MARTIAL ARTS

Some of these rules you will have to adapt to your own rule system. The "belt levels" are a guideline. I realize not all styles have belts, but this system allows you to see relative skill levels between different styles.

Each Martial Art style costs 250 Karma, or a talent slot to gain. You then possess the basic style that allows a +1 CS to fighting when you use this style in combat. Each special maneuver under each style costs an additional 250 Karma or Talent slot to gain and gives whatever bonus the maneuver bestows in addition to the +1 CS to fighting. We never allowed damage from an attack to exceed AM50. As we play a low level game, this problem never arose. You can figure it out for yourselves though. I feel this system adds a lot more realism to the game instead of the old system of Martial Arts A-E or whatever it's up too now.

MARTIAL ARTS STYLES:

BEAR
"Belt lvl"
1. White: Choke Hold, Iron Fist, Headbutt
2. Yellow: Crushing Blow, Locking Block
3. Orange: Heavy Blow, Immovability
4. Green: Stunning Touch, Limb Paralysis
5. Blue: Stunning Blow, Incapacitator
6. Brown: Power Punch, Immobilizing Hold, Great Blow
7. Black: Crushing Blow, Mental resistance

CAT
1. Fall
2. All around Sight, Instant Stand
3. Feint, Blind
4. Blindfighting, Vein
5. Leap
6. Speed, Artery
7. Concentrated Push

COBRA
1. Iron Fist, Pain Touch
2. Choke Hold, Stunning Touch
3. Crushing Blow, Paralyzing Touch
4. Incapacitator, Stillness
5. Pause, Distance Death
6. Shatter Touch, Quickstrike
7. Contortion

CRANE
1. Meditation, Light Step
2. Crushing Blow, Mental Resistance
3. Weapon Catch, Missile Deflection
4. Pain Touch
5. Stunning Touch, Weapon Breaker
6. Paralyzing Touch
7. Hand Parry

DRAGON
1. Iron Fist, Circle Kick, Sweep
2. Flowing Water, Crushing Blow, Crescent Kick
3. Back Kick, Immobilizing Lock, Roundhouse Kick
4. Double Kick, Iron Skin, Backhand
5. Scissor Kick, Palm, Flying Kick
6. Wheel Kick, Thunder Clap
7. Power Punch

DRAGONFLY
1. Meditation, All Around Sight
2. Paralyzing Touch
3. Flowing Water
4. Concentrated Push, Missile Deflection
5. Sticking Touch, One Finger
6. Hand Parry
7. Levitation

LEOPARD
1. Iron Fist, Feint
2. All Around Sight, Blind
3. Leap, Eagle Claw
4. Flying Kick, Locking Block
5. Jump Kick, Vein
6. Speed, Artery
7. Power Punch

HAWK
1. Crescent Kick
2. Crushing Blow
3. Choke Hold, Pain Touch
4. Blind, Wheel Kick
5. Flying Kick
6. Jump Kick
7. Eagle Claw

MANTIS
1. Choke Hold, Crescent Kick
2. Meditation, Locking Block
3. Circle Kick, Roundhouse Kick
4. Hook Kick, Missile Deflection
5. Leap, Wheel Kick
6. Flying Kick, Back Kick
7. Stillness

MONKEY
1. Fall, Pronefighting
2. Choke Hold, Instant Stand
3. Hurl, Weapon Catch
4. Limb Paralysis
5. Incapacitator
6. Stunning Blow
7. Great Throw

SNAKE
1. Feint, Choke Hold
2. Pronefighting, Pain Touch
3. Instant Stand
4. Missile Defection, Paralyzing Touch
5. Stillness
6. Quickstrike
7. Slow Resistance

TIGER
1. Iron Fist, Sweep
2. Crushing Blow, Choke Hold
3. All Around Sight, Hook Kick, Blind
4. Eagle Claw, Vein
5. Blind Fighting, Artery, Flying Kick
6. Heavy Blow, Jump Kick
7. Great Blow

AKIDO
1. Meditation, Fall, Choke Hold
2. Instant Stand, Locking Block
3. Mental Resistance, Hurl, Featherwalk
4. Flowing Water, Balance, Great Throw
5. Incapacitator, Resuscitation
6. Hand Parry, Immobilizing
7. Contortion, Suppressed Desire

