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MARTIAL ARTS for by Marc Silvester adapted from Blood and Fists

Alternity Martial Arts

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Page 1: Alternity Martial Arts

MARTIAL ARTS

for

by

Marc Silvester

adapted from Blood and Fists

Page 2: Alternity Martial Arts

MARTIAL ARTS

RANK BENEFITS

RANK BRAWL COMBAT MARTIAL ARTSDEFENSIVE MARTIAL

ARTS

1 - - -

2 - - Can attempt to block an opponent s attack in a phase the’ defender has an action in. Only one attack can be blocked and it takes one of the defender s’ actions.

3 Rage 1/day. +1 penalty to opponent s’ Stamina – endurance check to remain conscious when attacker achieves an Amazing success.

Mastery.

Mastery.

4 +1 penalty to opponent s’ Stamina – endurance check to remain conscious when attacker achieves an Amazing success.

Maneuver.

Strength Resistance Modifier +1.

Can attempt a reaction block. This uses the defender s next’ available action, but means she can defend an attack made against her, even if the attack is not in a phase that she can perform an action.

Strength Resistance Modifier +1.

5 Mastery. Can make an unarmed attack even if bound, cuffed, or hands otherwise not usable.

Mastery.

Mastery

6 Maneuver. +2 penalty to opponent s’ Stamina – endurance check to remain conscious when attacker achieves an Amazing success.

-

7 Rage 2/day. Unarmed damage increased to d6+2s/d4w/d4+2w.

Mastery (Level 2).

Mastery (Level 2).

8 +2 penalty to opponent s’ Stamina – endurance check to remain conscious when attacker achieves an Amazing success.

Brawl damage increased to d6s/d6+2s/d4w.

Mastery (Level 2)

Strength Resistance Modifier +2.

Strength Resistance Modifier +2.

9 Maneuver. +3 penalty to opponent s’ Stamina – endurance check to remain conscious when attacker achieves an Amazing success.

Mastery (Level 2).

Mastery (Level 2).

10 Mastery (Level 2). - -

11 Maneuver. Mastery (Level 2). Mastery (Level 2).

12 +3 penalty to opponent s’ Stamina – endurance check to remain conscious when attacker achieves an Amazing success.

Rage 3/day.

+4 penalty to opponent s’ Stamina – endurance check to remain conscious when attacker achieves an Amazing success.

Strength Resistance Modifier +3.

Strength Resistance Modifier +3.

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BRAWL

Rage: The Brawler temporarily gains +2 to Strength, and +2 to Constitution, but suffers a +1 penalty to Strength and Dexterity Resistance Modifiers.

The constitution bonus increases the Brawlers stun’ and wounds by 2 points, and his mortal by 1 point, but these disappear at the end of the rage. While raging, the Brawler cannot use skills that require patience and concentration.

The following table shows how many rounds the enraged character can stay raged (CON based on newly improved Constitution).

CON # rnds in rage

CON # rnds in rage

9 3 12-13 610 4 14-15 711 5 16 8

The Brawler may voluntarily end the rage before that time has elapsed. At the end of the rage, the Brawler takes one point of fatigue. Entering a rage takes no time itself, but the Brawler can only do it during his action.

Maneuver: The Brawler gains a maneuver from the following list the character must meet the maneuvers– prerequisites.

Box Ears, Bear Hug, Choke Hold, Elbow Slam, Eye Gouge, Haymaker, Head Butt, Hook, Kidney Punch, Uppercut.

Mastery: The character can pick an ability from the following list Level 2 Masteries can only be learned– once a character reaches rank 8.

Accurate Punch 1, Accurate Kick 1, Block Mastery 1, Dirty Tricks 1, Dirty Tricks 2, Dodge Mastery 1, Hard Punch 1, Hard Kick 1.

MARTIAL ARTS (COMBAT AND DEFENSIVE)

Mastery: The Martial Artist may choose a Mastery ability from the Martial Arts style she is mastering. Level 2 Masteries can only be learned once a character reaches rank 7 and above.

Maneuver: The Martial Artist gains a maneuver from Martial Arts style she is maneuvering every rank from rank 3 onwards the character must meet the– maneuvers prerequisites.’

