| Technique | Description | Difficulty | Effect |
| Feint | The character can feint to draw off an opponent's defence. | Easy | If the character makes the required skill roll, he fakes a maneuver to draw his opponent off. If the opponent's Perception roll is lower than the character's martial arts skill roll, the character gains a +2D to his next attack skill roll. |
| Roundhouse | The character is trained to deliver a spinning kick to the head. | Moderate | A successful skill roll indicates that the character delivers a spinning kick to the head of an opponent. In addition to the +1D to damage, the opponent is considered "Stunned" for the remainder of the round. |
| 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 the multiple action penalty. |
| Flawless Counter | The character can counter a melee attack to perfection. | Difficult | If the character makes the required skill roll, his next attack (which must be a hand-to-hand attack) is automatically successful. |
| Triple Kick | The character is trained to deliver three attacks with his foot. | Difficult | The character, after making the skill roll, may deliver a trio of powerful kicks at Strength+2 damage in a single round. Any further actions this round incur the multiple action penalty as normal. |
| 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. |
| 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 |
| Power Boost | Using their mental discipline, the Ter?s K?si fighter can redistribute up to half their (A) 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. |
| Damage Reduction | The Ter?s K?si fighter can transfer half of their (A) Martial Arts defensive 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. |
| 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. | Moderate | Anyone adjacent to the Ter?s K?si student must make a competing balance roll or be knocked to the ground. |
| Damage Boost | The Ter?s K?si student can transfer up to half of their (A) Martial Arts dice to their Strength dice when determining (A) MArtial Arts damage. | Easy | The Ter?s K?si student may give up to half their D on their attack roll to increase their damage dice. |
| Defensive Boost | Instead of resisting damage, the Ter?s K?si student can transfer half of their (A) Martial Arts dice to improve defensive rolls. | Moderate | The Ter?s K?si student can designate half of their (A) Martial Arts dice be counter for defensive rolls. These then create a "pool" of dice the character can spend on defensive rolls for the next round as if they were CP. |
Not according to the sourcebook. The attacker make a roll, and if successful, the target is killed of incapacitated, at the attackers choice.
Yes, think like a marine killing a sentry by snapping his neck...it requires complete surprise and stealth rolls to get into place to perform and then a difficult skill check to accomplish it.
I still haven't heard my concern addressed about brawling:martial arts -vs- Blaster: Blaster Pistol specializations, and how one gets special moves and the other does not.
To break out of the "Styles" pigeon hole, maybe do it similar to force skills? When you first pick up Martial Arts (A) you learn all the moves in the given style. 5 moves come free. If you want to branch out, you can learn moves from other styles and techniques for a 5CP cost, if you can find a teacher. That gives players some customization.
So abandon the advanced skill paradigm, and treat them like force skills? Standard costs for increasing them, moves are powers? That could work. I'll need to give it some thought.
If we went that route, I think I'd want to make new moves a flat 5cp (to raise the bar a little an make up for loosing the advanced skill cost). You get one defensive move and one offensive move with your first D (presumably from the trainer that got you to your first D in MA:O and MA:D).
It makes styles or schools a little less important, which isn't really much of an issue, and if someone is wiling to invest the time and CP, they could learn a butt-load of specials. But doing so would hold them back in other areas.
This could work.
Thoughts? Feedback? Comments?
So abandon the advanced skill paradigm, and treat them like force skills? Standard costs for increasing them, moves are powers? That could work. I'll need to give it some thought.
If we went that route, I think I'd want to make new moves a flat 5cp (to raise the bar a little an make up for loosing the advanced skill cost). You get one defensive move and one offensive move with your first D (presumably from the trainer that got you to your first D in MA:O and MA:D).
It makes styles or schools a little less important, which isn't really much of an issue, and if someone is wiling to invest the time and CP, they could learn a butt-load of specials. But doing so would hold them back in other areas.
This could work.
Thoughts? Feedback? Comments?
| 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 |
| 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 is disarmed |
| 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 3D 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 +2D 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 no multiple action penalty. |
| Foot Sweep | The character can trip an opponent | Moderate | A successful attempt indicates the target is tripped, falling to the ground. The target must remain prone for the remainder of the round. |
| 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+1D 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 Knockdown | The character knows how to maximize impact, knocking the target to the floor | 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 is knocked to the ground. The fallen character must either wait one round to stand or suffer multiple action penalties. |
| Instant Stand | The character is trained to negate the effects of a fall and return to a standing, combat-ready position. | Moderate | 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 |
| Instant Wound | The character knows how to strike to maximum effect, inflicting sever damage on the target | Difficult | If the character's attack is successful, and is not parried or dodged, and if the skill roll meets the required difficulty number, the target suffers a wound. |
| Multiple Strikes | The character can deliver multiple blows. | Moderate | The character can make a second attack with no multiple-action penalties. The second attack inflicts 3D 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+1D damage on the target. This can be used as a reaction skill. |
| 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). | 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. |
| Silent Strike | Provided the character can successfully sneak up on a target, they can instantly kill or render the target unconscious | 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 indicates the target is neutralized. |
| Spinning Kick | The character is trained to perform a powerful kick. | Moderate | The character can add +1D 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 | Moderate | A successful skill check indicates that the target is hurled to the ground, provided the attack is not parried or dodged, suffering 3D 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 | If the character makes the required difficulty roll, they successfully block a melee attack |
| 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 |
| 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 |
| 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 |
| Flying Kick | The character is trained to leap to deliver a crushing attack | Difficult | The character can add +2D 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 without 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 |
| 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. | 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 |
| Multiple Strikes | The character can deliver multiple blows. | Moderate | The character can make a second attack |
| 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. |
| Power Block | The character is trained to parry attacks in a manner which inflicts damage. | Moderate | A successful parry inflicts STR |
| 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 |
| Silent Strike | Provided the character can successfully sneak up on a target, they can instantly kill or render the target unconscious | 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. |
| Spinning Kick | The character is trained to perform a powerful kick. | Moderate | The character can add +1D 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 | A successful skill check indicates that the target is hurled to the ground, provided the attack is not parried or dodged, suffering | |
| 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 |
| Roundhouse | The character is trained to deliver a spinning kick to the head. | Moderate | A successful skill roll indicates that the character delivers a spinning kick to the head of an opponent. In addition to the +1D to damage, the opponent is considered "Stunned" for the remainder of the round. |
| Spinning Kick | The character is trained to perform a powerful kick. | Moderate | The character can add |
Maybe allow defense for characters without the advanced skill but at a penalty to show the disparity in abilities?
Maybe allow defense for characters without the advanced skill but at a penalty to show the disparity in abilities?
Being very new to how force skills work, I'm thinking they would work the same way in that 'keeping them up' equals an action and thus MAPs apply each round the power is in effect.
Although re-reading Defensive boost, it reads like MAPs would only apply when the power is activated.