TAE KWON DO
1. Sweep, Iron Fist, Meditation
2. Roundhouse Kick, Leap, All Around Sight
3. Snap Kick, Elbow Strike, Knee Strike
4. Circle Kick, Double Fist Punch, Jump Kick
5. Backhand, Flying Kick, Back Kick
6. Palm, Scissor Kick
7. Double Kick, Great Throw

JUJUTSU
1. Meditation, Feint, Fall
2. Sweep, Instant Stand, Pain Touch
3. Leap, Elbow Strike, Choke Hold
4. Balance, Hurl, Jump Kick, Knee Strike
5. Snap Kick, Palm, Stunning Touch
6. Great Throw, Paralyzing Touch
7. Immovability, Suppressed Desire

ESCRIMA
1. Pronefighting, Fall, Choke Hold
2. Disarm, Locking Block, Limb Paralysis
3. All Around Sight, Mental Resistance, Arrow Cutting
4. Hurl, Sticking Touch, Weapon Catch, Blind
5. Blindfighting, Weapon Breaker, Incapacitation, Backhand
6. Quickstrike, Immobilizing, Back Hand
7. Hand Parry, Speed

SHOTO KAN
1. Meditation, Iron Fist
2. Feint, Sweep
3. Crushing Blow, Crescent Kick
4. Circle Kick, Ridgehand
5. Backhand, Wheel Kick
6. Eagle Claw
7. Immovability

SUMI
1. Meditation, Iron Fist, Fall
2. Crushing Blow, Headbutt, Hurl
3. Ear Clap, Stunning Blow, Knee Strike
4. Iron Skin, Great Throw, Elbow Strike
5. Great Blow, Crushing Hug, Concentrated Push
6. Flowing Water, Sticking Touch, Power Punch
7. Crushing Drop, Immovability

WHITE CRANE
1. Meditation, Iron Fist, Crescent Kick
2. Pain Touch, Hook Kick, Backhand
3. Stunning Touch, Light Step, Circle Kick, Blind
4. Paralyzing Touch, Palm, Wheel Kick
5. Shatter Touch, Controlled Breathing, Flying Kick
6. Stunning Blow, Speed, Jump Kick
7. Resuscitation, Distance Death

THAI KICK BOXING
1. Iron Fist, Sweep, Feint
2. Elbow Strike, Roundhouse Kick, Circle Kick
3. Back Hand, Knee Strike
4. Backhand, Snap Kick, Jump Kick
5. Double Kick, Wheel Kick
6. Palm, Flying Kick
7. Power Punch

SILKEN SPEAR
1. Meditation, Pronefighting
2. All Around Sight
3. Pain Touch, Mental Resistance
4. Weapon Catch, Missile Deflection
5. Weapon Breaker
6. Steel Cloth
7. Great throw

SHAO-LIN
1. Meditation, Mental resistance, Pronefighting, Ear Clap, Crescent Kick, Elbow Strike
2. Instant Stand, Circle Kick, Choke Hold, Pain touch, Headbutt, Knee Strike, Feint, Sweep
3. Wheel Kick, Axe Kick, Concentrated Push, Stunning Touch, Double Fist Punch, Hurl, Palm, Balance, Pause
4. Flowing Water, Snap Kick, Double Kick, Paralyzing Touch, Throwing Mastery, Hand Parry, Immovability, Backhand
5. Incapacitator, Shatter Touch, Sticking Touch, Eagle Claw, Great Throw, Back Kick, Featherwalk, Steel Cloth
6. Contortion, Resuscitation, Immobilizing, One Finger, Distance Death, Disarm
7. Levitation, Summon Strength, Power Punch, Reflection, Great Shield

OAKEN GRIP
1. Locking Block
2. Circle Kick
3. Axe Kick
4. Weapon Catch, Back Kick
5. Iron Skin, Flying Kick
6. Missile Deflection
7. Incapacitator

SWORD BREAKER
1. Choke Hold
2. Crushing Blow
3. Locking Block, Hurl
4. Weapon Catch, Arrow Cutting
5. Weapon Breaker
6. Incapacitator, Disarm
7. Power Punch

