KarateJab: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength + Net successes halved and rounded down.(Opponent gets +2 difficulty to defend next strike if jab lands.)
Cross: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength+Net successes (+3 damage dice if performed after slipping a strike this turn.)
Mawashi Geri: Dexterity + Karate/MMA Difficulty; 8 Damage; Strength+Net successes (Your opponent must roll dex + ath difficulty 6 + successes as if they have been tackled to avoid being knocked down)
Kuzushi waza: Dexterity + Karate/MMA Difficulty; 7 Damage; None (A dodge with special effects. If you get MORE successes than your opponent they must roll dex + ath difficulty 6 + successes as if they have been tackled to avoid being knocked down)
Crane Kick: Dexterity + Karate/MMA Difficulty; 7 Damage; Strength+Net successes (Your opponent makes a perception or wits roll at difficulty 8. If they fail they get +2 difficulty to defend the Crane Kick)
Reverse Punch: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength+Opponent's net successes (If your opponent has attacked you this turn you add their net successes INSTEAD of yours to your damage roll.)
Stomp Kick: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength+Net successes halved and rounded down. (If your opponent is attacking this turn they receive a +2 difficulty to their next attack.)
Back Kick: Dexterity + Karate/MMA Difficulty; 6 Damage; Strength+2+Net successes (This is a regular kick that gives you extra damage)
Flying Side Kick: Dexterity + Karate/MMA Difficulty; 7 Damage; Strength+3+Net successes (If you miss this attack you are knocked down. If your opponent is hit by this kick they must roll dexterity + athletics + successes as if they were tackled)
Sweep Kick: Dexterity + Karate/MMA Difficulty; 7 Damage; Strength+Net Successes (If you score at least three successes your opponent is knocked down no matter what.)
TaekwondoSide Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage; Strength+2+Net Successes (A regular kick with extra damage.)
Body Side Kick: Dexterity + Taekwondo/MMA Difficulty; 5 Damage; Strength+1+Net Successes (A regular kick with some extra damage.)
Spinning Heel Kick: Dexterity + Taekwondo/MMA Difficulty; 8 Damage; Strength+3+Net successes (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 3 dice penalty on their next turn. If they botch they are stunned for a turn.)
Spinning Body Side Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage; Strength+2+Net successes (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 2 dice penalty on their next turn.)
Switch Kick: Dexterity + Taekwondo/MMA Difficulty; 6 (Your opponent makes a perception or wits roll at difficulty 8. If they fail they get +2 difficulty to defend the Switch Kick)
Leg Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage: NONE (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 3 dice penalty on their next turn. If this kick is checked successfully you must make the stamina check instead.)
Check Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage: NONE (Used to check a leg kick, see mechanics of leg kick.) Cannot be declared as an action change, must declare in initiative.
Hook Kick: Dexterity + Taekwondo/MMA Difficulty; 8 Damage: Strength + Net Successes (Opponent gets +2 difficulty to defend next strike if hook kick lands.)
Push Kick: Dexterity + Taekwondo/MMA Difficulty; 6 Damage; Strength+Net successes halved and rounded down. (If your opponent is attacking this turn they receive a +2 difficulty to their next attack.)
Jumping Switch Kick: Dexterity + Taekwondo/MMA Difficulty; 7 Damage; Strength+3+Net successes (Your opponent makes a perception or wits roll at difficulty 8. If they fail they get +2 difficulty to defend the Switch Kick)
Muay ThaiThai Clinch: Strength + Muay Thai/MMA Difficulty; 6 Damage; NONE (This is like a grapple except it allows you to elbow and knee your opponent while they are grappled. You must still split or use extra actions to knee and elbow while keeping the clinch.)
Elbow: Dexterity + Muay Thai/MMA Difficulty; 5 Damage; Strength+1+Net successes (An elbow performed in the Thai Clinch is at a -1 difficulty.)
