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"All player characters automatically start off with two attacks/actions
per 15 second melee. Additional attacks are gained through HTH skills and
boxing."
Character Combat Experience: | Effect: |
A player character without HTH combat: | Starts out with two attacks per melee. Add one attack at levels 3 and 12. |
A player character with HTH combat: | Follow the HTH level description (generally starts with 2 attacks at level 1 (exception HTH Assassin)) and add the initial attacks per melee (2+2). |
Please note that some RCCs start out with more attacks. In such instances (ex. rahu-men) just add the total attacks due HTH combat to the attacks the character has due to RCC.
Step 1: Defender declares simultaneous strike and what the strike target will be.
Step 2: Attacker and Defender roll 1D20 each. The highest roll strikes and resolves damage first.
NOTE: This action still counts as 1 action.
Method | Procedure |
HTH only: | Add all bonuses from PP, HTH-combat (at the appropriate level). |
WP prof.: | Add the W.P. bonus to the HTH strike bonus and eventual PP bonus. |
Needed Strike roll: At the short ranges in HTH combat, all rolls under 5 (4 3 2 1 and negative),
including bonuses, miss.
E.x.1 Erik has just provoked a dwarf into a bar brawl. The dwarf immediately readies his axe. Erik can see that the axe is of a normal type (not vibro/rune/magic). The dwarf swings his axe after Eriks head. Since Eric doesn't have any SDC item he can parry the strike with, he opts to dodge instead of receiving serious, perhaps debilitating wounds to his arms.
E.x.2 Erik and the dwarf are at it again. This time Erik has brought a chair up. The dwarf swings his axe at Eriks head. Erik uses the chair to parry/deflect the blow. The chair will not be able to take much more damage (received 3 points. 1/3 axe damage).
E.x.3 Erik decides to block the strike towards his head with the chair. The chair takes 13 points of damage and is shattered, but it did however stop the axe blow from making Erik a foot shorter.
Special Rule:
If the blocking item isn't shattered or destroyed during the block, the two combatants can lock in one position. Only one of the combatants needs to engage in the lock, and must do so by declaring a lock.
In effect this represents the event in which two combatants try to force their weapon onto the other combattant. This kind of attack requires the attacker and the defender to roll a save vs. PS.
Use the save margin to determine if damage was dealt or not.
A lock attack uses up at least a melee where both participants can attack once on the opponent. An exception is the melee in which the lock was made. No attack or defence except dodges can be done during the remaining melee.
At the beginning of each melee the attacker may opt to disengage combat. This is done by using an alternate way to attack (e.g. punch with the free hand, a kick in the balls, psionics etc.). The defender may not parry the attack but may try to dodge it with a -6 penalty.
Once damage has been dealt, the lock is out of effect.
E.x.1 Tom is wielding a bastard sword, while Simon is wielding a
rapier. Tom strikes first with an overhead strike. Strike roll 17. Simon
decides to lock the battle and rolls a 18 (including the parry bonus).
Toms bastard sword sustains 4 points of damage while Simons rapier sustains
6. The melee goes on with the two circling around trying to gain the upper
hand. At the beginning of the next melee they roll for initiative as usual.
Simon gains the initiative and tries to force his rapier on Tom.
Simon rolls under his PS (PS = 18. The roll was 12, clearing with 6). Tom
has to roll under his PS with 6+ in the save (PS = 16. Roll was 11, giving
a save = 5). Tom doesn't manage his save and takes damage from the rapier
(8 points). The lock is now over.
E.x.2 Tom and Simon are fighting. The lock was applied during the last melee, meaning that eventual damage can be dealt from now on. Tom wins the initiative and tries to cut up Simon. Tom manages the PS save with 4 to spear. Simon saves with 6, so no damage was dealt now. Tom has used up his chance to deal damage this melee. Simon tries to deal damage and manages (5 save vs 3 save). The lock is no longer in effect.
E.x.3 Tom and Simon have tried to kill each other for some time now. The lock was applied two melees ago, and no damage has been dealt yet. Tom wins the initiative and decides that this game has become boring. He decides to kick Simon in the kidneys. Tom rolls a standard strike roll and gets a 16. Simon tries to dodge the strike and rolls a 13 (15 + 4 dodge bonus - 6 dodge penalty). Tom hits Simon in the kidneys. This means that the lock is finished and Simon is lying on the ground gasping for air.
NOTE 1: When a successful attack is made and the lock is over, count the melee for finished and roll initiative again to start a new melee. The looser of the lock plays at -1 action for that melee.
NOTE 2: If damage hasn't been dealt within 3 melee round, the lock is finished.
