Actions

Difference between revisions of "MartialArts"

From Harath Rules

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! Description
! Description
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| Finger Lock
| Arm Locks
| Special
| 5/complex)
| This maneuver locks a finger with the intention of causing enough pain to cause the defender to give up. A character will need to grapple successfully to perform this maneuver. Roll this skill versus the defender's Will. If the attacker wins, the defender gives up fighting. Bonus dice might apply to the defender, if the defender does not think that the attacker will spare their life.
| In grappling, an armlock is a single or double joint lock that hyperextends, hyperflexes or hyperrotates the elbow joint and/or shoulder joint. An armlock that hyperflexes or hyperrotates the shoulder joint is referred to as a shoulder lock, and an armlock that hyperextends the elbow joint is called an armbar. Depending on the joint flexibility and integrity of a person, armlocks that hyperrotate the shoulder joint can also hyperrotate the elbow joint, and vice versa. Damage as a result of this move is capped at 1/4 of the defender’s hit points. If this point is reached, the defender cannot use that arm any more. Armlocks are always defended by S-3 of the defender. This type of lock may also be used as a pain submission hold. In this case, the attacker does not actually damage the opponent. In this case, the attacker rolls for the submission. The defender must then roll a Will roll gaining the same number of successes as the attacker achieved. If they do not, then they submit (at least until the hold is removed). If they achieved the same number of success is greater then they do not submit, but receive two penalty dice (on top of the 2 for being grappled) to any maneuver. On their next action, the attacker can decide to either keep the submission attempt or do damage to the limb.
|-
|-
| Joint Lock
| Leg Locks
| 5 or Special
| 5/complex
| This maneuver locks a joint with the intention of either hurting or breaking. A character will need to grapple successfully to perform this maneuver. If the attacker chooses to inflict pain, roll this skill versus the defender's Will. If the attacker wins, the defender gives up fighting. Bonus dice might apply to the defender, if the defender does not think that the attacker will spare their life.
| A leglock is a joint lock that is directed at joints of the leg such as the ankle, knee or hip joint. A leglock which is directed at joints in the foot is sometimes referred to as a foot lock and a lock at the hip as a hip lock. Leglocks are featured combat sports and martial arts such as Sambo, Brazilian Jiu-Jitsu, catch wrestling, mixed martial arts, Shootwrestling and submission wrestling, but are banned in some sports featuring joint locks such as Judo. Damage as a result of this move is capped at 1/3 of the defender’s hit points. If this point is reached, the defender cannot use that leg any more. Leg locks are always defended by S-2 of the defender. This type of lock may also be used as a pain submission hold. In this case, the attacker does not actually damage the opponent. In this case, the attacker rolls for the submission. The defender must then roll a Will roll gaining the same number of successes as the attacker achieved. If they do not, then they submit (at least until the hold is removed). If they achieved the same number of success is greater then they do not submit, but receive two penalty dice (on top of the 2 for being grappled) to any maneuver. On their next action, the attacker can decide to either keep the submission attempt or do damage to the limb.
|-
| Compression Lock
| 5/complex
| A compression lock (also known as a muscle lock, muscle slicer or muscle crusher) is a grappling hold which causes severe pain by pressing a muscle into a bone. A compression lock can cause a joint lock in a nearby joint when it is applied by squeezing a limb over a fulcrum. A forceful compression lock may damage muscles and tendons, and if accompanied by a joint lock, may also result in torn ligaments, dislocation or bone fractures. Compression locks can be used as pain compliance holds, and are sometimes featured in combat sports as submission holds. Damage as a result of this move is capped at 1/5 of the defender’s hit points. If this point is reached, the defender cannot use that muscle any more. This type of lock may also be used as a pain submission hold. In this case, the attacker does not actually damage the opponent. In this case, the attacker rolls for the submission. The defender must then roll a Will roll gaining the same number of successes as the attacker achieved. If they do not, then they submit (at least until the hold is removed). If they achieved the same number of success is greater then they do not submit, but receive two penalty dice (on top of the 2 for being grappled) to any maneuver. On their next action, the attacker can decide to either keep the submission attempt or do damage to the muscle.
|-
| Choke Holds
| Special/Complex
| A chokehold or stranglehold (in budo referred to as shime-waza, ??, “constriction technique”) is a grappling hold that strangles the opponent, and leads to unconsciousness or even death. Chokeholds are practiced and used in martial arts, combat sports, self-defense, law-enforcement and in military hand to hand combat application. They are generally considered superior compared to brute-force manual strangling, which usually requires a large disparity in physical strength to be effective. Instead of simply using the fingers or arms to attempt to crush the neck, chokeholds effectively use leverage such as figure-four holds or collar holds that use the clothes to assist in the strangle. Depending on the reaction of the victim, it may compress the airway, interfere with the flow of blood in the neck, or work as a combination of the two. Regardless of who the opponent is, a well applied blood choke leads to unconsciousness in 3-5 seconds, while a poorly applied choke can take upwards of thirty seconds to render the opponent unconscious. If released, the subject usually regains consciousness in double the time the choke was applied after he had blacked out. Each success with this skill reduces a defender’s C by 1. Once the defender’s C has been reduced to zero, they pass out.
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Revision as of 21:31, 5 January 2021

