Techniques

Techniques

There are Average an Hard Techniques. All Techniques are able to be attempted at Default at any time for no cost. For every point you put into an Average Technique, you gain a +1 to using that technique up to the technique's limit (Example: 3 points gives Default+3 Level in the technique). It's the same for Hard Techniques, but Hard Techniques require a 1 point investment to begin training (Example: 4 points gives Default+3 Level in the technique).


Acrobatic Stand (Average)

Default: Acrobatics-6
Prerequisite: Acrobatics; cannot exceed Acrobatics skill.
This is the ability to regain your feet quickly in a fight. A successful roll lets you go from prone, to standing in a single Change Posture maneuver. A Critical Success lets you do this in a Step. Failure leaves you in a sitting posture. Critical failure leaves you lying down, wasting your turn.
You can use this technique to also go from crawling or sitting to standing as a step. Failure in this case means you stand as a Change Posture maneuver.
Modified by: Encumbrance Level


Armed Grapple (Hard)

Default: Cloak, or other Prerequisite Skill-2
Prerequisite: Cloak or appropriate Melee Weapon Skill; cannot exceed prerequisite skill.
This is the action of stepping into close combat and wrapping your weapon around your target and holding them fast to you. This requires two hands. If you have a Cloak, you can do this at no penalty and you cannot buy a technique in it. To use a flexible weapon, like a whip, use Entangle (below), and to use a hooked weapon, use Hook (also below).


Binding (Hard)*

Default: Judo or Knot-Tying
Prerequisite: Judo or Knot-Tying; cannot exceed prerequisite skill+4.
This is the technique of binding a victim limb-by-limb while parrying their attacks. To use Binding, you must have a rope (or handcuffs) ready in two hands.
Binding only works in close combat. On your turn after a successful grapple or parry - unarmed or using the rope - you can attempt to bind a limb. To do so, win a Quick Contest of Binding vs. your foe's DX or best grappling skill. This is an attack. To tie up successive limbs, repeat the process. You can bind two limbs with cuffs, and number with a rope. Your victim can try to free themselves on their turn; use the rules for Bolas.
If you bind all of your victim's legs, they must roll vs. DX-6 every turn or fall down. Their DX and ST are at -6 to resist takedowns and techniques intended to knock them down. If you bind all of their limbs, they're helpless - although they can attempt an Escape or DX-6 roll to free themself.


Choke Hold (Hard)

Default: Judo-2, Wrestling-3, or appropriate weapon skill-3
Prerequisite: Judo, Wrestling, or appropriate weapon skill; cannot exceed prerequisite skill.
This technique involves locking the target's neck and applying pressure. Roll against Choke Hold to hit, at a -1 if you are approaching from the front. Your victim may attempt any legal defense. If they fail, you apply the hold which counts as a grapple. If struck from behind, they can only defend if they knew you were coming.
On your foe's next turn and on subsequent turns, they may try to break free. You're at +5 in the Quick Contest if you are using two hands. You control only their neck and head, not their arms or legs. They can attack you at a -4. If you approached from the back, then most attacks cannot hit you.
On your next turn, and on every turn afterwards, you may deal either 1 FP in Suffocation damage, or roll a Quick Contest between your ST vs the higher of your target's ST or HT and deal 1.5x the margin of victory to their neck.

Counterattack (Hard)

Default: Prerequisite Skill-5
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
You may attempt this technique immediately after performing a successful Active Defense against a foe and attack the foe that just attacked you. Roll against Counterattack to hit. Your foe is at -2 to Parry, to their resistance roll if you tried a grappling move that uses a Quick Contest, or at a -1 to Block or Dodge.


Dual-Weapon Attack (Hard)*

Default: Prerequisite Skill-4
Prerequisite: Trained by a Master or Weapon Master. Any one-handed Melee Weapon or Ranged skill; cannot exceed prerequisite skill.
Normally, you are at -4 to attack with two weapons at once. This technique lets you buy off that penalty. This does not cover any off-hand penalties. If you are able to Attack Multiple Times, you may only replace one Attack Maneuver with a Dual-Weapon Attack.


