Sei sulla pagina 1di 11

MARTIAL ARTS

for

by
Marc Silvester
adapted from Blood and Fists

MARTIAL ARTS
RANK BENEFITS
RANK
1
2

BRAWL

COMBAT MARTIAL ARTS


-

+1 penalty to opponents
Stamina endurance check to
remain conscious when attacker
achieves an Amazing success.

Rage 1/day.

+1 penalty to opponents
Stamina endurance check to
remain conscious when attacker
achieves an Amazing success.

Mastery.
Strength Resistance Modifier
+1.

Maneuver.

Mastery.

Can make an unarmed attack


even if bound, cuffed, or hands
otherwise not usable.
Mastery.
+2 penalty to opponents
Stamina endurance check to
remain conscious when attacker
achieves an Amazing success.
Unarmed damage increased to
d6+2s/d4w/d4+2w.

Maneuver.

Rage 2/day.

+2 penalty to opponents
Stamina endurance check to
remain conscious when attacker
achieves an Amazing success.
Brawl damage increased
d6s/d6+2s/d4w.

10
11
12

Can attempt to block an


opponents attack in a phase the
defender has an action in. Only
one attack can be blocked and it
takes one of the defenders
actions.
Mastery.

Can attempt a reaction block.


This uses the defenders next
available action, but means she
can defend an attack made
against her, even if the attack is
not in a phase that she can
perform an action.
Strength Resistance Modifier
+1.
Mastery

Mastery (Level 2).

Strength Resistance Modifier


+2.

to

Mastery (Level 2)
Maneuver.

Mastery (Level 2).


Maneuver.
+3 penalty to opponents
Stamina endurance check to
remain conscious when attacker
achieves an Amazing success.
Rage 3/day.

Mastery (Level 2).


Strength Resistance Modifier
+2.

DEFENSIVE MARTIAL
ARTS

+3 penalty to opponents
Stamina endurance check to
remain conscious when attacker
achieves an Amazing success.
Mastery (Level 2).
Mastery (Level 2).
+4 penalty to opponents
Stamina endurance check to
remain conscious when attacker
achieves an Amazing success.
Strength Resistance Modifier
+3.

Mastery (Level 2).

Mastery (Level 2).


Strength Resistance Modifier
+3.

BRAWL
Rage: The Brawler temporarily gains +2 to Strength,
and +2 to Constitution, but suffers a +1 penalty to
Strength and Dexterity Resistance Modifiers.
The constitution bonus increases the Brawlers stun
and wounds by 2 points, and his mortal by 1 point, but
these disappear at the end of the rage. While raging,
the Brawler cannot use skills that require patience and
concentration.
The following table shows how many rounds the
enraged character can stay raged (CON based on
newly improved Constitution).
CON
9
10
11

# rnds in
rage
3
4
5

CON
12-13
14-15
16

# rnds in
rage
6
7
8

The Brawler may voluntarily end the rage before that


time has elapsed. At the end of the rage, the Brawler
takes one point of fatigue. Entering a rage takes no
time itself, but the Brawler can only do it during his
action.
Maneuver: The Brawler gains a maneuver from the
following list the character must meet the maneuvers
prerequisites.
Box Ears, Bear Hug, Choke Hold, Elbow Slam, Eye
Gouge, Haymaker, Head Butt, Hook, Kidney Punch,
Uppercut.
Mastery: The character can pick an ability from the
following list Level 2 Masteries can only be learned
once a character reaches rank 8.
Accurate Punch 1, Accurate Kick 1, Block Mastery 1,
Dirty Tricks 1, Dirty Tricks 2, Dodge Mastery 1, Hard
Punch 1, Hard Kick 1.

CORE MANEUVERS
Grapple: To grapple an opponent, an agent makes an
attack skill check with a +1 penalty. Each ally who joins
in an attempt in the same phase provides a -1 bonus to
the agents skill check. There is obviously a realistic
limit on the number of attackers who can surround a
single target, given limitations of space and the size of
the target and his attackers.
If the grapple is successful, the attacker or attackers
have a hold on the target equal to the degree of success
of the attack. The held character suffers a +1, +2, or
+3 penalty to skill checks while held depending on the
degree of success of the hold.
Once a target is held, the attacker or attackers have a
few options of what to do next.

Improve the Hold: The holding character can


attempt to get a better hold in later phases, but
he risks losing his hold altogether with a failed
attack.
An improved hold results in an
increased penalty to the target, as noted above.

