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| 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 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 3D 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 +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. 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 Easy | 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 without incurring additional multiple-action penalties. The second attack inflicts 3D 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+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) +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. |
| 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. A successful skill roll inflicts STR+3D damage 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 +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 Easy | A successful skill check indicates that the target is hurled to the ground, provided the attack is not parried or dodged, suffering 3D 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 |