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NEW MANEUVERS

FEINT
Using sleight of hand the character is able to momentarily fool, fluster, or outmaneuver his
opponents defenses. The attacker declares a feinted attack and first makes a sleight of hand check
opposed by the defenders notice, if the defender beats the attackers sleight of hand check he also
successfully prevents the attack and can counterattack (as if the sleight of hand check were an attack
roll, and the notice check were a defense roll), if the defender loses the contest they take a penalty
to their defense equal to the level of failure against the ensuing attack. The maximum defense
penalty that can be suffered is equal to that of a Rear Attack. Every time the attacker uses this
maneuver on the same opponent in the same combat scene the defender receives a cumulative +10
bonus to their feint defense for every time after the first.

NEW MODULES

KNOCKOUT ATTACK MODULE


The character has learned how to fight in a less lethal manner, learning to disable opponents rather
than kill them.
Effects: Add +10 to the die roll to calculate the critical level when the character strikes with the
intention of knocking their target unconscious.
Cost: 10DP

SUNDERING ATTACK MODULE


Learning how to strike hard and brutally at an objects weak points, the character can more easily
break an opponents weapon or armor.
Effects: Increase the effective breakage of any weapon held by half the characters Strength value
(rounding down).
Cost: 30DP

TECHNICAL OR STYLISH FEINT MODULE


Thanks to either exceptional training or confounding moxy, the character is able to make feints even
without having the usually required superior arm mobility.
Effects: The character may take a Style check or a check using half his Attack value, instead of
taking a Sleight of Hand check when initiating a Feint Maneuver.
Cost: 40DP

INSIGHTFUL DEFENSE MODULE


The character learns to greatly heighten his perception once in combat and to react quickly to
unexpected attacks.
Effects: The character gains a +50 bonus to any Notice check to avoid Surprise Attacks or Feints.
Cost: 40DP

NEW BASE MARTIAL ARTS

DRUNKEN FIST
This little known style of fighting was developed some time ago by a disgraced monk who was
kicked out of his temple in Shivat for excessive drinking. while out in the woods he learned to
control his drunken state and combined his temples already graceful style with his own swaying
movements and the motions of the local monkeys into an entirely new art. appearing very much like
a dance, it is now widely accepted at the temple it originated at and at several others for its nimble
moves and graceful appearance, though the alcohol is usually omitted from the training regimen. the
jumpy and swaying movements often confuse some of the best fighters and its seemingly random
attacks rely more on speed and sudden outbursts than raw strength.
complexity: 2

BASE
Advantages: The character can add his Agility bonus to any Combat Acrobatics/Feint maneuver he
makes in combat.
Damage: 20 plus the Dex bonus of the user. It uses the Impact table.
Requirements: Style 40
MK: +0
Bonus: +10 Dodge (unarmed)

ADVANCED
Advantages: The character can add two times his Agility bonus to any Combat Acrobatics/Feint
maneuver he makes in combat. This bonus includes that provided by the Base degree.
Damage: Same as Base degree.
Requirements: Style 80, Dodge 100
MK: +10
Bonus: -

SUPREME
Advantages: The character can add three times his Agility bonus to any Combat Acrobatics/Feint
maneuver he makes in combat. This bonus includes that provided by the Base and Advanced
degrees.
Damage: Same as Base degree.
Requirements: Style 120, Dodge 200
MK: +10
Bonus: +10 Dodge (unarmed)

JUDO
Developed in a small prefecture of Lannet when the big shogunate of the time made it the target of
his conquest. as the civilians were not allowed to carry swords they adapted the style to fight against
weapon wielders, and to avoid the penalty for slaying a soldier it was designed to be primarily non
lethal. the prefecture was conquered despite the valiant and impressive efforts of the small county's
warriors, but the shogun and his soldiers were so impressed by the style that it was adopted and its
legacy lives on today in the many samurai who practice it so they can defend themselves if they lose
their sword, or by many others across Gaia for simple self defense.
complexity: 2

BASE
Advantages: When making a Counterattack the user applies the opponents strength modifier to his
attack roll and base damage (minimum +5 to attack, min +0 to damage). This benefit only works
against humanoid enemies.
Damage: 10 plus the Str bonus of the user. It uses the Impact table.
Requirements: Sleight of Hand 20
MK: +0
Bonus: -

ADVANCED
Advantages: Due to the nature of the art and its goals, at this level the practitioner applies no
penalty to Take Down or Disarm maneuvers when making them as part of a Counterattack.
Damage: Same as Base degree.
Requirements: Sleight of Hand 40, Attack 100 (unarmed), Defense 120 (unarmed)
MK: +10
Bonus: +10 Dodge or Block (unarmed)

SUPREME
Advantages: At this level judo grants a +2 bonus to the characteristic check, when making a Disarm
or Take Down maneuver as part of a Counterattack. Also it doubles the bonus to Attack and
Damage given from Base degree applied to Counterattacks.
Damage: Same as Base degree.
Requirements: Sleight of hand 80, Defense 200
MK: +10
Bonus: +10 Dodge or Block (unarmed)

KALARIPAYAT
An old and influential art, considered to be one of the first, and a very diverse art indeed. now only
used by some of the warrior caste of Baho and a few traveling nomads, this martial art is meant to
cover all the bases of combat, including holds, strikes, weapon use, pressure points, and even first
aid, the exact combination determined by the local variations. while being practical, many have
likened it to dancing, and indeed many of its ancient practitioners were also accomplished dancers.
often associated with yoga, the two practices are unrelated. true masters of kalaripayat were
considered valuable commandos and bodyguards back in the styles past, now it is a treasured relic
that is known of in legends by martial artists around Gaia. the different variants (three major ones in
particular) exist in unison around Baho and other areas where teachers exist, like kung fu; a
practitioner is considered to have trained in a few different forms of kalaripayat.
complexity: 2

