Martial arts uses the Martial Arts Skill to make Martial Arts Attacks and perform Martial Arts Special Moves.
Martial Arts Attacks are made at 2 ROF. You can't use Martial Arts Attacks unless you have at least one point
in the Skill.
You can't shoot a gun if
I've broken your spine.
— petra "leather belt" davids
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Martial Arts Damage ◀
When dealing damage, Martial Arts Attacks ignore half of the Defender's armor. Round up. You deal damage based on your BODY.
Forms and Special Moves
All Forms can use Shared Special Moves and
each Form has two Special Moves unique to it. You
can't use a Martial Arts Special Move without at least
one point in that move's Form and many Martial Arts
Special Moves also have individual requirements
that must be met for use. Unless stated otherwise,
Martial Arts Special Moves cannot be used to make
Aimed Shots. Martial Arts Special Moves are resolved
as described in the following section.
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Shared Special Moves ◀
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Recovery
No Requirement: All Martial Arts Forms may
use this Move.
Whenever you use the Get Up Action, you can
attempt to beat a DV13 with the Martial Arts Special
Move Resolution. If you succeed, that Get Up Action
didn't cost an Action.
Aikido
This soft form practices sweeping hand and body
techniques to lock and disarm opponents, turning their
power against themselves.
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Disarming Combination
Requirement: You hit the same target with a
Brawling Attack and a Martial Arts Attack this Turn.
Once per Turn when you fulfill this requirement, you
can use the Martial Arts Special Move Resolution
to attempt to beat a DV15. If you succeed, any one
object held in the hands of the target you hit twice this
Turn is either held by you or is on the floor.
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Iron Grip
Requirement: You have a target successfully
Grabbed that isn't already affected by Iron Grip.
Once per Turn when you fulfill this requirement,
as an Action you can use the Martial Arts Special
Move Resolution to attempt to beat a DV15. If you
succeed, the target you are grappling makes all future
attempts to escape this Grapple at an additional -2.
Additionally, until the Grapple is broken, your target
cannot make any Ranged Attacks.
Karate
This hard form practices strikes and blows designed
to break an opponent's bones or armor.
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Armor Breaking Combination
Requirement: You hit the same target with a
Melee Weapon and a Martial Arts Attack this Turn.
Once per Turn when you fulfill this requirement, you
can use the Martial Arts Special Move Resolution to
attempt to beat a DV15. If you succeed, the target you
hit twice this Turn has all their worn armor ablated by
an additional two points.
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Bone Breaking Strike
Requirement: WILL 8 or higher
Instead of making 2 Attacks with your Martial Arts
Attack Action you can choose to make a Bone
Breaking Strike. Use your Action to use the Martial
Arts Special Move Resolution against a single target in
Melee range. If you hit, your target suffers the Broken
Ribs Critical Injury in addition to your Martial Arts
Attack damage. If they already had this Critical Injury,
they do not suffer another Critical Injury.
If you take a -8 to your Check, you can instead use
this Special Move to target your opponent's head
location just like making an Aimed Shot, declaring
you are doing so when you roll. If you hit, your target
instead suffers the Cracked Skull Critical Injury, after
damage is calculated. If they already had this Critical
Injury, they do not suffer another Critical Injury.
Judo
This soft form practices grabs, throws, and escapes.
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Counter Throw
Requirement: You dodged all Melee Attacks
that were targeted at you since your last Turn.
Once per Turn when you fulfill this requirement, as an
Action you may use the Martial Arts Special Move
Resolution to attempt to beat a DV15. If you succeed
against the DV, you use the Throw Action on one target
in melee range whose Melee Attack you dodged to
satisfy this move's requirement. This throw cannot be
avoided. If you beat your DV, they are getting thrown.
You don't need to be grappling them.
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Grab Escape
Requirement: You hit a target that is grappling
you with 2 Melee Attacks this Turn.
Once per Turn when you fulfill this requirement, you
can use the Martial Arts Special Move Resolution to
attempt to beat a DV15. If you succeed, you are no
longer grappled by the target you hit twice, and they
suffer the Broken Arm Critical Injury if they didn't have
it already. You pick the arm.
Taekwondo
This hard form practices high kicks and precision
strikes to break through defenses and cause severe
injury through attacking pressure points.
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Pressure Point Strike
Requirement: WILL 8 or higher.
Instead of making 2 Attacks with your Martial Arts
Attack Action you can choose to make a Pressure
Point Strike. Use your Action to use the Martial Arts
Special Move Resolution against a single target in
Melee range. If you hit, your target suffers the Spinal
Injury Critical Injury in addition to your Martial Arts
Attack damage. If they already had this Critical Injury,
they do not suffer another Critical Injury.
If you take a -8 to your Check, you can instead use
this Special Move to target your opponent's head
location just like making an Aimed Shot, declaring
you are doing so when you roll. If you hit, your target
instead suffers the Brain Injury Critical Injury. If they
already had this Critical Injury, they do not suffer
another Critical Injury
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Flying Kick
Requirement: MOVE 8 or higher. You must have
moved at least 4m/yds already this Turn.
Instead of making 2 Attacks with your Martial Arts
Attack Action you can choose to make a Flying Kick.
Use your Action and all your remaining movement
this Turn to fling forward in a straight line toward your
target that can be up to 4m/yards away from you.
Use the Martial Arts Special Move Resolution against
that target. If you hit, you deal damage to your target's
body location as if you had struck them with a Martial
Arts Attack. Additionally, if you hit, your target is now
Prone and is removed from any motorcycle or other
vehicle lacking a fully enclosed cabin that they may
have been in or on.
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