Mastery: The Martial Artist may choose a Mastery


ability from the Martial Arts style she is mastering.
Level 2 Masteries can only be learned once a character
reaches rank 7 and above.

Drag: With a second overpower attack, a held


character can be dragged, pushed into a cell,
or generally moved from where he stands.

Maneuver: The Martial Artist gains a maneuver from


Martial Arts style she is maneuvering every rank from
rank 3 onwards the character must meet the
maneuvers prerequisites.

Choke Hold: The attacker can perform a


choke hold. The victim must make a Stamina
endurance check once per round. The
result of the Stamina endurance check
determines how much stun damage is taken:
Critical Failure 4 stuns; Failure 3 stuns;
Ordinary 2 stuns; Good 1 stun; Amazing
none.
Each round, the victim continues to make
these checks with a cumulative +1 penalty, until
he either passes out or struggle and breaks
free. Once the victim runs out of stun points,
he falls unconscious; the attacker can maintain
his choke hold to exhaust the victims wound
and mortal points.

MARTIAL ARTS (COMBAT AND DEFENSIVE)

A character caught in a stranglehold can


struggle. He must get a success equal to or
greater than the attackers initial Grapple
success.

A character being strangled cant cry out for


help, but he may make a fair amount of noise
by thrashing around.

Takedown: A second successful overpower


attack maintains the hold and puts the held
character on the ground, where hell also have
penalties for being prone (+2 penalty to his
attacks; -2 bonus to adjacent attackers).
Characters with a defensive martial art can
attempt a take down without first gaining a
hold.
Pin: A held character on the ground can be
pinned with a third overpower attack. These
three overpower attacks must be made in
consecutive phases in which the attacker can
act. A pinned attacker cant get free until the
attacker or attackers choose to allow it.

Dirty Tricks 2
One attack per day against an opponent who has lost
their Strength Resistance Modifier due to being caught
flat-footed is automatically regarded as an Amazing
success.
Dodge Mastery 1
You gain a -1 bonus to all dodge checks.
Dodge Mastery 2
Once per round, you may attempt to roll with a blow,
making a dodge check against any successful attack. If
this dodge check has a success equal to or greater than
the incoming attack, you only suffer minimum damage.
This ability will even affect True Strike attacks granted
by Accurate Strike Mastery 2.
Hard Strike 1
Increase damage from the designated attack by +2.
Hard Strike 2
The damage from the designated attack increases by
one die size (e.g. from d4 to d6, d6 to d8 etc).
Shadow Mastery 1
You gain a -1 bonus to all Stealth checks.
Shadow Mastery 2
You gain the Light Walk ability. Anyone attempting to
track you receives a +1 penalty to their track checks for
every 3 levels of sneak you have.
Stunning Strike 1
Once per day, you can force a non-Agent opponent hit
by a punch to make a Stamina endurance check or
be stunned for 1d4 rounds.
Stunning Strike 2
You may use your Stunning Strike one additional time
per day.

MASTERY DEFINITIONS
Accurate Strike 1
You gain a -1 bonus to the designated attack. If you
apply this ability to Grapple or Trip, then the bonus
also applies to any opposed check you are required to
make.
Accurate Strike 2
You may designate one attack as a True Strike each
round. This attack is unaffected by and Dodge or
Block checks. Only Block Mastery 2 and Dodge
Mastery 2 may be used against this.
Acrobatics Mastery 1
You gain a -1 bonus to climb, jump, fall, balancing and
any attempts to escape from a hold or handcuffs etc.
Block Mastery 1
You gain a -1 bonus to any Blocking checks.
Block Mastery 2
You may automatically Block one attack of your choice
each round (still uses one action). This ability will even
affect True Strike attacks granted by Accurate Strike
Mastery 2.
Dirty Tricks 1
You ignore the targets Strength Resistance Modifier
for one attack per day.

