Martial Arts: Realistic Techniques
Many of these techniques are difficult – and some are dangerous to the user – but all are realistic. The GM could allow even the flashiest of them in a high-realism campaign.
Techniques That Aren't
Martial artists practice dozens of distinct attacks and defenses that they call "techniques." The majority of these aren't techniques in the sense of their definition. GURPS lets fighters use their combat skills to try hundreds of permutations of maneuvers, movement, and combat options; e.g., a swordsman can use Attack to turn in place and stab to the face, which is nothing like using All-Out Attack to dart forward and hack at a foot. Most "techniques" that martial artists study are simply variations of this kind. To underline this, the GM may opt to deny certain actions to the relatively untrained (see Limited Maneuver Selection).
Below are examples of "non-techniques." Warriors generally can't improve these independently of skill – although highly optional Targeted Attacks and Combinations can remove hit location and Rapid Strike penalties.
Stances
Every martial art has specialized stances, many of which bear interesting names: "cat stance" (from Karate), "boar's tooth" (from Longsword Fighting), and so on. Defensive stances allow the Defensive Attack and [[All-Out Defense}} maneuvers. Forward-leaning, aggressive stances justify All-Out Attack (Long). Low, broad stances are less vulnerable to takedowns, and explain why high grappling skills help resist such attacks. Knowledge of effective fighting stances isn't an independent technique – it's one of the most basic elements covered by any combat skill.
Punches
Any straight or crossing blow with a closed fist is a basic punch at Boxing, Brawling, or Karate skill. The name for such a strike depends on the style and the combat maneuver. Crosses, hooks, and reverse punches are typical Attacks; a jab is the archetypal Defensive Attack; and a lunge punch, roundhouse, or haymaker is a Committed Attack or All-Out Attack.
Many famous punches from sports and cinema are nothing more exotic than punches that use specific combat options. For instance, a "rabbit punch" is a punch to the back of the head or neck; the opening strike of Bruce Lee's "straight blast" is a Deceptive Attack that relies on sheer speed (see Jeet Kune Do); and the classic two-jab combination favored by boxers is a Rapid Strike.
Only punches that use unorthodox striking surfaces – the side of the hand, an open hand, an extended finger, two clasped hands, etc. – or that deliver extra damage without going "all-out" merit distinct techniques. These strikes are tricky without extra training. Examples include Exotic Hand Strike, Hammer Fist, Two-Handed Punch, and Uppercut.
Kicks
Almost every standing kick to a frontal target – including crescent, rising, side, and snap kicks – is a straight kicking attack at Karate-2 or Brawling-2. Short, jabbing kicks are Defensive Attacks. Hard-hitting hook and roundhouse kicks are Committed Attacks or All-Out Attacks. Combat options often enter the equation, too. For instance, the "double side kick" of Tae Kwon Do is a Rapid Strike – and also a Telegraphic Attack.
To improve all of these kicks, raise Kicking – or increase Karate or Brawling. Only kicks from unusual positions (Back Kick), those with limited target selection (e.g., Axe Kick and Stamp Kick), and those that require the attacker to hop, spin, or jump (such as Jump Kick, Spinning Kick, and Drop Kick) can justify distinct techniques. The additional training is needed to work around the risk or awkward angles involved.
Weapon Strikes
Armed stylists – especially swordsmen – often name or number their art's basic guard positions, thrusts, and swings. These are by definition standard attacks and parries, not explicit techniques. Most "advanced" methods add in maneuvers other than Attack. Draw cuts, flicking blows from the wrist, and so on are Defensive Attacks. Aggressive tactics – flèche, lunge, pass, stab-and-twist, etc. – are Committed Attacks or All-Out Attacks. The "floor lunge" is an All-Out Attack (Long).
Even some unusual modes of attack are normal blows combined with combat options. A dramatic, circular sword cut (called a moulinet by saber fighters) is a Telegraphic Attack. Sliding a weapon along the enemy's to bypass his guard (a "glide" or coulé) is a Deceptive Attack. Using the tip of a blade to cut is a Tip Slash. Striking a two-handed blow using a one-handed weapon is an application of Defensive Grip. Attacking with an inverted blade is an example of Reversed Grip.
Weapon techniques are mainly for difficult combat conditions (horseback, close combat, etc.) or non-striking attacks (especially sweeping and grappling).
Grappling
Grapples, takedowns, and pins – and many follow-ups, such as strangling and the options in Grab and Smash! – are possible even for average, untrained people. The Judo, Sumo Wrestling, and Wrestling skills teach moves that make such actions more effective, but these are left abstract, not bought as techniques. Grappling the arms from behind is called a "full nelson" and a takedown made by hooking your leg around your opponent’s, a "reap" ... but Full Nelson and Reap aren't techniques. The same applies to so-called "sticking hands": situational awareness is simply part of basic skill, and explains why more skilled fighters have a higher Parry and better odds in Quick Contests.
Grappling techniques are reserved for locks, breaks, and throws that require precise body positioning to be effective. Anyone can grab a foe, but it takes training to apply an arm bar. Examples include Arm Lock, Neck Snap, and Piledriver.
Setup Tactics
Attacking into an adversary's attack is a Stop Hit and a standard option for anybody who takes a Wait maneuver. Converting a parry into an attack is a Riposte, and possible for any fighter who can parry. To be successful at either, one must be good at attacks and parries in general. It makes little sense to train at these things exclusively!
Acrobatic Stand
Average
Default: Acrobatics-6.
Prerequisite: Acrobatics; cannot exceed Acrobatics skill.
This represents training at quickly regaining your feet in a fight; see Acrobatic Stand for details. A successful roll lets you go from lying down to standing as a single Change Posture maneuver; on a critical success, you do so as a "step." Failure means you go to a sitting posture. Critical failure leaves you lying down, wasting your turn.
You can also use Acrobatic Stand to go from crawling or sitting to standing as a step. In this case, failure means you stand as a Change Posture maneuver, not as a step. Critical failure means you fall down!
Modifiers: A penalty equal to your encumbrance level.
Aggressive Parry
Hard
Default: prerequisite skill Parry-1.
Prerequisite: Boxing, Brawling, or Karate; cannot exceed prerequisite Parry.
Only a few "hard" styles teach this tactic. Instead of merely deflecting a blow, you attempt to injure your attacker with an especially forceful parry. This is incompatible with Cross Parry.
Roll against Aggressive Parry to defend, at the usual -2 for Boxing vs. a kick, or -3 for Boxing or Brawling vs. a swung weapon. You cannot retreat. Failure means you're hit; your attacker may choose to hit his original target, your parrying arm, or your parrying hand. Success means you parry and may roll against the underlying skill to strike the attacking body part or weapon, modified as follows.
Modifiers: Against unarmed, -2 to hit an arm or leg, -4 to hit a hand or foot; -2 for Boxing vs. a leg or foot; -1 if your foe knows Rapid Retraction. Against armed, a basic -3; another -3 to -5 for weapon size; a further -3 for Boxing or Brawling vs. a swung weapon.
Success on this skill roll inflicts thrust-4 crushing damage or thrust-2 at -1 per die, whichever is worse, on the targeted weapon or body part. Skill bonuses apply normally. Failure means you didn't parry forcefully enough to inflict damage.
Weapon parries against unarmed attacks are essentially aggressive "for free"; see Parrying Unarmed Attacks.
Arm or Wrist Lock
Average
Default: prerequisite skill.
Prerequisite: Judo, Wrestling, or appropriate Melee Weapon skill; cannot exceed prerequisite skill+4.
An arm (or wrist) lock is an attempt to restrain or cripple an opponent by twisting his arm. It normally uses Judo or Wrestling skill. This technique lets you improve effective skill for this purpose only.
To use Arm Lock, you must have two hands free and make a successful barehanded parry with Judo or Wrestling against your opponent's melee attack. On your first turn following the parry, you may attempt to capture your attacker's arm if he's still within one yard. This is an attack: step into close combat and roll against Arm Lock to hit. Your foe may use any active defense – he can parry your hand with a weapon! If his defense fails, you trap his arm.
Your foe may attempt to break free on his next turn, but you're at +4 in the Quick Contest. If he loses, he has a cumulative -1 on future attempts to break free.
On your next turn – and each turn thereafter, until your foe breaks free – you may try to damage the trapped arm. Roll a Quick Contest: the higher of your ST (including your Wrestling bonus) or Arm Lock vs. the higher of your victim's ST or HT. If you win, you inflict crushing damage equal to your margin of victory. The target's rigid DR protects normally.
Flexible armor, including natural DR with the Flexible or Tough Skin limitation, has no effect. If you cripple your victim's arm, he drops anything in that hand. You can inflict no further damage on a crippled limb but you can continue to roll the Contest each turn. If you win, your target suffers shock and stunning just as if you had inflicted damage.
Rolls to inflict damage are completely passive and don’t count as attacks. You can simultaneously make closecombat attacks on your opponent, who defends at -4 in addition to any penalties due to injury caused by the lock itself. If you decide to throw him using the lock, this does count as an attack; see Throws from Locks.
You can use this ability offensively as well. Instead of waiting to parry an attack, grapple your foe normally with Judo or Wrestling. If he fails to break free on his next turn, you may try Arm Lock on your next turn, just as if you had parried his attack.
You can also apply this lock with a weapon. Default and prerequisite skills become a weapon skill. To initiate the lock requires a weapon parry or an Armed Grapple. A reach C weapon gets +1 in the Quick Contest to cause damage; anything longer gets +2. Edged weapons can inflict crushing or cutting damage, but you must make a DX roll when you roll to inflict injury. Failure does thrust cutting damage to your off hand (DR protects normally). Otherwise, use the rules above.
