Martial Arts Maneuvers

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General Maneuvers

Everyone is able to knock someone down, throw someone through a window, or trip someone without special martial arts training (though training will make it considerably easier to do so).

Grapple

In order to initiate a grapple the fighter needs to take an aggressive stance and roll at a goal of -2, for a total modifier of +0 (+2 from Aggressive stance, -2 from penalty). If she wins, she and her opponent are grappling. Small melee weapons or pistols can be used at -2 goal in a grapple. Medium or larger melee weapons and anything larger than a pistol cannot be used while grappling. Grappling damage is per unarmed combat, and characters may use either Dex or Str while initiating or maintaining a grapple.

A character who is grappled may break free by gaining the edge and declaring the grapple broken. Characters can move a few meters while grappled- this represents uncoordinated pushing and pulling, or even rolling around on the ground.

While grappling, the winning combatant does unarmed combat damage.

Grapplers are very vulnerable to attacks from non-grappled opponents. If a grappled opponent is attacked by multiple opponents, each opponent receives a +2 to their goal per extra attacker rather than the +1 that is normal.

Trip/Throw

In order to knock an opponent down or throw/push her into another object the fighter must take an aggressive stance and beat her opponent by 3 Vps. A character that was thrown or tripped is at -2 the next round. Damage done by a throw or trip is per unarmed combat (minus the 3 Vps required to cause the trip or throw), though obviously environmental hazards may increase the damage.

A character who is significantly larger than her opponent (a person with the large blessing versus a character with the small blessing, a character with the Giant blessing versus a normal person, or a Vorox against anyone) requires only score 2 VPs greater than her opponent to knock her opponent down.

Pin

While grappling a character may attempt to pin her opponent. In order to do so she must make an aggressive or balanced attack, and achieve 4 Vps. Once pinned a character is helpless for as long as her opponent maintains the pin.

Disarm

A character can strike at an opponent's weapon in an effort to either damage the weapon or knock it free from her opponent's hand. A character may attempt a disarm in either aggressive stance or defensive stance. If the fighter is attempting a disarm in aggressive stance she rolls using her Strength attribute paired with her combat skill. If the fighter is attempting to disarm from a defensive stance then she rolls using her Dexterity attribute paired with her combat skill. She must score 3 VPs greater than her opponent to succeed in disarming.

Heavier weapons are better at battering a lighter weapon out of an opponents hands. If a character is using a broadsword or heavy weapon against a light weapon (most fencing weapons and knives), then a character in aggressive stance attempting to disarm needs to score only 2 VPs greater than her opponent.

Certain weapons are more difficult to disarm. A two handed weapon requires an additional VP to disarm (for a total of 4 greater than the opponent).

Martial Arts School

Koto

Martial Artists trained in Koto receive the Martial Maneuver "Mobility" and have access to the following maneuvers:

  • Jab
  • Sweep
  • Fancy Footwork
  • Roll with the Punches
  • Redirect
  • Bind


Shaidan

Martial Artists trained in Shaidan receive the Martial Maneuver "Heavy Strikes" and have access to the following maneuvers:

  • Mobility
  • Jab
  • Vital Strike
  • Rooting
  • Ground and Pound
  • Grounding


Mantok

Martial Artists trained in Mantok receive the Martial Maneuvers "Mobility" and "Grounding" and have access to the following maneuvers:

  • Wrestling
  • Heavy Strikes
  • Vital Strike
  • Redirect
  • Rooting
  • Roll with the Punches
  • Improved Throw
  • Bind
  • Defensive Roll
  • Sweep

Iron Heel

Martial Artists trained in Iron Heel receive the Martial Maneuver "Wrestling" and have access to the following maneuvers:

  • Bind
  • Ground and Pound
  • Improved Throw
  • Heavy Strikes
  • Close Combat
  • Grounding

Jox Boxing

Martial Artists trained in Jox Boxing receive the Battlefield Maneuver "Close Combat" and have access to the following maneuvers:

  • Jab
  • Wrestling
  • Bind
  • Sweep
  • Ground and Pound
  • Vital Strike
  • Defensive Roll

Bharata zho Veda

Martial artists trained in Bharata zho Veda receive the Martial Maneuver "Grounding" and have access to the following maneuvers:

  • Redirect
  • Pressure Points
  • Chakra Strike
  • Vital Strike
  • Rooting
  • Roll with the Punches

Graa

Vorox martial artists trained in Graa receive the Martial Maneuver "Heavy Strikes" and have access to the following maneuvers:

  • Wrestling
  • Ground and Pound
  • Rooting
  • Drox
  • Throx

Martial Arts Maneuver List

Mobility

Moving targets are harder to hit, and many martial arts school teach their students tactics to dance in and out of reach of their opponents, striking hard and fast. A martial artist trained in mobility receives a +1 goal when fighting balanced or aggressively.

