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:

  1. 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.