Arm Lock uses precision and skill to cripple a foe's limb. For a brute-force technique, see Wrench (Limb).
Armed Grapple
Hard
Default: Cloak, or other prerequisite skill-2.
Prerequisite: Cloak or appropriate Melee Weapon skill; cannot exceed prerequisite skill.
Many armed styles teach how to step close to a foe, maneuver a weapon past him, and then pull it in tightly to restrain him. This results in an actual grapple of his body in close combat. To snag an opponent at full reach, use Entangle for a flexible weapon or Hook for one with a hook or other projection. To lock blades with him, use Bind Weapon (see below).
To initiate an armed grapple, roll against weapon skill at -2 – this is an awkward and unconventional attack for most weapons. It's a standard move with a cloak, however, and uses your unpenalized Cloak skill. Use the hit location penalties for grappling, not those for striking.
Your opponent may use any normal defense. If he fails to defend, you've successfully grappled him with your weapon. While using your weapon to grapple, you can neither attack nor defend with it. On your turn, you can follow up with a takedown, pin, choke, or Arm Lock (options depend on the body part grappled). Releasing the grapple is a free action.
A one-handed weapon other than a cloak can only grapple if you grip it in two hands first. This requires a Ready maneuver.
Attack from Above
Average
Default: prerequisite skill-2.
Prerequisite: Any unarmed or Melee Weapon skill; cannot exceed prerequisite skill.
Some styles teach techniques for pouncing on a foe from above. This technique lets you buy off the -2 to attack described in Attack from Above. It's particularly suitable for cinematic ninja!
Axe Kick
Hard
Default: Karate-4.
Prerequisite: Karate; cannot exceed Karate skill.
This kick involves lifting a leg and smashing it down onto the target heel-first. It's a special option for Committed Attack and All-Out Attack. Use the rules below instead of the normal rules for those maneuvers.
An Axe Kick has reduced vertical reach. If your foe's SM exceeds yours by +1, you can't target his head while he's standing. If he's larger, you can't hit his head unless he's crawling or on the ground. Resolve an attack to the foot as a Stamp Kick rolled at your Axe Kick level. As a Committed Attack, an Axe Kick does thrust+1 crushing damage – or thrust at +1 per two dice, if better – plus skill bonuses. Roll against Axe Kick to hit. Afterward, you can't dodge or retreat until your next turn, and are at -2 on all remaining active defenses.
As an All-Out Attack, an Axe Kick does thrust+2 – or thrust at +1 per die, if better – plus skill bonuses. Hit or miss, you have no defenses until your next turn!
An Axe Kick is difficult to back away from. If your opponent's retreat bonus makes the difference between a hit and a miss for an attack aimed above the foot, the kick still hits a lower body part. Head or neck shots strike the torso; torso, arm, or hand blows hit a leg; and kicks to the groin or leg stomp a foot.
This move also beats down the target's guard. A successful attack roll gives the defender -1 to parry any attack following the Axe Kick until his next turn – even if his defense against the kick succeeds. Axe Kick is a good opener for a Rapid Strike or Combination!
Back Kick or Back Strike
Hard
Default: prerequisite skill-2, or -4 for a kick.
Prerequisite: Karate or any Melee Weapon skill; cannot exceed prerequisite skill.
This technique lets you kick or use a melee weapon against a foe to your rear without making a Wild Swing or changing facing – although your legs must be free in order to change stance. Back Kick defaults to Karate-4. Back Strike defaults to Melee Weapon-2 and you must specialize; e.g., Back Strike (Staff). To throw a "back punch," use Elbow Strike.
To use this technique, you must know that your adversary is behind you! Roll against Back Kick or Back Strike to hit, at an extra -1 if you target a specific hit location.
A Back Kick has standard reach and damage for a kick. A Back Strike can only reach an enemy within one yard, regardless of weapon length. Thrusting attacks do their usual damage; swinging attacks have -2 damage or -1 damage per die, whichever is worse. A Back Strike from a Reversed Grip uses the reach and damage effects of that grip instead of those given here.
In all cases, you’re at -2 to all active defenses until your next turn. This is cumulative with the -2 to parry with a weapon in a Reversed Grip!
Bind Weapon
Hard
Default: prerequisite skill-3.
Prerequisite: Jitte/Sai or any fencing weapon skill; cannot exceed prerequisite skill.
Fencers with swords that have crosspiece hilts can lock blades or hilts in a so-called bind. With a pronged weapon such as the jitte, it's possible to bind any weapon. This technique covers all such tactics.
To bind, you must first successfully parry your opponent's fencing blade with your own such sword – or use a Jitte/Sai weapon to parry any weapon. On your first turn after the parry, roll against Bind Weapon to try to bind the weapon you parried; this is an attack. If you're using a fencing weapon, your adversary must be within a yard and you must step into close combat. With a Jitte/Sai weapon, the target weapon must merely be in reach.
Your foe's only legal defenses are a dodge or a parry with the targeted weapon. He may retreat for the usual bonus. If his defense fails, you bind weapons – and if he tried to retreat, he can't step back.
You can use Bind Weapon offensively rather than after a parry. Step into range (see above) and roll against Bind Weapon to hit. The only difference is that your foe may try any defense, not just a dodge or a parry with the target weapon.
While a bind is in effect, neither fighter can use the weapons involved to attack or defend. All other actions taken by defender and attacker alike are at -2 DX.
Your foe may attempt to free his weapon on his turn. This counts as an attempt to break free, and requires a full turn and a Quick Contest of his weapon skill against your Bind Weapon technique. If he uses finesse to disengage, make DX-based rolls. If he uses brute force, the rolls are ST-based. If he wins, the bind ends – and if he used ST, you must make a skill or Retain Weapon roll or drop the weapon you used to bind!
Either of you can escape by dropping the weapon in the bind. This is a free action at any time. You can end the bind without losing your weapon. This, too, is a free action – but only on your turn.
This tactic is common for two-weapon fencers – especially those with a main-gauche. The objective is to bind the enemy's blade and attack with a secondary weapon. Jitte/Sai fighters use paired weapons to similar effect.
Breakfall
Average
Default: Acrobatics, Judo, or Wrestling.
Prerequisite: Acrobatics, Judo, or Wrestling; cannot exceed prerequisite skill+5.
This technique covers ways of controlling or absorbing the shock of a fall: shoulder rolls, slapping the ground, and so on. When you're thrown for damage (see Judo Throw), a successful Breakfall roll deducts one plus your margin of success from damage. If this prevents all damage, you may opt to end up crouching instead of lying down. You can also try to end up crouching after a non-damaging throw, but the lack of momentum makes it tricky: roll at Breakfall-3. Finally, you may substitute Breakfall for Acrobatics when rolling to reduce the effective distance of a fall (see Falling); any success lets you end up crouching, if you wish.
Cavalry Training
Hard
Default: Melee Weapon skill-2.
Prerequisites: Riding and any Melee Weapon skill; cannot exceed Melee Weapon skill.
This technique lets a mounted warrior buy off the -2 for attacking on the same turn as his mount (see Attacks by Mounts). It also helps when he attacks while his mount's velocity is 7 or more relative to his target. Such an attack is normally at +1 to damage and -1 to skill (see Cavalry Weapons), but improving Cavalry Training to Melee Weapon skill-1 eliminates this -1. Raising Cavalry Training to full skill eliminates both penalties. Remember that skill with a mounted attack can't exceed Riding skill – or Combat Riding, if better.
Choke Hold
Hard
Defaults: Judo-2, Wrestling-3, or appropriate weapon skill-3.
Prerequisite: Judo, Wrestling, or appropriate weapon skill; cannot exceed prerequisite skill.
This close-combat attack involves locking the target's neck and applying pressure. It requires two hands. Roll against Choke Hold to hit. If you come from in front of your victim, you're at -1.
Your victim may try any legal defense. If he fails, you apply the hold, which counts as a grapple. If you struck from behind, he can only defend if he knew you were coming. Otherwise, all he can do is attempt to tuck his chin to counter your hold. This is a parry at -2 with a grappling skill. He can't retreat. If he succeeds, you grapple him but get no hold; critical success means he completely ducks your attack.
On your foe's next turn and on subsequent turns, he may try to break free. You're at +5 in the Quick Contest for using two hands. You control only his neck and head, not his arms and legs. He can attack you at the usual -4 for being grappled. If you came from behind, he may only try the strikes detailed under Pain and Breaking Free or attempt to grapple your arm, which allows the usual follow-up techniques on later turns.
On your next turn – and on each turn thereafter, until your prey breaks free – you may apply pressure to your victim's carotid arteries to subdue him or to his trachea to choke him. This counts as an attack. Roll the Quick Contest described in Choke or Strangle. Your hold gives you +3 ST. A carotid ("blood") choke inflicts fatigue damage. A tracheal ("air") choke delivers crushing damage.
You can apply this hold using a weapon. Default and prerequisite skills become a weapon skill. The lever gives a further ST bonus to restrain or injure your victim: +1 if reach C, +2 if longer. You can choke with the flat or the edge of a sword; if using the edge, you may only choke for cutting damage. You must grasp a sword with one hand on the handle, one on the blade. Make a DX roll when you roll to inflict injury. Failure does thrust cutting damage to your off hand (DR protects normally).
Close Combat
Hard
Defaults: prerequisite skill-4, -8, or -12.
Prerequisite: Any Melee Weapon skill; cannot remove more than half the default penalty.†
In close combat, a weapon without "C" in its Reach statistic gives a skill penalty based on its reach: -4 for reach 1, -8 for reach 2, or -12 for reach 3. In addition, swing damage is at -1 per yard of reach; e.g., a broadsword does -1 damage, a greatsword gets -2, and a full-sized halberd has -3. Thrusting attacks do normal damage. Calculate skill and swing damage penalties using the weapon's longest reach, not the reach at which it's currently ready.
