MARTIAL ARTS STYLES:
BEAR- "Belt lvl"�
MANTIS-
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MONKEY-
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SNAKE-
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TIGER-
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AKIDO-
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TAE KWON DO-
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JUJUTSU-
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ESCRIMA-
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SHOTO KAN-
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SUMI-
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WHITE CRANE-
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THAI KICK BOXING-
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SILKEN SPEAR-
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SHAO-LIN-
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OAKEN GRIP-
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SWORD BREAKER-
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DARK HAND-
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EIGHT LEGGED MAN-
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EYE OF THE HURRICANE-
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FIST WITH GLOVE-
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Martial Arts Table STRIKES: Iron Fist: +1 CS to damage with each fist attack Crushing Blow: +2 CS to Strength for purpose of breaking objects Eagle Claw: Takes two attacks or only attack, Causes +2 CS damage Double Fist: 2 Normal attacks, If both hit then victim makes Endurance check or stunned for D10 rds Thunder Punch: Only action, Causes +2 CS damage and requires red Endurance check or stunned for D10 rds Thunder Clap: Shatters matter with Material Strength 2 CS less than your strength within 10�. Causes �1 CS Strength damage Power Punch: Requires 2 attacks or only action, Causes +2 CS damage and automatic slam Backhand: Normal damage to opponent behind you with no penalties to hit Palm: Normal damage and requires Endurance check at �2 CS to resist stun Ridgehand: +1 CS damage and Slam/Stun check as if Endurance was 3 CS less KICKS: Circle: +1 CS damage Flying: +2 CS damage and requires a 5� running start and is the only attack possible for the round Back: Normal damage to opponent behind you with no penalty to hit Scissor: 1 attack roll to hit 2 opponents with in 6� of each other with normal damage to each Double: 2 attacks at one opponent, if both hit then opponent is slammed automatically Snap: Normal damage with a �1 CS to opponents defense roll Roundhouse: +2 CS damage Crescent: +1 CS damage Wheel: +1 CS damage Crescent/Wheel: Additional +1 CS to Fighting with the combination kick, doing +1 CS damage Axe: +2 CS damage and opponent must roll vs. Endurance or be knocked to the ground Hook: +1 CS damage and �1 CS to opponents defense roll Sweep: To avoid sweep you must dodge completely or roll red Endurance check vs. slam or fall to the ground Jump: +1 CS damage, attack strikes the head or shoulders, treat yellow hit roll as red LOCKS: Choke Hold: Does no damage, -1 CS to Endurance/rd. (this includes the round first grabbed)& victim must roll yellow or red Endurance check to remain conscious. If fail, KO for 2d10 rd.�s Locking Block: As defense maneuver: +1 CS to Strength for block & +1 color shift. Hold = normal strength As attack maneuver: +2 CS to Strength for hold & -1 color shift to escape Incapacitator: Normal damage and opponent rolls Endurance feat vs. Strength +1 CS or limb is useless for 24 hours Immobilizing: 1 attack causing no damage. Opponent is at �3 CS to escape and can not attack. Holder may attack with one hand Crushing Hug: +2 CS damage and �2CS to escape roll. You must be large to use this maneuver THROWS: Fall: * damage from falls and needs to make no Endurance rolls to check for broken l imbs Instant Stand: Regain feet with out losing any action Hurl: +1 CS damage and green Endurance check or stunned, also th rown D10 ft. Great Throw: +2 CS damage and roll Endurance check at �1 CS or stunned, also thrown 2D10ft. Crushing Drop: +2 CS damage and Endurance check vs. stun or stunned for 2D10 rd.�s PUSH: Concentrated: Normal damage and opponent is knocked back 1� per point of Strength Sticking Touch: 1 attack at no damage, if successful all following attacks are at +2 CS to hit and -1 CS to opponents defense One Finger: As concentrated push but with no contact. Range is no more than 2 areas Reflection: Used as an evasion, you can redirect an opponents successful melee attack to any adjacent area with opponent doing normal damage to the new target VITALS: Pain Touch: No damage attack but opponent must roll red Endurance feat to avoid �2 CS to all feats for D10/2 rd.