Hand To Hand:Sneaky Bastard
By Cubist

For years the streets have gotten more and more dangerous, and the practioners of this form of combat have taken to teaching the best methods of quick self defense, garnered from various other forms such as Aikido, Tae Kwon Do, Jui Jutsu and plain old street fighting. The student of this form is taught the following philosophy when it comes to fighting:
Avoid any fight that you can, but when you cannot avoid a confrontation, make sure that you�re the one who walks away from it.
And this about sums up the extent of philosophical study endorsed by this style. Students are taught to be watchful of their environment, to always plan an escape route for their surrondings and to always be suspicious of dark or secluded areas, where ambushes are possible.

Attribute Requirements:None
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.

CHARACTER BONUSES

Add 1 to P.S.
Add 1 to P.E.
Add 3 to SPD.
Add 10 to S.D.C.

COMBAT SKILLS
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.

SKILLS INCLUDED IN TRAINING
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 ADVANCEMENT BONUSES
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)

Special Notes
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.). 1 1

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