Martial Arts
Martial Arts
The following describes a system to use martial art fields of experience in the 007 RPG hand
to hand combat system. Some of these rules may slow down the game some what and
emphasize hand to hand combat too much compared to other aspects of the game. However
during certain adventures or scenarios detailed martial arts may be an essential aspect of the
game. Ultimately it is up to the personal taste of the GM to include any new rules.
HTH combat skill level and martial arts training: There is an un-written rule in the basic rules
that only appears by scrutinizing character descriptions. If you take a look at the "00" rank
characters on p.16 of the basic rule book, both characters have HTH combat skills which
disobey the rules in that a skill level can only be 2 above the characteristic value used in that
skill. James Bond has a 12 skill level in HTH combat but only 9 strength, and Anya Amasova
has a 14 skill level but only an 8 strength. Both characters however have high dexterity of 12
and 14 respectively. Thus I believe that certain characters are able to supersede the normal
skill rules for HTH combat if they have exceptional dexterity, and martial arts training.
Characters may have higher skill levels than strength+2, and may increase the HTH combat
skill level up to their dexterity+2 if they have a martial art field of experience. What this
represents in role-playing terms is exceptional training of the agent to perform past their
normal physical capacity, and take advantage of being able to learn advanced techniques in
martial arts based on dexterity rather than brute strength. You may even center an adventure
around this advanced study, much like the training Bond received on the "You Only Live
Twice" mission. The maximum a skill level can raise to is still 15. ( take a look at the Tiger
Tanaka description in the basic rules for another example of this advanced training).
New stun rules: I have always found that the stun rules are a great disadvantage for agent
characters, who would end up spending hero points to avoid being helpless for D6 rounds.
Instead I allow a STR roll every round until the stun is resisted (up to D6 action rounds).
Additionally, the new martial art defenses presented below (parry or block) can still be used
while a character is stunned. However, if 2 or more stuns are in effect simultaneously and not
resisted a character is helpless until at least one stun wears off or is resisted.
Another addition I have made concerns the possibility (especially given the above rule
change) that a character could be punched and kicked with an unlimited amount of stuns
without any perceivable game effect. Instead I keep track of how many stun results are
achieved against a character and when the tally reaches 1/2 WIL (rounded up) the character
takes a light wound from the cumulative pummeling. This tally is recorded regardless of
whether the character makes a successful STR roll to resist the stun effect, every stun inflicted
is recorded. A stun tally decreases with time, every 2 hours one stun is removed from natural
healing and may eventually remove any wounds caused. First aid can't really help these
lacerations before their effects wear off naturally.
1
Fields of Experience
Each martial art or combative sport field of experience when acquired gains a performance
modifier to a particular type of attack or maneuver. The first martial art or combative sport
learned is designated the primary martial art form of that character, and represents their main
hand to hand combat training. Only one other martial art or combative sport can be chosen
besides the primary form, designated the secondary martial art. The primary martial art gains
a performance modifier in one attack form at the HTH combat PC=15, and 25, while the
secondary martial art gains a bonus only at the PC=20. Each martial art receives these PMs in
one or two of seven particular attack forms including Punch, Kick, Holds, Throws, Defense,
Movement, or Weapon. Any time a roll is made with this particular attack form the PM bonus
is given to resolve the attack or defense. The PMs for different combative sports and martial
arts are given below in table 1. When the same attack form appears twice, the PMs are
additive for that attack form. . i.e. A character with Tae Kwon Do and a HTH combat PC=25
would have +2 PM on kicks. Also, the PM at PC=20 for the secondary martial art is
determined by the first PM listed on table 1 under PC=15. i.e. The same character with Tae
Kwon Do above has Judo as their secondary martial art, and so has a +1 PM with throws.
Note that Kung-fu has many different styles available to a character (designated A to C), and
only one or two may be chosen, as primary or secondary forms respectively. Lastly a
performance modifier can be additive between primary and secondary martial art forms,
however no bonus for any attack form can ever exceed +2. i.e. The character above with +2
in kicks would not benefit from the Jujutsu bonus if they had it as a secondary martial art. If
character still wants the form the GM may allow the secondary form PC=25 bonus to be
applied instead at PC=20 to avoid any potential +3 PMs.
Table 1 : Martial art and combative sport attack form performance modifiers.
Martial Art/ Combative Sport Field +1 PM at +1 PM at
Other attack forms
of Experience PC=15 PC=25
Acrobatics* Movement Movement
Aikido Defense Holds Throws
Archery* Weapon Weapon
Boxing* Punch Punch Defense
Fencing* Weapon Weapon Movement
Judo Throws Defense
Jujutsu Kicks Holds Punch, & Throw
Karate Punch Kicks Movement
Kendo Weapon Weapon Movement
Kung-Fu (A) Punch Punch Weapon
Kung-Fu (B) Punch Holds Defense
Kung-Fu (C) Punch Weapon Movement
Movement (+1 at PC=20), &
Ninjitsu (2) Weapon Kick
Defense
Sumo Holds Throw Punch
Tae Kwon Do Kick Kick Punch, Movement
Kick (+1 at PC=20), Defense, &
Thai Kick Boxing (2) Kick Punch
Movement
Wrestling* Holds Holds
2
* -indicates a combative sport
(2)- indicates this martial art counts as both the primary and secondary martial art (counts as
two martial arts)
New Maneuvers for attack forms
In addition to PM bonuses with various attacks, a character with martial arts training also
gains an arsenal of new special attack and defense maneuvers. Each maneuver presented in
the basic game is categorized in one of the specific attack options, and a group of new options
are given (see Table 2). Four maneuvers are given for each form, each which is progressively
more difficult to achieve success in (+0 EF to -3 EF). Some are lesser versions of specific
blows while other are totally new options. A character who has a PM in any of these attack
forms modifies each of the four maneuvers presented. i.e. The character with a +2 PM in
Kicks could perform a a snap kick at +2, a Kick at +1, an Axe kick at +0, and a Specific blow
at -1. However the character would still have a -1 EF to hit with a knife hand strike, etc.