BASE
Advantages: When making an Aimed Attack maneuver, the character gains a bonus to his Base
Damage equal to his Intelligence Bonus. This bonus only applies to humanoids.
Damage: 10 plus the Str bonus of the user. It uses the Impact table.
Requirements: Anatomy 60, Athleticism 20.
MK: +0
Bonus: -

ADVANCED
Advantages: As Base degree, but double the Intelligence Bonus to Aimed Attacks Base Damage.
This bonus only applies to humanoids.
Damage: 20 plus the Str bonus of the user. It uses the Impact table.
Requirements: Anatomy 80, Athleticism 40, Attack 120 (unarmed), Defense 120 (unarmed)
MK: +10
Bonus: +5 Initiative.

SUPREME
Advantages: This degree gives a bonus to Aimed Attacks Base Damage equal to three times the
Intelligence Bonus of the character (including bonus from lower degrees). This bonus only applies
to humanoids.
Damage: 30 plus the Str bonus of the user. It uses the Impact table.
Requirements: Anatomy 120, Athleticism 100, Attack 200 (unarmed), Defense 200 (unarmed)
MK: +10
Bonus: +5 Initiative.

LUA
This little known aboriginal art is one of the few martial arts originating from the new continent. the
culture that developed it is in serious decline, but the art still survives. this brutal grappling style is
designed to brutally cripple any opposition as quickly as possible and to prevent the same from
happening to the user. its masters devoting nearly religious fervor to the style, shaving off all their
body hair and coating themselves in oils to make them harder to grab.
complexity: 2

BASE
Advantages: The character suffers no penalties for attempting a Trap maneuver.
Damage: 10 plus the Str bonus of the user. It uses the Impact table.
Requirements: Feats of Strength 40, Withstand Pain 20
MK: +0
Bonus: -

ADVANCED
Advantages: When someone attempts a Trap maneuver upon the practitioner, the penalties from the
maneuver they suffer are doubled, if they have no penalties to initiating Trap maneuvers, then they
suffer twice the lua users Agility Bonus as an inescapable penalty if the lua user burns a Fatigue
point. The lua user also gains a bonus of +1 to Strength checks made to the Crush and Strangulation
maneuvers.
Damage: 20 plus the Str bonus of the user. It uses the Impact table.
Requirements: Feats of Strength 60, Withstand Pain 40, Dodge 120 (unarmed)
MK: +10
Bonus: +10 Dodge (unarmed)

SUPREME
Advantages: : The user gains an additional +1 (for a total of +2) to their checks made to Crush and
Strangle their opponent. They also receive a +20 to the Critical level to attacks made against a
trapped opponent.
Damage: Same as Advanced degree.
Requirements: Feats of Strength 120, Withstand Pain 100, Attack 150 (unarmed), Dodge 150
(unarmed)
MK: +10
Bonus: +10 Dodge (unarmed)

LUCHA LIBRE
A new unarmed style gaining steady popularity in the new continent, but so new; little to no one
anywhere else has yet to hear of it. this unique and spectacular art of high flying, fast paced
acrobatics and grappling has become extremely popular wherever it has taken root in the new
continent. a mixture of free form combat and local folk wrestling has blossomed into a famous
combat sport with a strong and distinct code of honor, with many of its practitioners donning masks
and second identities to further reinforced their honor. practitioners, also called 'luchadores', learn to
make good use of their environment to propel themselves at high speed at their opponents or
making the most of the impact when throwing opponents into the ground or other obstacles.
complexity: 2

BASE
Advantages: The character has a bonus of +1 to characteristic checks for Trap and Take Down
maneuvers.
Damage: 10 plus the Str bonus of the user. It uses the Impact table.
Requirements: Athleticism 30, Acrobatics 30
MK: +0
Bonus: -

ADVANCED
Advantages: At this level a luchador can take great use of their surroundings. If they have a
structure of at least waist height within a few feet of themselves, they can make an Acrobatic check
against Absurd to launch a Charge attack immediately, without usual set up (this charge can cover a
distance of 1/5 of their Movement, rounding down). If they receive a result of Impossible on this
Acrobatics check increase their Base Damage by 10.
Damage: 20 plus the Str bonus of the user. It uses the Impact table.
Requirements: Athleticism 50, Acrobatics 50, Attack 110 (unarmed), Defense 110 (unarmed)
MK: +10
Bonus: +10 Attack

SUPREME
Advantages: : Practitioners of lucha libre at this level are true spectacles to witness, indeed. Using
seemingly impossible aerial maneuvers, the luchador is able to maximize the force of the impacts he
or she causes in frightening ways. Any Charge Attack or Complete Attack on a Trapped opponent
receives an additional +10 to Base Damage.
Damage: Same as Advanced degree.
Requirements: Acrobatics 120, Defense 200 (unarmed)
MK: +10
Bonus: +10 Attack (unarmed)

NINJUTSU
Designed in Lannet as a form of assassination and scouting techniques it has evolved and gained
minor popularity for its techniques and subterfuge. used primarily by the 'shinobi', a class of warrior
assassins of Lannet, this art combines precision and ambush tactics to get the jump on an opponent
and kill them before they even see you. not as effective at direct combat as other arts, but those
skilled enough can manage to hold their own with feints and acrobatics.
complexity: 2