If using Martial Arts Rules, the Unarmed Combat Tables in Weapon Tables aren’t used. Instead all combats, must pick a martial arts style from the chart below. This chart shows Required Maneuvers, Preferred Maneuvers, Optional Maneuvers, and required skills. When a character increases their skill, they must specialize in one of the maneuvers listed in Required Skills. They must pick one they don’t know yet. Once all required maneuvers are selected at least, the character may feel free to choose any maneuver from the preferred or required columns. At the next level, they may choose any maneuver they wish. This system enforces the different martial arts styles and their preferences.

For example, Martin is a white belt in Aikido. In game terms, he is a level 1. He chooses Grapple for his first Maneuver. He studies more and gains another level. At this level, he must choose to specialize in another maneuver. He chooses Pivot Throw. For the two maneuvers, he’s learned, he will be at a +1. However, any other maneuver he chooses will be at a -1.

The optional column also shows some maneuvers are forbidden from use by that style. Mind you, this doesn’t bar someone from performing this maneuver. However, they will be at a -4 penalty doing these maneuvers. It is possible for a character to have one style that forbids the use of one skill, while another style allows it. In these cases, the character may use the maneuver without a -4 penalty, but must use the skill of the style that allows it.

In addition to studying Aikido, Martin is an ex-collegiate Boxer. He has Boxing 5. This allows him to use the jab at level 5; something he hasn’t learned in Aikido at all. However, Boxing doesn’t allow Pivot Throws. If her were trying this without Aikido training, he would have a 5-4 skill; most likely he would fail. However, he can use 2+1, based on his Aikido training.

Martial Arts List

With Martial arts maneuvers, the “ready” of all actions is 2. On each turn, the character may choose to perform one complex or two simple actions. This would allow them, for example to throw a “1-2” punch like a Hand Strike followed by a Roundhouse. They also could choose to use a single complex maneuver, like a Jab or a Single Leg Takedown. Trying a Single Leg Takedown without eliminating all your opponents defenses might force you to eat two of those one-two punches! The list of Maneuvers details each maneuver, the damage done by that maneuver, and whether it is a complex or a simple action.