Weapon Mastery 1
You gain a -1 bonus to attack with one melee weapon
associated with your style. You also gain a +2 to any
damage caused by the mastered weapon.
Weapon Mastery 2
Once per day, you may add halve the number of ranks
(rounded down) you have in your martial arts style and
apply that to any damage you deliver.
MARTIAL ART SYLES
All styles may take Combination and Improved
Combination as maneuvers.
AKIDO
Style: defensive martial arts.
Effect: Aikido is an internal style whos controlling
Ability is Will. Cost for dodge and fall are reduced by 1
point.
Mastery: Accurate Grapple 1, Accurate Grapple 2,
Acrobatics Mastery 1, Block Mastery 1, Block Mastery
2, Dodge Mastery 1, Dodge Mastery 2.
Maneuvers: Choke Hold, Combat Expertise, Combat
Reflexes, Combat Throw, Disarm Block, Elusive
Target, Hip Throw, Improved Combat Throw,
Improved Initiative, Instant Stand, Lock Block,
Momentum Throw, Poise, and Unbalance Opponent.

CAT STYLE
Style: combat martial arts or defensive martial arts.
Effect: Cat is an external style whos controlling Ability
is Dexterity. Cost for fall, hide, and sneak are reduced
by 1 point.
Mastery: Accurate Punch 1, Acrobatics Mastery 1,
Block Mastery 1, Dodge Mastery 1, Dodge Mastery 2,
Shadow Mastery 1, Shadow Mastery 2.
Maneuvers:
Back Kick, Circle Kick, Combat
Expertise, Combat Reflexes, Dodge Roll, Elusive
Target, Improved Initiative, Instant Stand, Jab, Jump
Kick, Poise, and Unbalance Opponent.
JEET KUNE DO
Style: combat martial arts or defensive martial arts.
Effect: Jeet Kune Do is an external style whos
controlling Ability is Dexterity. Cost for dodge, fall,
and jump are reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Kick 2, Accurate
Punch 1, Accurate Punch 2, Block Mastery 1, Block
Mastery 2, Hard Punch 1, Hard Kick 1.
Maneuvers: Back Kick, Banter, Combat Expertise,
Combat Reflexes, Counterstrike, Disarm Block,
Improved Counterstrike, Improved Initiative, Instant
Stand, Jab, Jump Kick, Kidney Punch, Leg Sweep,
Ridgehand, Snap Kick, Uppercut
JUJUTSU
Style: combat martial arts or defensive martial arts.
Effect: Jujutsu is an external style whos controlling
Ability is Dexterity. Cost for dodge and mental resolve
are reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Kick 2, Accurate
Grapple 1, Accurate Grapple 2, Hard Kick 1, Hard Kick
2, Hard Grapple 1.
Maneuvers: Axe Kick, Back Kick, Choke Hold, Circle
Kick, Combat Expertise, Combat Reflexes, Heart
Punch, Instant Stand, Jab, Jump Kick, Kidney Punch,
Leg Sweep, Lock Block, Poise, Ridgehand, Snap
Kick, Uppercut.

KNIFE FIGHTING
Prerequisite: Melee Weapon small blade 2 ranks.
Effect: Knife Fighting is an external style whos
controlling Ability is Dexterity. Cost for dodge and
small blade are reduced by 1.
Mastery: Block Mastery 1, Block Mastery 2, Dirty
Tricks 1, Dodge Mastery 1, Hard Knife 1, Weapon
Mastery 1, Weapon Mastery 2.
Maneuvers: Combat Expertise, Combat Reflexes,
Counterstrike, Poise, Quickdraw, Weapon Focus
(Knife), Weapon Specialisation (Knife).
MILITARY HAND-TO-HAND
Style: defensive martial arts.
Effect: Military HTH is an external style whos
controlling Ability is Strength or Dexterity (chosen
when you first select this style). Cost for hide and
sneak.
Mastery: Accurate Kick 1, Accurate Punch 1, Accurate
Punch 2, Block Mastery 1, Dirty Tricks 1, Hard Kick 1,
Hard Punch 1.
Maneuvers: Choke Hold, Combat Expertise, Combat
Reflexes, Combat Throw, Hip Throw, Hook, Jab,
Weapon Finesse (Knife), Weapon Focus (Knife).
NINJUTSU
Style: combat martial arts or defensive martial arts.
Effect: Ninjutsu is an external style whos controlling
Ability is Dexterity. Cost for climb, hide, and sneak
are reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Kick 2, Accurate
Punch 1, Dirty Tricks 1, Dirty Tricks 2, Shadow
Mastery 1, Shadow Mastery 2.
Maneuvers:
Box Ears, Choke Hold, Combat
Expertise, Combat Reflexes, Combat Throw, Head
Butt, Heart Punch, Improved Initiative, Instant Stand,
Kidney Punch, Poise, Silencing Strike.