DARK HAND
1. Iron Fist, All Around Sight
2. Pain Touch, Hurl
3. Stunning Touch, Blindfighting
4. Weapon Catch, Paralyzing Touch
5. Weapon Breaker
6. Disarm
7. Resuscitation

EIGHT LEGGED MAN
1. Feint, Crescent Kick
2. Pronefighting, Instant Stand, Roundhouse Kick
3. Axe Kick, All Around Sight
4. Circle Kick, Leap
5. Wheel Kick
6. Double Kick, Missile Deflection
7. Back Kick

EYE OF THE HURRICANE
1. Meditation, Fall
2. All Around Sight
3. Concentrated Push
4. Great Throw, Mental Resistance
5. Flowing Water, Palm
6. Hand Parry, Speed
7. Immovability

FIST WITH GLOVE
1. Meditation
2. All Around Sight, Locking Block
3. Mental Resistance
4. Weapon Catch, Concentrated Push
5. Great Throw, Weapon Breaker
6. Incapacitator
7. Immobilizing

PANKRATION CLASSICAL
1. Iron Fist
2. Feint
3. Hurl
4. Great Throw
5. Immovability

PANKRATION FREESTYLE
1. Iron Fist
2. Pronefighting
3. Choke Hold
4. Circle Kick, Pain Touch
5. Stunning Touch
6. Flying Kick
7. Incapacitation

STREET FIGHTER
1. Iron Fist
2. Pronefighting
3. Choke Hold
4. Hurl
5. Choose one Kick
6. Blind
7. Great Blow

BONE BREAKER
1. Iron Fist
2. Crushing Blow, All Around Sight
3. Pain Touch
4. Iron Skin, Blindfighting
5. Weapon Breaker
6. Incapacitator
7. Flowing Water

HNARANG-DO
1. Meditation, Iron Fist, Sweep
2. Fall, Choke Hold, Crescent Kick
3. Locking Block, Circle Kick, All Around Sight
4. Wheel Kick, Pain Touch, Hurl, Backhand
5. Flying Kick, Stunning Touch, Jump Kick, Concentrated Push
6. Blindfighting, Sticking Touch, Paralyzing Touch, Back Kick
7. Incapacitator, Resuscitation

KOBU JUTSU
1. Meditation
2. Weapon Catch
3. Weapon Breaker, Mental Resistancev
4. Arrow Cutting
5. Quickstrike
6. Disarm
7. Hand Parry

SAVATE
1. Meditation, Crescent Kick, Feint
2. Elbow Strike, Instant Stand, Circle Kick
3. Knee Strike, Axe Kick, Leap
4. Balance, Wheel Kick, Flying Kick
5. Backhand, Quickstrike, Stunning Blow, Double Kick
6. Palm, Incapacitator, Back Kick
7. Hand Parry

PENTJAK-SILAT
1. Pronefighting, Fall
2. Feint, Instant Stand
3. Hurl, Choke Hold, Circle Kick
4. Roundhouse Kick, Blindfighting
5. Axe Kick, Leap
6. Incapacitator, Great Throw
7. Hand Parry

WING CHUN
1. Iron Fist
2. Crushing Blow
3. Locking Block
4. Palm
5. Speed
6. Backhand
7. Eagle Claw

NINJUTSU
1. Iron Fist, All Around Sight, Light Step
2. Pronefighting, Fall, Blindfighting, Sweep
3. Leap, Snap Kick, Hurl
4. Quickstrike, Throwing Mastery
5. Suppressed Desire, Palm
6. Hand Parry, Incapacitator
7. Sticking Touch

WRESTLING
1. Pronefighting
2. Choke Hold
3. Pain Touch, Hurl
4. Great Throw
5. Immovability, Incapacitator
6. Immobilizing
7. Crushing Drop

BOXING
1. Iron Fist
2. Feint
3. All Around Sight
4. Quickstrike
5. Iron Skin
6. Speed
7. Power Punch

Fighting Talents Cost 250 Karma to learn. Each basic style adds +1 CS to Fighting and the special maneuvers add the stated bonuses. Cross reference the skill with its description under Martial Arts Table.