Disarming (Hard)

Default: Prerequisite Skill
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill+5.
If you know this technique above default, you may use it instead of the underlying skill whenever you attack to disarm, both for the roll to hit and in the ensuing Quick Contest. Penalties to hit the target weapon, including the -2 for using a non-fencing weapon, and modifiers in the Quick Contest (such as the +2 for Jitte/Sai and Whip weapons) apply normally.
Weapon Size

Entangle (Hard)

Default: Kusari-4 or Whip-4
Prerequisite: Kusari or Whip; cannot exceed prerequisite skill.
You can use a flexible weapon such as a whip or a kusari to entangle a foe. Roll against Entangle to hit. If your opponent fails to defend, the weapon wraps around them. If you hit your victim's arm or torso, you ensnare it. On subsequent turns, you must take a Ready maneuver to keep your opponent snared. Roll a Wuick Contest of ST each turn. If you win, you immobilize your foe. If you lose, they pull your weapon from your grasp. On a tie, they immeiately break free without disarming you.
If you entangle the nec, use the same rulse but your opponent has -5 in the Contest. If you win, the whip or kusari cuts off the victim's breathing. See Suffocation.
If you entangle a foot or a leg, the target must make a DX roll to remain standing (this instead of the Contest above). They are at -4 if they were running. On subsequent turns, use the rules above to keep them entangled.
If you're mounted and your mount is trained, you may substitute its ST for yours in the Quick Contest.


Evade (Average)

Default: Acrobatics or Judo; cannot exceed prerequisite skill+5.
Prerequisite: Acrobatics or Judo; cannot exceed prerequisite skill+5.
This is the technique represents trining at avoiding opponents who wish to obstruct your movement. Evade (Acrobatics) lets you flip over, tumble under, or twist around your foe, while Evade (Judo) allows you to ward off your enemy's hands as you run past. Either replaces DX when trying to Evade.


Eye-Gouging (Hard)

Default: Brawling-5, Judo-5, or Wrestling-5
Prerequisite: Brawling, Judo, or Wrestling; cannot exceed prerequisite skill.
This close-combat attack consists of grabbing someone's head and pressing your thumbs into his eyes. It requires two empty hands and a roll against Eye-Gouuging to hit.
Your foe may defend normally. If they fail, you grapple them and they cannot see. They can try to bread free as usual on their turn.
Until your victim breaks free, you can drive your thumbs into their eyes on subsequent turns. This counts as an attack, but doesn't require an attack roll. Each eye takes thrust-4 crushing damage. This can cripple and blind the eyes but never gets the x4 wounding modifier for the skull unless they have have Talons (normal thumbs are too short).

Flying Jump Kick or Flying Lunge (Hard)*

Default: Prerequisite Skill-4, or -7 for a kick
Prerequisite: Karate or any thrusting Melee Weapon skill; cannot exceed prerequisite skill.
A "flying" attack is a devastating blow that gets extra power from a full run and jump (or aerial dash) at the enemy. Flying Jump Kick defaults to Karate-7 and ends in a kick. Flying Lunge defaults to Melee Weapon-4 for any thrusting weapon, and involves hurling yourself, weapon-first, at the foe.
Either Flying attack is a special option for Move and Attack. Use the rules below instead of the normal ones for that maneuver. If you use this technique, it's all you can do that turn, no matter how fast or skilled you are.
To launch a Flying Jump Kick or Flying Lunge, you must first make a running broad jump or aerobatic maneuver. This requires a DX, Jumping, or Aerobatics roll. If successful, then at the end of your jump, roll against your level with this technique to hit.
Your victim parries at -2. If you hit, you inflict your usual damage at +2, or at +1 per die if betterl Start with kicking damage for Flying Jump Kick or your weapon's thrusting damage for Flying Lunge.
Afterward, you cannot retreat. Moreover, you cannot dodge if you kicked and you cannot parry if you used a weapon. All of your remaining active defenses are at -2. These effects last until your next turn.
You will always land on the ground after this maneuver, even if you can fly. This technique is risky. If you fail the roll for your approach or your attack - or if your target successfully defends - you fall unless you can make a DX-8, Acrobatics-4 or Aerobatics -4 roll. If you beat your Aerobatics roll, you may decide to land either in front of your opponent, or some distance behind the target within the rest of your move. If you fail the DX, Acrobatics, or Aerobatics roll, you suffer damage for a collision with an immovable object (the ground) at an effective Move equal to the full distance of your run and jump (or aerial approach).