KARATE
Style: combat martial arts.
Effect: Karate is an external style whos controlling
Ability is Strength. Cost for dodge and fall are
reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Punch 1, Accurate
Punch 2, Block Mastery 1, Hard Kick 1, Hard Punch 1,
Hard Punch 2.
Maneuvers:
Axe Kick, Circle Kick, Combat
Expertise,
Combat
Reflexes,
Heart
Punch,
Immovable, Instant Stand, Jab, Kidney Punch, Leg
Sweep, Poise, Ridgehand, Snap Kick.
KENDO
Prerequisite: Melee Weapon large blade 3 ranks.
Effect: Kendo is an external style whos controlling
Ability is Strength or Dexterity (chosen when you first
select this style). Cost for intimidate, mental resolve
and large blade are reduced by 1 point.
Mastery: Block Mastery 1, Block Mastery 2, Dodge
Mastery 1, Hard Katana 1, Stunning Strike 1, Weapon
Mastery 1, Weapon Mastery 2.
Maneuvers: Combat Expertise, Combat Reflexes,
Counterstrike, Iaijutsu, Poise, Power Attack,
Quickdraw, Weapon Focus (Katana), Weapon
Specialisation (Katana).

SHAO-LIN KUNG FU
Style: combat martial arts or defensive martial arts.
Effect: Shao-lin Kung Fu is an external style whos
controlling Ability is Dexterity. Cost for jump, dodge
and mental resolve are reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Kick 2, Dodge
Mastery 1, Hard Kick 1, Hard Kick 2, Shadow Mastery
1, Shadow Mastery 2.
Maneuvers:
Back Kick, Circle Kick, Combat
Expertise, Combat Reflexes, Improved Initiative,
Flying Kick, Heel Kick, Immovable, Jab, Jump Kick,
Leg Sweep, Ridgehand, Snap Kick, Thigh Kick.

SPECIAL FORCES TRAINING


Style: combat martial arts.
Effect: Special Forces training is an external style
whos controlling Ability is Strength or Dexterity
(chosen when you first select this style). Cost for hide
and sneak are reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Punch 1, Accurate
Punch 2, Block Mastery 1, Dirty Tricks 1, Dirty Tricks
2, Hard Kick 1, Hard Punch 1.
Maneuvers: Choke Hold, Combat Expertise, Combat
Reflexes, Combat Throw, Heart Punch, Hip Throw,
Hook, Jab, Kidney Punch, Silencing Strike, Weapon
Finesse (Knife), Weapon Focus (Knife).
TAE KWON DO
Style: combat martial arts or defensive martial arts.
Effect: Tae Kwon Do is an external style whos
controlling Ability is Strength or Dexterity (chosen
when you first select this style). Cost for dodge and
fall are reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Kick 2, Acrobatics
Mastery 1, Dodge Mastery 1, Hard Kick 1, Hard Kick 2.
Maneuvers: Axe Kick, Back Kick, Circle Kick,
Combat Expertise, Combat Reflexes, Flying Kick,
Heel Kick, Immovable, Improved Initiative, Instant
Stand, Jump Kick, Leg Sweep, Snap Kick, and Thigh
Kick.
THAI KICKBOXING
Style: combat martial arts.
Effect:
Kickboxing is an external style whos
controlling Ability is Strength. Cost for dodge and
intimidate are reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Kick 2, Block
Mastery 1, Hard Kick 1, Hard Kick 2, Hard Punch 1,
Hard Punch 2.
Maneuvers: Circle Kick, Combat Reflexes, Elbow
Slam, Haymaker, Head Butt, Heart Punch, Heel Kick,
Hook, Instant Stand, Jab, Kidney Punch, Leg Sweep,
Snap Kick, Thigh Kick, Uppercut.
WING CHUN
Style: combat martial arts or defensive martial arts.
Effect: Wing Chun is an external style whos
controlling Ability is Dexterity. Cost for dodge and
mental resolve are reduced by 1 point.
Mastery: Accurate Kick 1, Accurate Kick 2, Block
Mastery 1, Hard Kick 1, Hard Kick 2, Weapon Mastery
1, Weapon Mastery 2.
Maneuvers:
Back Kick, Circle Kick, Combat
Expertise, Combat Reflexes, Heel Kick, Immovable,
Instant Stand, Jab, Jump Kick, Leg Sweep,
Ridgehand, Snap Kick, Thigh Kick, Weapon Focus,
Weapon Finesse (Check Chinese sai, or Woo Diep
Do butterfly knife).

