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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Skills / Martial Arts

Martial Arts

You fight up close with hands, feet, elbows, knees and anything else you can bring to bear.

With 1 or more ranks, your Unarmed Strikes deal 1d4 + your Might, rising with your ranks (table below); without a rank, unarmed strikes deal 1 + your Might.

RanksUnarmed damage
11d4
2–31d6
4–51d8
6–71d10
8–92d6
10–112d8
122d10

For every 2 ranks you gain in this skill, choose 1 weapon technique that goes with it (see Weapons & Armor, Weapon Techniques).

Forced movement. Shove and other effects can force a creature to move. When an effect forces you to move, or you start falling, the effect sets the distance, not your Speed. Because you aren't choosing to move, it doesn't trigger reactions that trigger on movement.

Actions

Grapple (Attack)

Requires: At least one free hand; the target is no more than one size larger than you.

You try to grab an opponent with your free hand. Roll Martial Arts opposed by its Martial Arts, Athletics or Sleight of Hand. You can also Grapple to keep hold of a creature you've already grabbed.

Critical Success: The opponent is Restrained until the end of your next turn, unless you move or it Escapes (1 Action Point, a Might save).

Success: The opponent is Grabbed until the end of your next turn, unless you move or it Escapes.

Failure: You fail to grab it. If you already had it Grabbed or Restrained with a Grapple, those conditions end.

Critical Failure: If you already had it Grabbed or Restrained, it breaks free. It can then grab you (as if it had Grappled you successfully) or make you fall Prone.

Shove (Attack)

Requires: At least one free hand; the target is no more than one size larger than you.

You push an opponent away from you. Roll Martial Arts against its Might save. Being shoved is forced movement: the effect sets the distance, not the creature's Speed, and it doesn't trigger reactions to movement.

Critical Success: You push the opponent 10 feet away from you. You can push it farther by moving with it in the same direction, up to your remaining movement this turn.

Success: You push the opponent 5 feet away from you. You can push it farther by moving with it in the same direction, up to your remaining movement this turn.

Critical Failure: You lose your balance and fall Prone.

Trip (Attack)

Requires: At least one free hand; the target is no more than one size larger than you.

You try to knock an opponent off its feet. Roll Martial Arts against its Reflex save.

Critical Success: The target falls Prone and takes 1d6 bludgeoning damage.

Success: The target falls Prone.

Critical Failure: You lose your balance and fall Prone.

Disarm (Attack, Trained)

Requires: At least one free hand; the target is no more than one size larger than you.

You try to knock something out of an opponent's grip. Roll Martial Arts against its Reflex save.

Critical Success: You knock the item out of its grip; it falls to the ground in the opponent's space.

Success: You loosen its grip. Until the start of its turn, attempts to Disarm it of that item have 1 level of Advantage, and it has 1 level of Disadvantage on attacks with the item and other checks that need a firm grip on it.

Critical Failure: You lose your balance and are Off-Guard until the start of your next turn.

Unarmed Strike (Attack)

You attack one creature within reach with a fist, foot, head or another part of your body: roll Martial Arts against the target's chosen defense. Untrained, an unarmed strike deals 1 + your Might; with Ranks in Martial Arts it deals more (1d4 at 1 Rank, 1d6 at 2–3, 1d8 at 4–5, 1d10 at 6–7, 2d6 at 8–9, 2d8 at 10–11, 2d10 at 12). If Unarmed Strike is your Martial Arts specialization, pick two of Grapple, Shove, Trip and Disarm; for 1 Strain you can add one of those maneuvers' effects to an Unarmed Strike.

Critical Success: You deal your unarmed damage plus twice your Might or Reflex (your choice).

Success: You deal your unarmed damage plus your Might or Reflex (your choice).

Critical Failure: Something goes wrong, as the GM decides; usually you provoke an opportunity attack from the target.