Martial Arts Rules

Any character can purchase a martial art for which they possess the minimum requirements and prerequisites for 5 CP at character generation. Any character with Unarmed Combat 50+ receives a free Martial Art.

Techniques are special maneuvers that can be used whenever the character rolls a critical success (doubles) on an attack or defense roll (as specified by the technique) or spends a point of Moxie.

Switching between multiple styles (and, thus, multiple Technique sets) requires a Quick Action.

Arete Combat System

Developed by the Ultimates on Xiphos, the Arete Combat System is a rare, niche system of unarmed combat designed for use by the Ultimates as a last resort when disarmed. The combat style emphasizes rapid, lethal solutions to combat situations, and training is remarkably harsh - putting the trainee through simulations and "live fire" combat exercises which kill a small percentage of students each year.

Minimums: Unarmed Combat 40, Ultimate Faction


Damage with unarmed combat weapons is increased to (SOM/5)


Ares Obrimos. You may make a second attack against an opponent within one meter of your initial target, as though you had attacked with a Complex Action.
Ares Invictus Your opponent must pass a SOMx3 test or fall Unconscious as though he had taken 2 Wounds.
Musevni's Gambit When you roll a critical success on your initiative roll, you may opt not to go first - instead treating the result as a normal initiative result. If you do, you gain a +30 on your attack, as though you had used a Complex Action to aim.
Kinesthetic Efficiency Your speed is increased by 1 until the end of this turn.
Harrying Attack In addition to normal damage, your attack renders one of your opponent's senses inoperable until repaired through medicine (or other skills as appropriate).

DirecTech Combat Training

Developed by Direct Action, this martial art is a popular style among soldiers and “serious” fighters, incorporating a variety of close-combat techniques. Direct Action tends to be very protective of their copyrights on the style, requiring increasingly high fees and even indenture for those who seek to learn the style.

Minimums: Unarmed Combat 35, Edged Weapons 30, Clubs 30, Kinetic or Beam Weapons 20


You treat Unarmed Combat as a synergy skill for Edged Weapons and Clubs.


Submission. A critical success on an Edged Weapons or Clubs roll allows you to use your attack roll as a subdual attack against the same target.
Close Quarter Combat. A critical success on a ranged attack at short range allows you to follow up with a second attack using your gun as an improvised club against a target within one meter of you.
Combat Analysis. You gain the advantages of Aiming on your next Unarmed Combat, Edged Weapons or Clubs attack against the same target.
Lacerate. You can cause minor but profuse bleeding with your critical success on an attack, causing the target to bleed even if they haven't suffered a wound.
Follow Through. If you opted to take a Complex Action to attack multiple opponents, you may opt to use your critical success (-20 of course) to attack your second opponent rather than rolling again.


Developed on Mars, Kaseininjutsu has grown in popularity among the martial arts community due to its extreme efficaciousness in low gravity environments. The style emphasizes throws and acrobatic redirection over strikes and weapon fighting, and its practitioners are known for their stunning displays of athleticism – relying on a familiarity with the effects of low gravity to assist in avoiding attacks.

Minimum: Unarmed Combat 25, Fray 20


Counts as a Fray specialty “In low gravity”
Knockdown only requires success, not exceptional success.


Shuffle. When you critically succeed on a Fray roll, you can immediately move as though you had made a running jump in any direction of your choosing. This does not count against your normal movement.
Whip Around. When you critically succeed on a knockdown/knockback roll, you can opt to throw your target into another enemy. This second enemy must make a SOMx3 roll or be knocked down as well.
Retribution. When you critically succeed on a Freerunning or Fray roll against a melee combat attack, your opponent is thrown back as though they were knocked back by an attack. This technique can only be used in Full Defense.
Floor Routine. If you are subject to a full auto ranged attack and critically succeed on your Fray or Freerunning roll to avoid it, you may select one other target of the same attack, who can use your Fray score as though it were your own in order to avoid the attack.
Shelling the Martian Oyster. Not only does your knockback/knockdown attack succeed and do damage, but it also unclasps an important strap or connector in your opponent's armour, reducing it's effectiveness until the target takes an action to make the necessary adjustments. Your target's armour is reduced by half.


