New idea Mystics

Post/Author/DateTimePost
#1

zombiegleemax

Aug 07, 2005 21:28:57
I put my original first post in quotes. I'm going to use the top of the post here for the listing of all accepted manuevers and any changes to the current Rules Cyclopedia D&D Mystic.
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Mystic
Prime Requisite: Strength and Dexterity.
Other Requirements: Wisdom and Dexterity scores of 13 or more.
Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18.
Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2 hit points per level, and Constitution adjustments no longer apply.
Maximum Level: 36.
Armor: None, Shield not permitted.
Weapons: Any.
Special Abilities: AC bonuses, increased movement, and martial arts. (at 9th level) Set Spear vs. Charge, Thief Abilities.

Experience Table:
1) 0
2) 2,200
3) 4,400
4) 8,800
5) 17,000
6) 35,000
7) 70,000
8) 140,000
9) 270,000
10) 400,000
11) 530,000
12) 660,000
13) 800,000
14) 1,000,000
15) 1,200,000
16) 1,400,000
17) 1,600,000
18) 1,800,000
19) 2,000,000
20) 2,200,000
21) 2,400,000
22) 2,600,000
23) 2,800,000
24) 3,000,000
25) 3,200,000
26) 3,400,000
27) 3,600,000
28) 3,800,000
29) 4,000,000
30) 4,200,000
31) 4,400,000
32) 4,600,000
33) 4,800,000
34) 5,000,000
35) 5,200,000
36) 5,400,000

Save Throws: Mystic Saving Throws are identical to the Fighters Saving Throws.

Mystic Unarmed Attack Equivalents Table:
Level: Weapon Equivalent
3: Silver Weapon
6: +1 Weapon
9: +2 Weapon
12: +3 Weapon
16: +4 Weapon
20: +5 Weapon

These attacks don’t gain the attack or damage bonuses of their magic-weapon equivalents, but can hit creatures as if the indicated weapon were used. For example, a 6th level mystic can hit and hurt a gargoyle when fighting barehanded.

Thief Abilities:
Level: Find Traps / Remove Traps / Climb Walls / Move Silently / Hide in Shadows
1) 7 / 7 / 66 / 15 / 7
2) 11 / 11 / 67 / 18 / 11
3) 15 / 15 / 68 / 22 / 15
4) 18 / 18 / 69 / 26 / 18
5) 22 / 22 / 70 / 30 / 21
6) 26 / 25 / 71 / 33 / 24
7) 30 / 28 / 72 / 36 / 26
8) 33 / 31 / 73 / 39 / 28
9) 37 / 34 / 74 / 41 / 30
10) 40 / 37 / 75 / 43 / 33
11) 43 / 40 / 76 / 45 / 35
12) 46 / 43 / 77 / 48 / 37
13) 49 / 45 / 78 / 49 / 39
14) 52 / 48 / 79 / 51 / 42
15) 54 / 50 / 80 / 52 / 43
16) 57 / 52 / 81 / 54 / 45
17) 60 / 54 / 82 / 55 / 46
18) 62 / 57 / 83 / 57 / 48
19) 64 / 59 / 84 / 58 / 49
20) 66 / 61 / 85 / 60 / 51
21) 69 / 63 / 86 / 62 / 52
22) 70 / 66 / 87 / 63 / 54
23) 72 / 68 / 88 / 64 / 55
24) 73 / 70 / 89 / 66 / 57
25) 74 / 72 / 90 / 66 / 58
26) 75 / 75 / 91 / 67 / 60
27) 75 / 77 / 92 / 68 / 61
28) 76 / 79 / 93 / 69 / 63
29) 77 / 81 / 94 / 69 / 64
30) 78 / 84 / 95 / 70 / 66
31) 78 / 86 / 96 / 71 / 67
32) 79 / 88 / 97 / 72 / 69
33) 80 / 90 / 98 / 72 / 70
34) 81 / 93 / 99 / 73 / 72
35) 81 / 95 / 99 / 74 / 73
36) 82 / 97 / 100 / 75 / 75

Mystic Special Abilities Table:
Skill Points: These are the points used for a Mystic to use for increasing his Hand-to-Hand Masteries only. He may also (if the DM allows) use these to Master weapons as well, but this should be limited.
Maneuver Points: This is the amount of points per level a mystic will have to "purchase" new maneuvers. He must find a trainer for the move he wishes to learn as well as use the number of points required.
Chi Points Gained: This is the number Chi points (Inner Chi Power) that a mystic gains for each level. These points are spent when a mystic uses a special maneuver, and can be recovered by one hour of meditation as well as 6 straight hours of sleep either before or after meditation.
Level: AC / Damage / Skill Pts / Maneuver Pts / Chi Pts Gained
1) 9 / 1d4 / 5* / 2 / 1+wisdom bonus
2) 9 / 1d4 / +2 / +1 / 1+wisdom bonus 1
3) 9 / 1d4+1/ +2 / +1 / 1+wisdom bonus
4) 9 / 1d4+1/ +2 / +1 / 1+wisdom bonus
5) 8 / 1d6 / +1 / +1 / 1+wisdom bonus
6) 8 / 1d6 / +1 / +2 / 1+wisdom bonus
7) 7 / 1d6+1 / +1 / +2 / 1+wisdom bonus
8) 7 / 1d6+1 / +1 / +2 / 1+wisdom bonus
9) 6 / 1d8 / +1 / +2 / 1+wisdom bonus
10) 6 / 1d8 / +0 / +2 / 1
11) 6 / 1d8+1 / +1 / +2 / 1
12) 5 / 1d8+1 / +0 / +2 / 1
13) 5 / 1d10 / +1 / +2 / 1
14) 4 / 1d10 / +0 / +2 / 1
15) 4 / 1d10+1 / +1 / +2 / 1
16) 3 / 1d10+1 / +0 / +2 / 1
17) 3 / 1d12 / +1 / +2 / 1
18) 2 / 1d12 / +0 / +2 / 1
19) 2 / 1d12+1 / +1 / +2 / 1
20) 2 / 1d12+1 / +0 / +2 / 1
21) 1 / 2d8 / +1 / +2 / 1
22) 1 / 2d8 / +0 / +2 / 1
23) 0 / 2d8+1 / +1 / +2 / 1
24) 0 / 2d8+1 / +0 / +2 / 1
25) -1 / 2d10 / +1 / +3 / 1
26) -1 / 2d10 / +0 / +3 / 1
27) -2 / 2d10+1 / +1 / +3 / 1
28) -2 / 2d10+2 / +0 / +3 / 1
29) -2 / 4d6 / +1 / +3 / 1
30) -3 / 4d6+1 / +0 / +3 / 1
31) -3 / 5d6 / +1 / +3 / 1
32) -4 / 5d6+1 / +0 / +3 / 1
33) -4 / 4d8 / +1 / +3 / 1
34) -5 / 4d8+1 / +0 / +3 / 1
35) -5 / 3d12 / +1 / +3 / 1
36) -6 / 2d20 / +1 / +3 / 1

*The initial skill points a mystic starts with is placed depending on the style he chooses to begin with.

