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This is a shot fired quickly from the safety of cover without exposing yourself to enemy fire.

Prerequisite: Any Ranged Combat skill 4+

Effect: You may keep the benefit of hiding behind cover while retaining the ability to attack with a ranged weapon. The Combat skill test is at +5 TN and into cover fire has is at +8 TN.

To hit an enemy firing snap shots, you must make an Aim action for one round at the shooter (conferring no benefit to the subsequent Ranged Combat test). Then you must make a successful opposed Swiftness test with the shooter before making a Ranged Combat test. Failing the Swiftness test causes your shot to go wide, missing your target.

Upgrade: Yes. Snap shots are now made at +3 TN and +5 TN into cover fire.

Unarmed Combat

Table 22: Unarmed Combat Traits AIKIDO

Edge Prerequisite Upgrade?

• Nikyo Unarmed Combat: Aikijutsu 3+ Yes

• Yonkyo Unarmed Combat: Aikijutsu 4+, Nikyo

Yes

• Aiki Otoshi Unarmed Combat: Aikijutsu 5+ Yes

• Maai Unarmed Combat: Aikijutsu 8+ Yes

BOXING

• Cross Unarmed Combat: Boxing 2+ Yes

• Jab Unarmed Combat: Boxing 3+ Yes

• Hook Unarmed Combat: Boxing 4+ Yes

• Uppercut Unarmed Combat: Boxing 5+ Yes

BRAWLING

• Roundhouse Punch

Unarmed Combat: Brawling 2+ Yes

• Hammer Blow Unarmed Combat: Brawling 3+ Yes

• Flying Tackle Unarmed Combat: Brawling 4+, Agility 5+

Yes

• Hatchet Chop Unarmed Combat: Brawling 6+ Yes

• Flying Smash Unarmed Combat: Brawling 8+, Agility 5+ or Flying Tackle

Yes

WRESTLING

• Full Nelson Unarmed Combat: Wrestling 3+ Yes

• Choke-hold Unarmed Combat: Wrestling 4+ Yes

• Take-down Unarmed Combat: Wrestling 6+, Full Nelson

Yes

• Flip Unarmed Combat: Wrestling 8+, Agility or Strength 8+, Take-down

No

AIKIDO

This combat form, created in the 1920’s, is derived mostly from aikijujutsu with an emphasis on balance, calm, and the redirection of an opponent’s strength and power against them.

• Nikyo

With a turn of the wrist, you pivot yourself away from your attacker while parrying.

Prerequisite: Unarmed Combat: Aikijutsu 3+

Effect: Upon a successful block, you may add half the difference between the block and attack tests (rounded up) to your Defense against the next attack from that opponent.

Upgrade: Yes; once. Add the difference between the block and attack tests to your Defense against the next attack from that opponent.

• Yonkyo

With a turn of the wrist, you may immobilize your opponent’s limb and, if need be, damage it.

• Aiki Otoshi

This maneuver uses your opponent’s momentum against him by deflecting the attack into you throwing to the ground.

Prerequisite: Unarmed Combat: Aikijutsu 5+

Effect: Upon a successful block, you may attempt to grapple your opponent as a free action. If you do grapple him, you may throw him to the ground for 1d6+1 (1d6+3 for Superior Success and 1d6+5 for

Extraordinary Success) plus Strength modifier damage.

Upgrade: Yes; once. Your grapple attempt is made with a +3 bonus.

• Maai

This allows you to precisely judge your opponent’s location and potential for doing harm.

Prerequisite: Unarmed Combat: Aikijutsu 8+

Effect: Add your Perception bonus to your dodge result (minimum +1).

Upgrade: Yes; once. Double your Perception bonus to your dodge result (minimum +2).

BOXING

Also known as pugilism or “the sweet science,” boxing is a sport that has been around for thousands of years based on endurance, agility, and raw power.

• Cross

A punch across your opponent’s body to force him out of position and throw off his aim.

Prerequisite: Unarmed Combat: Boxing 2+

Effect: +1 bonus to damage and block attempt against opponent’s next attack.

Upgrade: Yes; once. Double both bonuses.

• Jab

A short, fast punch used to set up another blow or sequence of blows.

Prerequisite: Unarmed Combat: Boxing 3+

Effect: A successful attack deals half damage but gives a +3 bonus to your next attack.

Upgrade: Yes; once. You make two Unarmed Combat: Boxing tests in one combat action. If both are successful, gain a +6 bonus to your next attack.

• Hook

A wide, arcing punch made ideally from outside your opponent’s peripheral view.

Prerequisite: Unarmed Combat: Boxing 4+

Effect: A hook attempt made after a successful dodge gains a +3 bonus. Any successful hook deals +2 damage.

Upgrade: Yes; twice. Every time you pick this trait, you gain a +1 bonus to the bonuses above.

• Uppercut

A savage punch to the jaw or body.

Prerequisite: Unarmed Combat: Boxing 5+

Effect: A successful uppercut deals +2 damage and requires your opponent to make a TN 10 Stamina test +1 for each level of success greater than Marginal. Failing the Stamina test causes your opponent to fall unconscious for a number of rounds equal to your Strength modifier +1.

Upgrade: Yes; twice. Each time you pick this trait, gain +1 to damage and +2 TN to the base Stamina test to resist being stunned.

BRAWLING

A loose style of fighting common to those who don’t know or haven’t developed structured martial arts.

