System Reference Document

ADVANCED TECHNIQUES 

Advanced Technique

# of Picks

Prerequisites

Use Limit/
Cost

Benefits

Blade Dance

3

Blades Expert

3 Health

You can divide the damage from a normal Blades Attack however you choose between the primary target and any number of other targets that are within Speed yards. Blade Dance can’t be combined with other Techniques; you must declare that you are using Blade Dance before making the Attack Roll.

Bullet Time

1

Dodge

2 Health

By spending 2 Health, you can add +4 to your Speed for the purpose of any Dodge Test you make versus a Ranged Attack.

Counter Attack

3

Expert in Blades, Clubs, or Brawling

 –

Whenever you’re hit with a Melee Attack, you get a free Melee Attack against the attacker at a -1 Penalty at the end of the Turn in which they hit you.

Dual Strike

1

Ambidexterity

Daily

Once per day, you can Attack with two equipped melee weapons at a +4 Bonus instead of the usual -1 Penalty. Both attacks must be made against the same target. If using Frenzy, instead you make FOUR attacks at a +2 Bonus.

Equilibrium

1

John Wu Special

Daily

Once per day, you can fire two pistols and receive a +4 Bonus to each Attack. You can split these attacks up however you see fit among available targets. If using Frenzy, you make FOUR attacks at a +2 Bonus.

Frenzy

2

Blitzkrieg

 –

You can give up your Move Action to Attack twice in a Turn. Each Attack is made at a -2 Penalty.

Impaler

2

Strength 7+; Batter Up

3 Health

When armed with any melee weapon capable of penetrating an opponent’s body (such as a broken pool cue or a sword), you can spend 3 Health and a Full Turn Action to make a Melee Attack at -2 to hit. This attack does triple damage if it hits, and the target may not Counter Attack.

Improved Critical Attack

2

Critical Attack

 –

Whenever you roll a natural 12 on an Attack Roll, you automatically deal double damage.

Killing Hands

1

Expert Brawler; Strength 7+

 –

If you choose, your Unarmed Attacks can inflict lethal damage instead of subdual damage.

Lethal Strikes

1

Killing Hands

 –

 Your Unarmed Attacks deal +1d6 extra damage. You may pick Lethal Strikes up to three times, gaining this benefit each time. Note, this Technique is more appropriate for campaigns at the Comic Book/Anime Power Level. Inclusion of this Technique is at the GM’s discretion.

Matrix

1

Dodge

2 Health

By spending 2 Health, you can add +4 to your Speed for the purpose of any Dodge Test you make versus a Melee Attack.

Neck Snapper

3

Killing Hands; Lethal Strikes; Critical Attack

5 Health

If you roll a natural twelve on an Unarmed Attack Roll, your target’s Health is immediately lowered to its death threshold. Some powerful enemies may be immune to this instant-kill ability.

One-Punch Knockout

2

Expert Brawler; Critical Attack

 –

If you roll a natural twelve on an Unarmed Attack Roll, your target’s Health is immediately lowered to its K.O. threshold, if it has one.

Sniper

3

Longshot and either Boom!Headshot, Kneecapper, or Trick Shot

 –

When using a scoped weapon (such as a sniper rifle), ignore the to-hit Penalties for making Boom!Headshot, Kneecapper, and Trick Shot Attacks.

Stealth Kill

2

Master of Stealth

 –

If you are undetected (i.e. if you win a contest where you roll 1d6 + Speed + Stealth versus an enemy’s 1d6 + Wits + Awareness) at the start of a combat and armed with a one-handed melee weapon (such as a combat knife or blackjack), your Attack hits automatically for double damage.

Too Damn Fast

1

Reposition; Speed 7+

 –

Add 1d6 to your Initiative roll. You may pick Too Damn Fast up to three times, gaining this benefit each time.