Martial Arts: Cinematic Techniques: Difference between revisions
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To attempt a Wet Willy, you must first take a [[Ready]] maneuver and moisten a finger with saliva. The following turn, roll against Wet Willy to wiggle the slimy finger around in your adversary's ear. If he's hit, he must roll as if [[Squeamish]] with a self-control roll equal to his Will. If he's already Squeamish, he must attempt his normal self-control roll at -3. Failure has the usual effect. | To attempt a Wet Willy, you must first take a [[Ready]] maneuver and moisten a finger with saliva. The following turn, roll against Wet Willy to wiggle the slimy finger around in your adversary's ear. If he's hit, he must roll as if [[Squeamish]] with a self-control roll equal to his Will. If he's already Squeamish, he must attempt his normal self-control roll at -3. Failure has the usual effect. | ||
A related technique is [[Dirty Sanchez]] but I shall not describe it here. | A related, very dirty technique is called [[Dirty Sanchez]], but I shall not describe it here. | ||
{{ma_techniques}} | {{ma_techniques}} | ||
[[Category:Cinematic Techniques]] | [[Category:Cinematic Techniques]] |
Latest revision as of 16:49, 10 February 2022
Martial Arts: Cinematic Techniques
These techniques are so risky – or so unlikely to be effective in a real fight – that few reputable real-world schools teach them. This doesn't mean they're impossible, only that a martial artist needs Trained by a Master or Weapon Master to improve them. Anybody can attempt a cinematic technique at default, if the GM permits.
The GM is free to forbid a technique – even at default – if he feels it would spoil the game's "feel." This might be because the campaign is realistic, but cinematic techniques don't automatically fit every cinematic setting, either. Conversely, if the GM believes that a technique is realistic, it is ... at least in his game.
Backbreaker
Hard*
Defaults: ST-3 or Wrestling-3; cannot exceed ST+3 or Wrestling+3.
Some cinematic wrestlers – and strongmen in general – can pick up an opponent and break his spine over their knee. To attempt this, you must first grapple your foe with two hands around the torso. Resolve this as an ordinary grapple.
If your opponent fails to break free on his turn, roll against Backbreaker on your next turn. Success means you lift up your victim, drop to one knee, and smash his back across your other knee. Failure means you drop him; he ends up face-up on the ground and you end up kneeling, but neither of you suffers damage. If his weight exceeds your BL×4, you simply aren't strong enough to pick him up – you waste a turn trying to lift him and can't proceed with the technique.
A successful Backbreaker does swing crushing damage to the spine. This location has no special wounding multiplier but sufficient injury can do serious harm; see New Hit Locations. Even if the GM isn't using the spine hit location, he should use those rules for Backbreaker.
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 DR does apply, as this is a direct blow to the spine.
Binding
Hard*
Default: prerequisite skill.
Prerequisite: Judo or Knot-Tying; cannot exceed prerequisite skill+4.
This is the technique of binding a victim limb-by-limb while parrying his attacks. In Japanese legend, guards and police used it to restrain criminals, while ninja used it for abductions. 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, any number with a rope. Your victim can try to free himself on his turn; use the rules for Bolas.
If you bind all of your victim's legs, he must roll vs. DX-6 every turn or fall down. His DX and ST are at -6 to resist takedowns and techniques intended to knock him down. If you bind all of his limbs, he's helpless – although he can attempt an Escape or DX-6 roll to free himself (see Escape).
Dual-Weapon Attack
Hard*
Default: prerequisite skill-4.
Prerequisite: Any unarmed combat or one-handed Melee Weapon skill†; cannot exceed prerequisite skill.
If you attack with two weapons at once, you're normally at -4 on each attack unless you All-Out Attack. This technique lets you buy off the penalty. To eliminate the extra -4 for the "off" hand, you'll also need Off-Hand Weapon Training. See Dual-Weapon Attacks for other important details.
You must learn Dual-Weapon Attack (DWA) separately for each skill. For instance, attacking with two axes requires two DWA (Axe/Mace) rolls, but attacking with an axe and a whip requires a DWA (Axe/Mace) roll and a DWA (Whip) roll.
Dual-Weapon Attack is a valid combat option even in realistic games. The technique is cinematic because you need Trained by a Master or Weapon Master to improve it.
