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Combat

Martial Arts

Unarmed strikes that halve armor, plus the special moves of a style. Damage depends on BODY, as with fists. Styles — Aikido, Karate, Judo, Taekwondo.

How they differ from brawling

Martial Arts is a separate skill, one per style: "Martial Arts (Karate)", "Martial Arts (Judo)". It's a difficult skill: its levels cost twice as much as ordinary ones. Without at least one level in a style you can't fight with it.

DEX + style skill + d10 against the target's DEX + Evasion + d10

  • Damage depends on BODY, as with fists: 1d6 up to 4, 2d6 at 5–6, 3d6 at 7–10, 4d6 at 11+.
  • Armor is halved — like with melee weapons. That's the whole point: hitting an armored target barehanded.
  • Two strikes per Action (ROF 2).

Special Moves

Besides regular strikes, each style has two Special Moves of its own, and there's one more shared by all. A move has a condition — something that has to happen first, or something the character has to be. Meet the condition — try the move: DEX + style skill + d10 against the listed DV. Moves can't be aimed unless the move says otherwise.

Shared move: Recovery

Every style has it, no conditions. When you get up from prone, roll your style against DV 13: succeed — getting up doesn't cost an Action.

Aikido

A soft style: turning the opponent's force against them.

MoveConditionEffect
Disarming ComboThis turn you hit the target with both a punch and a Martial Arts strikeOnce per turn, DV 15: the item in the target's hands is now yours or on the floor
Iron GripThe target is grabbed, you haven't used Iron Grip yetAs an Action, once per turn, DV 15: −2 to their attempts to break free, and while you hold them, they can't shoot

Karate

A hard style: breaking bones and armor.

MoveConditionEffect
Armor Breaking ComboThis turn you hit the target with both a melee weapon and a Martial Arts strikeOnce per turn, DV 15: all the target's armor −2 on top of normal ablation
Bone Breaking StrikeWILL 8+Instead of two strikes — one with the move: on a hit the target suffers Broken Ribs. At −8, declared in advance — to the head: Cracked Skull

Judo

A soft style: grabs, throws, escapes.

MoveConditionEffect
Counter ThrowSince your last turn you've dodged every melee attackAs an Action, once per turn, DV 15: throw one of those you dodged — no Grab needed, and it can't be dodged
Grapple EscapeThis turn you made two attacksOnce per turn, DV 15: you break free of a Grab, and the opponent suffers a Broken Arm

Taekwondo

A hard style: high, precise kicks to pressure points.

MoveConditionEffect
Pressure Point StrikeWILL 8+Instead of two strikes — one with the move: on a hit, Spinal Injury. At −8, declared in advance — to the head: Brain Injury
Flying KickMOVE 8+, this turn you moved at least 4 metersInstead of two strikes — a straight dash at the target of up to 4 meters; you don't move again this turn. On a hit — Martial Arts damage, the target falls and is knocked off a motorcycle or an open vehicle

A Critical Injury from a move is the same as from a Critical Injury hit: its effects are in the injury tables. If the target already has that injury, they don't get it a second time.

Related: Melee combat, Critical Injury

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