Skill Required Preferred Optional Skills
Aikijutsu (Aikido) Pivot Throw, Grapple, Hip Toss Disarming, Sweep, Locks, Throws, Holds Hand Strikes Break fall
Boxing Hand Strike, Jab, Feint Parry, Aggressive Parry, Dodge, Roundhouse None
Capoeira Feint, Leg Sweep, Spin Kick Kicks Any Tumbling
Chin Na Grapple, Joint lock, Joint Lock Punches, Locks, Throws, Holds Any Kick Pressure Points
Gojo Ryu Aggressive Parry, Sweep, Knee Strike Any Any None
Hapkido Front Kick, Back Kick, Jump Kick Kicks Punches, Locks, Throws, Holds
Is Shin Ryu Aggressive Parry, Front Kick Any No Spin Kick, Jump Kick, or Flying Jump None
Jeet Kune Do Feint Any Any
Jujitsu (Judo) Grapple, Joint Lock, Back Kick Locks, Throws, Holds or Hand Strike Kicks Pressure Points
Kalari Grapple, Joint Lock, Elbow Strike Any Punch, Locks, Throws, Holds Any Kick
Karate Hand Strike, Front Kick, Back Kick Hand Strikes and Kicks Any, but Locks, Throws, Holds None
Kempo Spin Kick, Front Kick, Joint Lock Locks, Throws, Holds, Subduing Strikes Any
Kick boxing Hand Strike, Front Kick, Jab Parry, Aggressive Parry, Dodge, Roundhouse None
Kuntao Front Kick, Back Kick, Arm Lock Locks, Throws, Holds and Punch Any
Military Hand-to-Hand Disarm, Hand Strike Locks, Throws, Holds, Punches, Grapple Attacks, Ear Clap Any Stealth, Spear
Muay Thai Hook Kick, Elbow Strike, Knee Strike Any (Including Starred) Any
Ninjutsu Any Any Any Stealth, Climbing
Pakua Dodge, Pivot Throw, Joint Lock Locks, Throws, Holds or Defense No Strikes or Kicks
Pentjak Silat Sweep, Elbow Strike, Any All Law
Police Hand-to-Hand Grapple, Joint Lock, Pivot Throw Hand Strikes All but Kicks
Savate Front Kick, Back Kick Kicks Any, No Locks, Throws, Holds, or Grapple Attacks None
Self-Defense None All Starred No Flashy Maneuvers None
Shaolin Kung Fu Feint, Front kick, Back Kick Kicks Any None
Sumo Grapple, Pivot Throw, Grapple Only Locks, Throws, Holds None None
T’ai Chi Chuan Grapple, Hip Toss, Pivot Throw Locks, Throws, Holds and Hand Strikes No Kicks None
Tae Kwon Do Front Kick, Back Kick Kicks and Punches No Locks, Throws, Holds
White Crane Dodge, Spin Kick, Jump Kick Hand Strikes and Kicks No Locks, Throws, Holds
Wing Chun Jab, Knee Strike, Elbow Strike Any, except High kicks, Jump Kicks, and Spin Maneuvers None None
Wrestling Grapple, Grapple Locks, Throws, Holds, Dodge None
Wushu Hook Kick, Crescent Kick Kicking, and Spinning Back Fist Any None

Martial Arts Maneuvers

Damage given(reduced) per success is given as a base for each category and then as Base +/- for each skill. E.g. Elbow Strike does Base-1. If the character had SXD of 3, this would result in 3 damage [Base-1 = 1+SXD-1 = 1+3-1 =3]. Please also remember that all damage is considered concussive, meaning that the first three successes are concussive damage. All successes after that are physical damage. These two damage trakcs are additive, but concussive damage recovers at a rate of Con Hit points per minute.

Offensive Maneuvers

Arm Strikes

Arm strikes is the act of striking with some part of the palm, knuckle, arm, elbow, or shoulder. This is usually the elbow, the hand, the forearm, or the back of the wrist. Base Damage: SXD+1

