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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).

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