Martial Arts
All people are considered to be proficient in Hand to Hand combat suffering no penalties in attempts to punch and kick opponents. The below listed maneuvers are allowed to any person who wishes to employ them. Damage from general brawling does in fact do HP damage, but that damage is less severe than weapons and heals faster. Those without special training in martial arts are considered to have 2 hand to hand action per melee if unarmed is their chosen mode of combat for the round.
Defensive actions may be taken at any time in the melee round. Even if your initiative phase has not yet occurred, you may use actions you have for this round defensively. Offensive actions may only occur on or after your initiative phase. Keep in mind that you may spend away all of your actions early this way and find yourself unable to act when your turn comes around
As a important note, all hand to hand combat suffers penalties when fighting an armed opponent. Small weapons like knives inflict no penalty. Opponents armed with normal sized weapons like swords and axes confer a 4 penalty against all attack from hand to hand due to their ability to fend them off. Long pole arm weapons do provide defense as well, though not as much in that they slower to bring to bare, and as such easier to get around and up close. They grant their wielder a bonus of 2 against unarmed opponents.
Do Practitioners
Unlike the average person who has a rudimentary understanding of fighting hand to hand, those who practice the discipline of Do have exceptional training in it, and continue to better themselves in this art. Like students of other mystical paths, Do practitioners have a "Martial Grade" which can me improved by earning IPs. Unlike many spell casters who receive more spells for a higher casting grade, Do adepts become better in unarmed combat as the table below indicates. Below this table are a list of special maneuvers which all Do adepts of at least Rank 7 get which other proficient unarmed fighters do not.
|
IPs Needed |
Martial Grade |
# of H to H actions |
AC bonus |
Init Bonus |
|
Do Rank 7 |
1 |
3 |
-1 |
+/- 0 |
|
5-15 IPs |
2 |
4 |
-1 |
-1 |
|
16-30 IPs |
3 |
5 |
-2 |
-1 |
|
31-50 IPs |
4 |
5 |
-3 |
-2 |
|
51-70 IPs |
5 |
6 |
-3 |
-2 |
|
71-100 IPs |
6 |
6 |
-4 |
-3 |
|
101-130 IPs |
7 |
7 |
-4 |
-4 |
Do Maneuvers