Martial Arts
Although there are numerous martial arts styles available, the sets described below focus on specific themes.
Energy Blade Fencing
Energy Blade Fencing style is utilized by the JingShen with their energy katana, the GongShi with their energy naginata, and other aliens who train with energy blade weapons.
|
Maneuver |
Points |
OCV |
DCV |
Damage/Effects |
|
Disarm |
5 |
+0 |
+1 |
Disarm, +10 STR |
|
Dodge |
4 |
-- |
+5 |
Dodge all attacks, Abort |
|
Parry |
4 |
+2 |
+2 |
Block, Abort |
|
Swift Strike |
4 |
+2 |
+2 |
Weapon Strike |
|
Wary Strike |
5 |
+1 |
+3 |
Weapon Strike |
Roundabout
The "Roundabout" martial art combines Aikido with Defense Training, focusing on defense and using the attacker's strength against them instead of causing direct harm. Practitioners usually prioritize their Combat Levels in DCV.
|
Maneuver |
Points |
OCV |
DCV |
Damage/Effects |
|
Basic Strike |
3 |
+1 |
+0 |
STR Strike +2d6 |
|
Defensive Strike |
5 |
+1 |
+3 |
STR Strike |
|
Defensive Throw |
3 |
+1 |
+1 |
Block, Target Falls |
|
Dodge |
4 |
-- |
+5 |
Abort, Dodge, Affects all attacks |
|
Escape |
4 |
+0 |
+0 |
+15 STR to escape Grabs |
|
Hold |
3 |
-1 |
-1 |
Grab 2 Limbs, +10 STR to hold on |
|
Redirect |
5 |
+1 |
+3 |
Abort, Block |
|
Throw * |
3 |
+0 |
+1 |
STR + v/10 damage to target; target falls |
|
Turn |
4 |
+0 |
+0 |
Abort, Block, +15 to resist Shove |
- Throw uses the target's momentum against them. "Ground" can represent the ground/floor, but it can also represent a wall within hand's reach (1m), guiding the rushing attacker into bashing into the wall and then falling to the ground.
- Roundabout advanced skills to purchase include Breakfall, Enhanced Sight Perception, Increased Running +2m, and Increased Leaping +2m.
- The art assumes Hands, but the following weapon elements may also be purchased for 1 point each: Blades, Staff, Polearms, Weapon of Opportunity.
Ripper
The "Ripper" martial art is a street fighting art that blends Arte Dell'Abbracciare, Bokator, and Georgian fighting. It emphasizes grapples, holds, and painful attacks, with no focus on dodges or similar defensive tactics. Therefore, it is ideal for simulating fights like those of Denzel Washington's character in The Equalizer and Jack Reacher in the TV series.
|
Maneuver |
Points |
OCV |
DCV |
Damage/Effect |
|
Block |
4 |
+2 |
+2 |
Abort, Block |
|
Crush |
4 |
+0 |
+0 |
STR +4d6 Strike, Must Follow Grab |
|
Grapple |
3 |
-1 |
-1 |
Grab Two Limbs, +10 STR for holding on |
|
Grappling Block |
4 |
+1 |
+1 |
Block, Grab One Limb |
|
Joint Break |
5 |
-1 |
-2 |
Grab One Limb; HKA 1/2d6; Disable |
|
Joint Lock |
3 |
+0 |
-1 |
Grab One Limb; +10 STR for holding on |
|
Joint Lock/Throw |
3 |
+0 |
-1 |
Grab One Limb; 1d6NND; Target Falls |
|
Legsweep |
3 |
+2 |
-1 |
STR + 1d6 Strike; Target falls |
|
Pressure Point Strike |
4 |
-1 |
+1 |
2d6 NND |
|
Reversal |
4 |
-1 |
-2 |
STR +15 to Escape; Grab Two Limbs |
|
Strike |
4 |
+2 |
+0 |
STR +2d6 Strike |
|
Takeaway |
5 |
+0 |
+0 |
Grab Weapon; +10 STR to take the weapon away |
|
Takedown |
3 |
+1 |
+1 |
STR Strike; Target Falls |
|
Vicious Strike |
4 |
-2 |
+0 |
HKA 1/2d6 |
Denzel's combos:
- Grappling Block and Wrist Break: When the opponent tries to strike, Denzel uses a Grappling Block to grab their hand or arm, effectively blocking the attack. Since he has already secured the opponent's arm, he takes the initiative in the next phase and performs a Joint Break to fracture the target's hand or wrist.
The art assumes Hand, but most practitioners also purchase: Brass Knuckles*, Knives, and/or Weapon of Opportunity, each costing 1 point.