CORE MANEUVERS

Grapple: To grapple an opponent, an agent makes an attack skill check with a +1 penalty. Each ally who joins in an attempt in the same phase provides a -1 bonus to the agent s skill check. There is obviously a realistic’ limit on the number of attackers who can surround a single target, given limitations of space and the size of the target and his attackers.

If the grapple is successful, the attacker or attackers have a hold on the target equal to the degree of success of the attack. The held character suffers a +1, +2, or +3 penalty to skill checks while held depending on the degree of success of the hold.

Once a target is held, the attacker or attackers have a few options of what to do next.

Improve the Hold: The holding character can attempt to get a better hold in later phases, but he risks losing his hold altogether with a failed attack. An improved hold results in an increased penalty to the target, as noted above.

Drag: With a second overpower attack, a held character can be dragged, pushed into a cell, or generally moved from where he stands.

Choke Hold: The attacker can perform a choke hold. The victim must make a Stamina

– endurance check once per round. The result of the Stamina – endurance check determines how much stun damage is taken: Critical Failure 4 stuns; Failure 3 stuns;– – Ordinary 2 stuns; Good 1 stun; Amazing – – – none. Each round, the victim continues to make these checks with a cumulative +1 penalty, until he either passes out or struggle and breaks free. Once the victim runs out of stun points, he falls unconscious; the attacker can maintain his choke hold to exhaust the victim s wound’ and mortal points.

A character caught in a stranglehold can struggle. He must get a success equal to or greater than the attacker s initial Grapple’ success.

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A character being strangled can t cry out for’ help, but he may make a fair amount of noise by thrashing around.

Takedown: A second successful overpower attack maintains the hold and puts the held character on the ground, where he ll also have’ penalties for being prone (+2 penalty to his attacks; -2 bonus to adjacent attackers). Characters with a defensive martial art can attempt a take down without first gaining a hold.

Pin: A held character on the ground can be pinned with a third overpower attack. These three overpower attacks must be made in consecutive phases in which the attacker can act. A pinned attacker can t get free until the’ attacker or attackers choose to allow it.

MASTERY DEFINITIONS

Accurate Strike 1You gain a -1 bonus to the designated attack. If you apply this ability to Grapple or Trip, then the bonus also applies to any opposed check you are required to make.

Accurate Strike 2You may designate one attack as a True Strike each round. This attack is unaffected by and Dodge or Block checks. Only Block Mastery 2 and Dodge Mastery 2 may be used against this.

Acrobatics Mastery 1You gain a -1 bonus to climb, jump, fall, balancing and any attempts to escape from a hold or handcuffs etc.

Block Mastery 1You gain a -1 bonus to any Blocking checks.

Block Mastery 2You may automatically Block one attack of your choice each round (still uses one action). This ability will even affect True Strike attacks granted by Accurate Strike Mastery 2.

Dirty Tricks 1You ignore the target s Strength Resistance Modifier’ for one attack per day.

Dirty Tricks 2One attack per day against an opponent who has lost their Strength Resistance Modifier due to being caught flat-footed is automatically regarded as an Amazing success.

Dodge Mastery 1You gain a -1 bonus to all dodge checks.

Dodge Mastery 2Once per round, you may attempt to roll with a blow, making a dodge check against any successful attack. If this dodge check has a success equal to or greater than the incoming attack, you only suffer minimum damage. This ability will even affect True Strike attacks granted by Accurate Strike Mastery 2.

Hard Strike 1Increase damage from the designated attack by +2.

Hard Strike 2The damage from the designated attack increases by one die size (e.g. from d4 to d6, d6 to d8 etc).

Shadow Mastery 1You gain a -1 bonus to all Stealth checks.

Shadow Mastery 2You gain the Light Walk ability. Anyone attempting to track you receives a +1 penalty to their track checks for every 3 levels of sneak you have.

Stunning Strike 1Once per day, you can force a non-Agent opponent hit by a punch to make a Stamina – endurance check or be stunned for 1d4 rounds.

Stunning Strike 2You may use your Stunning Strike one additional time per day.

Weapon Mastery 1You gain a -1 bonus to attack with one melee weapon associated with your style. You also gain a +2 to any damage caused by the mastered weapon.

Weapon Mastery 2Once per day, you may add halve the number of ranks (rounded down) you have in your martial arts style and apply that to any damage you deliver.