Name Damage Description
Back Fist Base The back fist is a strike to the body of face with the back of the knuckles. This maneuver can be used while grappled without the +2 penalty dice.
Disarming Special This is a strike to the joint holding a weapon. Resolve the strike with a opposed success test versus the defenderÕs Strength (Each target number is 4).
Ear Clap* Special This attack is meant to break the eardrums of the defender, and thus cause a loss of balance. Defender's resist with a Con test. If the attacker wins, the defender is has 1 penalty/success, decreasing by 1 penalty die per turn to all actions.
Elbow Strike Base-1 This maneuver attacks someone who is behind you. The damage is only base Light damage, but there is no penalty for not seeing your attacker. This maneuver can be used while grappled without the 2 penalty dice.
Feint None This maneuver sets up another maneuver. If the attacker wins, the defender will get a bonus die for every success on the next maneuver. If the defender wins, the attacker will get a penalty die for every success on the next maneuver.
Hand Strike Base This is your typical punch. This maneuver can be used while grappled without the 2 penalty dice.
Defensive Jab Base-1 The Jab is a nuisance punch designed to keep a opponent at bay. It is performed by moving the arm quickly from a partially extended state to fully extended state. The jab always goes before other maneuvers. Every two success on a jab will reduce the opponent's success by 1.
Rabbit Punch 1+TXD This punch is performed by interlocking hands and bringing them down like a mace. It is a strong attack, but negates any defensive actions.
Roundhouse Base+2 This attack is the common untrained hand strike. It is a long circular attack with the entire body behind it. It is a knock-out blow. Because of the amount of time this attack requires, it is easy to defend against. Defenders will have a bonus die to their roll against this attack.
Spinning Back Fist Base+1 To perform this maneuver the character spins 180 to 360 degrees raising both their leg and arm and then striking with a back fist. It has a built-in feint. First roll for a feint, and then resolve the attack normally.

Kicks

A kick is a physical strike using the leg, in unison usually with an area of the knee or lower using the foot, heel, tibia (shin), ball of the foot, blade of the foot, toes or knee (the latter is also known as a knee strike). Base Damage: 2+TXD

Name Damage Description
Axe Kick Base+2 The axe kick involves kicking above the target and then bring the heel of the foot down vertically on top of the opponent. It is a very powerful, but difficult maneuver. .
Back Kick Base-1 The back kick is used to attack someone directly behind you. It is a weak attack, but allows you to attack someone you normally would not be able to attack.
Crescent Kick Base The Hook kick and the Crescent Kick are very similar. They both involve sweeping the foot in an arc from it's normal position to the target, as opposed to a straight line. The crescent kick goes from the outside to the inside of one's body.
Drop Kick Base+2 This kick uses both feet to knock a defender down. The defender rolls their Weight versus the character's successes. After the drop kick the attacker will be in a prone position.
Flying Jump Kick Base+3 This maneuver involves the character doing a long jump and ending the maneuver by kicking the defender. The defender gets 1 bonus die to defend against this kick as it is generally an easy kick to defend against.
Foot Stomp Base-2 The Foot Stomp is used to stomp on a defender when they are down on the ground. This maneuver can be used while grappled without the 2 penalty dice.
Front Kick Base The front kick is your standard kick to someone in front of you.
Hook Kick Base The Hook kick and the Crescent Kick are very similar. They both involve sweeping the foot in an arc from it's normal position to the target, as opposed to a straight line. The hook kick goes from the inside to the outside of one's body. It is a hard kick to parry, so any parry attempt is made at 1 penalty die.
Jump Kick Base+2 The Jump kick is done by jumping straight up with one leg and kicking with the other. It is a very powerful attack.
Knee Strike Base-2 The Knee strike is an attack with the knee of the attacker. It is generally intended after a grapple or aimed at a defenderÕs vitals. This maneuver can be used while grappled without the 2 penalty dice.
Shin Kick Base-3 The shin kick is a nuisance kick designed to keep an opponent away. Every two success on a shin kick will reduce the opponent's success by 1.
Side Kick Base This maneuver involves kicking someone to the side of you. This is done by pivoting the body to the side, and thrusting the leg behind you.
Spinning Back Kick Base+1 To perform this maneuver the character spins 180 to 360 degrees raising both their leg and arm and then striking with a back kick. It has a built-in feint. First roll for a feint, and then resolve the attack normally.
Sweep Special The sweep is designed to trip an opponent by sweeping their legs out from under them. If the attacker gets more successes then the defender falls to the ground. DefenderÕs are at a 2 target penalty dice if they are currently using any kicking maneuver, but a shin kick or a kick aimed low. This maneuver can only be defended by jumping or dodging.