This technique lets you buy off half the skill penalty. You may buy it up to skill-2 for a reach 1 weapon, skill-4 for a reach 2 weapon, or skill-6 for a reach 3 weapon.
All of this assumes a normal grip. See Reversed Grip for an alternative. Hilt punches and the like use Pummeling instead of these rules; this technique doesn't apply.
†Close Combat is also available for ranged weapons. This lets you buy off the entire Bulk penalty for close-combat purposes only; see Weapons for Close Combat. Those with Heroic Archer don't need this technique.
Combat Riding
Hard
Defaults: Riding.
Prerequisite: Riding; cannot exceed Riding+4.
This technique represents training at riding under combat conditions. Use it instead of Riding whenever you roll to control your mount in battle. It doesn't cover fighting – for that, learn Cavalry Training (see above) or Mounted Shooting – but where the rules limit weapon skill to Riding, your limit is Combat Riding instead. Combat Riding never aids Riding rolls to mount up, stay mounted, or direct your mount hands-free – see Hands-Free Riding, Quick Mount, and Staying Seated for those tricks – or for such non-combat activities as dressage, racing, and travel.
Counterattack
Hard
Default: prerequisite skill-5.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
Counterattack represents attacking as soon as possible after defending in order to take advantage of the momentary "hole" an attacker must leave in his defenses. You can only attempt it on your turn immediately following a successful active defense – and only vs. the foe against whom you defended. If you blocked or parried, the Counterattack doesn't have to use the hand(s) you used to defend, although it can if you wish.
Roll against Counterattack to hit. Your foe is at -2 to Parry, or to his resistance roll if you tried a grappling move that uses a Quick Contest (e.g., takedown), or at -1 to Block or Dodge. If you hit, your attack inflicts its usual damage. You can use another technique as your counterattack; see Using Techniques Together to find effective skill level.
Crack
Average
Default: Whip-4.
Prerequisite: Whip; cannot exceed Whip skill.
You can "crack" any ordinary whip – this is the sound of the tip breaking the sound barrier! Such an attack is at -4 to skill but +2 to damage. Crack lets you buy off the skill penalty. In a cinematic (or silly) campaign, Crack might work with anything whip-like: ropes, belts, long braids, wet towels...
Disarming
Hard
Default: prerequisite skill.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill+5.
If you know this technique above default, you may use it instead of the underlying skill whenever you attack to disarm (see Knocking a Weapon Away) – both for the roll to hit and in the ensuing Quick Contest. For instance, if you have Broadsword-14 and Disarming (Broadsword)-17, you disarm as if you had Broadsword-17. Penalties to hit the target weapon, including the -2 for using a non-fencing weapon, and modifiers in the Quick Contest (such as the +2 for Jitte/Sai and Whip weapons) apply normally.
Drop Kick
Hard
Defaults: Brawling-1, Sumo Wrestling-1, or Wrestling-2.
Prerequisite: Brawling, Sumo Wrestling, or Wrestling; cannot exceed prerequisite skill.
This attack uses two feet in an attempt to injure and knock down an opponent. It's a special option for Move and Attack. Use the following rules instead of the normal rules for that maneuver.
A Drop Kick is a type of slam. You must move at least a yard towards your target. The kick itself has a reach of 2 yards. Roll against Drop Kick to hit. Damage is as for a slam, at +2 for going feet first (or +3 if wearing heavy boots). Brawling, Sumo Wrestling, or Wrestling adds its usual damage bonus. Succeed or fail, you immediately fall down. Until your next turn, you may block or parry from the ground at the usual penalties, but you can't dodge or retreat.
In a cinematic game, GMs may allow an Acrobatics-5 roll for the attacker to land on his feet after a successful Drop Kick. A miss results in a fall!
Ear Clap
Average
Defaults: Boxing-3, Brawling-3, or Karate-3.
Prerequisite: Boxing, Brawling, or Karate; cannot exceed prerequisite skill-1.
This is an attack on your foe's ear using a cupped or open hand. The goal is to pop his eardrum, stunning and deafening him. You must be in close combat and have at least one free, empty hand.
Roll against Ear Clap to hit. Your opponent may use any active defense. If the attack succeeds, it does thrust-3 crushing damage plus skill bonuses. In addition, roll a Quick Contest: Ear Clap vs. the victim's HT. If you win, your target is physically stunned; he's also at -1 DX and deaf in one ear (treat as Hard of Hearing) for 1d seconds. On a critical failure on the HT roll or critical success on Ear Clap, the victim must roll as if for a crippling injury to see how long he's partially deaf; see Duration of Crippling Injuries. Permanent harm is possible!
Ear Clap works best if you box both ears simultaneously. To do a double Ear Clap, you must have two free, empty hands and use All-Out Attack (Double) or another form of multiple attacks. Dual-Weapon Attack with the appropriate unarmed combat skill is one option; add the penalties for that technique to Ear Clap to determine effective skill. If only one hand hits, resolve it as above. If both hit, roll one Quick Contest. If you win, your victim is deaf in both ears (treat as Deafness) for 2d seconds. Once again, a critical failure on HT or critical success on Ear Clap indicates a crippling injury that could become permanent.
Elbow Drop
Hard
Defaults: Brawling-4 or Wrestling-5.
Prerequisite: Brawling or Wrestling; cannot exceed prerequisite skill.
This is a devastating elbow strike delivered using the whole body. It's normally done by dropping from a standing posture, driving an elbow into the victim and landing on top of him. You can use it against a kneeling, sitting, or lying foe, making it an ideal follow-up to a takedown. Elbow Drop is a special option for Committed Attack or All-Out Attack. Use the rules here instead of the usual ones for those maneuvers.
Roll against Elbow Drop to hit. The victim may dodge or block, or parry at -2. If he parries, your body counts as a weapon with weight equal to your ST; see Parrying Heavy Weapons.
As a Committed Attack, Elbow Drop inflicts thrust+2, or thrust at +1 per die if better. Brawling adds its usual damage bonus; Wrestling adds damage equal to its ST bonus (+1 at DX+1, +2 at DX+2 or better) instead. As an All-Out Attack, damage is thrust+3, or thrust-1 at +2 per die if better, plus skill bonuses. If an Elbow Drop causes knockback, the target goes nowhere – but if he's sitting or kneeling, he must make the usual DX roll or be knocked down.
If you miss, you hit the ground and suffer the damage you would have inflicted. The same thing happens if your opponent blocks with a shield.
Succeed or fail, you end up lying face-up on the ground. After a Committed Attack, you're at -2 to defend and unable to retreat. After an All-Out Attack, you're defenseless!
Elbow Strike
Average Defaults: Brawling-2 or Karate-2. Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
You can jab an elbow into an enemy behind you in close combat. Roll against Elbow Strike to hit. There's no modifier for not facing him, but add an extra -1 if you target a specific hit location. A hit inflicts thrust-1 crushing damage, plus skill bonuses. Treat an elbow to someone in front of you as a punch.
Elbows are short-ranged and hard to hurt. You may not select All-Out Attack (Long). Hurting Yourself applies, but damage is 1/10 of what you roll – not 1/5 – and both it and injury from enemy parries affects the arm, not the hand.
Entangle
Hard
Defaults: Kusari-4 or Whip-4.
Prerequisite: Kusari or Whip; cannot exceed prerequisite skill.
You can use a flexible weapon such as a whip or a kusari to entangle a foe. Roll against Entangle to hit. If your opponent fails to defend, the weapon wraps around him.
If you hit your victim's arm or torso, you ensnare it. On subsequent turns, you must take a Ready maneuver to keep your opponent snared. Roll a Quick Contest of ST each turn. If you win, you immobilize your foe. If you lose, he pulls your weapon from your grasp. On a tie, he immediately breaks free without disarming you.
If you entangle the neck, use the same rules but your opponent has -5 in the Contest. If you win, the whip or kusari cuts off the victim's breathing – see Suffocation.
If you entangle a foot or a leg, the target must make a DX roll to remain standing (this is instead of the Contest above). He's at -4 if he was running. If he falls, he takes 1d-4 crushing damage – or 1d-2 if running. On subsequent turns, use the rules above to keep him entangled.
You must keep your weapon taut at all times to immobilize or suffocate your victim. This requires a Ready maneuver each turn. If you're mounted and your mount is trained to do this for you, substitute its ST for yours in the Quick Contest.
To escape from a taut whip or kusari, you must attack and cut it (the damage required depends on the weapon). To escape from a limp weapon – including one pulled from the attacker's grasp – you need a free hand and must make three successful DX rolls. Each attempt counts as a Ready maneuver, during which you may take no other action.
Evade
Average
Defaults: Acrobatics or Judo.
Prerequisite: Acrobatics or Judo; cannot exceed prerequisite skill+5.
This technique represents training at avoiding opponents who wish to obstruct your movement. Evade (Acrobatics) lets you flip over, tumble under, or twist around your foe, while Evade (Judo) allows you to ward off your enemy's hands as you run past. Either replaces DX when trying to evade (see Evading). All normal penalties apply.
Exotic Hand Strike
Average
Default: Karate-1.
Prerequisite: Karate; cannot exceed Karate skill.
Certain hand strikes use unusual striking surfaces: the edge of the hand, a single protruding knuckle, a clawshaped fist, etc. These do extra damage to fleshy or fragile targets at the cost of being much more vulnerable to injury when striking a hard surface such as armor or bone. Roll against Exotic Hand Strike to hit. Standard hit location penalties apply. Damage is thrust crushing plus Karate bonuses. Hurting Yourself applies if your target has any DR – not just DR 3+.