-2 Specific Blow Axe/Wheel/Cresent Kick Restrain Trip Release Rise Specific Blow
-3* Power Punch Specific Blow Incapacitate Throw Block&Attack Leap Reposite
3
Descriptions of Martial Art Maneuvers
Snap Kick: Due to martial arts training your character is able to exercise better control over a
kick, which reduces the attack modifier to '0'. However the damage class of the snap kick is
not improved and remains the same as a punch.
Grab: Your character is able to grab hold of a part of an opponents body to restrict their full
movement. A successful hit causes no damage, but gives the attacker a +1 EF bonus on
subsequent attacks until the grab is broken. A grabbed opponent still receives their speed
bonus, and can break the grab with any successful attack, maneuver or defense.
Maintain Balance: Your character is able to resist falling from a trip or throw result by
expending one of their attacks. It is attempted at an EF=QR of the fall result, with an extra -1
EF if the fall result was achieved by a Throw attack. The character attempting this defense
may use the Hand-to-hand combat or Evasion skills selecting the one with a higher PC.
Block/Dodge/Parry: All of these defenses essentially use the same game rules, however each
achieves success by a different method. A block uses the body to expertly stop a successful
hit, while a dodge allows a character to maneuver out of the way, and a parry utilizes a
weapon to block a hit by another weapon. Each of these defenses utilizes one of the defenders
attacks in a given action round to attempt and prevent a successful attack from connecting.
Before the defender decides to use such a defense they should know the nature of the attack,
the QR of the attack, and have still have an action available. Note that the Dodge option may
use Hand to hand combat or Evasion skill PCs. A successful block/dodge/parry defense is
achieved when the attack QR equals the defense QR or better. The EF of the defense is
determined by the following...
EF = 5 + (attack maneuver difficulty) -(attacker's speed) + (defender's speed) + ( Attack
form PM)
The maneuver difficulty refers to EF modifier given to the attack, Martial art attack (0),
Martial Art strike (-1), Specific Blow(-2), or Restricted maneuver (-3). Attack form PM,
refers to the PM bonus a character may have with a particular defense, such as movement
(dodge), weapon (parry), or defense (block).
i.e. A defender with 3 speed, & +1 PM to defense is blocking a specific blow from a opponent
with 2 speed. Thus the defense EF = 5+(-2)-(2)+(3)+(1) = 5. The defender would still have to
get a QR equal to or better than the attack which is being blocked.
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Martial Art Strikes ( -1 EF )
Your character is able to perform strikes which are more deadly than normal kicks or
punches, but are not as selectively aimed as a specific blow. Generally these strikes are a
modification of the specific blow rules, and are a bit easier to achieve but not quite as
effective. All damage causing strikes cause one wound level higher when they connect.
Knife hand: Your character is able to strike vital areas of an opponent to cause more physical
damage. Damage is one wound level higher.
Lock: Your character is capable of placing a hold on one limb of an opponent to restrict their
movement options and defenses. This maneuver causes no damage. The opponent is unable to
use their speed for defense, and can be hit with a +1 EF and +1 wound level. Conversely your
character does not gain the benefit of speed to defense either, but can use the attack form PM
for holds as a defense bonus. i.e. if your character has a +1 PM to holds an opponent receives
a -1 EF to hit you while maintaining a lock. A lock can be broken if the character maintaining
it fails a pain resistance roll, or alternatively it can be actively broken with a successful block,
parry or release.
Push: Your character is able to push an opponent away from them, potentially causing the
opponent to be out of range, trip, hit an object or fall over an edge. A successful push sends a
character back 1/2 ft per point of strength of the attacker in a particular direction. Objects
must be determined in the path of the push, and whether they may cause the character to
stumble or act as a solid barrier. A character who could fall receives a DEX roll at 2xQR of
the push to stay standing, however a push QR=1 always results in a fall. A solid barrier will
cause damage determined by the strength DC of the attacker. A character who does not suffer
damage or doesn't trip will have to move back into range and thus receives the -2 EF for an
attacker moving into range (for the rest of the round). If they were pushed over 5 ft, a
character will also have to spend 1 action to move back into range. If a cliff face, the edge of
building or other drop is in the direction of pushed character they may suffer falling damage.
A character may try to stop their fall when pushed over an edge if they can may a DEX roll
with an EF at the QR of the push. However, it is assumed that the character is hanging
precariously on the edge.
Circular Parry: Your character is able to block up to three incoming attacks from different
directions by expending only one action. However all the attacks blocked must be with in 2
'draw' points of each other. i.e. three guards (speed 1) attack an agent (speed2), rolling a 2, 3
and a 5 on the draw, the agent can block the 2 and 3 with one action, or the 3 and 5 with one
action. However he could not block all three attacks, since the 2 and 5 draw are separated by
3 draw points. A signal parry roll is made against the attack which has the lowest EF to parry
(see Block/Dodge/Parry above), with an additional -1 EF for the circular parry (since it is a
martial art strike). The QR of the defense is than applied to all incoming attacks with in '2
draw' points, to determine whether they are blocked. i.e. The first 2 attackers from above
(draw 3 and 5) decide to punch and kick the agent respectively and both end up hitting. The
agent not wanting to lose 2 actions to block each attack, decides to use a circular parry.
Normally the agent would block a single kick attack on an EF=5, but can attempt to parry
both attacks on a EF=4. Of course the QRs would have to be determined for both attacks and
the defense to see which strike connect or are blocked.
Feint: Your character is able to disguise their actual attack by feigning another attack form,
shifting the opponents defenses away from the intended target. This fake attack still requires
an action to be spent in a given round, but gives the attacker an advantage to hit with their
5
next attack. A feint in some ways is like a parry since its success depends on the difference in
speeds, and thus reaction time, between opponents. To determine if a Feint is successful use
the following formula....
EF = 4-(Defenders speed) + (Attackers speed) + (movement PM )
The QR of the feint determines what type of advantage is given to the next attack. The next
attack is given a bonus of EF= 5-(QR of the feint) to hit. i.e. if a QR=2 is rolled for a feint, the
next attack from the attacker is at a +3 EF to hit. Note this is a good way to overcome the
combine maneuver penalty and speed bonus of a target so that some of the harder maneuvers
have a chance of connecting.