†This technique is also available for Guns (Pistol) even in realistic campaigns and for Bow in cinematic ones. DWA (Bow) lets you shoot two arrows at once from a bow, possibly at different targets! Heroic Archer halves the default penalty to -2. Readying a second arrow requires an extra Ready or use of Multiple Fast-Draw.
Dual-Weapon Defense
Hard*
Defaults: prerequisite skill Block-1 or Parry-1.
Prerequisite: Any combat skill that gives a Block or Parry score; cannot exceed prerequisite Block or Parry.
You're normally at -1 to defend against a Dual-Weapon Attack. This technique lets you buy off that penalty. To ward off both attacks, you must make two defense rolls simultaneously: a parry with either hand or a parry with one hand and a block with the other. Roll against Dual-Weapon Defense for the weapon or shield in each hand.
You can also learn Dual-Weapon Defense for use with a two-yard or longer Polearm, Spear, Staff, or Two-Handed Sword weapon. This lets you buy off the -1 to parry both halves of a Dual-Weapon Attack with a single parry; see Parrying with Two-Handed Weapons.
Fighting While Seated
Hard*
Default: prerequisite skill-2.
Prerequisite: Any combat skill; cannot exceed prerequisite skill.
Some cinematic martial artists show their contempt for lesser opponents by remaining seated when attacked. This technique replaces the prerequisite skill while seated; e.g., if you have Karate at 20 and Fighting While Seated (Karate) at 19, you can punch or feint from a seated position at 19, kick at 17, etc. Fighting While Seated also helps with the -2 to defend while seated. If you know it at skill-1, you're at -1 to defend, while at full skill, you have no penalty.
You may stand on your turn by taking a Change Posture maneuver. To stand instantly, roll against Acrobatic Stand at +4. Success lets you take any maneuver normally. Failure means you must take a Change Posture maneuver.
For rules on fighting while sitting on the ground rather than seated in a chair, see Postures, Hit Locations, and Techniques.
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Flying Jump Kick or Flying Lunge
Hard*
Defaults: 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 at the enemy. Realistic martial artists practice this stunt for show – never for combat. In the movies, though, all bets are off! 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 (p. B365). 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; see Jumping (p. B352). This requires a DX or Jumping 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 better. Start with kicking damage for Flying Jump Kick, your weapon's thrusting damage for Flying Lunge.
Afterward, you cannot retreat. Moreover, you cannot dodge if you kicked or parry if you used a weapon. All of your remaining active defenses are at -2. These effects last until your next turn.
This technique is dangerous! If you fail the roll for your jump or your attack – or if your target successfully defends – you fall unless you can make a DX-8 or Acrobatics-4 roll. On a fall, 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.
Grand Disarm
Hard*
Defaults: fencing weapon skill-9, other Melee Weapon skill-11, or unarmed combat skill-11.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
Grand Disarm is a special All-Out Attack that lets you disarm every foe adjacent to you with lightning speed. Use these rules instead of the usual ones for All-Out Attack (p. B365). 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 trying to disarm every single foe within a yard. You must engage your enemies in either clockwise or counterclockwise order (your choice). You can't combine this with any technique except Disarming (p. 70).
Roll against Grand Disarm once per foe, in the order chosen above, to hit his 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 (p. B556).
After resolving all of the attack and defense rolls, you may try to disarm everyone who didn't successfully defend! Use the rules on p. B401; you roll against 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. In a cinematic game, though, it's traditional for those disarmed this way to gape and gawk on their next turn – not to attack with another weapon or bare hands. The GM should make an IQ roll for each foe (in overthe- top games, at -1 per successful disarm after the first). Those who fail are mentally stunned (p. B420) by your aweinspiring move!
Hand Catch
Hard*
Default: prerequisite skill Parry-3.
Prerequisite: Judo, Sumo Wrestling, or Wrestling†; cannot exceed prerequisite Parry.