Eye-Gouging
Hard
Defaults: Brawling-5, Judo-5, or Wrestling-5.
Prerequisite: Brawling, Judo, or Wrestling; cannot exceed prerequisite skill.
This close-combat attack consists of grabbing someone's head and pressing your thumbs into his eyes. It usually requires two empty hands. Roll against Eye-Gouging to hit.
Your foe may defend normally. If he fails, you grapple him and he cannot see! He can try to break free as usual on his turn.
Until your victim breaks free, you can drive your thumbs into his eyes on subsequent turns. This counts as an attack but doesn't require an attack roll. Each eye takes thrust-4 crushing damage. This can cripple and blind the eyes but never gets the ×4 wounding modifier for the skull – the thumbs are too short! (Exception: The GM may give some nonhumans the perk "Long Thumbs," in which case the wounding modifier does apply. The same goes for fighters with Talons or Long Talons.)
You can gouge one-handed. The attack roll is against Eye-Gouging-4. Only one eye takes damage on later turns.
"Go for the Eyes!"
Blinding your foe is an effective tactic – but while the eyes are fragile, they're also too small for most strikes to get at them effectively. Eye-Gouging is one solution but hardly the only one!
All of these close-combat strikes require an empty hand. If one of them hits and the target fails to defend, the victim must roll vs. Will. Any failure means he flinches and has -1 to attack and defense rolls until the end of his next turn, in addition to the technique's other effects.
Eye-Pluck
Hard*
Defaults: Brawling-10 or Karate-10.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill-4.
This cinematic technique involves using the clawed fingers of one hand to grab an enemy's eye and pull it out. It's a strike, not a grapple. You can try it repeatedly but you can't “hold onto” your enemy's eye. Roll against Eye-Pluck to hit.
Damage is thrust-3 crushing, plus your Brawling or Karate bonus. Injury over HP/10 cripples the eye. Any excess is lost. The difference between this and Eye-Poke is that if you cripple the eye, your victim must make an immediate HT roll. Failure means you pluck out his eye – a permanent crippling injury! See p. Duration of Crippling Injuries.
If your foe's Size Modifier exceeds yours by +5 or more, his eye is too big for you to grab and your Eye-Pluck counts only as an Eye-Poke.
Eye-Poke
Hard
Defaults: Boxing-9, Brawling-9, or Karate-9.
Prerequisite: Boxing, Brawling, or Karate; cannot exceed prerequisite skill-4.
This is a jab to the eye using an extended finger. It can blind but it never gets the ×4 wounding modifier for the skull (compare Lethal Eye-Poke, below). Roll against Eye-Poke to hit.
A hit inflicts thrust-3 crushing damage. Injury over HP/10 cripples the eye. Any excess is lost. A miss by 1 strikes the protective bone around the eye, damaging the face instead – but as you're hitting bone, skull DR (usually DR 2) protects. Hurting Yourself applies if your target has any DR, not just DR 3+, or if you hit bone.
Due to the risk of finger injury, many fighters pull this blow (see Subduing a Foe). Little damage is needed to cripple an eye in any event!
Eye-Rake
Hard
Defaults: Brawling-5 or Karate-5.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
This technique attempts to blind the foe by scratching a clawed hand across his face and eyes. It's easier than most strikes to the eyes because you're using a broad striking surface against a large target (the upper face), but actual injury is superficial at best.
On a successful hit, roll thrust-1 crushing damage. However, this isn't a hard strike and normally inflicts no injury. Instead, the victim must make a HT roll at a penalty equal to the damage that penetrates DR. Failure means he's blinded for 1 minute times his margin of failure. Critical failure means one eye suffers HP/10 of real injury (round down) and is crippled!
Lethal Eye-Poke
Hard*
Default: Karate-11.
Prerequisite: Karate; cannot exceed Karate-5.
This is an attempt to drive an extended finger through an eye socket and into the brain. Treat it as Targeted Attack (Karate Lethal Strike/Eye) for all purposes. It inflicts thrust-2 piercing damage, plus Karate bonuses. It can blind and gets the ×4 wounding modifier for the skull – just like any other piercing attack. With sufficient damage, it can kill.
Feint
Hard
Default: prerequisite skill.
Prerequisite: Any unarmed combat or Melee Weapon skill†; cannot exceed prerequisite skill+4.
Feints aren't always phony attacks. They include breaks in rhythm, false steps, head fakes, and other ploys to misdirect the foe. This technique represents training in all such methods. If you know it above default, use it instead of the underlying skill whenever you feint or someone tries to feint you. For instance, with Broadsword at 14 and Feint (Broadsword) at 16, you would make and resist feints at 16.
Feint includes knowledge of Beats and Ruses. Make a ST-based roll to attempt a Beat or to use ST to resist one, an IQ-based roll to try a Ruse, or a Per-based roll to use Per to resist a Ruse. To find your level, add the difference between the relevant score and DX to Feint; e.g., DX 12, IQ 14, and Feint at 16 would allow a Ruse at 18.
†Some styles include a Style Perk that permits a default to Acrobatics, Dancing, or another non-combat skill; see Feints Using Non-Combat Skills.
Finger Lock
Hard
Default: Arm Lock-3.
Prerequisite: Arm Lock; cannot exceed Arm Lock technique.
This technique lets you grab fingers and twist them painfully. Use the rules under Arm or Wrist Lock, except that damage is to the hand – which is easier to cripple than the arm.
Ground Fighting
Hard
Default: prerequisite skill-4.
Prerequisite: Any combat skill; cannot exceed prerequisite skill.
This technique lets you buy off the -4 to attack while crawling, lying face-up, or lying prone. Roll against Ground Fighting instead of the prerequisite skill when you use that skill to attack from the ground. For instance, if you had Wrestling at 14 and Ground Fighting (Wrestling) at 13, you could grapple from the ground at skill 13.
For every two points invested in Ground Fighting, you may also ignore -1 of the -3 to defend from the ground. Ground Fighting at skill-3 or skill-2 means you're at -2, while at skill-1 or full skill, you have only -1.
Hammer Fist
Average
'Defaults:' Brawling-1 or Karate-1.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
A "hammer fist" is a punch using the side of a clenched fist. This technique includes both the true hammer fist and similar attacks meant to prevent injury to the attacker at the cost of less damage to the target: forearm smashes, punches with the palm or heel of an open hand, etc. In all cases, the striking surface is larger and less rigid than for a normal fist, reducing damage – but it's much harder to injure yourself, making this strike ideal for hard targets.
Roll against Hammer Fist to hit. Damage is thrust-2 plus skill bonuses. If Hurting Yourself would apply, damage is 1/10 of what you roll, not 1/5. Furthermore, you suffer a point less damage if your hand is parried aggressively or with a weapon, or otherwise stopped painfully.
If your hand is crippled, you may use Hammer Fist to deliver a forearm smash. Use the above rules, but any self-inflicted injury affects the arm instead of the hand.
Handcuffing
Average
'Defaults:' Binding, DX-2, Judo-1, or Wrestling-2; cannot exceed Binding, DX, Judo, or Wrestling.
This is a limited, realistic version of Binding for handcuffing a target quickly. It only works in close combat – and only if you grappled your target on a previous turn or parried his melee attack immediately prior to your turn. On your turn, roll a Quick Contest: Handcuffing vs. the higher of your victim's DX or best grappling skill. This counts as an attack. Victory means you've handcuffed a limb of your choice. On later turns, you can repeat the process to cuff another limb or make an uncontested Handcuffing roll to attach the cuff to an inanimate object (pole, car door, bomb...) within a yard.
You can handcuff a pinned opponent automatically in 2d seconds. A successful, unopposed Handcuffing roll reduces this to two seconds (one second on a critical success). Escape attempts use the Escape skill or Slip Handcuffs technique. This takes a minute. Time reductions give the usual penalties; see Time Spent. The GM may permit cinematic heroes one attempt at -10 to escape in a turn – effectively instantly.
Hands-Free Riding
Hard
Default: Riding-3.
Prerequisite: Riding; cannot exceed Riding skill.
Using only one hand to control your mount gives -1 to all Riding rolls, while using no hands at all gives -3; see Mounted Combat. This technique represents training to buy off these penalties. Roll against Hands-Free Riding instead of Riding to control your mount using no hands. If you've improved this technique at all, you may ignore the -1 for using only one hand.
Head Butt
Hard
Defaults: Brawling-1 or Karate-1.†
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.†
This is a close-combat strike using the forehead. Natural targets are the face (-5) and skull (-7) of a standing adversary, but you can attack anything! However, while the skull is hard, it has poor reach and leverage for striking.
Roll against Head Butt to hit. Damage is thrust-1 crushing. Your victim may defend normally; if he parries, any damage this causes affects your face. Self-inflicted injury for a target with DR 3+ applies to the skull; however, your skull's DR 2 protects normally. If you have rigid head protection – e.g., a metal helm – add +1 to damage and apply your armor's DR against self-inflicted injury.
†Head Butt requires practice to be effective; fighters without Brawling or Karate strike at DX-2 and do only thrust-2 damage. This move is sometimes used while grappling and (illegally) in boxing matches, but it doesn't benefit from Boxing, Judo, Sumo Wrestling, or Wrestling. Races with Strikers on their head don’t need Head Butt – they attack at full skill and do superior damage.
Head Lock
Hard
Defaults: Judo-3 or Wrestling-3.
Prerequisite: Judo or Wrestling; cannot exceed prerequisite skill.
This attack involves controlling an enemy's head and neck using two arms. It targets similar body parts to Choke Hold. However, the goal is to lock your victim's neck in a way that lets you injure it or his throat – not to cut off his blood or air supply.