Martial Arts Table:

STRIKES
1. Iron Fist: +1CS to damage with each fist attack
2. Crushing Blow: +2CS to Strength for purpose of breaking objects
3. Eagle Claw: Takes two attacks or only attack, Causes +2CS damage
4. Double Fist: 2 Normal attacks, If both hit then victim makes Endurance check or stunned for D10 rds
5. Thunder Punch: Only action, Causes +2CS damage and requires red Endurance check or stunned for D10 rds
6. Thunder Clap: Shatters matter with Material Strength 2CS less than your strength within 10'. Causes -1CS Strength damage
7. Power Punch: Requires 2 attacks or only action, Causes +2CS damage and automatic slam
8. Backhand: Normal damage to opponent behind you with no penalties to hit
9. Palm: Normal damage and requires Endurance check at -2CS to resist stun
10. Ridgehand: +1CS damage and Slam/Stun check as if Endurance was 3CS less

KICKS
1. Circle: +1 CS damage
2. Flying: +2 CS damage and requires a 5' running start and is the only attack possible for the round
3. Back: Normal damage to opponent behind you with no penalty to hit
4. Scissor: 1 attack roll to hit 2 opponents within 6' of each other with normal damage to each
5. Double: 2 attacks at one opponent, if both hit then opponent is slammed automatically
6. Snap: Normal damage with a :1 CS to opponents defense roll
7. Roundhouse: +2 CS damage
8. Crescent: +1 CS damage
9. Wheel: +1 CS damage
10. Crescent/Wheel: Additional +1 CS to Fighting with the combination kick, doing +1 CS damage
11. Axe: +2 CS damage and opponent must roll vs. Endurance or be knocked to the ground
12. Hook: +1 CS damage and :1 CS to opponents defense roll KICKS: (cont.)
13. Sweep: To avoid sweep you must dodge completely or roll red Endurance check vs. slam or fall to the ground
14. Jump: +1 CS damage, attack strikes the head or shoulders, treat yellow hit roll as red

LOCKS
1. Choke Hold: Does no damage, :1 CS to Endurance/rd. (this includes the round first grabbed) & victim must roll yellow or red Endurance check to remain conscious. If fail, KO for 2d10 rds.
2. Locking Block: As defense maneuver: +1 CS to Strength for block & +1 color shift. Hold = normal strength. As attack maneuver: +2 CS to Strength for hold & -1 color shift to escape
3. Incapacitator: Normal damage and opponent rolls Endurance feat vs. Strength +1 CS or limb is useless for 24 hours
4. Immobilizing: 1 attack causing no damage. Opponent is at -3CS to escape and can not attack. Holder may attack with one hand
5. Crushing Hug: +2 CS damage and -2CS to escape roll. You must be large to use this maneuver

THROWS
1. Fall: ½ damage from falls and needs to make no Endurance rolls to check for broken limbs
2. Instant Stand: Regain feet with out losing any action
3. Hurl: +1 CS damage and green Endurance check or stunned, also thrown D10 ft.
4. Great Throw: +2 CS damage and roll Endurance check at -1CS or stunned, also thrown 2D10 ft.
5. Crushing Drop: +2 CS damage and Endurance check vs. stun or stunned for 2D10 rds

PUSH
1. Concentrated: Normal damage and opponent is knocked back 1' per point of Strength
2. Sticking Touch: 1 attack at no damage, if successful all following attacks are at +2 CS to hit and -1CS to opponents defense
3. One Finger: As concentrated push but with no contact. Range is no more than 2 areas
4. Reflection: Used as an evasion, you can redirect an opponents successful melee attack to any adjacent area with opponent doing normal damage to the new target

VITALS
1. Pain Touch: No damage attack but opponent must roll red Endurance feat to avoid -2CS to all feats for D10/2 rds due to pain
2. Stunning Touch: No damage attack but opponent must roll red Endurance feat at -1CS to avoid being stunned for D10/2 rds
3. Paralyzing Touch: No damage attack but opponent must roll red Endurance feat at -2CS to avoid being stunned for D10 rds
4. Distance Death: Range is 10', is the only attack allowed the round used, combines with any other Vital Attack but requires no touch. Can also cause +1 CS Strength damage
5. Shatter Touch: Only attack, with a touch you may shatter an object at +2 CS to your Strength

