Talents
| Skill |
Area of Knowledge |
Examples |
Game Effects |
| Martial Arts A |
Those arts concentrating on utilizing the strength, size, and momentum of an opponent against him |
Judo, Nihon Jujitsu, Akido, Shaolin Chin Na, etc. |
With a successful Skill roll, the PC can ignore any size or strength effects that would normally negatively affect his ability to slam, throw, or avoid the enemy, the degree to which he can ignore these modifiers being directly related to his level of martial arts skill. |
| Martial Arts B |
Those arts concentrating on inflicting damage in quick, short bursts |
Most schools of Karate, Tae Kwon Do, Boxing, Muay Thai, Shaolin Hung Gar, etc. |
The PC gains a specific damage bonus for hand-to-hand combat, directly relative to his level of martial arts skill. |
| Martial Arts C |
Those arts concentrating on holds and escapes. |
Brazilian Jiu-Jitsu, Combat Sambo, Pancrase, etc. |
The PC gains bonuses both to damage and the ability to hold or break a technique directly related to his level of martial arts skill. |
| Martial Arts D |
Those arts concentrating on internal energies (such as chi or ki) and their combat applications. |
Tai Ch'i Ch'uan, Wing Chun, Sinanju (from the Destroyer novels), etc. |
The PC is able to ignore certain effects of armor when calculating damage against an opponent provided that he is able to successfully channel his essence into the blow (perhaps a separate roll against Willpower or similar attribute), directly related to his level of martial arts skill. |
| Martial Arts E |
Those martial arts concentrating on fakes, range control, and trapping techniques. Concerned with timing and eccentric theories |
Pencak Silat, Jeet Kune Do, the Filipino arts in general |
A successful evasion of an attack by this PC puts the PC in a more advantageous position to attack; any effect he wishes to generate may then be attempted with a positive bonus directly related to his level of martial arts skill. |
Strikes
| Iron Fist |
+1 CS to damage with each fist attack |
| Crushing Blow |
+2 CS to Strength for purpose of breaking objects |
| Eagle Claw |
Takes two attacks or only attack, Causes +2CS damage |
| Double Fist |
2 Normal attacks, If both hit then victim makes Endurance check or stunned for 1-10 rds |
| Thunder Punch |
Only action, Causes +2CS damage and requires red Endurance check or stunned for 1-10 rds |
| Thunder Clap |
Shatters matter with Material Strength -2CS less than your strength within 10'. Causes -1CS Strength damage |
| Power Punch |
Requires 2 attacks or only action, Causes +2CS damage and automatic slam |
| Backhand |
Normal damage to opponent behind you with no penalties to hit |
| Palm |
Normal damage and requires Endurance check at -2CS to resist stun |
| Ridgehand |
+1CS damage and Slam/Stun check as if Endurance was 3CS less |
Kicks
| Back |
Normal damage to opponent behind you with no penalty to hit |
| Crescent |
+1CS damage |
| Axe |
+2CS damage and opponent must roll vs. Endurance or be knocked to the ground |
| Hook |
+1CS damage and -1CS to opponents defense roll |
| Roundhouse |
+2CS damage |
| Snap |
Normal damage with a -1CS to opponents defense roll |
| Scissor |
1 attack roll to hit 2 opponents within 6' of each other with normal damage to each |
| Double |
2 attacks at one opponent, if both hit then opponent is slammed automatically |
| Flying |
+2CS damage and requires a 5' running start and is the only attack possible for the round |
| Sweep |
To avoid sweep you must dodge completely or roll red Endurance check vs. slam or fall to the ground |
| Jump |
+1CS damage, attack strikes the head or shoulders, treat yellow hit roll as red |
Movement
| Feint |
Opponent must roll against a normal attack from you. If you succeed you get +2 CS to your following attack and +1 color shift |
| Pronefighting |
No penalty for fighting on the ground and opponent gains no bonuses |
| Immovability |
Uses 1 action, gives a +2CS to resist slams and stuns with a +1CS |
| Leap |
+1CS standing jump and +2CS running jump |
| Missile Deflection |
+2CS to dodge and -1CS to opponents attack roll or
May evade missile attacks with +2CS to Fighting |
| Speed |
Double move rate and attacks for 5 rounds and requires 1-10 rd.'s rest after use |
| Slow Resistance |
+1CS to resist stun or KO |
| Featherwalk |
At ½ move rate opponent gets -3 CS to tracking and hearing |
| Light Step |
¼ move rate, leave no tracks and move in total silence |
| Great Shield |
May block or evade all blows & missile attacks using either Agility or Fighting at +3CS. Automatically evades the best attack with no roll needed. Requires all actions except 1 |
Mental
| Meditation |
1 hour of meditation equals 2 hours of sleep |
| Spatial Awareness |
Aware of all in your immediate area to include behind you |
| Resist Domination |
+1CS vs. any mental attack and some magical attacks |
| Blind Fighting |
Only penalty is -1CS to FEAT’s in complete darkness |
| Iron Skin |
Gives Good protection against physical attacks (admin discretion) |
| Stillness |
Allows absolute motionless for 1 hour plus Endurance rank in minutes. |
| Balance |
+1CS to any action requiring good balance (admin discretion) |
| Summon Strength |
2 rd.'s of concentration increases Str. +1CS for 1-10 rd.'s, must rest 1turn after use |
| Contortion |
+3CS to escape bonds or fit through spaces as small as 1 sq. ft. and hide in places as small as 4 sq. ft. |
| Controlled Breathing |
+2CS to any feat for 1 rd and gives Good protection vs. heat and cold permanently |
| Pause |
1 rd concentration to find weakness in style giving additional +1CS to Fighting. Must roll yellow Intuition check at +1CS to find weakness |
| Resuscitation |
Use pressure points for 1 rd to bring stunned or KO person back to consciousness |
| Suppressed Desire |
Go with out food, water, or sleep for ½ Endurance number in days with no penalties |
| Quick Strike |
+2 to initiative rolls |