MARTIAL ART MANEUVERS


Axe Kick
An Axe Kick is a vicious kick in which you bring your
leg up above your head, and then bring your heel down
on your target.
Your kick damage is increased by one die size, and you
add one-and-a-half times your Strength modifier to
your damage. You may only use this maneuver once
per round, but you may make additional non-Axe kick
attacks, provided that you have enough actions.
Bear Hug
You inflict increased damage on Grapple attacks.
Your Grapple damage is increased by one die size, and
you add one-and-a-half times your Strength modifier to
the damage. You may only use this maneuver once per
round, but you may make additional non-Bear Hug
attacks, provided that you have enough actions.
Back Kick
The Back Kick gives you the ability to kick an
opponent behind you, effectively meaning you cannot
be flanked.
Banter
Prerequisite: taunt 3 ranks +, Personality 10+.
You have mastered the art of witty (read: annoying)
repartee in combat. This serves to both annoy and
distract your opponents. This gives you the ability to
use the taunt skill at the start of combat with no
penalties.
Box Ears
With this dirty trick, you slap your targets ears,
causing damage by forcing air into the fragile inner ear.
You only inflict 1d2 points of Stun damage plus your
Strength modifier with this maneuver, but your target
loses all of his Strength Resistance Modifier the first
time you use it against him in combat. The target must
make a Stamina endurance check. If this is
successful, the target is dazed. Otherwise, the target
is deafened for 1d4 rounds, or for 10 minutes if a
Critical Failure was rolled.

Circle Kick
By spinning your entire body, you increase the damage
from your kick attacks.
Your kick damage is increased by one die size. You
may perform this maneuver as many times per round as
you have actions.
Combat Expertise
Prerequisite: Intelligence 10+.
You are trained at using your combat skill for defence
as well as offence.
When you make an attack, you can take a penalty of up
to +3 on your attack roll and use the same number as a
bonus to your Strength Resistance Modifier. This
lasts until your next action.
Combat Reflexes
You can respond quickly and repeatedly to opponents
who let their guard down.
Your maximum number of attacks per opportunity you
may make per round is equal to your Dexterity
Resistance Modifier +1. You may also make attacks of
opportunity when flat-footed (when you lose your
Strength or Dexterity Resistance Modifier).
Normal: A character without Combat Reflexes can
only make one attack of opportunity per round and cant
make attacks of opportunity when flat-footed.
Combat Throw
Prerequisite: defensive martial arts.
You can use an opponents momentum against him.
You gain a -1 bonus on opposed Strength and
Dexterity checks any time you attempt to trip or grapple
attacks, or when you try to avoid a trip or grapple attack
made against you.
Combination
Prerequisite: two Martial Arts Maneuvers, two actions
per round).
When you take this ability, choose two Martial Arts
Maneuvers. You may launch these maneuvers in
combination. Whenever you use these maneuvers in
the listed order and direct them against the same target,
you gain a -1 bonus to the second attack and +1 to the
second attacks damage.
Counterstrike
Prerequisite: defensive martial arts rank 4+, Combat
Reflexes.
You are trained to use a moment of weakness during
an attack to launch a counterattack.
If you successfully block an attack, you may make a
melee attack against your attacker as an attack of
opportunity. You may only use this maneuver once per
round.
Disarm Block
Prerequisite: defensive martial arts rank 4+.
You are trained to disarm in conjunction with a block.
If you successfully block an attack, you may make a
disarm attack against your attacker as an attack of
opportunity.