BASE
Advantages: The character gains a bonus of +10 Base Damage whenever he manages to make a
Surprise Attack.
Damage: 10 plus the Str bonus of the user. When a character takes ninjutsu he may choose it to use
either the Impact, Cut or Thrust table, which cannot be changed later.
Requirements: Hide 20, Stealth 20
MK: +0
Bonus: -

ADVANCED
Advantages: The character doubles the Base Damage bonus from Base degree on Surprised
Opponents.
Damage: 20 plus the Str bonus of the user. The character can choose an additional Damage table
from the three described in the Damage section of Base Degree and use freely either of the two he
possesses.
Requirements: Hide 50, Stealth 50, Use of Ki, Attack 120 (unarmed).
MK: +10
Bonus: +5 Initiative

SUPREME
Advantages: The character triplicates the Base Damage bonus from Base degree on Surprised
Opponents. Also, the character reduces to a quarter the penalty for Aimed Attacks on Surprised
Opponents.
Damage: Same as Advanced degree. The character can now make attacks using either the Impact,
Cut, or Thrust table.
Requirements: Hide 120, Stealth 120, Ki Occultation, Attack 200 (unarmed)
MK: +10
Bonus: +5 Initiative

SAVATE
A series of street fighting techniques used for a long time now around Arlan and Togarini, usually
viewed as "dirty brawling" and unsportsmanlike, this art differs from that stereotype in that its
techniques and tactics have been recorded and taught by a loose grouping of masters since nearly
the founding of the style. It utilizes nearly entirely kicks and knee strikes since, when it was made,
most places considered ones fists as deadly weapons in courts of law. This style can appear
awkward and impractical to some, but many street fighters and sailors (who also use a version of
this style) can attest to its deadliness. Many of its kicks are made to the opponents groin and neck,
with the hands left to dodge and deliver punches when absolutely necessary.
complexity: 1

BASE
Advantages: The character doubles the Attack bonus of an Offensive Movement maneuver.
Damage: 20 plus the Str bonus of the user. It uses the Impact table.
Requirements: Athleticism 30.
MK: +0
Bonus: -

ADVANCED
Advantages: The character doubles the Attack bonus of a Total Attack maneuver.
Damage: 30 plus the Str bonus of the user.
Requirements: Athleticism 60, Attack 120 (unarmed), Defense 120 (unarmed).
MK: +10
Bonus: -

SUPREME
Advantages: The character triplicates the Attack bonus of Total Attack and Offensive Movement
maneuvers. This bonus substitutes those from Base and Advanced levels.
Damage: 40 plus the Str bonus of the user.
Requirements: Athleticism 120, Attack 200 (unarmed), Defense 200 (unarmed).
MK: +10
Bonus: +10 Attack

TAKKYEON
A newly revived treasure of a small independent county of Varja, this dance-like style is
increasing in popularity in both the ring and on the dance floor. Originally an ornate and tricky
martial art, its use was banned when the area around its origins came into an overbearing ruler, and
anyone found practicing it was imprisoned. Despite this, it managed to survive in secrecy as its
masters adjusted this elegant style to appear even more like folk dancing. With its masters now
calling themselves "dance instructors" and its dojos "party halls", its use continued until it was
recently brought back into the foreground. The old tyrant long gone, it is now considered a Varjan
relic and its popularity is catching on slowly across Gaia, particularly the new continent. Known for
its fake-outs and sweep kicks, it can be very effective in the hands of a nimble practitioner.
complexity: 1

BASE
Advantages: Since there are very few combat techniques devised to parry attacks from below, Block
attempts against this art are at -20. This penalty does not apply to Dodge or Supernatural Shields
defences. Opponents with a base Block value of 200+ become immune to the Block Penalty from
Takkeyeon.
Damage: 20 plus the Agility Bonus of the character. It uses the Impact table.
Requirements: Dance 20.
MK: +0
Bonus: -

ADVANCED
Advantages: Using ones legs as if they were extra arms the practitioner becomes very adept at
taking out opponents legs with wide sweep kicks and grappling with the legs. The character suffers
no penalties for initiating a Take Down maneuver. Only opponents with a base Block value of 280+
become immune to the Block Penalty from Takkeyeon used by characters with Advanced degree.
Damage: Same as Base degree.
Requirements: Dance 40, Attack 110 (unarmed), Dodge 110 (unarmed).
MK: +10
Bonus: +5 Dodge (unarmed)

SUPREME
Advantages: Double the Base degree penalty to Block attempts against this technique. Only
opponents with a base Block value of 320+ become immune to the Block Penalty from Takkeyeon
used by characters with Supreme degree.
Damage: Same as Base degree.
Requirements: Dance 120, Dodge 200 (unarmed).
MK: +10
Bonus: +5 Dodge (unarmed)

XINGYIQUAN
This legendary yet obscure art is practiced in all of the best temples in shivat. a development
epiphany founded when a renowned traveling spear fighter trained with a master hermit monk.
combining his own weapon techniques with the monks empty-handed style he created a whole
different style like ,yet unlike, the two contributing styles. utilizing a mixture of armed and unarmed
combat a practitioner of xingyiquan can seamlessly mix weapon attacks and martial arts blows. this
art is held in high esteem as a true representation of Shivat's martial history.
complexity: 1

BASE
Advantages: This style focuses on making unarmed attacks in conjunction with strikes with a
weapon. As long as the user carries a one-handed weapon in one hand and nothing in the other (and
does not grip the weapon with their free hand), they may choose to either Attack or Defend using
Martial Arts or the held weapon. They must declare which they are using before rolling for Attack
or Defense. The character uses the lowest Initiative between Martial Arts and his weapon, and
suffers the same Initiative penalty as if dual wielding with same-sized weapons.
Damage: 10 plus the Strength Bonus of the character. It uses the Impact table.
Requirements: Sleight of Hand 40.
MK: +0
Bonus: -

