MARTIAL ARTS STYLES:

BEAR- "Belt lvl"
  1. White- Choke Hold, Iron Fist, Headbutt
  2. Yellow- Crushing Blow, Locking Block
  3. Orange- Heavy Blow, Immovability
  4. Green- Stunning Touch, Limb Paralysis
  5. Blue- Stunning Blow, Incapacitator
  6. Brown- Power Punch, Immobilizing Hold, Great Blow
  7. Black- Crushing Blow, Mental resistance
CAT-
  1. Fall
  2. All around Sight, Instant Stand
  3. Feint, Blind
  4. Blindfighting, Vein
  5. Leap
  6. Speed, Artery
  7. Concentrated Push
COBRA-
  1. Iron Fist, Pain Touch
  2. Choke Hold, Stunning Touch
  3. Crushing Blow, Paralyzing Touch
  4. Incapacitator, Stillness
  5. Pause, Distance Death
  6. Shatter Touch, Quickstrike
  7. Contortion
CRANE-
  1. Meditation, Light Step
  2. Crushing Blow, Mental Resistance
  3. Weapon Catch, Missile Deflection
  4. Pain Touch
  5. Stunning Touch, Weapon Breaker
  6. Paralyzing Touch
  7. Hand Parry
DRAGON-
  1. Iron Fist, Circle Kick, Sweep
  2. Flowing Water, Crushing Blow, Crescent Kick
  3. Back Kick, Immobilizing Lock, Roundhouse Kick
  4. Double Kick, Iron Skin, Backhand
  5. Scissor Kick, Palm, Flying Kick
  6. Wheel Kick, Thunder Clap
  7. Power Punch
DRAGONFLY-
  1. Meditation, All Around Sight
  2. Paralyzing Touch
  3. Flowing Water
  4. Concentrated Push, Missile Deflection
  5. Sticking Touch, One Finger
  6. Hand Parry
  7. Levitation
LEOPARD-
  1. Iron Fist, Feint
  2. All Around Sight, Blind
  3. Leap, Eagle Claw
  4. Flying Kick, Locking Block
  5. Jump Kick, Vein
  6. Speed, Artery
  7. Power Punch
HAWK-
  1. Crescent Kick
  2. Crushing Blow
  3. Choke Hold, Pain Touch
  4. Blind, Wheel Kick
  5. Flying Kick
  6. Jump Kick
  7. Eagle Claw

MANTIS-

  1. Choke Hold, Crescent Kick
  2. Meditation, Locking Block
  3. Circle Kick, Roundhouse Kick
  4. Hook Kick, Missile Deflection
  5. Leap, Wheel Kick
  6. Flying Kick, Back Kick
  7. Stillness

MONKEY-

  1. Fall, Pronefighting
  2. Choke Hold, Instant Stand
  3. Hurl, Weapon Catch
  4. Limb Paralysis
  5. Incapacitator
  6. Stunning Blow
  7. Great Throw

SNAKE-

  1. Feint, Choke Hold
  2. Pronefighting, Pain Touch
  3. Instant Stand
  4. Missile Defection, Paralyzing Touch
  5. Stillness
  6. Quickstrike
  7. Slow Resistance

TIGER-

  1. Iron Fist, Sweep
  2. Crushing Blow, Choke Hold
  3. All Around Sight, Hook Kick, Blind
  4. Eagle Claw, Vein
  5. Blind Fighting, Artery, Flying Kick
  6. Heavy Blow, Jump Kick
  7. Great Blow

AKIDO-

  1. Meditation, Fall, Choke Hold
  2. Instant Stand, Locking Block
  3. Mental Resistance, Hurl, Featherwalk
  4. Flowing Water, Balance, Great Throw
  5. Incapacitator, Resuscitation
  6. Hand Parry, Immobilizing
  7. Contortion, Suppressed Desire

TAE KWON DO-

  1. Sweep, Iron Fist, Meditation
  2. Roundhouse Kick, Leap, All Around Sight
  3. Snap Kick, Elbow Strike, Knee Strike
  4. Circle Kick, Double Fist Punch, Jump Kick
  5. Backhand, Flying Kick, Back Kick
  6. Palm, Scissor Kick
  7. Double Kick, Great Throw

