New Hand to Hand Combat Forms
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There is a serious need of more variety in the hand to hand forms for
the Palladium system. What follows are some new combat forms that you
can use in your campaigns. I've tried to make them as complete as
possible, and I tried to make them a little different than the four
common ones. Some (specifically, the D-Beetm
martial art forms) are most appropriate for Rifts®.
However, I'm sure you'll be able to do whatever you want with these.
Some are rather powerful, but I tried to offset this with some limitations
to the combat form, with skill requirements, and minimum attribute
requirements.
Combat Form Listing:
Hand to Hand: Street Fighting, created by Brett Hegr
Hand to Hand: Gunmaster, created by Brett Hegr
Hand to Hand: Nikar Lo, created by Brett Hegr
Hand to Hand: Boxing, created by Brett Hegr
Hand to Hand: Wrestling, created by Brett Hegr
Hand to Hand: Ukora, created by Brett Hegr
Hand to Hand: Triad, created by Brett Hegr
Hand to Hand: Street Fighting
This skill is known mostly by City Rats, bar brawlers, gang members,
vagabonds, and other beings on the low end of the socioeconomic scale. It
has an emphasis on doing damage quickly and efficiently. Little effort is
put into defense or fancy combat moves, since the focus of this fighting
style is to fight to win fast. Though the character knows basic fighting
principles like parrying, pulling punches, and rolling with a punch, they
don't have a lot of bonuses to do this due to the aggressive nature of
this combat form.
Skill Cost: Equivalent to Hand to Hand: Expert. It also has the
benefit of being so basic and easy that it can be purchased for four
secondary skills or upgraded from Hand to Hand: Basic for the cost of
two secondary skills. If using a system that isn't O.C.C. oriented, this
skill costs two secondary skills.
Skill Requirements: None
Attribute Requirements: None
Techniques Known at First Level: Automatic parry, dodge, roll
with punch/fall/impact, and pull punch. Attacks include punch (1d4 damage),
elbow or forearm smash (1d6 damage), knee (1d6 damage), and body block/tackle
(1d4 damage plus knockdown).
Bonuses: None
Level:
1 Two attacks per melee, +2 to damage, and +1 to strike.
2 +1 to parry and +1 to dodge.
3 +1 attack per melee.
4 +1 to roll with punch/fall/impact and +2 to strike.
5 Kick attack (1d6 damage)
6 Body flip/throw (1d6 damage plus knockdown).
7 +1 attack per melee and +1 to maintain balance.
8 +1 to strike and +1 to pull punch.
9 +1 on initiative.
10 Critical strike from behind (double damage), +1 to strike, and
+2 to damage.
11 +1 attack per melee.
12 +1 to parry and +1 to dodge.
13 +1 to strike.
14 +2 to damage.
15 Death blow on natural 20 and +1 attack per melee.
Hand to Hand: Gunmaster
This combat form teaches basic hand to hand combat tactics, but also
includes extra training and techniques for the use of firearms. Emphasis
is also placed on training the reflexes and natural speed of the character.
This combat skill does not take the place of W.P. Sharpshooting (pg. 15 of
the Rifts® Conversion Book One) by any means,
but the bonuses are compatible. Sharpshooting is an extreme specialization
in the use of one kind of firearm (or more, with multiple skills). This
combat form is an emphasis on general shooting principles and the use of
firearms for more than just shooting. The bonuses of sharpshooting and W.P.
skills can be combined with this art form. This combat form is found mostly
among people with formal military training, but it is also cropping up as
a mercenary's fighting style. Rumor has it that a man from another world
brought with him knowledge of a martial art form that integrated firearms
into basic combat, and that he was employed by a mercenary outfit to teach
them the basics. The extent of truth in this tale remains unknown.
Skill Cost: Equivalent to Hand to Hand: Expert. In contemporary
genres that do not use the O.C.C. system, this combat skill can be
purchased with one physical skill from the physical skill program or
with two secondary skills.
Skill Requirements: At least two modern W.P.s, one of which has
to be a pistol W.P.
Attribute Requirements: P.P. of 10
Techniques Known at First Level: Automatic parry, dodge, disarm,
and roll with punch/fall/impact. The only attacks known are a punch (1d4
damage) and a snap kick (1d6 damage, a low and fast kick). At the cost of
an extra secondary skill, the character can learn a kick attack (1d8 damage),
power punch, and power kick to improve his physical combat abilities. The
strike and parry bonuses can be used with the punches and kicks, or when
using a weapon to bludgeon (1d6 damage for pistols and 1d8 damage for
rifles) or parry. The character also has an automatic knockout/stun attack
from behind using a firearm, a cold-cock to the back of the neck that
renders the victim unconcious for 1d4 minutes. Note that augmented humans,
some D-Bees, and most supernatural creatures may not be affected by this.