Grand Disarm (Hard)*

Default: Fencing weapon skill-9, other Melee Weapon skill-11, or unarmed combat skill-11
Prerequisite: Any unarmbed combat or Melee Weapon skill; cannot exceed prerequisite skill.
Grand Disarm is a special All-Out Attack that lets you disarm every foe adjacent do you with lightning speed. Use these rules instead of the usual ones for All-Out Attack. If you attempt a Grand Disarm, it's all you can do that turn, no matter how fast or skilled you are.
A Grand Disarm involves spinning in place - you cannot step - and try to disarm every single foe within a yard. You must engage your enemies in either clockwise or counterclockwise order (your choice).
Roll against Grand Disarm once per foe, in the order chosen above, to hit their weapon. Your opponents may defend normally. If you critically miss on any of these attacks, your Grand Disarm ends immediately and you must roll on the Critical Miss Table.
After resolving all attacks and defense rolls, you may try to disarm everyone who didn't successfully defend. You roll against the the higher of your weapon skill or your Disarming technique (not Grand Disarm). Resolve each disarming attempt completely before moving to the next. Should you be disarmed during one of these contests, don't keep rolling - your turn ends immediately.
Since Grand Disarm is an All-Out Attack, you have no active defenses afterward. However, this is such a spectacular display that anyone disarmed this way must make an IQ roll (-1 per successful disarm after the first) or be mentally stunned!


Hook (Hard)

Default: Prerequisite Skill-5
Prerequisite: Any appropriate Melee Weapon skill; cannot exceed prerequisite skill.
This is the technique of using a weapon with a projection - usually a hook - to snag a foe's head, limb, weapon, or shield in order to pull them off-balance. You can learn it for any Melee Weapon skill, but you'll need a suitable weapon to use it.
Roll against Hook to hit, modified for the target as noted below. Your adversary may defend normally. Hook doesn't usually inflict damage, but some weapons have an edged hook. While using a weapon to hook a foe, you can't use it to attack or parry. You can always release or drop it as a free action on your turn, however.
If hooking the head or a limb, apply standard hit location penalties. If you succeed, then on subsequent turns you may attempt to pull your victim off-balance or even to the ground. Roll a Quick Contest of ST. If you win, you drag your opponenet into a kneeling posture; if they're kneeling or crouching, they fall down. They can't stand up until they break free or you release them. If you lose or tie, nothing happens. If you critically fail, you drop your weapon. Your foe may try to break free normally on their turn.
Hooking a weapon is an attempt to disarm. Apply the usual penalty to hit the weapon but ignore the -2 for a non-fencing weapon. You get +2 in the ensuing Quick Contest, in addition to the usual modifiers. If you lose the Contest, your opponent retains their weapon and escapes from your hook.
If hooking a shield, roll to hit at -4 + DB. If you succeed, you may attempt to pull it out of line. Treat this as an attempt to disarm, but your opponent gets +4 in the Quick Contest if their shield is strapped to their arm. If you win, the shield becomes unready - -it's still on your foe's arm but they cannot block with it or benefit from its DB until they break free and takes a Ready maneuver to reorient it.


Horse Archery (Hard)

Default: Bow-4
Prerequisite: Bow and Riding skill; cannot exceed Bow skill.
This allows you to "buy off" the penalty from firing from firing while riding on a trained animal.