Knee: Dexterity + Muay Thai/MMA Difficulty; 5 Damage; Strength+2+Net successes (A knee performed in the clinch does 2 extra damage dice)
Clinch Whip: Strength + Muay Thai/MMA Difficulty; 6 Damage; NONE (Each net success adds an extra die to your next knee or elbow from the Thai Clinch)
Question Mark Kick: Dexterity + Muay Thai/MMA Difficulty; 7 Damage; Strength+Net successes (Your opponent makes a perception or wits roll at difficulty 8. If they fail they get +2 difficulty to defend the Question mark kick)
Flying Knee: Dexterity + Muay Thai/MMA Difficulty; 8 Damage; Strength+3+Net successes (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 3 dice penalty on their next turn. If they botch they are stunned for a turn.)
Jumping Roundhouse: Dexterity + Muay Thai/MMA Difficulty; 7 Damage; Strength+3+Net successes (If you miss this attack you are knocked down. If your opponent is hit by this kick they must roll dexterity + athletics + successes as if they were tackled)
Roundhouse Kick: Dexterity + Muay Thai/MMA Difficulty; 6 Damage; Strength+2+Net Successes (A regular kick with extra damage.)
Body Roundhouse Kick: Dexterity + Muay Thai/MMA Difficulty; 5 Damage; Strength+1+Net Successes (A regular kick with some extra damage.)
Running Knee: Dexterity + Muay Thai/MMA Difficulty; 8 Damage: Str+Net Successes (If this attack is dodged or misses you are at a -2 difficulty to attack on the rest of the current and next turn. If this attack lands your opponent is stunned.)
BoxingJab: Dexterity + Boxing/MMA Difficulty; 6 Damage; Strength + Net successes halved and rounded down.(Opponent gets +2 difficulty to defend next strike if jab lands.)
Cross: Dexterity + Boxing/MMA Difficulty; 6 Damage; Strength+Net successes (+3 damage dice if performed after slipping a strike this turn.)
Hook: Dexterity + Boxing/MMA Difficulty; 6 Damage; Strength+Net successes (+3 damage dice if performed on the same turn as another successful strike.)
Uppercut: Dexterity + Boxing/MMA Difficulty; 6 Damage; Strength+Net successes (+3 damage dice if opponent slipped a strike this turn.)
Overhand: Dexterity + Boxing/MMA difficulty; 7 Damage; Strength+3+Net successes (Opponent rolls stamina difficulty 8. If they fail the stamina roll they receive a 3 dice penalty on their next turn.)
Parry: Dexterity + Boxing/MMA difficulty; 6 (A successfully parried strike offers the defender an extra two dice on their next roll.)
Cover Up: Dexterity + Boxing/MMA difficulty; 5 (This maneuver offers nothing special except you can block at difficulty five.)
Slip: Dexterity + Boxing/MMA difficulty; 5 (A dodge at a lower difficulty that activates other types of strikes. It can be an advantage and disadvantage.)
Turning In/Out: Dexterity + Boxing/MMA difficulty; 6 (halves the damage of a strike if you can achieve at least half of the successes your opponent got on his strike)
Bob and Weave: Dexterity + Boxing/MMA difficulty; 6 (This move works exactly like a desperate defense except you do not lose any dice for each extra dodged attack.)
WrestlingWrestling Clinch: Strength + Wrestling/MMA difficulty; 6 (This is just like a grapple. It does no damage but it is required for further wrestling maneuvers. You do not need to buy this maneuver as it is identical to a grapple.)
Transition: Strength + Wrestling/MMA difficulty; 6 (A grapple that changes your position on your opponents body. You can move from front to back or back to front when on your feet. When on the ground you can move in various ways depending on if you are on the bottom or top. You may get up at anytime if you are in top position, this still requires an action and can be reversed. Transitioning is done at a +2 difficulty for somebody without a ground based martial art.)
Transition Reversal: Strength + Wrestling/MMA difficulty; 6 (This may only be declared if you beat your opponent in initiative. If you beat your opponent in the contested roll you transition to the top position depending on what guard you are in.)