This technique – popular with cinematic warriors, muscular henchmen, and super "bricks" – involves catching an incoming attack in your hand. It isn't realistic! It's a onehanded parry, even if the prerequisite skill usually parries with two hands, and incompatible with Cross Parry (p. 121). Roll against Hand Catch to defend, at the usual -2 for Sumo Wrestling vs. a kick, or -3 for Sumo Wrestling or Wrestling vs. a weapon. You cannot retreat. Failure means you're hit. The attacker may choose to hit his original target, your parrying arm, or your parrying hand. Success means you parry and may roll against the prerequisite skill to grab your attacker, modified as follows.
Modifiers: Against unarmed, -2 to hit a hand or foot; -2 for Sumo Wrestling vs. a foot; -1 if your foe knows Rapid Retraction (p. 51). Against armed, a basic -3; another -3 to -5 for weapon size (see p. B400); a further -3 for Sumo Wrestling or Wrestling vs. a weapon.
Success on this skill roll means you grapple the extremity or grab the weapon! On later turns, you can use any combat option or technique that requires a grab or grapple to set up – Disarming, Finger Lock, Judo Throw, Snap Weapon, Wrench Limb, etc., as applicable. Failure means you deflect the attack but fail to catch your attacker.
The GM may let realistic fighters try this technique at default. The consequences of failure are steep enough to keep it under control.
†You can also learn Hand Catch for Parry Missile Weapons in order to catch ranged weapons. If you have Precognitive Parry, you can use any Hand Catch specialty for this. Hand Catch can only trap projectiles (not beams) that the underlying parry could deflect. Use the standard modifiers for such parries instead of those above. Success plucks the weapon from the air, regardless of hand DR. Failure means you're hit. Don't use Hand Catch to catch something thrown to you – use Catching (p. B355).
Hand-Clap Parry
Hard*
Default: prerequisite skill Parry-5.
Prerequisite: Judo or Karate; cannot exceed prerequisite Parry.
This often-foolhardy cinematic technique – common in samurai stories – lets you trap an opponent's weapon in midstroke. By clapping your hands together, you capture the weapon's blade, haft, or head.
Roll against Hand-Clap Parry to defend against an attacker's weapon. Success means you stop the attack and trap the weapon. Failure means you're hit, and your assailant may choose to hit his original target or either of your hands! Succeed or fail, this is the only parry you may make with your hands this turn.
If you trap the weapon, your enemy's turn ends immediately. He loses any additional attacks or maneuvers he might have had, and can't step. He can't use the trapped weapon to parry or attack until you relinquish it. On future turns, he may try to break free. If he opts to give up his weapon, it's a free action on his turn.
On your next turn, you may attempt to disarm or use Snap Weapon (p. 87). You don't have to do either – you can act normally while holding onto the weapon, as long as you leave two hands on the weapon and don't step away from your victim. Relinquishing the weapon is a free action on your turn.
If you make a successful disarm attempt – or your foe releases his weapon – you may try to reverse the weapon and ready it yourself on your next turn. This requires a DX roll. Success means you catch the weapon, which counts as a Ready maneuver. On a critical success, you ready the weapon instantly! Failure means you drop it. On a critical failure, you also inflict Tip Slash (p. 113) damage on your torso.
Initial Carving
Hard*
Default: prerequisite skill-4.
Prerequisite: Any fencing weapon skill; cannot exceed prerequisite skill.
A cinematic swashbuckler can try to carve an initial using his blade. Determine where he'll carve the initial and the number of strokes he'll need to carve it – for instance, a Z takes three. The first stroke is at no penalty beyond that for hit location; it's at -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 make a Tip Slash (p. 113) to do cutting damage.
It's 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"×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 (roll a die). 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, Ignatz, or Irene.
You must learn a separate technique for each letter. It lets you buy off the -4 for the second and later strokes. To remove the penalties for carving in a specific hit location, buy a Targeted Attack (p. 68).
Example: Don Lorenzo Estrada wishes to leave the initials L.E. on the skin of several (unwilling) acquaintances, so he practices long and hard. He spends 4 points on the L and 5 on the E (which takes four strokes, so he wants to get it right the first time). His Rapier skill is 14; he'll make the first stroke of each letter on a 14 or less. The next part of the L is at default+3, giving a net -1 to skill – he needs a 13. The E is at default+4; he has no penalty to carve it at all.
Lethal Kick
Hard*
Default: Karate-4.
Prerequisite: Karate; cannot exceed Karate skill.
