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Feint<br />
Hard<br />
Default: prerequisite skill.<br />
Prerequisite: Any unarmed combat or Melee Weapon<br />
skill†; cannot exceed prerequisite skill+4.<br />
Feints aren’t always phony attacks. They include breaks<br />
in rhythm, false steps, head fakes, and other ploys to misdirect<br />
the foe. This technique represents training in all such<br />
methods. If you know it above<br />
default, use it instead of the<br />
underlying skill whenever you<br />
feint (p. B365) or someone<br />
tries to feint you. For<br />
instance, with Broadsword at<br />
14 and Feint (Broadsword) at<br />
16, you would make and<br />
resist feints at 16.<br />
Feint includes knowledge<br />
of Beats (pp. 100-101) and<br />
Ruses (p. 101). Make a STbased<br />
roll to attempt a Beat or<br />
to use ST to resist one, an IQ-<br />
based roll to try a Ruse, or a<br />
Per-based roll to use Per to<br />
resist a Ruse. To find your<br />
level, add the difference between the relevant score and DX<br />
to Feint; e.g., DX 12, IQ 14, and Feint at 16 would allow a<br />
Ruse at 18.<br />
† Some styles include a Style Perk that permits a default<br />
to Acrobatics, Dancing, or another non-combat skill; see<br />
Feints Using Non-Combat Skills (p. 101).<br />
Finger Lock<br />
Hard<br />
Default: Arm Lock-3.<br />
Prerequisite: Arm Lock; cannot exceed Arm Lock<br />
technique.<br />
This technique lets you grab fingers and twist them<br />
painfully. Use the rules under Arm or Wrist Lock (p. 65),<br />
except that damage is to the hand – which is easier to cripple<br />
than the arm.<br />
Ground Fighting<br />
Hook Swords<br />
Hard<br />
Default: prerequisite skill-4.<br />
Prerequisite: Any combat skill; cannot exceed prerequisite<br />
skill.<br />
This technique lets you buy off the -4 to attack while<br />
crawling, lying face-up, or lying prone. Roll against Ground<br />
Fighting instead of the prerequisite skill when you use that<br />
skill to attack from the ground. For instance, if you had<br />
Wrestling at 14 and Ground Fighting (Wrestling) at 13, you<br />
could grapple from the ground at skill 13.<br />
For every two points invested in Ground Fighting, you<br />
may also ignore -1 of the -3 to defend from the ground.<br />
Ground Fighting at skill-3 or skill-2 means you’re at -2,<br />
while at skill-1 or full skill, you have only -1. This replaces<br />
the rule on p. B231.<br />
Hammer Fist<br />
Average<br />
Defaults: Brawling-1 or Karate-1.<br />
Prerequisite: Brawling or Karate; cannot exceed prerequisite<br />
skill.<br />
A “hammer fist” is a punch using the side of a clenched<br />
fist. This technique includes both the true hammer fist and<br />
similar attacks meant to prevent injury to the attacker at the<br />
cost of less damage to the target: forearm smashes, punches<br />
with the palm or heel of an open hand, etc. In all cases,<br />
the striking surface is larger and less rigid than for a normal<br />
fist, reducing damage – but it’s much harder to injure yourself,<br />
making this strike ideal for hard targets.<br />
Roll against Hammer Fist to hit. Damage is thrust-2 plus<br />
skill bonuses. If Hurting Yourself (p. B379) would apply,<br />
damage is 1/10 of what you roll, not 1/5. Furthermore, you<br />
suffer a point less damage if your hand is parried aggressively<br />
or with a weapon, or otherwise stopped painfully.<br />
If your hand is crippled, you may use Hammer Fist to<br />
deliver a forearm smash. Use the above rules, but any selfinflicted<br />
injury affects the arm instead of the hand.<br />
Handcuffing<br />
Average<br />
Defaults: Binding, DX-2, Judo-1, or Wrestling-2; cannot<br />
exceed Binding, DX, Judo, or Wrestling.<br />
This is a limited, realistic version of Binding (pp. 82-83)<br />
for handcuffing a target quickly. It only works in close combat<br />
– and only if you grappled your target on a previous turn<br />
or parried his melee attack immediately prior to your turn.<br />
On your turn, roll a Quick Contest: Handcuffing vs. the<br />
higher of your victim’s DX or best grappling skill. This<br />
counts as an attack. Victory means you’ve handcuffed a limb<br />
of your choice. On later turns, you can repeat the process to<br />
cuff another limb or make an uncontested Handcuffing roll<br />
to attach the cuff to an inanimate object (pole, car door,<br />
bomb . . .) within a yard.<br />
You can handcuff a pinned opponent automatically in 2d<br />
seconds. A successful, unopposed Handcuffing roll reduces<br />
this to two seconds (one second on a critical success).<br />
Escape attempts use the Escape skill (p. B192) or Slip<br />
Handcuffs technique (p. B233). This takes a minute. Time<br />
reductions give the usual penalties; see Time Spent<br />
(p. B346). The GM may permit cinematic heroes one<br />
attempt at -10 to escape in a turn – effectively instantly.<br />
Hands-Free Riding<br />
Hard<br />
Default: Riding-3.<br />
Prerequisite: Riding; cannot exceed Riding skill.<br />
Using only one hand to control your mount gives -1 to all<br />
Riding rolls, while using no hands at all gives -3; see<br />
Mounted Combat (p. B396). This technique represents training<br />
to buy off these penalties. Roll against Hands-Free<br />
Riding instead of Riding to control your mount using no<br />
hands. If you’ve improved this technique at all, you may<br />
ignore the -1 for using only one hand.<br />
TECHNIQUES 73