Martial Arts
Martial Art Advantage Disadvantage Maneuvers Similar Styles
Aikido +1 with Throw Maneuver; TN modifier for Subduing is +1 -1 die when they are the attacker Close Combat, Disorient, Evasion, Focus Will, Ground Fighting, Herding, Sweep, Throw, Whirling Jujitsu, Sambo
Arnis de Mano May chose to learn already known maneuver with Clubs or Edged Weapons (counts as separate maneuver) -1 die with Charging. Often hunted in Japanese influenced areas Close Combat, Focus Strength, Ground Fighting, Kick Attack, Kip Up, Multi-Strike, Sweep, Throw, Zoning Escrima, Kali
Brawling May improve skill to any level without having to purchase maneuvers None Close Combat, Disorient, Evasion, Full Offense, Ground Fighting, Herding, Kick Attack, Vicious Blow, Zoning Boxing, Pitfighting
Capoeira +1 die with Groundfighting and Kick maneuvers. -1 die in tight/enclosed areas where movement is restricted. Disorient, Evasion, Ground Fighting, Herding, Kick Attack, Kip Up, Multi-Strike, Sweep, Whirling. (Replace Herding with Focus Will for Carromeleg) Carromeleg (Elvish)
Karate +1 die with Full Offense and Full defense -2 dice with Subduing option. Blind Fighting, Focus Strength, Focus Will, Full Offense, Kick Attack, Vicious Blow, Sweep, Throw, Whirling Kenpo
Kung Fu Causes +1 to TNs on Knockback Tests. May chose to learn already known maneuver with Pole Arms/Staffs or Edged Weapons (counts as separate maneuver -1 die on Full Defense and Subduing options Blind Fighting, Focus Strength, Full Offense, Ground Fighting, Kick Attack, Kip Up, Multi-Strike, Vicious Blow, Whirling Hwarang-do, Wushu
Muay Thai +2 dice with Kick Attack maneuver -1 die in tight/enclosed areas where movement is restricted. Close Combat, Focus Strength, Full Offense, Ground Fighting, Herding, Kick Attack, Kip Up, Sweep, Zoning Kickboxing, Savate
Ninjitsu May chose to learn already known maneuver with Clubs, Whips, Cyber-Implant, Pole Arms/Staffs or Edged Weapons (counts as separate maneuver) May be hunted by Ninja Clans or GM-Inspired enemy Blind Fighting, Close Combat, Disorient, Evasion, Ground Fighting, Herding, Kick Attack, Sweep, Zoning None
Penjak-Silat +1 die on Called Shot option; May chose to learn already known maneuver with Cyber-Implant Weapons or Edged Weapons (counts as separate maneuver) -3 dice when using the Subduing Option Blind Fighting, Close Combat, Evasion, Focus Will, Ground Fighting, Vicious Blow, Muti-Strike, Sweep, Whirling None
Tae Kwon Do Use Kick Attack maneuver with Called Shot, Disarming, and Knockdown Attack options. -1 die when using Called Shot option. Focus Strength, Full Offense, Herding, Kick Attack, Kip Up, Multi-Strike, Sweep, Throw, Whirling. Hapkido
Tai Chi Ch'uan Requires only a Simple Action for Focus Strength or Focus Will maneuvers -2 die with Charging option. Blind Fighting, Evasion, Focus Strength, Focus Will, Herding, Kip Up, Sweep, Throw, Whirling Tai Chi Wu, Tai Chi Chen
Wildcat Only suffer +2 penalty for Called Shot option. -3 die with Subduing option Blind Fighting, Close Combat, Full Offense, Ground Fighting, Kick Attack, Multi-Strike, Sweep, Vicious Blow, Whirling None
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