This kick focuses all of your strength onto a toe or toes, converting your blow from crushing to piercing. This lets you target the vitals or eyes. Roll against Lethal Kick to hit, applying the usual hit location penalties. Damage is thrust-1 plus your Karate bonus. Hurting Yourself (p. B379) applies if your target has any DR – not just DR 3+.
Lethal Kick is generally impossible while wearing fully enclosed shoes or boots, but the GM might allow it with such pointy footwear as cowboy boots and stiletto heels – especially in a cinematic campaign!
As combat options, Lethal Kick and Lethal Strike (below) are reasonable even in a realistic game. The techniques are cinematic because only warriors with Trained by a Master can improve them.
Lethal Strike
Hard*
Default: Karate-2.
Prerequisite: Karate; cannot exceed Karate skill.
This is a hand strike with stiffened fingers. It uses the rules for Lethal Kick, above, but damage is thrust-2 plus your Karate bonus. It's possible while wearing gloves with individual fingers, even gauntlets, but incompatible with mitts, boxing gloves, etc.
Piledriver
Hard*
Defaults: ST-5 or Wrestling-5.
Prerequisite: Wrestling; cannot exceed ST or Wrestling.
Piledriver involves grappling your opponent, turning him upside down, and driving his skull into the ground by sitting down hard. This is a clumsy, risky move, rarely seen outside professional ("entertainment") wrestling. It's a special All-Out Attack option – use these rules instead of the usual ones for that maneuver.
To execute a Piledriver, you must first grapple your opponent with two hands by the arms, torso, or legs. Resolve this as an ordinary grapple. Your foe may defend normally.
If your enemy fails to break free on his turn, then on your next turn, make a Piledriver roll to turn him head-down and drop to a sitting posture. This counts as an attack. If your victim's weight exceeds your BL×4, you aren't strong enough to pick him up – your attack fails automatically but you must still roll to see if you critically fail!
Your victim may defend at the usual penalties for being grappled. If he knows the Wrestling skill, he can counter your move by pivoting to make the attack mechanically difficult. This defense counts as a Wrestling parry and is possible even if your foe has no hands free.
A successful Piledriver does thrust+4 crushing or thrust+2 at +2 per die, whichever is greater, plus damage equal to your ST bonus from Wrestling (+1 at DX+1, +2 at DX+2 or better). Apply this to the skull. Immediately afterward, you can attempt a pin as a free action. Your opponent may resist as usual – but he's still grappled and may be stunned or otherwise suffering from his injuries.
If your Piledriver fails for any reason but being too weak to lift your foe, including a successful enemy defense, you still drop to a sitting posture. You must also roll vs. HT. A failed HT roll means you sit down too hard, strain your gut, etc. Apply the damage you would have inflicted to your own torso. Critical failure on the Piledriver roll means you end up sitting and injure yourself automatically (no HT roll).
A variation is to grapple your adversary, pick him up, and smash him skull-first into the floor, wall, or other fixed object. This is a common tactic for strong men in mixed martial arts bouts – often in response to being grappled. (If you do this without lifting your foe, use Grab and Smash! instead.) This move works as described above with three important differences:
- . If your foe is grappling you with two hands and you have a free hand, you can opt to grapple his head or arm with only one hand as your initial grapple. This is a standard grapple; your rival defends normally. However, if he lets go of you on his turn, you can't attempt a Piledriver on your next turn (you still keep your grapple).
- The attack roll is at +3, because you're not trying to invert your victim after you pick him up.
- Damage drops to thrust+2 crushing or thrust at +1 per die, whichever is greater, plus the Wrestling bonus.
Pole-Vault Kick
Hard*
Default: Karate-4.
Prerequisites: Jumping and Karate; cannot exceed Karate skill.
This technique is a variation on Jump Kick that uses a pole – typically a quarterstaff but sometimes a sword stuck in the ground or even a convenient banister – to vault into a kick. It involves a short pole-vault forward or sideways that ends in a sharp kick. It's a special option for All-Out Attack. Use the following rules instead of the normal ones for that maneuver.
To attempt a Pole-Vault Kick, you must have two hands on a pole, sword, or similar vertical lever. You must take at least two steps toward the foe; this effectively gives you an extra yard of reach. Roll against Pole-Vault Kick to hit. Your target parries at -2.