Entangle: Your character is able to pin and neutralize an opponents weapon with their own.
The chance of achieving this feat is determined by the following formula...
EF = 4-(Defenders speed) + (Weapon PM).
Besides neither character being able to use their weapons while the entangle is maintained, the
effects are identical to a grab (i.e. +1EF to hit with non-weapon attack forms). The entangle
can be broken by a successful parry or release, or if the entangled character lets go of their
weapon. Note that a successful entangle can allow a disarm attempt at only -1 EF.
Axe/Cresent/Wheel Kick: Although these attacks are in the -2 EF category they represent a
modification of the specific blow rules allowing increased damage from a kick, equivalent to
knife hand modifiers applied to a Kick. Thus the attack is -2 EF to hit, but increases wound
level by one and DC +1 (for Kick).
Power Punch: With a massive concentrative effort the attacker can attempt to channel
considerable force at a vital target of an opponent. The effects are a 3 wound level increase in
damage. This maneuver can only be performed every over action round. Additionally no other
special moves which are at -1 EF or worse can be performed in the same action round as the
power punch.
Incapacitate: This is an extension of the the restrain rules and is determined in exactly the
same manner with the same effects. However any hold obtained is designed to cause
incapacitating pain, and before a release can be attempted a pain resistance roll must be made
by the defender. The EF of this pain resistance (WIL roll) is equal to 2XQR of the hold. The
character can attempt to overcome this pain every action round, and then attempt a release
when it is successful. This maneuver does no damage.
Throw: This attack has the same effect as as a QR=1 Trip (see basic rules), in that success
indicates that the target falls and is thrown up to 10 ft away in a direction chosen by the
attacker. This attack may have additional effects if the throw is directed into a solid object or
over the edge of large drop. A solid object will cause damage equal to the HTH DC rating of
the attacker +1, where as being throw over an edge will cause falling damage depending on
height. If no object or edge is present no damage is inflicted, however a QR of 1 indicates that
damage is taken regardless of whether an object is in the way, at the HTH DC rating of the
attacker.
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Block&attack/Reposite: This move involves the ability to block or parry an attack, and turn
the blocked attack into an advantage to immediately counterstrike at the cost of only one
action. This maneuver is resolved exactly like a normal parry or block, but with an additional
-3 EF. When the block or parry is successful it results in an automatically successful
counterstike by the defender. Thus, if the QR rating of block/parry is equal to the attack than
the resulting automatic attack/reposite is a QR=4, and is further reduced by 1 QR for every
QR the defense is better than the attack. i.e. An attack with a QR=3 is parried by a QR=2
reposite, indicating the defender receives an automatic attack with a QR=3 (4-1 better). Thus
a QR=1 attack can only blocked with another QR=1 and would have a counterstrike of
QR=4. Considering the restriction on how many restricted maneuvers can be used in a round,
the automatic counterstrike must be a normal Attack (+0 EF). Note that the automatic
counterstrike may be parried or reposited as well.
Leap: Your character is able to leap strategically into and out of a HTH combat range. The
character ignores the coming into range -2 EF modifier, when a successful Evasion roll at
EF=5 is rolled to resolve the leap and an action is spent. The -3 EF comes into play if the
character also chooses to attack while airborne. This is only possible if the character has won
the draw roll with all opponents they are attacking, and costs an additional action in addition
to the leap ( both leap and attack are resolved simultaneously but cost 2 actions). Such an
attack can be in the form of a weapon strike, punch or kick, which normally has a 0 EF
modifier, but during the leap is at -3 EF. However, the damage class of the strike will be
modified by 5-QR of the leap roll (Evasion EF=5). i.e. a QR=2 for a leap will modify the DC
of the attack by +3. Additionally, a leap can also be used to evade any number of opponents
surrounding a character from striking . If a leap is performed to dodge any number of strikes it
is made at a -3 EF on Evasion (+ Movement PM ). The QR of the leap is compared to the QR
of any attacks that hit in a given action round, and if the QR of the leap is equal or better than
an attack QR, than the attack is a evaded. Note that only the attacks that lose or tie the draw
roll with the leaping character can be avoided in this manner.
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Advanced Martial Art Descriptions
What follows is an extension of the basic martial art rules presented above, but gives each
martial art a specific group of special attacks/moves and potential weapon descriptions. Many
of the descriptions have not been play tested extensively and should be modified to suit the
style of an individual game. Almost all of the descriptions have borrowed heavily from the
Palladium book "Ninjas & Superspies"(2nd Ed. March 1991), with some of the special
maneuvers adapted to the 007 RPG.
Attack forms: Describes which forms gain a PM bonus and what expertise is required for a
given bonus. Also lists other attack forms with out associated PMs, which indicates that the
martial art has access to the restricted maneuver (-3) for that form. Note that if the martial art
is chosen as the secondary form the PMs are ignored except the PC=15, which is given at
PC=20.
Special attack/moves: This section lists and describes specific maneuvers available to a
particular martial art form. These maneuvers are in addition to those previously described on
the attack form table (table 2). Exactly what maneuvers are available is up to the GM, and
should reflect the relative style and power of a given game. In high powered games simply
having the martial art may give access to all its associated unique maneuvers. Alternatively
the GM may grant one special maneuver with a particular Martial art field of experience, and
require that each of the other unique maneuvers become a specific field of experience.
Another system may be to grant a specific maneuver at the HTH combat PC of 10, 15, 20 and
25. For any of these systems the secondary martial art will also gain each of the special
maneuvers with the same rules.
Special Abilities: Spiritual or mental abilities are largely ignored in the descriptions below,
since most characters would not have the years of martial arts training to develop such skills.
However Ninjitsu is assumed to be more rigorous with intense spiritual, mental and physical
training. The abilities listed can be applied automatically, or may be assigned with a system as
described above.
