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Soviet Samurai Tactical v1

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Dec 21st, 2014
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  1. Unnamed Martial Art: (Codename: Soviet Samurai Tactical, or SST)
  2.  
  3. Available Techniques: Constrictor's Crush
  4. Crushing Jaws
  5. Throw Person
  6. Ti Khao
  7.  
  8. CONSTRICTOR’S CRUSH
  9. This technique masters various choke holds usually involving
  10. constricting air or blood flow to the head, to
  11. more quickly subdue a target. +1 DV when inflicting
  12. damage on a subdued opponent.
  13.  
  14. CRUSHING JAWS
  15. The Crushing Jaws technique covers clinches and locks
  16. that bend bone and strain muscles. It covers maneuvers
  17. with names like can opener, bear hug, and Boston
  18. crab, moves that are illegal for many combat sports as
  19. they can cause serious injury or death. The Crushing
  20. Jaws technique allows Subduing actions (p. 195, SR5)
  21. to cause Physical Damage equal to the character’s
  22. Strength. This technique can only be used once per
  23. Combat Turn.
  24.  
  25. THROW PERSON
  26. Simple Action
  27. If the character has successfully engaged in a Clinch
  28. or Subduing action against an opponent, he may then
  29. attempt to throw their opponent. Throw person can
  30. also be done as an Interrupt Action (–10 from Initiative
  31. Score) after successfully blocking an opponent’s attack.
  32. A throw is done using the leverage of the opponent’s
  33. body and/or force of action into projecting the opponent
  34. to the ground. The character rolls an Unarmed
  35. Combat Attack Test, opposed as normal. If the character
  36. succeeds and character’s Strength + net hits exceed
  37. the opponent’s Physical Limit, the opponent can then be
  38. thrown up to a number of meters equal to the net hits
  39. scored on the test. The maximum distance that a character
  40. can throw an opponent is the difference in the character’s
  41. Strength minus the opponent’s Body in meters. If
  42. this distance value is less than 0, then the maximum distance
  43. is 0, meaning less than one meter away from the
  44. character. The opponent suffers damage equal to the
  45. net successes of the test, not the distance thrown. At the
  46. end of the throw, the opponent is Prone. The opponent
  47. could suffer additional damage at the location where he
  48. is thrown, such as a fire pit or into the mouth of a sarlacc.
  49. If the character is successful in the attack but does not
  50. exceed the opponent’s Physical Limit, the opponent is
  51. not thrown and is still standing but remains in a Clinch
  52. or Subduing grip. Failure means the target is not thrown
  53. and also escapes the character’s grip. Note that use of this
  54. action requires Martial Art training
  55.  
  56. TI KHAO
  57. From Muay Thai, this technique covers various knee
  58. strikes that the character can do while in a Clinch with
  59. an opponent. When in Clinch combat, the character can
  60. leverage their opponent’s body for more impact, giving
  61. them +1 DV when inflicting damage.
  62.  
  63. -----------------------------
  64.  
  65. Subduing
  66. Sometimes, characters need to subdue an opponent
  67. without beating them into unconsciousness. To do so,
  68. the attacker must engage in subduing combat.
  69. To subdue a character, resolve melee combat normally
  70. using the Unarmed Combat skill. If the attacker
  71. successfully hits, compare his Strength + net hits to the
  72. defender’s Physical limit. If the attacker’s total exceeds
  73. the defender’s Physical limit, the attacker grapples and
  74. immobilizes the defender. This subduing attack causes
  75. no damage to the defender.
  76. To break out of the lock, the defender must take a
  77. Complex Action and succeed in an Unarmed Combat
  78. + Strength [Physical] Test with a threshold equal to the
  79. net hits scored on the attacker’s original grappling test.
  80. Otherwise the defender remains subdued and cannot
  81. take any actions requiring physical movement. Consider
  82. the subdued character to be prone for any attacks made
  83. against him. The grappling character does not need to
  84. make any tests to maintain the grapple, but he must
  85. spend a Complex Action on each of his Action Phases to
  86. hold the position. The grappler may also choose to do
  87. one of the following on each Complex Action he spends
  88. to maintain the grapple:
  89. • Make an additional Unarmed Combat Attack Test
  90. to get a better grip. The defender opposes as normal.
  91. The attacker gets the Superior Position bonus
  92. (+2). If the attacker scores more hits, the net
  93. hits are added to his previous grappling net hits,
  94. making it harder for the defender to break free. If
  95. the defender scores more hits, however, reduce
  96. the attacker’s net hits by the defender’s net hits to
  97. show how the attacker’s grip is slipping.
  98. • Inflict Stun Damage on the character with a
  99. Damage Value equal to his Strength. This requires
  100. no test, but the defender resists it as normal.
  101. Armor applies.
  102. • Knock the defender down, following the rules
  103. for Called Shots. The attacker gets the Superior
  104. Position bonus (+2)
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