The block simply places the forearm of the defender into the path of an on-coming punch or kick. This maneuver can be used while grappled, so long as the arms are free, without the 2 penalty dice. For every two success more than the attacker’s successes, the attacker will receive 1 HP of damage to the their arm.
This is your typical punch. This maneuver can be used while grappled without the 2 penalty dice.
The Jab is a nuisance punch designed to keep a opponent at bay. It is performed by moving the arm quickly from a partially extended state to fully extended state. The jab always goes before other maneuvers. If left unblocked each success will add 1 penalty die to the opposition’s attack.
The back fist is a strike to the body of face with the back of the knuckles. This maneuver can be used while grappled without the 2 penalty dice.
A rabbit punch is a blow to the neck or to the base of the skull. It is considered dangerous because it can damage the cervical vertebrae and subsequently the spinal cord, which may lead to serious spinal cord injury or even death. If the opponent has the ability to defend themself it is an extremely hard maneuver to execute and has a target number of 5.
A strike with the bottom of a clenched fist, using an action like swinging a hammer, but can also be used horizontally like a backfist strike using the bottom fist. This maneuver can be used while grappled without the 2 penalty dice.
This attack is the common untrained hand strike. It is a long circular attack with the entire body behind it. It is a knock-out blow. Because of the amount of time this attack requires, it is easy to defend against. Skilled defends (those with any martial arts skill above 2) will gain 2 bonus dice defending against this strike.
To perform this maneuver the character spins 180° to 360° raising both their leg and arm and then striking with a back fist. It has a built-in feint. First roll for a feint, and then resolve the attack normally.
This maneuver sets up another maneuver. If the attacker wins, the defender will get a +1 bonus die for every net successes on the next maneuver. If the defender wins, the attacker will get a -1 penalty die for every net successes on the next maneuver.