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A use of a defensive technique is a use of the active<br />
defense to which it defaults for all purposes. It’s only possible<br />
if the fighter could attempt the underlying defense – that<br />
is, never after an All-Out Attack or against a surprise attack,<br />
and only against an attack that the defense could affect. It<br />
takes the same modifiers as that defense; e.g., Combat<br />
Reflexes gives +1 and retreating provides +1 or +3. Where<br />
the rules limit the number of defenses possible or give<br />
penalties for multiple defenses, techniques that default to<br />
Block or Parry count as blocks or parries, respectively.<br />
Most defensive techniques offer a way to “buy off” penalties<br />
to defenses. These have a default<br />
penalty equal to the situational penalty<br />
in question. Some examples:<br />
-1 to defend against a Dual-<br />
Weapon Attack (p. B417).<br />
-1 to parry using a knife.<br />
-2 to block a flail.<br />
-2 to defend against an attack from<br />
the side (p. B390) or above (p. B402),<br />
or a “runaround” attack (p. B391).<br />
-2 to parry a kick if using Boxing<br />
or Sumo Wrestling.<br />
-2 to parry using a whip.<br />
-3 to parry weapons using<br />
unarmed skills other than Judo and<br />
Karate.<br />
-4 to parry a flail.<br />
The GM may permit other effects –<br />
either instead of or in addition to the above – each of which<br />
modifies the default. Examples include:<br />
Opponent’s Defenses: The defender can use his defense to<br />
“set up” his next attack. For each -1 to the default, the<br />
attacker is at -1 to parry the defender’s attack, on the next<br />
turn only, if that parry involves the weapon that the defender<br />
warded off using this technique.<br />
Own Attack Roll: Another kind of “setup.” For each -1 to<br />
the default, the defender gets +1 to his attack roll, on the<br />
next turn only, against the attacker he warded off using this<br />
technique.<br />
Own Defenses: -1 to default per +1 to one other active<br />
defense after defending with this technique, or +1 to default<br />
per -1 to all other active defenses after using this defense.<br />
The latter modifier can only offset penalties; it cannot result<br />
in a net bonus.<br />
Special Benefits: Each built-in exemption from the standard<br />
rules – e.g., being able to drop to the ground or sidestep<br />
as a retreat against a melee attack – gives -1 to the<br />
default penalty. A few potent benefits might give -2; e.g.,<br />
being able to retreat two steps or step directly toward your<br />
enemy and count it as a “retreat,” either of which is cinematic<br />
if you can improve it!<br />
Special Drawbacks: Each additional restriction on the<br />
defense adds +1 to its default penalty. This cannot give a net<br />
bonus. Some examples:<br />
• An additional success roll required before attempting<br />
the technique. Failure means the defense fails!<br />
• Attacker may opt to hit a more vulnerable target than<br />
his intended one if the defense fails. A common example is<br />
Deer Antlers<br />
92 TECHNIQUES<br />
a weapon parry that involves risky hand placement on the<br />
parrying weapon, giving the attacker the option to strike a<br />
hand should the parry fail.<br />
• Falling down on an ordinary failure.<br />
• Inability to defend against a broad category of attacks:<br />
armed attacks, close-combat attacks, swings, thrusts, etc.<br />
• Increased injury from the incoming attack if the<br />
defense fails. This is worth +1 to the default for +1 to the<br />
attacker’s damage – or +2 if the attacker gets the better of +2<br />
damage or +1 damage per die.<br />
Example: A fighter wishes to use his<br />
Brawling parry to ward off swung<br />
weapons by stepping inside his<br />
attacker’s guard and parrying the<br />
weapon arm instead of the weapon.<br />
Brawling has -3 to parry weapons.<br />
The ability to step forward as a<br />
“retreat” is a special benefit that adds<br />
a further -2. The total penalty is -5.<br />
However, there’s a major drawback:<br />
failure means stepping into the<br />
attack for +2 damage! This gives +2,<br />
making the final default penalty -3.<br />
Utility Techniques<br />
The GM may allow a technique<br />
that “buys off” a specific situational<br />
skill penalty for all uses of a skill, if a<br />
fighter could logically study a body of<br />
moves that would be useful in that<br />
situation. However, no technique can eliminate a general<br />
category of penalties, such as “all posture penalties.” For<br />
instance, Ground Fighting (p. 73) defaults to skill-4 and permits<br />
a fighter to buy off the -4 to attack when lying down,<br />
while Low Fighting (p. 77) defaults to skill-2 and does the<br />
same for the -2 when sitting or kneeling . . . but a single technique<br />
couldn’t encompass both.<br />
Utility techniques need not be based on combat skills to<br />
be useful in a fight. Warriors might be able to improve their<br />
odds with special uses of Acrobatics, Jumping, and other<br />
athletic skills in combat; see Acrobatic Stand (p. 98) and<br />
Breakfall (pp. 68-69) for examples.<br />
Specialties<br />
If a custom-built technique defaults to multiple skills, list<br />
those skills. Individuals who learn the technique must specify<br />
which version they know and note the skill name as the<br />
technique’s “specialty” on their character sheet; e.g., Elbow<br />
Strike (Brawling) or Elbow Strike (Karate). There’s no<br />
default between such specialties – even if the parent skills do<br />
default to one another.<br />
Techniques that default to other techniques automatically<br />
“inherit” the specialty of the parent technique. For<br />
instance, if a student learns Finger Lock from his default to<br />
Arm Lock (Judo), he automatically has Finger Lock (Judo).<br />
All of this applies equally to defensive techniques. The<br />
fighter must specify both the defense (Block, Dodge, or<br />
Parry) and the skill that enables it (unnecessary for Dodge);<br />
e.g., Dual-Weapon Defense (Shield Block) or Dual-Weapon<br />
Defense (Staff Parry).