Wednesday, August 15, 2007

I'm still that guy

For awhile now I've been known as the martial arts guy for d20 Modern. So I know you've been wondering what the unarmed combat would look like in the new rules. More robust maybe? I think the answer is yeah.

Unarmed (Str)

You are a skilled unarmed combatant. This skill influences both your ability to attack without weapons, as well as your ability to defend yourself in unarmed combat.

Damage inflicted by this skill is non-lethal (it cannot inflict injuries - see the Combat section for more information).

Disarm: You force your opponent to drop the weapon he is carrying. The DC of this skill is your opponent’s Unarmed or Weapons skill (whichever is higher) +10.

Instead of forcing your opponent to drop his weapon, you can instead attempt to take it from him. In this case, the DC of this skill is your opponent’s Unarmed or Weapons skill (whichever is higher) +20.

Fast Punch (requires perk): When you perform a fast punch you reduce all damage inflicted this round by unarmed attacks to the minimum that can be rolled (so if your unarmed damage is 2d12, each successful attack would inflict 2 points plus any bonuses from Strength or feats). Your minimum attack roll this round is equal to your ranks in the Unarmed skill.

Flurry (requires perk): When you multi-attack an opponent (see the combat section for more information on multi-attack) you can add your Unarmed skill to the attack roll for purposes of negating any penalty to subsequent attacks. For example if you have 4 ranks in the Unarmed skill and attempt to attack twice in a round, you would suffer a –1 penalty on the second attack.

This skill use can never result in a bonus to your attack roll; it only serves to negate any penalty.

Grapple: You can grab another target and hold him motionless. The DC of this skill is your opponent’s Unarmed skill +10 or your opponent’s Acrobatics skill +10, whichever is higher.

Power Punch (requires perk): By taking a –4 penalty on all attacks this round, you inflict bonus damage equal to the amount by which your attack roll exceeds your opponent’s defense. The maximum additional damage is equal to your ranks in the Unarmed skill.

You also add 1.5 times your Strength bonus (if any) to all unarmed attacks on a round you are performing a power punch.

Reactive Stance (requires perk): While in a reactive stance you can only attack after an opponent attacks you. Your minimum attack roll is equal to your opponent’s attack roll, or your Unarmed skill, whichever is higher.

Trip: You trip or throw your target, rendering him prone. The DC of this skill is your opponent’s Unarmed skill +10 or your opponent’s Acrobatics skill +10, whichever is higher.

Unarmed Parry: This skill use allows you to use your Unarmed skill +10 as your defense rather than your class defense bonus +10. This defense only works against unarmed attacks. If you are using this defense and are attacked by a weapon, you use your class defense bonus +10 as normal.

Ranks

Unarmed Damage

0

1d2

4

1d4

6

1d6

8

1d8

10

1d10

12

2d6

16

2d8

20

2d10

23

2d12

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