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Here are more detailed descriptions of the Hand to Hand Masteries I have been calling Weapon Skills.

"Hand-to-Hand SKills"
Punching (This skill can be used by any character class)
The following bonuses only apply to punching attacks
Unskilled: +0 damage
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit
Master: +2 damage/+2 To-Hit
Grand Master: +3 damage/+3 To-Hit

Kicking (This skill can be used by any character class)
The following bonuses only apply to kicking attacks
Unskilled: +0 damage
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit
Master: +2 damage/+2 To-Hit
Grand Master: +3 damage/+3 To-Hit

Blocking
Unskilled: no absorption
Basic: absorb 2 points of damage from 1 attack
Skilled: absorb 4 points of damage from 2 attacks
Expert: absorb 6 points of damage from 3 attacks
Master: absorb 8 points of damage from 4 attacks
Grand Master: absorb 10 points of damage from 5 attacks

Grappling
The following bonuses only apply to grappling attacks
Unskilled: cannot sustain holds past one round
Basic: +1 damage / Sustained Holds last for 2 rounds
Skilled: +1 damage / +1 To-Hit / Sustained Holds last for 3 rounds
Expert: +2 damage / +1 To-Hit / Sustained Holds last for 5 rounds
Master: +2 damage / +2 To-Hit / Sustained Holds last for 7 rounds
Grand Master: +3 damage / +3 To-Hit / Sustained Holds last for 10 rounds

Athletics
The following bonuses only apply to athletic attacks
Unskilled: +0 damage / 120'(40') movement
Basic: +1 damage / 135’(45’) movement
Skilled: +1 damage / +1 To-Hit / 150’(50’) movement
Expert: +2 damage / +1 To-Hit / 180’(60’) movement
Master: +2 damage / +2 To-Hit / 225’(75’) movement
Grand Master: +3 damage / +3 To-Hit / 300’(100’) movement

Focus
The following bonuses only apply to focus attacks
Unskilled: 0 damage
Basic: 1d8 damage base
Skilled: 1d10 damage base / +1 To-Hit
Expert: 1d12 damage base / +1 To-Hit
Master: 1d20 damage base / +2 To-Hit
Grand Master: 1d30 damage base / +3 To-Hit


A Mystic will use his own Mystic Damage table to determine damage based on experience level. These skills will open new doors for Mystics to learn the powerful special moves.

The only change in the Mystic arts that's included in the Rules Cyclpedia is the # of attacks. Leave it at just 1 per turn regardless of the mystic's current level.

The reason is that with this new setup, nearly any attack from a Mystic could be deadly and some of the special moves I'll be going over have huge damage bonuses and they could allow a 16 level Mystic to do up to 120 points of damage in one turn to each of 3 opponents at the same time (Which totals out to 360!) That is frighteningly powerful considering the maximum damage a 16 level Mystic could do normally is 156 (All totals include the Strength bonuses). Of course that particular skill would only be learned by a very high level Mystic and would be difficult even then to really master, possibely the Mystic would have to use the optional rules at the back of the Rules Cyclopedia to ever gain enough experience and development points to be able to attain this manuever. I'll explain that aspect of my idea after the Moves have been converted and the final selection of moves to add to the Rule Cyclopedia D&D Mystic (or other styles) are completed.

The basic moves by a Mystic would be:
Punch
A standard attack using the normal to-hit roll and damage for a mystic's current level.

Kick
Like punch in every way, except can still be used if the mystics hands are tied up, or he is dangling from a tree or something else and is unable to use his hands.

Block
This manuever allows the Mystic to absorb the number of points of damage equal to double his level in the Blocking skill. The Mystic is not required to have his hands free to perform this manuever either, but his legs must be free. For example, a goblin swings a sword and lands a hit on a Mystic who is blocking. The mystic has a level 3 blocking skill. The goblin does 4 points of damage and the Mystic has the ability to absorb 6 points and does so. This skill can also allow the Mystic to use the absorb ability for an equal number of attacks to the Blocking skill level.

These are the 3 basic moves learned by a Mystic at level 1. After that they will recieve development points which will have to be put together after the manuevers are selected, converted and established in some form of organization, like maybe set up as a spell list or just listed. I'd like to do different lists of special moves for each style. That may get too complicated though and the look of the manuevers might just have to show the style instead of the actual moves. Each special move would have a point cost of some kind (I was thinking of Chi) that would limit the number of times a Mystic could use the powerful stuff until resting.

Soon I will list the special maneuvers here and link each name to the post it is contained in. This will make it easier to sort them out as I go and for you guys who are keeping track to find what your looking for.

Punch Special Moves
Art of Breaking
Banishing Punch
Boshi-Ken (Thumb Drive)
Buffalo Punch
Dashing Punch
Dashing Uppercut
Dim Mak
Disarm
Double Punch
Dragon Hand
Dragon Punch
Ducking Straight
Ear Pop
Elbow Smash
Feint Punch
Fist Sweep
Flaming Dragon Punch
Flying Thrust Punch
Groin Punch
Gut Punch
Haymaker
Head Butt
Head Knocker
Heart Punch
Hundred Hand Slap
Hyper Fist
Knife Hand Strike
Leaping Rake
Lunging Headbutt
Lunging Punch
Monkey Grab Punch
Power Uppercut
Rekka Ken
Shikan-Ken (Ninja Knuckle Fist)
Shockwave
Shuto (Sword Hand)
Sonic Fist
Spinning Back Fist
Spinning Clothesline
Spinning Knuckle
Strike of the Serpent
Triple Strike
Turbo Spinning Clothesline
Turn Punch
Widowmaker

Kick Special Moves
Air Hurricane Kick
Air Lightning Leg
Ax Kick
Baby Scorpion Kick
Backflip Kick
Bicycle Kick
Butterfly Kick
Cartwheel Kick
Crack Shot
Double Dread Kick
Double Kick
Double-Hit Kick
Double-Hit Knee
Dragon Kick
Falling Ax Kick
Flash Kick
Flurry Kick
Flying Knee Thrust
Flying Thrust Kick
Foot Sweep
Forward Backflip Kick
Forward Flip Knee
Forward Slide Kick
Forward Somersault Kick
Great Wall of China (This move needs a name change. Any suggestions? Maybe Great Wall of Ochalea?)
Handstand Kick
Heel Stamp
Hurricane Kick
Jaguar Tooth
Knee Strike
Lightning Leg
Reverse Frontal Kick
Rising Bird Kick
Rising Jaguar
Scissor Kick
Scorpion Kick
Silhouette Kick
Slide Kick
Somersault Shell
Spinning Foot Sweep
Spinning Thrust Kick
Spiral Kick
Stepping Front Kick
Thunder Kick
Tiger Knee
Whirlwind Kick
Wounded Knee

Block Special Moves
Deflecting Kick
Deflecting Punch
Energy Reflection
Kick Defense
Maka Wara
Missile Reflection
Punch Defense
Roll With the Hit
San He
Weapon Block
Wooden Dummy