Weapons: The weapons listed in this entry are the ones that can be used with the weapon PM
for the particular martial art. If a long list of possible weapons is available, a similar system
can be applied as described under special attack/moves to decide which weapons can be
utilized by the style.
8
Combative Sports
Acrobatics
Generally this is not considered an combative sport, but when it is combine with offensive
strikes from another martial art many of the moves can become quite effective.
Attack Forms: Movement ( +1 at Evasion PC=15, +2 at Evasion PC=25)
Special moves:
Breakfall (0): This is an alternative to attempting to block a successful strike to the acrobat,
instead the character rolls with strike to reduce the damage that will occur. This costs 1 action
in the round, and can only be performed once. Success is determined by an Evasion roll at
2xQR of the successful hit. The damage is decreased by one wound level with QR=4, 2
wound levels with QR=3 or 2, and 3 wound levels with QR=1. This same skill can be used to
roll with a successful Trip or Throw with the same chance of succeeding based on an Evasion
roll at 2xQR of the throw. Success means that character does not have to spend an action to
use the Rise specific blow.
Cartwheel(-1): Can be used by the acrobat to move quickly into range of another combatant,
so that the -2 moving into range penalty is ignored for the first action round. A typical
Evasion roll at EF=5 determines success, and must be the first action to be spent in the round.
Additionally the acrobat may combine this maneuver with a martial art strike, knife hand (-1)
or Axe/Wheel kick (-2), both which suffer an additional -1 EF to hit but receive an extra +1
wound level from momentum. This option requires another action to be spent, but is used
simultaneously with the first maneuver.
Handstand(-1): Can be used in a similar manner to a cartwheel, to move into combat range
with out penalty at Evasion EF=5, costing 1 action. Any Kick can be combine with this
maneuver at an additional -1 EF to hit and an additional +1 to DC, on the first attack only,
and is used simultaneously with handstand action. Handstand can be used as a dodge attempt
with the normal rules, but Evasion must be used as the active PC. The handstand does not
push the acrobat out of range. Somersault(-1): Like the other maneuvers this enables the
acrobat to move into combat range with out penalty at the cost of 1 action, Evasion EF=5.
Can be used offensively to enhance damage of kicks, punches or small weapons, at an
additional -1 EF and +1wound level. Only attacks up to a -1 EF on the attack form table can
be used this way. The maneuver and attack both cost an action, but ar resolved
simultaneously. Defensively this action can be used as a dodge at -1 EF, but a successful
somersault improves the QR by 1 to determine the avoidance. Like Backflip the character
moves out of effective range (-2 EF).
Backflip(-1 or-2): Works as a dodge at a -1 EF, but the QR of any success is always
improved by 1 for purposes of determining if a strike hits. However, the character leaves
combat range and must use a action to maneuver back in (Cartwheel, Handstand, or
Somersault), or suffer a -2EF penalty. Alternatively the backflip can be used to attack
someone behind the acrobat, by combining the flip with a Kick or punch at a -2EF to hit, but
improves the wound level by 1. A sixth sense roll should be made to detect the opponent
behind the acrobat, likewise the target of the attack may also have to make a sixth sense roll
or suffer surprise penalties for the un-expected nature of the attack.
Archery
This is the skill to use the bow or crossbow in competition and hunting. Versions of this
weapon can be found in a wide range of countries and cultures. Unlike other HTH combat
skills the PC for this weapon is calculated by (PER+DEX)/2 + HTH combat skill.
Attack form: Weapon (+1 at PC=15, +2 at PC=25)
9
Special Attacks:
Quick Load: Characters with a HTH skill level of 5 or better with archery have their S/R
increased to 1 (instead of 1/2) with bows, and RL of 2 (instead of 3) with crossbows.
Characters with a HTH skill level of 12 or higher with archery have their RL reduced to 0
(instead of 1) with bows, effectively allowing the character to fire an arrow every action
round. At HTH skill level 12, the RL of crossbows is reduced to only 1, effectively allowing
a shot every other round. Bead: Allows the same careful aim as described under fire combat.
Weapons: Long bow (see Q-manual), other bows will have similar characteristics. Modern
composite bows will have the same statistics but have a + 1 PM. Crossbow (see Q-manual).
Arrows and bolts may have modern razor sharp heads increasing the DC of these weapons by
2.
Boxing
This combative sport is a good choice for self defense, and can be quite physically demanding
concentrating on strength and good endurance. Boxers gain a +1 on pain resistance rolls
involving punches, due to being constantly hit.
Involuntary Knockout: Normally characters must specify that they are attempting to
knockout an opponent. However the boxer is trained to whittle down the endurance of another
boxer with the possibility of knocking them out. The way such a occurrence is handled in the
game is by examining the last number of successful roll to hit. If the successful roll ends in a
'0' it is a possible knockout result, and the QR of the attack is doubled to determine the EF of
the WIL roll to resist the knockout (as per the normal knock out rules). i.e. A boxer who must
roll 30 or under to hit, would score potential knockouts on a roll of 10, 20 or 30, since each
ends with a '0'. The 10 would be a QR=3, and would result in the opponent having to make a
will resistance roll at EF=6 or they will be knocked out. Similarly the 20 and 30 would be
QR=4, which would be a WIL roll of EF=8. This result applies to any punch attack made by
the boxer, including specific blows. Shake-off: Normally characters with high strength (14 or
15) are able to shake off wounds, however with boxing skill characters with 11 to 13 strength
are also able to shake off one wound level from blunt strikes if they make a STR roll at EF=3.
10
Fencing
Attack form: Weapon (+1 at PC=15, +2 at PC=25), Movement
Special Attacks:
Slash (0): Normally fencing weapons are used to thrust (unless it is a sword). This attack is
harder to block due to its unexpected nature (-1 EF ), but the attack does not gain the bonus
from the sword to DC. This maneuver is only valuable with in a duel with fencing blades.
Disengagement/Taking the Blade (-1): These sword attacks involve maneuvers with in a
duel, either changing the angle of a thrust at the last minute, or knocking a blade out of the
way before the attack respectively. These attacks are difficult to perform with a -1 EF,and
cause one extra wound level when they connect in a duel. These attacks are also harder to
block in a duel, receiving an extra -1 EF to parry or reposite. This option is next to useless
unless fencing with another blade wielding opponent.
