Vivian Ruby Cates Ab Nofret

Martial Arts Known: Tai Chi Chuan, Silat

Weapon Choices:
Silat: Karambits
Tai Chi Chuan: Spear
Maneuvers Known: 10

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

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

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

Elbow/Knee Strike
A quick, brutal blow with an elbow or kneecap, usually directed at a vulnerable spot at close range.
Minimum Ability: Martial Arts 1 (any style)
Roll: Dexterity + Martial Arts Difficulty: 5
Damage: Strength +1/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

Weapon Maneuvers

Karambit/Dagger moves

Bind:
Sweeping her antagonist’s weapon up with her own, a defending fighter uses gravity and leverage to prevent her enemy from using his weapon this turn. Essentially, this technique involves a block that denies the opponent the use of his weapon until he can break the bind. Unlike a typical block or parry, however, this maneuver succeeds automatically if the defender makes her roll.
As the opponent attacks, the defender captures his weapon with her own. A successful roll represents a successful capture attempt, which deflects that attack and immobilizes both weapons (meaning that neither party can use them) until either the defender ends the bind or the opponent successfully breaks free as described under the Grapple maneuver (Mage 20, p. 421). Both parties can use other attacks – kicks, head-butts, punches, etc. – during a successful bind. Due to the close range, occupied attention, and lack of leverage and space, however, attacks other than head-butts add +2 to their usual difficulty. Other opponents, however, subtract -2 from the difficulty of trying to hit either fighter while their weapons are bound.
Bind attempts typically begin with the defender maneuvering her opponent into position – often with a held action, a Feint (see below), a taunting remark, or some similar enticement to strike. That enticement isn’t necessary, but it’s a common tactic that – if successful – reduces the difficulty of the Bind maneuver itself to difficulty 6, not 8. This enticement requires an additional action before the Bind attempt itself. As with other two-action moves, this enticement could be performed within the same turn if the player chooses to employ a multiple action (detailed in Mage 20, pp. 388-389).
Obviously, this is a hand-to-hand fighting technique that typically demands weapons that are strong and rigid enough to bind and be bound (blades, staves, clubs, etc.). That said, an especially flexible weapon (like a chain, whip, or rope) could be used to capture an opponent’s weapon too… and with such weapons, this is a popular technique.
Roll: Dexterity + (Ability) Difficulty: 6/8
Damage: N/A 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

Jab:
A short, quick stab at the opponent tests his defenses and skill. The attacker also adds +1 to the difficulty of her opponent’s next attack against her, due to the fast, defensive nature of this move.
Roll: Dexterity + (Ability) Difficulty: Weapon +1
Damage: Weapon -2 Actions: 1\\\