Grab Special Moves
Air Suplex
Air Throw
Back Breaker
Back Roll Throw
Bear Hug
Brain Cracker
Choke Throw
Disengage
Dislocate Limb
Double Slam
Dragon Drop
Eye Rake
Face Slam
Flying Tackle
Grappling Defense
Hair Throw
Head Bite
Head Butt Hold
Headlock
Headlock Kicks
Improved Pin
Iron Claw
Jaw Spin
Joint Break
Joint Lock
Knee Basher
Multi-Arm Pummel
Neck Choke
Norwald Bear Crusher
Norwald Suplex
Pile Driver
Pin
Ripping Bite
Rising Storm Crow
Sleeper
Spinning Neck Lock
Spinning Pile Driver
Stomach Pump
Storm Hammer
Suplex
Tearing Bite
Thigh Press
Throw
Twirl and Hurl

Athletic Special Moves
Air Smash
Backflip
Barrel Roll Kick
Beast Roll
Breakfall
Butterfly Cartwheel
Cannon Drill
Cat Stance
Displacement
Diving Hawk
Dragon's Tail
Drunken Monkey Roll
Esquives
Flamingo Stance
Flying Body Spear
Flying Head Butt
Flying Heel Stomp
Flying Punch
Ground Fighting
Jump
Jumping Shoulder Butt
Kick-Up
Kippup
Light Feet
Pounce
Rolling Attack
Tail Sweep
Thunderstrike
Tumbling Attack
Typhoon Tail
Upper Tail Strike
Vertical Rolling Attack
Wall Spring

Focus Special Moves
Absorbing Barrier
Acid Breath
Air Blast
Awareness
Balance
Calm Minds
Chi Kung Healing
Chi Push (Buddhist Palm)
Cobra Charm
Death's Visage
Drain
Drench
Elemental Skin
Elemental Stride
Entrancing Cobra
Envelop
Extendible Limbs
Fire Strike
Fireball
Fireburst
Firestar
Flaming Fireball
Flaming Fist
Flight
Flying Fireball
Force Shout
Ghost Form
Ground Ice
Guided Fireball
Heal
Heatwave
Ice Blast
Ice-Crystal Blast
Improved Fireball
Inferno Strike
Kongjin
Leech
Levitation
Lightness
Lightning
Mental Blast
Mind Control
Mind Reading
Musical Accompaniment
One with the Universe
Pit
Pool
Power Rings
Psychic Rage
Psychic Vise
Psycho Crusher
Psychokinetic Channeling
Push
Reflecting Barrier
Regeneration
Repeating Fireball
Sakki
Scorpion Spear
Sense Element
Shock Treatment
Shocking Grasp
Shrouded Moon
Sonic Boom
Soul Shock
Speed of the Mongoose
Split Shadow
Spontaneous Combustion
Stone
Stunning Shout
Telepathy
Teleport Punch
Thunderclap
Toughskin
Twin Fireballs
Vacuum
Venom
Wall
Weight
Yoga Flame
Yoga Teleport
Zen No Mind

Styles of Mystara
Here's a list styles that I have set up using many of the moves I’ve posted. Each name is a link. Each style has a short description, the list for the starting skill points and a list of special moves that have adjusted costs for that style only.
Aikido
Atruaghin Wrestling
Boxing
Capoeira
Djin Kickboxing
Fire Mondu
Guild Wrestling
Kabaddi
Karate
Kung Fu
Legionnaire Training
Majestic Wing Chung
Milino Wrestling
Mondu
Muay Drit
Ninjitsu
Red Ninjistu
Sanbo
Savage Boxing
Savate
Sis Razor
Stone Boxing
Sumo
Wu Shu

If I am missing any here that could be tossed in, please let me know. The more there are the better. Of course there will be dozens if all were listed, but this is a start. Some will just be very similiar to others and those will be combined and then explained in the style description the difference between the two different names. Mostly cultural.

And yes, I made up a few of these. Any ideas on one that could be studied by the humanoids in the Broken Lands? Or the Lizardmen of the Malpheggi swamp? Dwarves, Halflings, Gnomes, Elves?
original post wrote:
#2

Cthulhudrew

Aug 07, 2005 22:45:30
Here are some martial arts styles that various people have developed, mostly utilizing the Weapon Mastery format. Not exactly what you are describing, but if nothing else, it may give you some ideas:

Aikido
Unarmed Combat Styles in D&D
Weapon Mastery Charts for Martial Arts
#3

zombiegleemax

Aug 08, 2005 17:36:33
Thanks for the links Cthulhudrew. I'll look through them while I try to convert the techniques and see if I can use them as well.
#4

zombiegleemax

Aug 14, 2005 14:23:37
Thanks again for the links there Cthulhudrew. After reading them they gave me some ideas about styles and so on. The Street Fighter settup is based on style instead of class. I think this is good. I think that only certain moves that can be learned by specific styles should be limited to users or teachers of that style. Like Aikido is in that link. Funny, I never thought of relating that style to the ocean, but it makes sense. Always been a boxer myself so there will be that form of non-armed combat thrown in. I'm going to start with some basics first. Those links were useful, but far simpler than what I had in mind. First off I want to break down the skills for Mystics or other unarmed combatants. They could be done the same as in the Aikido link which is the inspriation for this part.

"Weapon SKills"
Punching
Kicking
Grappling
Athletics
Blocking
Focus (I'd like to find another name for this option).

Each of these "Weapon Skills" will have 5 levels like other weapon skills.
Basic
Skilled
Expert
Master
Grand Master
Unlike in the Aikido link there, a Mystic will use his own Mystic Damage table to determine damage. What these skills will actually do is open new doors for Mystics to learn the powerful special moves that I'll be going over in a later post. I thought of making each level increase damage, but that would make them too powerful. If you guys have any ideas to be able to further use these weapon skills aside from anything I've mentioned then please comment or suggest.

The only change in the Mystic arts that's included in the Rule Cyclpedia is the # of attacks. Leave it at just 1 per turn regardless of the mystic's current level.

The reason is that with this new setup, nearly any attack from a Mystic could be deadly and some of the special moves I'll be going over have huge damage bonuses and they could allow a 16 level Mystic to do up to 111 points of damage in one turn to each of 3 opponents at the same time (Which totals out to 333!) That is frighteningly powerful. Of course that particular skill would only be learned by a very high level Mystic and would be difficult even then to really master, possibely the Mystic would have to use the optional rules at the back of the RUles Cyclopedia to ever gain enough experience and development points to be able to attain this manuever. I'll explain that aspect of my idea after the Moves have been converted and the final selection of moves to add to the OD&D Mystic (or other styles) are completed.

The basic moves by a Mystic would be:
Punch
A standard attack using the normal to-hit roll and damage for a mystic's current level.

Kick
Like punch in every way, except can still be used if the mystics hands are tied up, or he is dangling from a tree or something else and is unable to use his hands.

