Martial Arts: Expanded Combat Maneuvers
Expanded Combat Maneuvers
In a Martial Arts game, the GM might permit the following additional possibilities for the combat maneuvers described in Basic Set. These options supplement those in the Basic Set but don’t replace them. Unless noted otherwise, all of the usual benefits and drawbacks of the underlying maneuver still apply – notably those described under "Movement" and "Active Defense."
As explained in Martial Arts: Creating New Techniques, some combat techniques are based on specific maneuvers; e.g., Jump Kick is a Committed Attack or All-Out Attack. Such techniques are new options for the maneuvers in question, on an equal footing with but distinct from those in the Basic Set. For instance, Jump Kick allows a unique All-Out Attack option, All-Out Attack (Jump Kick), which you can’t combine with a basic option such as All-Out Attack (Strong) or another technique-specific option like All-Out Attack (Whirlwind).
- Martial Arts: Aim
- Martial Arts: All-Out Attack
- Martial Arts: Attack
- Martial Arts: Change Posture
- Martial Arts: Committed Attack
- Martial Arts: Defensive Attack
- Martial Arts: Evaluate
- Martial Arts: Feint
- Martial Arts: Ready
- Martial Arts: Who Draws First?
- Martial Arts: Move
- Martial Arts: Move and Attack
- Martial Arts: Wait