A Japanese martial art which emphasises the use of the opponent's
momentum against them. It deflects attacks and utilises wrist locks and
throws. It also places a great deal of importance on dodging. Aiki-Jutsu
is the more pragmatic combat oriented style which is more effective in
reality; however, they are close enough to use the same rules.
Advantages
Automatic: As Aikido practitioners are rarely caught by the
full force or momentum of an attack, they need 1 less success to prevent
knockback from melee attacks. They may also roll Aikido instead of
Quickness or Body for the Knockback test.
Conditional: A character with Aikido equal to or greater
than 6 can fight while prone at no loss of effectiveness; opponents do
not receive the -2 TN. However, the Aikido practitioner can only attack
targets very close by without standing.
Basic Techniques: Block, Grapple.
Advanced Techniques: Arm Lock, Avoid Multiple Opponents, Enhanced
Dodge, Wrist Lock.
Advanced Options: Subdue, Pain Lock.
Often not thought of when talking of Martial Arts, it is still a very
effective fighting style. It relies purely on punches, but they are
powerful. Boxing although emphasising dodging through reading opponents'
body language, still involves taking a lot of punishment.
Advantages
Automatic: The boxer receives +1 die to damage resistance
tests (even if unaware of the attack) as long as the attack is not aimed
at the head. However the attack must be an unarmed attack or with a blunt
weapon.
Conditional: Characters with Boxing of 6 or more may
ignore a +1 TN from stun damage when making Boxing tests only.
Basic Techniques: Block, Punch.
Advanced Techniques: Enhanced Dodge, Jab, Riposte, Roundhouse
Punch, Uppercut.
Advanced Options: Stop Hit.
The Elven martial art; it emphasises speed over strength. It is a very
rare martial art to see on the streets, only the elves of the Tir should
know it! The elves gained their inspiration from nature and how it
compensated for its own weaknesses, and exploited others.
Advantages
Automatic: As Carromeleg practitioners are rarely caught by
the full force or momentum of an attack they need 1 less success to
prevent knockback from melee attacks. They may also roll Carromeleg
instead of Quickness or Body for the Knockback test.
Conditional: Due to their natural elven speed, the users
of Carromeleg can maintain a greater distance between their opponent and
themselves without disadvantaging themselves they can cover the
distance very quickly. To reflect this, if the elf has a Carromeleg of 6 or
better he is able to cancel 1 point of Reach, if his opponent has any.
Basic Techniques: Block, Punch, Kick, Flying Kick.
Advanced Techniques: Acrobatic Kick, Bite Of Many Ants, Enhanced
Dodge, Striking Of The Storm, Restrain The Eagle's Flight (as Wrist Lock).
Advanced Options: Jumping Attack, Spinning Attack.
A Filipino martial art, it can be both an unarmed art, or it can utilise
batons and sticks, or balisong (butterfly knives). It assumes the
opponent is armed, the goal is to disarm first and then to attack.
It is a brutal art performed at very close range.
Advantages
Automatic: The Quickness test required by the Disarm Special
Effect, is at a -1 TN for the Escrima practitioner, when attempting to
disarm an opponent.
Conditional: Characters with Escrima skills of 6 or more,
can call a shot with only a +2 Target Number.
Basic Techniques:
Unarmed Style: Block, Punch, Knee Strike, Elbow Strike.
Armed Style: Weapon Strike, Parry, Wall of Steel (stick only).
Advanced Techniques:
Unarmed Style: Arm Lock, Back Hand Strike, Elbow Strike, Knee Strike,
Riposte, Strike To Forearms.
Armed Style: Arm Lock, Riposte, Strike To Forearms.
Advanced Options:
Subdue, Spinning Attack, Pain Lock.
This martial art uses grapples and locks to immobilise and damage the
opponent. It emphasises speed, balance and surprise. Like many other
martial arts, it attempts to use the attackers strength against them.
Advantages
Automatic:
Conditional: Characters with Judo of 6 or more can fight from the
floor at no penalty, the opponent does not receive any reduction in their
TN.
Basic Techniques: Body Slam, Grapple, Head Lock.
Advanced Techniques: Arm Lock, Choke Hold.
Advanced Options: Pain Lock.
A martial art which utilises kicks and strikes primarily. It aims to
focus the bodys total muscular power in one instant. Hands, feet, elbows
and so forth are traditionally toughened up by practising on wooden
boards and the like. Karate is also well known for its brick breaking feats,
though few runners would probably know how to do this.