Block
This manuever allows the Mystic to absorb the number of points of damage equal to double his level in the Blocking skill. The Mystic is not required to have his hands free to perform this manuever either, but his legs must be free. For example, a goblin swings a sword and lands a hit on a Mystic who is blocking. The mystic has a level 3 blocking skill. The goblin does 4 points of damage and the Mystic has the ability to absorb 6 points and does so. This skill can also allow the Mystic to use the absorb ability for an equal number of attacks to the Blocking skill level.

These are the 3 basic moves learned by a Mystic at level 1. After that they will recieve development points which will have to be put together after the manuevers are selected, converted and established in some form of organization, like maybe set up as a spell list or just listed. I'd like to do different lists of special moves for each style. That may get too complicated though and the look of the manuevers might just have to show the style instead of the actual moves. Each special move would have a point cost of some kind (I was thinking of Chi) that would limit the number of times a Mystic could use the powerful stuff until resting.

This is the beginning, how do you guys like it so far. And if you see anything that needs fixing, please post it.
#5

zombiegleemax

Aug 15, 2005 15:11:50
Well, I hope the lack of response is that my ideas are good so far. Later today I'll post a small number of special moves to give you a basic idea of what the moves will be like. The ones I'm doing first are some of the weaker moves, but for a low level Mystic they could really make a differnce.
#6

zombiegleemax

Aug 15, 2005 18:58:42
Here's the Special Moves. If you see any problems with the stats or information let me know. If you have any questions let me know. If these all sound fine or you don't like some of the moves...let me know.




I believe when I finish this, I may start a thread on Martial Arts, boxing and Wrestling tournaments held in various nations as well as a possible Known World Championship Tournament! :fight!:
#7

zombiegleemax

Aug 15, 2005 19:43:27
Name: Air Hurricane Kick
Prerequisites: Kick 4, Athletics 3, Jump, Hurricane Kick
Maneuver Cost: 3 Any Style
Usage Cost: 3 Chi
To Hit: -1
Damage Bonus: –1 (1 min)
Round Movement: +5’
Description: Only after they had begun testing themselves in tournament combat did Mystics fully embrace the spirit of the Hurricane, allowing them to fly on the winds of fury as they deliver their Hurricane Kick.
System: This move works just like the standard Hurricane Kick (see the Hurricane Kick description), except that the fighter has trained himself to execute the move while airborne. This allows the fighter to jump and then execute the Hurricane Kick from the high point of his jump to descend on his opponents in a blaze of spinning feet.
#8

zombiegleemax

Aug 15, 2005 21:52:45
Name: Air Lightning Leg
Prerequisites: Kick 5, Athletics 3, Lightning Leg, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: +0’
Description: This is a variant of the infamous Lightning Leg that can be performed while in the air.
System: This is considered an aerial maneuver, and must be performed while airborne. The attacker makes three attacks in the same manner as a normal Lightning Leg.
#9

zombiegleemax

Aug 15, 2005 22:25:16
Name: Ax Kick
Prerequisites: Kick 2, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: –10’
Description: One of the few airborne kicks favored by Savate fighters, this move is also popular with other styles. The attacker begins this attack by jumping into the air and stretching his leg high above his head. He then slams the leg down onto his target's head or shoulders, using his height and momentum to increase the force of the blow. Few fighters can withstand the ferocity of an Ax Kick.
System: The fighter travels his allowed movement in the air using the -20' modifier and ends his attack in the same space as his target. Because this attack targets the head from above, crouched or prone opponents are struck. Jumping opponents are likewise struck and will suffer a knockdown.
#10

zombiegleemax

Aug 16, 2005 19:13:51
Name: Baby Scorpion Kick
Prerequisites: Kick 2, Athletics 1
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: –4 (1 min)
Round Movement: 5’
Description: This is a discouraging technique used on opponents coming from behind. The fighter leans forward, bringing up a heel in an upward kick. This can be used on any point of the body, but is usually targeted on the groin.
System: Used on the groin, this results in an stun for a male victim for 1d4 rounds. A successful Save Throw vs. Paralysis will half the time stunned. Use the modifiers above.
#11

zombiegleemax

Aug 18, 2005 22:15:04
Name: Backflip Kick
Prerequisites: Kick 2, Athletics 2, Backflip
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: 10’ backward
Description: This move combines acrobatics and a powerful kick into a special move that can rattle an opponent and simultaneously tumble the attacker to safety.
System: The fighter waits for an opponent to close, and then interrupts with a sudden backflip (Capoeira teaches a back hand spring), kicking the would-be attacker as the fighter's feet sweep up and through in the back flip. The fighter flips away, landing 10' straight back from the opponent and thus preventing the opponent from striking back.
#12

zombiegleemax

Aug 18, 2005 22:27:12
Somebody let me know if there is any interest at all in this idea. Even just a yeah I'm curious to see what you come up with post will suffice. Otherwise I feel silly posting here by myself. Of course...I will anyway. :P
#13

Hugin

Aug 18, 2005 23:56:32
Don't worry, I've been glancing it over with interest.
#14

zombiegleemax

Aug 20, 2005 3:28:33
Thanks Hugin.


Just realized the whole movement thing is bad. Normally characters move 40' in a combat round. That's 8 spaces if playing on grid paper and each space is 5'. So I'm cutting all the movements in half for the moves. I'll fix all the posted moves and make sure to use this system with all future postings of moves.
#15

zombiegleemax

Aug 20, 2005 12:04:49
Name: Bicycle Kick
Prerequisites: Kick 4, Athletics 4
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: +20’
Description: The fighter jumps and flies at his opponent in a series of kicks that happen in a bicycle-like motion.
System: A bicycle kick must travel in a straight line in any direction. When an opponent is encountered, the fighter does not stop but pushes his opponent back one 5' space. For each space an opponent is pushed back, the opponent suffers one attack using the modifiers above. The fighter may end his turn in any space he likes along his line of travel or he runs out of movement.
#16

zombiegleemax

Aug 20, 2005 12:22:21
Name: Butterfly Kick
Prerequisites: Kick 2, Butterfly Cartwheel
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: -2
Round Movement: +0’
Description: This is an aerial cartwheel kick performed without hands. Using sheer strength and a twist of the torso, the fighter launches himself in a direction away from an opponent swings his legs for two kicks aimed at any opponents he jumps by.
System: Fighter makes to kicking attacks during the cartwheel using the modifiers above.
#17

zombiegleemax

Aug 21, 2005 14:08:12
Name: Cartwheel Kick
Prerequisites: Kick 2, Athletics 2
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +1 (per 5’)
Round Movement: +20’
Description: The fighter flips into an acrobatic cartwheel, smashing his feet and fists into his opponent over and over again. The amount of ground covered is truly amazing. This move is also used to put distance between a fighter and an opponent who is pressing him too hard.
System: A Cartwheel Kick must travel in a straight line in any one direction. When an opponent is encountered, the fighter does not stop but pushes his opponent back. For each 5' an opponent is pushed back, the opponent suffers one attack using the modifiers above. The fighter may end his round anywhere he likes along his line of travel. Cartwheel Kicks must travel in a straight line.
#18

Cthulhudrew

Aug 21, 2005 18:59:40
I'm curious- how does the Chi system work? Number of Chi points gained/level, etc.

