Custom Martial Arts Rules


    For every 1D that a character increases their martial arts skill, they may pick on of the hand-to-hand techniques described below. The character may only pick one hand-to-hand technique for every die of skill improvement; increasing a skill by one or two "pips" is not sufficient advancement to select and hand-to-hand technique. Characters whose martial arts skill is increased during character creation are eligible to select from the hand-to-hand techniques.

    Characters must also declare which hand-to-hand technique they are using prior to making the required skill roll (unless otherwise stated).



Hand-to-Hand Techniques:



Blindfighting
The Character is trained to use senses other than sight to locate a target.
    Difficulty: Very Difficult
    Effect: If the character makes the required skill roll and is within striking distance of the target, they may ignore the effects of blindness. They cannot see, but can hear and smell a target well enough to strike. This may be used as a reaction skill.

Disarm
The character is trained to force an opponent to drop a weapon of object.
    Difficulty: Moderate
    Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character is disarmed.

Elbow Smash
The character is trained deliver a powerful blow with their elbow.
    Difficulty: Very Easy
    Effect: The character can add +1D to their damage roll if the skill roll is successful.

Flip
The character can throw a target who has grappled them from behind.
    Difficulty: Moderate
    Effect: A successful skill check inicates that the target is hurled to the ground (provided the attack is not parried or dodged). The target suffers 3D damage. This technique may be used as a reaction skill.

Flying Kick
The character is trained to leap to deliver a crushing kick.
    Difficulty: Difficult
    Effect: The character can add +2D to their damage roll if their skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and their opponent may make an additional attack this round with no multiple action penalty.

Foot Sweep
The character can trip an opponent.
    Difficulty: Moderate
    Effect: A successful attempt indicates the target is tripped, falling to the ground. The character must remain prone for the remainder of the round.

Headbutt
The character can use their head to strike a target, even if they're is being held, pinned or bound.
    Difficulty: Easy
    Effect: If the character's skill roll meets the difficulty number, they may use their head to strike the target (inflicting STR+1D damage); can be used if the character is bound or held; can be used as a reaction skill.

Hold/Grapple
The character is trained to grapple or hold a target immobile.
    Difficulty: Moderate plus an opposed Strength roll
    Effect: The character attempting to grapple with a target must make a Moderate martial arts roll to hold their opponent. For every round the target is held, the character must make an opposed Strength roll. If the target beats their Strength roll they break free of the hold.

Instant Knockdown
The character knows how to maximize impact, knocking the target to the floor.
    Difficulty: Moderate
    Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is knocked to the ground. The fallen character must either wait one round to stand or suffer multiple action penalties.

Instant Stand
The character is trained to negate the effects of a fall and return to a standing combat-ready position.
    Difficulty: Moderate
    Effect: If a character is tripped or knocked down, they may use this technique to return to a standing position. Successful use of this technique indicates that the character can stand without suffering a multiple-action penalty.

Instant Stun
The character is trained to stike at critical pressure points that affect breathing or the nervous system, stunning the target.
    Difficulty: Moderate
    Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is stunned for one round.

Instant Wound
The character knows how to strike to maximum effect, inflicting severe damage on the target.
    Difficulty: Difficult
    Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target suffers a wound. (Effects of the wound are cumulative.)

Multiple Strikes
The character can deliver multiple blows.
    Difficulty: Moderate
    Effect: The character can make a second attack with no multiple action penalties; the second attack inflicts 3D damage.

Nerve Punch
The character knows the location of nerve clusters, striking in such a way as to render a target's limb numb.
    Difficulty: Very Difficult
    Effect: If successful, the character's attack renders an opponent's limb (arm or leg, specified prior to making the attempt) unusable for 3D rounds. Any items held in the affected hand are dropped. If the character beats the difficulty number by 15 or more, the target character is rendered unconscious.

Power Block
The character is trained to parry attacks in a manner which inflicts damage.
    Difficulty: Moderate
    Effect: A successful parry inflicts STR+1D on the target. This technique can be used as a reaction skill.

Reversal
The character is trained to turn the tables on an opponent who is attempting to grapple.
    Difficulty: Opposed Strength or brawling: martial arts roll (which ever is higher)
    Effect: The character can employ this technique only when the character is held. If the character breaks the opponent's grip, the character may in turn hold the target immobile or employ another technique. This technique may be used as a reaction skill.

Silent Strike
Provided the character can successfully sneak up on a target, the character can instantly kill the target or render the target unconscious.
    Difficulty: Difficult
    Effect: The character must be within arm's reach of the target. The character must declare if this is a killing or stunning attack prior to making the attempt. A successful skill roll indicates the target is neutralized.

Spinning Kick
The character is trained to perform a powerful kick.
    Difficulty: Moderate
    Effect: The character can add +1D to their damage roll if their skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

Shoulder Throw
The character can throw a target.
    Difficulty: Moderate
    Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering 3D damage.

Weapon-block
The character is trained to parry melee attacks, even when the character doesn't possess a melee weapon.
    Difficulty: Opposed martial arts versus melee combat roll
    Effect: If the character makes the required difficulty roll, the character successfully blocks a melee attack.


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