Deny Transition/Takedown: Strength + Wrestling/MMA difficulty; 6 (A simple defense against any transition or takedown. Works like a block. If you win, your opponent simply fails.)
Single Leg Takedown: Strength + Wrestling/MMA difficulty; 6 (If you succeed you and your opponent are considered knocked down and you are in top half-guard.)
Double Leg Takedown: Strength + Wrestling/MMA difficulty; 5 (If you succeed you and your opponent are considered knocked down and you are in top full guard.)
Crucifix: Strength + Wrestling/MMA Difficulty; 6 (You may only get to the Crucifix position from side control. When successfully in Crucifix your elbows are at a -2 difficulty.)
Suplex: Strength + Wrestling/MMA Difficulty; 6 Damage: Strength+Net successes (May only be performed from dominant standing back position. If you succeed you and your opponent are knocked down and you are in top side control.)
Body Lock: Strength + Wrestling/MMA Difficulty; 7 Damage: Strength+Net Successes (May only be performed from a standing front position. If you succeed you and your opponent are knocked down and you are in top side control.)
Stuff Takedown: Strength + Wrestling/MMA Difficulty; 5 Damage: NONE (You may only declare this if you've beaten your opponent in initiative. If you succeed in stuffing their takedown you and your opponent are knocked down and you are in top sprawl.)
Power Double Leg Takedown: Strength + Wrestling/MMA Difficulty: 8 Damage; Strength+Nets (If you succeed you and your opponent are knocked down. You are in top full mount position.)
JudoJudo Clinch: Strength + Judo/MMA difficulty; 6 (This is just like a grapple. It does no damage but it is required for further Judo maneuvers. You do not need to buy this maneuver as it is identical to a grapple.)
Transition: Strength + Judo/MMA difficulty; 6 (A grapple that changes your position on your opponents body. You can move from front to back or back to front when on your feet. When on the ground you can move in various ways depending on if you are on the bottom or top. You may get up at anytime if you are in top position, this still requires an action and can be reversed. Transitioning is done at a +2 difficulty for somebody without a ground based martial art.)
Deny Transition/Takedown: Strength +Judo/MMA difficulty; 6 (A simple defense against any transition or takedown. Works like a block. If you win, your opponent simply fails.)
Outside Trip: Strength + Judo/MMA difficulty; 5 (Can only be done if you are in control of the clinch. If you succeed you and your opponent are considered knocked down and you are in top side control)
Inside Trip: Strength + Judo/MMA difficulty; 4 (If you succeed you and your opponent are considered knocked down and you are in top full guard.)
Hip Toss: Strength + Judo/MMA difficulty; 6 (May only be done from front position. If you succeed you and your opponent are knocked down and you are in top side control.)
Over the Shoulder Toss: Strength + Judo/MMA difficulty; 6 (May only be done when your opponent has the standing back position. If you succeed you and your opponent are knocked down and you are in top side control.)
Powerful Judo Toss: Strength + Judo/MMA difficulty; 7 damage; Strength+Net successes (If you succeed your opponent is knocked down and you may choose to take side control or stay on your feet.)
Americana: Strength + Judo/MMA difficulty; 6 damage; none or lethal (Only performed from Top Crucifix or Top Side Control. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
Kimura: Strength + Judo/MMA difficulty; 6 damage; none or lethal (Only performed from Bottom Full Guard or Top Side Control. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
Triangle Submission's: Strength + Judo/MMA difficulty; 6 damage; none or lethal (Only performed from Bottom Full Guard, Side Control or Full Mount. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
Brazilian Jiu-JitsuPull Guard: Strength + BJJ/MMA difficulty; 5 (If you succeed you and your opponent are considered knocked down and you are in bottom full guard.)