Initial Carving (Hard)*

Default: Prerequisite skill-4
Prerequisite: Any fencing weapon skill; cannot exceed prerequisite skill.
This is the technique of attempting to "write" on an unwilling opponent with a fencing weapon. The difficulty of this maneuver is dependent on the complication of the initials you wish to carve. The first stroke is at no penalty beyond that for hit location; -0 on the torso, -5 on the face, and so on. If the stroke inflicts at least a point of cutting damage, it will mark anything but metal or similarly hard materials, ripping cloth (but not armor), scarring skin, and delivering any poison vile enough to need only a scratch. An impaling weapon can slash with the tip to deal cutting damage.
It is more difficult to align the remaining strokes of the initial relative to the first. The attack roll is at -4 (in addition to hit location modifiers) for an initial roughly 4" x 4". If a subsequent stroke fails by 4 or less, it makes a slash but it isn't properly connected to the earlier lines - there's a gap or an overlap. This can be bad form; it might even change the initial to another letter! It's possible to connect lines that are too far apart; try again at the same modifier. The victim might object to the "erasing" process, however, as this involves at least half a dozen crisscross lines. Initial Carving is generally the realm of the incredibly skilled...or those named Inigo, Igatz, or Irene.
You must learn a separate technique for each letter. It lets you buy off the -4 for the second and later strokes, but not for targeting specific hit locations.


Jump Kick (Hard)

Default: Karate-4
Prerequisite: Karate; cannot exceed prerequisite skill.
This technique allows you to leap into the air and kick at full extension. This gives a +1 to range and +2 to damage. Your target parries at -2. However, if you miss or the target successfully defends, you fall down unless you can make a DX-4 or Acrobatics -2 roll. Hit or miss, you are at a -2 on all your active defenses until your next turn.


Kicking (Hard)

Default: Brawling-2 or Karate-2
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
Kicking covers all kicks not defined as standalone techniques. This technique "buys off" the penalty to hit. Kicking deals Thrust crushing damage plus the highest damage bonus between Brawling or Karate. If you miss, roll vs. Kicking or DX to avoid falling down.


Neck Snap (Hard)

Default: ST-4
Prerequisite: None; cannot exceed ST+3.
This brute-force attack consists of grabbing and suddenly twisting the victim's head, with the intent of snapping the neck. Neck Snap defaults to ST, but Wrestling gives its usual skill-based ST bonus.
To use this technique, you must first grapple your opponent by the neck using two hands. Your victim may attempt to break free on their turn. If they fail, then on your next turn, roll a Quick Contest: Neck Snap vs. the higher of ST or HT. This counts as an attack.
If you win, you inflict swing crushing damage on your victim's neck, with the usual x1.5 wounding modifier for hit location. The target's rigid DR protects normally, but flexible armor - including natural DR with Flexible or Tough Skin - has no effect.


Return Strike (Hard)

Default: Flail-5 or Kusari-5
Prerequisite: Flail or Kusari; cannot exceed prerequisite skill.
This is the technique of snapping the kusari or flail past your target to hit them in the back. To attempt it, your weapon must be able to reach 1 yard past your target. Roll against Return Strike to hit. If the target has never seen this move, treat it as an attack from behind. This usually allows no Active Defense. Otherwise, it's considered an attack from the side, which gives -2 to most defenses.
Note: You may still target specific hit locations using this technique. This allows you to target the Face at -7, but the Skull is only -5.


Roll with Blow (Hard)*

Default: Prerequisite skill-2
Prerequisite: Acrobatics or any unarmed combat skill; cannot exceed prerequisite skill.
This represents special trining at presenting little resistance to the force of a punch or other bludgeoning attack, resulting in less injury. Whenever you're hit by a crushing attack, you may roll against Roll with Blow to reduce damage.
Success means you take half damage (round up) before subtracting DR...but double the basic damage roll to calculate knockback. This doubling is cumulative with the effects of attacks that normally cause extra knockback. Make a DX roll at -1 per yard of knockback to avoid falling down. Crititcal success on Roll with Blow means you take only 1 point of damage (extra knockback still applies).
Failure means you take normal damage and extra knockback. On a critical failure, you also fall down automatically and are physically stunned!


Sweep (Hard)

Default: Prerequisite Skill-5
Prerequisite: Appropriate Melee Weapon or unarmed combat skill; cannot exceed prerequisite skill.
This technique lets you knock down an opponenet in a single attack rather than by grappling him and executing a takedown or throw. It isn't aimed at his center of mass with the goal of pushing him away. It's an attempt to "clothesline" his neck or head, knock his legs out from under him, or otherwise unbalance him.
Roll against Sweep to hit. Hit location is a special effect - don't apply a penalty for it. Your target may defend normally. If they fail, roll a Quick Contest: your Sweep or ST vs. his ST, DX, Acrobatics, or best grappling skill. Use the highest value in both cases. If they lose, they fall down.
Many combat skills can Sweep. You can try an armed version with any two-handed weapon with reach 2+. This defaults to Polearm, Spear, Staff, Two-Handed Axe/Mace, Two-Handed Flail, or Two-Handed Sword, and has the weapon's usual reach. You can also Sweep with Judo, Karate, or Sumo Wrestling. When you attack, specify a stiff arm to the upper body, a sweeping kick, or a pull in a clinch. Those with Strikers, especially tails, can learn Sweep (Brawling) and attack at their usual reach.


