Some normal combat maneuvers can optionally substitute Martial Arts:

  • Block - Spears, other thrown objects, or arrows can be blocked with Dexterity + Martial Arts vs 8.
  • Disarm - Martial Arts 3+ allows Dexterity + Martial Arts vs 7.
  • Grapple (attack or defense), Reading an Opponent, Sweep (with leg) - Martial Arts can be used instead of Brawl.
  • Sweep (with weapon) - Specialty in Weapon Forms allows Martial Arts to be used instead of Melee.

Each dot of Martial Arts lets you learn two special maneuvers:

Maneuver Style Prerequisite(s) Attack Damage Damage type Notes
Counter Throw Soft Athletics 1 Dexterity + Martial Arts Strength + movement Bashing defensive action; if it beats attack roll, Throw as free action
Death Strike Hard Martial Arts 3 Dexterity + Martial Arts vs 5 Strength + 2 Lethal
Deflecting Block Soft Martial Arts 2, Athletics* 2 Dexterity + Martial Arts attacker's Strength (see notes) Bashing defensive action; if it beats attack roll, attacker rolls Dexterity vs 8 (fail = takes damage)
Dragon Tail Sweep Hard Athletics* 1 Dexterity + Martial Arts vs 8 opponent's Strength Bashing like Throw but need not grab first
Elbow/Knee Strike Either Dexterity + Martial Arts vs 5 Strength + 1 Bashing
Flying Kick Hard Athletics* 1 Dexterity + Martial Arts vs 7 Strength + 2 Bashing
Hard Strike Hard Dexterity + Martial Arts vs 5 Strength + 1 Bashing
Soft Strike Soft Dexterity + Martial Arts Strength + 1 Bashing
Joint Lock Any Martial Arts 2, Athletics* 2 Dexterity + Martial Arts 5 successes Lethal free action after Grapple
Nerve / Pressure Point Strike Any Martial Arts 3 Dexterity + Martial Arts vs 7 Strength + 3 Bashing if 3+ successes, opponent rolls Stamina vs 8 (fail = stunned for 1 turn, botch = stunned for 3 turns)
Snake Step Any Athletics* 1 Dexterity + Martial Arts vs 6 (Hard) or 5 (Soft) n/a n/a on success, free Dodge with +3 dice
Snap Kick Hard Dexterity + Martial Arts vs 5 Strength + 1 Bashing
Spinning Kick Hard Martial Arts 2, Athletics* 2 Dexterity + Martial Arts Strength + 3 Bashing
Throw Any Martial Arts 2, Dexterity + Martial Arts >= opponent's Dexterity Dexterity + Martial Arts vs 7 (Hard) or 6 (Soft) Strength + movement Bashing after Grapple or Counter Throw; if opponent was charging, +1 per 10 feet (max +10); if 4+ unsoaked damage, opponent rolls Stamina vs 8 (fail = stunned for 1 turn); throwing one opponent into another is +2 diff and does (first opponent's Stamina + movement) to second opponent
Thunder Kick Hard Martial Arts 3, Athletics* 2 Dexterity + Martial Arts vs 7 Strength + 3 + successes Bashing once per 5 turns
Vital Strike Hard Martial Arts 2 Dexterity + Martial Arts vs 7 Strength Lethal
Withering Grasp Soft Martial Arts 3 Dexterity + Martial Arts vs 7 Strength Bashing 3+ successes = opponent drops a weapon, 5+ = martial artist grabs it

* can substitute Acrobatics

Do (M20 426):

  • Can be used instead of Martial Arts for:
    • Standard maneuvers. -1 diff, unarmed does lethal if desired, can block lethal Brawl/Melee attacks.
    • Martial arts maneuvers (learning and using).
    • Not dirty fighting (M20 422).
  • Can learn one special Do maneuver for each dot beyond the first.
Maneuver Attack Damage Damage type Notes
Arrow Cutting Dexterity + Do vs 7 (deflect) or 9 (catch) as weapon as weapon caught projectiles can be thrown on next action; can't catch bullets
Hurricane Throw Dexterity + Do vs 8 Strength + 3 + successes Bashing
Iron Shirt n/a n/a n/a add Do to soak pool; can't soak more levels than Stamina
Kiaijutsu Stamina: Stamina vs Do vs 7
Terror: Manipulation vs Do vs (target's Willpower vs 3)
n/a n/a once per combat; Stamina gives +3 Stamina for 1 turn per success; Terror gives target +1 diff per success (max +3) to next action, exceeds their Willpower = stunned for 1 turn or driven to flee, multiple weak-willed opponents (Willpower 1-4) = 1 enemy flees per success
Eloquence Charisma + Do vs 8 n/a n/a successes add successes to next Expression, Leadership, Intimidation, or performance-based Art roll; requires a split action if not declared at start of turn
Plum Flower Blossom Dexterity + Do n/a n/a Double jumping distance or bounce between objects for 1 turn + (1 turn per 2 successes)
Soft Fist Dexterity + Do vs 7 as weapon + extra successes as weapon defensive action; if it beats attack roll, attack is deflected toward attacker or someone else
Ten Thousand Weapons Dexterity + Do special special non-weapons do (Do) bashing, bashing weapons do lethal, lethal weapons do +1 damage
Typhoon Kick Dexterity + Do vs 8 Strength + 5 + successes Bashing or lethal once per 5 turns
Weapon Art special special special requires Do >= Melee; one familiar weapon per Melee dot (-1 diff, bashing may do lethal, can use them for Arrow Cutting, can target bows or thrown weapons but not guns)

Source: M20 411, 420-422, 424-426, 428-430