ADVANCED
Advantages: The character is now considered as a complete dual wielder as far as conditions
explained in Base degree are met, and his empty hand is considered as being a weapon with lower
size compared to the other weapon, so he suffers no additional Initiative penalties.
Damage: 20 plus the Strength Bonus of the character. It uses the Impact table.
Requirements: Sleight of Hand 60, Attack 110 (unarmed), Block 110 (unarmed).
MK: +10
Bonus: -

SUPREME
Advantages: True mastery of this Martial Art gives a +10 bonus to Counterattacks.
Damage: Same as Advanced degree.
Requirements: Sleight of Hand 80, Attack 200 (unarmed), Block 200 (unarmed).
MK: +10
Bonus: -

NEW ADVANCED MARTIAL ARTS

FAHSTIZ
The current masters and teachers of fahstiz call it "the mystic dance", but its name originally meant
"the world dance" in an old secret tongue. it was a difficult and long dance inspired by and meant to
capture the beauty of all of the worlds wonders. its temples were seiged by the mercenary army of a
man obsessed with its secrets and most of its knowledge lost. the last standing temple gathered what
was left of the scrolls and adapted the dance for combat, with all their passion they fought back and
defended the last temple. now the masters search for whatever they can from the styles peaceful
glory days, all the while teaching whoever is willing to help the cause. the dance's movements are
incredibly graceful and erratic, leaving its victims in equal parts pain and awe.
complexity: 5

BASE
Advantages: The wild and graceful movements of Fahstiz make recognising openings difficult, and
as a result practitioners gain +10 to their dodge against counterattacks (on top of other bonus to
dodge they might have). Also, when a successful feint is scored, the defender must make an
opposed Composure check, against a Dance check from the user of Fahstiz. Targets that fail the
check are dazed and considered under minor paralysis for 1 round for every ten points they failed
the contest by. Characters are entitled a new Composure check against the final Dance score
obtained by the user of Fahstiz every time they suffer damage, applying a bonus to their final
Composure value equal to the damage received. This ability will not work on the same victim more
than once a day and has not effect against opponents with Composure Mastery.
Damage: Same as Base Martial Art used.
Requirements: Capoeira (advanced degree) or Taekyyeon (advanced degree) or Drunken Fist
(advanced degree), Dance 160, Style 160, Dodge 180 (unarmed).
MK: +10
Bonus: +10 Dodge (unarmed)
ARCANE
Advantages: Having culminated a nearly ephemeral mindset, a practitioner of this final level of
Fahstiz can nearly produce miracles with dance alone. Targets that fail the opposed
Dance/Composure check following a Faint attack by a Fahstiz pratictioner, as described in Base
degree, are fascinated for 1 round for every ten points they failed the contest by. Also this ability
can be used a second time per day on a victim, with the same effects described in the Base degree.
In both cases, characters are entitled a new Composure check whenever they suffer damage, as
described in Base degree. Only opponents with a base Inhuman level of Composure are immune to
the effects of Fahstiz used by a character that achieved Arcane degree.
Damage: Same as Base degree.
Requirements: Capoeira (supreme degree) or Taekkyeon (supreme degree) or Drunken Fist
(supreme degree), Dance 260, Style 260, Dodge 280 (unarmed).
MK: +10
Bonus: +5 Initiative
Master Bonus: +15 Dodge.

LEMINUSE
A lost art from before the war of rah, only recently revived by a group of adventuring archaeologists
and traveling fighters. this art and its counterpart "shadus" make up two styles used by an ancient
empire that existed somewhere around kushistan and estigia long before the arrival of the messiah.
these "light skills", as the style's name translates to, are designed to focus entirely on the upper body
with punches and blocking with the arms. it is a front line combat focused art that mostly eschews
the legs so a soldier who has lost his weapon won't compromise balance on the battle field. masters
of this art often take upon the title "white lightning", and they are known for sending opponents
flying with their blows and shattering weapons with their bare hands.
complexity: 4

BASE
Advantages: Once per round the users Attack can deliver an Impact equal to his own Strength
score. Also, the characters attacks have a +4Breakage bonus.
Damage: +10 Damage to Base Martial Art used.
Requirements: Malla-Yuddha (advanced degree) or Boxing (advanced degree), Presence Extrusion,
Block 160 (unarmed), Feats of Strength 100.
MK: +10
Bonus: +10 Block (unarmed)

ARCANE
Advantages: Whenever the character successfully performs a Counterattack, he may choose to
deliver an Impact equal to his own Strength score to the attacker. The Breakage bonus is increased
to +6.
Damage: +10 Damage to Base degree.
Requirements: Malla-Yuddha (supreme degree) or Boxing (supreme degree), Presence Extrusion,
Block 300 (unarmed), Feats of Strength 160.
MK: +10
Master Bonus: +10 Attack (unarmed) and +10 Block (unarmed).

