1 | Starts with one attack per melee round and +2 to strike. |
2 | Two additional attacks per melee round. |
3 | +3 to roll with punch/fall/impact and +3 to pull punch. |
4 | +4 to damage and disarm. |
5 | One additional attack per melee round. |
6 | +3 to parry and dodge, and body flip/throw. |
7 | Knockout/stun on an unmodified roll of 17-20. |
8 | One additional attack per melee round. |
9 | Kick attacks: Karate style kick (does 2D4 damage) and any two of choice, except jump kicks. |
10 | Critical strike on an unmodified roll of 19 or 20. |
11 | +2 to strike. |
12 | Death Blow on a roll of a natural 20 (if desired). |
13 | One additional attack per melee round. |
14 | +2 to damage. |
15 | +2 to strike. |
1 | Starts with two attacks per melee round. +2 to roll with punch/fall/impact, +2 to pull punch. |
2 | +2 to parry and dodge. |
3 | Kick attacks: Karate style kick does 2D4 damage or Snap Kick 1D6 damage. |
4 | One additional attack per melee. |
5 | +1 to strike. |
6 | Critical Strike on natural 19 or 20 (double damage). |
7 | +2 to damage. |
8 | Body Throw/Flip. |
9 | One additional attack per melee. |
10 | An additional +2 to pull punch and roll with impact. |
11 | An additional +1 to parry and dodge. |
12 | An additional +1 to strike. |
13 | Critical strike or knockout from behind. |
14 | An additional +2 to damage. |
15 | One additional attack per melee. |
1 | Starts with two attacks per melee round. +2 to roll with punch/fall/impact, +2 to pull punch. |
2 | +3 to parry and dodge. |
3 | +2 to strike. |
4 | One additional attack per melee round. |
5 | Kick attacks: Karate style kick does 2D4 damage and any two of choice. |
6 | Critical strike on an unmodified roll of 18, 19 or 20. |
7 | Paired weapons. |
8 | Body throw/flip and disarm. |
9 | One additional attack per melee. |
10 | +3 to damage and an additional +2 to pull punch. |
11 | Knockout/stun on an unmodified roll of 18, 19 or 20. |
12 | An additional +2 to parry and dodge. |
13 | Critical strike (triple damage) or knockout from behind. |
14 | One additional attack per melee round. |
15 | Death Blow on a roll of a natural 20 (if desired). |
1 | Starts with two attacks per melee round. +3 to roll with punch/fall/impact, and +3 to pull punch. |
2 | +3 to parry and dodge, +2 to strike, and disarm. |
3 | Kick attacks: Karate style kick (does 2D4 damage) and any four of choice, except jump kicks. |
4 | One additional attack per melee round. |
5 | Jump kicks (all). |
6 | Critical strike on an unmodified roll of 18, 19 or 20. |
7 | Paired weapons. |
8 | Leap attack (critical strike). |
9 | One additional attack per melee. |
10 | Body throw/flip and +1 on initiative. |
11 | An additional +4 to damage. |
12 | An additional +2 to parry and dodge. |
13 | Knockout/stun on an unmodified roll of 18, 19, or 20. |
14 | One additional attack per melee round. |
15 | Death Blow on a roll of a natural 20 (if desired). |