Hand to Hand: Basic/Self Defense

 

     Those trained in self defense or other similar combat have this kind of training.  It is what is taught to most of the soldiers in the military, when they begin basic training.  Its on the level of Tae Bo and family karate schools.

 

Starts with…

Punch, Elbow, Kick Attack, Knee and Disarm.

 

Level Advancements

 

1)       Add two attacks per melee.  +1 to disarm and +2 to roll with punch/fall/impact.

2)       +1 to strike and dodge.

3)       +1 to parry and initiative.

4)       Add one attack per melee.

5)       +1 to dodge.

6)       Critical Strike on a natural 19-20.

7)       +1 to disarm.

8)       +1 to damage and gains: Sweep

9)       Add one attack per melee.

10)    +1 to strike.

11)    +1 to parry and dodge.

12)    +1 to disarm and gains: Auto Disarm.

13)    +1 to initiative.

14)    Gains: Flip/Throw.

15)    Add one attack per melee.

 

Hand to Hand: Expert/Soldier

 

     This is usually reserved for those who have served in the military and have seen action or those who go into infantry, out of basic training.  It is a better approach to combat than the previous mentioned.  This can also be the equivalent of a real good fighter or professional fighter.

 

Starts with…

4 Arm Attacks, Kick Attack, Front Kick, Sweep, Knee, Flip/ Throw, 3 Holds, Disarm, Headbutt and Tackle.

 

Level Advancements

 

1)       Add two attacks per melee.  +2 to strike, initiative and grapple.  +10 S.D.C.

2)       +2 to parry and dodge.

3)       +2 to disarm, damage and gains: Auto Disarm.

4)       Add one attack per melee.

5)       Gains two more arm and leg attacks.

6)       Critical Strike/K-O on a natural 19-20.

7)       Gains: Auto Flip/Throw and +1 grapple.

8)       +1 to strike, parry and dodge.

9)       Add one attack per melee.

10)    +2 to damage, disarm and initiative.

11)    +1 to strike, parry and dodge.

12)    Critical Strike (triple damage) or K-O/Stun (double the duration) from behind.

13)    Add one attack per melee.

14)    Gains the ability of Dash.

15)    Death Blow.

 

Hand to Hand: Street Fighter/Brawler

 

     A very common approach to combat, amongst those people who didn’t formally learn to fight, but have been in enough fights to actually be an accomplished fighter.  These guys fight by the rule “anything goes” and most of them don’t even try to learn to fight, it just happens.

 

Starts with…

6 Arm Attacks, 4 Leg Attacks, Tackle, Headbutt, Slam and is able to perform all moves with Dash.

 

Level Advancements

 

1)       Add two attacks per melee.  +2 to damage, initiative and strike.  +15 S.D.C.

2)       +2 to parry and dodge.

3)       +5 to roll with punch/fall/impact and gains: Power Parry.

4)       Add one attack per melee.  Gains three Grapples.

5)       Critical Strike/K-O on a natural 18-20.

6)       +1 to strike, damage and initiative.

7)       +1 to parry and dodge.

8)       Add one attack per melee.

9)       Gains: Disarm and +1 to disarm.

10)    +1 to strike, damage and initiative.

11)    +1 to parry and dodge.

12)    Add one attack per melee.

13)    +1 to disarm.

14)    Gains: Combo Parry/Attack and Combo Dodge/Attack.

15)    Add one attack per melee.

 

Hand to Hand: Commando/Special Forces

 

     A very specialized type of combat that is taught to Special Forces type individuals.  The emphasis is on disabling your opponent quickly, rather than fighting your opponent.  They don’t necessarily kill them, however, disabling can be lethal.

 

Starts with…

K-O (no natural roll, just needs to do it), 5 Arm Attacks, 3 Leg Attacks, 4 Holds, Sweep, Flip/Throw, Disarm, Auto Flip/ Throw, Auto Disarm, Auto Hold and Combo Parry/Attack.

 

Level Advancements

 

1)       Add two attacks per melee.  +3 to strike and initiative.

2)       +2 to parry, dodge and disarm.

3)       +2 to grapple and damage.

4)       Add one attack per melee.

5)       Gains the ability of Dash.

6)       +2 to strike and initiative.

7)       +3 to disarm and grapple.

8)       Add one attack per melee.

9)       +1 to parry and dodge.

10)    Death Blow and gains: Combo Dodge/Attack.

11)    +2 to parry and dodge.

12)    Add one attack per melee.

13)    +2 to disarm and damage.

14)    Critical Strike on natural 19-20.

15)    Add one attack per melee.

 

Hand to Hand: Martial Arts

 

     Those with this kind of combat training are accomplished, but not dedicated martial artists.  They took the time to learn and complete a martial art, but didn’t go all out.

 

Starts with…

7 Arm and Leg Attacks, Tackle or Headbutt, 5 Grapples, Spin, Dash, Auto Hold or Flip/Throw or Slam, Breakfall, Combo Parry/Attack, Auto Pull Punch (no need to roll).

 

Level Advancements

 

1)       Add two attacks per melee.  +2 to strike, parry and dodge.  +15 S.D.C.

2)       +2 to initiative, roll with punch/fall/impact and breakfall.

3)       Gains: Disarm and +3 to disarm.

4)       Add two attacks per melee.

5)       Gains the ability of Jump.

6)       +2 to strike, parry and dodge.

7)       Gains: Auto Dodge and W.P. Paired Weapons.

8)       Add one attack per melee.

9)       +2 to initiative, roll with punch/fall/impact and breakfall.

10)    Death Blow.

11)    Critical Strike/K-O on a natural 18-20.

12)    Add one attack per melee.

13)    +2 to strike, parry and dodge.

14)    +1 to initiative, roll with punch/fall/impact and breakfall.

15)    Add one attack per melee.

 

Hand to Hand: Assassin

 

     A very specialized method of combat only taught to a very select few.  Mostly this will consist of professional assassins, killers, hitmen and a select military and government peoples.

 

Starts with…

Death Blow, 3 Arm Attacks, 1 Leg Attack, Sweep, Headbutt, Flip/Throw, 4 Holds, Disarm, Auto Flip/Throw, Auto Hold, Combo Parry/Attack and Dash.

 

Level Advancements

 

1)       Add one attack per melee.  +3 to strike and damage.

2)       Add two attacks per melee.

3)       +1 to parry and +3 initiative.

4)       Gains: Auto Disarm and +1 to disarm.

5)       +2 to dodge and grapples.

6)       Add one attack per melee.

7)       +2 to strike and damage.

8)       +1 to parry and +3 initiative.

9)       +1 disarm and gains 3 more attacks.

10)    Critical Strike/K-O on a natural 15-20.

11)    Add one attack per melee.

12)    +2 to disarm and +1 to grapple.

13)    +2 to strike and damage.

14)    Add one attack per melee.

15)    +3 to parry and dodge.