Page 152 - FULL PLAYER EBOOK
P. 152

Chart 5-22: ADVANCED NON-PROJECTILE WEAPON TECHNIQUES
                                                                                                   Ki         Exp. Points
          TECHNIQUES              DESCRIPTION                         EFFECTS                    Energy   to Purchase
                                                                                                 To Use   Technique
            Firm Grip I      A tighter grasp of a weap-  +1 to rolls against being disarmed
                             on.                         Prerequisite: Any Proper Grip             5         15

              (Recharge)
            Firm Grip II     An even tighter grasp of a   +2 to rolls against being disarmed
                             weapon.                     Prerequisite: Firm Grip I                 5         15

              (Recharge)
            Firm Grip III    The tightest grasp of a     +3 to rolls against being disarmed
                             weapon possible.            Prerequisite: Firm Grip II                5         23

              (Recharge)
            Firm Grip IV     The ability to dual wield   +3 to rolls against being disarmed
                             weapon combinations         Prerequisite: Proper Grip II and          10        33
                                 same weighted items.    Firm Grip I
              (Recharge)
           Strike to Neck    A horizontal attack to the   Odds & Evens roll for Status Effect:
                             left or right side of the   Stunned                                   7         21

              (Recharge)     neck.                       Prerequisite: Firm Grip II
            Arteries and     A cut deep enough to        +2 STR; Status Effect Bleeding x2;
             Ventricles      cause major damage to the  +2 Critical  Strike rolls
                             arteries in part of the body.  Prerequisite: Firm Grip II             10        21

              (Recharge)
                             An attack to the wrist to   Target receives –2 for rolls against
            Wrist Strike     weaken the grip of an       disarmament lasting 1D8 melee
                             opponent.                   rounds                                    8         21

                                                         Prerequisite: Firm Grip II
              (Recharge)
                             An attack designed to       Target loses selected appendage.  Sta-
   C         Amputate        chop off minor body parts   tus Effect: Bleeding x4 until wound is
   h
   a                         such as toes, fingers, ears,   treated                                10        56
   p
   t                             etc.                    Prerequisite: Firm Grip II
   e          (Recharge)     **Bladed weapons only**
   r
             Inside Leg      An attack used to knock a   -2 MOV to target; Control Roll –1D4
                             target off balance.         lasting 1D4 melee rounds; +5 Critical
                                                         Strike roll                               6         21

                                                         Prerequisite: Firm Grip II
              (Recharge)
           Thrust to Neck    A straight attack to the    +3 STR; Odds & Evens roll for Status
                             neck of a target.           Effect: Bleeding; +5 Critical Strike
                                                         roll                                      8         21

              (Recharge)                                 Prerequisite: Firm Grip II
           Thrust to Groin   A quick jab to the groin    -4 MOV; -5 STA; +5 Critical Strike
                             area of a target.           roll                                      8         21

              (Recharge)                                 Prerequisite: Firm Grip II
             Slash Eyes      A slash passed the eyes     Odds & Evens roll for Status Effect:
                             used to distract or blind a   Stunned or Blinded                      9         21

              (Recharge)     target with wind.           Prerequisite: Firm Grip II
            Draw Strike      A quick pull of a weapon    +3 Action Roll; -1/2 STR; +5 Critical
                             to surprise and strike a tar-  Strike roll                            10        18

              (Recharge)     get.                        Prerequisite: Firm Grip II


                                                            136
   147   148   149   150   151   152   153   154   155   156   157