HTH Speedster
By Kuseru
Requirements: Must have Extraordinary or Sonic Speed super abilities, with a speed of at least 88/60mph to learn this style. Costs four skill slots.
Initial Moves: Human Fist (Punch), Average Human Kick Attack, Speed Punch*, Speed Kick*, Body Block/Tackle**, Elbow Strike, and the usual Dodge, Parry, Automatic Parry, Strike, Pull Punch, and Roll with Punch/Fall/Impact.
*At first level the best a punch or kick can do from a standing position or trot - a comparatively slow speed - is 40 mph, adding a bonus of +8 to damage (plus any damage bonus from hand to hand combat and P.S. attribute or weapon, like a club or sword).
**Body Blocking/Tackling someone at speeds exceeding 50mph is considered ramming, and the attacker takes one third of the damage inflicted in his own attack. Characters with body armor or driving suits take no damage unless the S.D.C. of the armor or suit is depleted; after which, damage carries over to the character.
General Notes: If a character is attacked while running, he can parry or dodge, but in either case he is slowed down; reduce Speed by -20mph for each dodges or counterstrike, and -5mph for a parry in which he parries and keeps going (-20mph for a parry that misses; the shock of getting hit and hurt slows him down a bit) for that melee round. At the beginning of each melee round, we assume the character is moving at maximum speed.
Attacking while on the run is at -3 to all attack and defense rolls. If a Speedster is hit and takes serious damage, 12 points or more, reduce his speed by 1 mph for every such injurious attack, anything else is shrugged off, at least for the moment (consider effects from blood loss).
Every act of attacking (strike) reduces the character's speed by -20mph that melee round. For example, a Speedster who attacks four times during that melee will lose -80mph of his speed; most Speedsters will only attack once or twice per melee. A character can only attack the targets on either side or directly in front of him. To attack the guy behind you is pure folly.
Knockdown: In addition to the possibility of lost speed by performing an attack, there's the possibility of getting knocked down. The attacker has a 25% chance of being knocked down on ramming, sideswipe, and body block attacks. The defender has a 40% chance of knockdown unless otherwise stated.
Speedster vs Speedster Combat: For Game Masters and players for whom detailed Speedster vs Speedster combat feels like a tough SAT question, there is a quickie way to resolve the entire combat in a matter of a couple of rolls. Roll as follows: Use the bonuses to strike or dodge (whichever is applicable) and then add +1 for every twenty mph of Speed. Then each player rolls 1D20 plus those bonuses; the highest roll wins.
Special Attacks:
Attacking the Guy Behind You vs moving opponent: To get the character running behind you, one must stop, roll to dodge oncoming opponent (-8 to dodge) and strike. This uses up three melee actions and gets a -60mph speed penalty. Worse, if the attacking character fails to dodge, he is hit and suffers 4D6 damage and loses all remaining actions for that melee round (three of next melee if this was his last attack that melee).
Body Block Stop Action vs moving opponents: The character suddenly stop and bends into a crouching position while covering his head; the move counts as two melee actions and there is a -40mph speed penalty. Any opponents behind him must roll a dodge at -6 to avoid him. Even a successful dodge costs them -20mph reduction in speed for that melee. A failed dodge roll send them tumbling over the crouched character and they lose 1D4+1 melee actions reduce speed 20mph for each). The crouching character can safely resume running after six seconds/two melee actions.
Clothesline vs standing target: This striking attack does 1D6 plus P.S. bonuses and Speed bonuses, and has a 1-50% chance of knocking one's opponent down.
Clothesline vs moving target: Works the same as a clothesline vs a standing target, but the target loses two melee actions/-40mph on speed that melee.
Sideswipe vs standing target: Damage is the same as Power Slam/Body Block.
Sideswipe vs moving target: The attacker bumps into the target, knocking him sideways. Instead of normal strike and parry/dodge bonuses, both the attacker and the defender roll 1D20 and add their P.S. bonuses. If the attacker wins, the target is knocked sideways and loses -60mph of his speed in that round. If the attacker's roll is over 10 points higher than the target, the victim is knocked down (loses -80mph of his speed that round). On a tie or if the defender wins, nothing happens to the person being attacked but the move will cost the attacker -20mph of his speed for that round.
Trip vs moving target: This is resolved like a normal attack, but can only be dodged; if the attacker wins, the victim falls down (speed is reduced by -80mph that melee round). If there is a tie, roll percentiles: 01-50% both the attacker and defender fall down, 51-00% both the attacker and defender are staggered and the speed of each is reduced by half for that melee round.
Level 1: 2 attack per melee round. +3 to Roll with Punch/Fall/Impact, +2 to Initiative.
Level 2: +3 to Parry and Dodge, +3 to Strike (negates normal attacking at speed penalties).
Level 3: Running Speed Dodge (For every 20mph of speed, the character has a +1 bonus to dodge).
Level 4: +1 attack per melee round
Level 5: Running Power Leap (See HUGMG page 56, with the following additional Leap Distance factor. For every 20mph of speed, the character adds 1 foot to leaping lengthwise/across, half that for leaping up/vertically).
Level 6: Critical Strike on a Natural 18, 19, or 20
Level 7: Speed Punch or Speed Kick can be performed at 80mph from a standing start or trot, +16 to damage plus weapon and/P.S. bonuses.
Level 8: Double target punch (The character can hit two different targets who are relatively close together (within 10 feet of one another), costs one melee attack.)
Level 9: +1 attack per melee round
Level 10: Running Power Ram (See HUGMG, pages 56-57) and +1 to Initiative
Level 11: Speed Punch or Speed Kick can be performed at 120mph from a standing start or trot, +24 to damage plus weapon and/P.S. bonuses.
Level 12: +1 to Parry and Dodge and +1 to Strike
Level 13: Knockout/Stun Clothesline Attack (works as a normal Knockout/Stun plus Clothesline damage) on a Natural 18, 19 or 20.
Level 14: +1 attack per melee round
Level 15: Choking Clothesline Attack (does normal clothesline damage direct to hit points) on a Natural 20.

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