Bonuses: +1d4 to Spd, +1 to P.P., and +1 on an aimed strike
with firearms that the gunmaster doesn't have a W.P. for.
Level:
1 Two attacks per melee, +2 to parry, +2 to dodge, and +1 to roll with a
punch/fall/impact.
2 +2 to strike (with hand attacks).
3 +1 attack per melee.
4 +1 on initiative and +2 to disarm.
5 Critical strike on an unmodified roll of 18 to 20 (applicable only
to attacks with firearms).
6 +1 to strike and +1 to parry when using a firearm as a blunt weapon
(not applied to shooting the weapon).
7 +1 to parry, +1 to dodge, and +1 to roll with a punch/fall/impact.
8 Dual gun use - A special ability that only a proficient gunmaster
can do well. By holding a pistol in each hand, a gunmaster can shoot
twice at one target with one strike roll and his standard W.P. strike
bonus. Or, he can fire at two different targets with two separate strike
rolls and half his standard W.P. strike bonus. No other training or
augmentation strike bonuses (like those from this combat form and
targeting sights) can be used. Bonuses inherent in the weapon are
applicable. If the character is able to use a rifle one handed, two
rifles can be used to do this also.
9 +1 shooting attack - this is an extra attack per melee that
can only be used to fire a gun.
10 Critical strike from behind (double damage) when firing a gun
and +1 attack per melee.
11 Death blow (takes two attacks and a gun must be used - this is
an extra careful aimed strike) and +1 on initiative.
12 +1 to parry and +1 to dodge.
13 +1 on an aimed strike and +1 on a burst strike with firearms that
the gunmaster doesn't have a W.P. for.
14 +1 shooting attack - this is an extra attack per melee that
can only be used to fire a gun.
15 Add +1 to aimed strikes and +1 to burst strikes when using guns
that the gunmaster has a W.P. for.
Hand to Hand: Nikar Lo
This is a martial art form that many D-Bee magicians and psychics practice.
Earth mages and psychics have also begun to practice it. It is a combination
of mental discipline and physical combat. It focuses on greater defensive
ability and mental power. Physical attacks are present, but not emphasized.
Practitioners tend to use their more formidable magical and/or psychic
powers for offensive purposes anyways. The name Nikar Lo comes from an
ancient and powerful mystic that was said to have been granted godhood
eons ago. He was a champion of magic and psychic powers and the good that
they could be used for. Nothing has been written of him in over 20,000
years, so if he exists his whereabouts are unknown. Like the god, this
martial art form is rarely found. Mages and psychics are generally the
only practitioners, and there is only a 1 in 500 chance of running into
a mage or psychic that knows it.
Skill Cost: Equivalent to Hand to Hand: Expert. Not suggested for any
genre besides Rifts®, but it counts as one
Physical skill if used in a genre that isn't O.C.C. oriented (plus, only
mages and psychics can select it).
Skill Requirements: None
Attribute Requirements: None
Techniques Known at First Level: Automatic parry, dodge, and roll
with punch/fall/impact. The only attacks known are a punch (1d4 damage) and
a kick (1d6 damage).
Bonuses: +1d6+4 S.D.C.tm, and
either a +1 to M.E. and +10 I.S.P.tm or +1
to P.E. and +10 P.P.E.tm (player's choice).
Level:
1 Two attacks per melee, +1 vs horror factor, and +3 to roll with
punch/fall/impact.
2 +2 to parry, and +2 to dodge.
3 +1 attack per melee and +1 to perception.
4 +1 vs mind control (psionic, magic, and chemical) and +1 vs possession.
5 +1 on initiative and +2 to strike.
6 +1 to save vs magic and +1 to save vs psionic attack.
7 +1 magical or psionic attack per melee (an attack that can be used
only for one of those purposes)
8 +2 to parry and +2 to dodge.
9 Automatic dodge and +1 attack per melee
10 +10 P.P.E.tm or +10 I.S.P.tm
(player's choice).
11 +1 vs horror factor and +1 to perception.
