OK, um, as you all should know by now, I am only a DR player (not AM!) Nonetheless, I have some ideas for WIDE expansion on hand-to-hand combat. I propose that in your adventures, you let a player with hand-to-hand skill find some wordrune, and when he reads it, he gains one of these skills. Each time he finds the rune, he may only gain one ability, but he may find the rune multiple time. Anyway, just one more thing before I let you read my ideas. A few things here may not make sense (like the critical hit item on the roundhouse punch--) you can just ignore it, or, if you think you have some idea of what I am talking about (hehe) you can try to incorporate it. Anyway, here is the list of physical maneuvers to be used by LightRaiders for the glory of the OverLord! H2H Skills: Arm lock-- skill equals hand to hand minus 2, or hand to hand if opponent attacked YOU last round or this round (before you.) If opponent attacked, he may use only a Sst roll of 1-4 for defense. If successful, player has "grappled" the enemy's arm. He may proceed next turn to twist or otherwise attack the arm. An attack does 1-5 damage. A twist takes 2 turns-- the 1st turn, it is announced and the second, it takes effect. (Enemy may attempt to break out of this as per above rules.) On second turn, enemy takes only 1-2 damage, but is at minus 1 BA the rest of the fight. This is cumulative with other arm locks, performed later. Axe Kick-- may only be used on a kneeling or lying down opponent. Equals hand-to-hand skill minus two, and does strength+1 damage. Backwards Kick-- player may attack behind him. Attack is at -2 to hit, doing damage equal to strength-2; enemy is at -4 to block the first time this is used against him. Choke Hold-- must grapple enemy from behind. Next round, player must roll normal attack based off of hand-to-hand against enemy. If successful, enemy is in choke hold and loses 3 PV per turn until a successful attack on the player, as per grappling, is made. Drop Kick-- skill equals hand-to-hand+1, damage is 1-10. Whether it is successful or not, player falls down and must spend one turn getting up; however, if 1-5 damage is dealt, enemy is knocked back that many spaces; if 6-10, enemy is knocked down and must spend 3 turns getting back up. (Good time for an Axe Kick!) Ear Clap-- Skill equals hand-to-hand-4. If successful, deals only 3 damage, but enemy's eardrums pop and he is disoriented-- for SL rounds he fights at -4 to BA. Elbow Strike-- may be used against an enemy who has grappled from behind, or against one the player has grappled. Skill equals hand-to-hand plus 2; does 1-2 damage if enemy has attacked from behind, but enemy has breath knocked out of him and makes no active defense next turn; does 1-3 damage if enemy has been grappled. Eye Gouge-- skill equals hand-to-hand minus 5(!) Will do only SL-6 damage, but enemy fights at BA-5 for the rest of the fight. This is not cumulative with more eye gouges. Grapple-- skill equals hand-to-hand-1. If successful, does no damage, but enemy is in position to have a grapple move used against him. He may break free in turns to come; roll his BA against PC's hand-to-hand+Strength score. He may try to dodge a grapple move but not break free-- this is rolled at enemy's BA-3 vs. PC's hand-to-hand ability. Lastly, he may try to attack the LightRaider at minus 4 to hit-- does only half damage, but if player loses MORE than ¼ of his current PV that turn (round up) player must release enemy. Some players (and enemies) may be able to use special attacks to hurt the enemy while THEY are grappled. Some grapples may be impossible to break-- these will be noted. Any enemy who is attacked while he is being grappled gets no roll for defense; however, if the enemy is missed, roll as per a ranged weapon miss against the grappler. If someone is attacked while grappled, he must roll at or below half his BA (or SC if LightRaider) on a SL or he will not be able to make an offensive maneuver such as breaking free, attacking the grappler, etc. that turn Head Butt-- enemy must be grappled. Skill equals hand-to-hand+2. Will do 1-3 damage against enemy, but leaves him stunned at -2 BA for SL rounds. Head Lock Throw-- player must be grappled from behind, or grapple enemy. If grappled from behind, if the player makes a successful attack or break free on the enemy, he may use this. 2 rolls (and 2 rounds) are needed after the grapple-- one to get the enemy in position, the other for the actual throw. Skill to get in position is as enemy chooses to prevent grapple as per above rules, but to throw next round, skill is equal to (hand-to-hand+strength)/2 (rounded up) minus 2. This move may not be broken or dodged after the Raider is in position, only prevented by an attack to the LightRaider-- if he loses more than 1/5 his PV (round up) the throw must take place next turn (and as always, if he loses more than ¼ his PV, he must release the enemy.) To throw the opponent, he must beat the enemy's BA -3, no roll for the enemy. An opponent thrown will land in the two spaces in front of the Raider and must take 2 rounds to get up. This move will do a whopping 2-20+5 damage and has a 70% chance for a critical hit on the neck. If this move gets out of hand, the AM may rule that the PC is very tired from the strenuous exertion of this move, and must subtract from his strength (-1 for every time a day this is used above 1) when doing it. Hook Kick-- skill equals hand-to-hand-1; enemy's Sst roll for defense is halved (rounded up) and damage equals 1-5. Throws-- player must grapple enemy; for a successful throw, roll hand-to-hand+(ST/2 rounded up)-3 against enemy's flat BA. If successful, enemy takes SL-4 damage and falls in any two spaces near the player (depends on how he was thrown) and must spend one round to get up (no active defense or attack.) Any attacks like this, similar to the Head Lock Throw, may be penalized similarly if a player attacks with this a lot. Jump Kick-- player may attack an enemy a space away with this attack; damage equals SL-2, skill is at -2; if successful, enemy is knocked back 1-3 spaces and player takes place enemy was. If unsuccessful, roll at or under AG or fall down and take one turn to get back up. Knee Strike-- Enemy must be grappled. Skill is hand-to-hand+2; if successful, does 1-3 damage and enemy fights at HALF BA for SL rounds. Leg Grapple-- use to-hit rules for Arm Lock, only difference being that player must be kicked at for normal to-hit. If successful, player has successfully grappled one leg (if attacked by a kick or grabbing for enemy's legs at -2 to-hit) or both legs (if player grabs for enemy's legs at -2 to-hit.) If both, enemy falls, taking 1-3 damage, and must spend one turn getting up. If just one leg is grabbed, player may make an attack on it next round; jerking upwards, shoving backwards, etc. Use discretion, AM. Neck Snap-- player must grapple enemy; skill is hand-to-hand-4. If successful, player does damage equal to strength x 1.5, and has chance of critical hit on neck equal to ((strength-1) x 10)%; may not go lower than 10%. Rabbit Punch-- skill is hand-to-hand-2; player locks hands and slams enemy with them like a mace. If successful, roll for knockback (1-5 spaces, modified for how large enemy is.) Damage is equal to Strength, but no active defense may be used that turn. Roundhouse Punch-- skill is hand-to-hand+2; damage is SL+1; player must take 2 turns to use this attack, but when rolling for critical hit, give him one extra possible point (i.e. if he had to roll a 3 or below for critical, allow him a 4 or below.) Spinning Punch--skill equals hand-to-hand-3; damage equals strength+2, but player's active defense is at -4 that turn. Stamp Kick-- damage equals strength+2, skill is at +2; may only be used while opponent is prostrate. Springing Attack-- not an attack in itself; player declares he is using it; he may do nothing else or lose the bonus. When he decides to attack, he gains +1 to-hit and damage for every round he was in the spring position; may be used with any melee weapon, not just hands.