ST:Martial Arts Maneuvers
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General
Basic Brawl Difficulty Ratings
Martial Artists, both soft-style and hard-style, have different difficulty rating for basic Brawl Maneuvers.
Soft Style Hard Style Grapple 5 6 Kick 7 6 Strike 6 5 Throw 6 7
Throw
After the target is successfully grappled, a Martial Artist can attempt to throw the target to the ground with a successful Dexterity + Martial Arts roll. Damage dice pool is equal to the target's Strength. Three or more damage will stun the target. The target then suffers a two-die penalty for the number of turns equal to the level of damage inflicted.
Hard Style
Blow to Pressure Point
Martial Artist strikes at pressure points and chi meridians. Difficulty 8. Damage: Strength + 3.
Damaging Block
When utilizing a block, if the Martial Artist scores at least three successes, they inflict their Strength in damage to the attacker. Roll for this damage as normal.
Breaking Blow
One turn for concentration required. Martial Artist aims his blow. If the blow hits the target, each 2 successes on the attack adds 1 to the damage roll for bashing damage. Drawback: The Martial Artist takes bashing damage equal to half of the attack's damage before soak rolls, rounded down (if MA attacks for 7 damage, they accrue a possible 3 damage before soak). It is possible this damage is soaked by both parties. A botch results in the Martial Artist suffering a level of lethal damage and a crippling injury (ie: broken limb). Kindred of the East Companion, page 120.
Dragon Tail Sweep
Treat this action like a Throw, minus the need to grapple. It is a spinning legsweep which can knock the opponent to the ground. Difficulty 8. Damage: Opponent's Strength.
Elbow Strike
An abrupt forceful strike at close range, usually to the head. Difficulty: 5. Damage: Str+1.
Ground Fighting
Ability to fight normally while croughed or prone with no penalties if the opponents are still in reach. Kindred of the East Companion, page 120.
Jump Kick
Inflicts Bashing damage +2 (Strength + 3) and the difficulty to dodge or otherwise counter is reduced by 1. Kindred of the East Companion, page 120.
Killing Blows
No special roll required. Martial Artist declares Killing Blows and all damage becomes lethal. This may not be effective for some supernaturals if vital points are difficult or impossible to reach. Kindred of the East Companion, page 120.
Ripping Strike
Attacks are painful and successful attacks cause opponent's to lose 1 extra die for the remainder of the turn and the next turn. Damage is normal damage, but may cause significant damage with at 5 or greater damage, such as loss of ears, eyes or sections of skin. Storytellers discretion. Kindred of the East Companion, page 120.
Spinning Kick
Fast, spinning kick. Difficulty 7. Damage: Str+2. Kindred of the East Corebook, Page 141.
Thunder Kick
A flying drop kick. Difficulty: 8. Damage: Str+3. Kindred of the East Corebook, Page 142.
Soft Style
Acrobatic Dodge
A Martial Artist may dodge a number of attacks equal to his Acrobatics rating. This manuver may not be split with another action nor used in conjunction with power such as Black Wind or Celerity. Roll: Dexterity + Dodge.
Cataleptic Grapple
A Martial Artist must successfully grapple his opponent then rolls Perception + Martial Arts (diff 7) in an extended roll. Each success inflicts one level of unsoakable bashing. This can eventually lead to incapacitation and death. Kuei-jin only take half bashing damage per success, and it does not effect Western Kindred.
Counter Throw
The Martial Artist must be attacked. Grappling to throw is not necessary. The martial artist makes an opposed roll of Dexterity + Martial Arts against the opponent's Dexterity + Brawl, Melee, or Martial Arts (whichever is currently appropriate). If the Martial Artist scores more successes, the attack is deflect and the opponent may immediately be thrown.
Deflecting Block
The Martial Artist must be attacked. This is a redirection of the attacker's momentum. Roll: Dexterity + Martial Arts (diff 6) against the opponent's attack roll. Each Martial Artist's success subtracts 1 success from the opponent's roll. If the Martial Artist successes are higher than the opponent's, the opponent must roll Dexterity (diff 8) or fall to the ground and take his own Strength rating as damage.
Joint Lock
Opponent must be grappled. A Martial Artist uses pressure to joint and pressure points to damage and control the opponent. Broken limbs are possible. Roll to grapple: Dexterity + Martial Arts. Roll immediately upon successful grapple: Dexterity + Martial Arts. For each success scored on the second roll, the opponent has 1 Health Level of bashing damage.
Mantis Strike
Open palm hit to important organs, Chi gates, Vitae Centers or other vital areas. Difficulty 7. Damage for Supernatural: Str plus the loss of one vital point: Chi Point, Blood Point. Damage for Mortal: Str+1 base damage. Kindred of the East Corebook, Page 141.
Push Hands
The Martial Artist must be attacked may defend with this technique. Roll: Dexterity + Brawl (diff 7). If successful, the opponent is knocked to the ground and accrues a number of bashing damage dice equal to the opponent's strength (automatic STR successes from Black Wind and Potence do count). The Martial Artist sidesteps the attack and gives the opponent a little nudge.
Reactive Strikes
This can only be used during a split dice pool for more than one action. The Martial Artist must first successfully block the opponent. Failure means auto-failure for the Reactive Strike. Success blocking means an immediate Reactive Strike that cannot be blocked or dodged. Kindred of the East Companion, page 121.
Spinning Throw
This is a reactive throw and the Martial Artist must be attacked or grappled to use it. Any damage is delayed until the Spinning Throw is completed. Multiple targets are possible with a +1 difficulty for each attacker beyond the first and with a maximum diff of 10, although each additional point will remove a success from the final roll. There is no penalty for multiple opponents. If the Martial Artist scores more successes than the Opponents, the Opponents are thrown. If the Opponent scores more successes, the Martial Artist is effected by the opponent's attack. In a tie, neither Martial Artist nor Opponent are victorious. Kindred of the East Companion, page 121.
Withering Grasp
The martial artist may disarm and inflict damage on the opponent. Roll: Dexterity+Martial-Arts. Three successes to disarm; five successes to take the weapon for use. Kindred of the East Corebook, Page 141.