12 +1 to save vs magic and +1 to save vs psionic attack, or add
+1 to spell strength or add +10% to the skill level of psionic
powers like Clairvoyance, Object Read, and other psionic sensitive
abilities (choose one of the three).
13 +1 magical or psionic attack per melee (an attack that can be used
only for one of those purposes)
14 Critical strike from behind (double damage) and knockout/stun from
behind.
15 +10 P.P.E.tm or +10 I.S.P.tm
(player's choice).
Hand to Hand: Boxing
Gladiators, cyborgs, headhunters, and mercenaries are the most common
practitioners of this combat style. Obviously, it is the skill of boxing
rounded out to include a wider range of punches for a better attack
capability. It doesn't have the versatility of Expert, the kick attacks
of Martial Arts, or the grappling skills of Wrestling. However, a skilled
boxer can quickly batter single opponents to the point where those
shortcomings aren't even relevant. The defense ability of this combat
style is unmatched in American combat styles.
Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or
Commando. It costs one more "other" skill than Hand to Hand: Martial Arts.
Skill Requirements: Must know the Physical: Boxing skill.
Attribute Requirements: P.S. of 12 or more.
Techniques Known at First Level: Automatic parry, dodge, roll
with punch/fall/impact, block (special), and pull punch. Attacks include
punch (1d4 damage), hard punch (1d6 damage), overhead punch (1d4 damage
but is +1 to strike from the speed and angle), power punch (used with any
kind of punch), and elbow or forearm smash (1d6 damage). Don't forget the
special knockout punch of the boxer - an automatic (no need to declare)
knockout/stun for 1d6 melees on a natural 20.
The block is a skill unique to the boxer (GMs could let other combatants
purchase it separately for one secondary skill). The hands and forearms
are used to deflect blunt attacks (punches, kicks, and blunt weapons). A
block is an automatic defense much like a parry, but can be used to defend
against any and all attacks against the frontal upper body (unlike a parry,
which is only good against one attack). If successful the boxer takes no
damage, or half damage if failed. The character can also block mega-damagetm
blows, but he must be wearing M.D.C.tm body
armor or power armor. If bought separately, add a +1 to block at levels 1,
4, 7, 11, and 15 (must have the Boxing skill and no other bonuses can be
added in). If part of combat boxing, use the bonuses listed below.
Limitations: Due to the emphasis on using the hands for primary
attacks, no more than one half of the character's attacks can be used to
strike with a weapon or fire a gun. Small, one hand weapons (like knives
and blackjacks) are the preferred choice. Forearm vibro-blades do not
restrict the character at all and can be used at will. Two handed weapons
(battle axes, rifles, etc.) can be used, but the boxer loses one attack and
his bonuses to defend are halved. Also, for attacks that do not use the
arms (like head butts, knees, and kicks) the boxer only gets to apply half
the damage bonus from combat boxing due to the nature of the attack (but
still add the full P.S. damage bonus).
Bonuses: +2d6+3 S.D.C.tm, +1
to P.S., and +1 to P.E.
Level:
1 Three attacks per melee, +2 to strike, +2 to block, and +2 to damage.
2 +2 to pull punch, +1 to roll with punch/fall/impact, and
+1 to parry.
3 +1 to dodge, +1 to maintain balance, and +1 to grapple.
4 Backhand (1d6 damage), head butt (1d6 damage), +1 attack per melee,
and +2 to damage.
5 Automatic knockout/stun on an unmodified roll of 19 or 20 (for
1d6 melees) and +2 to block.
6 Hard punch (2d4 damage) and critical strike on an unmodified roll
of 19 or 20.
7 One-two punch - A special attack where the first punch (a normal
punch doing 1d4 damage) distracts the victim from the real danger, a
second devastating punch. The second punch can be another normal punch,
a hard punch, an overhand punch, a power punch (still uses two attacks),
or an uppercut/roundhouse. Initially, roll one strike roll. If that one
succeeds roll damage for both punches. If it fails, roll a second strike
roll for the second punch (hits as normal). If the first punch connects,
then the second one automatically hits. If it doesn't, the boxer still
gets another chance to nail his enemy. The boxer can only block or parry
one melee attack when using this attack, and it can only be used twice
per melee.
8 +2 to block and +2 to damage.
9 Uppercut/roundhouse - A special punch that takes two melee actions.
It is a critical strike that does triple damage and gets a special +1
bonus to strike, but no defenses can be done while using it. Also add
+1 attack per melee and +1 to strike at this level.
10 +1 attack per melee, +1 to parry, and +1 to dodge.