NOTE 3: If the lock is applied in a multi-battle (e.g. more than
2 combatants), and is broken during the beginning of the next melee, count
each attack under the lock as two actions (e.g. first attack happens on
action no. 2, 2nd attack happens on action no.4). It does not matter that
the locked combatants don't have 4 actions. This system is just meant to
keep a time perspective in relation to the other fighters. The lock break
doesn't cause the winner to loose any actions from the following melee
(exception note 1 (2 combatants)).
Method: | Procedure: |
HTH only: | Add all bonuses from PP, HTH-combat (at the appropriate level). |
WP prof.: | Add the W.P. bonus to the HTH strike bonus. |
Method: | Procedure: |
HTH only: | Add all bonuses from PP, HTH-combat (at the appropriate level). |
Skill | Special Moves |
Acrobatics | Backflip: Defence, Backflip: Escape, Cartwheel (Attack) |
Gymnastics | Cartwheel (Attack), Jump Kick |
HTH-Basic | None * |
HTH-Expert | Backward Sweep, Body Block, Leg Hook, Neck Hold, Leg Hold |
HTH-Martial Arts | Backward Sweep, Body Block, Jump Kick, Back Flip, Drop Kick, Leg Hook, Neck Hold, Leg Hold |
HTH-Assassin | Body Block, Drop Kick, Leg Hook, Neck Hold, Arm Hold, Body Flip |
Wrestling | All holds, Body Block, Body Flip, Tripping/Leg Hook |
* HTH-Basic doesn't give any special moves since basic training is what is says. Basic. They don't practise any moves, have minimal sparring training and nearly no combat practice except theory (waving their arms in the air. Yeah, you feel good about it, but when you meet someone in a fight you suddenly don't know what to do).
Selecting the skill gives the special move. They are not automatic, take up an action or two. If the latter it will be written.
If more skills are selected that give the same move it doesn't mean that the move becomes something special.
This sub-rule may seem unnecessary to the GM, but it was the best way to combine the Rifts hand-to-hand and the Japan hand-to-hands.
If you want to see what special moves the Japanese HTH skills give,
check out the World Book 8: Japan.
Attack: | Damage | Attack: | Damage |
Backhand Strike | 1D6 | Kick Attack | 2D4 |
Body Flip | 1D6 * | Karate Kick | 2D6 |
Punch | 1D4 | Jump Kick | 6D6 (M) |
Knife Hand | 2D4 | Roundhouse Kick | 3D6 |
Karate Strike | 2D4 | Snap Kick | 1D6 |
Palm Strike | 2D4 | Wheel Kick | 2D6 |
Elbow/Forearm | 1D6 | Knee | 1D6 |
Power Punch | (x2)(2) | Crescent Kick | 2D4+2 (F) |
Axe Kick | 2D6 (M) |
(x2) - Double damage
(2) - Takes 2 attacks
(M) - Must be first attack the character makes in a melee. The character cannot attack again in the same melee.
(F) - The character can only use the kick in combination with flying / jumping or leaping.
The shield is a solid piece of matter that has been formed so it is able to deflect to some degree 1) bullets 2) sword/sharp weapons.
The forcefield is designed to counter fast moving objects, or energy. For a field to actually work, it has to extend several feet away from the body, with an increasing power of deflection the closer you get to the body. The best comparison to this is the force between two identical magnetic poles. At a distance the force pushing them apart is small, but the closer the poles get, the bigger the force is.
Character Strenght (PS): | Effect: | Note: |
PS < 8 | -2 parry | when using shields other than magical / psionic shields. |
8 < PS < 14 | +1 parry | |
PS > 13 | +2 parry | This is due to the strength it takes for the character to swing a shield into place in order to parry / block a strike. |
As to the problematics of high velocity impacts from collisions, think of the forcefield as non-existent. A character faced with a 60 m.p.h. collision with a wall wouldn't be saved by turning the forcefield on. The forcefield exerts no force on the wearer. Do not think of a forcefield as a glorified bumper. A character will not bounce if he hits the ground with the forcefield erected.
The weapons that will inflict damage on a character in a forcefield
have to be of a kind that doesn't require large amounts of movement in
order to inflict damage. That generally rules out kicks and punches and
most ancient weapons, except vibro weapons and neural maces etc.
Action: | Effect: |
To successfully strike past a forcefield: | Costs 1 extra action
Requires a PP check Strike at +3 Target must be still! |
One advantage with forcefields is that the character can parry attacks
without much fear of taking personal damage. There is no bonus to parry
from the shield itself.