Techniques

Basically Sub-Skills.
You (or your GM!) may want a way to improve your ability with a specific application of a skill without increasing the overall skill level. This is realistic – people do train at particular tasks to the exclusion of others – but allowing this in the game makes play (and character sheets) more complex. As a result, the following section is purely optional.

Creating Techniques
Six steps, two examples:

  1. Concept and Name

Example 1: Both still and motion-picture cameras require Photography skill (p. 213). A photographer could study just motion-picture equipment in order to get rid of the -3 to use it; therefore, “Motion-Picture Camera” would be a reasonable Photography technique.

Example 2: Karate skill (p. 203) covers both kicks and punches. A karateka could spend extra time on kicks, with the goal of eliminating the -2 to kicking attacks. Thus, “Kicking” would be a logical technique for Karate.
7. Prerequisites

The skill with which a technique is associated is automatically its prerequisite – that is, you must have at least one point in a skill before you can improve its techniques. If more than one skill lets you perform the task covered by the technique, any of these skills can count as the prerequisite.
The GM may require other skills and advantages as prerequisites for particularly complex techniques.

Example 1: The prerequisite of Motion-Picture Camera is Photography skill.

Example 2: Either Brawling or Karate skill can be the prerequisite of Kicking, since both allow you to kick.
14. Defaults and Specialties

Usually, the default penalty equals the modifier given for the action in the skill description or elsewhere. There can be more than one default.

Example 1: Photography skill states that motion-picture cameras are used at -3, so Motion-Picture Camera defaults to Photography-3.

Example 2: Both Brawling and Karate let you kick at -2 to skill, so Kicking defaults to Brawling-2 or Karate-2. Those who use the Brawling default must specialize in Kicking (Brawling), while those who use the Karate default must specialize in Kicking (Karate).
21. Difficulty Level

Techniques are either Average or Hard. Feats that have severe negative consequences on a failure, or that allow only one attempt, are Hard; all others are Average. This affects point cost – see Technique Cost Table (p. 230).

Example 1: Motion-picture photography is rarely dangerous, and you can usually do a second take if you fail; therefore, Motion-Picture Camera is an Average technique.

Example 2: On a failed kick, you can fall down – a potentially fatal turn of events in combat – so Kicking is a Hard technique.
28. Maximum Level

Tightly focused practice can only take you so far. Eventually, you’ll have to learn new fundamentals in order to improve. To reflect this, techniques often specify an upper limit relative to parent skill. On attaining this level, the only way to improve further is to raise the underlying skill. For a technique that covers an important use of a skill, maximum level is usually equal to prerequisite skill level.

Example 1: An adventurer could make a career of motion-picture photography without affecting game balance. Thus, it seems believable and fair to leave Motion-Picture Camera open-ended and specify no maximum level.

Example 2: Kicking is a potent attack, and one of the main reasons to learn Brawling or Karate skill; therefore, Kicking cannot be improved past prerequisite skill level.
35. Description

The prerequisite skill description provides the necessary rules for most techniques, but some techniques supply optional additional detail, or outline entirely new uses of the skill.

Example 1: There isn’t a lot to be said about Motion-Picture Camera – it lets you use motion-picture cameras, per Photography skill.

Example 2: Kicking does +1 damage relative to a punch, and you must roll vs. DX to avoid a fall if you miss. These rules bear mentioning in any formal description of Kicking.

|
|
Your Final Skill Level Difficulty of Technique

==Average Hard
|Default|0 points|0 points|
|Default+1|1 points|2 points|
|Default+2|2 points|3 points|
|Default+3|3 points|4 points|
|Default+4|4 points|5 points|
|+1|+1 point|+1 point|

Sample Combat Techniques
Techniques marked with a * are not particularly realistic. The GM may wish to restrict these “cinematic” techniques – even at default – to PCs with Trained By A Master (p. 93) or Weapon Master (p. 99).

Arm Lock
Average
Defaults: Judo or Wrestling.
Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill+4.
This technique allows you to improve your effective Judo or Wrestling skill for the purpose of applying an arm lock. For rules governing arm locks, see Arm Lock (p. 403).

Back Kick
Hard
Default: Karate-4.
Prerequisites: Karate; cannot exceed Karate skill.
This technique lets you attack someone behind you without changing facing. You must know that he is there! Roll against Back Kick to hit, but otherwise resolve this as a normal kick. After attempting a Back Kick, all your active defenses are at -2 until next turn.

Choke Hold
Hard
Defaults: Judo-2 or Wrestling-3.
Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill.
This technique lets you to “buy off” the basic -2 to Judo or -3 to Wrestling when using the rules given under Choke Hold on p. 404.

Disarming
Hard
Default: prerequisite skill.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill+5.
If you know this technique above default, you may use it instead of the underlying skill whenever you attack to disarm (see Striking at Weapons, p. 400). For instance, if you have Broadsword-14 and Disarming (Broadsword)-17, you disarm as if you had Broadsword-17.

Dual-Weapon Attack*
Hard
Default: prerequisite skill-4.
Prerequisite: Any one-handed Melee Weapon skill; cannot exceed prerequisite skill*.

Elbow Strike
Average
Defaults: Brawling-2 or Karate-2.
Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
This technique lets you “buy off” the -2 penalty to strike with the elbow. See Elbow Strike (p. 404) for more information.

Feint
Hard
Default: prerequisite skill.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill+4.
If you know this technique above default, you may use it instead of the underlying skill whenever you feint (see Feint, p. 365). For instance, if you have Broadsword-14 and Feint (Broadsword)-16, you feint as if you had Broadsword-16.