OLYMPUS MONS
Developed in ancient coliseums long before the war of rah, this style was just recently rediscovered
in illmora by archaeologists and redeveloped by a few interested arena champions. those involved
in its reinvention were shocked at its killing potential and all but one of the champions who
originally rebuilt it are now dead, and the last remaining champion has only a few students left who
can teach it. despite this it has began to gain the spotlight over the last several decades. designed to
kill in the purest sense this grappling art is truly a gruesome spectacle to behold, and schools are
beginning to pop up around the new continent.
complexity: 4

BASE
Advantages: When the practitioner uses a Crush maneuver the opponent loses 20 hit points per
failure level, instead of only 10.
Damage: Same as Base Martial Art used.
Requirements: Lua (advanced degree) or Pankration (advanced degree) or Sambo (advanced
degree), Athleticism 180, Attack 180 (unarmed).
MK: +10
Bonus: +10 Defense (unarmed)

ARCANE
Advantages: Once per round a practitioner of Olympus Mons can make an Aimed Attack against a
trapped opponent at no penalty, applying the bonus to Critical level from Lua, if applicable. The
practitioner can also burn a Fatigue point to reattempt once a Trap or Take Down manoeuver once
per round, applying same bonuses and penalties as the first attempt to both the practitioner and the
opponent.
Damage: Same as Base degree plus the Constitution Bonus of the character.
Requirements: Lua (supreme degree) or Pankration (supreme degree) or Sambo (supreme degree),
Athleticism 200, Attack 300 (unarmed), Inhumanity.
MK: +10
Master Bonus: +15 Block (unarmed).

PANZERKUNST
A martial art of truly unique origins, developed by technological warriors of secret organizations in
the time of Solomon as a way of dealing with larger and inhuman opponents, combating firearms,
and performing effective combat techniques while in free fall or zero gravity. an intense and
difficult art, only those who are more than human can master this art, with all its strains and wild
acrobatics. this art is also extremely difficult to come across, some members of the technocracy
practice it but only teach it to those with very good (and very mysterious) reasons. some ruins deep
in the earth still hold manuals and training halls for learning this lost style, but any fighters who can
call themselves a real "kunstler" are rare indeed.
complexity: 5

BASE
Advantages: Knowing how to roll with multiple high impact attacks the character gains an
additional AT of 2 (added as an additional layer that causes no penalties) against fired projectiles of
any attack type, including Energy. Also, when attacking a being with Damage Accumulation, the
kunstler negates one point of the targets AT for each 10 points of Power Bonus and when attacking
a target with a Damage Barrier, the kunstler negates a Damage Barrier value up to his/her Power
Bonus.
Damage: Same as Base Martial Art used.
Requirements: Judo (advanced degree) or Kuan (advanced degree), Inhumanity, Athletics 160,
Acrobatics 160.
MK: +10
Bonus: +10 Attack (unarmed)
ARCANE
Advantages: While in the air or in zero gravity, the character receives twice his/her Agility Bonus to
the first Block or Dodge roll each round. When attacking a creature with Damage Accumulation
and/or Damage Barrier, the kunstler doubles his/her Power Bonus for the purpose of Base
Panzerkust abilities.
Damage: Same as Base degree.
Requirements: Judo (supreme degree) or Kuan (supreme degree), Levitation, Athletics 200,
Acrobatics 200.
MK: +10
Master Bonus: +25 Defense (unarmed).

RAHAB
An art not of human origin, its original creators lost to the passage of time, the only remaining
speculation is that this style was passed down to gifted humans by god-like beings of water and
wind. embodying the concept of absolute freedom and unrestricted movement, nothing can hold
down a true master of rahab. with its quick movement and neigh impossible physical acts of
contortionism, the laws of physics are pushed to their limits allowing a practitioner to escape any
hold. only taught by a loose connection of traveling schools all around Gaia, this art remains
obscure to only a small few.
complexity: 5

BASE
Advantages: Exerting sheer will with mastery of the body muscles and movements, the user of
Rahab is granted a special bonus of +2 to their AT against attacks that have the purpose of initiating
a Take Down, Trap, Disable, or Knock Out maneuver. This is not an extra layer and simply adds to
their AT as long as they are not suffering any kind of penalty from armor whatsoever. If they are
suffering an armor penalty of any kind this bonus is annulated.
Damage: Same as Base Martial Art used.
Requirements: Kardad (advanced degree) or Lua (advanced degree) or Lucha Libre (advanced
degree), Use of Ki, Athletics 180, Defense 180 (unarmed).
MK: +10
Bonus: +10 Defense (unarmed) and +5 Initiative.

ARCANE
Advantages: Masters of Rahab are nearly untouchable, and can now use this ability on the
offensive. At this level the users gains +25 to Combat Acrobatics checks, as well as an additional +1
AT for the ability described in base degree.
Damage: Same as Base degree.
Requirements: Kardad (supreme degree) or Lua (supreme degree) or Lucha Libre (supreme degree),
Inhumanity, Athletics 200, Defense 300 (unarmed).
MK: +10
Bonus: +5 Initiative.
Master Bonus: +20 Defense (unarmed).

RYUTE
Ryute is a set of techniques from the manuals of the now disbanded order of saintly swordsmen and
swordswomen, simply known as "Ryute". The order had saved the world on a number of occasions,
but nobody but the secret organizations know it. When the order suffered too many casualties after
they had accomplished their founding purpose, they broke up and became hermit teachers and
scattered their manuals all over several parts of Gaia, hoping they would find their way into the
hands and minds of future heroes. Not only Ryute combines armed and unarmed combat flawlessly,
but it allows the user to move freely while wearing even most rigid armors as a mean of protection
to avoid other Ryute from dying.
complexity: 3

BASE
Advantages: All abilities of Ryute require that the user is wearing anyone Hard Armor they can
wear without suffering any penalty. The character will be able to use Martial Arts while wearing a
single layer of hard armor without additional armor layers (supernatural layers are not considered).
If the character is wielding a one-handed melee weapon he/she is proficient with, he/she can always
use his/her best Initiative between unarmed fighting (including Martial Arts bonus) and held
weapon.
Damage: Same as Base Martial Art or weapon used.
Requirements: Taekwando (advanced degree) or Xingyiquan (advanced degree), sleight of hand
100, athleticism 100, Attack 150 (unarmed), Block 150 (unarmed), Wear Armor 200.
MK: +10
Bonus: +10Initiative.