If you hit, you do thrust+3 crushing damage – or thrust+1 at +1 per die, if better – plus your Karate bonus. If you miss, or if your target successfully defends, you fall down unless you can make a DX-4 or Acrobatics-2 roll. Hit or miss, you have no defense at all until your next turn!
As strange as it may seem, some real-world martial artists do practice this kick, although its effectiveness is doubtful. At the GM's option, realistic warriors who practice especially flashy styles can buy a Style Perk that lets them improve this technique.
Pressure-Point Strike
Hard*
Default: prerequisite combat skill-2.
Prerequisites: Either Pressure Points or Pressure Secrets, and a combat skill that's useful with those skills; cannot exceed combat skill.
Attacks with the Pressure Points and Pressure Secrets skills are normally at -2 to hit. This technique lets you buy off this penalty.
Roll with Blow
Hard*
Default: prerequisite skill-2.
Prerequisite: Acrobatics or any unarmed combat skill; cannot exceed prerequisite skill.
This represents special training 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. Critical 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!
Roll with Blow is risky in places where knockback is likely to mean a collision. In a superhero game, the GM may let anyone learn this skill – people being knocked great distances into and through things is very much in-genre!
Snap Weapon
Hard*
Defaults: ST-4 or ST-based Jitte/Sai-4; cannot exceed ST+3 or ST-based Jitte/Sai+3.
Cinematic strongmen often use brute strength to snap weapons. You can only attempt this if you trapped the target weapon with a barehanded grab or Bind Weapon (Jitte/Sai) on an earlier turn – or on your turn after making a successful Hand Catch or Hand-Clap Parry. Roll a Quick Contest: Snap Weapon vs. the weapon's HT. Use HT 10 for missile weapons, HT 12 for melee weapons. Cheap weapons get -2; fine ones, +1; very fine ones, +2. This is an attack. If you win, you inflict thrust crushing damage on the weapon.
Springing Attack
Hard*
Default: prerequisite skill-2.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
Springing Attack represents an attack made from the kind of deep stance that some cinematic fighters use to "store up" energy for a powerful strike. To make an attack like this, you must first crouch. This takes your entire turn – you may do nothing else.
On your next turn, make a roll against Springing Attack – not the prerequisite skill – to hit with your first attack. If you hit, that one attack is at +2 to damage or +1 per die, whichever is better. If you miss, you have -2 to DX and all active defenses until your next turn. On a critical miss, you fall down! If your foe defends, you suffer no special ill effects.
You may combine Springing Attack with another striking technique. See Using Techniques Together to find effective skill level.
Timed Defense
Hard*
Default: active defense-2; cannot exceed active defense.
This technique helps you defend against opponents who use acrobatics or speed to move behind you and attack. It lets you buy off the -2 for a flank or "runaround" attack (p. B391) for one active defense. For Block or Parry, you must specialize by combat skill. You may use Timed Defense (Dodge) only once per turn.
Whirlwind Attack
Hard*
Defaults: prerequisite skill-5.
Prerequisite: Boxing, Karate, or any Melee Weapon skill; 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 make a Whirlwind Attack, it's all you can do that turn, no matter how fast or skilled you are. Since it's an All-Out Attack, it leaves you with no active defenses. Otherwise, the rules below replace the usual ones for that maneuver.
When you launch a Whirlwind Attack, you spin in place (you cannot step) and attack all foes within a yard. You must attack them in clockwise or counterclockwise order – your choice. All of your attacks must be kicks, punches, or strikes with a swung weapon, and you cannot combine Whirlwind Attack with another technique (such as Disarming, but see Grand Disarm) or with cinematic skills such as Power Blow.
Determine a random hit location for each foe and then roll against Whirlwind Attack to hit, with the usual hit location penalties. Your opponents defend normally. Resolve each attack completely before moving to the next one. If using a weapon that can get stuck (see Picks), your Whirlwind Attack ends on the first successful attack. If any of the attacks is a critical miss – or if any of your enemies critically succeeds on his defense – then 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.
