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REALISTIC TECHNIQUES<br />
Many of these techniques are difficult – and some are<br />
dangerous to the user – but all are realistic. The GM could<br />
allow even the flashiest of them in a high-realism<br />
campaign.<br />
Acrobatic Stand<br />
Average<br />
Default: Acrobatics-6.<br />
Prerequisite: Acrobatics; cannot exceed Acrobatics skill.<br />
This represents training at quickly regaining your feet<br />
in a fight; see Acrobatic Stand (p. 98) for details. A successful<br />
roll lets you go from lying down to standing as a<br />
single Change Posture maneuver; on a critical success, you<br />
do so as a “step.” Failure means you go to a sitting posture.<br />
Critical failure leaves you lying down, wasting your turn.<br />
You can also use Acrobatic Stand to go from crawling<br />
or sitting to standing as a step. In this case, failure means<br />
you stand as a Change Posture maneuver, not as a step.<br />
Critical failure means you fall down!<br />
Modifiers: A penalty equal to your encumbrance level.<br />
Aggressive Parry<br />
Hard<br />
Default: prerequisite skill Parry-1.<br />
Prerequisite: Boxing, Brawling, or Karate; cannot<br />
exceed prerequisite Parry.<br />
Only a few “hard” styles teach this tactic. Instead of<br />
merely deflecting a blow, you attempt to injure your attacker<br />
with an especially forceful parry. This is incompatible<br />
with Cross Parry (p. 121).<br />
Roll against Aggressive Parry to defend, at the usual -2<br />
for Boxing vs. a kick, or -3 for Boxing or Brawling vs. a<br />
swung weapon. You cannot retreat. Failure means you’re<br />
hit; your attacker may choose to hit his original target,<br />
your parrying arm, or your parrying hand. Success means<br />
you parry and may roll against the underlying skill to<br />
strike the attacking body part or weapon, modified as<br />
follows.<br />
Modifiers: Against unarmed, -2 to hit an arm or leg, -4<br />
to hit a hand or foot; -2 for Boxing vs. a leg or foot; -1 if<br />
your foe knows Rapid Retraction (p. 51). Against armed, a<br />
basic -3; another -3 to -5 for weapon size (see p. B400); a<br />
further -3 for Boxing or Brawling vs. a swung weapon.<br />
Success on this skill roll inflicts thrust-4 crushing damage<br />
or thrust-2 at -1 per die, whichever is worse, on the targeted<br />
weapon or body part. Skill bonuses apply normally.<br />
Failure means you didn’t parry forcefully enough to inflict<br />
damage.<br />
Weapon parries against unarmed attacks are essentially<br />
aggressive “for free”; see Parrying Unarmed Attacks<br />
(p. B376).<br />
Arm or Wrist Lock<br />
Average<br />
Default: prerequisite skill.<br />
Prerequisite: Judo, Wrestling, or appropriate Melee<br />
Weapon skill; cannot exceed prerequisite skill+4.<br />
An arm (or wrist) lock is an attempt to restrain or cripple<br />
an opponent by twisting his arm. It normally uses Judo<br />
or Wrestling skill. This technique lets you improve effective<br />
skill for this purpose only.<br />
To use Arm Lock, you must have two hands free and<br />
make a successful barehanded parry with Judo or Wrestling<br />
against your opponent’s melee attack. On your first turn following<br />
the parry, you may attempt to capture your attacker’s<br />
arm if he’s still within one yard. This is an attack: step into<br />
close combat and roll against Arm Lock to hit. Your foe may<br />
use any active defense – he can parry your hand with a<br />
weapon! If his defense fails, you trap his arm.<br />
Your foe may attempt to break free (p. B371) on his next<br />
turn, but you’re at +4 in the Quick Contest. If he loses, he<br />
has a cumulative -1 on future attempts to break free.<br />
On your next turn – and each turn thereafter, until your<br />
foe breaks free – you may try to damage the trapped arm.<br />
Roll a Quick Contest: the higher of your ST (including your<br />
Wrestling bonus) or Arm Lock vs. the higher of your victim’s<br />
ST or HT. If you win, you inflict crushing damage equal to<br />
your margin of victory. The target’s rigid DR protects normally.<br />
Flexible armor, including natural DR with the<br />
Flexible or Tough Skin limitation, has no effect.<br />
If you cripple your victim’s arm, he drops anything in<br />
that hand. You can inflict no further damage on a crippled<br />
limb but you can continue to roll the Contest each turn. If<br />
you win, your target suffers shock and stunning just as if<br />
you had inflicted damage.<br />
Rolls to inflict damage are completely passive and don’t<br />
count as attacks. You can simultaneously make closecombat<br />
attacks on your opponent, who defends at -4 in<br />
addition to any penalties due to injury caused by the lock<br />
itself. If you decide to throw him using the lock, this does<br />
count as an attack; see Throws from Locks (pp. 118-119).<br />
You can use this ability offensively as well. Instead of<br />
waiting to parry an attack, grapple your foe normally with<br />
Judo or Wrestling. If he fails to break free on his next turn,<br />
you may try Arm Lock on your next turn, just as if you had<br />
parried his attack.<br />
You can also apply this lock with a weapon. Default and<br />
prerequisite skills become a weapon skill. To initiate the<br />
lock requires a weapon parry or an Armed Grapple (p. 67).<br />
A reach C weapon gets +1 in the Quick Contest to cause<br />
damage; anything longer gets +2. Edged weapons can inflict<br />
crushing or cutting damage, but you must make a DX roll<br />
when you roll to inflict injury. Failure does thrust cutting<br />
damage to your off hand (DR protects normally). Otherwise,<br />
use the rules above.<br />
Arm Lock uses precision and skill to cripple a foe’s limb.<br />
For a brute-force technique, see Wrench (Limb) (p. 82).<br />
TECHNIQUES 65