Dodge Roll
Prerequisite: dodge 3 ranks.
Your mobility and agility make you hard to hit in
combat.
Make a dodge check. On an ordinary success you gain
a +1 to Strength Resistance Modifier, +2 on a Good
success, and +3 on an Amazing success. This uses
one action but remains active for the entire round.
Elbow Slam
You can drive your elbow into your target with your fall
weight behind it for a devastating attack.
Your elbow damage is increased by one die size. If the
target of this attack is prone, your elbow damage is
improved by three die sizes (e.g. from d4 to d10, d6 to
d12, d8 becomes 2d8), but you are rendered prone as
well, whether the attack is successful or not. You may
only perform this maneuver once per round.
Eye Gouge
You go after your targets eyes.
The target of your attack suffers normal punch damage
and must make a successful Stamina endurance
check or be blinded for 1d4 rounds, or for 10 minutes if
a Critical Failure was rolled.
Elusive Target
Prerequisite: defensive martial arts, Dexterity 10+.
You can use opponents as cover when engaged in
melee combat.
When fighting an opponent or multiple opponents in
melee, other opponents attempting to target you with
ranged attacks receive a +2 penalty. This penalty is in
addition to the normal +2 penalty for firing into melee,
making the penalty to target you +4.
Flying Kick
Prerequisite: Jump Kick.
You can make one of the most spectacular, and lethal,
martial arts attacks.
This maneuver may only be used in conjunction with a
sprint action and is the only action allowed in the round.
Your kick damage is increased by one die size, and you
add one-and-a-half times your Strength modifier to
your damage. In addition, you add one-half the number
of ranks (rounded down) you have in the Jump skill to
the damage inflicted.
If you miss with this attack, you must make either a fall
or Acrobatics check, or be prone. If you succeed with
this check, you lose any Strength or Dexterity
Resistance Modifier until the start of your next action.

Haymaker
You can put everything you have into one lethal,
reckless punch.
This attack is a full-round action, taking up all available
actions. Your punch damage is increased by two die
sizes. Furthermore, you add one-and-a-half times your
Strength modifier to the damage from this attack. If
this attack is an Amazing success, your opponent
receives maximum damage. If you miss with this
attack, you lose all Strength Resistance Modifier
bonuses.
Head Butt
You lead with your head.
This maneuver increases your head attack damage by
two die sizes. The first time you perform this attack
against an opponent, they lose their Strength
Resistance Modifier. They then must make a Stamina
endurance or be stunned for 1 round, 5 minutes if a
Critical Failure was rolled.
Heart Punch
You strike your target right over the heart, an attack that
inflicts a great deal of pain and shock.
This maneuver increases your punch damage by one
die size. The first time you perform this attack in each
combat, the target does not get any Strength
Resistance Modifier and the opponent must make a
Stamina endurance check or be stunned for 1 round;
if the result is a Critical Failure, the opponent passes
out for 1 minute.
Heel Kick
You bring your heel straight down on your opponent. If
he is standing, this attack is inflicted on his foot, but if
he is prone, the attack can be inflicted on any part of his
body, making it especially deadly.
You increase your kick damage by one die size. If the
target of this attack is prone, you increase you kick
damage by three die sizes (e.g. from d4 to d10, d6 to
d12, d8 becomes 2d8). You may only perform this
maneuver once per round.

Hook
The Hook is a fast, powerful swing that has ended
many fights. By pivoting your hips while swinging your
fist, you gain greater force.
Your punch damage is increased by one die size. You
may perform this maneuver more than once per round.
Iaijutsu
Prerequisite: Quickdraw.
By becoming one with your weapon, you act and react
with blinding speed.
You gain a -2 bonus to your Action Check with one
melee weapon (chosen when you first select this
ability).
Immovable
You are extremely adept at avoiding Throw and
Grapple attacks.
You gain a -1 bonus on any opposed checks to resist
being grappled or thrown. In addition, any attempt to
resist being grappled or thrown does not take any of
your actions.
Improved Combat Throw
Prerequisite: Combat Throw
You excel at using your opponents momentum against
him.
In melee combat, if an opponent attacks and misses
you, you may make an immediate trip attack (opposed
Strength vs. Dexterity check) against him as an attack
of opportunity.
Improved Combination
Prerequisite:
Combination,
three Martial Arts
Maneuvers, Intelligence 10+, 3 actions per round.
When you take this ability, choose three Martial Arts
Maneuvers, two of which must have previously been
taken with the Combination ability. You may launch
these maneuvers in combination. Whenever you use
these maneuvers in the listed order and direct them
against the same target, you gain a -1 bonus to the
second attack and +1 to the second attacks damage,
and a -2 bonus to the third attack and +2 to the third
attacks damage.
Improved Counterstrike
Prerequisite: Counterstrike.
If you successfully block an attack and successfully hit
with your counterstrike, you may make an additional
block/counterstrike attempt.
If that block and
counterstrike are successful, you may try again, up to
the maximum number of attacks and/or attacks of
opportunity you are normally allowed.

Hip Throw
You throw your opponent to the ground, inflicting some
minor damage and rendering him prone.
When you make a Trip attack (opposed Strength vs.
Dexterity check), you also inflict an additional point of
damage to the target if successful.