Grappling

Grappling, in hand-to-hand combat, describes sports that consist of gripping or seizing the opponent. Grappling is used at close range to gain a physical advantage over an opponent, either by imposing a position or causing injury. Base Damage: 1

Grapple Attacks

a takedown is a technique that involves off-balancing an opponent and bringing him or her to the ground with the attacker landing on top. Base Damage: 0

Name Damage Description
Single Leg Takedown 0 The single leg takedown (often shortened to single leg or single) involves grabbing one of the legs of the opponent, usually with both hands, and using the position to force the opponent to the ground. Succesfully executing this takedown will result in the combatants on the ground with the attacker on the top. Each two extra successes give the attacker a bonus die on the next attack.
Double Leg Takedown 0 The double leg takedown (colloquially simply known as a double leg or even double) involves grabbing the opponent with both arms around the opponent’s legs while keeping the chest close to the opponent, and using this position to force the opponent to the ground. Succesfully executing this takedown will result in the combatants on the ground with the attacker on the top. Each two extra successes give the attacker a bonus die on the next attack.
Duckunder 0 In a duckunder, the wrestler pulls the opponent's elbow forward and away from the body, lowers his own head, and ducks under the opponent's arm in an effort to get behind or at least beside the opponent; from this position the opponent can be taken down by lifting and throwing or by a leg trip.
Fireman's carry 0 The fireman's carry is a takedown technique that resembles a common method of carrying an injured victim by firefighters. When implemented on the right side of the opponent's body, the attacker's left hand pulls the opponent's right elbow forward so the attacker's head goes under the opponent's right arm. At the same time, the attacker's right hand grabs the inside of the opponent's right thigh and lifts, while the attacker rises and drives to his left, bringing the opponent down to the ground on his right side.
Underhook 0 A single underhook involves putting an arm under the opponent's arm, and holding the back of the opponent's midsection or upper body, while a double underhook involves doing this with both arms. Either can be used as the basis for a takedown because underhooks offer the potential for control of the opponent's upper body.
Overhook 0 A single overhook, or whizzer, involves putting an arm over the opponent's arm and encircling it. It can be used as a takedown maneuver by putting substantial weight on the targeted arm while pulling the opponent's other arm across his body, and eventually stepping over behind the opponent.
Bear hug 0 In a bear hug, the arms are wrapped tightly around the opponent's midsection, sometimes with one or both of the opponent's arms pinned to the opponent's body, so that the opponent's chest is held tightly to the attacker's chest. From this position the opponent can be taken down, sometimes by lifting and tilting and sometimes with the aid of a leg trip.
Snapdown 0 In a snapdown, both hands are placed on the back of the opponent's neck, and when the opponent's head is held low or is becoming lower both hands pull down sharply, propelling the opponent's head and therefore body toward the ground. Simultaneously the attacker steps around behind the opponent.
Special Attacks
Name Damage Description
Eye Gouge Base When an attacker uses this attack, they gouge at the eyes. Though this attack does not do much damage. It does cause an extreme amount of pain. The target number of this attacks depends if the victim if grappled or not. If they are grappled the target is 4, else it is 6.
Face Attacks Base Face Attacks include grabbing hair or ears and tearing. It is a very painful maneuver and useful in breaking grapples. The target number of this attacks depends if the victim if grappled or not. If they are grappled the target is 4, else it is 6.
Head Butt Base The head butt allows you to damage an opponent with your head without hurting yourself. If at least one 1 is rolled on the dice then the attacker will have to make a Body test to reduce damage to themselves. This maneuver can be used while grappled without the 2 penalty dice.
Neck Snap Strength The Neck Snap is only taught in commando schools. It is done by grabbing the neck and head of an opponent and twisting quickly, thus snapping the neck. It is almost never tried in combat.
Locks

A joint lock is a grappling technique involving manipulation of an opponent's joints in such a way that the joints reach their maximal degree of motion and hyperextension