Compound Strike (-2): This maneuver combines any sword attack with a series of feints to
trick an opponents defenses, making it an additional -1 EF to parry. It is a -2 EF to perform
but does not cause any more damage, but is much harder to parry since the total on the parry
would be -3 EF. It can also be combine with a normal strike, a specific blow, entangle,
disarm, slash, Disengagement/Taking the blade, or Lunge, with cumulative negatives to hit
and parry. All combinations cost only 1 attack, but only 1 compound can be performed per
action round.
Fleche/Balestra (0): These attacks involve the duelist moving rapidly into range from outside
hand to hand combat distance by using a running thrust or leap forward before the attack,
respectively. These attacks ignore the -2 EF moving into range penalty as long as an Evasion
EF=5 roll is successful. The fleche can be combine with a normal strike(thrust), feint, disarm,
specific blow or Disengagement/Taking the blade attack, with cumulative penalties and
effects but costing a single attack. The Balestra can be combine with a normal strike, slash,
specific blow, Lunge, feint, or entangle with cumulative penalties and effects, and still costing
a single attack. This maneuver is only of use against opponents also wielding weapons, and
gains no benefit when attacking unarmed opponents.
Lunge (-3): This attack uses the fencer's reach and entire body to strike a target with great
force. The foot work and length of arm and blade allow the fencer to ignore the -2 EF penalty
for moving into range. The attack suffers a -3 penalty to hit but causes 2 wound levels higher,
and 2 DC higher for thrusting weapons (rapier, foil, etc.) or 1 DC higher for slashing blades
(swords). Unlike other fencing maneuvers this can be used on unarmed, or non-blade
wielding opponents.
Inquartata (-2): This is a specialized form of dodge which allows the defender to gain the
advantage. The dodge works as a normal dodge for all purposes except that it is at -2 EF.
However if the QR of the dodge beats the attack QR, than the defender gains a free action or
attack with their blade. Unlike a reposite the defender must roll to hit with this new action.
Note that this specialized move can only be performed once in an action round, and is only
useful against weapons. Note also that the free action can be used for defense or movement as
well.
Wrestling
Dating back to the Roman era this sport is still practiced today in schools, and provides useful
combat skills, although limited in scope.
Attack form: Holds (+1 at PC=15, +2 at PC=25)
Special Attacks:
Holds: all lock, restrain, or incapacitate maneuvers are at an additional -1 EF to release from
a wrestler.
11
Damage inflicting holds(-1): All lock, restrain or incapacitate maneuvers can be attempted
at an additional -1 EF, so that in addition to other effects these inflict the normal HTH DC of
the wrestler. The initial quality rating determines damage in future rounds as well.
12
Martial Arts
Aikido
Aikido is a highly passive martial art concentrating on avoiding physical damage, and has
offensive capabilities based on catching an attack (Defense and Holds), and mis-directing
opponent momentum (Throws). However this martial art is only effective when others attack
the character since it relies heavily on attackers force for its special moves.
Attack forms: Defense (+1 at PC=15), Holds(+1 at PC= 25), & Throws
Special Attacks:
Knife hand Knock out (-1/-1): After a lock is achieved (1st attack) a knife hand strike may
be used to knock out an opponent ( 2nd attack) . This attack thus receives only -1 EF to knock
out, instead of the normal -4 EF.
Disarm(-1): Considering the highly defense nature of this style disarm attempts are made at a
+1 EF.
Block/Lock(-1): The Aikido artist is able to block an incoming attack by locking an
opponent's limb. This defense is handled in the same fashion as a reposite or Block/attack, but
only suffers a -1 EF (instead of -3). The lock can be maintained as per the the rules for Lock
Block/Throw (-2): Instead of blocking a blow directly the Aikido artist is able to direct the
attackers own force into a throw. This works identically to a Block/attack or reposite to
determine success, with a -2 EF applied to the attempt (instead of -3). However with a
successful Block/Throw the attacker is automatically thrown instead of counter-attacked.
Additionally the throw must be in the opposite direction of the attack, as if the attackers force
continued in one direction. This gives the defender little choice where the flip is directed.
attacks.
Judo
Judo is a easily learned style which balances defense with standard offensive options. It is a
good style to learn for basic self defense, but works well as a secondary martial art option.
Attack Forms: Throws (+1 at PC=15), Defense (+1 at PC=25)
Special Attacks:
Trip(-2): This standard option when performed successfully does actual damage depending
on the attacker's hand to hand DC and the QR of the attack (but is not considered a specific
blow for damage purposes).
Throw(-3): This restricted option does damage as outlined above for trips, but with one
wound level better when successful. If obstacles are also in the way, a +2 DC is added to the
successful throw.
Knockout (-3): This standard option receives a +1 EF to perform, for a total of -3 EF.
Jujutsu
Jujutsu is a pragmatic martial art which borrows aspects and maneuvers from many other
styles. The central philosophy is to gain victory by what ever it takes and thus many
maneuvers and attack forms are available to students of this style.
Attack Forms: Kicks or Punch (+1 at PC=15), Holds or Throws (+1 at PC=25). Note that
the character must choose what attack form receives a bonus at each PC. They still are able
to use the restricted maneuvers from the form they do not have a bonus in.
Special Attacks:
Breakfall (0): This is an alternative to attempting to block a successful strike to the acrobat,
instead the character rolls with strike to reduce the damage that will occur. This costs 1 action
in the round, and can only be performed once. Success is determined by an Evasion roll at
2xQR of the successful hit. The damage is decreased by one wound level with QR=4, 2
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wound levels with QR=3 or 2, and 3 wound levels with QR=1. This same skill can be used to
roll with a successful Trip or Throw with the same chance of succeeding based on an Evasion
roll at 2xQR of the throw. Success means that character does not have to spend an action to
use the Rise specific blow.
