• BREAK

    after applying a lock, a cage fighter can attempt to break a limb. BODY (+Strong) + Skill vs. BREAK.
    If successful, opponent is injured. [-3 to attack / defense and initiative rolls.]

  • CLINCH FIGHTING / GROUND + POUND

    once a mount or thai clinch is established, all strikes get a Skill level damage bonus. | uncontested attack
    BODY [+strong] + Skill level damage.

  • RUSH COUNTER

    Cage Fighters get an automatic strike against Botched Rush attacks.

  • STRIKE / GRAPPLE COUNTER

    Brutal Defense against Botched strikes or grapples get an automatic Lock / Break attempt.
    Slick Defense against Botched strikes or grapples get an automatic Chokeout attempt.

  • TRANSITION

    once a clinch, mount, lock or choke has been established… a cage fighter can move seamlessly between these states without needing to reroll.

  • CHOKEOUT

    a sleeper hold.
    | BODY [+strong] |
    BODY [+strong] damage | opponent must make Willpower roll vs. BODY [+strong] roll to remain conscious each turn they’re in the choke.
    If victim is choked out, they lose a turn and you get an entire turn of uncontested attacks. They wake up next round.

  • DEFENSE

    bonus to Strike, Grapple + Rush Defense.

  • LOCK

    a limb trapping maneuver. once a lock is applied, you can go for a Break. | BODY [+strong]
    BODY [+strong] damage + automatic Break attempt.

  • MOUNT

    immobilizing hold where attacker is sitting on top of victim.
    BODY [+strong] to maintain mount.

  • SHOOT

    a lunging takedown. victim is taken off his feet and automatically mounted.
    REFLEX [+quick]

  • STRIKES

    punches. kicks. elbows. knees.  REFLEX [+quick]
    BODY [+strong] damage

  • THAI CLINCH

    grabs victim by back of head.  BODY[+strong] | skill level damage bonus to strikes while in clinch.