Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or Commando. It costs
one more "other" skill than Hand to Hand: Martial Arts.
Bonuses: +1d6+4 S.D.C., +2 to P.S., and +1 to P.E.
LEVEL ADVANCEMENT BONUSES
Skill Requirements: Must know the Physical: Wrestling skill.
Attribute Requirements: P.S. of 10 or more.
Techniques Known at First Level: Automatic parry, dodge, roll with
punch/fall/impact, pull punch, grapple, and maintain balance. Attacks include
punch (1d4 damage), elbow or forearm smash (1d6 damage), backhand (1d6 damage),
knee (1d6 damage), body flip/throw (1d6 damage plus knockdown), body
block/tackle (1d4 damage plus knockdown, replaces the Wrestling ability of the
same name) and body hold (no damage). Don't forget to include the abilities from
the Wrestling skill, but note that those special skills may be replaced by more
effective moves.
Level 1: Two attacks per melee, +2 to grapple, +2 to pull punch, and +2 to roll
with punch/fall/impact.
Level 2: Leg hold, +2 to parry, and +2 to dodge.
Level 3: Head butt (1d6 damage), +2 to strike, and +2 to damage.
Level 4: Arm hold, +1 attack per melee, and +1 to maintain balance.
Level 5: Kick attack (1d6 damage), bear hug (1d6 damage per melee attack, replaces
the crush/squeeze attack), and neck hold.
Level 6: Critical strike on an unmodified roll of 19 or 20.
Level 7: Automatic body flip/throw (defensive move), choke attack, and +2 to
grapple.
Level 8: +1 to strike, +2 to parry, and +2 to dodge.
Level 9: Power attack (any hand or leg strike can do double damage plus P.S.
bonuses at the cost of two attacks), +1 attack per melee, and +1 to maintain
balance.
Level 10: +2 to pull punch and +2 to roll with punch/fall/impact.
Level 11: Knockout/stun on an unmodified roll of 17 to 20.
Level 12: Critical body throw/slam (2d6 damage plus P.S. bonus, victim loses
initiative and two attacks, and uses two attacks).
Level 13: +2 to grapple.
Level 14: +1 attack per melee.
Level 15: Leap attack.