Hand-to-Hand Techniques

Technique Description Difficulty Effect
Blindfighting The character is trained to use senses other than sight to locate a target. Very Difficult If the character makes the required roll and is within striking distance of the target, she may ignore the effects of blindness. She cannot see, but can hear or smell a target well enough to strike. This may be used as a reaction skill.
Disarm The character is trained to force an opponent to drop a weapon or object. Moderate If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character is is disarmed.
Elbow Smash The character is trained to deliver a powerful blow with the elbow. Very Easy The character can add +1D to her damage roll if the skill roll is successful.
Flip The character can throw a target who has grappled her from behind. Moderate A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged). The target suffers 3D damage. This technique may be used as a reaction skill
Flying Kick The character is trained to leap to deliver a crushing kick. Difficult The character can add +2D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates that the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.
Foot Sweep The cahracter can trip an opponent. Moderate A successful attempt indicates the target is tripped, falling to the ground. The character must remain prone for the remainder of the round.
Headbutt The character can use her head to strike a target, even if she is held, pinned, or bound. Easy If the character's skill roll meets the difficulty number, she may use her head to strike the target (inflicting STR+1D damage); can be used if the character is bound or held; can be used as a reaction skill.
Hold/Grapple The character is trained to grapple and hold a target immobile. Moderate plus an opposed Strength roll The character attempting to grapple with a target must make a Moderate martial arts roll to hold her opponent. For every round the target is held, the character must make n opposed Strength roll. If the target beats her Strength roll he breaks free of the hold.
Instant Knockdown The character knows how to maximize impact, knocking the target to the floor. Moderate If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is knocked to the ground. The fallen character must either wait one round to stand or suffer multiple action penalties.
Instant Stand The character is trained to negate the effects of a fall and return to a standing, combat-ready position. Moderate If a character is tripped or knocked down, she may use this technique to return to a standing position. Successful use of this technique indicates that the character can stand without suffering a multiple action penalty.
Instant Stun The character is trained to strike at critical pressure points tht affect breathing or the nervous system, stunning the target. Moderate If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is stunned for one round.
Instant Wound The character knows how to strike to maximum effect, inflicting severe damage on the target. Difficult If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character suffers a wound. (Effects of the wound are cumulative.)
Multiple Strikes The character can deliver multiple blows. Moderate The character can make a second attack with no multiple action penalties; the second attack inflicts 3D damage.
Nerve Punch The character knows the location of nerve clusters, striking in such a way as to render a target's limb numb. Very Difficult If successful, the character's attack renders an opponent's limb (arm or leg, specified prior to making the attempt) unusable for 3D rounds. Any items held in the affected hand are dropped. If the character beats the difficulty number by 15 or more, the target character is rendered unconscious.
Power Block The character is trained to parry attacks in a manner which inflicts damage. Moderate A successful parry inflicts STR+1D on the target. This technique can be used as a reaction skill.
Reversal The character is trained to turn the table on an opponent who is attempting to grapple. Opposed Strength or brawling: martial arts roll (whichever is higher) The character can emply this technique only when she is held. If she breaks the opponent's grip, she may in turn hold the target immobile or emply another technique. This technique may be used as a reaction skill.
Silent Strike Provided the character can sneak up to a target, she can instantly kill him or render him unconscious. Difficult The character must be within arm's reach of the target. The character must declare if this is a killing or stunning attack prior to the attempt. A successful skill roll indicates the target is neutralized.
Spinning Kick The character is trained to perform a powerful kick. Moderate The character can add +1D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.
Shoulder Throw The character can throw a target. Moderate A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering 3D damage.
Weapon-block The character is trained to block melee attacks, even when she does not possess a melee weapon. Opposed martial arts versus melee combat roll If the character makes the required difficulty roll, she successfully blocks a melee attack.