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Push Kick<br />
Hard<br />
Defaults: Brawling-3 or Karate-3.<br />
Prerequisite: Karate or Brawling; cannot exceed prerequisite<br />
skill.<br />
This is a kick that shoves your adversary away instead of<br />
injuring him. You hit him with the flat of your foot and push.<br />
Many kickboxing styles use this technique to shove an opponent<br />
into the ropes or far enough away to allow a fullextension<br />
finishing move.<br />
A Push Kick is a shove (p. B372) in all respects except that<br />
it’s done as a kick. Roll against Push Kick to hit. Your opponent<br />
may defend normally. If you succeed, roll your usual<br />
kicking damage and double it. This damage causes no injury –<br />
use it only to work out knockback (p. B378).<br />
The above rules assume a Push Kick to the torso. A Push<br />
Kick to the leg gives the victim -2 to any DX roll to avoid<br />
falling down as a result of knockback. Targeting the skull, face,<br />
or neck makes the penalty -3. No other hit locations are valid.<br />
Quick Mount<br />
Average<br />
Defaults: Acrobatics-3, Jumping-3, or Riding-3.<br />
Prerequisite: Acrobatics, Jumping, or Riding†; cannot<br />
exceed prerequisite skill.<br />
This technique represents training at quickly mounting a<br />
horse or similar beast. Roll against it instead of Acrobatics,<br />
Jumping, or Riding for this purpose. See Mounting Up<br />
(p. B396).<br />
† The GM may allow Quick Mount for motorcycles and<br />
even cars (a speedy slide through an open window into the<br />
driver or passenger’s seat). This technique requires Acrobatics,<br />
Jumping, or the appropriate Driving skill.<br />
Retain Weapon<br />
Hard<br />
Default: prerequisite skill.†<br />
Prerequisite: Any weapon skill; cannot exceed prerequisite<br />
skill+5.†<br />
If you know this technique above default, you may use it<br />
instead of the underlying skill whenever somebody actively<br />
tries to disarm you (see Knocking a Weapon Away, p. B401).<br />
For instance, if you have Staff-13 and Retain Weapon (Staff)-<br />
16, you resist disarms as if you had Staff-16.<br />
Should an adversary try to disarm you using brute<br />
strength, you may make a ST-based Retain Weapon roll<br />
instead of a ST roll. Find your level by subtracting DX and<br />
adding ST. For example, if you have ST 14, DX 12, and Retain<br />
Weapon-15, your ST-based level is 15 - 12 + 14 = 17.<br />
† When learning this technique for missile weapons such<br />
as guns and bows, it defaults to DX and cannot exceed DX+5.<br />
Return Strike<br />
Hard<br />
Defaults: Flail-5 or Kusari-5.<br />
Prerequisite: Flail or Kusari; cannot exceed prerequisite<br />
skill.<br />
This technique capitalizes on a kusari or flail’s flexibility<br />
to strike the enemy from behind while facing him. To<br />
attempt it, you must have sufficient reach to attack a yard<br />
beyond your opponent – that is, reach equal to his range<br />
from you plus a yard.<br />
Roll against Return Strike to hit. If the target has never<br />
seen this move (GM decides), treat it as an attack from<br />
behind. This usually allows no active defense! Otherwise, it’s<br />
considered an attack from the side, which gives -2 to most<br />
defenses. See pp. B390-391 for detailed rules. Damage is<br />
unchanged, but only the DR on your victim’s back applies.<br />
You can combine Return Strike with Close Combat<br />
(p. 69) to do a “wrap shot” while in close quarters; see Using<br />
Techniques Together (p. 64). Treat this as striking into close<br />
combat (p. B392). If you miss your target or he dodges, you<br />
may hit yourself!<br />
Reverse Grip<br />
78 TECHNIQUES<br />
Average<br />
Defaults: prerequisite skill-6 for most one-handed<br />
weapons, skill-4 for two-handed ones, or full skill for Tonfa<br />
(only).<br />
Prerequisite: Any Melee Weapon skill; cannot exceed prerequisite<br />
skill.<br />
This technique – useful only with weapons that can make<br />
thrusting attacks – lets you avoid the need for a Ready<br />
maneuver to switch between a regular overhand grip and an<br />
underhand grip more suitable for close-quarters stabbing. A<br />
successful Reverse Grip roll lets you change grips instantly.<br />
Failure means you drop the weapon and your turn ends . . .<br />
and critical failure also inflicts Tip Slash (p. 113) damage on<br />
your torso!<br />
Once reversed, most weapons work differently – see<br />
Reversed Grip (pp. 111-112) for details. The main uses for<br />
this technique are to prepare a long weapon for close combat<br />
and to sheathe your weapon more quickly (see Quick<br />
Sheathing, p. 102).<br />
You can also use this technique to spin a tonfa (p. 225).<br />
It defaults to full Tonfa skill, as the weapon’s side handle<br />
makes this move exceptionally easy.<br />
Sacrifice Throw<br />
Hard<br />
Default: Judo.<br />
Prerequisite: Judo; cannot exceed prerequisite skill level.<br />
This technique involves grappling your opponent, falling<br />
with him, and using your entire weight to throw him. It’s<br />
risky, but difficult to resist. You may only attempt it if a regular<br />
Judo Throw (p. 75) would be possible; that is, on your<br />
turn immediately following a successful Judo parry or grapple.<br />
Sacrifice Throw is a special option for All-Out Attack<br />
(p. B365). Use these rules instead of the standard ones for<br />
All-Out Attack.<br />
Before you attempt the throw, you must declare whether<br />
you intend to land face-up, face-down, or kneeling, as well<br />
as where you plan to end up. One of your landing hexes –<br />
the only one, in the case of kneeling – must be your hex,<br />
your foe’s hex, or a hex adjacent to one of these. You must