Rope-A-Dope/Knockout---Body Blow
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Jab---One-Two Combo---Iron Guts---Uppercut
\The Clinch---Rabbit Punch
Rope-A-Dope
/Knockout---Body Blow
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In This Corner---Fancy Foot Work---Fast Hands---Speed Bag
\Last Round---Second Wind
Chi Cost: 2
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Shot Cost: 1
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A short quick bare handed attack. If you succeed at a Martial Arts task check, you do 2 wounds ignoring toughness. You do not add in the outcome to the damage, you only do 2 wounds.
Prerequisite: None
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Path: One-Two Combo, Knockout
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Chi Cost: 2
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Shot Cost: 3
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You make two rolls when you strike an opponent bare handed. You keep the better of the two rolls. If you choose to use fortune for both rolls you lose two fortune points, even though you only keep one roll.
Prerequisite: Jab; Iron Guts
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Path:The Clinch
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Chi Cost: 2+X
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Shot Cost: 1
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All unarmed attacks against you are at -2 to their damage. You may also choose to single out one opponent. If you r Strength is higher than your opponents you further reduce damage by the difference. You must pay X(equal to the Strength differences) for this added effect. This effect last until the end of sequence.
Prerequisite: One-Two Combo
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Path: Uppercut
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Chi Cost: 5
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Shot Cost: 3
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Make a successful called shot (see p. 137) to an opponents chin. If successful, derive the Outcome of the attack using the opponent's Constitution instead of his dodge or parry rating. If your Strength rating is lower than your opponents current Constitution add the difference to their new dodge rating up to their normal highest dodge value.
Prerequisite: Iron Guts
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Path: None
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Chi Cost: 3
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Shot Cost: 3
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Make a successful martial arts attack, instead of damage, you grab your opponent. Your opponent may only passively dodge,not attack or actively dodge while you hold onto them. If your strength is higher than your opponents heal the difference in wounds. Every three shots after this your opponent may make a strength check to free themselves. If they fail you heal 3 wounds. You may not heal more wounds than your Constitution rating, this does not include any healing gained if your strength was higher than your opponents. If you take any other action besides maintaining the hold, attacking, actively dodging, etc., The Clinch ends and your opponent is free.
Prerequisite: One-Two Combo
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Path: Rabbit Punch
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Chi Cost: 3
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Shot Cost: Special
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If you have an opponent in The Clinch you may now attack(only that opponent) without losing the effects of the Clinch. These attacks happen one shot before you make your Clinch check. Damage done is only the outcome of your attack. This damage is not reduced by toughness.
Prerequisite: The Clinch
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Path: None
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Chi Cost: 5
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Shot Cost: 3
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If you make a successful bare handed Martial Arts check you may choose to do no damage. Instead your opponent must make a Constitution check. The target number for this check is your strength + the Outcome of your attack. If the opponent fails they are unconscious for 2X in shots. X = the failed outcome of the Con Vs strength + outcome task check Prerequisite: Jab or In this Corner Path:
Prerequisite: Jab or In this Corner
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Path: Body Blow, Rope a Dope.
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Chi Cost: 2
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Shot Cost: 3
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If you make a successful bare handed martial arts attack, you may choose to do no damage. Instead reduce the opponents Constitution by the outcome. This effect lasts for twice the number shots of the outcome.
Prerequisite: Knockout
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Path: None.
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Chi Cost: 3
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Shot Cost: Special
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By activating Rope-a-Dope, any damage received from one specified opponent is converted to a battery of Chi as it is received. You still take damage as wound points(round down). This effect continues until you next make an attack action(you may make Active Dodges or other non-attack actions without ending the effect, but they do count as continuing actions and so are at +1 to shot cost) The Chi thus accumulated can be expended until your opponent or you are knockout, or you fail a death check.
Prerequisite: Knockout
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Path: None.
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Chi Cost: 1
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Shot Cost: 3
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For one Intimidation attempt, your Intimidation rating increases by +5(or becomes Charisma +5 if you do not have Intimidation) against anyone with a Charisma rating lower than yours.
Prerequisite: None
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Path: Fancy Foot Work, Last Round, Knockout
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Chi Cost: 1
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Shot Cost: 0
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Make an Active Dodge at no shot cost.
Prerequisite: In This Corner
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Path: Fast Hands
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Chi Cost: 3
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Shot Cost: 1
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Your base damage rating, for punch attacks only, is your unmodified Fu rating + your Agility rating. This effect lasts until the end of the sequence.
Prerequisite: Fancy Foot Work
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Path: Speed Bag
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Chi Cost: 5
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Shot Cost: 0
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Gain a second set of shots. The total of this second set is your agility rating. (The player would have to kept track of two sets of shots.)
Prerequisite: Fast Hands
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Path: None
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Chi Cost: 2+X
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Shot Cost: 1
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You have learned to overcome pain to achieve victory. You may reduce any impairment modifiers by spending chi. Last Round lasts until the end of the sequence. X = your current impairment modifier.
Prerequisite: Fancy Foot Work
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Path: Second Wind
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Chi Cost: 4
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Shot Cost: 1
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If you fail a death check, you may make a second death check. You must accept the results of the second death check, even if the result is a larger negative than the first roll.
Prerequisite: Last Round
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Path: None
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