I assume you'll post this info with the Mystic damage table you mention, but I'm just kind of curious, as I'm trying to see how well some of these things balance out in comparison to each other (via costs, prerequisites, etc.)
#19

zombiegleemax

Aug 22, 2005 6:26:15
The Chi will be similiar to something I used to do for magicians using Magic or Divine power before. I am not a big fan of memorizing spells. I always allowed my players to use a point system. I haven't set up the details yet on Chi. For spell users before in the CD&D campaigns, I alloed the players to gain a Magic point for every level of spells+Intelligence or Wisdom bonus, per level of experience gained. So if a magician gained a level and got a 3rd, 4th and 8th level spell, he would add 15 Magic points to his current total. And the add his Intellignece bonus to it. This made magic-users more powerful, but my players enjoyed it and they were still killed sometimes. I want to do something along this line, but not giving as many points. I'll do a chart along with the damage table. The Mystic damage table is the same as the one in the Rules Cyclopedia. I guess for those using 3E only, you might not have that.
#20

zombiegleemax

Aug 23, 2005 18:41:30
Name: Crack Shot
Prerequisites: Kick 3, Athletics 2
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: 10’
Description: The fighter spins forward to the ground but lashes out with a foot on his way down, catching his opponent in the head.
System: If the Crack Shot is successful, the opponent is automatically knocked down and the fighter automatically rolls to his feet. If unsuccessful, then the fighter suffers a knockdown.
#21

zombiegleemax

Aug 23, 2005 18:43:52
Name: Double Dread Kick
Prerequisites: Kick 3, Double-Hit Kick
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +1/+4
Round Movement: +5’
Description: This special move is a fast combination of a roundhouse kick and spinning back thrust kick. The fighter stuns his opponent with a quick kick and then spins into the more powerful thrust kick before the opponent can recover.
System: The move allows two attacks on its victim. The first attack has a +1 Damage Modifier; the second has a +4. The 2nd kick will push the opponent back from the fighter 5' if successfully hit.
#22

zombiegleemax

Aug 24, 2005 21:22:06
Name: Double-Hit Kick
Prerequisites: Kick 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +1
Round Movement: –10’
Description: Many styles feature combination kicks that use one leg to deliver two kicks in rapid succession without the kicking foot touching the ground in between. Usually, the first kick lands low and the second kick lands high.
System: The Kick attacks twice using the modifiers above. Opponents in the air will only be hit once.
#23

zombiegleemax

Aug 25, 2005 20:26:06
Name: Double-Hit Knee
Prerequisites: Kick 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: –20’
Description: This is a close-in move popular with Capoeira dancers. The fighter leaps into the opponent, allowing his knee to smack the victim's stomach and continue into the opponent's chin.
System: Roll two for using the modifiers above when using this move.
#24

zombiegleemax

Aug 25, 2005 20:28:48
Name: Double Kick
Prerequisites: Double Hit-Kick, Jump
Maneuver Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: –10’
Description: Double Kick allows two normal kicks which could be delivered on one or two enemies.
System: Both legs deliver a snapping Kick (two attack rolls). The maneuver is aerial because the fighter must jump to kick.
#25

zombiegleemax

Aug 27, 2005 17:24:33
Here are more detailed descriptions of the Hand to Hand Masteries I have been calling Weapon Skills.

"Weapon SKills"
Punching (This skill can be used by any character class)
The following bonuses only apply to punching attacks
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit
Master: +2 damage/+2 To-Hit
Grand Master: +3 damage/+3 To-Hit

Kicking (This skill can be used by any character class)
The following bonuses only apply to kicking attacks
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit
Master: +2 damage/+2 To-Hit
Grand Master: +3 damage/+3 To-Hit

Blocking
Basic: absorb 2 points of damage from 1 attack
Skilled: absorb 4 points of damage from 2 attacks
Expert: absorb 6 points of damage from 3 attacks
Master: absorb 8 points of damage from 4 attacks
Grand Master: absorb 10 points of damage from 5 attacks

Grappling
The following bonuses only apply to grappling attacks
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit
Master: +2 damage/+2 To-Hit
Grand Master: +3 damage/+3 To-Hit

Athletics
The following bonuses only apply to athletic attacks
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit/+5' to movement rates
Master: +2 damage/+2 To-Hit/+5' to movement rates
Grand Master: +3 damage/+3 To-Hit/+10' to movement rates

Focus
The following bonuses only apply to focus attacks
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit
Master: +2 damage/+2 To-Hit
Grand Master: +3 damage/+3 To-Hit

Now back to posting special moves. I found a bunch of new moves and I'm going try to convert them as well. After I do the grab moves, I'm going to go back to doing punch, kick, block, and grab moves before going on to athletic and focus.
#26

zombiegleemax

Aug 27, 2005 17:36:09
Name: Dragon Kick
Prerequisites: Kick 5, Focus 4, Jump
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: -1
Damage Bonus: +6
Round Movement: –10’
Description: The ancient art of Dragon Kung Fu is the only system that has preserved knowledge of this mystical technique. The fighter taps the spirit of the celestial dragons, rising into the air in a twirling kick while his focused Chi spurts fire from his leg. The kick is beautiful and deadly.
System: The Dragon Kick works identically to the Flaming Dragon Punch.
#27

zombiegleemax

Aug 27, 2005 17:39:01
Name: Falling Ax Kick
Prerequisites: Ax Kick, Athletics 2
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +6
Round Movement: +5’
Description: A fighter leaps into the air, flipping forward and adding his momentum to a powerful kick.
System: Use the modifiers above.
#28

zombiegleemax

Aug 27, 2005 20:25:23
Name: Flash Kick
Prerequisites: Kick 3, Athletics 2, Focus 2
Maneuver Cost: 5 Any Style
Usage Cost: 3 Chi
To Hit: -1
Damage Bonus: +7
Round Movement: None
Description: A fighter who has mastered this move crouches down before springing into an aerial back flip. As his body flips over, his foot sweeps a deadly arc in front of him. Energy trails after the kicking foot, adding sizzle to the kick. Fighters throw arcs of flame or electricity behind their kicking feet. The Flash Kick is a tough move to learn. It requires a combination of athletics to execute the back flip, Chi focusing to release the energy, and kicking talent to plant the foot under an opponent's jaw.
System: Use the modifiers above. The Flash Kick will also inflict a knockdown against opponents who were in the air.
#29

zombiegleemax

Aug 27, 2005 22:45:23
Name: Flurry Kick
Prerequisites: Kick 4, Athletics 4
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: –2 (1 min)
Round Movement: +2
Description: The fighter launches himself forward at the opponent, and lashes out with three fast snap kicks using the same leg by not withdrawing after each kick.
System: Make three separate attacks using the modifiers listed above.
#30