JUJUTSU-

  1. Meditation, Feint, Fall
  2. Sweep, Instant Stand, Pain Touch
  3. Leap, Elbow Strike, Choke Hold
  4. Balance, Hurl, Jump Kick, Knee Strike
  5. Snap Kick, Palm, Stunning Touch
  6. Great Throw, Paralyzing Touch
  7. Immovability, Suppressed Desire

ESCRIMA-

  1. Pronefighting, Fall, Choke Hold
  2. Disarm, Locking Block, Limb Paralysis
  3. All Around Sight, Mental Resistance, Arrow Cutting
  4. Hurl, Sticking Touch, Weapon Catch, Blind
  5. Blindfighting, Weapon Breaker, Incapacitation, Backhand
  6. Quickstrike, Immobilizing, Back Hand
  7. Hand Parry, Speed

SHOTO KAN-

  1. Meditation, Iron Fist
  2. Feint, Sweep
  3. Crushing Blow, Crescent Kick
  4. Circle Kick, Ridgehand
  5. Backhand, Wheel Kick
  6. Eagle Claw
  7. Immovability

SUMI-

  1. Meditation, Iron Fist, Fall
  2. Crushing Blow, Headbutt, Hurl
  3. Ear Clap, Stunning Blow, Knee Strike
  4. Iron Skin, Great Throw, Elbow Strike
  5. Great Blow, Crushing Hug, Concentrated Push
  6. Flowing Water, Sticking Touch, Power Punch
  7. Crushing Drop, Immovability

WHITE CRANE-

  1. Meditation, Iron Fist, Crescent Kick
  2. Pain Touch, Hook Kick, Backhand
  3. Stunning Touch, Light Step, Circle Kick, Blind
  4. Paralyzing Touch, Palm, Wheel Kick
  5. Shatter Touch, Controlled Breathing, Flying Kick
  6. Stunning Blow, Speed, Jump Kick
  7. Resuscitation, Distance Death

THAI KICK BOXING-

  1. Iron Fist, Sweep, Feint
  2. Elbow Strike, Roundhouse Kick, Circle Kick
  3. Back Hand, Knee Strike
  4. Backhand, Snap Kick, Jump Kick
  5. Double Kick, Wheel Kick
  6. Palm, Flying Kick
  7. Power Punch

SILKEN SPEAR-

  1. Meditation, Pronefighting
  2. All Around Sight
  3. Pain Touch, Mental Resistance
  4. Weapon Catch, Missile Deflection
  5. Weapon Breaker
  6. Steel Cloth
  7. Great throw

SHAO-LIN-

  1. Meditation, Mental resistance, Pronefighting, Ear Clap, Crescent Kick, Elbow Strike
  2. Instant Stand, Circle Kick, Choke Hold, Pain touch, Headbutt, Knee Strike, Feint, Sweep
  3. Wheel Kick, Axe Kick, Concentrated Push, Stunning Touch, Double Fist Punch, Hurl, Palm, Balance, Pause
  4. Flowing Water, Snap Kick, Double Kick, Paralyzing Touch, Throwing Mastery, Hand Parry, Immovability, Backhand
  5. Incapacitator, Shatter Touch, Sticking Touch, Eagle Claw, Great Throw, Back Kick, Featherwalk, Steel Cloth
  6. Contortion, Resuscitation, Immobilizing, One Finger, Distance Death, Disarm
  7. Levitation, Summon Strength, Power Punch, Reflection, Great Shield

OAKEN GRIP-

  1. Locking Block
  2. Circle Kick
  3. Axe Kick
  4. Weapon Catch, Back Kick
  5. Iron Skin, Flying Kick
  6. Missile Deflection
  7. Incapacitator

SWORD BREAKER-

  1. Choke Hold
  2. Crushing Blow
  3. Locking Block, Hurl
  4. Weapon Catch, Arrow Cutting
  5. Weapon Breaker
  6. Incapacitator, Disarm
  7. Power Punch

DARK HAND-

  1. Iron Fist, All Around Sight
  2. Pain Touch, Hurl
  3. Stunning Touch, Blindfighting
  4. Weapon Catch, Paralyzing Touch
  5. Weapon Breaker
  6. Disarm
  7. Resuscitation

