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Chapter 7: Martial Arts


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Martial Arts of Reflexes

Level 1 - Junior Student
  • Choose a combat technique.
  • +1 Dodge.
  • +1 Ki.
  • Level 2 - Student
  • Choose a combat technique.
  • +1 Dodge, Evade, Quick Parry.
  • +1 Initiative.
  • Level 3 - Senior Student
  • Choose a combat technique.
  • The character receives a Ki Focus Technique.
  • +1 Agility.
  • +1 Evade, Dodge.
  • +1 Initiative.
  • +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 Agility.
  • +1 Speed.
  • +2 to two defensive combat bonuses of your choice.
  • +2 Initiative.
  • Level 5 - Grand Master
  • Choose a combat technique.
  • The character receives a Ki Focus Technique.
  • +2 Initiative.
  • Interval lowered by 1.
  • +1 to all combat bonuses.
  • +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 additional Ki Focus Techniques at the cost of an additional 15 experience.

  • Combat Techniques

    Eight Eyes: Drawing and using a weapon can be done as part of the same action (which takes 1 tick longer).

    Marksman: The character's Effective Range and Max ThD. is increased by 20 metres.

    Lithe: The character is immune to the first Awkward penalty.

    Light Feet: The character stays light in combat, getting +1 to his Actions, +1 Initiative, +1 Evade.

    Precision: The character is immune to one penalty from a Necessary called shot.

    Light Hands: The character stays light in combat, getting +1 to his Actions and +1 Initiative, +1 Dodge.

    Return Dodge: You can now make a successful Return Defense using Dodge.

    One Step Ahead: By spending 1 Ki, the character can add his Tumble bonus and reroll against the attack to do a successful tumble instead.

    Circular Dodge: Your character's dodge may be a flip or otherwise, but you end up behind your opponent. This may require a successful Acrobatics or similar skill roll.

    Multiple Dodge: Your character need only make a single dodge roll with 1 action to have Multiple Defense active until your next turn. Anyone attempting to attack you in that time must beat this dodge roll to successfully hit you. This may require a successful acrobatics or similar skill roll, depending on how you approach the action taken.

    Ki Focus Techniques

    Stealth Category

    All stealth abilities require Stealth at Level 4 or higher before they work automatically as dictated below. If a stealth art fails or is suspected by the fooled, the character gets +3 to his Stealth roll to conceal himself somewhere else before he is noticed.

    Silent Steps: For 1 ki every round or five minutes, the character can silently move anywhere. He may break the surface of the water to enter or exit silently. The character is simply undetectable. Unless the area he is in is being carefully watched, he is automatically unnoticed by everyone around him (as long as the area isn't entirely open).

    The character also knows how to camouflage. Once the character finds an appropriate hiding place, the character may hide there easily. The character must make a successful Balance roll in order to stay in place. While the character is doing this, he does not regenerate Ki. However, the character may maintain this state of concealment for days if necessary, completely above suspicion unless someone gets very close and is looking for intruders.

    Rapid Hands: The character can expend 1 Ki on an action to move his hands faster than the eye. The character adds +2 to skill rolls (which are broken for the roll) involving this single move (pick pockets, sleight of hands, and other sneaky motions). His hands can in fact move so fast that for a single action that he can unleash a jab as his action on an opponent who has -8 to defend against it.

    Dislocation: The character learns to dislocate the bones in his body, allowing him to escape from even more difficult situations. +3 to any rolls that require intense body movement (such as Agility checks or Acrobatics). This costs 1 Ki. The character requires a full round to relocate his bones so he may carry on. This maneuver also allows the character to fit through incredibly small spaces and maneuver around security devices which may seem impossible to avoid. Using this ability can also reduce all his blood loss to a mere 1 for 1 Ki per round/minute.

    Disappear: The character causes a distraction in the blind spot of the victim, allowing him to simply disappear. At that point, the character makes a stealth roll to be somewhere unexpected. This ability only works if you are not in a completely open area. The character's speed or agility must be higher than the victim's perception for this move to work. This costs 2 Ki, but your victim must use his turn or an action to look for you. This can be used as part of a dodge. You are now completely invisible to your opponent.

    Master - Sneak Attack: The ability to approach someone without them being aware. Even if the person moves wildly about, the character knows how to approach them in such a way that they are simply not seen. Unless the person is warned by others, the character will get to cause an ambush when he finally reaches the person. Each time the person moves wildly, the character must spend 1 Ki and roll Balance to maintain his stealth. If he fails, he must make a stealth roll as normal and give up the ambush... for now. This ability also allows a character to follow someone at close proximity in a mostly open area without being detected. This ability also allows the character to ambush someone a second time in the same combat. This may be used if the opponent has completely lost track of you (using Disappear or a clever Circular Dodge that gives you the opportunity to roll Stealth).

    Your next offensive attack may not be dodged and the target does not use their PFb (although may already be activated from previous events).

    Master - Movement: For 2 Ki per round, the character has +5 to his Agility and Speed for stat checks and quick information (except his jumping is also doubled in height). The character has +5 initiative. The character is completely immune to all Awkward and Disorient penalties.

    Dash Category

    Beyond Approach: The character moves quickly to stay one step out of range of any attacks he may see coming. For each Ki, the character has +4 to his defensive combat rolls. This lasts until the end of the round and cannot be used again this combat.

    Muscle Memory: The character's training has given him the ability to command instincts to force him to move faster. The character can add 2 to skill and stat target numbers involving physical stats for 1 Ki. The character can automatically succeed on any Resist Stun roll by spending 1 Ki. This lasts for one roll.

    Blinding Speed: The character moves so quickly that everyone else would fumble to catch up. For each 1 Ki spent, the character adds 2 to his initiative roll for the new round.

    Nimble: The character is light on his feet and shows it by being able to defend himself a bit better than others. The character can spend 1 Ki for an additional action. This is cumulative.

    Master - Haste: The character focuses his motions to perfect efficiency, making no mistakes in the motions. The character simply moves straight through his actions without loss or falter. For 3 Ki, all melee actions are reduced by 1 tick (although if they take only 1 tick, they are still simple jabs). This lasts until the end of combat. His Interval is also lowered by 1 for the next 2 rounds of combat.

    Master - Perfection: The character's movements are perfect. By spending 1 ki, the character has +24 to his next defense roll. This instead replaces any bonuses the character would have otherwise had (either from his own combat bonuses or bonuses from the situation or other abilities and effects). Penalties to the roll still apply.
    Copyright (©) 2006 by Charles Roy and Michael Vendittelli. Chaos Fantasy System created by Charles Roy and Michael Vendittelli.