To apply this lock, you must first grapple your opponent by the neck; see Grappling. Your victim may attempt to break free on his turn. If he fails, then on your next turn, you have two ways to injure him: you may attempt to choke him as described under Choke or Strangle, substituting Head Lock for ST if better, or you may try to throw him as explained in Throws from Locks. You can alternate between these attacks for as long as you maintain the lock.
Treat sports-wrestling locks that seek to avoid causing injury as simple head or neck grapples. The same goes for the so-called head lock seen on the street (an arm around the neck).
Hook
Hard
Default: prerequisite skill-5.
Prerequisite: Any appropriate Melee Weapon skill; cannot exceed prerequisite skill.
This is the technique of using a weapon with a projection – usually a hook – to snag a foe's head, limb, weapon, or shield in order to pull him off-balance. You can learn it for any Melee Weapon skill, but you'll need a suitable weapon to use it.
Hook is a common technique for Axe/Mace, Polearm, and Two-Handed Axe/Mace, but while picks and most axes can hook, maces and knobbed clubs can't – and only a few polearms sport hooks. It's possible to add hooks to weapons that normally lack them, such as spears and staffs. Some swordfighting schools even taught (gauntleted!) fighters to grab their weapon by the blade and hook with the pommel and crosspiece. Swords wielded this way use the Axe/Mace or Two-Handed Axe/Mace skill, and are unbalanced. See Chapter 6 for more on suitable weapons and the associated skills.
Roll against Hook to hit, modified for the target as noted below. Your adversary may defend normally. Hook doesn't usually inflict damage, but some weapons have an edged hook (see below). While using a weapon to hook a foe, you can't use it to attack or parry. You can always release or drop it as a free action on your turn, however.
If hooking the head or a limb, apply standard hit location penalties. If you succeed, then on subsequent turns you may attempt to pull your victim off-balance or even to the ground. Roll a Quick Contest of ST. If you win, you drag your opponent into a kneeling posture; if he's kneeling or crouching, he falls down. He can't stand until he breaks free or you release him. If you lose or tie, nothing happens. If you critically fail, you drop your weapon! Your foe may try to break free normally on his turn.
Hooking a weapon is an attempt to disarm. Apply the usual penalty to hit the weapon but ignore the -2 for a non-fencing weapon. You get +2 in the ensuing Quick Contest, in addition to the usual modifiers. If you lose the Contest, your opponent retains his weapon and escapes from your hook.
If hooking a shield, roll to hit at -4 plus its DB. If you succeed, you may attempt to pull it out of line. Treat this as an attempt to disarm, but your opponent gets +4 in the Quick Contest if his shield is strapped to his arm (NOTE: Shields are usually strapped to arms but held!). You get +2 if hooking with a two-handed weapon. If you win, the shield becomes unready – it's still on your foe's arm but he can't block with it or benefit from its DB until he breaks free and takes a Ready maneuver to reorient it.
Certain weapons designed for hooking are sharpened on the inside of the hook. These include the Chinese hook sword and the European bill. Such weapons inflict the damage listed for their hook in addition to the above effects. If using the optional Pain and Breaking Free rule, such weapons are very effective against lightly armored foes!
Horse Archery
Hard
Default: Bow-4.
Prerequisites: Bow and Riding; cannot exceed Bow skill.
"Horse Archery" is shorthand for Mounted Shooting (Bow/Horse). See Mounted Shooting.
Jam
Hard
Default: prerequisite skill Parry-1.
Prerequisite: Brawling or Karate; cannot exceed prerequisite Parry.
A Jam is an attempt to parry a low-line attack – typically a kick – by interposing a foot or leg aggressively enough to injure the attacker. It's only useful against attacks on your lower body (feet, legs, or groin). You may attempt it instead of a non-damaging leg or foot parry once per turn; see Parries with Legs or Feet.
Roll against Jam to defend, at the usual -3 for Brawling vs. a swung weapon. You cannot retreat. Failure means you're hit; your attacker may choose to hit his original target, your parrying leg, or your parrying foot. Success means you parry and may roll against the underlying skill to strike the attacking body part or weapon, modified as follows.
Modifiers: The usual -2 for kicking. Against unarmed, +0 to hit a leg, -2 to hit an arm or foot, -4 to hit a hand; -1 if your foe knows Rapid Retraction. Against armed, a basic -3; another -3 to -5 for weapon size; a further -3 for Brawling vs. a swung weapon.
Success on this skill roll inflicts thrust-3 crushing damage or thrust-1 at -1 per die, whichever is worse, on the targeted weapon or body part. Skill bonuses apply normally. Failure means you didn't parry forcefully enough to inflict damage.
Judo Throw
Hard
Default: Judo.
Prerequisite: Judo; cannot exceed Judo skill.
This is the primary attack of the Judo skill. On the turn immediately after a successful Judo parry, you may attempt to throw your attacker if he's within a yard. You must have at least one hand free to do so. This counts as an attack. Roll vs. Judo to hit. (On an All-Out Attack, you can't try two throws but you can make one attempt at +4.) Your foe may use any active defense – he can parry your hand with a weapon! If his defense fails, you throw him.
A thrown foe falls where you please. On a battle map, he lands in any two hexes near you. One of these hexes must be his starting hex, your hex, or any hex adjacent to one of those hexes. Your victim must roll against HT. Failure means he's stunned. If you throw him into someone else, that person must roll vs. the higher of ST+3 or DX+3 to avoid being knocked down.
The intent of Judo Throw is normally to put your rival on the ground – not to injure him – but you can throw him in a way that maximizes the impact of the fall on a specific location, injuring it. This is frowned upon in sport matches! Treat a damaging throw like any other, but at -1 to hit plus any hit location penalty (not halved for grappling). Any location but the eye, vitals, or groin is valid; common targets are the skull, neck, and arm. Damage is thrust-1 crushing; there's no bonus for skill. The victim may attempt a Breakfall roll to reduce injury. Other effects are as for a regular Judo Throw.
You may also throw a grappled foe. Instead of parrying first, you must grapple your opponent. On a later turn, try to throw him. This is an attack resolved as a Quick Contest: Judo vs. the highest of your adversary's ST, DX, or best grappling skill. If you attempt a damaging throw, the extra penalties do modify your roll. If you win, you throw your victim as above. Otherwise, you don't – but unless you critically failed, you retain your grapple and may try again on a future turn.
Jump Kick
Hard
Default: Karate-4.
Prerequisite: Karate; cannot exceed Karate skill.
This showy, dangerous move lets you leap into the air to increase range and damage with a kick. Some sources claim it was used to unhorse riders! It's a special option for Committed Attack and All-Out Attack. The rules below replace the standard ones for those maneuvers.
As a Committed Attack, a Jump Kick involves a short jump forward or sideways that ends in a sharp kick. You must take two steps toward your foe; this effectively gives an extra yard of reach. Roll against Jump Kick to hit. A hit does thrust+1 crushing damage – or thrust at +1 per two dice, if better – plus Karate bonuses. Afterward, you cannot dodge or retreat until next turn, and have -2 on all other active defenses. On a miss, make the usual DX roll to avoid a fall; see Melee Weapons: note [4].
An All-Out Attack involves hurling your body at your opponent foot-first. You must move at least half your Move (minimum 2 yards) forward. Roll against Jump Kick to hit. Your target parries at -2. A hit inflicts thrust+2 – or thrust at +1 per die, if better – plus skill bonuses. 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 defenses at all until next turn!
These rules are intended for Martial Arts campaigns. The GM is free to use the less-realistic version from Basic Set in games that don't focus on the martial arts.
Kicking
Hard
Default: Brawling-2 or Karate-2.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
Kicking covers all kicks not defined as standalone techniques: crescent kicks, hook kicks, rising kicks, roundhouse kicks, snap kicks, etc. Knowledgeable players are free to embellish, but in all cases, a kick requires an attack roll against Kicking and inflicts thrust crushing damage. Use Brawling or Karate skill – not Kicking – to determine the damage bonus, and use only the highest bonus. If you miss, roll vs. Kicking or DX to avoid falling down.
Combine Kicking with Committed Attack or All-Out Attack for devastating kicks like roundhouses or stepping side kicks, or with Defensive Attack for close, jabbing kicks. Add in Deceptive Attack for fast snaps and other tricky moves, or Telegraphic Attack for slow kicks with big windups.
Knee Drop
Hard
Defaults: Brawling-3 or Wrestling-4.
Prerequisite: Brawling or Wrestling; cannot exceed prerequisite skill.
This brutal attack involves dropping your entire weight onto your foe knee-first. It's normally executed from a standing posture by driving your knee into your adversary and landing on top of him. You can only use it against an opponent who's lying down, but it's an ideal follow-up to a takedown. Knee Drop is a special option for Committed Attack or All-Out Attack. Use these rules instead of the usual ones for those maneuvers.
Roll against Knee Drop to hit. Your victim may dodge or block, or parry at -2. If he parries, your body counts as a weapon with weight equal to your ST; see Parrying Heavy Weapons.
As a Committed Attack, Knee Drop inflicts thrust+2, or thrust at +1 per die if better. Brawling adds its usual damage bonus; Wrestling adds damage equal to its ST bonus (+1 at DX+1, +2 at DX+2 or better) instead. As an All-Out Attack, damage is thrust+3, or thrust+1 at +1 per die if better, plus skill bonuses.
On a miss, you hit the ground and one leg takes the damage you would have inflicted. If your opponent blocks with a shield, it has the same effect.
Succeed or fail, you end up kneeling. You're at -2 to defend and unable to retreat after a Committed Attack. After an All-Out Attack, you're defenseless!