zombiegleemax

Aug 27, 2005 23:28:09
Name: Flying Knee Thrust
Prerequisites: Kick 2, Athletics 1
Maneuver Cost: 2 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +2
Round Movement: +5’
Description: It's fast, covers a lot of ground, and still hits hard. The fighter launches into a quick broad jump and flies into the opponent, driving a knee right into him.
System: Use the modifiers above.
#31

zombiegleemax

Aug 27, 2005 23:51:44
Name: Flying Thrust Kick
Prerequisites: Kick 4, Athletics 4, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +6
Round Movement: –10’
Description: This move requires strong legs! The fighter thrust-kicks into the air so hard he actually lifts off the ground and rockets into the air heel-first with his body inverted. In order to perfect the move, the fighter has to develop the leg flexibility to do a full split and must have superhuman leg muscle conditioning. One-legged squats are popular training exercises among fighters who wish to develop the strength to do a proper Thrust Kick.
System: The Thrust Kick works just like a Dragon Punch. It can knock down aerial opponents and be used to jump over short walls.
#32

zombiegleemax

Aug 28, 2005 0:07:47
Name: Foot Sweep
Prerequisites: Kick 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +3
Round Movement: –20’
Description: This low, powerful kick is intended to knock an opponent off his feet and send him crashing to the ground.
System: Victims of a successful Foot Sweep suffer a Knockdown in addition to normal damage.
#33

zombiegleemax

Aug 29, 2005 19:31:43
Name: Forward Backflip Kick
Prerequisites: Kick 3, Athletics 3, Backflip Kick, Jump
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: +1
Round Movement: 10’
Description: With this move a Fighter jumps up and toward his opponent, and executes a backflip in the air and kicks. This maneuver is especially effective against airborne opponents.
System: If an opponent is aerial, he is knocked down and suffers two attacks as the kick strikes twice. If the opponent is not in the air, then only one attack is rolled.
#34

zombiegleemax

Aug 30, 2005 17:51:52
Name: Forward Flip Knee
Prerequisites: Kick 2, Athletics 2
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: 10’
Description: This move is very similar to the Back flip Kick, except the fighter actually launches into a forward flip over the head of an opponent. As he drops out of the forward flip, the fighter uses his body weight to drive his knee into the opponent's back.
System: The fighter must attack someone standing in an adjacent hex. The fighter jumps 5'-10' forward to land in a space on the far side of his opponent. As the fighter lands, he rolls for the attack. The opponent cannot execute his attack on the fighter, who has now flipped behind him.
#35

zombiegleemax

Aug 30, 2005 19:24:20
Name: Forward Slide Kick
Prerequisites: Kick 2, Athletics 2
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: +0’
Description: This maneuver is a very similar to the regular Slide Kick, except that the fighter remains upright as he slides forward to quickly take an opponent off his feet. The fighter remains in a standing position and, in one swift slide, covers several feet, taking his opponent's legs right out from under him in the process.
System: The Forward Slide Kick causes a knockdown if any damage is done.
#36

zombiegleemax

Aug 30, 2005 21:24:42
Ok some basics about the Mystic that I'm planning so far.

Mystic
Prime Requisite: Strength and Dexterity.
Other Requirements: Wisdom and Dexterity scores of 13 or more.
Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18.
Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2 hit points per level, and Constitution adjustments no longer apply.
Maximum Level: 36.
Armor: None, Shield not permitted.
Weapons: Any.
Special Abilities: AC bonuses, increased movement, and martial arts. (at 9th level) Set Spear vs. Charge, Thief Abilities.

Experience Table:
1) 0
2) 2,200
3) 4,400
4) 8,800
5) 17,000
6) 35,000
7) 70,000
8) 140,000
9) 270,000
10) 400,000
11) 530,000
12) 660,000
13) 800,000
14) 1,000,000
15) 1,200,000
16) 1,400,000
17) 1,600,000
18) 1,800,000
19) 2,000,000
20) 2,200,000
21) 2,400,000
22) 2,600,000
23) 2,800,000
24) 3,000,000
25) 3,200,000
26) 3,400,000
27) 3,600,000
28) 3,800,000
29) 4,000,000
30) 4,200,000
31) 4,400,000
32) 4,600,000
33) 4,800,000
34) 5,000,000
35) 5,200,000
36) 5,400,000

Save Throws: Mystic Saving Throws are identical to the Fighters Saving Throws.

Mystic Unarmed Attack Equivalents Table:
Level: Weapon Equivalent
3: Silver Weapon
6: +1 Weapon
9: +2 Weapon
12: +3 Weapon
16: +4 Weapon
20: +5 Weapon

These attacks don’t gain the attack or damage bonuses of their magic-weapon equivalents, but can hit creatures as if the indicated weapon were used. For example, a 6th level mystic can hit and hurt a gargoyle when fighting barehanded.


So far this is just what I've done. Nothing too drastic, but there is still much more to do. I'll see about finishing up this part and then getting back to the new moves I'm still working on also.
#37

Hugin

Aug 30, 2005 22:46:47
Have you been able to figure out exactly how the Chi cost works yet, or is it still uncertain? That's an impressive number of moves. Have you thought about the possibility of making the Mystic acrobatics into 'moves' with a Chi cost? It's just something that popped into my head that you might want to have a look at.
#38

zombiegleemax

Sep 02, 2005 15:59:19
Yes. In a way I have, A lot of the mystic abilities form the RC are going to be incoporated into Focus and Acrobatic moves. So far I think I might be halfway done with the moves. I haven't been counting. I just looked to see what row the moves are on in my spreadsheet I'm using to keep them organized till they are ready.

I'm still working out the Chi system, but I have a throw together idea for now that I'll post a few minutes. Along with some other things like modified thief abilites and mystic damage/AC, ets. I'm still working the kinks out of the whole Hand-to-Hand SKill Masteries, Learning Moves, and the Chi development. I want it to be level based, and I think that Wisdom bonuses should apply up to level 9. What I'm trying to figure out is wether mystics should gain more Chi points early on or later. For now I have every level getting 1 Chi + the Wisdom bonus per level. I'm still trying to brainstorm Chi.

I'm also going to modify those HtH masteries tonight. I added more movement to the Athletics mastery. The acrobatics skill will sort of be replaced by the athletics moves. Some are simple like Jump and Lightfeet which will allow Mystics to do similiar things that they would have done with Acrobatics, but will break it down a bit more. This also brings in some possibilities like Wall Springs and some rather aerial attacks that would require things like Jump to allow a Mystic to jump kick a harpy flying 10' off the ground.

