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 |
page revision: 10, last edited: 27 Jul 2009 14:15





