New Martial Arts Powers
ARTS OF INVISIBILITY
No new powers
ATEMI ABILITIES - THE VITAL POINTS
Bakusai Tenkesatsu (Destruction Point
Strike)
This is a special Atemi ability. Unlike normal Atemi which
affects biological targets, the Destruction Point Strike affects
inanimate objects. By doing a one-finger strike (this attack must
be known to use the technique) the artist can destroy any
non-metal object, by striking it's structural weak point (see
below for bonuses when used with the Find Weakness Chi Power). An
unmodified strike roll of 10 or higher must be made for the
attack to succeed. The strike can destroy up to 25 cubic feet of
non-metallic inanimate matter (large trees are not considered
living in this circumstance) and send shrapnels of it flying,
possibly causing damage to victims nearby (but not the artist
using the technique). Anyone within 5ft will take a certain
ammount of damage based on the material. Wood: 2d4, however must
save vs. pain for nasty splinters, Stonde: 4d6. At level 5 up to
35 cubic feet can be destroyed, and at level 10 the attack can
affect metals as strong as Iron. NOTE: This attack only affects a
solid block of matter, and not multiple chunks like gravel or
wood chips. Artists who have the Chi Master Power of 'Find
Weakness' automatically succeed every attempt.
This is a closely guarded Joketzuku technique, and learning it is
most difficult. Teacher hurls their student into boulders or
tough trees until they become quick enough to execute the strike.
As such this technique uses up an Atemi and Body Hardening slot.
Bonuses from training are identical to Stone Ox (Stone Ox cannot
be taken twice however, nice try Loop-Hole artists).
BODY HARDENING EXERCISES
Weighted Clothing Training
Simple training technique. A combination strength/endurance/speed
exercise. The practitioner wears weighted shirts, pants,
wristbands, ankle bands, footwear, even headwear, during training
and even during actual combat. Bonuses: +1 to P.S., +1
P.P., +1 P.P., +1d4 Spd.
CHI MASTERY
POSITIVE CHI SKILLS
Hiryu Shoten Ha (Fire Dragon Acension Wave)
The legendary Joketzuku Chi Attack, known only by the most
ancient of the Chinese Amazons, and wisest Shinto of Japan. This
technique relies on the users calm and posistive feelings/chi,
and turning an opponents anger and negative feelings/chi against
them. This technique is performed by spending 3 melee actions
running a circle around the opponent shouting taunts. During
these actions, they cannot attack, but have +2 auto-dodge. For
each action the opponent must make a d20 roll using M.E. bonuses,
if they fail to roll under 12 they gain 1 anger counter. During
this whole time the performer MUST keep his coo, rolling for the
same test. For each time he fails his target counts as having
lost 1 anger counter. On the fourth action the artists completes
the move with an uppercut attack (they must know this punch to
use the technique). If the punch connects, a whirlwind will rise
around the combatants, and a dragon form will take shape from the
chi energu, striking the target and blowing it away. The damage
this attack does is 4d6 damage for every anger counter the target
has. Also, the opponent is blown a number of meters away equal to
triple the anger counters the target has.
Mouko Takibisha (Fierce Tiger Domineering)
An attack based upon channeling the users positive life force
into a blast. 1d4 damage for every 2 points of positive chi used
(can only use a max of 6 chi per level), cannot be countered with
normal chi abilities, must be dodged or countered with the Shi
Chi Hokodan. Strike is made on a natural roll.
POSITIVE OR NEGATIVE CHI SKILLS
Happo En Satsu
An legendary technique for draining chi from ones opponent and
using it as one pleases (this is one of the few instances a
persons Chi can be greater than their usual maximum, however
there are still limits, the maximum that can be drained is double
the artists maximum chi). There are some conditions to this
power. It is not a learned power exactly, first an Atemi Master
must spend atleast one hour every day for one month performing a
series of metabolism alteration through pressure points. After
the treatment is completed, the artist will then be able to drain
other peoples chi through any circular object (the reason it's
called the En Satsu is because the object used is commonly an En
coin). Normally, the user of this technique can only be used on
people with intention to fight (GM's call on this). The rate of
Chi drain is 10 points every target every melee, and the user can
drain a number of targets equal to double their level of
experience. In some cases, the user can drain from targets who
have no intent of combat, but the drain is only 2 points every
melee, and can only be used on one target. If not used soon
(within 10 minutes), the Chi fades at a rate of 5 per melee.
NEGATIVE CHI SKILLS
Shi Chi Hokodan (Lion Roar Shot)
An attack based upon channeling the users negative life force
into a blast. 1d4 damage for every 2 poins of negative chi used
(can only use a max of 6 chi per level), cannot be countered with
normal chi abilities, must be dodged or countered with the Mouko
Takibisha. Strike is made on a natural roll.
MARTIAL ARTS TECHNIQUES
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 heightwise. 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.
ZENJORIKE
Hidden Weapons
A technique sought after by many weapon oriented martial artists.
The Zenjorike technique of hidden weapons allows a martial artist
to carry what could almost be considered and arsenal within the
confines of their clothes, with little or no weight or apperance
problems.
Notable users of Hidden Weapons are ninja's, able to apparently
carry a multitude of shuriken on their person without making a
single noise or tearing a single shread of clothing.
The technique of Hidden Weapons has a few requisites for it's
use. The first being, that the artist attempting to hide weapons
on his or her person must be wearing loose clothing, atleast two
to four sizes larger than their used to. While this skill does
warp space in a way, it seems it has to compensate for it by
having bogus space requirements.
Next, the character requires atleast a P.S. of 20. The distortion
causes some funky weight issues and thus requires a strong body
to execute.
Lastly, the character MUST know Karumi-Jutsu before taking this
technique. By using the weight altering technique, the martial
artist can thusly carry more in the warped space than normally
possible.
With all these requirements met, the character can then learn the
Hidden Weapons technique. The technique allows the character to
hide up to 25lbs of weapons within their clothes. Any number of
weapons can be taken out at a certain time, within certain
limits. The character must either have the free hands to pull the
weapons out, or must fling his arm outwards in the case that they
want to send certain throwing weapons outward from their sleeves.
The number of weapons that can be thrown outwards from either
sleeve is one at level 1, two at level 4, three at level 8, four
at level 10, and five at level 13. NOTE: Firearms cannot
be hidden, nor any weapon with any moving parts, like crossbows.
For some reason, mechanical weapons do not mix with the space
warping technique.
Only the character can normally remove these weapons from their
clothing. However another hidden weapons artist could reach in
and very well pluck one of the martial artists weapons from him,
and vice versa.
At levels 3, 6, 9, 12, and 15, the character gains an additional
10lbs to the ammount of weight in weapons that they can carry.