Martial Arts: Cinematic Techniques

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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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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!

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.

See Also

Realistic Techniques

Cinematic Techniques

Creating New Techniques