�s do to pain Stunning Touch: No damage attack but opponent must roll red Endurance feat at �1 CS to avoid being stunned for D10/2 rd.�s Paralyzing Touch: No damage attack but opponent must roll red Endurance feat at �2 CS to avoid being stunned for D10 rd.�s Distance Death: Range is 10�, is the only attack allowed the round used, combines with any other Vital Attack but requires no touch. Can also cause +1 CS Strength damage Shatter Touch: Only attack, with a touch you may shatter an object at +2 CS to your Strength SLASH: Blind: Normal damage attack done above the eyes with a 25% chance to blind opponent for D10 rd.�s Vein: This attack causes normal damage and causes additional damage every round until tended. Does 1 Health point/rd Artery: Same as vein above but damage is 3 points/rd BLUNT: Heavy Blow: +1 CS damage Limb Paralysis: With weapon doing normal damage can also cause paralysis (see Paralyzing touch under Vitals) Stunning Blow: Normal damage and requires red Endurance roll or stunned for 2D10 rd.�s Great Blow: 2 attacks or only attack, causes +2 CS damage and requires red Endurance roll or KO for 2D10 rd.�s WEAPON: Weapon Catch: Use weapon or hand with EX protection to catch/block opponents weapon Weapon Breaker: Must catch weapon as above then may break it with yellow Strength feat at Strength +2 CS Steel Cloth: Use a scarf or similar cloth as a weapon 6�-10� in length, does Strength �1 CS damage Arrowcutting: Agility roll at AM rank to block missile weapons slower than bullets granting EX protection Throwing Mastery: Grants skill in throwing nearly anything as a thrown weapon with no penalties Disarm: Additional +1 CS to Fighting to remove weapon from opponent MOVEMENT: Feint: Opponent must roll against a normal attack from you. If you succeed you get +2 CS to your following attack and +1 color shift Pronefighting: No penalty for fighting on the ground and opponent gains no bonuses Immovability: Uses 1 action, gives a +2 CS to resist slams and stuns with a +1 color shift Missile Deflection: One of two choices declared when used:Leap: +1 CS standing jump and +2 CS running jump Speed: Double move rate and attacks for 5 rounds and requires D10/2 rd.�s rest after use Slow Resistance: +1 CS to resist stun or KO Featherwalk: At * move rate opponent gets �3 CS to tracking and hearing Great Shield: May block or evade all blows & missile attacks using either Agility or Fighting at +3 CS. Automatically evades the best attack with no roll needed. Requires all actions except 1 MENTAL 1: Meditation: 1 hour of meditation equals 2 hours of sleep All Around Sight: Aware of all in your immediate area to include behind you Mental Resistance: +1 CS vs. any mental attack and some magical attacks Blind Fighting: Only penalty is �1 CS to feats in complete darkness Iron Skin: Gives GO protection against physical attacks (admin discretion) Levitation: Float up or down at 5�/rd with no other action allowed Slow Aging: Decreases aging by 75% Stillness: Allows absolute motionless for 1 hour plus Endurance rank in minutes. Gives AM blending if have good cover Balance: +1 CS to any action requiring good balance (admin discretion) Summon Strength: 2 rd.'s of concentration increases Strength +1 CS for D10/2 rd.'s, must rest 1 turn after use Contortion: +3 CS to escape bonds or fit through spaces as small as 1 sq. ft. and hide in places as small as 4 sq. ft. MENTAL 2: Light Step: * move rate, leave no tracks and move in total silence Controlled Breathing: +2 CS to any feat for 1 rd and gives GO protection vs. heat and cold permanently Pause: 1 rd concentration to find weakness in style giving additional +1 CS to Fighting. Must roll yellow Intuition check at +1 CS to find weakness Quick Strike: +2 to initiative rolls Flowing Water: +2 CS to dodge physical attacks and gives GO protection if successful dodge is rolled Resuscitation: Use pressure points for 1 rd to bring stunned or KO person back to consciousness Suppressed Desire: Go with out food, water, or sleep for * Endurance number in days with no penalties SPECIAL MANEUVERS: Ear Clap: 2 normal attacks with normal damage that if both hit, opponent must roll red Endurance check or stunned for D10+2 rd.'s Elbow Strike: No penalty to strike opponent behind you and -1 CS to opponent's defense Hand Parry: Can block any melee attack with bare hands, a successful result is automatically upgraded to red equaling a +1 CS to Strength in protection Head Butt: Normal damage and -1 CS to opponent's defense Knee Strike: Normal damage and -2 CS to opponent's defense if done to the front
- +2 CS to dodge and �1 color shift to opponents attack roll
- May evade missile attacks with +2 CS to Fighting