I was thinking of setting up styles for mystics to master and they can learn moves in their own style. At a slight extra cost, they can learn moves from other styles by using the concepts of Jeet Kune Do, which is less a style and more a concept of adapting anything that works for you best into your own style. Of course I'm thinking that Jeet Kune Do will have a cost to understand as well that will force a low level mystic to get some experience in his own style before venturing out and mixing it up a bit.
#39

zombiegleemax

Sep 02, 2005 16:29:18
Thief Abilities:
Level: Find Traps / Remove Traps / Climb Walls / Move Silently / Hide in Shadows
1) 7 / 7 / 66 / 15 / 7
2) 11 / 11 / 67 / 18 / 11
3) 15 / 15 / 68 / 22 / 15
4) 18 / 18 / 69 / 26 / 18
5) 22 / 22 / 70 / 30 / 21
6) 26 / 25 / 71 / 33 / 24
7) 30 / 28 / 72 / 36 / 26
8) 33 / 31 / 73 / 39 / 28
9) 37 / 34 / 74 / 41 / 30
10) 40 / 37 / 75 / 43 / 33
11) 43 / 40 / 76 / 45 / 35
12) 46 / 43 / 77 / 48 / 37
13) 49 / 45 / 78 / 49 / 39
14) 52 / 48 / 79 / 51 / 42
15) 54 / 50 / 80 / 52 / 43
16) 57 / 52 / 81 / 54 / 45
17) 60 / 54 / 82 / 55 / 46
18) 62 / 57 / 83 / 57 / 48
19) 64 / 59 / 84 / 58 / 49
20) 66 / 61 / 85 / 60 / 51
21) 69 / 63 / 86 / 62 / 52
22) 70 / 66 / 87 / 63 / 54
23) 72 / 68 / 88 / 64 / 55
24) 73 / 70 / 89 / 66 / 57
25) 74 / 72 / 90 / 66 / 58
26) 75 / 75 / 91 / 67 / 60
27) 75 / 77 / 92 / 68 / 61
28) 76 / 79 / 93 / 69 / 63
29) 77 / 81 / 94 / 69 / 64
30) 78 / 84 / 95 / 70 / 66
31) 78 / 86 / 96 / 71 / 67
32) 79 / 88 / 97 / 72 / 69
33) 80 / 90 / 98 / 72 / 70
34) 81 / 93 / 99 / 73 / 72
35) 81 / 95 / 99 / 74 / 73
36) 82 / 97 / 100 / 75 / 75

Mystic Special Abilities Table:
Level: AC / Damage / Skill Pts / Maneuver Pts / Chi Points
1) 9 / 1d4 / 5* / 2 / 1+wisdom bonus
2) 9 / 1d4 / +2 / +1 / 1+wisdom bonus 1
3) 9 / 1d4+1/ +2 / +1 / 1+wisdom bonus
4) 9 / 1d4+1/ +2 / +1 / 1+wisdom bonus
5) 8 / 1d6 / +1 / +1 / 1+wisdom bonus
6) 8 / 1d6 / +1 / +2 / 1+wisdom bonus
7) 7 / 1d6+1 / +1 / +2 / 1+wisdom bonus
8) 7 / 1d6+1 / +1 / +2 / 1+wisdom bonus
9) 6 / 1d8 / +1 / +2 / 1+wisdom bonus
10) 6 / 1d8 / +0 / +2 / 1
11) 6 / 1d8+1 / +1 / +2 / 1
12) 5 / 1d8+1 / +0 / +2 / 1
13) 5 / 1d10 / +1 / +2 / 1
14) 4 / 1d10 / +0 / +2 / 1
15) 4 / 1d10+1 / +1 / +2 / 1
16) 3 / 1d10+1 / +0 / +2 / 1
17) 3 / 1d12 / +1 / +2 / 1
18) 2 / 1d12 / +0 / +2 / 1
19) 2 / 1d12+1 / +1 / +2 / 1
20) 2 / 1d12+1 / +0 / +2 / 1
21) 1 / 2d8 / +1 / +2 / 1
22) 1 / 2d8 / +0 / +2 / 1
23) 0 / 2d8+1 / +1 / +2 / 1
24) 0 / 2d8+1 / +0 / +2 / 1
25) -1 / 2d10 / +1 / +3 / 1
26) -1 / 2d10 / +0 / +3 / 1
27) -2 / 2d10+1 / +1 / +3 / 1
28) -2 / 2d10+2 / +0 / +3 / 1
29) -2 / 4d6 / +1 / +3 / 1
30) -3 / 4d6+1 / +0 / +3 / 1
31) -3 / 5d6 / +1 / +3 / 1
32) -4 / 5d6+1 / +0 / +3 / 1
33) -4 / 4d8 / +1 / +3 / 1
34) -5 / 4d8+1 / +0 / +3 / 1
35) -5 / 3d12 / +1 / +3 / 1
36) -6 / 2d20 / +1 / +3 / 1

*The initial skill points a mystic starts with is placed depending on the style he chooses to begin with.

Athletics Skill Update:
Basic: 135’(45’) movement
Skilled: 150’(50’) movement
Expert: 180’(60’) movement
Master: 225’(75’) movement
Grand Master: 300’(100’) movement
#40

zombiegleemax

Sep 03, 2005 7:44:55
Name: Forward Somersault Kick
Prerequisites: Kick 2, Athletics 2
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +3
Round Movement: +10’
Description: A fighter runs forward, throws himself into a somersault and then pushes off with his hands, using his momentum to deliver a kick with both feet.
System: Use the modifiers above.
#41

zombiegleemax

Sep 03, 2005 7:45:50
Name: Great Wall of China
Prerequisites: Kick 5, Lightning Leg
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +1
Round Movement: None
Description: No one in the world is known to possess this awesome power. It is widely held that its existence is only superstitious nonsense. After all, no one alive could possess the kind of kicking ability necessary to execute this maneuver. No one alive.
System: When executing this maneuver, the fighter chooses three opponents side-by-side and adjacent to him. He then attacks these opponents with a superhuman flurry of kicks that to the naked eye appears like a solid wall of leg and foot. All three opponents are attacked three times at the damage listed above.
#42

zombiegleemax

Sep 03, 2005 7:46:51
Name: Handstand Kick
Prerequisites: Kick 2, Athletics 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: –10’
Description: The fighter bends over, puts his hands on the ground, and presses his legs up into a handstand. The legs snap up with the force of a kicking mule, bringing an airborne opponent down for a crude landing or just clipping a ground opponent under the chin.
System: Use the modifiers above. Aerial opponents will suffer a knockdown in addition to damage.
#43

zombiegleemax

Sep 03, 2005 7:48:04
Name: Heel Stamp
Prerequisites: Kick 1, Athletics 1
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: –4 (1 min)
Round Movement: +10’
Description: The Heel Stamp is designed to increase the distance between a Ninja and an enemy who is pressing the Ninja too hard. The Ninja raises his leg in front of him and lashes out, slamming his heel into the closing opponent's chest or blocking arms. The two warriors are propelled directly away from each other.
System: The Ninja causes very little actual damage with a Heel Stamp; the maneuver is primarily used to gain breathing room or to set up a more offensive move for the next round (or to knock the opponent off a cliff, into a vat of sulfuric acid, etc.). The Ninja moves back one hex, while the target moves in the opposite direction. The target is moved a distance in feet equal to the (Ninja's Strength + Athletics Skill) minus the target's Strength.
#44