Drop Kick (-2): Can combine a dodge and kick into the same action/attack. A successful hit
against the opponent can be dodged by falling to the ground, followed by a Kick from the
prone position. This attack is resolved exactly as a Reposite or Block/attack.
Stun Attack (-2): This advanced hold allows the martial artist to attack a vital point of the
nervous system inflicting a stun effect on the victim. Unlike a normal stun, the EF of the
strength roll is equal to the QR of the attack.
Throw (-3): Throws cause damage as described in Judo.
Karate
Karate is a martial art which emphasizes power and speed to aggressively overpower an
opponent. The other aspect is mental discipline to utilize the power to break solid objects.
Attack Forms: Punch (+1 at PC=15), Kick (+1 at PC=25), & Movement.
Special Attacks:
Tamahiwara: The ability to break solid objects with ones hand, feet or head. A power punch
must be performed with a modifier (+5 to -2) based on thickness. Use common sense to assess
the results of success.
Leap Attack (-3): Uses the leap restricted maneuver as the first attack to close range. During
this leap an attack can be made with a damage class which is modified by 5-QR of the leap.
i.e. If a leap QR=3, than the attack during the leap would receive a +2 on its DC ( a punch at
B would be raised to a D). Can only be combine with punch, or a snap kick at the cost of only
one action for both leap and attack.
Stun Blow: Due to the power and precision of Karate punches and kicks any successful
strike has a chance of a further stun result. Any time a successful strike (D100) roll ends in a
'0', an additional stun result is added to the damage and must be overcome by rolling on
strength at EF=attack QR+4. This effect is in addition to any WILL resistance rolls due to
wounds or STR rolls from other stun results. i.e. If a 30 is required to hit and a 10 is rolled,
the QR=3 result roll ends in a '0'. Thus the victim must make a additional STR roll to resist
the stun at EF=7 (3+4), in addition to any other effects of the strike. At PC=20 the martial
artist scores an additional stun effect on a successful hit roll ending on a '0' or a '5'. This effect
is involuntary and applies to all kicks and punches of any difficulty (0 to -3 EF).
Kendo
At the introductory level this version of Japanese fencing is more of a combative sport,
however with further training and experience the art becomes quite a deadly style. However
the style requires large weapons to be effective and so is not the first choice of subtle agents.
Attack Forms: Weapon (+1 at PC=15, +2 at PC=25), Movement
Special Attacks:
Iai-Jutsu: The art of the fast sword draw only counts for the first draw of a blade from a
scabbard. Character must make a roll on a PC=(DEX+PER)/2+ HTH combat skill level, at
EF=3. The bonus on the draw is determined by 5-QR. i.e. a QR=3 Iai-Jutsu gives a +2 Draw.
Only those with PC=20 (as determined above) are able to use this skill, and those with PC=25
perform it with EF=4.
Power Parry (-1): If the quality rating of the parry is better than required there is a chance to
disarm metal weapons or break wooden ones. The opponent receives a Dex roll at EF=4-(#of
QRs over required to parry), to either keep their weapon or prevent it from being shattered.
The same move pulled on an unarmed opponent may cause damage according to the standard
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DC rating of the unarmed swordsman, the QR being determined by how good the parry was
(see reposite).
Grab/Slash (-1): Combines a grab with a free hand with a normal strike from the sword. The
modifier is -1 EF to hit (modified by Weapon PM), but receives +1 wound level. The grab is
assumed to be broken after the attack.
Weapons: Bokken (wooden replica of the sword), is most often used in Kendo as a sport.
DRAW:0 DC:+2 PC=15: Kantana (see Q manual), & Wakizashi (see Q manual). PC=20:
Over two handed bladed or blunt weapons may also possibly be used, or improvised in the
field. Bo staff (DRAW:-1 DC:+2), Spear/Naginata (DRAW:-1 DC+2 ).
Kung-fu
Many manifestations of this art exist emphasizing different attack forms and styles, including
various weapons. Besides the punch attack form a student of Kung-fu must choose what
elements the rest of the Kung-fu style emphasizes, which include better punch attacks (+2 at
PC=25), holds or weapons. These generic designations represent the most common types of
Kung-fu that agents will likely be taught, other rare forms emphasizing other attacks also
exist.
Attack forms:1) Punch ( +1 at PC=15, +2 at PC=25), & Weapon
2) Punch ( +1 at PC=15), Holds(+1 at PC=25), & Defense
3) Punch (+1 at PC=15), Weapons(+1 at PC=25), & Movement
Special attacks:
1) Style which emphasizes Punch attacks:
Uppercut (-1 ): Is at a -1 EF to hit, but increases DC by 1, the attack receives an additional -
1EF to block.
Roundhouse Strike (-2): Is at a -2 EF to hit, but increases wound level by 1 and DC by 1.
This attack receives an extra -1 EF to block.
Overhead Fore-Knuckle Fist (-3): This attack receives a -3 EF to hit, but increases wound
level by 2 levels, DC by 1, and pain resistance by -1 EF.
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skill from the displayers. If the onlooker has a higher skill than there is only an EF=1/2 that
they will be impressed. The on-looker receives a WIL roll at double the QR, failure means
they are intimidated and will receive a -1 EF in any HTH combat with the Kung-fu artist.
Weapons:
1) Spear (DRAW: -1, DC: +2), Swords (see Q-manual) or Staff (see Q-manual)
3) The Kung-fu artist is able to use various weapons and combinations in their style gaining
the weapon bonus. A particular weapon or combination may be chosen at PC=10, 15, 20, &
25. Spear (DRAW:-1, DC:+2), Sword (see Q-manual), Knife (see Q-manual), Paired swords
(see Q-manual), Nunchaku (see Q-manual), Paired Nunchaku (see Q-manual), Paired Sai
(DRAW:+1, DC:+1), +2 bonus to parry. Three sectional staff (Draw:0 DC:+2), +1 bonus to
entangle, Whips( Draw:+1, DC:stun only ), +1 bonus to entangle, Paired Whips ( Draw: +1,
DC: stun only),+1 bonus to entangle, and Whip & sword.