Finger Lock
Hard
Default: Arm Lock-3
Prerequisite: Arm Lock; cannot exceed Arm Lock.
This technique lets you grab fingers and twist them painfully. Use the rules for Arm Lock (p. 403), except that all damage is to the hand – which is easier to cripple than the arm.

Ground Fighting
Hard
Default: prerequisite skill-4.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
This technique lets you “buy off” the -4 for attacking from your back. Roll against this technique instead of the prerequisite skill whenever you use that skill to attack from the ground. For instance, if you had Wrestling-14 and Ground Fighting (Wrestling)-13, you could grapple from the ground at skill 13. In addition, make a roll against Ground Fighting whenever you must defend yourself from your back. On a success, you defend at -1 instead of at -3.

Horse Archery
Hard
Default: Bow-4.
Prerequisites: Bow and Riding; cannot exceed Bow skill.
This technique lets you use a bow effectively from horseback. The modifiers for firing from horseback (p. 397) can never reduce your Bow skill below your Horse Archery level. (Other penalties apply normally.) For instance, if you had Bow-13 and Horse Archery-11, the penalties for archery from horseback would never reduce your skill below 11, before other modifiers.

Jump Kick
Hard
Default: Karate-4.
Prerequisite: Karate; cannot exceed Karate skill.
This technique lets you leap into the air and kick at full extension, increasing range and damage. It is a showy but dangerous move! Roll against Jump Kick to hit. Add one yard to reach and +2 to damage. Your target parries at -2. However, if you miss – or if your target successfully defends – you fall down unless you can make a DX-4 or Acrobatics-2 roll. Hit or miss, a Jump Kick leaves you at -2 on all your active defenses until your next turn.

Kicking
Hard
Defaults: Brawling-2 or Karate-2.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
This technique lets you improve your kicking ability. Roll against Kicking to hit. A kick does thrust/crushing damage based on ST. Use Brawling or Karate skill – not your Kicking level – to determine your damage bonus, and use only the highest bonus. If you miss with a kick, roll vs. Kicking skill or DX to avoid falling.

Knee Strike
Average
Defaults: Brawling-1 or Karate-1.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
This technique lets you “buy off” the -1 penalty to strike with the knee – see Knee Strike (p. 404).

Neck Snap
Hard
Default: ST-4; cannot exceed ST+3.
This brute-force attack consists of grabbing and suddenly twisting the victim’s head, with the intent of snapping the neck – see Neck Snap o Wrench Limb (p. 404). Unlike most techniques, Neck Snap defaults to ST, not a skill. Wrestling gives its usual skill-based ST bonus.

Off-Hand Weapon Training
Hard
Default: prerequisite skill-4.
Prerequisite: Any Melee Weapon skill; cannot exceed prerequisite skill.
This technique lets you “buy off” the -4 for using your “off” hand with one specific Melee Weapon skill. Use your level with this technique instead of the prerequisite skill whenever you use that skill to attack or parry with your off hand. For instance, if you had Rapier-14 and Off-Hand Weapon Training (Rapier)-14, you could attack and parry at full skill with your off hand. With the GM’s permission, you can learn this technique for any DX-based skill that requires only one hand.

Retain Weapon
Hard
Default: prerequisite skill.
Prerequisite: Any Melee Weapon skill; cannot exceed prerequisite skill+5.
If you know this technique above default, you may use it instead of the underlying skill whenever someone attempts to disarm you (see Striking at Weapons, p. 400). For instance, if you have Staff-13 and Retain Weapon (Staff)-16, you resist disarm attempts as if you had Staff-16. You can also learn this technique for missile weapons, such as guns and bows. In that case, it defaults to DX and cannot exceed DX+5.

Sweep
Hard
Default: prerequisite skill-3.
Prerequisites: Polearm, Spear, or Staff; cannot exceed prerequisite skill.
This technique lets you sweep your adversary’s legs out from under him using a pole weapon. Roll against Sweep to hit. The target may defend normally. If he fails, roll a Quick Contest: your Sweep or ST vs. your victim’s ST or DX. Use the higher value in both cases. If the victim loses, he falls down unless he can make an Acrobatics-5 roll to somersault in the air and land safely. Unarmed fighters call this technique “Sweeping Kick.” It works exactly the same way, but uses a leg instead of a pole, and defaults to Judo- 3, Karate-3, or Sumo Wrestling-3.

Whirlwind Attack*
Hard
Default: prerequisite skill-5.
Prerequisites: Broadsword, Staff, or Two-Handed Sword; cannot exceed prerequisite skill.
Whirlwind Attack is a special All-Out Attack that lets you attack every foe adjacent to you with lightning speed! If you use this technique, it is all you can do that turn, no matter how fast or skilled you are. Furthermore, since this is an All-Out Attack, you will have no active defenses afterward – see All-Out Attack
(p. 365).
When you launch a Whirlwind Attack, you spin in place, attacking all adjacent foes within one yard. You must attack them in clockwise or counterclockwise order – your choice. All your attacks must be swung attacks, and you cannot combine a Whirlwind Attack with other techniques (such as Disarming) or with cinematic skills (such as Power Blow).
Determine a random hit location for each target, and then roll against Whirlwind Attack to hit, with the usual hit location penalties. You opponent may defend normally. Resolve each attack completely before moving on to the next one. If any of the attacks is a critical miss (or if any of your opponents critically succeeds on his defense), that attack and all remaining attacks are critical misses – roll on the Critical Miss Table (p. 556) once per attack!
You may end a Whirlwind Attack facing in any direction you wish.