Knee Strike
Average
Defaults: Brawling-1 or Karate-1.
Prerequisite: Brawling or karate; cannot exceed prerequisite skill.
This is a snapping blow with the knee. Unlike a kick, it's only useful in close combat (reach C). Roll against Knee Strike to hit. If you’ve grappled your opponent, he defends at -2; if you grappled from the front, you may attack his groin at no penalty! On a hit, roll thrust crushing damage, plus your Brawling or Karate bonus.
Some fighters like to grab an opponent's head and pull it down into a Knee Strike. For details, see Grab and Smash!.
Leg Grapple
Hard
Defaults: DX, Wrestling, or Judo; cannot exceed DX+4, Wrestling+4, or Judo+4.
Leg Grapple is an attempt to catch the leg of a kicking foe. It's a common response to high kicks. To use it, you must have one hand free and successfully parry a kick to your upper body – skull, eye, face, neck, torso, vitals, arm, or hand.
On your first turn following the parry, you may attempt to capture your opponent's leg if he's within a yard. This is an attack. Step into close combat and roll against Leg Grapple to hit. Your foe can only dodge; this represents retracting his kick before you can catch him. If you succeed, you've grabbed his leg.
Your foe may attempt to break free on his next turn, but you’re at +4 in the Quick Contest. Most fighters follow this technique with Leg Lock (see below) or a takedown. If you try a takedown, you're at +3 in the Quick Contest.
This technique is frowned upon in competition – and often outright illegal in the ring – but very common in street fights. If the campaign emphasizes high-kicking cinematic warriors, the GM may not want to let fighters improve Leg Grapple.
Dirty Tricks
Which tactics are considered "dirty tricks" depends on exactly where, when, and whom you're fighting. In a sporting match, anything that's against the rules for fairness or safety reasons – dangerous holds, biting, blows to the groin, dirt in the eyes, etc. – is "dirty," and getting caught means a forfeit and possible legal action. These things may be overlooked in a duel or a joust (even an "honorable" knightly one), but unequal or poisoned weapons would be "dirty," with results ranging from a career-destroying reputation to bloody vendetta. On the street, in prison, or at war, of course, all bets are off!
Throwing dirt, sand, beer, etc., in the eyes is a popular dirty trick. Treat this as an attack based on DX, at -5 for the face but +3 for the width of the cloud or splash. The victim may dodge or block, but not parry. If hit, he must roll against HT. Failure means he's blinded for 1d-3 seconds (minimum 1). Critical failure means he's blinded for 1d-3 minutes (minimum 1) – he looked right into the attack with two open eyes!
An unexpected illegal blow in a sporting match or duel may take a defender by surprise. Treat the first illegal blow as a free feint resolved immediately before the attack is resolved, on the same turn. Defenses against subsequent illegal blows of any kind suffer no penalties – the defender won't be caught out twice! This won't work on a battlefield, because nothing is against the "rules."
Leg Lock
Average
Defaults: Judo or Wrestling.
Prerequisite: Judo or Wrestling; cannot exceed prerequisite skill+4.
A leg lock is an attempt to restrain or cripple an opponent by twisting his leg. This technique allows you to improve your effective Judo or Wrestling skill for this purpose only.
To use Leg Lock, you must have two hands free and already have a successful Leg Grapple on your opponent. On your first turn following the Leg Grapple, you may attempt to place your foe's leg in a lock. This is an attack. Roll against Leg Lock to hit. Your victim may use any active defense – he can parry your hand with a weapon! If his defense fails, you trap his leg in a lock.
Your foe may attempt to break free on his next turn. If he loses, he has a cumulative -1 on future attempts to break free.
On your next turn – and each turn thereafter, until your opponent breaks free – you may try to damage the trapped leg. Roll a Quick Contest: the higher of your ST (including your Wrestling bonus) or Leg Lock vs. the higher of your victim's ST+4 or HT+4. If you win, you inflict crushing damage equal to your margin of victory. The target's rigid DR protects normally. Flexible armor, including natural DR with the Flexible or Tough Skin limitation, has no effect.
If you cripple your victim's leg, he’ll be unable to stand on it. You can inflict no further damage on a crippled limb, but you can continue to roll the Contest each turn. If you win, your target suffers shock and stunning just as if you had inflicted damage.
Rolls to inflict damage are completely passive and don't count as attacks. You can simultaneously make close-combat attacks on your opponent, who defends at -4 in addition to any penalties due to the damage caused by the lock itself. An attempt to throw him using the lock does count as an attack; see Throws from Locks.
You can also apply this technique offensively. You must first use Judo or Wrestling to grapple your victim's leg with two hands. If he fails to break free on his next turn, you may try Leg Lock on your next turn.
Leg Lock uses finesse to cripple a foe's limb. For a bruteforce technique, see Wrench (Limb).
Low Fighting
Hard
Default: prerequisite skill-2.
Prerequisite: Any combat skill; cannot exceed prerequisite skill.
This technique lets you buy off the -2 to attack from a kneeling or crouching posture. Roll against Low Fighting instead of the prerequisite skill whenever you use that skill to attack from a low posture. For instance, if you had Wrestling at 14 and Low Fighting (Wrestling) at 13, you could grapple from your knees at skill 13.
Low Fighting affects the -2 to defend while kneeling in the same way. If you know it at skill-1, you're at -1 to defend, while at full skill, you have no penalty.
Low-Line Defense
Hard
Default: prerequisite skill Parry-2.
Prerequisite: Boxing or Sumo Wrestling; cannot exceed prerequisite Parry.
Kicking is illegal in the boxing or sumo ring, so boxers and sumotori don't normally train to face it – which is why Boxing and Sumo Wrestling parries are at -2 against kicks. Fighters who cross-train against kicking martial artists or use their skills outside the ring can certainly learn to parry kicks, however! This technique lets them buy off the -2.
Mounted Shooting
Hard
Default: ranged weapon skill-4.
Prerequisites: Riding or a vehicle-operation skill (Bicycling, Driving, Teamster, etc.), and a ranged weapon skill; cannot exceed ranged weapon skill.
You've practiced shooting a ranged weapon from a moving mount or vehicle – chariot, horse, howdah, etc. You must specialize by both weapon skill and mount or vehicle type. Use the specialties listed for the two skills chosen as prerequisites. Mounted Shooting (Bow/Horse) is extremely common and called "Horse Archery" for brevity.
If you've improved this technique, modifiers for a rough ride and/or limited mobility (see Attacking from Moving Vehicle or Mount) – including those for turning in the saddle to shoot – can't reduce your weapon skill below your Mounted Shooting level when using your chosen weapon from the specified platform. Other penalties apply normally. For instance, if you had Thrown Weapon (Spear)-13 and Mounted Shooting (Thrown Spear/Chariot)-11, the penalties for a bumpy chariot ride couldn't reduce Thrown Weapon (Spear) below 11, before other modifiers.
Remember that your skill with a mounted attack can't exceed Riding skill. Combat Riding mitigates this for the rider himself, but his passengers are limited by his Riding skill.
Neck Snap
Hard
Default: ST-4; cannot exceed ST+3.
This brute-force attack consists of grabbing and suddenly twisting the victim's head, with the intent of snapping the neck. Unlike most techniques, Neck Snap defaults to ST, not a skill. Wrestling gives its usual skill-based ST bonus.
To use this technique, you must first grapple your opponent by the neck using two hands; see Grappling. Your victim may attempt to break free on his turn. If he fails, then on your next turn, roll a Quick Contest: Neck Snap vs. the higher of his ST or HT. This counts as an attack.
If you win, you inflict swing crushing damage on your victim's neck, with the usual ×1.5 wounding modifier for hit location. The target's rigid DR protects normally, but flexible armor – including natural DR with the Flexible or Tough Skin limitation – has no effect. Neck injury can have serious consequences; see Lasting and Permanent Injuries.
Otherwise, you inflict no damage. You may make repeated attempts on later turns. Your opponent may attack you or attempt to break free during this time, subject to the usual limitations of being grappled.
Push Kick
Hard
Defaults: Brawling-3 or Karate-3.
Prerequisite: Karate or Brawling; cannot exceed prerequisite skill.
This is a kick that shoves your adversary away instead of injuring him. You hit him with the flat of your foot and push. Many kickboxing styles use this technique to shove an opponent into the ropes or far enough away to allow a full-extension finishing move.
A Push Kick is a shove in all respects except that it's done as a kick. Roll against Push Kick to hit. Your opponent may defend normally. If you succeed, roll your usual kicking damage and double it. This damage causes no injury – use it only to work out knockback.
The above rules assume a Push Kick to the torso. A Push Kick to the leg gives the victim -2 to any DX roll to avoid falling down as a result of knockback. Targeting the skull, face, or neck makes the penalty -3. No other hit locations are valid.
Quick Mount
Average
Defaults: Acrobatics-3, Jumping-3, or Riding-3.
Prerequisite: Acrobatics, Jumping, or Riding†; cannot exceed prerequisite skill.
This technique represents training at quickly mounting a horse or similar beast. Roll against it instead of Acrobatics, Jumping, or Riding for this purpose. See Mounting Up.
†The GM may allow Quick Mount for motorcycles and even cars (a speedy slide through an open window into the driver or passenger's seat). This technique requires Acrobatics, Jumping, or the appropriate Driving skill.
Retain Weapon
Hard
Default: prerequisite skill.†
Prerequisite: Any weapon skill; cannot exceed prerequisite skill+5.†
If you know this technique above default, you may use it instead of the underlying skill whenever somebody actively tries to disarm you (see Knocking a Weapon Away). For instance, if you have Staff-13 and Retain Weapon (Staff)-16, you resist disarms as if you had Staff-16.