SLASH
1. Blind: Normal damage attack done above the eyes with a 25% chance to blind opponent for D10 rds
2. Vein: This attack causes normal damage and causes additional damage every round until tended. Does 1 Health point/rd
3. Arteries: Same as vein above but damage is three points/rd

BLUNT
1. Heavy Blow: +1 CS damage
2. Limb Paralysis: With weapon doing normal damage can also cause paralysis (see Paralyzing touch under Vitals)
3. Stunning Blow: Normal damage and requires red Endurance roll or stunned for 2D10 rds
4. Great Blow: 2 attacks or only attack, causes +2 CS damage and requires red Endurance roll or KO for 2D10 rds

WEAPON
1. Weapon Catch: Use weapon or hand with EX protection to catch/block opponents weapon
2. Weapon Breaker: Must catch weapon as above then may break it with yellow Strength feat at Str. +2 CS
3. Steel Cloth: Use a scarf or similar cloth as a weapon 6'10' in length, does Strength -1 CS damage
4. Arrowcutting: Agility roll at AM rank to block missile weapons slower than bullets granting EX protection
5. Throwing Mastery: Grants skill in throwing nearly anything as a thrown weapon with no penalties
6. Disarm: Additional +1 CS to Fighting to remove weapon from opponent

MOVEMENT
1. 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
2. Pronefighting: No penalty for fighting on the ground and opponent gains no bonuses
3. Immovability: Uses 1 action, gives a +2 CS to resist slams and stuns with a +1 color shift
4. Missile Deflection: One of two choices declared when used: A. +2 CS to dodge and -1 color shift to opponents attack roll. B. May evade missile attacks with +2 CS to Fighting
5. Leap: +1 CS standing jump and +2 CS running jump
6. Speed: Double move rate and attacks for 5 rounds and requires D10/2 rds rest after use
7. Slow Resistance: +1 CS to resist stun or KO
8. Featherwalk: At ½ move rate opponent gets -3CS to tracking and hearing
9. Great Shield: May block or evade all blows & missile attacks using either Agility or Fighting at +3 CS. Automatically evades the best attack with no roll needed. Requires all actions except 1

MENTAL 1
1. Meditation: 1 hour of meditation equals 2 hours of sleep
2. All Around Sight: Aware of all in your immediate area to include behind you
3. Mental Resistance: +1 CS vs. any mental attack and some magical attacks
4. Blind Fighting: Only penalty is -1CS to feats in complete darkness
5. Iron Skin: Gives GD protection against physical attacks (admin discretion)
6. Levitation: Float up or down at 5'/rd with no other action allowed
7. Slow Aging: Decreases aging by 75%
8. Stillness: Allows absolute motionless for 1 hour plus Endurance rank in minutes. Gives AM blending if have good cover
9. Balance: +1 CS to any action requiring good balance (admin discretion)
10. Summon Strength: 2 rds of concentration increases Str. +1 CS for D10/2 rds, must rest 1 turn after use
11. Contortion: +3 CS to escape bonds or fit through spaces as small as 1 sq. ft. and hide in places as small as 4 sq. ft.

MENTAL 2
1. Light Step: ¼ move rate, leave no tracks and move in total silence
2. Controlled Breathing: +2 CS to any feat for 1 rd and gives GO protection vs. heat and cold permanently
3. Pause: 1 rd concentration to find weakness in style giving additional +1 CS to Fighting. Must roll yellow Intuition check at +1 CS to find weakness
4. Quick Strike: +2 to initiative rolls
5. Flowing Water: +2 CS to dodge physical attacks and gives GD protection if successful dodge is rolled
6. Resuscitation: Use pressure points for 1 rd to bring stunned or KO person back to consciousness
7. Suppressed Desire: Go with out food, water, or sleep for ½ Endurance number in days with no penalties

SPECIAL MANEUVERS
1. Ear Clap: 2 normal attacks with normal damage that if both hit, opponent must roll red Endurance check or stunned for D10+2 rds
2. Elbow Strike: No penalty to strike opponent behind you and -1CS to opponent's defense
3. Hand Parry: Can block any melee attack with bare hands, a successful result is automatically upgraded to red equaling a +1 CS to Strength in protection
4. Head Butt: Normal damage and -1CS to opponent's defense
5. Knee Strike: Normal damage and -2CS to opponent's defense if done to the front

By Gary Hall


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