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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.


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