Should an adversary try to disarm you using brute strength, you may make a ST-based Retain Weapon roll instead of a ST roll. Find your level by subtracting DX and adding ST. For example, if you have ST 14, DX 12, and Retain Weapon-15, your ST-based level is 15 - 12 + 14 = 17. † When learning this technique for missile weapons such as guns and bows, it defaults to DX and cannot exceed DX+5.
Return Strike
Hard
Defaults: Flail-5 or Kusari-5.
Prerequisite: Flail or Kusari; cannot exceed prerequisite skill.
This technique capitalizes on a kusari or flail's flexibility to strike the enemy from behind while facing him. To attempt it, you must have sufficient reach to attack a yard beyond your opponent – that is, reach equal to his range from you plus a yard.
Roll against Return Strike to hit. If the target has never seen this move (GM decides), treat it as an attack from behind. This usually allows no active defense! Otherwise, it's considered an attack from the side, which gives -2 to most defenses. See Defending in Tactical Combat for detailed rules. Damage is unchanged, but only the DR on your victim's back applies.
You can combine Return Strike with Close Combat to do a "wrap shot" while in close quarters; see Using Techniques Together. Treat this as striking into close combat. If you miss your target or he dodges, you may hit yourself!
Reverse Grip
Average
Defaults: prerequisite skill-6 for most one-handed weapons, skill-4 for two-handed ones, or full skill for Tonfa (only).
Prerequisite: Any Melee Weapon skill; cannot exceed prerequisite skill.
This technique – useful only with weapons that can make thrusting attacks – lets you avoid the need for a Ready maneuver to switch between a regular overhand grip and an underhand grip more suitable for close-quarters stabbing. A successful Reverse Grip roll lets you change grips instantly. Failure means you drop the weapon and your turn ends...and critical failure also inflicts Tip Slash damage on your torso!
Once reversed, most weapons work differently – see Reversed Grip for details. The main uses for this technique are to prepare a long weapon for close combat and to sheathe your weapon more quickly (see Quick Sheathing).
You can also use this technique to spin a tonfa. It defaults to full Tonfa skill, as the weapon's side handle makes this move exceptionally easy.
Sacrifice Throw
Hard
Default: Judo.
Prerequisite: Judo; cannot exceed prerequisite skill level.
This technique involves grappling your opponent, falling with him, and using your entire weight to throw him. It's risky, but difficult to resist. You may only attempt it if a regular Judo Throw would be possible; that is, on your turn immediately following a successful Judo parry or grapple. Sacrifice Throw is a special option for All-Out Attack. Use these rules instead of the standard ones for All-Out Attack.
Before you attempt the throw, you must declare whether you intend to land face-up, face-down, or kneeling, as well as where you plan to end up. One of your landing hexes – the only one, in the case of kneeling – must be your hex, your foe's hex, or a hex adjacent to one of these. You must also state whether you want your victim to end up face-up or face-down, and where, subject to identical restrictions. You can end up in the same place; that is, you can land atop him or pull him down on top of you.
After stating your goal, roll against Sacrifice Throw to hit. Succeed or fail, you immediately end up in your declared posture and location, defenseless due to your All-Out Attack! Your opponent has -1 to dodge or block. He's at -3 to parry if you fell or at -2 if you only dropped to your knees. If he fails to defend, you throw him exactly as you planned. If you were grappling him, you may let go as a free action, but you don't have to – it's common to hang on and follow a Sacrifice Throw with a pin or choke. This throw is dangerous in combat but common and useful in point-based matches.
Scissors Hold
Hard
Default: Wrestling-2.
Prerequisite: Wrestling; cannot exceed Wrestling skill level.
This technique allows you to grapple an adversary's legs using your own. You must have both legs free. You must also be lying face-up, sitting, or standing – but if you're standing, then successful or not, you automatically end your turn on the ground. Scissors Hold isn't possible from other postures (kneeling, crouching, etc.).
Roll against Scissors Hold to hit. Your opponent defends normally. If you succeed, you've grappled his legs with yours. He may try to break free on his turn. If he fails, or chooses not to try, you've locked your legs around his. He may attempt to break free on subsequent turns, but at a cumulative -1 per turn.
If your foe is standing, Scissors Hold leads naturally to a takedown. Having both of his legs grappled this way gives you +3 in the Quick Contest!
Spinning (Attack)
Hard
Defaults: prerequisite skill-2, or -3 for a kick.
Prerequisite: Karate or any Melee Weapon skill; cannot exceed prerequisite skill.
This technique involves turning in a circle before attacking. You must specialize. Spinning Punch defaults to Karate-2, and covers all forms of spinning hand and arm strikes. Spinning Kick defaults to Karate-3. Spinning Strike defaults to Melee Weapon-2, and you must specify the skill; e.g., Spinning Strike (Knife). All of these are special options for All-Out Attack or Committed Attack – use the rules below instead of the normal ones for those maneuvers.
The goal behind spinning before attacking is to deceive your opponent. This might work on a less-skilled adversary, but a skilled fighter is likely to detect your ploy and defend more easily. To simulate this, roll a Quick Contest of Spinning Attack against your opponent's best melee combat skill before you make your attack roll. If you win, you may subtract your margin of victory from your victim's defense roll against the blow. If you lose, you "telegraph" your intentions and your foe may add his margin of victory to his defense! Thus, this move is risky...but it's still common in tournaments and sport martial arts.
Next, make an attack roll against Spinning Attack. Your target may use any active defense, adjusted by the modifier determined in the Contest. This does add to the penalty for a feint, Deceptive Attack, etc. – a well-executed Spinning Attack can increase the defense penalty while a bad one can cancel it out (or worse). However, if you wish to try a Deceptive Attack, you must apply the penalty for that option to both your roll in the Contest and your attack roll.
As a Committed Attack, a Spinning Attack does normal damage for your punch, kick, or weapon. It leaves you at -3 on all defense rolls and unable to retreat. If you struck with a hand or a weapon, you can't use it to parry. If you kicked, you can't dodge at all. These penalties last until your next turn.
As an All-Out Attack, a Spinning Attack involves putting your full weight behind the blow, using an exaggerated spin (360° or more!), and/or a making a wide, looping attack. You're at -2 to skill for both the Contest and your attack roll. However, your damage is at +2 or +1 per die, whichever is better. You have no defenses.
In either case, if you throw a Spinning Kick, balancing during the spin is especially difficult. If your kick misses or your foe successfully defends, the roll to avoid falling is against DX-2.
You can combine Spinning Punch with Elbow Strike, Exotic Hand Strike, Hammer Fist, or Lethal Strike. Likewise, you can mix Spinning Kick with Lethal Kick. The GM may permit other techniques, and may allow armed techniques to work with Spinning Strike. See Using Techniques Together to find effective skill level.
Stamp Kick
Hard
Defaults: Brawling-3 or Karate-3.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
This kick consists of a swift, downward stamp with the heel, using your entire body weight to give additional force to the kick. It does more damage than a normal kick, but it can only target an opponent who's lying down or the foot or leg of a standing foe.
Roll against Stamp Kick to hit. Damage is thrust+1, plus your Brawling or Karate bonus. On a miss, you stomp the ground and must make a DX roll to avoid ending up off-balance and unable to retreat until your next turn.
Staying Seated
Average
Default: Riding.
Prerequisite: Riding; cannot exceed Riding+4.
This technique represents special training in the art of staying on the back of a mount. Knights learn it to keep their seat in combat; rodeo riders practice it to win competitions! When rolling for any reason to avoid falling off your mount (for instance, the rolls on at Mounted Combat), use Staying Seated instead of Riding.
Sweep
Hard
Default: prerequisite skill-3.
Prerequisite: Appropriate Melee Weapon or unarmed combat skill; cannot exceed prerequisite skill.
This technique lets you knock down an opponent in a single attack rather than by grappling him and executing a takedown or throw. It isn't aimed at his center of mass with the goal of pushing him away, like a Push Kick or shove. It's an attempt to "clothesline" his neck or head, knock his legs out from under him, or otherwise unbalance him.
Roll against Sweep to hit. Hit location is a special effect – don't apply a penalty for it. Your target may defend normally. If he fails, roll a Quick Contest: your Sweep or ST vs. his ST, DX, Acrobatics, or best grappling skill. Use the highest value in both cases. If he loses, he falls down.
Many combat skills can Sweep. You can try an armed version with any two-handed weapon with reach 2+. This defaults to Polearm, Spear, Staff, Two-Handed Axe/Mace, Two-Handed Flail, or Two-Handed Sword, and has the weapon's usual reach. You can also Sweep with Judo, Karate, or Sumo Wrestling. When you attack, specify a stiff arm to the upper body (reach C, requires a free hand), a sweeping kick (reach C, 1, uses a leg), or a pull in a clinch (reach C, only when grappling). Those with Strikers, especially tails, can learn Sweep (Brawling) and attack at their usual reach. Regardless of the weapon used, Sweep is a slow, pushing attack that doesn't inflict damage.
Trip
Hard
Default: prerequisite skill Parry-1.
Prerequisite: Judo, Sumo Wrestling, or Wrestling; cannot exceed prerequisite Parry.
Trip lets you cause a two-legged foe to stumble and miss with a slam. It counts as a parry with the prerequisite skill. Success means you avoid the slam and your attacker must make a DX or Acrobatics roll at -5 or fall down!
Per Parrying Heavy Weapons, a charging fighter's "effective weight" as a weapon equals his ST. Since your weight limit with an unarmed parry equals your Basic Lift, Trip fails automatically if your foe's effective weight exceeds your BL. At ST 8 and BL 13, you couldn't stop a ST 14+ opponent. With ST 14 and BL 39, only ST 40+ giants would be a problem.