Improved Initiative
You can react more quickly in unarmed or melee
combat.
You gain a -1 situation bonus to all Action Check roll
when you are in unarmed or melee combat.
Instant Stand
Your body control and athletic ability are so finely
attuned that you can instantly recover from a fall or
throw.
Once per round, you may instantly stand from any
attack that renders you prone (e.g. Leg Sweep, Throw,
Trip).

Jab
The Jab is a fast punch that is extremely hard to block.
It is usually used as a set up for a more dangerous
attack or combination.
You make a punch attack at normal damage, but you
receive a -1 bonus to hit. This maneuver may be used
more than once per round.
Jump Kick
Prerequisite: jump rank 3+.
You can execute a deadly, beautiful jumping attack.
You increase your kick damage by one die size and add
+1 damage per 3 ranks you have in the jump skill. This
maneuver may only be used once per round, but you
may make other maneuvers if you have any actions left.
Kidney Punch
This is an extremely painful and dangerous attack,
illegal even in most full-combat fighting sports.
This maneuver increases your punch damage by one
die size. In addition to suffering this damage, the target
must make an Endurance stamina check or be
stunned for one round. You may only use this
maneuver once per combat.
Leg Sweep
You have learned how to deprive your opponent of his
footing.
You may make a normal kick attack. If this attack hits,
you get to make a Trip attack (opposed Strength vs.
Dexterity check) against the target as an attack of
opportunity in addition to inflicting normal kick damage
on him. You may only perform this maneuver once per
round.
Lock Block
Prerequisite: defensive martial arts rank 4+.
You are trained to grapple in conjunction with a block.
If you successfully block an attack, you may make a
Grapple attack as an attack of opportunity. You can
only perform this maneuver once per round.
Momentum Throw
Prerequisite: Improved Combat Throw, Unbalance
Opponent.
You use your opponents momentum against him.
If your opponent misses you in combat, you gain a Trip
attack (opposed Strength vs. Dexterity check) as an
attack of opportunity against him, inflicting your throw
damage plus an amount equal to your opponents
melee damage bonus, in addition to rendering him
prone. Momentum throw takes the place of the attack
of opportunity granted by Improved Combat Throw.
Poise
Prerequisite: mental resolve rank 3+, Will 10+.
Your composure and indomitable will make you a
formidable opponent.
You gain a competence bonus to your Strength
Resistance Modifier equal to your Will Resistance
Modifier.

Power Attack
Prerequisite: Strength 10+.
You can make exceptionally powerful melee attacks.
On your action, before making any attack rolls for the
round, you may choose to give yourself a penalty to all
attack rolls made in that round, and add the number of
the penalty to all melee damage rolls. This penalty and
bonus applies until the next round.
Quickdraw
You can draw weapons with starting quickness.
You can draw a weapon in the same round as using it
to attack without penalty.
Ridgehand
This is an open-hand attack where the hand is held
open and straight, and attacks are made with the edge
of the hand.
Your punch damage is increased by one size die, and
you add one-and-a-half times your Strength modifier to
the damage. You may only use this attack once per
round.
Silencing Strike
The target of this attack will have a hard time
summoning aid.
If you make a successful hit with this maneuver, your
target takes normal damage but must make an
Endurance stamina check or be unable to speak
above a whisper for 1d4 rounds; 5 mins if a Critical
Failure.
Snap Attack
You have learned how to snap your leg forward with
blinding speed in a kick that is very hard to block or
evade.
You make a kick attack at normal damage, but you gain
a -1 bonus to attack. You may perform this maneuver
more than once per round.