11 +1 to strike, +2 to pull punch, and +2 to roll with punch/fall/impact.
12 Kick attack (1d6 damage) and an automatic knockout/stun on an
unmodified roll of 18 to 20 (for 2d4 melees).
13 Automatic dodge and +2 to block.
14 +1 attack per melee.
15 Critical strike on an unmodified roll of 17 or 20.
Hand to Hand: Wrestling
This is a common skill among gladiators, bar brawlers, professional
wrestlers, bounty hunters, borgs, and street punks. It is the sport of
wrestling transformed into a fighting style.
Combat wrestlers fight close-in, where they can use their skills to
deliver heavy blows and restrain enemies. Their skills are best suited
to taking on one or two attackers at a time with no weapons involved.
Kicks are taught, but not emphasized. The character has an arsenal of
holds and throws that allow him to subdue, rather than kill.
Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or
Commando. It costs one more "other" skill than Hand to Hand: Martial Arts.
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.
Bonuses: +1d6+4 S.D.C.tm, +2 to
P.S., and +1 to P.E.
Level:
1 Two attacks per melee, +2 to grapple, +2 to pull punch, and +2 to
roll with punch/fall/impact.
2 Leg hold, +2 to parry, and +2 to dodge.
3 Head butt (1d6 damage), +2 to strike, and +2 to damage.
4 Arm hold, +1 attack per melee, and +1 to maintain balance.
5 Kick attack (1d6 damage), bear hug (1d6 damage per melee attack,
replaces the crush/squeeze attack), and neck hold.
6 Critical strike on an unmodified roll of 19 or 20.
7 Automatic body flip/throw (defensive move), choke attack, and +2
to grapple.
8 +1 to strike, +2 to parry, and +2 to dodge.
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.
10 +2 to pull punch and +2 to roll with punch/fall/impact.
11 Knockout/stun on an unmodified roll of 17 to 20.
12 Critical body throw/slam (2d6 damage plus P.S. bonus, victim loses
initiative and two attacks, and uses two attacks).
13 +2 to grapple.
14 +1 attack per melee.
15 Leap attack.
Hand to Hand: Ukora
The D-Bees known as the Ukora (oo-kore-uh) have brought to Rifts®
Earth a martial art form that is both graceful and effective. The Ukora are
generally honorable, hard to find, aged, and keep to themselves. However,
most will be happy to teach their combat style to a willing pupil. The
classes are small and exclusive, typically two to four students who the
master feels have honor and dedication. Many Crazies and a few gladiators,
bounty hunters, and Juicerstm have learned
this style of combat. Borgs, Titan Juicerstm,
and heavy/large beings do not excel at this combat form and almost never
know it.
Ukora has elements of Eastern martial art forms, making many scholars
wonder if the Ukora have visited Earth in the past. An Ukora adept (a
person who has learned the combat form) uses only his legs to attack,
uses only his arms and upper body to parry, and does both with great
quickness and agility. The fighting style looks like combat gymnastics
on speed. The adept typically attacks five to seven times in a melee
with a variety of kicks. The kicks are usually performed in a spinning
motion, making Ukora similar to Taido (and obviously kick boxing). The
adept is also able to handle multiple attackers with his automatic dodge
and large number of attacks. Ukora is extremely similar to Thai kick boxing,
but has greater emphasis on defense, is somewhat easier to learn, and
has a more fluid and graceful fighting style.
The character has the ability to kick straight overhead (whether from
a jump or a standing position) and can do the splits (equivalent to the
Body Hardening Exercise of Chagi). The character can also jump 8 ft long
or 4 ft high from a standing position, double that with a running start.
This jumping ability is useful in closing combat distance and in
performing kicks.
Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or
Commando. It costs one more "other" skill than Hand to Hand: Martial
Arts. Not suggested for any genre besides Rifts®,
but it counts as four secondary skills or one skill from the Physical
skill program and one secondary skill if used.
Skill Requirements: Must have the Physical: Gymnastics skill.
Attribute Requirements: P.P. of 12 or more.