Shield DB doesn't benefit Trip. You can't retreat for a bonus, either – or use a Slip or Sideslip (see Retreat Options). You can Dive by assuming a crawling posture across your foe's path. Apply the usual modifier to your roll and use 2×BL to determine whom you can trip.
You can't attack with Trip – use Sweep (see above) for that. However, you can use Trip to intercept someone running past you (not merely stepping) within a yard. On a battle map, that's through your hex or an adjacent hex. This works like a regular Trip and counts as a parry.
Trip can use many body parts: arms, legs, a hip, etc. You must Dive or use a free foot to intercept a runner who isn't trying to slam you.
Two-Handed Punch
Average
Default: Brawling-2.
Prerequisite: Brawling; cannot exceed Brawling skill.
This technique involves either knitting the fingers of two hands together to strike or striking with two fists held together. A common move in movies and on television, it's not terribly safe or effective in reality.
Roll against Two-Handed Punch to hit. Your opponent defends normally, but if he successfully parries and inflicts damage, both of your arms take full damage. If you take damage from striking DR 3+, both hands take full damage. Damage is thrust+1 crushing – or thrust at +1 per die, if better – plus your Brawling bonus.
On a turn when you attempt a Two-Handed Punch, you can only parry once with your hands. This does count as a Cross Parry – the parry is more effective but you only get one.
Uppercut
Average
Defaults: Boxing-1, Brawling-1, or Karate-1.
Prerequisite: Boxing, Brawling, or Karate; cannot exceed prerequisite skill.
This is a short punch directed upward from a low stance. It delivers a powerful blow to an opponent standing in close. You can only use Uppercut against the upper body – skull, eye, face, neck, torso, arm – of a standing foe. (Exception: If his SM exceeds yours, you can target everything but his feet.) Damage is thrust crushing plus skill bonuses. Your target defends normally.
Uppercut is a very close-range punch. Many fighters throw it after getting their adversary in a clinch with the other arm. Grappling an opponent around the back of his head and punching is illegal in modern sport boxing, but very effective (see Grab and Smash!).
Wrench (Limb)
Hard
Default: ST-4; cannot exceed ST+3.
This technique involves grabbing and suddenly twisting an enemy's limb to dislocate or break it. It defaults to ST – not a skill – and must be learned separately for each limb: Wrench (Arm), Wrench (Leg), and so forth. Wrestling gives its usual skill-based ST bonus.
To use this technique, you must first grapple your opponent by the desired limb using two hands; see Grappling. He may attempt to break free on his turn. If he fails, then on your next turn, roll a Quick Contest: Wrench (Limb) vs. the higher of your victim's ST or HT. He gets +4 if you're wrenching his leg. This counts as an attack.
If you win, you inflict swing crushing damage on the limb. The target's rigid DR protects normally. Flexible armor – including natural DR with the Flexible or Tough Skin limitation – has no effect.
Otherwise, you inflict no damage. You may make repeated attempts on later turns. Your opponent may attack you or attempt to break free during this time, subject to the usual limitations of being grappled.
Wrench Spine
Hard
Defaults: ST-4 or Wrestling-4; cannot exceed ST+3 or Wrestling+3.
Some old wrestling manuals depict techniques for breaking an opponent's back: pick him up, hoist him over both shoulders, and then pull his leg and arm (or neck) to snap his spine. While not difficult, this procedure is slow and requires great strength. For a rapid, cinematic spinesnapper, see Backbreaker.
Wrench Spine takes several turns to execute. On your first turn, you must grapple your opponent with two hands around the torso. Resolve this as a normal grapple.
If your victim fails to break free on his turn, roll against Wrench Spine on your next turn to hoist him into position. Success means you lift him up and swing him over your shoulders. Any failure means you fall down with your foe on top of you and take thrust damage to your own neck. If your opponent's weight exceeds your BL×4, you simply can't pick him up; your attempt fails but you don't fall or hurt yourself.
On later turns, roll a Quick Contest of Wrench Spine vs. the higher of your victim's ST+4 or HT+4. If you win, you inflict swing crushing damage. The target is the spine. There's no wounding multiplier for this location but sufficient injury can mean severe and possibly permanent crippling; see New Hit Locations. Even if the GM isn't using the spine hit location in general, he should use those rules for Wrench Spine.
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 own DR doesn't help, either – you're not striking the spine but applying continuous pressure to break it.
You may make repeated attempts on later turns. Your opponent may attack you or attempt to break free during this time, subject to the usual limitations of being grappled.
Using Your Legs
Much as you can kick as well as punch, you can use your legs to grapple. To do so, you must be facing your adversary and not pinned. You have -2 to DX or skill, but +2 to ST. The DX penalty stems from using your legs, not from posture. You only suffer penalties for a non-standing posture against a standing foe; Low Fighting and Ground Fighting affect these normally. Your enemy's posture might give additional penalties to grapple certain hit locations from some postures; see Postures, Hit Locations, and Techniques. If you grapple with legs from a standing start, you avoid all posture penalties but end your turn lying face-up. It counts as a step to leap up, use your legs, and fall; see Change Posture.
Grapples using legs allow all the usual follow-ups – takedown, pin, strangle, bear hug, Neck Snap, etc. – at -2 DX, +2 ST. You can learn leg-based versions of grappling techniques for this. Each is a separate technique with an extra -2 on its default. All get +2 ST – or +1 to damage, if there's no ST roll. Options include:
Leg Throw: As Judo Throw, but defaults to Judo-2.
Lower-Body Arm Lock: As Arm Lock, but defaults to Judo-2 or Wrestling-2.
Lower-Body Head Lock: As Head Lock, but defaults to Judo-5 or Wrestling-5.
Lower-Body Leg Lock: As Leg Lock, but defaults to Judo-2 or Wrestling-2.
Triangle Choke: As Choke Hold, but defaults to Judo-4 or Wrestling-5.
Optional Rule: Targeted Attacks
Attacks on "high-value" targets – face, chinks in armor, weapons, etc. – are effective fight-stoppers, which is why so many fighting styles teach them. These rules let warriors study such moves as Hard techniques called Targeted Attacks. For each Targeted Attack (TA), the martial artist must specify three things:
Skill: The Melee Weapon or unarmed combat skill used.
Attack: The specific strike or grapple involved. For weapon skills, this is either "Swing" or "Thrust." For unarmed striking skills, this is generally "Punch." Either can instead name a striking technique such as Disarming, Kicking, Lethal Strike, or Return Strike. For grappling skills, options are "Grab," "Grapple,” and – for Judo – "Throw."
Target: This can be a hit location other than the torso (Eye, Face, Arm, etc.), chinks in armor at a specific hit location (Torso Chinks is valid, although the GM may rule that some hard armor isn't vulnerable), or Weapon. The attack must be able to target the location in the first place – a condition that most often affects attacks to the vitals, eye, or chinks in armor.
The default penalty equals the modifier to hit the target. For strikes, this is -2 for Arm or Leg, -3 for Groin or Vitals, -4 for Hand or Foot, -5 for Face or Neck, -7 for Skull, or -9 for Eye. It's -10 for chinks in armor on any of these locations (this replaces the usual penalty), but only - 8 for chinks in torso armor. All strikes at weapons default at -4. Blows (Swing, Punch, etc.) intended to break a weapon have no extra penalty; attempts to disarm must specify Disarm as their attack and have a further -2 except with a fencing weapon.
Grapples use half the usual hit location penalty: -1 for Arm or Leg, -2 for Hand or Foot, -3 for Face or Neck, etc. Grabs for weapons are at -4. Judo throws can target any body part but the Eye, Vitals, or Groin, at the penalties given for strikes. Such throws damage the targeted location and require a HT roll to avoid stun (see Judo Throw).
If defaulting from a skill, add the penalty for any special attack: -1 for Knee Strike; -2 for Elbow Strike, Kicking, or Lethal Strike; -4 for Lethal Kick; and so on. If defaulting from a technique, don't apply this penalty – the technique's default already includes it! Disarms default to skill and Disarming at the same penalty.
By improving Targeted Attack, the fighter can buy off up to half of his default penalty (round up) for a strike, grab, or throw, or the whole penalty for a grapple. Write the TA as "TA (Skill Attack/Target)." Some examples:
- TA (Boxing Punch/Face): Defaults to Boxing-5; cannot exceed Boxing-2.
- TA (Broadsword Disarm/Weapon): Defaults to Broadsword-6 or Disarming (Broadsword)-6; cannot exceed Broadsword-3 or Disarming (Broadsword)-3.
- TA (Broadsword Swing/Neck): Defaults to Broadsword-5; cannot exceed Broadsword-2.
- TA (Judo Throw/Skull): Defaults to Judo-7; cannot exceed Judo-3.
- TA (Karate Knee Strike/Groin): Defaults to Karate-4 or Knee Strike-3; cannot exceed Karate-2 or Knee Strike-1.
- TA (Rapier Thrust/Vitals Chinks): Defaults to Rapier-10; cannot exceed Rapier-5.
- TA (Wrestling Grab/Weapon): Defaults to Wrestling-4; cannot exceed Wrestling-2.
- TA (Wrestling Grapple/Arm): Defaults to Wrestling-1; cannot exceed Wrestling.
Roll against Targeted Attack to hit. A TA against a weapon assumes -4 to hit; roll at +1 vs. large weapons (-3 to hit), -1 vs. small ones (-5 to hit).
Repeating a Targeted Attack makes you predictable. If you use the same TA twice on a foe in a fight, he defends at +1 against your third and later uses!
Targeted Attacks are realistic but complex. The GM is welcome to forbid them if they seem too fussy.
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