| Technique | Description | Difficulty | Effect |
| Hilt Blow | The character can use the hilt of a weapon to strike a stunning blow. | Easy | If the character makes the required skill roll, he may attempt to strike an opponent with the hilt of his weapon, causing that character to be stunned for the remainder of the round. |
| Rolling Throw | The character can roll backwards and throw an enemy with force. | Moderate | If the character makes the required skill roll, he may roll onto his back and throw an opponent backwards. If the opponent is thrown into a wall or other solid object, they suffer 2D damage.
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| Throat Jab | The character is trained to target breathing tubes in the throats of opponents. | Moderate | Characters using this manoeuvre may target breathing tubes or blood veins in opponents necks to strike at. If the character is successful in making his skill roll, his opponent may take no other actions this round due to shock and blood/air blockage. |
| Pivot Kick | The character can pivot on a hand or weapon and deliver a powerful kick. | Difficult | If the character makes the required skill roll, he may spin using the hilt of a weapon, or his hand, as a pivot to inflict STR+1D damage to the legs of an opponent. If the damage roll ends with a stun result, the opponent falls to the ground. This may be used as a reaction skill while falling down. |
| Whirlwind Attack | The character is trained to attack multiple enemies at close range. | Very Difficult | When surrounded at close range, Royal Guardsmen are trained to use this technique to eliminate nearby threats. If the character's skill roll is successful, he may attack up to 3 enemies within arm's reach using the martial arts skill roll as his attack roll for each opponent (no multiple action penalty). |
| Technique | Description | Difficulty | Effect |
| Blindfighting | The character is trained to use senses other than sight to locate a target | Very Difficult | If the character makes the required skill roll and is within striking distance of the target, they may ignore the effects of blindness. They cannot see, but can hear or smell a target well enough to strike. This may be used as a reaction skill |
| Damage Boost | The Ter?s K?si student can transfer some of their Advanced Martial arts dice to gain a bonus on melee damage. | Easy | The Ter?s K?si student may give up to half their Advanced Martial Arts dice to gain a bonus on all melee or unarmed attacks of 1 per D transferred. This ability may be kept up. This ability cannot be used while wearing armour with a DEX penalty. |
| Damage Reduction | A Ter?s K?si discipline where the character can transfer half of their Advanced Martial Arts dice to harden their body as if they were wearing armour. | Difficult | The Ter?s K?si student gains as many D physical armour as the dice transferred as physical armour, and one third of that as energy armour. This ability may be kept up. This ability cannot be used while wearing armour with a DEX penalty. |
| Defensive Boost | The Ter?s K?si student can transfer half of their Advanced Martial Arts dice to improve defensive rolls. | Moderate | The Ter?s K?si student can designate half of their Advanced Martial Arts dice be counted for defensive rolls. These then create a "pool" of dice the character can spend on defensive rolls as if they were CP. The dice pool persist for 1 round per D of the defensive pool. When that pool of dice is gone, this power must be reactivated. This ability cannot be used while wearing armour with a DEX penalty. |
| Disarm | The character is trained to force an opponent to drop a weapon or object | Moderate | If the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty number, the target must succeed in a competing Strength or Dex check (Attacker's choice) to maintain control of their weapon. |
| Elbow Smash | The character is trained to deliver a powerful blow with their elbow | Very Easy | The character can add +1D to their damage roll if the skill roll is successful |
| Flip | The character can throw a target who has grappled them from behind | Moderate | A successful skill check indicates that the target is hurled to the ground provided the attack is not parried or dodged. The target suffers STR damage. This may be used as a reaction skill. |
| Flying Kick | The character is trained to leap to deliver a crushing attack | Difficult | The character can add +3D to their damage roll if their skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack this round with out incurring any additional multiple action penalty. The attacker must be able to move a minimum 5 meters in a straight line before making this attack. |
| Foot Sweep | The character can trip an opponent | Moderate | A successful attempt indicates the target is tripped, falling to the ground. |
| Headbutt | The character can user their head to strike a target, even if they are held, pinned or bound. | Easy | If the character's skill roll meets the difficulty number they may use their head to strike the target inflicting STR damage; can be used if the character is bound or held; can be used as a reaction skill. |
