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Chapter 7: Martial Arts [ | General Rules | Force | Grace | Reflex | ]
Martial Arts of Grace
Level 1 - Junior Student
Choose a combat technique.
+1 Parlay, Tumble.
Level 2 - Student
Choose a combat technique.
+1 Parlay.
+1 Ki.
Level 3 - Senior Student
Choose a combat technique.
The character receives a Ki Focus Technique.
+1 Fortitude.
+1 Ki.
Level 4 - Master
Choose a combat technique.
The character receives a Ki Focus Technique.
The character receives a Ki Focus Technique at the cost of 15 additional experience.
+1 Wisdom.
+2 Ki.
The character can spend 1 additional Ki per Action.
Level 5 - Grand Master
Choose a combat technique.
The character receives a Ki Focus Technique.
+1 Chakra.
+1 Parlay, +1 Tumble.
+1 Fortitude.
+1 Ki.
The character can spend 1 additional Ki per Action.
The character may purchase additional combat techniques at 10 experience each.
The character may purchase a Ki Focus Technique at the cost of an additional 15 experience.
Combat Techniques
Expectation: The character may use Parlay for defensive actions.
Will the Mind: The character is immune to the first Awkward penalty.
Wrist Lock: The character can lock the opponent's wrist in a successful parlay, making actions with that hand at a -4 difficulty. Combat rolls with
that hand get no combat bonuses for this round and the next.
Limb Lock: The character locks the limb of the person and holds them in place. The person must use Strength or Agility in a contest with the character's Strength or Agility (both combatants choose their stat). The character gets +5 in this contest.
Hip Toss: The character tosses the person in a successful parlay. The person must roll Resist Stun or be stunned if this technique was used as an attack. Otherwise, if used defensively,
this does not cost an Action.
Fooled Only Once: If the character failed his last defensive roll, he has +4 to this one.
Reed in the Wind: By spending 2 Ki, the character can add his Tumble bonus and reroll against the attack to do a successful tumble instead.
Leg Lock: Your character locks someone after a successful strike at the legs. This person must roll Resist Stun at -20% or is reduced to a crippled speed and cannot use leg attacks or run away
effectively for the rest of this round. This can be attached to any successful leg strike.
Empty Palm: Your character disorients someone after hitting them in the head. The person is Disoriented until the end of this round. This is not cumulative.
Stunning Blow: Your character hits someone in the head. The attack does no damage and instead the person is stunned. They must roll Resist Stun at -20%.
Ki Focus Techniques
Vital Category
Numbing Touch: The character makes a series of quick moves in succession, taking both his Turn and an additional action. This move costs 1 Ki and
must be an unarmed attack.
The area of the body the character touches becomes numb. When numb, the victim is Awkward with that limb on attacks (even if normally they would be
immune) but is not affected by penalties of Red damage in that area. If this attack is used again, the victim may not use the affected appendage at
all. If used on the victim's head, he may fall asleep (Resist Knockout at -40%). The effects of this attack last for the next three rounds of combat.
Bleeding Strike: The character knows how to tear and rend an already wounded area. The character can increase the blood loss by 1 on a wound by
spending 2 Ki in an unarmed attack. This change is permanent in the victim until the wound is treated. This attack cannot be used on the same area twice.
Sap: Sapping the opponent's will is also important in combat. The character knows how to hit vital points, regardless of where his strikes
might land. For 1 Ki, the character can wipe out 3 of his opponent's Ki during a successful physical attack. The opponents will
tire much quicker and find it harder to focus after being struck successfully. This must be an unarmed attack.
Ki Mastery: The character possesses tremendous harmony, able to spend an additional Ki on any action taken.
Master - Ki Flow: Using needles, the character can perform a ritual on the victim for 4 Ki total (spent over time, or if done unwillingly, requires 3
attacks each spending 2 Ki). The ritual will double the victim's healing rate from all wounds and allow for a complete and unscarred recovery.
This recovery can still be doubled or tripled yet again by medical techniques. It simply allows the victim's energy to flow properly.
The effects of this ritual go away after a week. This technique is normally used in conjunction with the one described above on critically injured
persons.
If used as successive attacks, the opponent cannot spend Ki or Chakra for the rest of combat. The only way to cancel this technique is to spend 1 Chakra (and that is all Chakra may be used for by the victim).
Master - Bleed Wounds: *this cannot be done on an area hit by bleeding strike or twice on the same opponent*.
The master opens up the wound and messes with the nerves located
deep in the wound (this attack costs 3 Ki). The wound won't stop bleeding, regardless of what the victim does. The blood loss continues unabated
until it kills the victim. This requires a medical surgery roll to even try and stop the blood flow (difficulty on skill roll: -6).
Peace Category
Mental Relaxation: The character can relax and come to see the situation from beyond his current perspective.
The character can add 2 to skill and stat target numbers involving mental stats. The character may also add 20% to
Resist Primal Nature, Resist Poison, or Resist Distraction rolls. This costs 1 Ki and is cumulative for one roll.
Spiritual Flow: The character must do this on his Turn. By focusing inwards, the character can regenerate 1
Ki as a default action instead of doing anything else.
Relax, Collapse: The character has learned how to take falls by relaxing and collapsing at impact. For 1 Ki, the character can fall an
additional 10 metres without taking damage.
Mind Over Energy: By spending 1 Ki every few minutes, the character is immune to the effects of temperature (unless actually boiling hot or arctic cold) and
feels no discomfort. As long as the character only uses a tick for any action, he may act through fire or freezing cold or even electrical currents without taking any damage.
Master - Mind Over Matter: By spending 1 Ki, the character can completely equalize his weight on an object. That means that the object is a
lot less likely to break, effectively reducing the character's 'weight' by about half. This allows the character to delicately
balance in areas and upon objects where normally it would have been impossible (such as thin branches). The character can also use this technique to jump
twice as high than normal. By spending 1 Ki, the character automatically succeeds at Resist Stun.
Master - Total Calm: The character spends 3 Ki; the character now recovers 1 Ki on each successful critical roll and at the end of
each round for the remainder of combat. This technique allows the character to use his calm to see the weaknesses in his opponents and to gather will and
strength from it. While active, this technique also gives the character an innate +40% to Resist Primal Nature. Useage of other Ki Focus techniques from
the Peace category will cancel this technique.
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