MARTIAL ART SYLES

All styles may take Combination and Improved Combination as maneuvers.

AKIDOStyle: defensive martial arts.Effect: Aikido is an internal style who s controlling’ Ability is Will. Cost for dodge and fall are reduced by 1 point.Mastery: Accurate Grapple 1, Accurate Grapple 2, Acrobatics Mastery 1, Block Mastery 1, Block Mastery 2, Dodge Mastery 1, Dodge Mastery 2.Maneuvers: Choke Hold, Combat Expertise, Combat Reflexes, Combat Throw, Disarm Block, Elusive Target, Hip Throw, Improved Combat Throw, Improved Initiative, Instant Stand, Lock Block, Momentum Throw, Poise, and Unbalance Opponent.

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CAT STYLEStyle: combat martial arts or defensive martial arts.Effect: Cat is an external style who s controlling Ability’ is Dexterity. Cost for fall, hide, and sneak are reduced by 1 point.Mastery: Accurate Punch 1, Acrobatics Mastery 1, Block Mastery 1, Dodge Mastery 1, Dodge Mastery 2, Shadow Mastery 1, Shadow Mastery 2.Maneuvers: Back Kick, Circle Kick, Combat Expertise, Combat Reflexes, Dodge Roll, Elusive Target, Improved Initiative, Instant Stand, Jab, Jump Kick, Poise, and Unbalance Opponent.

JEET KUNE DOStyle: combat martial arts or defensive martial arts.Effect: Jeet Kune Do is an external style who s’ controlling Ability is Dexterity. Cost for dodge, fall, and jump are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Kick 2, Accurate Punch 1, Accurate Punch 2, Block Mastery 1, Block Mastery 2, Hard Punch 1, Hard Kick 1.Maneuvers: Back Kick, Banter, Combat Expertise, Combat Reflexes, Counterstrike, Disarm Block, Improved Counterstrike, Improved Initiative, Instant Stand, Jab, Jump Kick, Kidney Punch, Leg Sweep, Ridgehand, Snap Kick, Uppercut

JUJUTSUStyle: combat martial arts or defensive martial arts.Effect: Jujutsu is an external style who s controlling’ Ability is Dexterity. Cost for dodge and mental resolve are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Kick 2, Accurate Grapple 1, Accurate Grapple 2, Hard Kick 1, Hard Kick 2, Hard Grapple 1.Maneuvers: Axe Kick, Back Kick, Choke Hold, Circle Kick, Combat Expertise, Combat Reflexes, Heart Punch, Instant Stand, Jab, Jump Kick, Kidney Punch, Leg Sweep, Lock Block, Poise, Ridgehand, Snap Kick, Uppercut.

KARATEStyle: combat martial arts.Effect: Karate is an external style who s controlling’ Ability is Strength. Cost for dodge and fall are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Punch 1, Accurate Punch 2, Block Mastery 1, Hard Kick 1, Hard Punch 1, Hard Punch 2.Maneuvers: Axe Kick, Circle Kick, Combat Expertise, Combat Reflexes, Heart Punch, Immovable, Instant Stand, Jab, Kidney Punch, Leg Sweep, Poise, Ridgehand, Snap Kick.

KENDOPrerequisite: Melee Weapon – large blade 3 ranks.Effect: Kendo is an external style who s controlling’ Ability is Strength or Dexterity (chosen when you first select this style). Cost for intimidate, mental resolve and large blade are reduced by 1 point.Mastery: Block Mastery 1, Block Mastery 2, Dodge Mastery 1, Hard Katana 1, Stunning Strike 1, Weapon Mastery 1, Weapon Mastery 2.Maneuvers: Combat Expertise, Combat Reflexes, Counterstrike, Iaijutsu, Poise, Power Attack, Quickdraw, Weapon Focus (Katana), Weapon Specialisation (Katana).

KNIFE FIGHTINGPrerequisite: Melee Weapon – small blade 2 ranks.Effect: Knife Fighting is an external style who s’ controlling Ability is Dexterity. Cost for dodge and small blade are reduced by 1.Mastery: Block Mastery 1, Block Mastery 2, Dirty Tricks 1, Dodge Mastery 1, Hard Knife 1, Weapon Mastery 1, Weapon Mastery 2.Maneuvers: Combat Expertise, Combat Reflexes, Counterstrike, Poise, Quickdraw, Weapon Focus (Knife), Weapon Specialisation (Knife).

