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TooB Martial Arts

Page history last edited by Michael 10 years, 7 months ago

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The Martial Arts skill is often used in combination with attacks or parries, normally Fist/Punch, Head Butt, Grapple, or Kick. The players and referee should agree on which attacks, parries, disarms, grapple features, etc. are appopriate to use with a specific style at a particular level.


     Example:  Sumo Bob may only use his Martial Arts with the Grapple skill.


For ordinary attacks, if the basic attack succeeds, and the attack roll was also equal to or less than the attacker's Martial Arts skill, double the number of basic damage dice (not the damage bonus from STR and SIZ). Thus Fist/Punch becomes 2d3, Headbutt 2d4, Kick 2d6.


Dodge Skill


Normally, characters may not attack if they Dodge; characters with Martial Arts skill may attack and Dodge if the attempt is also equal to or less than their Martial Arts skill. If the roll is over their Dodge skill, they do not avoid whatever attack; if the roll is over their Martial Arts skill, they may not attack -- if they have already attacked that round, the Dodge fails!


Normal characters may attempt multiple dodges in a melee rounds, but at decreasing chances of success -- in ordinary hand-to-hand melee, the decrease in Dodge skill per each attempt is 20%. If the Dodge skill roll is also equal to or less than the character's Martial Arts skill, the dodge roll isn't decreased. 




Characters with the Martial Arts above base skill are not bound by statements of intent in regards to making a parry.


Remember that Fist/Punch and Grapple can be used to "parry" Grapple attempts.


A successful barehanded parry using Martial Arts skill provides "armor points" equal to one-fifth of the Martial Arts skill, plus 2, in the location parried with -- plus any actual armor worn. If the parry was successful, the defender may choose which location to be struck on (normally the parrying body part).


Remember that long-hafted weapons do no damage to the parrying character -- only shields take damage from parrying these weapons.




When making a Precise Attack to disarm, if the attack roll is successful, and the roll is also equal to or less than your Martial Arts skill, you may also add your (Martial Arts % / 20) to the opposed test. Note that not all martial arts styles incorporate Disarm.




If performing a successful Grapple + Martial Arts attack, the attacker may attempt to:


  • immobilize the location grasped. No further Grapple attack roll is needed; add the attacker's and defender's (Martial Arts % / 20) to the opposed STR contest.


  • throw the foe. Throws may be attempted immediately (instead of waiting until next round), no extra Grapple attack roll is needed. Add the attacker's and defender's (Martial Arts % / 20) to the opposed STR+DEX vs. SIZ+DEX contest. For some styles, a failed throw will not result in maintaining the Grapple on the target.


Remember that Fist/Punch or Grapple can be used to parry a Grapple attempt.


Martial Arts with Weapons


Some weapons may assist in performing disarms, immobilizations, or throws. When doing so, add the weapon damage (not including damage bonus) to the opposed test.


     Example:  Inspector Chin, a practitioner of Eight Diagrams Fist, and follower of Guan Yu, uses his capture stick to immobilize foes.


Straightforward attacks with weapons do not benefit from Martial Arts skill. As a proposed alternate rule, for appropriate martial arts and their included weapons, a successful Martial Arts skill roll would double the rolled weapon damage, but only up to the weapon's maximum damage roll. This represents the martial artist's ability to use their superior knowledge of bio-mechanics, bio-physics and weapon characteristics to "get the most out of" a given weapon.


     Example: Wu Tang, Master of the Golden Lotus style of swordsmanship (which teaches the Ching Longsword as part of its' training), strikes Elder Sullied Illegitimate-Child with a normal (non-imapling) strike using a Ching Longsword (1d8+1), with a roll under his Martial Arts skill. For damage, he rolls 2d8+2, getting a 5 & a 4, for a total of 9+2, or 11. Since that yields a number greater than maximum, the result is reduced to maximum (9). Any damage bonus from STR + SIZ would be added normally.


Specific Martial Arts


Kuk Sool Won 

Krav Maga

Dao Gung 

Mystical Fu Powers


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