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Armed Grapple<br />
Hard<br />
Defaults: Cloak, or other prerequisite skill-2.<br />
Prerequisite: Cloak or appropriate Melee Weapon skill;<br />
cannot exceed prerequisite skill.<br />
Many armed styles teach how to step close to a foe,<br />
maneuver a weapon past him, and then pull it in tightly to<br />
restrain him. This results in an actual grapple of his body in<br />
close combat. To snag an opponent at full reach, use<br />
Entangle (p. 71) for a flexible weapon or Hook (p. 74) for<br />
one with a hook or other projection. To lock blades with<br />
him, use Bind Weapon (see below).<br />
To initiate an armed grapple, roll against weapon skill at<br />
-2 – this is an awkward and unconventional attack for most<br />
weapons. It’s a standard move with a cloak, however, and<br />
uses your unpenalized Cloak skill (see p. B404). Use the hit<br />
location penalties for grappling, not those for striking.<br />
Your opponent may use any normal defense. If he fails to<br />
defend, you’ve successfully grappled him with your weapon.<br />
While using your weapon to grapple, you can neither attack<br />
nor defend with it. On your turn, you can follow up with a<br />
takedown, pin, choke, or Arm Lock (options depend on the<br />
body part grappled). Releasing the grapple is a free action.<br />
A one-handed weapon other than a cloak can only grapple<br />
if you grip it in two hands first. This requires a Ready<br />
maneuver.<br />
Attack from Above<br />
Average<br />
Default: prerequisite skill-2.<br />
Prerequisite: Any unarmed or Melee Weapon skill; cannot<br />
exceed prerequisite skill.<br />
Some styles teach techniques for pouncing on a foe from<br />
above. This technique lets you buy off the -2 to attack<br />
described in Attack from Above (p. B402). It’s particularly<br />
suitable for cinematic ninja!<br />
Axe Kick<br />
Hard<br />
Default: Karate-4.<br />
Prerequisite: Karate; cannot exceed Karate skill.<br />
This kick involves lifting a leg and smashing it down onto<br />
the target heel-first. It’s a special option for Committed<br />
Attack (pp. 99-100) and All-Out Attack (p. B365). Use the<br />
rules below instead of the normal rules for those maneuvers.<br />
An Axe Kick has reduced vertical reach. If your foe’s SM<br />
exceeds yours by +1, you can’t target his head while he’s<br />
standing. If he’s larger, you can’t hit his head unless he’s<br />
crawling or on the ground. Resolve an attack to the foot as<br />
a Stamp Kick (pp. 80-81) rolled at your Axe Kick level.<br />
As a Committed Attack, an Axe Kick does thrust+1 crushing<br />
damage – or thrust at +1 per two dice, if better – plus<br />
skill bonuses. Roll against Axe Kick to hit. Afterward, you<br />
can’t dodge or retreat until your next turn, and are at -2 on<br />
all remaining active defenses.<br />
As an All-Out Attack, an Axe Kick does thrust+2 – or<br />
thrust at +1 per die, if better – plus skill bonuses. Hit or<br />
miss, you have no defenses until your next turn!<br />
An Axe Kick is difficult to back away from. If your opponent’s<br />
retreat bonus makes the difference between a hit and<br />
a miss for an attack aimed above the foot, the kick still hits<br />
a lower body part. Head or neck shots strike the torso; torso,<br />
arm, or hand blows hit a leg; and kicks to the groin or leg<br />
stomp a foot.<br />
This move also beats down the target’s guard. A successful<br />
attack roll gives the defender -1 to parry any attack following<br />
the Axe Kick until his next turn – even if his defense<br />
against the kick succeeds. Axe Kick is a good opener for a<br />
Rapid Strike or Combination!<br />
Back Kick or Back Strike<br />
Hard<br />
Defaults: prerequisite skill-2, or -4 for a kick.<br />
Prerequisite: Karate or any Melee Weapon skill; cannot<br />
exceed prerequisite skill.<br />
This technique lets you kick or use a melee weapon<br />
against a foe to your rear without making a Wild Swing or<br />
changing facing – although your legs must be free in order<br />
to change stance. Back Kick defaults to Karate-4. Back<br />
Strike defaults to Melee Weapon-2 and you must specialize;<br />
e.g., Back Strike (Staff). To throw a “back punch,” use<br />
Elbow Strike (p. 71).<br />
To use this technique, you must know that your adversary<br />
is behind you! Roll against Back Kick or Back Strike to<br />
hit, at an extra -1 if you target a specific hit location.<br />
A Back Kick has standard reach and damage for a kick.<br />
A Back Strike can only reach an enemy within one yard,<br />
regardless of weapon length. Thrusting attacks do their<br />
usual damage; swinging attacks have -2 damage or -1 damage<br />
per die, whichever is worse. A Back Strike from a<br />
Reversed Grip (pp. 111-112) uses the reach and damage<br />
effects of that grip instead of those given here.<br />
In all cases, you’re at -2 to all active defenses until your<br />
next turn. This is cumulative with the -2 to parry with a<br />
weapon in a Reversed Grip!<br />
Bind Weapon<br />
Hard<br />
Default: prerequisite skill-3.<br />
Prerequisite: Jitte/Sai or any fencing weapon skill; cannot<br />
exceed prerequisite skill.<br />
Fencers with swords that have crosspiece hilts can lock<br />
blades or hilts in a so-called bind. With a pronged weapon<br />
such as the jitte (p. 217), it’s possible to bind any weapon.<br />
This technique covers all such tactics.<br />
To bind, you must first successfully parry your opponent’s<br />
fencing blade with your own such sword – or use a<br />
Jitte/Sai weapon to parry any weapon. On your first turn<br />
after the parry, roll against Bind Weapon to try to bind the<br />
weapon you parried; this is an attack. If you’re using a fencing<br />
weapon, your adversary must be within a yard and you<br />
must step into close combat. With a Jitte/Sai weapon, the<br />
target weapon must merely be in reach (see p. B400).<br />
TECHNIQUES 67