MILITARY HAND-TO-HANDStyle: defensive martial arts.Effect: Military HTH is an external style who s’ controlling Ability is Strength or Dexterity (chosen when you first select this style). Cost for hide and sneak.Mastery: Accurate Kick 1, Accurate Punch 1, Accurate Punch 2, Block Mastery 1, Dirty Tricks 1, Hard Kick 1, Hard Punch 1.Maneuvers: Choke Hold, Combat Expertise, Combat Reflexes, Combat Throw, Hip Throw, Hook, Jab, Weapon Finesse (Knife), Weapon Focus (Knife).

NINJUTSUStyle: combat martial arts or defensive martial arts.Effect: Ninjutsu is an external style who s controlling’ Ability is Dexterity. Cost for climb, hide, and sneak are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Kick 2, Accurate Punch 1, Dirty Tricks 1, Dirty Tricks 2, Shadow Mastery 1, Shadow Mastery 2.Maneuvers: Box Ears, Choke Hold, Combat Expertise, Combat Reflexes, Combat Throw, Head Butt, Heart Punch, Improved Initiative, Instant Stand, Kidney Punch, Poise, Silencing Strike.

SHAO-LIN KUNG FUStyle: combat martial arts or defensive martial arts.Effect: Shao-lin Kung Fu is an external style who s’ controlling Ability is Dexterity. Cost for jump, dodge and mental resolve are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Kick 2, Dodge Mastery 1, Hard Kick 1, Hard Kick 2, Shadow Mastery 1, Shadow Mastery 2.Maneuvers: Back Kick, Circle Kick, Combat Expertise, Combat Reflexes, Improved Initiative, Flying Kick, Heel Kick, Immovable, Jab, Jump Kick, Leg Sweep, Ridgehand, Snap Kick, Thigh Kick.

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SPECIAL FORCES TRAININGStyle: combat martial arts.Effect: Special Forces training is an external style who s controlling Ability is Strength or Dexterity’ (chosen when you first select this style). Cost for hide and sneak are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Punch 1, Accurate Punch 2, Block Mastery 1, Dirty Tricks 1, Dirty Tricks 2, Hard Kick 1, Hard Punch 1.Maneuvers: Choke Hold, Combat Expertise, Combat Reflexes, Combat Throw, Heart Punch, Hip Throw, Hook, Jab, Kidney Punch, Silencing Strike, Weapon Finesse (Knife), Weapon Focus (Knife).

TAE KWON DOStyle: combat martial arts or defensive martial arts.Effect: Tae Kwon Do is an external style who s’ controlling Ability is Strength or Dexterity (chosen when you first select this style). Cost for dodge and fall are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Kick 2, Acrobatics Mastery 1, Dodge Mastery 1, Hard Kick 1, Hard Kick 2.Maneuvers: Axe Kick, Back Kick, Circle Kick, Combat Expertise, Combat Reflexes, Flying Kick, Heel Kick, Immovable, Improved Initiative, Instant Stand, Jump Kick, Leg Sweep, Snap Kick, and Thigh Kick.

THAI KICKBOXINGStyle: combat martial arts.Effect: Kickboxing is an external style who s’ controlling Ability is Strength. Cost for dodge and intimidate are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Kick 2, Block Mastery 1, Hard Kick 1, Hard Kick 2, Hard Punch 1, Hard Punch 2.Maneuvers: Circle Kick, Combat Reflexes, Elbow Slam, Haymaker, Head Butt, Heart Punch, Heel Kick, Hook, Instant Stand, Jab, Kidney Punch, Leg Sweep, Snap Kick, Thigh Kick, Uppercut.

WING CHUNStyle: combat martial arts or defensive martial arts.Effect: Wing Chun is an external style who s’ controlling Ability is Dexterity. Cost for dodge and mental resolve are reduced by 1 point.Mastery: Accurate Kick 1, Accurate Kick 2, Block Mastery 1, Hard Kick 1, Hard Kick 2, Weapon Mastery 1, Weapon Mastery 2.Maneuvers: Back Kick, Circle Kick, Combat Expertise, Combat Reflexes, Heel Kick, Immovable, Instant Stand, Jab, Jump Kick, Leg Sweep, Ridgehand, Snap Kick, Thigh Kick, Weapon Focus, Weapon Finesse (Check Chinese sai, or – Woo Diep Do butterfly knife).–

MARTIAL ART MANEUVERS

Axe KickAn Axe Kick is a vicious kick in which you bring your leg up above your head, and then bring your heel down on your target.