Transition: Strength + BJJ/MMA difficulty; 6 (A grapple that changes your position on your opponents body. You can move from front to back or back to front when on your feet. When on the ground you can move in various ways depending on if you are on the bottom or top. You may get up at anytime if you are in top position, this still requires an action and can be reversed. Transitioning is done at a +2 difficulty for somebody without a ground based martial art.)
Transition Reversal: Strength + BJJ/MMA difficulty; 6 (This may only be declared if you beat your opponent in initiative. If you beat your opponent in the contested roll you transition to the top position depending on what guard you are in.)
Deny Transition/Takedown: Strength + BJJ/MMA difficulty; 6 (A simple defense against any transition or takedown. Works like a block. If you win, your opponent simply fails.)
Anaconda: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Top Sprawl. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
D'Arce Choke: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Bottom Side Control. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
Guillotine: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Performed from Bottom Full Guard and Top Sprawl. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
Heel Hook: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Top Full Guard. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
North/South Choke: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Top North/South. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
Twister: Strength + BJJ/MMA difficulty; 6 damage; none or lethal (Only performed from Bottom Half Guard. You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the submission and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they must tap. If the person performing the submission does not release after their opponent taps this maneuver starts to inflict Str+Net successes lethal damage.)
Brazilian Jiu-Jitsu practitioners may learn any submission from the submission list. (Not yet created)
Lethal and Illegal Martial Arts
Vale Tudo
Groin Strike: Dexterity + Vale Tudo/MMA + Dexterity at difficulty 7 damage; Strength+2+Net successes/B (2 unsoaked damage means your opponent is immobilized for a turn and cannot do anything other than moan in pain and try to recover.)
Knuckleslam: Dexterity + Vale Tudo/MMA difficulty; 7 Damage; Strength+1+Net successes/L. (Getting 5 successes result's in an opponent's windpipe being injured. They temporarily (or permanently) get the Mute flaw and without any treatment can suffer from Hypoxemia as the oxygen flow is interrupted and without proper treatment, can result in their organs shutting down due to insufficient oxygen.)
Nasty Knee: Dexterity + Vale Tudo/MMA difficulty; 8. Damage; Strength+2+Net successes/L (If you get higher than 6 successes in the initial roll, your opponent's skull is damaged and they suffer from external bleeding and their brain starts swelling which isn't good and may result in death. They may get the brain damage flaw.)
Choking: Strength + Vale Tudo/MMA difficulty; 8 Damage (You roll your strength+nets versus your opponent's strength. If your opponent wins they escape the choke and can continue with their action if they have one. If you win your opponent must roll stamina at difficulty 8. If they fail they pass out. If the person performing the choke does not release after their opponent passes out this maneuver starts to inflict Str+Net successes lethal damage.)
Nose Strike: Dexterity + Vale Tudo/MMA difficulty; 8, Damage; Strength+Net successes/L (If your opponent applies 2 or more lethal damage from this move their nose starts bleeding. If they apply more than 3 lethal damage their nose is broken.)
Eye gouge: Dexterity + Vale Tudo/MMA at difficulty 9. Damage; Strength+3+Net successes/L (Getting 5 successes on the initial roll and more than 4 lethal damage being applied means your opponent is blinded. They may get a temporary or even permanent version of the blind flaw.)
Takedown: Strength + Vale Tudo/MMA difficulty; 6 (If you succeed you are your opponent are knocked down and you end up in top full guard.)
Horseshoe: Dexterity + Vale Tudo/MMA difficulty; 6. Strength+3+Net successes/L (If your opponent escapes your grasp your knee will hit the ground and you will suffer the consequences by taking 3 bashing.)
Face Slam: Dexterity + Vale Tudo/MMA difficulty; 6. Damage; Strength+3+Net successes/B (This maneuver can be classified as a form of blunt force trauma.)
Finger Break: Dexterity + Vale Tudo/MMA difficulty; 7 Damage; Strength+2+Net successes/L (Getting above 4 successes on the initial roll denotes a boxer's fracture. That imposes +2 difficulty on your opponent for any action involving the fractured hand and can worsen with no medical treatment.)