• Roundhouse Punch

A slow, devastating punch which uses your entire body’s momentum.

Prerequisite: Unarmed Combat: Brawling 2+

Effect: You deal double damage upon a successful strike, but lose initiative for the next round and opponents have a +2 bonus to dodge or block tests to evade.

Upgrade: Yes; once. Upon a successful strike, your opponent suffers a skill test penalty equal to that of one Wound Level lower than his current level. For example, if the opponent were at Dazed, the penalty would be as if he were at Injured.

• Hammer Blow

With hands interlaced to form one large fist, you smash your opponent Prerequisite: Unarmed Combat: Brawling 3+

Effect: Upon a successful strike, you deal +2 damage.

Upgrade: Yes; three times. Every time you pick this trait, you gain a +1 bonus to damage.

• Flying Tackle

You leap upon your opponent with the intent of bearing him to the ground.

Prerequisite: Unarmed Combat: Brawling 4+, Agility 5+

Effect: Treat this attack as a charge attack but can be done from 2-5 yards away. The TN for your opponent to avoid the attack is your Strength +4.

Upgrade: Yes; once. Your Defense isn’t lowered due to the charge and only takes one combat action.

• Hatchet Chop

You strike your opponent in the neck from behind with the edge of your flattened hand.

Prerequisite: Unarmed Combat: Brawling 6+

Effect: You deal normal damage and requires your opponent to make a TN 10 Stamina test +1 for each level of success greater than Marginal. Failing the Stamina test causes your opponent to fall unconscious for a number of rounds equal to your Strength modifier +1.

Upgrade: Yes; twice. Each time you pick this trait, gain +2 TN to the base Stamina test to resist being stunned

• Flying Smash

You strike your opponent in the neck from behind with the edge of your flattened hand.

Prerequisite: Unarmed Combat: Brawling 8+, Agility 5+ or Flying Tackle

Effect: Upon a successful strike, you deal normal unarmed damage and knock your opponent to the ground.

You must make a TN 12 Acrobatics (Tumble) test to avoid falling as well.

Upgrade: Yes; once. You deal double unarmed damage upon a successful strike.

Wrestling

A formalized, full-body contact sport that involves grappling, holds, and pinning opponents to the floor.

• Full Nelson

You place your arms, intertwined with your opponent’s, to immobilize his arms and upper body while applying pressure to the neck.

Prerequisite: Unarmed Combat: Wrestling 3+

Effect: Upon a successful strike, you have grappled your opponent and completely immobilized his upper body.

He is at -5 to all physical tests. To escape this hold, he must make an Agility or applicable Unarmed Combat test of TN to 10+ half of (attacker’s result – defender’s Defense), rounded up. If you make an Extraordinary Success on your grapple attempt, your opponent is hopelessly held, unable to escape until you let go.

Upgrade: Yes. You can increase the TN to break the hold by +2 TN (max +8 TN), apply damage every round after a successful grapple equal to your Strength modifier, or apply the hold using one hand (called the Half Nelson) having the same result as listed above, leaving one arm free to perform other actions such as parry.

• Choke-hold

You grapple your opponent about the neck causing him to suffocate.

Prerequisite: Unarmed Combat: Wrestling 4+

Effect: Upon a successful strike, you have grappled your opponent from behind with at least one arm around his throat. Use the suffocation rules in System Rules. Your opponent has a -2 penalty to physical tests, but has both the use of his arms and legs. To escape the hold, he must make a Agility or applicable Unarmed Combat test with a TN equal to the attackers Strength + Agility modifier.

Upgrade: Yes. You can increase the TN to break the hold by +2 TN (max +4 TN), apply damage every round after a successful grapple equal to your Strength modifier besides suffocation damage, or perform what is called the Sleeper. The Sleeper hold causes the opponent to resist a stun attack (see Stun Effects in System Rules).

• Take-down

You grapple your opponent and leverage him to the ground.

Prerequisite: Unarmed Combat: Wrestling 6+, Full Nelson

Effect: Upon a successful strike, you have grappled your opponent. You can now make a free opposed Agility or Unarmed Combat: Wrestling (Trip) test to bring your opponent to the ground. Once prone and grappled, your opponent has a -10 to physical tests. To break free, your opponent must make a Strength or Agility or applicable Unarmed Combat test with a TN equal to your Strength + Nimbleness modifier. If you happen to make an Extraordinary Success on either your grapple attempt or trip attempt, your opponent is pinned and cannot escape the hold until you let go.

Upgrade: Yes, four times. You can increase the escape TN by +2 TN (max +8 TN).

Flip

With your opponent grappled, you use your strength and position to pick up your opponent and throw him down.

Prerequisite: Unarmed Combat: Wrestling 8+, Agility or Strength 8+, Take-down

Effect: Upon a successful Unarmed Combat: Wrestling (Grab) attack, you have grappled your opponent. You can now make a free opposed Agility, Strength, or Unarmed Combat: Wrestling test to bring your opponent to the ground, dealing 1d6+2+Strength modifier damage. Once prone and grappled, your opponent has a -10 to physical tests. To break free, your opponent must make a Strength or Agility or applicable Unarmed Combat test with a TN equal to your Strength + Nimbleness modifier. If you happen to make an

Extraordinary Success on your grapple attempt, your opponent is pinned and cannot escape the hold until you let go.

Upgrade: No.

Additional Rules for Consideration

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