Your kick damage is increased by one die size, and you add one-and-a-half times your Strength modifier to your damage. You may only use this maneuver once per round, but you may make additional non-Axe kick attacks, provided that you have enough actions.

Bear HugYou inflict increased damage on Grapple attacks.

Your Grapple damage is increased by one die size, and you add one-and-a-half times your Strength modifier to the damage. You may only use this maneuver once per round, but you may make additional non-Bear Hug attacks, provided that you have enough actions.

Back KickThe Back Kick gives you the ability to kick an opponent behind you, effectively meaning you cannot be flanked.

BanterPrerequisite: taunt 3 ranks +, Personality 10+.You have mastered the art of witty (read: annoying)“ ” repartee in combat. This serves to both annoy and distract your opponents. This gives you the ability to use the taunt skill at the start of combat with no penalties.

Box EarsWith this dirty trick, you slap your target s ears,’ causing damage by forcing air into the fragile inner ear.

You only inflict 1d2 points of Stun damage plus your Strength modifier with this maneuver, but your target loses all of his Strength Resistance Modifier the first time you use it against him in combat. The target must make a Stamina – endurance check. If this is successful, the target is dazed. Otherwise, the target is deafened for 1d4 rounds, or for 10 minutes if a Critical Failure was rolled.

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Circle KickBy spinning your entire body, you increase the damage from your kick attacks.

Your kick damage is increased by one die size. You may perform this maneuver as many times per round as you have actions.

Combat Expertise Prerequisite: Intelligence 10+.You are trained at using your combat skill for defence as well as offence.

When you make an attack, you can take a penalty of up to +3 on your attack roll and use the same number as a bonus to your Strength Resistance Modifier. This lasts until your next action.

Combat ReflexesYou can respond quickly and repeatedly to opponents who let their guard down.

Your maximum number of attacks per opportunity you may make per round is equal to your Dexterity Resistance Modifier +1. You may also make attacks of opportunity when flat-footed (when you lose your Strength or Dexterity Resistance Modifier).

Normal: A character without Combat Reflexes can only make one attack of opportunity per round and can t’ make attacks of opportunity when flat-footed.

Combat ThrowPrerequisite: defensive martial arts.You can use an opponent s momentum against him.’

You gain a -1 bonus on opposed Strength and Dexterity checks any time you attempt to trip or grapple attacks, or when you try to avoid a trip or grapple attack made against you.

CombinationPrerequisite: two Martial Arts Maneuvers, two actions per round).When you take this ability, choose two Martial Arts Maneuvers. You may launch these maneuvers in combination. Whenever you use these maneuvers in the listed order and direct them against the same target, you gain a -1 bonus to the second attack and +1 to the second attack s damage.’

CounterstrikePrerequisite: defensive martial arts rank 4+, Combat Reflexes.You are trained to use a moment of weakness during an attack to launch a counterattack.

If you successfully block an attack, you may make a melee attack against your attacker as an attack of opportunity. You may only use this maneuver once per round.

Disarm BlockPrerequisite: defensive martial arts rank 4+.You are trained to disarm in conjunction with a block.

If you successfully block an attack, you may make a disarm attack against your attacker as an attack of opportunity.

Dodge Roll Prerequisite: dodge 3 ranks.Your mobility and agility make you hard to hit in combat.

Make a dodge check. On an ordinary success you gain a +1 to Strength Resistance Modifier, +2 on a Good success, and +3 on an Amazing success. This uses one action but remains active for the entire round.

Elbow SlamYou can drive your elbow into your target with your fall weight behind it for a devastating attack.

Your elbow damage is increased by one die size. If the target of this attack is prone, your elbow damage is improved by three die sizes (e.g. from d4 to d10, d6 to d12, d8 becomes 2d8), but you are rendered prone as well, whether the attack is successful or not. You may only perform this maneuver once per round.