Thigh Kick
You kick your targets thigh, gradually whittling away at
his mobility.
Each time you hit with this attack, your target suffers
normal kick damage and must make an Endurance
stamina check, modifier by your Strength Resistance
Modifier. Failure means the target reduces their
Strength Resistance Modifier by one; two if it was a
Critical Failure. The targets Strength Resistance
Modifier cannot be reduced below zero. You may only
use this maneuver once per round, but you may make
additional attacks if you have any actions left.
The target will recover one level of Strength
Resistance Modifier every two rounds.
Unbalance Opponent
Prerequisite: defensive martial arts.
You are skilled at keeping your opponents off balance
in close combat.
During your action, you designate an opponent. That
opponent doesnt get to use his Strength Resistance
Modifier as a penalty to your attacks.
You may select a new opponent on any action.
Uppercut
By bringing your fist up directly under the chin of your
opponent, snapping his head back with the blow, you
can often fell a formidable opponent with one swift,
unexpected punch.
Your punch damage is increased by one die size. If a
character makes an Amazing hit with an uppercut, then
the opponent receives full damage. You may only use
this attack once per round, but you may make
additional, non-Uppercut attacks provided you have
enough actions left.
Weapon Finesse
You are especially skilled at using a certain light melee
weapon, one that can benefit as much from Dexterity as
from Strength.
With the selected weapon, you may use your Dexterity
instead of your Strength to attack with.
Weapon Focus
You are especially good at using a specific weapon.
Choose a specific weapon, such as a katana. You gain
a -1 bonus to attacking with your chosen weapon.
Weapon Specialisation
You are deadly with a specific melee weapon.
Choose a specific weapon, such as a katana. You add
+2 to any damage you deliver to an opponent.

SIGNATURE MANEUVERS
Achilles Lock
Prerequisite: Thai Kickboxing rank 5+.
You execute a leg-lock on an opponent that places
extreme stress on the Achilles tendon.
In addition to normal grapple damage, this maneuver
inflicts a +1 penalty to the opponents Strength
Resistance Modifier for 1d4 rounds after it is applied,
unless the opponent succeeds in a Stamina resist
pain check. On a Critical Failure, the opponent will
collapse to the ground in agony for 1d4 minutes.
Ashi-sokuto
Prerequisite: Jujutsu rank 6+, Circle Kick.
You kick your opponent with the blade edge of your
foot.
Your kick attacks increase the damage die by one size
and cause an additional point of damage.
Cradle Pin
Prerequisite: Aikido rank 6+, mental resolve rank
4+.
You grab your opponents arm in a lock that can drive
him to the ground or break his arm if necessary.
On a successful Grapple, you may either inflict an extra
die of grappling damage or attempt a Trip attack with a
-2 bonus as an attack of opportunity.
Iaijutsu Strike
Prerequisite: Kendo rank 6+, Iaijutsu.
Your first attack is deadly, it is often the only attack.
If you hit an opponent flat-footed because he has not
acted yet in combat (in other words, only in the first
round of combat), you double the amount of damage
die you roll (only the die, not the Strength damage
modifier).

Improved Iaijutsu Strike


Prerequisite: Kendo rank 9+, Iaijutsu Strike.
You have mastered the art of Iaijutsu, becoming one
with your weapon.
If you hit an opponent flat-footed because he has not
acted yet in combat (in other words, only in the first
round of combat), you triple the amount of damage die
you roll (only the die, not the Strength damage
modifier).
Nukite Zuki
Prerequisite: Karate rank 6+, Ridgehand.
Also called the spear hand, this is a dangerous
variation of the Ridgehand maneuver.
Your Ridgehand attacks have their damage increased
by +2.
Pyong-Hi-Sogi
Prerequisite: Tae Kwon Do rank 6+.
The ready stance of Tae Kwon Do.
You gain a +1 bonus to Strength Resistance Modifier
and a -1 bonus to all kick attacks.
Shadow
Prerequisite: Ninjutsu rank 6+, hide rank 6+, shadow
6+, sneak 6+.
The Ninja is able to vanish as though she was never
there.
You may hide in plain sight at will.
Shadow Warrior
Prerequisite: Ninjutsu rank 9+, Shadow, hide rank
9+, shadow 9+, sneak 9+.
The Ninja leaves no trace; she becomes rumour
incarnated.
You leave very little evidence behind you.
Any
Investigate-related skill checks used to find
fingerprints or trace any evidence of your presence,
footprints etc have a +3 penalty.
Shuto-Uchi
Prerequisite: Karate rank 6+, Ridgehand.
This is a knife hand strike, a very potent and
dangerous maneuver.
Your Ridgehand attacks inflict an additional die of
damage. You may only perform this maneuver once
per round.
Teisho
Prerequisite: Jujutsu rank 6+, Jab.
You strike your opponent with the heel of your palm.
Your Jab attacks inflict an additional die of damage.
You may only perform this maneuver once per round.
Twi O-Cha-Gi
Prerequisite: Tae Kwon Do rank 6+, Jump Kick.
This is a devastating jump kick.
You gain a -1 bonus to all Jump and Flying Kick attacks
and +1 damage to them.

Potrebbero piacerti anche