Wrench Limb (Hard)

Default: ST-4
Prerequisite: None; cannot exceed ST+3.
This technique involves grabbing and suddenly twisting an enemy's limb to dislocate or break it. It defaults to ST - not a skill - and must be learned separately for each limb: Wrench Arm, Wrench Leg, and so forth. Wrestling gives its usual skill-based ST bonus.
To use this technique, you must first Grapple your opponent by the desired limb using two hands. They may attempt to break free on their own turn. If they fail, then on your next turn, roll a Quick Contest: Wrench (Limb) vs. the higher of your victim's ST or HT. They get +4 if you're wrenching their leg. This counts as an attack.
If you win, you inflict swing crushing damage on the limb. The target's rigid DR protects normally. Flexible armor - including natural DR with the Flexible or Tough Skin limitation - has no effect.
Otherwise, you inflict no damage. You may make repeated attempts on later turns. Your opponent may attack you or attempt to break free during this time, subject to the usual limitations of being grappled.


Wrench Spine (Hard)

Default: ST-4 or Wrestling -4
Prerequisite: None; cannot exceed ST+3 or Wrestling+3.
There are rarely taught techniques for breaking the opponent's back: pick them up, hoist them over both shoulders, and then pull their leg and arm (or neck) to snap their spine. While not difficult, this procedure is slow and requires great strength.
Wrench Spine takes several turns to execute. On your first turn, you must Grapple your opponent with two hands around the torso. Resolve this as a normal grapple.
If your vitctim fails to break free on their turn, roll against Wrench Spine on your next turn to hoist them into position. Success means you lift them up and swing them over your shoulders. Any failure means you fall down with your foe on top of you and take thrust damage to your own neck. If your opponent's weight exceeds your BLx4, you simply can't pick them up; your attempt fails but you don't fall or hurt yourself.
On later turns, roll a Quick Contest of Wrench Spine vs. the higher of your victim's ST+4 or HT+4. If you win, you inflict swing crushing damage. The target is the spine. There's no wounding multiplier for this location, but sufficient injury can mean severe and possibly permanent Crippling.
The target's rigid DR protects normally. Flexible armor, including natural DR with the Flexible or Tough Skin limitation, has no effect. The spine's own DR doesn't help either. You're not striking the spine, but applying continuous pressure to break it.
You may make repeated attempts on later turns. Your opponent may attack you or attempt to break free during this time, subject to usual limitations of being grappled.


Whirlwind Attack (Hard)*

Default: Prerequisite Skill-5
Prerequisite: Trained by a Master or Weapon Master. Broadsword, Staff, or Two-Handed Sword; cannot exceed prerequisite skill.
Whirlwind Attack is a special All-Out Attack that lets you attack every foe adjacent to you with lightning speed! If you use this technique, it is all you can do that turn, no matter how fast or skilled you are. Furthermore, since this is an All-Out Attack, you will have no active defenses afterward.
When you launch a Whirlwind Attack, you spin in place, attacking all adjacent foes within one yard. You must attack them in clockwise or counterclockwise order - your choice. All your attacks must be swing attacks, and you cannot combine a Whirlwind Attack with other techniques or skills.
Determine a random hit location for each target, and then roll against Whorlwind Attack to hit, with the usual hit location penalties. Your opponent may defend normally. Resolve each attack completely before moving on to the next one. If any of the attacks are a critical miss (or if any of your opponents critically succeeds on their defense), that attack and all remaining attacks are critical misses. Roll on the Critical Miss Table once per attack!
You may end a Whirlwind Attack facing in any direction you wish.                                               Catagories? Attacks Grapple Actions Movement