Hand-to-Hand: Street

Hand-to-hand: Street Martial Proficiency 200 hours Also called streetfighting, this is the unsubtle science of attacking with bare knuckles and brass knuckles, with dirty tricks thrown in for good measure. Anything goes in a back-alley brawl, so Hand-to-hand: Street teaches you to use any means necessary in a fight. There are many potential goals in a street fight: to hurt the other guy first so he leaves you alone, to do enough damage so that you can run away, or just to fuck someone up badly. Damage is one point of damage, plus Strength bonus. The downside to this skill is that it emphasises hurting your opponent, and does not emphasise protecting yourself. You only receive half of the skill level as a parry bonus (rounded up). Since most streetfights tend to degenerate into a great deal of rolling about on the ground, one skilled at Hand-to-hand: Street is considered a type of grappler.

Skill level I: Hair-pulling: by grabbing hold of your opponent's hair (if they have enough, or any) gives you a +3 to maintain that hold—plus you have them by the head

 Nails: by scratching and clawing at your foe, you can trade two points of damage (which can reduce the attack to an effective zero points of damage) for 1D6 additional points of shock Low blow: this is a punch or kick to the groin; it's one of the most uncool things you can do in a fight, but it hurts muchly—shock damage is doubled for this attack; however, no one wants to be known as the "goes for the nuts" guy Go for the eyes, Boo, go for the eyes: a successful attack stuns your foe, blinding them momentarily, and gives you a +4 on your next attack roll Sucker-punch: if you have initiative, you can lead off the fight with a sucker-punch; if the opponent fails an Awareness check, then this initial attack counts as a surprise blow—meaning that it cannot be parried or blocked, and doesn't count as an action Trip: rather than a sweeping kick, this is an old-fashioned, "stick your legs between theirs and shove" method; if you win an Agility contest against your opponent, they stumble—falling if they fail a successive Grace check Use common improvised weapons: chains, broken bottles, chair legs, and pool cues, can all be used with a proficiency level equal to the streetfighting skill; most of these improvised weapons can be considered a kind of stick or knife for game-mechanics+1 to maintain and escape from holds per additional even-numbered level