Martial Arts Specialties


Kick
  1. Backward Kick - Allows character to attack opponent's behind with no penalty (Attack)
  2. Circle Kick - Double damage kick, if missed then character's next attack is lost (Attack)
  3. Flying Kick - Triple damage kick, if missed then character's next attack is lost (Attack)
  4. Lightning Kick - Character can continue to kick an opponent until a kick misses or the number of kicks equals the Martial Arts skill (Attack)
  5. Wide Attack Kick - Halves opponent's dodge, can be combined with any other Kick ability or used with a normal kick attack (Attack)
  6. Punch
    1. Iron Fist - Add ½ WP to the damage roll of a punch (Attack)
    2. The Claw - Double damage punch, does piercing LP damage, character loses 1 Full Dodge (Attack)
    3. KO Punch - Lowers opponent's SP to zero, character loses 1 Full Dodge (Attack)
    4. Flurry Punch - Character can continue to punch an opponent until a punch misses or after the number of punches equals the Martial Arts skill (Attack)
    Lock
    1. Choke Hold - Opponent's SP is reduced to zero at the end of the round (Attack)
    2. Locking Block - Grabs and holds an opponent's limb or weapon, used in lieu of 1 Full Dodge (Attack)
    3. Break Limb - Breaks the limb of an opponent, causes 2d20 SP and 1d20 LP damage (Attack)
    4. Immobilizer - Immobilizes a victim, a ST test is required to escape at - ½ character's ST (Attack)
    5. Dislocating Lock - Dislocates a limb, HT roll resists passing out (Attack)
    6. Sticking Touch - Character follows opponent's moves, character receives +3 Dodge and -3 Attack until melee ends (Attack)
    Movement
    1. Feint - Add 1d(Martial Arts skill) to the next attack roll (No Roll)
    2. Prone Fighting - Character can fight with no penalty while on the ground (No Roll)
    3. Immobility - Character can not be knocked over unless SP equals zero (No Roll)
    4. Leap - Add 1 foot per skill level to any jump (Always On)
    5. Missile Dodge - Character can dodge missiles with a AG + Martial Arts skill test
    6. Super Speed - Character can add Martial Arts skill to Initiative Bonus for 1d8 rounds, character takes 5 Fatigue for each use (No Roll)
    Push
    1. Concentrated Push - Pushes an opponent backwards Martial Arts skill number of feet, an AG test is required of opponent to resist tripping (Attack)
    2. One Finger - Concentrated Push with a range of 2 feet per Martial Arts skill level (Attack)
    3. Push Wave - Area effect Concentrated Push, opponent's receive ½ Dodge, multiple targets are effected to a range of 1 yard per Martial Arts skill level (Attack)
    Throw
    1. Fall - No damage is taken from falls up to 20 yards, ½ damage is taken an all other falls (No Roll)
    2. Instant Stand - Character may stand form a prone position in no time (doesn't use an attack) (No Roll)
    3. Hurl - Throws an opponent 1dST yards, opponent receives double damage from the fall, if missed then character's next attack is lost (Attack)
    4. Dodging Throw - Hurl that can be used whenever an attack is successfully dodged (No Roll)
    Vital Area
    1. Pain Touch - Attack does (Martial Arts skill)d4 SP damage (Attack)
    2. Stunning Touch - Stuns opponent for 1d4 rounds, a HT roll each round can resist the effect (Attack)
    3. Paralyzing Touch - Paralyzes opponent, a HT roll made every other round resists the effect (Attack)
    4. Delayed Death - Kills opponent in 24 - Martial Arts skill hours, victim feels no pain (Attack)
    5. Finger of Death - Instantly kills the opponent, a HT roll resists the effect (Attack)
    6. Distance Death - Finger of Death with range of ½ Martial Arts skill yards, a HT roll resists (Attack)
    Weapon
    1. Weapon Catch - Grabs opponent's limb or weapon, used as an attack (Attack)
    2. Disarm - Disarms opponent (Attack)
    3. Weapon Breaker - Opponent's weapon is broken (Attack)
    4. Weapons Master - Allows the character to use any weapon at the skill level equal to ¼ Martial Arts skill, the weapon skill still requires the normal amount of XP to improve (Always On)
