knifehand, Fingertip Flick(SPECIAL!
This strike requires a called shot on the eyes, 15 or better(with bonuses)
to strike, less than 15 but over 4 is still a normal hit, the target os
successful hit takes 1d4 damage and is blinded in the target eye for 3d6
melee rounds, two successful strikes will blind completely, while one
inflicts penalties of -3 initiative, -2 strike,parry and dodge in HtH and -4
strike with distance weapons due to loss of depth perception), Key
Punch(SPECIAL! This strike involves using the keys as a form of brass
knuckles, only sharper. A successful strike does 1d4 Hit Points damage to
first time due to the surprise nature of the strike and greater access to
vital target, such as neck and eyes, Each additional strike after first
adds +2 damage to punch due to the keys.), Claw Hand and Uppercut(same as
Choy Li Fut).
Basic Foot Attacks: Kick, Snapkick, Backward Sweep, Instep Stomp(SPECIAL!
This attack is best used when being held from behind, but can be used
otherwise at -3 to strike. The stomp will do 1d4 damage, plus target must
save vs. pain or be -50% to SPD and -2 to dodge for next 2 melee actions,
plus automatically breaks hold or lock attacks that are being applied.),
Knee Crush(SPECIAL! The Character stomps downward on the target�s knee with
sufficient force to blow out the knee. This is a called shot and those who
have been the victim of this attack before or those with HtH:MA or better
are immune, due to knowledge of the attack. Does 1d4 Hit Points damage and
there is a chance equal to the character�s PP as percentile plus 15% per
point of damage inflicted, of breaking and permanently crippling the knee-
will never heal normal, requires corrective surgery. If this occurs, the
character�s Spd will be reduced by 40% and they will be -3 to dodge until
corrective surgery is done. Short term effect is that once the character
has done this attack, the opponent will not be getting back up and
fighting, roll vs. pain, if the target fails, the pain will knock them
unconcious for 1d6x5 minutes.), Sweep Kick(same as Ba Gua Kung Fu).
Jumping Foot Attacks:None
Special Attacks: Paralysis Attack(Vital Points), Crush/Squeeze,
Pin/Incapacitate, Choke, BodyBlock/Tackle, Combination Grab/Kick, Knee,
Elbow, Forearm, BodyFlip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Body Hold, Leg Hold.
Weapon Katas: WP Blunt, WP Belt(SPECIAL!: See Below).
Modifiers to Attacks: Critical Strike, Critical Strike from Behind,
Knockout/Stun, Pull Punch.
Martial Art Powers: Can pick any two from Atemi and one from Body Hardening.
Other Skills: Detect Ambush(+15%) And Streetwise(+10%)
Philosophy:None
Level 1: +2 Initiative, Critical Strike from Behind, +1 to roll and maintain balance
Level 2: +2 parry and dodge, +1 strike, +1 pull punch
Level 3: One extra melee attack/action, critical strike on natural 19-20
Level 4: +1 body flip/throw and body block/tackle, +2 roll
Level 5: +2 disarm, knockout/stun on 19-20
Level 6: Gets one additional power from the categories of Body Hardening or
Atemi(no Advanced Atemi powers)
Level 7: +2 strike, +1 disarm
Level 8: +1 to parry/dodge, +2 maintain balance
Level 9: One extra action/attack per melee, +1 Initiative
Level 10: +1 to body flip/throw and body block/tackle,+2 pull punch
Level 11: Choose One power from the Advanced Atemi group
Level 12: +2 damage, One additional attack/action per melee round
Level 13: Critical Strike on natural 18, 19 or 20, +1 roll with puch/fall/impact
Level 14: One Demon Hunter Body Hardening Power can be choosen
Level 15: Knockout/stun on 17-20, +1 Body flip/throw(now does 2d6 damage)
WP Belt- This is the art of using a flexible, preferably leather, belt as
both a weapon and a means of defense. The Belt itself can be used as a 1
1/2- 2 foot lonf whip that does 1d4 damage to target or, the belt can be
swung to use the buckle as the striking surface, doing 2d4 damage. Due to
awkwardness of buckle, this strike is -2 to hit. The belt can also be used
to entangle a target or for strangling(does 1d6 hit points per melee round,
roll PS +d20 vs. PS +d20, +2 to the attacker if they use the belt like a noose).
Bonuses With Whip:+1 strike at level one and +1 at levels 3,6,9,12 and
15(remember the penalty for buckle strike), +2 entangle at level one, +1 at
levels 4,8 and 12. +1 to Parry at level one and +1 at levels 4,8 and 12.
The belt can also be used as an aid to throwing, add +2 to throw when belt
used and does +2 damage for each die of damage roll(ie. 1d6+2 or 2d6+4,etc.).