Hand to Hand Bouncer

Entrance Requirements: None Skill Cost: 6 years

Costume: None, but dark clothes are preferred. Stance: Looks like a boxing stance, but not required. CHARACTER BONUSES

COMBAT SKILLS Attacks Per Melee: 2 Escape Moves: Roll, Breakfall

Basic Defensive Moves: Parry, Dodge, Automatic Parry

Advanced Defenses: Circular Parry, Disarm

Hand Attacks: Strike (punch), Back Hand, Power Punch

Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Stomp

Jumping Foot Attacks: Jump Kick

Special Attacks: Knee, Elbow, forearm, Body Flip/Throw, Groin Knee (use only natural strike roll, 1d6 HP damage and stuns for 1d4 melees), Knee Buckle (Nat. 14 required, 1d8 SDC + 1d6 HP damage, 40% knee broke {buckled}. If broke, victim can't stand and is -4 dodge/parry; -6 strike) Holds/Locks: Wrist Lock, Elbow lock, Arm Holds, Neck Holds Weapon Katas: None

Modifiers to Attack: Knock out/stun, Knock out/stun form rear, Critical Strike, Critical Strike from rear.

SKILLS INCLUDED IN TRAINING Physical: Boxing

LEVEL ADVANCEMENT BONUSES

Level 1: +2 to parry/dodge, KO 20/behind, Crit 20/behind

Level 3: +1 Attack per Melee, +1 to breakfall

Level 4: KO 19-20

Level 6: +1 Attack per Melee, +1 to Disarm

Level 7: +1 breakfall, +2 strike

Level 8: Critical Strike 19-20

Level 9: KO 17-20

Level 10: +1 Attack per Melee, +1 to disarm Level 11: +1 to breakfall, +2 to strike Level 12: +2 to parry/dodge Level 13: KO 16-20

Level 14: +1 Attack per Melee, +1 to strike Level 15: +2 disarm, +2 to breakfall

* Every attack (excluding disarm) is an attempt to KO (not the boxing KO/Stun). When this 'automatic' knockout happens, it is for 1d10 minutes - the victim is knocked out cold.

WHY STUDY Hand to Hand: Bouncer? A job requirement

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