Martial arts maneuvers:
* Dragon Tail Sweep: A spinning leg sweep that knocks an opponent sprawling. In game terms, the effects work like a throw, but the martial artist doesn't need to grab her opponent first.
Minimum Ability: Martial Arts 1 (hard style), Athletics or Acrobatics 1 Roll: Dexterity + Martial Arts Difficulty: 8 Damage: Opponent's Strength/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

* Joint Lock: Having already grappled his opponent, the martial artist applies pressure to joints and pressure points. If he chooses to exert force against that spot, he can dislocate or break limbs, joints, or possibly even the neck. The player rolls Dexterity + Martial Arts to grapple his opponent (see Grapple, above), then may immediately (without dividing his dice pool between attacks) roll Dexterity + Martial Arts to inflict damage. Each success rolled inflicts one health level's worth of lethal injury.
Minimum Ability: Martial Arts 2 (any style), Athletics or Acrobatics 2 Roll: Dexterity + Martial Arts Difficulty: 5 Damage: Successes/L Actions: 1

* Spinning Kick: Our martial artist spins around and plants a solid kick into the object of his attention.
Minimum Ability: Martial Arts 2 (hard style), Athletics or Acrobatics 2 Roll: Dexterity + Martial Arts Difficulty: 6 Damage: Strength +3/B Actions: 1

* Death Strike: Aiming a rigid hand at an organ, joint, or other incapacitating location, the attacker directs devastating force at that target. This strike inflicts lethal damage.
Minimum Ability: Martial Arts 3 (hard style) Roll: Dexterity + Martial Arts Difficulty: 5 Damage: Strength +2/L Actions: 1

* 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

* Hard Strike: Here’s a basic combat blow, focused with more skill than a wild punch. The hard variant involves a clenched fist or rigid fingers (the Tiger Claw technique), whereas a soft blow typically involves tripping the opponent or otherwise using his own force to hurt him.
Minimum Ability: Martial Arts 1 (any style) Roll: Dexterity + Martial Arts Difficulty: hard 5 Damage: Strength +1/B Actions: 1

* Thunder Kick: A devastating flying kick. Hurling himself through the air, the martial artist focuses his chi and mass into a strike potent enough to end most fights immediately. In game terms, each success adds one additional die to the kick’s damage. A character cannot use the Thunder Kick more than once every five turns, however, as it demands intense focus and commitment to the blow.
Minimum Ability: Martial Arts (hard style) 3, Athletics or Acrobatics 2 Roll: Dexterity + Martial Arts Difficulty: 7 Damage: Strength +3 + successes/B Actions: 1

Weapon Maneuvers (no need to learn, only to have the weapon skill):

* Bash: Striking with a non-edged portion of the weapon, the attacker tries to injure, not kill or maim, her opponent. A successful attack inflicts one die less than that weapon’s normal damage in bashing, not lethal or aggravated, damage. A failed blow misses the target, and a botched one might snap the weapon if it’s thin enough to be broken – a blade, for instance, as opposed to a sturdy club. Obviously, this attack works only with hand-to-hand weapons that inflict lethal or aggravated damage; in certain cases, like chainsaws, it may be impossible even then.
Roll: Dexterity + Brawl Difficulty: Weapon +1
Damage: Weapon -1/B Actions: 1

* Curtain of Blood: With a superficial slash above his opponent’s eyes, the attack spills a bit of the red stuff into her vision. The resulting distraction sets him up for a better shot… or possibly for a quick retreat. It takes at least two successes on the attack roll in order to cause that blood to flow. The “curtain” effect kicks in one turn after the slice is made. The cut itself is too shallow to cause damage; until the target can clear her eyes and staunch that flow of blood, however, she’s using half of her usual dice pools. (Stopping the flow requires one full action unless the opponent can close up wounds through force of will or innate healing abilities.) Naturally, this attack means nothing against opponents who do not bleed, or whose faces are protected from cuts and incidental blindness.
Roll: Dexterity + (Ability) Difficulty: 8
Damage: N/A Actions: 1

* Great Blow: Exposing himself to attack, the assailant throws everything he has behind a massive blow that will hopefully put a permanent end to the fight. This blow demands two actions – one to draw back, the other to strike – although it can, as usual, be performed within the same turn as a multiple action.
Roll: Dexterity + (Ability) Difficulty: Weapon +2
Damage: Weapon +3 Actions: 2

* Riposte: Following through on a previous parry, the attacker takes advantage of his surprised opponent and delivers a rapid counterstrike. This maneuver must follow a successful block or parry, and can be performed only with hand-to-hand weaponry. A fighter with multiple actions in a single turn (thanks to Time 3, a multiple-actions dice pool, or some other advantage that allows her to act more than once within that turn) can perform this maneuver in the same turn as the parry itself.
Roll: Dexterity + (Ability) Difficulty: Weapon -2
Damage: Weapon Actions: 1

* Thrust: Spotting an opening, the attacker lunges in and spears her enemy through a significantly vital spot. If she scores three successes or more, that enemy will continue bleeding out, suffer from perforated organs, or otherwise take an additional level of lethal damage per turn until someone with medical expertise treats his wound. Armor, obviously, will not help him soak that internal damage.
Roll: Dexterity + (Ability) Difficulty: Weapon +1
Damage: Weapon +2 Actions: 1

* Slash: Going for the kill, the attacker brings his weapon around for a slicing blow. This attack applies only to hand-to-hand combatants.
Roll: Dexterity + (Ability) Difficulty: Weapon +1
Damage: Weapon +2 Actions: 1\\