Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Unnamed Martial Art: (Codename: Soviet Samurai Tactical, or SST)
- Available Techniques: Constrictor's Crush
- Crushing Jaws
- Throw Person
- Ti Khao
- CONSTRICTOR’S CRUSH
- This technique masters various choke holds usually involving
- constricting air or blood flow to the head, to
- more quickly subdue a target. +1 DV when inflicting
- damage on a subdued opponent.
- CRUSHING JAWS
- The Crushing Jaws technique covers clinches and locks
- that bend bone and strain muscles. It covers maneuvers
- with names like can opener, bear hug, and Boston
- crab, moves that are illegal for many combat sports as
- they can cause serious injury or death. The Crushing
- Jaws technique allows Subduing actions (p. 195, SR5)
- to cause Physical Damage equal to the character’s
- Strength. This technique can only be used once per
- Combat Turn.
- THROW PERSON
- Simple Action
- If the character has successfully engaged in a Clinch
- or Subduing action against an opponent, he may then
- attempt to throw their opponent. Throw person can
- also be done as an Interrupt Action (–10 from Initiative
- Score) after successfully blocking an opponent’s attack.
- A throw is done using the leverage of the opponent’s
- body and/or force of action into projecting the opponent
- to the ground. The character rolls an Unarmed
- Combat Attack Test, opposed as normal. If the character
- succeeds and character’s Strength + net hits exceed
- the opponent’s Physical Limit, the opponent can then be
- thrown up to a number of meters equal to the net hits
- scored on the test. The maximum distance that a character
- can throw an opponent is the difference in the character’s
- Strength minus the opponent’s Body in meters. If
- this distance value is less than 0, then the maximum distance
- is 0, meaning less than one meter away from the
- character. The opponent suffers damage equal to the
- net successes of the test, not the distance thrown. At the
- end of the throw, the opponent is Prone. The opponent
- could suffer additional damage at the location where he
- is thrown, such as a fire pit or into the mouth of a sarlacc.
- If the character is successful in the attack but does not
- exceed the opponent’s Physical Limit, the opponent is
- not thrown and is still standing but remains in a Clinch
- or Subduing grip. Failure means the target is not thrown
- and also escapes the character’s grip. Note that use of this
- action requires Martial Art training
- TI KHAO
- From Muay Thai, this technique covers various knee
- strikes that the character can do while in a Clinch with
- an opponent. When in Clinch combat, the character can
- leverage their opponent’s body for more impact, giving
- them +1 DV when inflicting damage.
- -----------------------------
- Subduing
- Sometimes, characters need to subdue an opponent
- without beating them into unconsciousness. To do so,
- the attacker must engage in subduing combat.
- To subdue a character, resolve melee combat normally
- using the Unarmed Combat skill. If the attacker
- successfully hits, compare his Strength + net hits to the
- defender’s Physical limit. If the attacker’s total exceeds
- the defender’s Physical limit, the attacker grapples and
- immobilizes the defender. This subduing attack causes
- no damage to the defender.
- To break out of the lock, the defender must take a
- Complex Action and succeed in an Unarmed Combat
- + Strength [Physical] Test with a threshold equal to the
- net hits scored on the attacker’s original grappling test.
- Otherwise the defender remains subdued and cannot
- take any actions requiring physical movement. Consider
- the subdued character to be prone for any attacks made
- against him. The grappling character does not need to
- make any tests to maintain the grapple, but he must
- spend a Complex Action on each of his Action Phases to
- hold the position. The grappler may also choose to do
- one of the following on each Complex Action he spends
- to maintain the grapple:
- • Make an additional Unarmed Combat Attack Test
- to get a better grip. The defender opposes as normal.
- The attacker gets the Superior Position bonus
- (+2). If the attacker scores more hits, the net
- hits are added to his previous grappling net hits,
- making it harder for the defender to break free. If
- the defender scores more hits, however, reduce
- the attacker’s net hits by the defender’s net hits to
- show how the attacker’s grip is slipping.
- • Inflict Stun Damage on the character with a
- Damage Value equal to his Strength. This requires
- no test, but the defender resists it as normal.
- Armor applies.
- • Knock the defender down, following the rules
- for Called Shots. The attacker gets the Superior
- Position bonus (+2)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement