Martial Arts Techniques:
Spectacular and secret martial art skills require years of dedicated practice under the most rare and talented instructors. Once learned, any of these stills can be used in conjunction with any martial art form.
The Cleansing Spirit: 70% +2% per level of experience. The character can mentally will his body to destroy disease, drugs or poisons, as well as to heal itself of physical damage. This is another spectacular example of bio-feed-back/mind-over-matter. The character is so attuned to his body that he/she can actually boost his/her recuperative power a hundredfold.
To purge his body of poisons or to heal, the character must slip into a deep, uninterrupted trance for 24 hours. While in the trance, the character can not engage in conversation, combat or anything else. Although this will leave him/her vulnerable to attack (it takes one full melee round to snap out of the trance), he will appear to be dead. After the Cleansing Spirit has purged the body of lingering infections, poisons, etc., it can be used to heal physical damage (if uncontaminated by impurities, the character can go right into healing, consequently, the Master will usually cleanse himself/herself once a week). Bodily injury is healed at the astonishing rate of 20 Hit Points or S.D.C., or 40 M.D.C. per 24 hours of meditation. Cuts heal with only slight scarring and infection from wounds that aren’t completely healed is impossible.
A failed skill roll means the character cannot concentrate enough to meditate properly and the healing trance state is not possible. Can try again every five minutes, but each anxiety filled attempt is done with the cumulative penalty of -5%.
Martial Arts Analysis: This is the skill that separates dedicated martial warrior from normal martial artists. Not only does this represent how well the character can fight, but it represents how well he can counter a new styles or moves, & learns new styles and moves. Most significantly it represents how well the artist controls the Chi he has access to. Most new Chi techniques require a roll of 1/10 the base to successfully learns a new Chi technique. Failure usually merely means more time required learning a Chi technique, however many of the most powerful having grave consequences for failure. The normal martial artist starts with a skill of 25% base an additional 5% per level of experience, plus add +2 % per Chi Mastery skill already known.
Layout Tracking: This is special technique that allows a character to memorize the terrain of an area just by glancing at it (takes one melee attack). At that point, they can do any feats in that area without seeing where they are going! They have a base chance of 75%+5% per level to successfully perform layout tracking and it has a 60 foot radius maximum.
The character is so comfortable with feats of agility that they can perform any acrobatic, gymnastic and/ or feats of balance in combat with no penalties! So, they can forward flip and front kick someone or back flip and fire a gun at someone, with no penalties, full bonuses apply.
Dwur Doragi Technique Activation of this power makes the master a null point of Chi. They become invisible to the Chi world, as they will effectively remain at zero, Chi for the duration of the combat. This makes them immune to ALL chi based attacks and moves, including Body Chi, Hard/Soft Chi and the Dim Mak. Because of this technique, no one with Dwur can ever learn Chi Mastery or Chi based powers. GM Digression as to whether or not this negates already in effect Dim Mak. YES, this does halt normal healing for the fighter during combat; however, one full melee of meditation will allow the Dwur master to recover his full chi and return to normal functions.
The character learns the fine art of falling. Not just from a few feet, but from dozens of feet, and then from hundreds of feet. The character also learns to always land properly, automatically bouncing back to a two foot, one foot, or cross-legged stance, At safe” distances of 1200 feet or less, the character takes no damage. At “minimal damage” distances (1800 to about 2160ft) the character takes one (1) point of damage for every 50 feet of the fall. Even at very great distances, of 3000ft to about 4000fl ( the character takes only 1 point for every 20ft of distance fallen.
Kaijutsu: The art of the Kiai (pronounced “Kee-Ai-Ei!”) or martial art yell. This is a powerful skill that can knock over multiple opponents with the use of the voice alone. Depending on the Kiai used, victims can be unbalanced, damaged, or even killed. Maximum range for all Kiai is 400ft ( The yell takes the place of all melee attacks/actions and must be the first attack of the melee. Here axe the various types of yells: Stun Yell; A Kiai that stuns anyone in range who fails to Save vs. Pain. Victims will be stunned for 1D4 melees and can only defend themselves, not attack. Force Yell:. This is a Kiai that simply knocks the enemy backwards without damaging them. Everyone, friend or foe, within 400ft is affected. All victims must Save vs. Pain (with P.E. bonus) to avoid being affected. All who fail the save are knocked back 3d6 feet and lose one attack that melee. Shock Yell: Anyone in range (40 feet) who fails to Save vs. Pain will end up taking 1D6 damage. A successful Roll with Punch/Fall/Impact (10 or higher) will reduce the damage by one half. Death Yell; This Kiai is done on one person only, and that person must be less than 200ft away. The victim must roll to save vs. Lethal Poison (roll 14 or better with P.E. bonus added in). Failing to Save results in inflicting 4D6x10 damage. Victims can Roll with Punch normally.
One Life, One Shot, One Hit, One Kill: In spite of the long name, this skill does one simple thing. It allows the character to focus entirely on the result of a single shot. It can be used with any weapon, ancient or modem. The result is a Critical Strike. Here’s how it works: The character starts by concentrating for one full melee (15 seconds) on the one target. By the beginning of the next melee (IS seconds) the character will have a + Ito Strike. Each melee (15 seconds) of concentration will add another + I to Strike. Any other actions, whether a hand to hand attack or a defense, even simply talking to another character, will disrupt the bonus to Strike, negating it completely. However, if the concentration remains uninterrupted, and if the Strike, with bonuses, is 20 or better, then the result wilt be a Critical Strike (double damage). Note: This bonus applies only to attacks made with “weapons” and can nor be part of a hand to hand attack.
Tamashiwara(“Art of Breaking”):
This is the Ninjas & Super spies’ version of Breaking boards, bricks, ice, wood or bones, and eventually, glass —it makes no difference to this character what it is; they are likely to break it. Characters practice breaking wood; bricks, stones, ice and glass, and they use their fists, feet, elbows, knees and even foreheads. However, this skill goes beyond looking for the weak point in a target. In this kind of attack the AR. and S.D.C. of the object are irrelevant because the martial artist is really breaking the Chi of the object. The character actually learns to break the Chi of an object—which occurs the moment before impact. This ability does not burn up any additional attacks or actions. It is an addition to a normal attack, but it has varying modifications to combat depending on the outcome. A natural roll to strike is necessary and depending on what the character is trying to break (living beings or inanimate objects), effects will vary. Against inanimate objects, a roll of 1 to 4 will mean the object was not broken and instead the character takes full damage, instead of the object! A roll of 5-13 means the object takes half damage and the character takes half damage, but at least the object breaks. This usually happens when the Chi of the object is broken upon impact, instead of breaking it right before impact. A roll of 14-20 is perfect shot—the character breaks the object no problem, without taking damage! It does not matter how much damage was inflicted, the desired effects were achieved (broken in half, has a hole in it, shattered, etc.). Nor does an objects A.R. matter (this includes natural A.R.’s as well) this ability completely bypasses them. Using this skill on living beings is particularly deadly. A roll of 1 to 4 means the character only did normal damage (if a natural A.R., then effects are unchanged—treat it as if the character did not use this skill). A roll of 5-13 means the character did double the normal damage (if a natural A.R., then the character bypasses it and does full normal damage to the character, but takes none themselves). A roll of 14-20 means a perfect shot, the victim takes double the normal damage direct to Hit Points (effects are unchanged with a natural A.R.). This ability may only be used once per melee, because it strains the character and if the roll (against either) was 1 to 4, they lose their next available initiative. Also, this ability can only be used as the characters attack; it may not be used with Combo Parry/Attack (or Dodge /Attack), Power Parry or any Attack Modifications. If find weakness and iron hand is also possessed then always breaks objects with no damage to character using tamashiwara. When attacking another person; A roll of 14 or higher means successfully punching or kicking another human being inflicting double damage (plus damage bonus) directly to hit points (not SDC) +1d4x10 to power punch.
Martial Art Awareness or Zanshin.:
In Japanese, this is often called Tsuki No Kokoro which means “Mind like the Moon.” That’s because it is said that the martial artist’s mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb the calm. Zanshinshi might put it, “As someone thinks to attack me, that person’s Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack.’ This ability is one of readiness and awareness. Training involves being constantly on the alert, even while sleeping or when in the bathroom! The martial artist will instantly sense anybody who enters his Zanshin circle, including animals and even those with intangibility and/or invisibility (although he can not see the invisible). Bonuses: +6 on initiative, +2 to parry, +4 to dodge, and can not be surprised from attacks from behind. When fighting an invisible foe (or character with superhuman speed) these Zanshin bonuses do not apply, but his other combat skills remain unimpaired due to his mystic awareness (this character does not suffer the usual penalties from fighting an invisible foe). Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the Chi of anyone they can see who is inside their Zanshin circle. At first level, Zanshin extends for an area of 600ft ( Sm) around the character. This is increased by 20ft for every level of advancement.
Iai-Jutsu: Actually, the “sword-drawing art,” but used here for its extreme quickness. The character simply gets a bonus on initiative. At first level it’s + 1, and an additional +1 is added at 3rd, 6th, 9th, 12th and 15th levels.
Eight Horse Stomp:
When performed outside on packed sand, dirt, or any hard surface, or inside on hard concrete or met al, the Eight Horse Stomp causes the equivalent of an earth tremor. The Eight Horse Stomp is not a kick and can NOT be used as a direct attack, even if a victim is underfoot. Everyone, friend and foe alike, standing within one hundred feet (30.5 m) of an Eight Horse Stomp will have to save vs. falling (roll with fall or impact) to avoid being thrown off their feet. Anyone with any kind of martial art or combat training will be unharmed, but ordinary folk have a 50% chance of incurring 1D4 damage from the fall. All who fall lose initiative and one melee attack/action. Only the character using the Eight Horse Stomp is certain to be unaffected by the tremor. When performed in an urban area, an Eight Horse Stomp will likely set off more than a little disturbance. Burglar alarms, car alarms, and other kinds of motion sensitive devices will be instantly triggered. If done within twenty feet (6.1 m) of a tall building, every device within the building will be affected, no matter how many stories tall.
Light Body Climbing:
Characters learn to time their breathing and movement to synchronize with the natural flow of Chi through Fire, Earth, Metal, Water and Wood (the five elements). As a result characters can climb, up or down, with the ease and speed of walking (roughly half their maximum Speed.). No skill rolls or saving throws are required for climbing while doing Light Body Climbing. Light Body Climbing requires full concentration, so characters can not fight even to defend them self. Nor can they use Chi, engage in magic or do anything else that diverts the mind, except talk. This doesn’t mean that the character will fall when doing other things; it just means they’ll have to resort to conventional climbing skills. For example, they must roll vs. the skill for every 200 feet (6.1 m) traveled when using the conventional climbing skill. Rappelling is not possible while doing Light Body Climbing. Note: Characters must first have the climbing skill in order to use this special ability.
Sword Chi Technique:
An ancient technique, where a martial artist focuses Chi through the hands and into the blade of a sword. This fills the sword with a portion of the wielders Positive Chi. Half the character’s Chi, rounding downward, is put into the weapon. Thus, a character with seven points of Positive Chi would channel three points into the sword. Attempting to do anything else with Chi, such as performing Chi Mastery, with draws the Chi from the sword and ends the Sword Chi Tech Technique. The character can’t lose the Chi that’s being concentrated in the sword, nor is there any loss of Chi in using the Sword Chi Technique. If the character stops using the technique, or drops the sword, then the borrowed Chi is instantly returned to the character. Note': that it’s impossible to do any of the Sword Chi Techniques without a sword that is known and named by the character. In other words, the character can’t just pick up any old sword and start doing Sword Chi It doesn’t work that way! Characters with Sword Chi should have a favorite weapon that can be drawn and used with Sword Chi instantly, without any other preparation. It is possible to have other, stand-by weapons attuned for Sword Chi, but the character must spend at least a week practicing with any new sword, and must give that sword a unique name. Then, anytime the character wants to switch from the usual blade (even in mid-combat), it will take one full melee round of concentration before the character can invoke Sword Chi with the secondary sword. Using Sword Chi Technique, the sword wielder can perform any of the following three actions: Sword Chi Awareness: Concentrating through the sword, the user can sense creatures of Chi including anyone with over four points of Chi (Positive or Negative) within immediate sword range; less than 10 feet (3.0 m). This works even in total dark ness, through opaque objects (curtains, bamboo screens, etc.), or against invisible opponents. The character can strike at them with no penalty. Also, if facing a sword or other weapon that’s filled with Chi from another wielder using Sword Chi Awareness, or an object that’s been filled with C by Chi Mastery or Chi Magic, or an artifact filled with a Chi-using spirit, the character can also parry and dodge without penalty. Sword Chi Damage: Opponents, such as creatures of Pure Negative Chi, demons, and other supernatural or magical beings, can be hurt by the sword’s Positive Chi. The amount of damage inflicted on the opponent’s Negative Chi is equal to the usual damage inflicted by the sword with the current Positive Chi level being the maximum. Note: In Rifts, BTS and Heroes Unlimited, the weapons do double damage to supernatural beings and creatures of magic.
Sword Chi Defense: Acting as a ground,” the sword automatically intercepts incoming Negative Chi attacks. Sword Chi Defense neutralizes incoming Negative Chi equal to the current charge of the sword. An Example of Sword Chi Combat: Shen Xian is currently at 19 Positive Chi, so his damaged sword is charged with 9 points of Chi. His opponent is O Wai, a demon currently in bodily form, but magically invisible and charged with 30 points of Negative Chi. Shen Xian senses, through his sword, an entity of massive Negative Chi just a few feet away. Shen Xian chooses to attack! Using his usual combat bonuses to strike the invisible intnider. A successful strike! The sword does 2D8 damage and Shen Xian has a +4 bonus to damage. The roll comes up 12 (+4), for a total of 16 points of damage to O Wai’s SDC. The sword’s Chi also does damage, but only enough to subtract 9 points from O Wai’s Negative Chi, leaving 21. Remember, the sword was only charged with 9 points of Positive Chi. The demon responds with a Negative Chi attack! By this point, O Wai knows that the sword contains at least 9 points of Sword Chi (although, from O Wai’s point of view, it could be more). The demon uses 11 from his remaining Negative Chi for a Chi attack. Shen Xian’s sword automatically intercepts 9 of the incoming Chi, leaving 2 points that get through. For each point of Negative Chi that hit Shen Xian, he loses 3D6 of Positive C so Shen Xian will lose 6d6 of Chi There’s a good chance that Shen Xian will lose his entire base of Positive Chi at which point his Sword Chi will no longer function.
Sung Chi (resistance to fear):
Comes from the term, Sung, which means looseness or relaxation. When used, the character is resistant to fear, horror factor, panic, and similar re acts. Bonuses: +5 to save vs. horror factor, horrific illusions, hallucinations, nightmares, and magic or psionic induced fear. Applicable so long as the character retains at least one point of Positive Chi.
Shift Internal Organs:
By exercising the internal muscles of the body, the character teams how to move things around in side the body cavity, enabling him to move vital organs out of harm’s way! For example, a character can shift the heart out of the way of a blade or arrow point. If successful, the character can avoid all but one point of S.D.C. or hit point damage from a piercing wound. This can also be used as a kind of sideshow carnival trick. The idea is to pierce oneself or have an assistant stab the character with thin knives or needles in places that ought to be fatal. In stead of dying, the character takes just a point or two of damage (usually to S.D.C.). Note: While Shift Internal Organs is pretty fast, fast enough for most hand to hand combat, it is NOT fast enough to dodge an unexpected gunshot or stab in the back. To shift the organ out of the way in time to avoid damage, the character basically rolls a mental dodge. This dodge does not use up a physical melee action. The character is +5 to dodge/Shift Internal Organs under most combat circumstances; +9 when per forming a “trick.” Other dodge bonuses are NOT applicable. A failed roll means the internal organ was hit with a critical strike (double damage).
Taking control over the body’s digestive system, the character creates a closed system. In other words, the character becomes much more efficient and requires far less food and water. At first level, the character can go up to one week without food and water or, with a small supply of water (a small sip every day) up to three weeks without food. Each additional level allows the character to extend the time an extra day without water and an extra three days without food. Vital Harmony also allows the character to more rapidly rid the body of poisons. Given sufficient water (a 100 pound/45 kg characters will need about 4 glasses of water), the character can rid the body of virtually any toxin within one hour.
Mandinga Strictly speaking, this is unique to Capoeira. However, it may be taken by any spiritual martial artist who has a deep connection to his martial art’s background. Kung Fu mystics are a good example of people who may take this power. Muay Tai fighters might invoke a similar result with the cleansing rituals they perform before entering a bout. Essentially, it revolves around the belief that the spirit of a great master in the martial art’s history possesses and guides the practitioner. There are tales of old ladies hobbling into a Capoeira Roda, and then bursting into astronomical acrobatic movements before hobbling away again. Realistic speculation is that it’s more a psychological phenomenon, in which belief above all else gives the body more energy and power. Whatever the case, the game effects are the same. First, the practitioner must have 3D6 minutes to meditate before combat. Then, at any time within the next hour, he may spend ten (10) Chi to invoke the ancestral spirit. This “possession’ lasts indefinitely — to keep it active the practitioner must spend an additional one (1) point of Chi per melee round. The effect is to boost all Dodge and Strike rolls by +2, add one additional attack per me lee round, and add + to all saving throws. These benefits fade away again once the power fades.
Reflex Training Bruce Lee made this popular by using wooden fighting dummies and (later, as his strength increased) metal practice targets. Reflex training is very simple and ancient, and any martial artist with the inclination might take the time to add this to his list of abilities. After years, or even just months of relaxed training, one’s hand-eye speed can be doubled, boosting it to the subconscious level. This is a considerable edge to have. The benefits are +4 to Initiative, +1 to I.Q., +1 to Parry & Dodge, and the addition of the ability Combination Parry/Attack. As an option, if the character has redirected his reflex training to defensive capabilities only, he may ignore these benefits completely and in stead add the ability Auto-Dodge to his list of combat moves.
Deception (also an invisibility technique)
Ninjutsu, Capoeira. Drunken Style Kung Fu and even Aikido will use feints and deceptive body movements to gain advantage over an opponent. Any martial art can incorporate deceptive techniques, if the instructor is willing to teach them (or even knows how), Deception is not necessarily a sinister thing — it’s just another way of manipulating an opponent, and isn’t that what all martial arts are about? A character with this power may use it at any time, at no cost in actions. He weaves the deceptions into his normal movements. By spending three (3) Chi, once per melee, he can force his opponent to make an attribute check vs. his ME. (attempt to roll under it on a D20; 20 automatically fails). If the attribute check fails, the opponent has a -2 to dodge or parry any of the martial artist’s techniques that round. More Chi must be spent and new attribute checks must be made each melee round. The martial artist may affect as many people as he is in hand to hand combat with, at multiple Chi costs.
MARTIAL ART TECHNIQUE: 5 DEADLY VENOMS:
A very little known, very rare art, mentioned in very few texts. It's existance is very questionable, as most skeptics point out the absurdity of such an ability. This technique involves taking a large centipede, a venomous snake, a scorpion, a poisonous lizard, and a toxic toad, and placing them into a clay pot. The pot is then sealed, and buried underground for 30 days. During this time, the animals fight each other, as the animals die, the other venomous creatures eat their corpses, who in turn, are also eaten. By the time the jar is pot is reopened, there is only one large corpse. The venomous remains are then mashed up, and made into an elixer. This elixir is then drunken in little LITTLE sips SLOWLY, VERY VERY SLOWLY! If successful, the drinkers very body becomes used to the toxin, and it itself, becomes venomous. The blood, saliva, sweat, urine, everything. All bodily fluids are toxic to living things. During combat, as the artist fights, he begins to sweat. Eventually, the artist is sweaty enough where a single palm strike has enough deadly sweat to kill a person. In game terms, any contact with the artist's bodily fluid, especially sweat, requires a save vs. lethal poison. A failed save means a victim suffers 1D6 HIT POINT damage, and continues to suffer 1D6 HP damage for 1D4 melees. Additional contact with the bodily fluid (aka, more hand strikes), add ANOTHER 1D4 melees. Ingesting any of the artist's body fluid does DOUBLE damage instantly. The problem with 5 Deadly Venoms is that while obtaining this technique, only 1 person out of 50 actually finished the elixir, and lived to become a venomous person. That means there is only a theoretical 2% of surviving the process! Realilistically, it's about 1D6%. Another problem with 5 Deadly Venoms, contact with anyone is potentially lethal. The flesh itself isn't venomous, but sweat, blood, and spit is. A kiss is very lethal, and of course, no prostitute for you unless you want a dead hooker in your bed. On the plus side, the user is also immune to poison.
Mimi de Chigasukoto (Seeking with Ears/The Ear That Sees) Training in this technique allows the character to attack a foe or target that is only heard, but not seen. This technique enhances the character's hearing to allow this aural detection of an opponent. Base Skill: 40%+5% per level of experience. A loud noise is automatically detected. The base skill is used to detect a slight noise, to hear a particular noise in a noisy environment gives the character a penalty of -30%, and to hear an almost inaudible noise, for instance, a snake sliding over a carpet, the penalty is -45%.This technique provides two advantages to characters who train in it. The character can attempt to defend, with no bonuses, against ambushes or sneak attacks from behind, if they successfully hear an opponent make a noise. When fighting in darkness or against invisible opponents, they only suffer half the normal penalties, as long as the opponent is successfully heard.
Okugi Yaiba (Hidden Blade) This is an Iaijutsu variant where character can draw and strike in one action with hidden or concealed weapon. At first level, this skill provides a +3 to initiative, and an additional +1 is added at third, fifth, eighth, eleventh, and fourteenth levels.
MARTIAL ART TECHNIQUE: WEAPON GRASP:
This training (combined with a bit of Body Hardening in the hands and forearms) allows a skilled Martial Artist to catch incoming weapon attacks! This includes blades (caught by catching the flat(s) of the blade, not actually catching the edge), staves, spears, pole arms, and blunt weapons. This does not apply to thrown weapons or projectiles. To catch an incoming attack, the defender must roll a certain number higher then their attackers total strike roll (yes, your parry bonus counts in there). For staves and blunt weapons, it's +3 (caught without receiving any damage). For spears and pole arms, it's +4 (often caught by the shaft). For bladed weapons, it's +6 (this is very risky). Weapons surrounded by spikes or extra blades (like maces or morning stars) are +7 or even +8 (depends on weapon
Kacchu-Tenshin-Amiguriken (Chestnuts Roasting on an Open Fire Technique)
With this Chi ability, a martial artist can literally strike a foe a hundred times in an instant! This ancient Chinese Chi ability takes its name from one of the training exercises used when learning it: the trainee must grab a handful of sweet chestnuts from an open flame without getting burned. This power is formidable, but exhausting to its user. It takes 8 Chi to push the character up to speed to use this ability. At first level, the character can strike two times with a single hand or foot attack in the same action (they strike twice that action), and their opponent is at a -2 to dodge. Each additional level, the character can do two more attacks during that action (four attacks in an action at second level, eight attacks at fourth, etc.) and the opponent is at an additional -Ito dodge per level. This only lasts one action.
The character can also use this ability to duplicate an autoparry if they normally do not have one (it lasts one round and the character does not get any bonuses when attacking). If the character already has an auto parry, this gives them a +8 bonus to parry.
'Triangle jump': a wall to wall jump going up an over x2 leaping distance
'Missile parry': 1/3pp with weapon 1/4pp barer handed
Emono: Can catch any thrown objects at a rate of 1 per 3 PP and arrows or bolts at 1 per 4 PP within 1 combat melee
You may sacrifice all your attacks for a focused punch or kick strike, or weapon strike to do quadruple damage.
Kyudo: Using a bow you may shoot a number of times equal to his number of attacks in a single shot (eg. if you have 6 attacks you can fire 6 arrows per attack round).
Grab Missile: Can catch any thrown objects at a rate of 1 per 3 PP, and arrows or bolts at 1 per 4 PP within 1 combat melee..
Can use a melee weapon which are skilled in to deflect any thrown missile at a rate of 1 per 3 PP within 1 combat melee
Can use a melee weapon which are skilled in to deflect any arrows or bolts at a rate of 1 per 4 PP within 1 combat melee
Attacks per melee are tripled for 1 round with 1 melee weapon once per combat.
One With The Universe/Zanshin:
Instantly sense anybody who enters his circle of 2mtrs +30cms per level, including the invisible (even though he cant see them). +6 initiative, +2 parry, +4 dodge
Can fall great distances and land properly into a cross legged stance. Can fall 1mtr per Chi expended and take no damage.
Feign Death: 74% +2% per level of experience. A
form of bio-feedback and meditation that enables the character to fall into a death-like trance. The metabolic rate is slowed to the point that the Ancient Master’s body temperature drops, the pulse is undetectable and breathing seems to have stopped completely. Without hospital facilities, even a Medical Doctor or Paramedic is likely to believe the character is dead. Requires six
melee rounds (90 seconds) of meditative preparation, and can be maintained for one day per PE point per level of experience without harming The Ancient Master (no dehydration, starvation, muscle atrophy.).
ln this state of suspended animation, drugs, toxins, and
chemical damage and effects are immediately stopped, but will take effect the instant the death trance is ended, unless the Trance is used to cleanse the spirit (see the Power Cleans Spirit). 24 hours of Cleansing meditation will purge the body of all impurities, making it safe for the character to awaken.
Leaping Technique Could be considered the opposite of the falling technique. That artist is able to make leaps that are beyond even Olympic skill in terms of length or height (Crouching Tiger, Hidden Dragon anyone?). This technique is favored by Taido & Ninjutsu artists. The character can leap 2+1 meters per level lengthwise, and 1 meter per level height wise. By using this technique the artist can clear any combat range or leave combat completely in one action. Note that without the Falling Technique, the artist will have to roll 14 or higher maintain balance to stay on their feet after such a bound (if they fail when using this to leave combat, their opponents will automatically get initiative if they pursue a new melee). NOTE: When combined with the Zenjorike Karumi-Jutsu, the character will be able to perform Karumi-Jutsu leaps without intense concentration, thus allowing to be used in combat. Per level bonuses to jump distance apply to Karumi-Jutsu leaps Yuk Gum Techniques (Inverted Sword Techniques) These are a set of techniques that stress using, and drawing, a sword in an ice pick grip, rather than the standard method. These techniques also stress circular and spinning motions while fighting. This allows you to draw and fight more quickly, and in a smaller area. Bonuses: +1 to Initiative when drawing a sword, +2 to Circular Parry with W.P. Sword, +2 to Rear Attacks with W.P. Sword. Learn to perform Back Strike (A backwards thrust with the sword), Spinning Slash (Combination Strike/Dodge), and Circular Parry with W.P. Sword. Pre-Requisites: W.P. Sword Two-Hand Technique This is mimicry of the techniques of Centipede Boxing. It allows the fighter to act as though they were wielding paired weapons (Thus allowing them to parry/strike with both hands in the same action… etc.) It also provides Katas: Knife - paired. Trapping Takes two or three melees to employ. For the first melee, only defensive actions may be used, so that the fighter can "get" his opponent's rhythm. After that, the fighter has two options: Cluster Strike, or Countering. Cluster Striking may occur in the second melee (thus ending the technique), and requires the fighter to defend until the opponent has used all but his last two attacks, at which point the fighter can power block/parry the next attack, and immediately follow up with a half his melee attacks in a single action (defending the attacks after the power block/parry is done at half); however, if the power block/parry is successfully defended against the other attacks cannot occur. Countering requires the fighter to sacrifice another melee to pure defense, then, during the third melee, the fighter may auto-power block/parry all his opponent's attacks (effectively doubling his own). All power block parries deal 1D4 + claw damage to main body. Strikes following the power block/parry receive no the P.S. damage bonus if the power block/parry is defended successfully. (Thus each action gets power block/parry [parry with 1D6 strike] followed by strike) Titan Sword Technique The user can create 1 sword in each hand if wished at double the cost. 1. Generate Sword: The Titan can generate the sword in an instant (less than a second). The sword does 1D6 damage per 4 P.P.E. invested in the blade. The size and style of the sword depend on what the character wants at the moment. The blade cannot be changed after its been created, but if its dispelled and recreated, it can appear differently. Generating the sword to parry an attack is done at +2; -6 against a projectile/missile weapon. The sword lasts for an impressive half hour per level of experience.2. Teleport Sword: The Titan can teleport the sword back to him if it was knocked out of his hands at the cost of 3 P.P.E. It is so fast he can even teleport the sword to parry an attack; same penalties as above3. Intercept Attack: The Titan can attempt to intercept any magical energy or projectile attack by focusing on the sword and letting it mystically guide itself against the attack. The P.P.E. cost is 2, and adds a +6 bonus to parry the attack. It has no effect on spells that affect the Titan but don't create a physical manifestation, such as agony or life drain.4. Automatic Attack: One of the more spectacular powers of the mystic sword, it can be released by the Titan and will fly towards the victim! After the attack t he sword just drops to the ground. The strike has a special bonus of +4 to strike (no other strike bonuses are applicable) and costs the Titan 1 P.P.E. To draw the sword back costs 1 P.P.E. or he or she can teleport the sword back. Of course, if the sword is grabbed it can't be drawn back by any method other than teleportation. The range of the attack is 60 feet (20m).5. Other notes: The sword can affec any creature vulnerable to magic, those who are invisible, ethereal, or even astral beings! The sword is efectively invulnerable to damage, but can be picked up by anyone and used although the special abilities are limited to the Titan who created it.6. Bonuses: The Titan is +4 on Initiative when using this magical blade, and gets a special strike and parry bonus of +3 due to the fact that the blade is perfectly balanced. Suwari Waza (Seated Techniques) The character has learned to fight from seated or kneeling positions. Bonuses: +1 to Strike, Parry, and Dodge when in a seated or kneeling position. Speed striking A special attack where the Triad masters can repeatedly strike a target up to five times with one melee attack! The first four attacks must be non-power attacks and must only take up one melee action to perform normally. The master must roll a strike that hits to begin, and then must roll successful strikes to continue the assault. A failed strike means no more speed strikes can be done. The fifth attack can be a power attack, but still takes up two melee attacks. The only problems with this is that the attacker cannot defend himself in any way during the attack, he cannot combine this with a death blow, no weapons can be held in the hands, and his bonuses to strike and damage are halved! Plus, the defender gets to roll to parry or dodge until he succeeds - if and when he does, the flurry of attacks ends. Still, this is a devastating ability (especially when used from behind) and this is why masters are so feared. Sharp shooting Pistol Can use P.P. Bonus when shooting under 15 feet+1 feet/level. Can roll/shoot without penalty. + gain QuickDraw Initiative raw/shoot. +1 for every 3 points of P.P. above 15. +1 every 3 levels. Sharp shooting Rifle Can use P.P. Bonus when shooting under 15 feet+1 feet/level. Can roll/shoot without penalty. + gain QuickDraw Initiative raw/shoot. +1 for every 3 points of P.P. above 15. +1 every 3 levels. Sharp shooting Energy Pistol Can use P.P. Bonus when shooting under 15 feet+1 feet/level. Can roll/shoot without penalty. + gain QuickDraw Initiative raw/shoot. +1 for every 3 points of P.P. above 15. +1 every 3 levels. Sharp shooting Energy Rifle Can use P.P. Bonus when shooting under 15 feet+1 feet/level. Can roll/shoot without penalty. + gain QuickDraw Initiative raw/shoot. +1 for every 3 points of P.P. above 15. +1 every 3 levels. Sha Nang Kung (Sa Nong Gung)(SandBag Training) By training with a number of sandbags on a frame, this technique teaches you how to fight multiple opponents. Bonuses: character can fight 2 opponents @ level 1, +1 opponent @ levels 4, 6, 8, 10, 12, and 14. The character also learns the combat skills Circular Parry and Multiple Dodge. Rooting Chi Kung When using this ability the character cannot be pushed, lifted or otherwise moved by another person. The character uses knowledge of body mechanics and chi to hold herself to the ground. To use this ability the character must have at least one action to prepare for the push/lift and one point of positive chi.
======Cancel Zanshin ======
Having this ability will keep you from being sensed by anyone with Zanshin. The range for Cancel Zanshin is the same as for Zanshin. Note: Cancel Zanshin does not protect you from being sensed by any kind of Chi Awareness, but it will trick anyone who has it into thinking that you only possess 50% of the Chi points that you have, which can be very useful in some cases. Further Note: You cannot have both Zanshin and Cancel Zanshin. If you choose them both, you'll just end up canceling your own Zanshin.
This skill allows you to Reflect Kiaijutsu and Open Hand Atemi attacks, and any other sound-based attacks. This can be used in the place of any defensive move. All you have to do is announce that you are going to try to reflect the attack and make a successful Saving Throw vs. Pain (see page 132). The Reflected attack does double of everything (double damage, double stuns time, deafens double the time, throws back opponent double the distance, etc.). Note: It is possible to reflect a Reflected sound attack, and then reflect the Rereflected attack, and so on and so forth, etcetera, etcetera, ad nauseum. After enough Reflections, even an attack that started out as a simple Shock Yell can kill someone.
==Running Technique ==
The character learns the fine art of running. Not just for minutes, but for hours. The character will know how to pace himself properly. He will be able to run at maximum speed for 30 minutes for each point of P.E. or at 1/2 maximum speed for one hour for each point of P.E. Note: the character must have the Physical skill of Running to take this skill. Poison Hand Technique NOTE: The character must already have the death blow ability to take this ability. However, to even have a successful strike requires a roll of 14+ with bonuses, and the attacking character can neither dodge nor roll, only parry. Unsuccessful death blows that are not parried or dodged, inflict 1D4 damage plus bonuses to SDC. Successful death blows inflict the following (roll percentile): [All blows also have a 30% chance of instant coma and possible death within 1D6 minutes, except for snake hand to the eyes] 01-20 Dragon claw to the throat. Crush and tear out throat. (1D6+damage bonuses)*4 to hit points. Additional 4 hit points lost per minute. Equivalent to double critical damage and shock. 21-40 Crane forearm to the temple. Potentially lethal if the attacker breaks the temporal bone. 1D6+ damage bonuses)*2 to head SDC and another half of that to hit points. Speed, attacks, and skills reduced by 25%. Equivalent to medium injury and shock. 41-60 Tiger palm to the nose. Drive the cartilage into the brain. (1D6+damage bonuses)*3 to hit points. Additional 2D6 hit points lost per minute. Equivalent to triple heavy injury and shock. 61-80 Snake hand to the eyes (or crane hand or mantis hand etc.). Poke out the eyes. (1D4+damage bonuses)*2 to hit points. Additional 2 hit points lost per minute. Blindness with all its penalties! 50% chance of irreparable damage to the eyes. Equivalent to triple medium injury and shock. 81-100 Panther paw to throat. Crush the throat. (1D6+damage bonuses)*3 to hit points. Double medium injury and shock. [On the other hand, you can just use the table for normal death blows...] Ochiotoshi This technique involves striking an opponent's weapon with enough force to cut through it. This technique only works against a successful parry. If the defender successfully parries, the attacker using this technique rolls a D20 to determine whether or not the defending weapon was cut through (and likely broken). A Natural 12 or higher, with no bonuses, must be rolled to successfully cut through an opponent's weapon. Mizu no Kokoro Mizu no Kokoro (Mind like Water) indicates a type of mind that is uniformly calm as the unruffled surface of a lake which reflects clearly everything existing or moving in the vicinity, without undue emphasis upon anything in particular. This is a chi defense skill which allows the character to disguise the projecting chi of their attacks and intentions. Effectively this power blocks the Martial Art Technique of Zanshin, rendering those bonuses null against someone using this power. This power also reduces the effectiveness of Chi Awareness, and will only show if the character has positive or negative chi and, obviously Chi Skills (since this is a Chi Skill). Use of this skill does not prevent the character from using Zanshin. Mang Dou (Blind Fighting) The character is trained to fight while completely blind. Bonuses: All negative modifiers for blindness are reduced to zero, +1 to Mental Endurance, +1 to Rearward Attacks, Sense of Direction: 75%. Lizard Technique A modification of 'Light Climbing' and Karumi-jutsu. This can be used in combat, and almost always is. If barefoot, the Lizard master can climb any non-metallic surface using only his feet. The chance of success for this style is 59+5%/level (if the roll is failed, the master has the option of performing a backflip off the wall instead, this can be used to land on behind an opponent if they are within range) and rolls are made for each SURFACE climbed. Thus, once the master climbs a surface successfully, they can return to it without problems for the rest of the combat.When fighting someone while on a wall, the Lizard master gains: +2 to strike and dodge, +1 on initiative and +2 (+20%) to maintain balance, and Automatic Vertical Parry. Unlike the normal Lizard Technique, the Modified Technique can only be maintained for one melee (+1 every 3 levels) Kyukoka Shugeki Jutsu (Art of Pounce) The fighter must successfully prowl (Use Pi Mi Hsing Tung) and get all crouched down ready to pounce. The fighter waits for the perfect time and pounces. The fighter automatically gets initiative and must roll to strike with a bonus of +5 and normal strike bonuses (Body Tackle bonuses may also be applied) The only thing the opponent can do is dodge the flying body. Opponent is totally surprised unless the fighter has given them reason to suspect there is someone specifically there. Dodge is - 5 and their dodge bonus doesn't apply if totally surprised and -2 with half dodge bonuses if opponent is in somewhat anticipation. Once a pounce if successful the fighter may start attacking immediately. Only being able to use punching attacks, usually directed at the head/face. The opponent can try and bully the fighter off of them in the same manner you try and bully out of a choke. When on opponent any unmodified roll of 17, 18, 19, or 20 is Critical. Once KO/Stun is attained you can call a KO/Stun on a roll 1 number better than you're normal KO/Stun ability. Fighter will usually try to Knock out or beat into submission, and will only kill on extremely rare occasions. Kyuba-Jutsu (Art of the Bow and Horse) This training allows the character to ride and shoot a bow at full gallop without penalty. Likewise, the character's balance and bow handling is such that he can shoot a bow without penalty from a moving vehicle, in mid-air, or from an awkward position (a swaying rope bridge, hanging upside down, leaping and shooting, etc.) Martial Arts Techniques: Kuji Kiri (Finger Weaving) This is a method of hypnotizing an opponent by intertwining the fingers in a rhythmic manner. The target must save vs. psionics or be hypnotized (use the modifiers for K.O./Stun). The opponent receives a -1 to save at levels 5, 9, & 13. At 7th level this skill can be done using the entire body, with a -2 on the target's save. Kosshijutsu This is the art of finger weak-point attacks to organs and muscles. Similar to Atemi, except that the primary purpose of Kosshijutsu is to inflict damage. Kosshijutsu strikes are done using Fore-Knuckle Fist, Finger Tip Attack, Chuk, Crane Fist, Gou Strike, Negative Gou, and Spear Hand to target sensitive organs and muscles. If a style does not have one of these hand strikes, this martial art power cannot be taken. A Kosshijutsu attack can only be used once per melee round and requires a 16 or better to strike. A successful attack results in doing damage directly to Hit Points and the target must save vs. pain at -2/hit or lose consciousness. If the roll is less than 16 the strike fails but still does normal damage to the target. Koppojutsu This is the art of bone breaking. Characters with this skill are trained in the techniques, required force and knowledge of where to strike in order to shatter bones. A Koppojutsu attack can only be used once per melee round and requires a 15 or better to strike. A successful attack results in the target bone being broken, doing damage directly to Hit Points. If the roll is less than 15 the strike fails but still does normal damage to the target. Can be done with any hand strike except Finger Tip Attack/One Finger Attack, Spear Hand, any Claw Strike (including Black Tiger Claw Strike, Claw Hand, Bear Slap, Crane Fist, Duo-Claw Strike, and Eagle Claw Hand), Push Open Hand, Two Palm Push, and Sticky Hands. Judgment: The technique of Judgment represents the ability of a Fencer to take the measure of their opponent and figure out how to react appropriately against them. To use this power, the Fencer must spend two melees sizing up their opponent. This takes the form of applying basic attacks and defenses to certain moves, allowing the Fencer to judge what methods of attack their opponent can use. Note that this is two melees of watching the opponent fight, but not necessarily against the Fencer. If they have the opportunity to watch the combatant fight for two melees and are using the Technique on them, the same results will occur. In game terms, this means that the character will be able to determine the following things about the opposing character: approximate level of their HTH form as Low (1-3), Medium (4-7), and High (8 and up); the HTH form being used and the approximate moves they can use (tell them what form and let them look at the book to see what they can do); the enemy's physical attributes; and indicate the general possibility of other abnormal powers and abilities (only shows generalities, like odd eyesight, exceptional hearing, abnormal flexibility, and so on, not give them a description of the exact powers used.). It also grants a few bonuses, as the Fencer begins to be able to predict how their opponent will react and move. Bonuses +2 to Initiative +2 to Parry/Dodge +2 to Time Thrust +1 to Strike Martial Arts Techniques: Jeet Kune Do Concepts 1 There are those who believe that JKD is meant to be a constantly evolving, changing form. Techniques that no longer work are discarded in favor of newer, more functional techniques. To simulate this in game terms, the practitioner of JKD is able to select a new technique from any martial art form ( only those techniques listed under COMBAT SKILLS )at levels 3,6,9,12,and 15. Martial Arts Techniques: Jeet Kun Do Concepts 2 A training mindset that focuses on constantly expanding the character's range of skills, adapting what is useful from other arts while paring away what is less useful from his own martial art form. At 1st, 4th, 7th, 10th, and 13th levels, the character may EXCHANGE any of his combat moves for any other from another style. At 2nd, 5th, 8th, 11th, and 14th level, the character may EXCHANGE his level advancement bonus for that of another style. Both exchanges are at the character's option, and subject to GM approval (i.e., if the character has never even MET an Eagle Claw Kung Fu practitioner, it's unlikely s/he would learn the Eagle Claw technique, or learn any of Eagle Claw's LAB's) Jia Zhu Chi Kung (Standing Post Breathing Exercise) This is a form of meditation designed to increase the flow of Chi in the body. Bonuses: +5 to Chi at Level 1, +10 to Chi at Level 5, +15 to Chi at Level 10, Double Existing Chi at Level 15. Instant Stand The character is able to deftly return to his feet after being knocked down. He loses no actions when he is the victim of a knock-down attack. Ground Fighting The character has been trained to fight from the ground. He loses no actions when he is the victim of a knock-down attack, unless he chooses to get up, and he can attack from the ground with no penalty. Fukuwajutsu A kind of ventriloquism often combined with hypnotism, whereby a ninja would project his voice into another creature. The ninja was usually hiding somewhere nearby. This ability allows the character to make other people (or animals) seem like they are talking (or saying something different from what is actually said). Maximum range is 10 feet (3 m) away. A failed roll means the voice is not well thrown or the ventriloquist's mouth is seen moving, so the trick does not work. Base Skill: 20%+5% per level of experience. Einzug Rustungen The Einzug Rustungen is the most secret technique of the Panzer Kunst martial art. The technique is the matching of the opponent's rhythm and striking when they are off guard by studying the opponent's fighting technique during battle and retaliating. The cyborg gets a cumulative +1 to strike/parry/dodge one opponent per level the character has in Einzug Rustungen per melee round fighting that opponent. If the character stops fighting that opponent, they lose the bonus at a -2 strike/parry/dodge per round until the bonus is gone Penetrating Strike PPE: 4Penetrating strike enables the character to penetrate armor, including power armor and the bodies of cyborgs! The character does normal damage to the armor and 1 point of SDC to the target in the armor or the organic portion of the cyborg for each 1d6 the attacker does in SDC damage (if the attack does 5d6 SDC, the target within the armor takes 5 points SDC, 1 MD point means 15 SDC to the target within the armor). Add 1/2 the normal SDC P.S. bonus to the damage done through the armor as well. If the damage gets through the SDC and starts affecting HP (in the case of cyborgs, it immediately affects HP), the target must save vs psionics or be knocked unconscious by the blow. Hertza Haeon PPE: 3The Hertza Haeon is a technique in which the cyborg focuses their internal power to a frequency that will disrupt electrical impulses within living beings, causing additional damage. The Hertza Haeon allows the cyborg to do double damage with the attack, but the cyborg themselves take 1 HP damage each time the attack is used. The Hertza Haeon will not work through armor, however, it does work through forcefields, doing 1/2 damage to the field, and 1/2 damage to the target. The Hertza Haeon is fully effective against partial conversion borgs, but only 50% as effective on full conversion borgs. Final Blow The Final Blow technique allows the character to do supernatural damage, but at a potential of killing the character! By spending the base 4 Chi, the character can do damage as though their PS is supernatural. For each additional Chi spent the character's effective PS increases by 1. The downside of this attack is severe. For the base 4 Chi, the character takes 2d6 +4 damage directly to HP. For each additional point of Chi, the character takes an additional 1 HP damage. The Final Blow is active 1 melee round. Coordinated Attacks This allows two or more martial artists to perform a coordinated attack on one or more foes. Much like the Drunken Master Technique, this is often seen in the movies that are about Master Wong Fei Hung, but are also seen in many movies about ninjas.The attack is usually done in some sort of formation (Usually this is one person standing on another's shoulders, or some sort of cheerleader type formation.) As stated above, the minimum number of attackers is 2, the maximum is 6. Each of the attackers must study the same style of martial arts, and each must have this power. The attackers must have initiative. The attack counts as many actions as there are people involved in the attack (If two people are involved, it counts as 2 attacks that each person has used, if 3 people are involved it counts as 3 attacks.) Each person rolls to strike as normal. The defender may try to parry all attacks, tough he must give up his automatic parry if he does not have circular parry. The defender can only dodge the first attacker. Each person's attack is considered a critical strike, which sould do double damage, if an attacker rolls a Natural 20, then the attack does triple damage. Battojutsu Similar to Iai-Jutsu, this art concentrates on quickly drawing a sword and attacking, while simultaneously dodging an attack. The effect this ability has means the character only requires on melee action to both draw a weapon and dodge an incoming attack. Bonuses: At first level the character gets a +1 to Initiative, Dodge, and Strike. At levels 5, 10, and 15 an additional +1 to Initiative is gained. At levels 3, 9, and 12 a bonus of +1 to Dodge is gained. At levels, 4, 8, and 13 a +1 to Strike is acquired. Cannot be combined with Iaijutsu bonuses, though other bonuses to Initiative, Dodge, and Strike can be added. Ankokutoshijutsu This is the technique for seeing in the dark. Training includes on techniques such as not looking at lights, paying attention to movement in peripheral vision, and how to study objects at night by not looking directly at them. A character with this skill can detect movement at night up to 30 feet plus one foot per level of experience. Discerning what an object is at night is also possible with a 25%+4% per level of experience chance.
'Dirty Tactics': This is a catch-all category that covers everything from throwing dirt in your opponent's eye to stabbing him in the foot with a fork. Every Game Master handles special, out-of-the-ordinary attacks in a different fashion, but these are my recommendations:
1. Dirt in the Eye: This is the typical "pick up a handful of dirt and throw it in his eye" move. Requires a strike roll of 15 or better. If successful, the opponent is stunned, losing one action, and suffers a -4 to all combat rolls until he gets his eyes washed.
2. Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage.
3. Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee rounds. He will be blind in that eye for 3D6 hours, and there is a 75% chance of permanent blindness. Inflicts 1D6 damage.
4. Nose Bite: This is an attempt to bit the tip of the opponent's nose off. Requires a strike roll of 16. If successful, the victim will be stunned for 1D4 melee rounds, losing initiative and two attacks, and he will suffer a -3 penalty to all actions. Inflicts only 1D3 damage, but bleeds at twice the normal rate.
5. Foot Stomp: This is simply bringing your foot down on the opponent's arch. Requires a strike roll of 14. If successful, the victim is reduced to 75% normal Spd., loses initiative and one action for 1D4 melee rounds. There is a 25% chance that the foot will be broken, in which case, the penalties remain until it is healed. Inflicts 1D6 damage.