Tae Kwon Do
A martial art dedicated to hard strikes with the feet which is commonly taught as a offensive
style for military personal.
Attack Forms: Kicks(+1 at PC=15, +2 at PC=25), Punch, & Movement.
Special Attacks:
Butjapgo Chagi(0/-1): Is a combination Grab/ kick, where one opponent is grabbed while
another is hit with more momentum due to the leverage. Costs only one attack, but requires a
successful grab roll (0), followed by a specific blow kick at only -1 EF, receiving +1 DC (for
a kick) and 2 wound level increase. The grab can also be on a material object if required.
Reverse turning Kick (-2 or-3): Combines a dodge with a Kick, is resolved exactly like a
Block&Attack. The kick can be either a snap kick (-2 EF) or a kick (-3 EF), with appropriate
damage class bonus.
Flying Jump Kick (-4): This attack is actually an extension of the tables and represents the
restricted advanced maneuver for kicks. Receives a -4 to hit, but the damage is 3 wound levels
higher and the DC +1. It must be the first attack in a round, requires the attacker to be out of
HTH range before executing the attack and ignores moving into range penalties.
Flying reverse turn kick (-5) : exactly like the Flying Jump kick except the extra turning
increases the DC by one more class (total 3 wound levels, and DC +2).
Reverse turning Kick (-2 or-3): Combines a dodge with a Kick, is resolved exactly like a
Block&Attack. The kick can be either a snap kick (-2 EF) or a kick (-3 EF), with appropriate
damage class bonus.
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Jump Kick(-3): Is similar to a specific blow kick (-3 EF, +2 wound levels), but receives a +2
DC on the kick, instead of +1. This attack must be the first in the round.
Lightning Form: The kick boxer is able use all of their attacks/actions for a round in a single
initial attack on one opponent. Thus all of the attacks are rolled and determined before any
other characters are able to attack the kick boxer. This form must be the first attack in a action
round, and is all or nothing, so that the boxer has no chance to dodge or parry for the rest of
the action round. The attacks can include one specific blow, and any combination of other
easier kicks.
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New or Rare Martial Arts
Ninjitsu (Restricted)
Ninjas have been encountered in many James Bond movies, and have been popularized as
fantastic martial artists. Thus they are the only martial art I have given more mental and
spiritual powers due to their intense secret training, and should remain NPCs for the most
part. All Ninja must have Ninjitsu as both their primary and secondary martial art (as it is
designed below), meaning that Ninjitsu counts as 2 martial arts. Skills which Ninja should
have a high PC in are Disguise, Evasion, Fire Combat, Hand to hand combat,
Lockpicking/Safecracking, Mountaineering, Sixth Sense, & Stealth.
Attack form: Weapon (+1 at PC=15), Movement (+1 at PC=20), Kick (+1 at PC=25), &
Defense
Special Attacks: Roll/Knockdown (-2): This is a combined acrobatics maneuver which is
aimed at the legs of an opponent. It is at -2 EF to perform on the Evasion PC, and the effects
are exactly like a trip specific blow. However the Ninja is now behind the felled opponent.
This can be used in combination with a dodge, and is resolved the same as a Block/parry or
reposite attempt. Cartwheel: see acrobatics Backflip: see acrobatics. Leap attack(-3): see
Karate, except it can also be combine with a weapon attack. Critical/Death Blow
(assassination): When the Ninja attacks with surprise and/or from rear they have a chance to
inflict a mortal injury by hitting a vital area of the opponent. This effect is only available
when the Ninja has HTH combat skill level equal to 5 or greater. If a surprise or rear attack
succeeds and the D100 roll ends with a '0' than a critical strike is obtained. A critical strike
increases the wound level by 1 if the the Ninja is attacking either with surprise or from the
rear, however if she is attacking with both surprise and from the rear the wound level is raised
by 2. Ninja with HTH combat level of 12 or higher score a critical hit on a successful roll to
hit ending with either a '0' or a '5'. These attacks can be a strike with a weapon, punch or kick,
and can be from a regular attack (+0 EF), martial art attack (-1 EF), specific blow (-2 EF), or
restricted maneuver (-3 EF).
Special Abilities: Pain Resistance: Ninja receive +2 EF against all pain resistance rolls.
Awareness: Ninja receive +2EF on all PER or Sixth Sense rolls due to dedicated martial arts
training. Disguise: Ninja Receive +2 EF on generic disguises due to training of how to mimic
and pre-setup costumes. Escapeology: Ninja are able to loosen bonds and disjoint themselves
to escape capture. Primary chance is based on DEX + Evasion skill level, where EF is
dependent on the difficulty of the bonds.
Weapons: Ninjas can use their weapon bonus with two weapons automatically, and gain
another weapon to use with their bonus at PC=10, 15, 20, & 25. Ninja sword (DRAW:+1,
DC: +2, CON:+2), Knife (DRAW: +1, DC: +1, CON:-4), Kursai-gama, a Sickle with attached
chain with a weight (DRAW: -1, DC: +2, CON:+3 ), gains +1 to entangle and disarm
attempts. Kyoketsu-Shoge, A cord with a hooked blade fastened to one side, and a weighted
ring to the other (DRAW: 0, DC: +1, CON:-4 ), gains +1 EF to entangle and be used to as a
bola to effectively lock or restrain an opponent. Shikomi-zue, a bamboo staff with a concealed
blade in one end, allowing it to be used as a spear. (DRAW:-1 DC:+2). Shuriken (see Q-
manual). Blow Gun (DRAW: -2, DC:poison determines effects, CON:-2) Kawanaga, another
cord weapon with a grapple on one end and weight on the other. (DRAW:-2, DC: +1, CON:-
3). Entangle attempts at +1 EF, scaling small walls or barriers +2 EF on mountaineering. Can
be left as a trip cord for pursuers with a successful booby trap roll. Cat Claws, (functionally
same as Bagh Nakh, see Q-manual ), but gain +1 EF to mountaineering with out proper
equipment. Mouth Darts, needles that be carried in the mouth and spit. (Draw: +2, DC:stun
only, CON: -6), this weapon can be used to surprise an opponent with great effect and cause a
stun result. The QR of the attack equals the EF to resist the stun, which cannot be shaken by
high strength.
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Sumo (Restricted)
These massive wrestlers are nearly always in the top weight and height categories of the
game, close to 300 pounds (70 fame points, 10 Gen. points) and least 5'10', but usually over 6
ft. Additionally a character must have at least a 12 Strength, but more often will have 14 or 15
if they are professional. Sumo is only taught in Japan were it is an active sport, and the
combine size and strength requirements insure it is a restricted martial art. Due to physical
training and bulk Sumo Wrestlers receive a +2 EF on pain resistance and shake off rolls.
Attack Forms: Holds (+1 at PC=15), Throws (+1 at PC=25), & Punch.
Special Attacks: Body Block/knockback (-3): Due to the massive nature of the sumo wrestler
they are able to block an attack with their entire body, which also may knockdown the
attacker. The body block is resolved as a Block&Attack (-3) with success causing the normal
HTH DC of the sumo wrestler, and an additional trip effect. Only a successful dodge may be
used to counter all these effects, while a successful maintain balance allows the character to
remain standing but they still take damage. Power Block (-1): see Kendo. Bear hug (-3): The
Sumo wrestler uses their massive strength and bulk to restrain and crush an opponent in their
arms. The attack does damage depending on the wrestler HTH DC, and once achieved can
only be broken with a release, since the person is helpless to attack. For simplicity assume the
same QR rating is maintained for all following rounds, including damage inflicted. Maintain
Balance: Due to their massiveness Sumo Wrestlers are difficult to knockdown, and receive +2
EF on maintain Balance.
Tai-Chi Ch'aun
One of the most common martial arts in the world, since it used as a form of exercise for
many people. A character who studies this as a serious martial form (using an FOE) will gain
benefits from this highly defensive form, mostly with respect to spiritual and Chi
development. Players, unless they are very unusual should never have this as a primary form.
Attack Forms: Defense (+1 at PC=15), Luck* (QRx2-D6 at PC=25), Throws
*Luck: the best way to represent the improvement of Chi, is by increasing the characters luck
on a daily basis. When exercises are performed in the morning of each day an Evasion roll is
made at EF=5, the QR of this roll is doubled and D6 is subtracted to find how much Luck is
added for that day. These Luck points must be utilized by the end of the day or are lost. If the
result is negative no luck is gained that day. The EF may be modified at the discression of the
GM by adverse or peaceful environs.
Special Attacks: Open hand Push (0) As push attack (Table2), but it does the normal HTH
damage of the attacker and the victim is knocked back a number of feet equal to current Luck
points. Chao Jin: The character can focus Chi in helping defense and throws. Any luck points
spent for defense at the beginning of a round can automatically be used to improve the
quality rating of all defense, and throw maneuvers made that same action round. i.e. A
character who uses a luck point to improve a block by 1 QR, could than perform a push which
would be improved automatically by +1 QR and follow with another block at a +1 QR.
However, no QR=5 (failure) can be improved to a QR=4 after the 1st defense or throw by the
automatic +1 QR. Thus in the above example the first block could be improved from QR=5 to
4, but the subsequent throw or block would only be improved by +1 QR if they were actually
sucessful. This is obviously only an advantage to characters with a speed of 2 or higher, and
does not cover any maneuvers other than throws or defenses. Note Luck points can still be
used to improve individual QRs of throws or defences after the 1st action, but are not carried
over to improve subsequent actions. Itsutsu-No-Kata (0): Comlpex combination of circular
parries and dodges which can only be used against multiple opponents. No attacks or throws
can be made in the round this defense is chosen. Any attacks which succede against the
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defending character will be blocked by a circular parry (0) or muliple dodge(0). Resolved as
described under parry, block or dodge. The character may block up to 3xSpeed in sucessful
attacks by using this kata.
Scenario Ideas
1) Training: As mentioned previously a character with proper training can utilize their agility
(DEX) to learn advanced martial arts techniques (higher skill levels). Like James Bond on the
"You Only Live Twice" mission you may have a martial arts training school as part of an
adventure, which could include exposure to exclusive training of a particular martial arts
style. This could include bouts with other students, or potential assassination attempts by
infiltrators (as in the movie). Alternatively this idea could be used for an extensive scenario
centering just on the training of the character, and could detail the process and the characters
surrounding the teaching. To spice this idea up the scenario could be expanded by involving
the protection of the school, infiltration to a triad, or investigation of another student or
teacher. This is a good way of initially introducing Martial Arts fields of experience to the
game.
2) Blood Tournament: Characters with a high HTH combat PC and a martial art field of
experience may be invited to participate in a full contact martial art tournament in a far off
locale such as Hong Kong. Several rounds can be fought against opponents with any variety
of martial arts fields of experience or combat skill levels. In fact it is a good way to try out
some of the special moves presented in the advanced section. Additionally since the character
will likely meet dedicated martial artists, these characters may have further mental or spiritual
abilities making them even more deadly. If you also own the Ninjas & Superspies book there
are many unique and exclusive martial arts presented which could also be encountered,
although you will have to convert them to the 007 RPG. Lastly the inclusion of a dastardly
villain in the tournament is a must. The one time I ran this scenario I made it the first time that
the players encountered Skorpios as a spectator. His body guard Kushido was the toughest
opponent in the tournament, since he has a HTH combat PC= 27, a speed=3, a Strength of 14
and is a Ninja. When it became apparent that the one of the players was likely better than
Kushido, Skorpios hired thugs to try and do away with the character. Such chases and
subplots around the actual tournament become good grounds to maintain hero points on a day
to day basis between fights.
3) Assassination: In the characters business they will almost always gain a lot of enemies, one
of these enemies could higher a Ninja to due away with the character. A scenario could be
based on avoiding attempts on the characters life by such a trained individual, incorporating
many aspects of Ninja weapons and tricks upon each new encounter. Such encounters could
be to wear away a character's hero points until the final showdown is a true challenge of skill.
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