Heavy Strikes

While fighting aggressively, martial artists using this style strike with powerful flying kicks and strong punches. They receive a +1 to Damage.

Jab

A boxing technique that relies on quick, light strikes to wear down the opponent. A boxer may roll 2 attacks and keep the higher of the two, but the martial artist does 2 points fewer damage.

Vital Strike

The martial artist attacks at -2 goal, but does 2 additional points of damage.

Sweep

The martial artist requires 1 fewer VP to trip an opponent. The strike is designed to forcefully strike an opponent's legs and as a result causes an additional 1 point of damage.

Grounding

The martial artist is trained to stand firm in the face of incoming attacks and redirect their energy away from herself. A martial artist using this style receives a +1 goal when fighting balanced or defensively.

Redirect

A warrior using this style may use a throw maneuver if she has declared a defensive stance and her opponent is in an aggressive stance. This may be declared after the dice are rolled.

Rooting

A martial artist trained in this technique is harder to throw, trip, or otherwise move. It requires 1 additional VP to trip or throw the martial artist.

Roll with the Punches

While in defensive or balanced stance the martial artist takes 1 fewer point of damage from unarmed or melee attacks.

Improved Throw

The martial artist requires 1 fewer VP to throw an opponent. Additionally, if the martial artist successfully throws her opponent she may (if the situation permits) use the hurled enemy as a weapon, targeting a different opponent. The martial artist may make a free Dex+Fight roll opposed by her second target's Dex+Vigor. If the martial artist wins both the thrown enemy and the target take damage as though they were both thrown.

Wrestling

The martial artists is trained to get in close and bind her opponent's limbs with her own. When initiating or maintaining a grapple the wrestler gains a +2 to their goal. A wrestler with this maneuver does an additional point of damage while grappling.

Ground and Pound

While grappling the wrestler does an additional point of damage.

Bind

While grappling the wrestler requires 1 fewer VP to pin an opponent. Additionally the wrestler may make a disarm attempt rather than doing damage. A wrestler fighting hand-to-hand requires 1 fewer VPs to disarm

Defensive Roll

A wrestler with this maneuver knows how to use their opponent's body as a shield against other attacks. Rather than granting a +2 bonus to enemies while outnumbered, a wrestler with this maneuver grants only a +1 bonus per outnumbering enemy.

Pressure Points

The martial artist is trained in the physiology of their target and knows how to apply pressure to key areas of the body to achieve a variety of effects. A martial artist who knows the secrets of pressure points the martial artist may choose to not do damage but instead impose a penalty to a target's combat roll next round equal to VPs. The exact effect of this strike can vary- some martial artists know how to strike to cause intense pain, while others can cause numbness or even stranger effects.

Special

There are a small handful of martial arts maneuvers which are taught only to those that have truly mastered their form. The following maneuvers are not taught in the core curriculum of any school. In order to learn them the student must have at least 6 maneuvers taught by the school and then must find a master willing to teach them.

Chakra Strike

The martial artist strikes at one of the spiritual nodes of the target's body, disrupting the flow of energy between these foci and leaving the target's body out of balance. A martial artist using this maneuver takes a -2 penalty to their goal roll. Whenever the martial artist does damage to her opponent she may choose instead to impose a -1 wound penalty to the target for the remainder of the combat. This is not actually a wound and the target recovers from the penalty once she has a moment to rest. If the wound penalties ever exceed the target's Resolve, the target falls prone, her body no longer under her control, for 10 rounds.

Throw Group

Drox

A Vorox trained in Drox counts as two opponents in combat for purposes of determining penalties and bonuses. Thus a Vorox martial artist with Drox facing off against a single opponent receives a +1 bonus to all combat rolls, and the same martial artist facing off against 2 opponents receives no bonus or penalty.

Throx