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
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