Silly Techniques
Humorous movies often feature silly techniques that embarrass or distract the victim. These aren't "cinematic" in the usual sense – they aren't legendary, high-powered, or chi-based – but neither are they realistic. Most simply wouldn't work in a real fight. The GM may rule that such techniques are useless (see Useless Techniques), but in a silly game it's more fun to let them work!
Double Eye-Poke
Hard
Defaults: Brawling-5 or Karate-5.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
This is a darting thrust to both eyes using one hand with two extended fingers – often accompanied by suitable sound effects ("Poink!"). The goal isn't to maim but to distract the victim so you can pull a fast one or run away! If hit, the target must roll vs. HT. Failure means he's blinded for seconds equal to his margin of failure.
Eye-Poke Defense
Hard
Default: prerequisite skill Parry.
Prerequisite: Any unarmed combat skill; cannot exceed prerequisite Parry+5.
The best defense against Double Eye-Poke is to place a hand upright along the nose, which forces the attacker's fingertips to stop short of the eyes. This parry is an ultimate defense, and can go as high as Parry+5. Of course, it only works against Double Eye-Poke...
Flying Atomic Wedgie
Hard
Defaults: Brawling-8 or Wrestling-8. (or (houserule) Judo-8.)
Prerequisite: Brawling or Wrestling (or (houserule) Judo); cannot exceed prerequisite skill.
The Flying Atomic Wedgie is a Move and Attack: you leap past the target, grab hold of his underpants, and pull at full power – hopefully getting the shorts up over his head. If you hit, roll a Quick Contest of ST with the victim. You're at +1 per yard you ran toward him. If you win, he suffers agony for minutes equal to your margin of victory and embarrassment for considerably longer.
Halitosis Attack
Average
Defaults: HT-5; cannot exceed HT.
Prerequisite: Odious Personal Habit (Foul Breath).
This dreaded attack is an attempt to overcome the enemy with bad breath in close combat. To use it, you must grapple your foe from the front or he must do the same to you. On later turns, roll a Quick Contest: your Halitosis Attack vs. your victim's HT. This counts as an attack. If you win, you stun your victim for seconds equal to your margin of victory. If you critically succeed or he critically fails, he's retching for that time instead. If he has No Sense of Smell/Taste, though, he's immune!
There are persistent rumors of a Flatulence Attack that works on foes who grapple you from behind. The GM should decide whether martial farts suit his campaign.
Noogie
Hard
Defaults: Brawling-5 or Karate-5.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
A Noogie is a knuckle rub to the top of the head. If hit, the victim suffers moderate pain on his next turn (only). Repeated hits on successive turns cause this to progress a step a turn to severe pain, terrible pain, and agony. Further attacks extend the agony's duration. See Pain and Agony.
The best way to use Noogie is to pin the target and noogie away until he's in agony. This gives the usual +3 to Intimidation when you finally stop and make demands ("Say 'uncle'!").
Head DR beyond the standard DR 2 for the skull grants immunity.
Nose Slap
Hard
Defaults: Brawling-5 or Wrestling-5.
Prerequisite: Brawling or Wrestling; cannot exceed prerequisite skill.
Nose Slap is a close-combat attack that involves grabbing the victim's nose with one hand and using the other to slap him across the face – all in one smooth motion. If hit, the target is stunned and must roll vs. HT. Failure means he drops anything he's holding in either hand and clutches his nose. If he has something he can't drop, like a shield, he hits himself in the face with it. Nyuk!
Wet Willy
Hard
Defaults: Brawling-6 or Karate-6.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
To attempt a Wet Willy, you must first take a Ready maneuver and moisten a finger with saliva. The following turn, roll against Wet Willy to wiggle the slimy finger around in your adversary's ear. If he's hit, he must roll as if Squeamish with a self-control roll equal to his Will. If he's already Squeamish, he must attempt his normal self-control roll at -3. Failure has the usual effect.
A related, very dirty technique is called Dirty Sanchez, but I shall not describe it here.
See Also
Realistic Techniques
- Martial Arts: Realistic Techniques
- Martial Arts: Techniques That Aren't
- Martial Arts: Optional Rule: Targeted Attacks
- Martial Arts: "Go for the eyes!"
- Martial Arts: Dirty Tricks
- Martial Arts: Using Your Legs
- Martial Arts: Optional Rule: Combinations