Techniques Known at First Level: Automatic parry, dodge, pull
punch (or in this case, pull kick), roll with punch/fall/impact, back flip,
and break fall. Attacks include a punch (1d4 damage), snap kick (1d6 damage,
a low and fast kick), kick attack (2d4 damage), wheel kick (2d6 damage, a
swinging of the leg completely around the body results in a strong kick that
can only precede and follow either a snap kick or kick attack, normally
cannot precede or follow any kicks but this martial art form is a little
different), crescent kick (2d4+2 damage, a swivel hipped kick that sends
the foot in a sweeping arc) and a tripping/leg hook (no damage, causes
knockdown, and must be dodged). Maintain balance is part of the training
of this combat form, and the character does not lose a melee action like
others normally do. The character can also use their gymnastics skills
(back flip and cartwheel) to supplement their combat abilities.
Limitations: Due to the emphasis of the martial art form on
kick attacks, no more than one-third of the character's melee attacks
may be used to attack with the hands or hand weapons. This means the
character is limited in the number of times a gun can be fired or an
axe can be swung. Secondly, if the character is carrying more than
one-fourth of his maximum carrying weight reduce the attacks by two and
the character suffers a -2 penalty to strike, damage, and dodge. Also
apply these penalties if the character is big and bulky, like a borg, or
is wearing heavy armor or power armor with less than superior reaction
speed. Lastly, whenever hand strikes are delivered halve all bonuses to
strike and to damage.
Bonuses: +1d6+2 S.D.C.tm, +1 to
P.P., and +1d6+2 to Spd.
Level:
1 Three attacks per melee, +3 to parry, +3 to dodge, and +2 to maintain
balance.
2 +2 to pull punch, +2 to roll with punch/fall/impact, +1 to back flip,
and +1 to cartwheel.
3 Automatic dodge, +2 to strike, and +1 to damage.
4 Backward sweep (no damage, causes knockdown, must be dodged, and can
only be used against someone behind the character) and +1 attack per melee.
5 +1 to break fall and +1 to damage.
6 Critical strike on an unmodified roll of 18 to 20 and knockout/stun
on an unmodified roll of 18 to 20.
7 Backhand (1d6 damage), +1 to strike, and +1 on initiative.
8 Power kick (double the damage from a kick and add P.S. bonuses, but
it takes two attacks to do), +1 to back flip, and +1 to cartwheel.
9 Jump kick (special - does triple damage plus P.S. bonuses, can be
done with an axe kick, roundhouse, snap kick, or karate kick, causes
knockdown, must be the character's first attack, and the jump kicker
cannot attack for the rest of the melee), +2 attacks per melee, and +2
to damage.
10 +1 to parry, +1 to dodge, +1 to pull punch, and +1 to roll with
punch/fall/impact.
11 +2 to strike, +1 on initiative, +2 to break fall, and +2 to maintain
balance.
12 Axe kick (2d6 damage, a kick that goes up over the opponent's head
or shoulder and comes down, must precede and follow either a snap kick
or a kick attack, normally cannot precede or follow any kicks) and
roundhouse (3d6 damage, causes knockdown, a total turning of the body
and hips to deliver a powerful kick, and the only other kicks performed
in a melee can be snap kicks and kick attacks, normally it can be the
only kick used in a melee).
13 Triple kick - this is a special attack, where the character
delivers three rapid kicks to one or two targets standing close. The
character gets no strike bonuses (natural roll) and the damage bonus is
halved, but the victim's bonus to defend is cut in half due to the speed.
The first kick must be a snap kick. The second (and third, if desired)
kick can be either a snap kick or a karate kick. The last kick can be an
axe kick, crescent kick, power kick, or wheel kick but the special rules
for those kicks still apply. This can only be done once per melee, and
cannot be combined with a death blow or knockout/stun attack.
14 +1 attack per melee, +1 to pull punch, and +2 to maintain balance.
15 Death blow (counts as two melee attacks, this is commonly a kick
so strong it crushes the skull, breaks the neck, or caves in the rib
cage of the victim), +1 to strike, and +2 to damage.
Hand to Hand: Triad
This martial art form is far different from the Eastern combat style of
the same name. It was brought to Rifts®
Earth by a human D-Bee soldier named Nathan Hager. Claiming to be a
soldier trained by and cloned from a man known only as Armageddon, he
roamed North America in search of a way back to his home world. Eventually,
he did return. But before he did, he befriended a renowned Cyber-Knighttm
named Damion Kurvas. Damion fought at Nathan's side for several months,
as they had similar personalities and beliefs. During that time Nathan
taught Damion the prinicples of Triad. As a result of this, Damion has
begun instructing many Cyber-Knightstm
in the combat style, and it has slowly spread across the continent.
A practitioner of Triad is first trained to react quickly to danger.