Name Damage Description
Arm Locks 5/complex) In grappling, an armlock is a single or double joint lock that hyperextends, hyperflexes or hyperrotates the elbow joint and/or shoulder joint. An armlock that hyperflexes or hyperrotates the shoulder joint is referred to as a shoulder lock, and an armlock that hyperextends the elbow joint is called an armbar. Depending on the joint flexibility and integrity of a person, armlocks that hyperrotate the shoulder joint can also hyperrotate the elbow joint, and vice versa. Damage as a result of this move is capped at 1/4 of the defender’s hit points. If this point is reached, the defender cannot use that arm any more. Armlocks are always defended by S-3 of the defender. This type of lock may also be used as a pain submission hold. In this case, the attacker does not actually damage the opponent. In this case, the attacker rolls for the submission. The defender must then roll a Will roll gaining the same number of successes as the attacker achieved. If they do not, then they submit (at least until the hold is removed). If they achieved the same number of success is greater then they do not submit, but receive two penalty dice (on top of the 2 for being grappled) to any maneuver. On their next action, the attacker can decide to either keep the submission attempt or do damage to the limb.
Leg Locks 5/complex A leglock is a joint lock that is directed at joints of the leg such as the ankle, knee or hip joint. A leglock which is directed at joints in the foot is sometimes referred to as a foot lock and a lock at the hip as a hip lock. Leglocks are featured combat sports and martial arts such as Sambo, Brazilian Jiu-Jitsu, catch wrestling, mixed martial arts, Shootwrestling and submission wrestling, but are banned in some sports featuring joint locks such as Judo. Damage as a result of this move is capped at 1/3 of the defender’s hit points. If this point is reached, the defender cannot use that leg any more. Leg locks are always defended by S-2 of the defender. This type of lock may also be used as a pain submission hold. In this case, the attacker does not actually damage the opponent. In this case, the attacker rolls for the submission. The defender must then roll a Will roll gaining the same number of successes as the attacker achieved. If they do not, then they submit (at least until the hold is removed). If they achieved the same number of success is greater then they do not submit, but receive two penalty dice (on top of the 2 for being grappled) to any maneuver. On their next action, the attacker can decide to either keep the submission attempt or do damage to the limb.
Compression Lock 5/complex A compression lock (also known as a muscle lock, muscle slicer or muscle crusher) is a grappling hold which causes severe pain by pressing a muscle into a bone. A compression lock can cause a joint lock in a nearby joint when it is applied by squeezing a limb over a fulcrum. A forceful compression lock may damage muscles and tendons, and if accompanied by a joint lock, may also result in torn ligaments, dislocation or bone fractures. Compression locks can be used as pain compliance holds, and are sometimes featured in combat sports as submission holds. Damage as a result of this move is capped at 1/5 of the defender’s hit points. If this point is reached, the defender cannot use that muscle any more. This type of lock may also be used as a pain submission hold. In this case, the attacker does not actually damage the opponent. In this case, the attacker rolls for the submission. The defender must then roll a Will roll gaining the same number of successes as the attacker achieved. If they do not, then they submit (at least until the hold is removed). If they achieved the same number of success is greater then they do not submit, but receive two penalty dice (on top of the 2 for being grappled) to any maneuver. On their next action, the attacker can decide to either keep the submission attempt or do damage to the muscle.
Choke Holds Special/Complex A chokehold or stranglehold (in budo referred to as shime-waza, ??, “constriction technique”) is a grappling hold that strangles the opponent, and leads to unconsciousness or even death. Chokeholds are practiced and used in martial arts, combat sports, self-defense, law-enforcement and in military hand to hand combat application. They are generally considered superior compared to brute-force manual strangling, which usually requires a large disparity in physical strength to be effective. Instead of simply using the fingers or arms to attempt to crush the neck, chokeholds effectively use leverage such as figure-four holds or collar holds that use the clothes to assist in the strangle. Depending on the reaction of the victim, it may compress the airway, interfere with the flow of blood in the neck, or work as a combination of the two. Regardless of who the opponent is, a well applied blood choke leads to unconsciousness in 3-5 seconds, while a poorly applied choke can take upwards of thirty seconds to render the opponent unconscious. If released, the subject usually regains consciousness in double the time the choke was applied after he had blacked out. Each success with this skill reduces a defender’s C by 1. Once the defender’s C has been reduced to zero, they pass out.
Throws