Eye GougeYou go after your target s eyes.’

The target of your attack suffers normal punch damage and must make a successful Stamina – endurance check or be blinded for 1d4 rounds, or for 10 minutes if a Critical Failure was rolled.

Elusive TargetPrerequisite: defensive martial arts, Dexterity 10+.You can use opponents as cover when engaged in melee combat.

When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks receive a +2 penalty. This penalty is in addition to the normal +2 penalty for firing into melee, making the penalty to target you +4.

Flying KickPrerequisite: Jump Kick.You can make one of the most spectacular, and lethal, martial arts attacks.

This maneuver may only be used in conjunction with a sprint action and is the only action allowed in the round. Your kick damage is increased by one die size, and you add one-and-a-half times your Strength modifier to your damage. In addition, you add one-half the number of ranks (rounded down) you have in the Jump skill to the damage inflicted.

If you miss with this attack, you must make either a fall or Acrobatics check, or be prone. If you succeed with this check, you lose any Strength or Dexterity Resistance Modifier until the start of your next action.

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HaymakerYou can put everything you have into one lethal, reckless punch.

This attack is a full-round action, taking up all available actions. Your punch damage is increased by two die sizes. Furthermore, you add one-and-a-half times your Strength modifier to the damage from this attack. If this attack is an Amazing success, your opponent receives maximum damage. If you miss with this attack, you lose all Strength Resistance Modifier bonuses.

Head ButtYou lead with your head.

This maneuver increases your head attack damage by two die sizes. The first time you perform this attack against an opponent, they lose their Strength Resistance Modifier. They then must make a Stamina

– endurance or be stunned for 1 round, 5 minutes if a Critical Failure was rolled.

Heart PunchYou strike your target right over the heart, an attack that inflicts a great deal of pain and shock.

This maneuver increases your punch damage by one die size. The first time you perform this attack in each combat, the target does not get any Strength Resistance Modifier and the opponent must make a Stamina – endurance check or be stunned for 1 round; if the result is a Critical Failure, the opponent passes out for 1 minute.

Heel KickYou bring your heel straight down on your opponent. If he is standing, this attack is inflicted on his foot, but if he is prone, the attack can be inflicted on any part of his body, making it especially deadly.

You increase your kick damage by one die size. If the target of this attack is prone, you increase you kick damage by three die sizes (e.g. from d4 to d10, d6 to d12, d8 becomes 2d8). You may only perform this maneuver once per round.

Hip ThrowYou throw your opponent to the ground, inflicting some minor damage and rendering him prone.

When you make a Trip attack (opposed Strength vs. Dexterity check), you also inflict an additional point of damage to the target if successful.

HookThe Hook is a fast, powerful swing that has ended many fights. By pivoting your hips while swinging your fist, you gain greater force.

Your punch damage is increased by one die size. You may perform this maneuver more than once per round.

IaijutsuPrerequisite: Quickdraw.By becoming one with your weapon, you act and react with blinding speed.

You gain a -2 bonus to your Action Check with one melee weapon (chosen when you first select this ability).

ImmovableYou are extremely adept at avoiding Throw and Grapple attacks.

You gain a -1 bonus on any opposed checks to resist being grappled or thrown. In addition, any attempt to resist being grappled or thrown does not take any of your actions.

Improved Combat ThrowPrerequisite: Combat ThrowYou excel at using your opponent s momentum against’ him.

In melee combat, if an opponent attacks and misses you, you may make an immediate trip attack (opposed Strength vs. Dexterity check) against him as an attack of opportunity.

Improved CombinationPrerequisite: Combination, three Martial Arts Maneuvers, Intelligence 10+, 3 actions per round.When you take this ability, choose three Martial Arts Maneuvers, two of which must have previously been taken with the Combination ability. You may launch these maneuvers in combination. Whenever you use these maneuvers in the listed order and direct them against the same target, you gain a -1 bonus to the second attack and +1 to the second attack s damage,’ and a -2 bonus to the third attack and +2 to the third attack s damage.’

Improved CounterstrikePrerequisite: Counterstrike.If you successfully block an attack and successfully hit with your counterstrike, you may make an additional block/counterstrike attempt. If that block and counterstrike are successful, you may try again, up to the maximum number of attacks and/or attacks of opportunity you are normally allowed.