    5. Quick Draw - Allows the character to draw or load one type of weapon in no time (Always On)
    6. Two Weapons - Gives the character the Warrior's ability to attack with both hands (Always On)
    7. Twin Weapons - Allows the character to use one type of weapon in both hands that can normally have no pair (Always On)
    8. Hypnotize - Opponent becomes entranced by the weapon's movement, gives character a free attack with only Deflect avoiding it, character takes 3 Fatigue for each use (Agility)
    9. Chi Fire - Coats a weapon in mystical energy, the weapon does an additional indefensible 2d(Martial Arts skill level) damage, character 3 three Fatigue every round it is in effect (No Roll)
    10. Chi Weapon - Creates a weapon composed of mystical energy, the weapon is identical to its real counterpart in all aspects except it does 3d(Martial Arts skill level) indefensible damage and it will not break, character takes 5 Fatigue for each round it exists (No Roll)
    Mental
    1. Meditation - Sleep is calculated at a 1:2 ratio, undamaging discomfort is ignored (No Roll)
    2. 360° Sense - Character can not be surprised from behind, character receives no penalty for attacks from the rear or sides (Always On)
    3. Mental Resistance - Adds ¼ Martial Arts skill level to Psionic Resistance (Always On)
    4. Blind Fighting - Character receives no penalty for fighting blind or in darkness (Always On)
    5. Toughskin - Character's skin gains a Deflect of 5, character takes 2 Fatigue each round (No Roll)
    6. Levitation - Allows character to move in any direction Martial Arts skill level yards each round, character takes 1 Fatigue each round (No Roll)
    7. Invisibility - Character becomes invisible to sight, character takes 3 Fatigue each round (No Roll)
    8. Mind Control - Same as the discipline Mind Control (No Roll)
    9. Feign Death - Character's life signs cease for (Martial Arts skill level)d6 rounds (No Roll)
    10. Water Walk - Allows character to walk on water, AG test required for rough water, character takes 1 Fatigue each round (No Roll)
    11. Silent Stalk - Nullifies Hear Noise, adds 10 to character's Stealth skill (No Roll)
    12. Missile Catch - Allows the character to catch ranged weapon in the air, used in lieu of 1 Full Dodge (Agility)
    13. Combat Sense - Adds X to all rolls during combat, character takes X Fatigue each round (No Roll)
    14. Danger Sense - Character receives no penalty for being surprised (No Roll)
    15. Teleport - Allows character to disappear and reappear up to 10 yards away, character takes 10 Fatigue each attempt (No Roll)
    16. Shadow Form - Creates a copy of the character that can do anything the character can except use powers or special abilites, character takes 4 Fatigue each round (No Roll)
    17. Sense Life - Character is immune to surprise, adds 5 to Tracking skill, character receives no penalties for fighting blind or in darkness (Always On)
    18. Magnify Senses - Character receives a +3 bonus to all sense tests (Always On)
    19. Super Soldier - Adds X to Attack and Dodge, character takes X Fatigue each round (No Roll)
    20. Recall Object - Teleports a thrown or lost object to the character's hand instantly (No Roll)
    Special
    1. Tail Swipe - Causes all opponent's in a 5 foot radius to fall down, AG roll resists falling (Attack)
    2. Four Arm Hug - Character grabs opponent who dies at the end of the round, opponents can roll a ST test for every attack they have to break free, a HT test resists death (Attack)
    3. Venom Fangs - Adds a mystical poison to normal bite attacks, a HT test resists unconsciousness (Attack)

    *The numbers after the descriptions inside the parantheses and in blue are the the rolls needed to use the ability: Attack, Agility, None. Specialties not requiring any roll must be declared to be in use, whereas those that are always on are assumed to be active at all times


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