| Hold/Grapple | The character is trained to grapple and hold a target immobile | Moderate plus an opposed Strength roll | The character attempting to grapple with a target must make a Moderate martial arts roll to hold their opponent. For every round the target is held the character must make an opposed Strength roll. If the target beats their Strength roll they break free of the hold |
| Instant Stand | The character is trained to negate the effects of a fall and return to a standing, combat-ready position. | Easy[/color] | If a character is tripped or knocked down, they may return to a standing position without suffering a multiple-action penalty. |
| Instant Stun | The character is trained to strike at critical pressure points that effect breathing or the nervous system, stunning the target | Moderate | If the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty, the target is stunned for one round |
| Leg Sweep | The Ter?s K?si student drops low and swings their leg in a powerful circle, attempting to knock down all opponents adjacent to them. | Difficult | Anyone adjacent to the Ter?s K?si student must make a competing balance roll or be knocked to the ground. This ability cannot be used while wearing armour with a DEX penalty. |
| Multiple Strikes | The character can deliver multiple blows. | Moderate | The character can make a second attack without incurring additional multiple-action penalties. The second attack inflicts STR damage. |
| Nerve Punch | The character knows the location of nerve clusters, striking in such a way as to render the target's limb numb. | Very Difficult | If successful, the character's attack renders an opponents limb (arm or leg, specified prior to making the attempt) unusable for 3D rounds. Any items held in the effect hand are dropped. If the character beats the difficulty number by 15 or more, the target is rendered unconscious |
| Power Block | The character is trained to parry attacks in a manner which inflicts damage. | Moderate | A successful parry inflicts STR damage on the target. This can be used as a reaction skill. |
| Power Boost | A Ter?s K?si discipline, the character can redistribute up to half their Advanced Martial Arts dice to their attributes. | Very Difficult | If the character is successful, they may transfer some of their Martial Arts dice to their attributes (note - does not affect their skills), though the Ter?s K?si fighter may not exceed racial maximums by more than 1D. This ability cannot be used while wearing armour with a DEX penalty. |
| Reversal | The character is trained to turn the tables on an opponent who is attempting to grapple. | Opposed Strength or Brawling: Martial Arts roll (which ever is higher) +5. | The character can employ this only when they are held. If they break the opponent's grip, they may in turn hold the target immobile or employ another technique. This may be used as a reaction skill. |
| Snap Kick | The character is trained to deliver a powerful kick with relative speed. | Moderate | If the character makes the required skill roll, he may deliver a powerful kick at Strength+1D damage with such speed that he may make one other hand-to-hand attack this round without incurring additional multiple action penalties. This ability cannot be used while wearing armour with a DEX penalty. |
| Silent Strike | Provided the character can successfully sneak up on a target, they can get a bonus to damage. | Difficult | The character must be within arms reach of the target. The character must declare if this is a killing or stunning attack prior to making the attempt. A successful skill roll allows the player to gain a +3D damage bonus on the target as lethal or non-lethal damage (attacker's choice) |
| Spinning Kick | The character is trained to perform a powerful kick. | Moderate | The character can add +2D to their damage roll if the skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack with no multiple action penalties. |
| Shoulder Throw | The character can throw a target | Easy | A successful skill check indicates that the target is hurled to the ground, provided the attack is not parried or dodged, suffering STR damage. |
| Weapon-Block | The character is trained to parry melee attacks, even when they do not possess a melee weapon. | Opposed Martial Arts versus Melee Combat roll +10 | If the character makes the required difficulty roll, they successfully block a melee attack |
| Defence Bonus | The character is trained in defending against attack. | n/a | Gain a +1D bonus to all defensive rolls. This bonus always applies as long as the character is actively using this style. Cannot be part of a style with more than 2 offensive moves. (This move can be taken up to twice in a given style). |
| Army of One | The character is trained to fight multiple opponents. | n/a | When faced with multiple opponents, the character gains a bonus to defensive rolls. They gain +1 to defensive rolls for each opponent beyond the first. |