Improved InitiativeYou can react more quickly in unarmed or melee combat.

You gain a -1 situation bonus to all Action Check roll when you are in unarmed or melee combat.

Instant StandYour body control and athletic ability are so finely attuned that you can instantly recover from a fall or throw.

Once per round, you may instantly stand from any attack that renders you prone (e.g. Leg Sweep, Throw, Trip).

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JabThe Jab is a fast punch that is extremely hard to block. It is usually used as a set up for a more dangerous attack or combination.

You make a punch attack at normal damage, but you receive a -1 bonus to hit. This maneuver may be used more than once per round.

Jump Kick Prerequisite: jump rank 3+.You can execute a deadly, beautiful jumping attack.

You increase your kick damage by one die size and add +1 damage per 3 ranks you have in the jump skill. This maneuver may only be used once per round, but you may make other maneuvers if you have any actions left.

Kidney PunchThis is an extremely painful and dangerous attack, illegal even in most full-combat fighting sports.

This maneuver increases your punch damage by one die size. In addition to suffering this damage, the target must make an Endurance – stamina check or be stunned for one round. You may only use this maneuver once per combat.

Leg SweepYou have learned how to deprive your opponent of his footing.

You may make a normal kick attack. If this attack hits, you get to make a Trip attack (opposed Strength vs. Dexterity check) against the target as an attack of opportunity in addition to inflicting normal kick damage on him. You may only perform this maneuver once per round.

Lock BlockPrerequisite: defensive martial arts rank 4+.You are trained to grapple in conjunction with a block.

If you successfully block an attack, you may make a Grapple attack as an attack of opportunity. You can only perform this maneuver once per round.

Momentum ThrowPrerequisite: Improved Combat Throw, Unbalance Opponent.You use your opponent s momentum against him.’

If your opponent misses you in combat, you gain a Trip attack (opposed Strength vs. Dexterity check) as an attack of opportunity against him, inflicting your throw damage plus an amount equal to your opponent s’ melee damage bonus, in addition to rendering him prone. Momentum throw takes the place of the attack of opportunity granted by Improved Combat Throw.

PoisePrerequisite: mental resolve rank 3+, Will 10+.Your composure and indomitable will make you a formidable opponent.

You gain a competence bonus to your Strength Resistance Modifier equal to your Will Resistance Modifier.

Power AttackPrerequisite: Strength 10+.You can make exceptionally powerful melee attacks.

On your action, before making any attack rolls for the round, you may choose to give yourself a penalty to all attack rolls made in that round, and add the number of the penalty to all melee damage rolls. This penalty and bonus applies until the next round.

QuickdrawYou can draw weapons with starting quickness.

You can draw a weapon in the same round as using it to attack without penalty.

RidgehandThis is an open-hand attack where the hand is held open and straight, and attacks are made with the edge of the hand.

Your punch damage is increased by one size die, and you add one-and-a-half times your Strength modifier to the damage. You may only use this attack once per round.

Silencing StrikeThe target of this attack will have a hard time summoning aid.

If you make a successful hit with this maneuver, your target takes normal damage but must make an Endurance – stamina check or be unable to speak above a whisper for 1d4 rounds; 5 mins if a Critical Failure.

Snap AttackYou have learned how to snap your leg forward with blinding speed in a kick that is very hard to block or evade.

You make a kick attack at normal damage, but you gain a -1 bonus to attack. You may perform this maneuver more than once per round.

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Thigh KickYou kick your target s thigh, gradually whittling away at’ his mobility.

Each time you hit with this attack, your target suffers normal kick damage and must make an Endurance – stamina check, modifier by your Strength Resistance Modifier. Failure means the target reduces their Strength Resistance Modifier by one; two if it was a Critical Failure. The target s Strength Resistance’ Modifier cannot be reduced below zero. You may only use this maneuver once per round, but you may make additional attacks if you have any actions left.

The target will recover one level of Strength Resistance Modifier every two rounds.

Unbalance OpponentPrerequisite: defensive martial arts.You are skilled at keeping your opponents off balance in close combat.

During your action, you designate an opponent. That opponent doesn t get to use his Strength Resistance’ Modifier as a penalty to your attacks.

You may select a new opponent on any action.

