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 |