3E Skylis Rules
Chapter 8: Streetfighting, Way of the Thug.
As long as there have been human towns and cities, and even before, there have been those who work and live on the 'bad side of town.' And while the warrior societies of the world developed disciplined martial arts, the street societies developed their own form of hand-to-hand: Streetfighting. Unlike other martial arts, Streetfighting has little in the way of tradition. In fact, there is little in the way of rules of any kind. While there is some teaching involved, it generally comes down to basic punches, kicks and 'dirty' tactics. No-one learns Streetfighting in order to grow as a person; they learn Streetfighting to survive on the streets and in the alleys, where they reside and ply their various trades. Some even pick it up as a trade, and these are generally known as 'professional muscle' or simply 'thugs.'
In Streetfighting, there is only the need to win a fight by any means necessary. Perhaps a little bravado is thrown in to add to one's credibility as a tough character, worthy of respect and, more importantly, fear. Looking good is generally something that happens when you walk away from a fight as the victor.
Streetfighting is a feat that must be selected in a standard feat slot. To select this feat, one must have 4 or more ranks in the Bluff skill, the Improved Feint and Improved Unarmed Strike feats. There is no need for a teacher if one has a background that involves time spent surviving on the streets and, in particular, if the character has any levels in the Rogue Class. Otherwise, the basics can be taught in a relatively short period of time by anyone who already has the Streetfighting feat (1-4 months). Shorter, if the teacher also has the Brawling feat (2-4 weeks).
NB: By taking the Brawling feat (prereqs: Bluff 10 or more ranks, Streetfighting, Base attack bonus +10) you can become well-versed in Streetfighting. You can use Streetfighting as an Attack of Opportunity when one presents itself. You may choose any attack form on the table, instead of the normal rules, and your attack is made at a +2 bonus in addition to your base attack bonus, and also deals an additional 2 points of damage.
The following table lists the basic attack forms of Streetfighting. Note that the particular styles vary widely, such that one man's rabbit punch be swift, with a quick recoil, while another's may be strong, with the fist remaining in the air for several seconds where it struck.
Streetfighting counts as a single attack, with all normal melee modifiers applied, and any Armour Penalty is also applied. Characters with multiple attacks can make multiple Streetfighting attacks when the full attack action is used. Consult the table below to determine the result of the attack. An attack form is selected from below the result, equal to the attackers Base Attack Bonus, up to a maximum of 5 (eg: a character with a bonus of +4 rolls a modified attack of 17 and may select any result between 17 and 13). If the attack is successful, deal the listed damage, plus any strength modifiers. Further, the defender must make a Fortitude Check against the listed DC to prevent KO (knockout).
STREETFIGHTING RESULTS | |||
Att Roll | Attack Form | Damage | KO DC |
20+ | Round-house kick (*)(**) | 3 | 15 |
19 | Round-house punch | 3 | 12 |
18 | Scissors kick (*)(**) | 2 | 10 |
17 | Side kick | 2 | 5 |
16 | Knee smash to gut | 1 | 5 |
15 | Elbow smash | 3 | 5 |
14 | Knee smash to face | 3 | 10 |
13 | Jump kick (*) | 2 | 5 |
12 | Kidney punch | 2 | 2 |
11 | Haymaker punch | 3 | 5 |
10 | Head butt | 2 | 7 |
9 | Leg sweep (*) | 0 | 1 |
8 | Knee to the groin | 2 | 9 |
7 | Shoulder smash | 1 | 3 |
6 | Combination punch | 1 | 5 |
5 | Head punch | 1 | 2 |
4 | Head butt | 2 | 10 |
3 | Insult (a really good one)(***) | n/a | 15 |
2 | Round-house punch | 2 | 10 |
1 | Round-house kick (*)(**) | 3 | 18 |
less than 1 | Uppercut (*) | 4 | 20 |
(*) DC also applies to a Reflex Check by the target to prevent falling prone. (**) DC also applies to a Reflex Check by the attacker to complete manoeuvre - failure indicates a miss. (***) DC only applies to a Willpower Check by the target to prevent being at -1 to AC for a number of rounds equal to 1d6 + attacker's Charisma Modifier. This penalty does not stack with itself. No damage is dealt by this attack form. |