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pc:ambra-_martial_arts

!Hand to Hand Martial Arts Ambra Alexandra Sojka Red Snow Dancer

'Martial Arts Known:' Tai Chi Chuan,

'Weapon Choices:'

'Tai Chi Chuan:' Spear

Maneuvers Known: 04

'Counter Throw:'
Directing an attacker’s momentum against him, the martial artist sends him flying into the nearest wall… or the ground… or worse. A basic soft-style maneuver, this remains an effective technique. When the martial artist is attacked, make a resisted roll of Dexterity + Martial Arts against the attacker’s Dexterity + Brawl, Melee, or Martial Arts (depending on the Ability that the opponent is using to attack). If you score more successes than your attacker does, then you deflect the attack and may – immediately and without having to divide up your dice pool – try to throw him (as below). If you fail the throw, you still sidestep his attack. Minimum Ability: Martial Arts 1, Athletics 1 (soft style)
Roll: Dexterity + Martial Arts Difficulty: 6
Damage: As Throw Actions: 1

'Throw'
Having grappled her opponent (or used a counter throw, above), the martial artist slams him into a convenient surface. In game terms, the attacker needs a Dexterity + Martial Arts dice pool equal to, or higher than, her opponent’s Dexterity. With a successful roll, the martial artist can throw her opponent up to one yard for each success she scores on her attack roll.
So long as she’s got a straight shot at the location, she can choose where her opponent lands. When he lands, he takes damage based on her strength. If he’d been charging her at the time he was thrown, the impact also inflicts an additional +1 die for every 10 feet he’d been traveling at the time (+10 dice maximum). If the impact inflicts more than three health levels in damage (after soaking), the opponent must make a Stamina roll (difficulty 8) or else be stunned for one turn.
Should the martial artist throw one opponent into another one, the flying enemy inflicts one die bashing damage for each point of Stamina he has, plus one additional die for the momentum and impact if one or both of the opponents were moving at the time. (A Stamina 3 bad guy, for example, who’d just run 20 feet before being thrown would inflict five dice of bashing damage on his buddy.) Throwing one opponent into another one adds +2 to the roll’s difficulty for that throw, but it does indeed smash two birds with one throw.
Minimum Ability: Martial Arts (any style) 2
Roll: Dexterity + Martial Arts Difficulty: hard 7/ soft 6
Damage: Strength + movement/B Actions: 1


'Snake Step'
Shifting away from the blow, our martial artist deftly sidesteps a close or ranged attack. Naturally, he must be able to see it coming first. A successful roll acts as a dodge attempt with an additional three-dice bonus.
Minimum Ability: Martial Arts 1 (any style), Athletics or Acrobatics 1
Roll: Dexterity + Martial Arts Difficulty: hard 6/soft 5
Damage: N/A Actions: 1


'Deflecting Block'
Evading an attacker’s blow, the martial artist redirects the attacker’s force against her. In game terms, the defender rolls Dexterity + Martial Arts in Phase Two: Defense. Each success subtracts one success from the attacker’s roll. If the defender scores more successes than his attacker, then the attacker must roll Dexterity (difficulty 8) or else fall to the ground (or smash into a nearby surface), taking her own Strength in bashing damage.
Minimum Ability: Martial Arts 2 (soft style), Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts Difficulty: 6
Damage: Attacker’s Strength/B Actions: 1


pc/ambra-_martial_arts.txt · Last modified: 2020/Oct/17 17:26 (external edit)