Once the natural defensive instincts have been honed, he then concentrates
on striking quickly and efficiently. Once these two concepts have been
adequately mastered, the warrior then learns to turn attacks against him
to his advantage. Thus, a beginning student of the combat form will
tend to take more defensive actions. Once he becomes more skilled, he
will get much more agressive and start using more grappling attacks.
Triad is excellent for dispatching enemies. The developers of the combat
style had great physical strength. As a result, Triad lacks damage bonuses.
Their constant warring with enemies affected the form such that there are
few bonuses to pull punches. There are also few holds and other non-offensive
actions. This art form has the benefit of a wide variety of bonuses.
Students are taught a little bit of everything, but focus on speed in
attacking and defense. Experienced combatants make good use of the body
throw/slam (they prefer to slam) by following up with the firing of a
weapon or a stomp. Since the enemy is already down he can't really defend.
They are also known to use their automatic body throw to send one opponent
flying into another. Combatants also use forearms, leap attacks, and the
crescent kick much more than in other martial art forms. Masters make
extensive use of the lethal speed striking ability, gained at the 15th level.
Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or
Commando. It costs one more "other" skill than Hand to Hand: Martial
Arts, but also costs one extra secondary skill. Not suggested for any
genre besides Rifts®, but it counts as
five secondary skills or one skill from the Physical skill program and
one secondary skill if used.
Skill Requirements: At least two Physical skills (any kind).
Attribute Requirements: P.P. of 10
Techniques Known at First Level: Automatic parry, dodge, pull
punch, roll with punch/fall/impact, break fall, disarm, and entangle.
Attacks include punch (1d4 damage), knee (1d6 damage), snap kick (1d6
damage, a low and fast kick), stomp (2d4 damage, effective only against
enemies lying on the ground), backhand (1d6 damage), head butt (1d6 damage),
elbow and forearm strikes (1d6 damage), body block/tackle (1d6 damage), and
body throw/slam (1d6 damage plus knockdown).
Bonuses: +3d6 S.D.C.tm, +1d4 to
M.E., +2 to P.S., and +1d6 to Spd.
Level:
1 Three attacks per melee, +1 to perception, +1 vs horror factor, +2
to parry, +2 to dodge, and +1 to maintain balance.
2 +1 on initiative, +1 to pull punch, +2 to roll with punch/fall/impact,
+1 to break fall, +1 to disarm, and +1 to entangle.
3 Kick attack (2d4 damage), +1 attack per melee, +1 to strike, and +1
to grapple.
4 +1 on initiative, +2 to parry, and +2 to dodge.
5 Automatic dodge, hard punch (1d6 damage), and +1 to strike.
6 +1 to perception, +1 vs horror factor, +2 to roll with punch/fall/impact,
+1 to break fall, and +1 to maintain balance.
7 Crescent kick (2d4+2 damage), tripping/leg hook and backward sweep
(no damage, cause knockdown), and +1 attack per melee.
8 Critical strike on an unmodified roll of 18 to 20 and +2 to strike.
9 Power hard punch, power kick, power knee, power head butt, and power
forearm (double damage plus P.S. bonus, uses two attacks), and
knockout/stun on an unmodified roll of 18 to 20.
10 Power stomp (3d6 damage, uses two attacks), critical strike from
behind (triple damage) and +1 to grapple.
11 Automatic body throw/slam, +1 to strike, and +2 to grapple.
12 Critical body throw/slam (2d6 damage plus P.S. bonus, victim loses
initiative and two attacks, and uses two attacks) and +1 attack per melee.
13 Hard punch (2d4 damage), kick attack (2d6 damage), and combination
dodge/strike (uses up one attack, halve bonuses for both).
14 Death blow (takes two attacks), leap attack, jump kick, and +2 to
strike.
15 Speed striking - A special attack where the Triad master can
repeatedly strike a target up to five times with one melee attack! The
first four attacks must be non-power attacks and must only take up
one melee action to perform normally. The master must roll a strike
that hits to begin, and then must roll successful strikes to continue
the assault. A failed strike means no more speed strikes can be done.
The fifth attack can be a power attack, but still takes up two melee
attacks. The only problems with this is that the attacker cannot
defend himself in any way during the attack, he cannot combine this with
a death blow, no weapons can be held in the hands, and his bonuses to
strike and damage are halved! Plus, the defender gets to roll to parry
or dodge until he succeeds - if and when he does, the flurry of attacks
ends. Still, this is a devastating ability (especially when used from
behind) and this is why masters are so feared.