ARCANE
Advantages: As far as requirements described in Base degree are met, Masters of Ryute reduce
dual-wielding penalty by -10 while fighting using a weapon in conjunction with a free hand. The
character will also be able to use martial arts while wearing a complete set of armor composed by 1
hard and up to 2 soft armor layers (supernatural layers are not considered), gaining +5Block per
additional armor layer (supernatural layers are not considered).
Damage: Same as Base degree.
Requirements: Aura Extension, Taekwando (supreme degree) or Xingyiquan (supreme degree),
sleight of hand 180, athleticism 180, Attack 280 (unarmed), Block 280 (unarmed), Wear Armor300.
MK: +10
Master Bonus: +25Block.

SHADUS
A lost art from before the war of Rah, only recently revived by a group of adventuring
archaeologists and traveling fighters. This art and its counterpart "luminuse" make up two styles
used by an ancient empire that existed somewhere around Kushistan and Estigia long before the
arrival of the Messiah. These "shadow skills", as the style's name translates to, are designed to focus
entirely on the lower body and stealth, with kicks and footwork. A self-defense and assassination art
originally invented to allow someone to fight with their arms bound or broken, and to approach an
opponent in a subverted way. Masters of this art often take up the title "black howling", and are
known for toppling heavily armored opponents easily and delivering fatal blows that leave no mark
on the victim.
complexity: 4

BASE
Advantages: When making an attack against an opponent you have Initiative over, the users Final
Damage is considered 30 points higher for the purpose of determining if it caused a Critical. This is
not an actual boost to Damage and is not added to the Critical level either. All attacks initiated by a
practitioner of Shadus also reduce the AT of the opponent by 1.
Damage: Same as Base Martial Art used.
Requirements: Ninjutsu (advanced degree) or Savate (advanced degree), Presence Extrusion,
Sleight of Hand 100, Attack 160 (unarmed).
MK: +10
Bonus: +10 Dodge (unarmed).
ARCANE
Advantages: The master of this no longer needs to win Initiative over his opponents to gain the
Final Damage bonus from Base Degree, which is increased to +50. Also, this level of mastery
reduces targets AT by an extra 2 points.
Damage: Same as Base degree.
Requirements: Ninjutsu (supreme degree) or Savate (supreme degree), Increased Damage, Sleight
of Hand 140, Hide 140, Stealth 140, Athleticism 140, Attack 280 (unarmed), Dodge 280 (unarmed).
MK: +10
Master Bonus: +10 Attack (unarmed) and +10 Dodge (unarmed).

SHUNSATSU
A name that literally means "instant death", this obscure set of combat techniques were developed
only some hundreds of years ago by a group of daring assassins that would kill their opponents in
the midst of an already heated large battle. The society of assassins who governed the art no longer
exists, its cruel leader was overthrown and killed, and his loyal generals were executed
ceremonially. After the disband, most of the practitioners became some of the most feared killers
and terrorists in history, while some opened secret schools who's entrance exam is merely finding
the school. This set of tactics involves finding weak points in the enemies defenses and fooling their
instincts and perception by exploiting blind spots, while delivering the most efficient and deadly
blows as possible. The rare few who lived long enough to tell of their encounter with a practitioner
of Shunsatsu say it was like seeing one illusory opponent, and fighting another real one.
complexity: 5

BASE
Advantages: When making a Surprise, Feint or Put at Weapons Point Attack, the user of Shunsatsu
can add his Agility Bonus to his Base Damage. This does not work on beings with Damage
Accumulation.
Damage: Same as Base Martial Art used.
Requirements: Ninjutsu (advanced degree) or Kalaripayat (advanced degree), Hide 100, Stealth
100, Attack 200 (unarmed), Inhumanity.
MK: +10
Bonus: +10 Attack (unarmed).

ARCANE
Advantages: Shunsatsu Arcane degree doubles the damage bonus from Base degree. In addition, all
Surprise Attacks from this character inflict the Total Blindness penalty to the designated target,
since the Shunsatsu master manages to attack from a blind spot.
Damage: Same as Base degree.
Requirements: Ninjutsu (supreme degree) or Kalaripayat (supreme degree), Zen, Hide 200, Stealth
200, Attack 300 (unarmed).
MK: +10
Bonus: +10 Initiative.
Master Bonus: +15 Attack (unarmed).

TEKKEN
Developed quite recently, within the last hundred years or so, by a little known prize fighter as a
desperate technique to take down a more skilled opponent with sheer overwhelming force. Also
called "way of the iron fist" this art can shatter bones and rocks alike, but at the cost of the health of
the user. Breaking ones own arms and hands is a constant threat to the user, and only those with a
reason to risk it all can make the most of this art without ending their fighting days early.
complexity: 4

BASE
Advantages: The character gains +10 to his Critical Level, but whenever he inflicts a Critical on an
opponent, he suffers a Critical himself with a Critical Level equal to half the Critical Level suffered
by the opponent, localized on the limb used for attacking. A character can choose to forego using
this Martial Art, thus not benefitting from either the Damage or Critical Bonus. A character immune
to Criticals cannot use this ability.
Damage: Base Martial Art used +30 Damage.
Requirements: Boxing (advanced degree) or Moai Thai (advanced degree), Attack (unarmed) 160,
Withstand Pain 160.
MK: +10
Bonus: +10 Attack (unarmed).