A throw is a grappling technique that involves off-balancing or lifting an opponent, and throwing them to the ground. Throws usually involve a rotating motion, the practitioner performing the throw disconnects with the opponent, and ends balanced and on their feet as opposed to a takedown where both finish on the ground. Throws can however also be followed into a top position, in which case the person executing the throw does not disengage from the opponent. Base Damage: SXD

Name Damage Engaged Description
Hip Toss Base No The Hip Toss is done after a successful grapple. It allows the attacker to throw the defender to the ground. The defender rolls their Strength or Dexterity to resist this move.
Pivot Throw Base No The pivot throw is a defense to an attack. The defender lets the attacker attack and then uses their momentum to throw them. It is a timing maneuver. The attacker needs to get more successes than the defender to throw them.
Trip Base No The trip is designed to trip an opponent by pushing them over a fulcrum so that they become imbalanced and fall. This maneuver is done from a successful grapple. If the attacker gets more successes then the defender falls to the ground. Defender's are at a 2 penalty dice, if they are currently using any kicking maneuver.
Headlock Base Yes The headlock is an offensive technique that can get your opponent off their feet and onto the ground.
Holds

A grappling hold is any specific grappling, wrestling, judo, or other martial art grip that is applied to an opponent. Grappling holds are used principally to control the opponent and to advance in points or positioning. Base Damage: SXD Base Damage: None

Name Damage Description
Bear Hug TXD To grapple with a Bear Hug, the attacker grabs the defender around the body and squeezes as hard as they can. The initial attack does no damage, but will determine how good of a hold the attacker was able to get. Breaking a Bear Hug is the same as breaking a Grapple.
Grapple None The grapple involves grabbing the a part of the defender's body. Once grappled the defender will be at a 2 penalty dice to all attacks and parries. The defender needs to make a resisted Strength test to escape. Each success on the initial die roll adds a bonus die to the attacker's defense until the grapple is broken.
Head Lock None The head lock is used to keep a person immobile. It is generally a poor move to use, but can be used to throw a person or to go into a choke hold. Breaking a Head Lock is the same as breaking a Grapple.
Choke Hold TXD The choke hold is done by placing the opponent's neck between the attacker's forearms and crushing the windpipe. It is very easy to do actual physical damage with this attack. Match the attacker's successes against the defender's Con roll (Target 5).

Defensive Maneuvers

Defenses are used to block or counter offensive maneuvers. Base Damage Resisted: 1+SXD

Name Damage Description
Aggressive Parry Base This parry is intended to harm the attacker. As with the parry, roll this maneuver versus the attacker's maneuver. If the defender gets more successes than the attacker, each success acts as a success for the attacker hitting himself. If the attacker uses a Parry or Aggressive Parry nothing happens.
Parry Base The parry simply tries to misdirect the attacker's thrust.
X-Block TXD+1 The X-Block is performed by crossing your arms at the forearms and "catching" the attacking member at the point where your forearms cross. It is a very strong block and allows any succeeding grapple attempt to be made at two bonus dice. Unfortunantly, it also places you in a bad position if your grapple fails. All other succeeding attacks are at 2 penaly dice, while other parries defenses are at 1 penalty die.
Sprawl 1 A sprawl is a martial arts and especially wrestling term for a defensive technique that is done in response to certain takedown attempts, typically double or single leg takedown attempts. The sprawl is performed by scooting the legs backwards, so as to land on the upper back of the opponent attempting the takedown. Successfully sprawling will result in both combatants on the ground and the defender having a bonus die for every two extra successes.
Pivot Throw (See Grapples)
Shin Kick (See Kicks)