EIGHT LEGGED MAN-

  1. Feint, Crescent Kick
  2. Pronefighting, Instant Stand, Roundhouse Kick
  3. Axe Kick, All Around Sight
  4. Circle Kick, Leap
  5. Wheel Kick
  6. Double Kick, Missile Deflection
  7. Back Kick

EYE OF THE HURRICANE-

  1. Meditation, Fall
  2. All Around Sight
  3. Concentrated Push
  4. Great Throw, Mental Resistance
  5. Flowing Water, Palm
  6. Hand Parry, Speed
  7. Immovability

FIST WITH GLOVE-

  1. Meditation
  2. All Around Sight, Locking Block
  3. Mental Resistance
  4. Weapon Catch, Concentrated Push
  5. Great Throw, Weapon Breaker
  6. Incapacitator
  7. Immobilizing


PANKRATION CLASSICAL-
  1. Iron Fist
  2. Feint
  3. Hurl
  4. Great Throw
  5. Immovability


PANKRATION FREESTYLE-
  1. Iron Fist
  2. Pronefighting
  3. Choke Hold
  4. Circle Kick, Pain Touch
  5. Stunning Touch
  6. Flying Kick
  7. Incapacitation


STREET FIGHTER-
  1. Iron Fist, Head Butt
  2. Pronefighting, Ear Clap
  3. Choke Hold, disarm
  4. Hurl, knee Strike, Quickstrike
  5. Choose one Kick, limb paralysis
  6. Blind
  7. Great Blow


BONE BREAKER-
  1. Iron Fist
  2. Crushing Blow, All Around Sight
  3. Pain Touch
  4. Iron Skin, Blindfighting
  5. Weapon Breaker
  6. Incapacitator
  7. Flowing Water


HNARANG-DO-
  1. Meditation, Iron Fist, Sweep
  2. Fall, Choke Hold, Crescent Kick
  3. Locking Block, Circle Kick, All Around Sight
  4. Wheel Kick, Pain Touch, Hurl, Backhand
  5. Flying Kick, Stunning Touch, Jump Kick, Concentrated Push
  6. Blindfighting, Sticking Touch, Paralyzing Touch, Back Kick
  7. Incapacitator, Resuscitation


KOBU JUTSU-
  1. Meditation
  2. Weapon Catch
  3. Weapon Breaker, Mental Resistance
  4. Arrow Cutting
  5. Quickstrike
  6. Disarm
  7. Hand Parry


SAVATE-
  1. Meditation, Crescent Kick, Feint
  2. Elbow Strike, Instant Stand, Circle Kick
  3. Knee Strike, Axe Kick, Leap
  4. Balance, Wheel Kick, Flying Kick
  5. Backhand, Quickstrike, Stunning Blow, Double Kick
  6. Palm, Incapacitator, Back Kick
  7. Hand Parry


PENTJAK-SILAT-
  1. Pronefighting, Fall
  2. Feint, Instant Stand
  3. Hurl, Choke Hold, Circle Kick
  4. Roundhouse Kick, Blindfighting
  5. Axe Kick, Leap
  6. Incapacitator, Great Throw
  7. Hand Parry


WING CHUN-
  1. Iron Fist
  2. Crushing Blow
  3. Locking Block
  4. Palm
  5. Speed
  6. Backhand
  7. Eagle Claw



NINJUTSU-
  1. Iron Fist, All Around Sight, Light Step
  2. Pronefighting, Fall, Blindfighting, Sweep
  3. Leap, Snap Kick, Hurl
  4. Quickstrike, Throwing Mastery
  5. Suppressed Desire, Palm
  6. Hand Parry, Incapacitator
  7. Sticking Touch


WRESTLING-
  1. Pronefighting
  2. Choke Hold
  3. Pain Touch, Hurl
  4. Great Throw
  5. Immovability, Incapacitator
  6. Immobilizing
  7. Crushing Drop



BOXING-
  1. Iron Fist
  2. Feint
  3. All Around Sight
  4. Quickstrike
  5. Iron Skin
  6. Speed
  7. Power Punch



Fighting Talents Cost 250 Karma to learn. Each basic style adds +1 CS to Fighting and the special maneuvers add the stated bonuses. Cross reference the skill with its description under Martial Arts Table.



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:
    1. +2 CS to dodge and �1 color shift to opponents attack roll
    2. May evade missile attacks with +2 CS to Fighting
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