[3.3] Hand to Hand actions include most combat actions except for using a missile weapon, including maneuvering and dodging. A character can use hit points four different ways with any hand to hand action: to maneuver, to manipulate, to add attack power, and to recover. An attack is an action that uses hit points to manipulate or to add attack power to their action. (See Hit Points (see [3.2]) for explanations of recovery and adding attack power.)
[3.3.1] "Speed attacks" - All actions in a hand to hand round require at least one hitpoint (including missle weapons.) This hit point cannot be used as a bonus to manuever, manipulate, recover or attack power.
[3.3.2] Maneuvering - The maximum distance they can move is the number of hit points used times the character's stride. However, charging directly at a target is not considered "manevering" as such because it is building momentum to add damage to an attack, and is thus considered to be "adding attack power."
When a character manuevers, they can move defensively or offensively. Each hit point used to manuever provides a +1 bonus.
[3.3.2.1] Offensive Maneuvering - The hit points used to manuever offensively are added to the success roll of the moving character's attacks to the specific target which he is moving around for the rest of the round. Offensive maneurvering benifits appropriate counter attacks as counter attacks are offesive moves used defensively.
[3.3.2.2] Defensive Maneuvering (Passive Defense) - Hit points used to move defensively are added to the moving character's defensive manuevering bonus (aka "Passive Defense Hit Points" divided by 2) for the rest of the round. Defesive maneurving does not benfit the success rolls of counter attacks. But, defensive manuvering does protect from being counter attacked in that if the defensively manuvering character throws an attack, and that attack is successfuly coutered by a counter attack, that counter attack cannot hurt the defensively manuevering character unless the success level of the counter attack is greater than the defensively manuevering character's Pasive Defense Hit Points divided by 2 (defensive manuevering bonus.) A character can add ready hit points to Passive Defense Hit Points any time durring the round without making any special rolls, provided that character has available ready hit points.
[3.3.2.3] Optional Flanking Rule - If a target is on a character's line of attack, obviously the target has no special bonus for being directly on the line of attack. But if the target is off the line of attack (usually a one hit point maneuver can do this,) but is still within 90 degrees from the attacker's line of attack, the target has a -1 to be hit (in other words a +1 to defend or attack against you.) If the target is passed 90 degrees off the attackers line of attack (this usually means within 180 degrees behind the attacker,) then the attacker has a -2 to hit the target (or in other words the target has a +2 to defend or attack.)
[3.3.3] Manipulation - The attacking character always gets his size as a bonus to manipulate, plus 1 for every hit point he uses to manipulate. The total bonus is then compared to the opponent's size. The difference in favor of the attacking bonus is subtracted from the attacked character's next combat roll in either this round or the next. The Following Grappling Attacks are special hand to hand moves that depend on manipulating the opponent:
[3.3.3.1] Disarm - disarms an opponent if the opponent is armed with a weapon not attached to its body.
[3.3.3.2] Hold - A hold attack can hold an opponent. The attacker must use as many hit points to maintain the hold each round as it originally used to manipulate the attacked character at the beginning of the hold, and each round the hold is maintained the character being held gets the manipulation minus from all of their combat rolls. If a holding attack is half successful, the attacker must use the same amount of hit points to maintain the hold, but the hold only gives half of the manipulation minus.
[3.3.3.3] Choke - like a hold, except the manipulation minus is halved, the power of the attack is increased by 5 times the manipulation minus. This special attack does stun damage equal to the attack power of the attack and the normal amount of lasting damage.
[3.3.3.4] Wrench - like a choke, except the attack does lasting damage equal to the attack power of the attack and the normal amount of stun damage.
[3.3.3.5] Throw - The thrown character ends up in a lying down or "prone" position (or crouching "semi-prone" position if half-succesful) The thrown character takes the appropriate type of damage from any weapons or other objects they are thrown into. Most objects and surfaces are considered blunt weapons. The thrown character can also be considered a blunt hand to hand weapon in the hands of the attacker while being thrown. The thrown character's size is the power bonus of this weapon. The total reach of this weapon is 3/4 of the thrown character's height (or length or wingspan, whichever is longest,) plus the thrower's reach plus the thrower's stride times the number of hit points the thrower used to move during the throw.