Martial Arts
Each Martial Arts style is taken as its own Skill; just as there are various 'Exotic Melee Weapon (X)' skills and 'Exotic Ranged Weapon (X)' skills, Martial Arts is effectively the 'Exotic Unarmed Combat (X)' skill. Each skill should be listed as "Martial Arts: {style}".
Each Martial Arts skill may have multiple customized "specializations", called Advantages and Maneuvers, in addition to their standard Specialization. Each Advantage is purchased at 1 BP or 2 Karma, and a character may have a number of Advantages equal to their base (Unaugmented) Skill rating. Each Maneuver is purchased at 2 BP or 4 Karma, and counts as two Advantages. Thus, a character with Martial Arts: Wrestling 5 may purchase up to five Advantages for that skill, or one Maneuver and up to three Advantages, or two Maneuvers and up to one Advantage.
Characters use their appropriate Martial Arts skill when executing Maneuvers purchased with that Skill. Once a character has learned a Maneuver for one Martial Arts skill, he may purchase the same Maneuver for additional Martial Arts skills at half cost (1 BP or 2 Karma). Re-purchased Maneuvers still count as two Advantages for determining the maximum number of Advantages and Maneuvers one may learn per Skill.
Maneuvers
Two Weapon Style - A character using this maneuver has trained to wield a second melee weapon in his off hand, or to perform fast, simple jabs with his unarmed fists. In order to use two weapons, each weapon must have a Reach of 0 or 1. So long as the character is wielding two weapons of the appropriate type(s), he may perform a Melee Attack or Full Defensive Parry with either weapon as a Simple Action at a -2 dice pool penalty. Each weapon may only be used once in an Action Phase, so if the character chooses to perform a Melee Attack with his left-hand weapon as one Simple Action, he may only perform another Melee Attack or Full Defensive Parry with his right-handed weapon. This maneuver may be combined with the Multi-Strike maneuver to reduce each dice pool penalty to -1.
Riposte - A character with Riposte who successfully parries or blocks a melee combat attack with 1 or more net hits may make an immediate attack on her attacker using the number of net hits achieved as their attack dice pool, even if it is not her Action Phase in the turn. Making a riposte is considered an interrupt action, however, and uses up the character's next available action. If the defender achieves 2 or more net hits on his parry or block, this maneuver may be combined with the Two Weapon Style maneuver to allow the character to make the riposte attack using his normal attack dice pool with a -2 penalty (-1 when further combined with the Multi-Strike maneuver).
What do you think, Sirs?