This ancient collection of martial arts styles from pre-Fall earth has been preserved into the modern day through the efforts of a handful of traditionalist Triads who maintain their personal training regimes in the strictest secrecy. Though there were originally numerous kung-fu styles in the hey day of the art, most modern kung-fu practitioners develop proficiency in a number of styles and techniques.

Minimum: Unarmed Combat, Edged Weapons or Clubs 25


Called Shots with Unarmed Combat, Edged Weapons and Clubs do not require an exceptional success and only suffer a -5 penalty.


Way of the Iron Fist. Your critically successful punch or knockdown attack is also a subdual attack, using your combat roll as the roll to subdue.
No Shadow Kick. This devastating kick knocks your opponent back 1 foot for every 20 MoS and deals +5 damage.
Dim Mak. Your attack strikes key vital points, causing your target to test against Will x 3 or be disoriented and stunned until your next action.
Buddha Palm. A critical success on a Fray roll allows you to redirect the attack made against you, causing your opponent to apply the attack against another target of your choosing, who suffers a -10 penalty to their defense.
Five Point Exploding Heart Technique. A critical success with an Unarmed Combat roll causes at least one wound, regardless of damage (note, this is a minimum, not an additional wound)

Mixed Martial Arts

Toward the end of the 20th century, the myriad martial arts of Earth began to merge as practitioners realized that it was better to define your own style rather than rely on the strengths – and weaknesses – of any specific form of unarmed combat. By the time of the Fall, this was the most widely practiced martial art on Earth, and out-lived many of the regional arts that vanished when their practitioners died during the Fall.

Minimum: Unarmed Combat 30


The penalty for attacking multiple opponents as a Complex Action is reduced from a cumulative -20 to a cumulative -5.


Sweep. Your attack knocks your opponent off balance, causing them to suffer a -5 penalty to Fray per 10 MoS until they take a Quick Action to steady themselves.
Barrel Through. MMA fighters develop two skills: the ability to use the environment as a weapon and the ability to push the momentum of their attacks. A critical success on the attack arms you immediately with the nearest available improvised weapon, which you can attack with using Unarmed Combat (at a -20 penalty) as a second attack at the end of the current combat round.
Trap. MMA emphasizes footwork and trapping an opponent's attacks. A critical success on a Fray roll allows you to limit your opponent's attack options: he cannot split his attacks between you and any other targets until your next round, and he suffers a -10 penalty to Fray until HIS next round.
Flying Knee. On a critical success on a Complex Action attack for targeting multiple opponents, you can ignore the 1 meter range maximum, replacing it with your running jump distance.
Throat Submission. A critical success on a subdual attack, you instead cause your opponent to asphyxiate.

Steel Monkey

The Steel Monkey style was born on the martial arts tournament circuit and popularized by fighter Vincent “Apes” Apachinni, an uplifted ape who perfected the style as an extension of his Neo-Hominid morph's capabilities. Though difficult for many transhumans to learn, the style's utilitarian nature makes it somewhat popular for security personnel who make extensive use of the style's emphasis on subdual and control techniques.

Minimum: Unarmed Combat 35 (25 if Uplifted primate)


Counts as a specialty in Unarmed Combat “When in Neo-Hominid morph”
Subdual only requires success, not exceptional success.


Monkey Dance. Taking advantage of your longer reach, you land a blow without having to close on your opponent. Your opponent's next melee attack is penalized by 5 for every 10 MoS.
Monkey Steals the Peach. This technique can be used on a subdual attack, not only does the attack do normal unarmed damage (as with a regular critical), the target is immediately relieved of any item carried in their appendage. The martial artist can take possession of this weapon or allow it to drop to the ground.
Transposition. If the character scores an Exceptional success on a roll made to subdue a target, they can shift positions with the grappled target, forcing him to take damage from the next attack targeted at the martial artist.
Clever Monkey Strike. If the martial artist achieves a critical success on a normal Unarmed Combat or Clubs attack but fails the roll due to being lower than his target's Fray roll, he may apply his roll as a second, subduing attack against the same opponent.
Stunning Fist. The Martial Artist's attack causes the target to be disoriented, just as though they had suffered trauma.