ARCANE
Advantages: The character gains an additional +10 to his Critical Level, but whenever he inflicts a
Critical on an opponent, he will suffer a Critical himself with a Critical Level equal to three quarters
the Critical Level suffered by the opponent, localized on the limb used for attacking. A master of
Tekken may choose to forego completely Critical and Damage bonus from this Martial Art, in order
to avoid its side effects or only applying the Base degree bonus suffering their side effects, instead
of those of Arcane degree. A character immune to Criticals cannot use this ability.
Damage: Same as Base degree +30 Damage.
Requirements: Boxing (supreme degree) or Moai Thai (supreme degree), Attack (unarmed) 300,
Withstand Pain 240.
MK: +10
Master Bonus: +25 Attack (unarmed).

VALDE ORBIS
A truly mysterious art believed to have been developed by an eccentric from somewhere in the
western half of the old continent (reports vary) roughly 500 years or so ago. It was his own personal
style he used to dominate street gangs and mobs of assassins alike, with little more than his kicks
alone, until one day he was poisoned by a close friend (the rest of this fighters life are unknown and
simply speculated about). For more than a hundred years the highly detailed manuals lied perfectly
preserved in the basement of this fighters mansion, until it was discovered by a traveling group of
archaeologists, they tracked down the remains of his ancestors and returned the texts to them in
mint condition. One member of this reclusive family mastered the techniques and after using them
to single handedly dominate a small mercenary band that was besieging his hometown he opened a
school to teach it, naming this style 'Valde Orbis' after the circular motions one makes with their
legs when attacking. Now it is beginning to spread slowly through a community of pit fighters and
other interested martial artists. This style is also gaining the attention of some old enemies...
complexity: 3

BASE
Advantages: When making an area attack the character can strike an additional 2 opponents and
reduces the penalties for an Area Attack by half. Add Dexterity Bonus to Area Attacks Base
Damage.
Damage: Same as Base Martial Art used.
Requirements: Takkeyeon (advanced degree) or Capoeira (advanced degree), Attack 200 (unarmed),
Dance 160.
MK: +10
Bonus: +10 Dodge (unarmed).
ARCANE
Advantages: The user no longer has his Area Attacks halted by a successful Block. The character
also becomes able, once per round, to deliver an Attack against an individual opponent with the
effect of an Impact equal to the users Strength at the cost of a Fatigue point.
Damage: Same as Base degree.
Requirements: Takkeyeon (supreme degree) or Capoeira (supreme degree), Attack 280 (unarmed),
Dodge 280 (unarmed), Dance 200.
MK: +10
Master Bonus: +10 Attack (unarmed) and +10 Dodge (unarmed).

WEAPON MODULES FOR NEW MARTIAL ARTS

Judo: tonfa, jitte, staff, combat cane. 30DP


Kalaripayat: urumi, staff, kukri, saber, mace. 40DP
Lua: trenchspike, cestus, dagger. 20DP
Ninjutsu: ninjato, wakizashi, sai, kunai, kusari-gama. 40DP
Savate: club, combat cane, quarterstaff. 20DP
Xingyiquan: longsword, pudao, javelin, short sword, rapier. 40DP
---
Fahstiz: war fan, kiseru, combat cane, urumi. 30DP
Luminuse: staff, longsword, cestus. 20DP
Olympus Mons: cestus, short sword, trident, gladiator's net. 30DP
Panzerkunst: dagger, pata, pudao, saber. 30DP
Shadus: boomerang, cestus, dagger. 20DP
Shunsatsu: ninjato, stiletto, kris, hand axe. 30DP

NEW KI TECHNIQUES

JUGGERNAUT
A discipline known by rare elite warriors known as 'true juggernauts', these highly taxing abilities
have a high focus on defence and some backup offense ability. Nearly all of the abilities are
maintained and require massive ki expenditure in the long run. Masters have been known to level
entire fortresses single handed, but all too many others have burned themselves out from the start.
N. Techniques: 5 Total MK: 275

Many Shields Level 1


A technique that summons multiple opaque shields around the user, allowing them to more
competently block more attacks, increasing effectiveness in prolonged combat.
Effects: +10 Complete Parry, +2 Additional Defenses, Maintained.
STR 4 (Mant.1) / DEX 4 (Mant.1) / CON 6 (Mant. 2)
MK: 25

Shatter Shield and Bone Level 1


Directly offensive technique is used to wear down the enemy by breaking past their defenses and
leaving them weak. Energy is channeled into the users weapon and transfers from attacker to target
violently, shaking the target and bypassing some armor.
Effects: Supernatural State (PhR100, PhR reduction, attack), -3AT.
Advantages: -1Ki.
STR 5 / DEX 7 / CON 7
MK: 45

Lone Phalanx Level 2


As the name of this technique suggests, it turns the user into a one person wall of spears. A shield of
energy surrounds the user protecting them from harm and as his weapon strikes an opponent a small
explosion amplifies the force of the blow.
Effects: 500Life Points Energy Shield, x2 Damage, Maintained.
STR 12 (Mant. 2) / DEX 13 (Mant. 3) / CON 13 (Mant. 3)
MK: 65

True Wall Level 2


Making the user a bastion of defense, this ability makes their shield, weapon, or even their very
arms stronger and more resilient. Also, attacks seem to be drawn towards whatever surface is being
used to defend. Very little can pass through a true wall.
Effects: +40 Complete Parry, +30 Fortitude, Maintained.
STR 10 (Mant. 3) / DEX 10 (Mant. 3) / CON 10 (Mant. 3)
MK: 55

