Karate
Due to the variety of different styles of karate, what follows is a variation of Japanese Kyokushinkai Karate -- "The School of Ultimate Truth", and focuses on aggressive combat and striking power.
Basic and Special Moves: Break fall, body block/tackle, roll with punch/fall/impact, pull punch, kick attack (2D4 damage), karate kick (2D6 damage), karate punch (2D4 damage), knee and elbow strikes (1D6 damage), and the usual strike, parry, and dodge are known at first level.
Bonuses: +3D6 to SDC, +1D4 to PS, +2 to PE, and +2 to Spd.
Level
- Four attacks per melee, snap kick (1D6 damage), +1 on initiative, +2 to roll with impact, +2 to parry, +1 to dodge, +1 to break fall, and +2 to pull punch.
- +1 to strike, tripping/leg hook, and backwards sweep kicks.
- One additional attack per melee, +2 to damage.
- +1 on initiative, +1 to disarm, and roundhouse kick (3D6 damage)
- Power Punch (double damage, counts as 2 melee attacks), palm strike (2D4 damage).
- One additional attack per melee.
- Power kick, wheel kick, +1 to strike, parry, and break fall.
- Critical strike on a natural 18-20, critical strike from behind, death blow on natural 20.
- One additional attack per melee, +2 to damage.
- Jump kick and leap attacks.
- +1 on initative, +1 to parry and dodge, +1 to strike.
- One additional attack per melee, +2 to pull punch.
- Death Blow!
- +2 to damage, +2 to pull punch, +2 to break fall.
- One additional attack per melee.
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