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 RiftsR. 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.

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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
 

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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 RiftsR 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 200 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 RiftsR, 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 option).
 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 RiftsR 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 RiftsR, 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 RiftsR 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 RiftsR, 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.
 

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