High Fortress Level 3


The final and most feared ability of the juggernaut discipline, high fortress turns a single person into
a nearly otherworldly being. They no longer take damage the same way, and they have an insight
against those who dare try to harm them. Only the truly powerful and worthy may master this
ability, any others will consume themselves in the process.
Effects: 1500Life Points Damage Accumulation, +50 Damage, Maintained.
STR 17 (Mant. 5) / DEX 17 (Mant. 5) / CON 18 (Mant. 6)
MK: 85

KAMEJUTSU
A legendary set of techniques, known as the 'high art' when compared to its counterpart 'hokujutsu'.
Developed initially by an old hermit who was once among the world best fighters, and then further
advanced by a group of heroes who saved the world. This distinctly offensive art is based around
the extrusion of ones ki to produce flashy and impressive displays of energy.
N. Techniques: 5 Total MK: 350

Warg Fang Strike Level 1


A late addition to the kamejutsu style, this wild technique involves concentrating ones ki into their
arms and hands and then skillfully striking out at their target with greater speed and force, allowing
for a potent flurry of blows.
Effects: +2 Additional Attacks, +40 Damage.
DEX 8 / POW 7 / WIL 6
MK: 40

Ki Blast Level 1
A basic technique of kamejutsu, the user makes an orb of ki and lobs it at the opponent. The
spiritual nature of this attack lets it damage even energy beings.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage), Damage Energy.
Advantages: -1Ki.
POW 3 / WIL 3
MK: 30

World King Rush Level 2


A dangerous technique that is designed to allow a fighter to overcome a stronger opponent by
pushing themselves past their bodies natural limits, making the user stronger and his reflexes faster,
but draining his energy at an alarming rate.
Effects: +75 Initiative, X2 Real Damage, Maintained.
DEX 13 (Mant. 3) / POW 14 (Mant. 4) / WIL 14 (Mant. 3)
MK: 75

Destruction Wave Level 2


The flagship ability of kamejutsu and its oldest technique, a powerful display in the form of a
massive energy beam known to topple mountains.
Effects: 250m Distance Attack (2XPresence+PowBonus Damage), X2 Damage, +50 Damage,
Damage Energy.
Advantages: -1Ki.
DEX 9 / POW 11 / WIL 11
MK: 80

Golden Dragon Fist Level 3


The ultimate technique of kamejutsu, and possibly the most legendary of all attacks. Every time this
move has been used, it has saved the entire world. A dragon of ephemeral light is summoned up and
aids the performer, following up their strike with a potent charge, impaling and routing the target
with countless amounts of energy.
Effects: X4Damage, +100 Damage, -4AT, Damage Energy.
DEX 16 / POW 16 / WIL 17
MK: 125

LIN KUEI
A discipline based around the control of cold, also known as the ice ninja art, this set of abilities
is capable of spawning ice at will and freezing people to death instantly. Used once by an ancient
group of beings known as cryomancers and passed down to an ancient group of ninja assassins, it
has gained a long and bloody legacy. This discipline taxes every part of ones being and can leave
one drained in all aspects.
N. Techniques: 5 Total MK: 345
Shuang Quantou Level 1
The simplest of lin kuei techniques, it converts the users hands up to the elbow into ice. Though the
user does retain full mobility of their hands and arms (and weapon, if applicable), it does take
getting used to as the first time this technique is used it is very painful. It grants the user two distinct
benefits, his fists hit harder and he can more easily block attacks with their rigid arms (and/or
weapon).
Effects: +40 Complete Block, +25 Real Damage, Maintained.
DEX 9 (Maint. 3) / CON 8 (Maint. 2) / POW 8 (Maint. 3)
MK: 45

Shangsheng Jeu Level 1


A tactical technique of the lin kuei, the user forms condensed pressure in his hand and strikes the
opponent, releasing a potent blast of cold air. This attack sends opponents flying back or up and
pummels him with flash frozen air.
Effects: +25 Damage, Impact 12, Water Elemental Attack.
DEX 6 / CON 5 / POW 7
MK: 25

Jeu Chiu Level 2


The most nostalgic ability of lin kuei, the user forms a ball of mystic snow in his hands and propels
it at the opponent. Upon impact it engulfs the target. While this attack can kill on its own, the true
deadliness comes when the target is helplessly frozen in place.
Effects: 10m Distance Attack (2XPresence+PowBonus Damage), Supernatural State (PhR160, Total
Paralysis, Attack), Water Elemental Attack.
DEX 14 / CON 14 / POW 14
MK: 70

Bingjiang Level 2
This technique involves unleashing a blast of cold air and frost around the user. The cold, while
deadly on its own, also penetrates the victims' bodies and minds deeply freezing their very thoughts
and movements, making any action difficult.
Effects: 5m Area Attack (2XPresence+PowBonus Damage), Supernatural State (PhR160, Minor All
Action Penalty, Attack), Water Elemental Attack.
DEX 10 / CON 11 / POW 10
MK: 55

Leng Shouliudan Level 3


The ultimate lin kuei technique, an absolute devastation of ice and death. The user forms a ball of
jagged ice and hurls it at a target, as soon as it makes contact with a solid surface or the targeted
victim, it explodes into a catastrophe of snow and pain. This frozen hell chills everything in its path
to the bone.
Effects: Physical Ki Weapon (Dmg [70], Inititive -30, Thrust, Throwable), +50 Real Damage, 10m
Area Attack (2XPresence+PowBonus Damage), Supernatural State (PhR200, Total Paralysis,
Attack),Water Elemental Attack.
DEX 24 / CON 24 / POW 24
MK: 150

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