Advantages
Automatic: Kiai: this is a loud cry, combined with limited but
threatening and sudden movement; its purpose is to put an opponent off
their attack, or unnerve the opponent into making a mistake or not
attacking at all. This requires only a Free action. The Kiai is
focused upon one individual only. Make a Charisma test with a TN of
the opponents Willpower (or appropriate melee skill at GMs
discretion). For every 2 successes gained, the opponent receives a +1
TN modifier for their next attack or counterattack (pure defending is
unmodified) upon the Karate practitioner. If no attack or
counterattack is performed within the next 10 combat phases the
modifier is lost.
Conditional: Characters with Karate of 6 or more can, with
preparation of a few moments (5 turns) to psyche themselves up, use
double their strength to break through wood and bricks etc. Following
this the martial artist must resist 4L stun damage, to the hand, foot
etc.
Basic Techniques: Block, Punch, Kick, Knee Strike (Basic), Elbow
Strike (Basic), Flying Kick.
Advanced Techniques: Back Hand Strike, Back Kick (Ishuru Geri),
Elbow Strike (Advanced -Empi), Hook Kick (Mawashi Geri), Stamp Kick, Side
Thrust Kick (Yoko Geri Kekomi).
Advanced Options: Subdue, Jumping Attack, Spinning Attack.
A tough and brutal martial art, it uses kicks, punches, elbows and
whatever else to win a fight. Veteran practitioners toughen their shins
to strike harder. The aim is to disable the opponent, this is done with
strikes to the legs and arms. It involves taking, as well as giving, a
lot of punishment both in training and in use.
Advantages
Automatic: Kicks are no longer particularly vulnerable to sweeps, and
knockback, the penalties are ignored.
Conditional: Characters with Muay Thai of 6 or more, gain a +1
Power to kicks which strike with the shins (the basic Kick, and the Sweep
Kick).
Basic Techniques: Block, Punch, Kick, Knee Strike (Basic), Elbow
Strike (Basic), Flying Kick.
Advanced Techniques: Axe Kick, Back Kick, Elbow Strike (Advanced),
Hook Kick, Knee Strike (Advanced), Side Thrust Kick, Sweep Kick.
Advanced Options: Jumping Attack, Spinning Attack.
A French martial art, it originally consisted primarily of
kicks which were often kept low with only a few palm
strikes. The hands were held low to guard against groin
attacks. Later, it imported many hand strikes from boxing, making it a
more well rounded fighting style though kicks remain the primary
form of attack.
Advantages
Automatic: Kicks are no longer particularly vulnerable to sweeps and
knockback, the penalties are ignored.
Conditional: Characters with Savate of 6 or more, may call a shot
to a low target area (e.g. legs, feet etc.) for only a +2TN, and the
Sweep Kick has a base TN of only 4, not 5.
Basic Techniques: Block, Punch, Kick.
Advanced Techniques: Hook Kick, Jab, Stamp Kick, Side Thrust Kick,
Sweep Kick, Upper Cut.
Advanced Options: Spinning Attack, Stop Hit.
The pragmatic hand-to-hand fighting style of ninjutsu, the goal is to
finish a fight quickly. Disabling is preferred to a kill, especially if
it will end the fight quicker and allow the victim to spread rumours
about the ninjas skills. It has elements of karate and jujutsu.
Advantages
Automatic: Never at a disadvantage, the ninja can even attack
when prone. Opponents receive only a 1 TN if the ninja is prone. However
the ninja must still stand to attack opponents not immediately within
reach.
Conditional: At home in the darkness and shadows, ninjas
with Taijutsu of 6 or more reduce visibility modifiers for unarmed combat
by half (round down), as long as the ninjas other senses are able to
work at full capability.
Basic Techniques: Block, Punch, Kick, Knee Strike (Basic), Elbow
Strike (Basic), Head-Butt, Ear Clap.
Advanced Techniques: Arm Lock, Back Kick, Choke Hold, Stamp Kick.
Advanced Options: Subdue, Jumping Attack, Spinning Attack, Pain
Lock.
This martial art is relatively recent and derived from Shotokan
Karate and a Korean martial art which utilised only the legs. As a
fighting style, it emphasises kicks; it also uses aerial kicks
frequently.
Advantages
Automatic: Kicks are no longer particularly vulnerable to sweeps, and
knockback, the penalties are ignored.
Basic Techniques: Block, Punch, Kick, Flying Kick.
Advanced Techniques: Back Kick, Enhanced Flying Kick.
Advanced Options: Subdue, Spinning Attack.