UppercutBy bringing your fist up directly under the chin of your opponent, snapping his head back with the blow, you can often fell a formidable opponent with one swift, unexpected punch.

Your punch damage is increased by one die size. If a character makes an Amazing hit with an uppercut, then the opponent receives full damage. You may only use this attack once per round, but you may make additional, non-Uppercut attacks provided you have enough actions left.

Weapon FinesseYou are especially skilled at using a certain light melee weapon, one that can benefit as much from Dexterity as from Strength.

With the selected weapon, you may use your Dexterity instead of your Strength to attack with.

Weapon FocusYou are especially good at using a specific weapon.

Choose a specific weapon, such as a katana. You gain a -1 bonus to attacking with your chosen weapon.

Weapon SpecialisationYou are deadly with a specific melee weapon.

Choose a specific weapon, such as a katana. You add +2 to any damage you deliver to an opponent.

SIGNATURE MANEUVERS

Achilles LockPrerequisite: Thai Kickboxing rank 5+.You execute a leg-lock on an opponent that places extreme stress on the Achilles tendon.

In addition to normal grapple damage, this maneuver inflicts a +1 penalty to the opponent s Strength’ Resistance Modifier for 1d4 rounds after it is applied, unless the opponent succeeds in a Stamina – resist pain check. On a Critical Failure, the opponent will collapse to the ground in agony for 1d4 minutes.

Ashi-sokutoPrerequisite: Jujutsu rank 6+, Circle Kick.You kick your opponent with the blade edge of your“ ” foot.

Your kick attacks increase the damage die by one size and cause an additional point of damage.

Cradle PinPrerequisite: Aikido rank 6+, mental resolve rank 4+.You grab your opponent s arm in a lock that can drive’ him to the ground or break his arm if necessary.–

On a successful Grapple, you may either inflict an extra die of grappling damage or attempt a Trip attack with a -2 bonus as an attack of opportunity.

Iaijutsu StrikePrerequisite: Kendo rank 6+, Iaijutsu.Your first attack is deadly, it is often the only attack.

If you hit an opponent flat-footed because he has not acted yet in combat (in other words, only in the first round of combat), you double the amount of damage die you roll (only the die, not the Strength damage modifier).

Page 11: Alternity Martial Arts

Improved Iaijutsu StrikePrerequisite: Kendo rank 9+, Iaijutsu Strike.You have mastered the art of Iaijutsu, becoming one with your weapon.

If you hit an opponent flat-footed because he has not acted yet in combat (in other words, only in the first round of combat), you triple the amount of damage die you roll (only the die, not the Strength damage modifier).

Nukite ZukiPrerequisite: Karate rank 6+, Ridgehand.Also called the spear hand, this is a dangerous“ ” variation of the Ridgehand maneuver.

Your Ridgehand attacks have their damage increased by +2.

Pyong-Hi-SogiPrerequisite: Tae Kwon Do rank 6+.The ready stance of Tae Kwon Do.“ ”

You gain a +1 bonus to Strength Resistance Modifier and a -1 bonus to all kick attacks.

ShadowPrerequisite: Ninjutsu rank 6+, hide rank 6+, shadow 6+, sneak 6+.The Ninja is able to vanish as though she was never there.

You may hide in plain sight at will.

Shadow WarriorPrerequisite: Ninjutsu rank 9+, Shadow, hide rank 9+, shadow 9+, sneak 9+.The Ninja leaves no trace; she becomes rumour incarnated.

You leave very little evidence behind you. Any Investigate-related skill checks used to find fingerprints or trace any evidence of your presence, footprints etc have a +3 penalty.

Shuto-UchiPrerequisite: Karate rank 6+, Ridgehand.This is a knife hand strike, a very potent and dangerous maneuver.

Your Ridgehand attacks inflict an additional die of damage. You may only perform this maneuver once per round.

TeishoPrerequisite: Jujutsu rank 6+, Jab.You strike your opponent with the heel of your palm.

Your Jab attacks inflict an additional die of damage. You may only perform this maneuver once per round.

Twi O-Cha-GiPrerequisite: Tae Kwon Do rank 6+, Jump Kick.This is a devastating jump kick.

You gain a -1 bonus to all Jump and Flying Kick attacks and +1 damage to them.