zombiegleemax

Sep 03, 2005 7:50:24
Name: Hurricane Kick
Prerequisites: Kick 4, Athletics 3
Maneuver Cost: 6 Any Style
Usage Cost: 3 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: –5’
Description: By embracing the raw power of the hurricane, the fighter lifts himself into the air and spins like a cyclone. As the fighter spins, his outstretched foot carves a deadly path through his opponents, mowing them down like wheat before a scythe.
System: A character executing this move can move up to his full movement, but must travel in a straight line. Each time he enters a new 5' space, he attacks anyone occupying that new space or any of the spaces adjacent to it. The fighter must roll a separate attack for each person in range. After all attack rolls and damage are resolved, the attacker can move again. For each space moved, damage rolls and attacks are calculated again. This process continues until the character chooses to stop moving or uses up his movement. Opponents who block can continue to use their Block against each damage roll.
#45

zombiegleemax

Sep 03, 2005 7:51:34
Name: Jaguar Tooth
Prerequisites: Kick 4, Athletics 3, Wall Spring
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +4
Round Movement: +10’
Description: In this powerful maneuver the fighter springs off a wall and spears the opponent with his leg.
System: To use this maneuver the character must first execute a Wall Spring. Opponents who are struck by a Jaguar Tooth and take damage will suffer a knockdown, unless they succeed in a Saving Throw vs. Paralysis.
#46

zombiegleemax

Sep 03, 2005 7:53:34
Name: Knee Strike
Prerequisites: Kick 2
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: +1
Round Movement: None
Description: In this somewhat vicious maneuver, the fighter stands close to his opponent and jumps up to knee him in the stomach, chest, or face, using the momentum of the jump to increase the damage.
System: To use this maneuver the attacker must be in the same 5' space as the opponent. The victim of a Knee Strike will suffer a knockdown unless he succeeds in a Save Throw vs. Death Ray.
#47

zombiegleemax

Sep 03, 2005 8:03:18
Here are some details about the new catagories I have for mystic abilities.

Skill Points: These are the points used for a Mystic to use for increasing his Hand-to-Hand Masteries only. He may also (if the DM allows) use these to Master weapons as well, but this should be limited.
Maneuver Points: This is the amount of points per level a mystic will have to "purchase" new maneuvers. He must find a trainer for the move he wishes to learn as well as use the number of points required.
Chi Points Gained: This is the number Chi points (Inner Chi Power) that a mystic gains for each level. These points are spent when a mystic uses a special maneuver, and can be recovered by one hour of meditation as well as 6 straight hours of sleep either before or after meditation.
#48

zombiegleemax

Sep 03, 2005 8:17:42
I did a little reworking tothe skills a mystic uses. Here they are and I'll make sure it's put into the first post as well.

"Hand-to-Hand SKills"
Punching (This skill can be used by any character class)
The following bonuses only apply to punching attacks
Unskilled: +0 damage
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit
Master: +2 damage/+2 To-Hit
Grand Master: +3 damage/+3 To-Hit

Kicking (This skill can be used by any character class)
The following bonuses only apply to kicking attacks
Unskilled: +0 damage
Basic: +1 damage
Skilled: +1 damage/+1 To-Hit
Expert: +2 damage/+1 To-Hit
Master: +2 damage/+2 To-Hit
Grand Master: +3 damage/+3 To-Hit

Blocking
Unskilled: no absorption
Basic: absorb 2 points of damage from 1 attack
Skilled: absorb 4 points of damage from 2 attacks
Expert: absorb 6 points of damage from 3 attacks
Master: absorb 8 points of damage from 4 attacks
Grand Master: absorb 10 points of damage from 5 attacks

Grappling
The following bonuses only apply to grappling attacks
Unskilled: cannot sustain holds past one round
Basic: +1 damage / Sustained Holds last for 2 rounds
Skilled: +1 damage / +1 To-Hit / Sustained Holds last for 3 rounds
Expert: +2 damage / +1 To-Hit / Sustained Holds last for 5 rounds
Master: +2 damage / +2 To-Hit / Sustained Holds last for 7 rounds
Grand Master: +3 damage / +3 To-Hit / Sustained Holds last for 10 rounds

Athletics
The following bonuses only apply to athletic attacks
Unskilled: +0 damage / 120'(40') movement
Basic: +1 damage / 135’(45’) movement
Skilled: +1 damage / +1 To-Hit / 150’(50’) movement
Expert: +2 damage / +1 To-Hit / 180’(60’) movement
Master: +2 damage / +2 To-Hit / 225’(75’) movement
Grand Master: +3 damage / +3 To-Hit / 300’(100’) movement

Focus
The following bonuses only apply to focus attacks
Unskilled: +0 damage
Basic: +1 damage
Skilled: +1 damage / +1 To-Hit
Expert: +2 damage / +1 To-Hit
Master: +2 damage / +2 To-Hit
Grand Master: +3 damage / +3 To-Hit
#49

zombiegleemax

Sep 06, 2005 19:11:09
Name: Lightning Leg
Prerequisites: Kick 4, Double-Hit Kick
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +1
Round Movement: None
Description: Victims who have experienced this maneuver firsthand report hearing a loud rustling sound as their attacker's foot rushed through the air, hitting them from all sides. This sound, the victims continue, was quickly replaced by loss of consciousness. Fighters who have the ability to use Lightning Leg have honed their kicking ability to near-perfection. They can split the air with dozens of kicks in the blink of an eye.
System: When using this move, the Fighter must remain standing in one place as he selects one opponent on whom to unleash his flurry of kicks. The attacker makes three consecutive attack rolls using the modifiers above.
#50

zombiegleemax

Sep 06, 2005 19:32:42
Name: Reverse Frontal Kick
Prerequisites: Kick 3, Double-Hit Kick
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: –5’
Description: The fighter launches a feint kick past the head of his opponent, then quickly reverses it with a sharp snapping motion, driving his heel into the back of the opponent's head.
System: The Reverse Frontal Kick hits only once, using the modifiers above. This kick ignores Block.
#51

zombiegleemax

Sep 06, 2005 19:46:34
Name: Rising Bird Kick
Prerequisites: Kick 4, Athletics 3, Double-Hit Kick, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: –2 (1 min)
Round Movement: +0’
Description: In this highly acrobatic maneuver the fighter jumps upwards feet-first and kicks at an aerial opponent three times.
System: This is considered an aerial maneuver. Make three atacks using the modifiers listed above.
#52

zombiegleemax

Sep 06, 2005 19:59:08
Name: Rising Jaguar
Prerequisites: Kick 3, Knee Strike, Jump
Maneuver Cost: 7 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +5
Round Movement: –10’
Description: In this powerful kickboxing maneuver, the fighter leaps upward, slamming his knee into the opponent.
System: This functions in effectively the same manner as a Dragon Punch.
#53

zombiegleemax

Sep 06, 2005 20:15:52
Name: Scissor Kick
Prerequisites: Kick 3, Athletics 3, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +15’
Description: With this maneuver, the fighter can cover tremendous distances and deliver two stunning and deadly blows to his opponent. The fighter actually leaps towards his opponent and performs a front flip in the air so that his feet follow out of the flip into a rapid one-two strike, hitting his opponent first high, then low. The Scissor Kick is both deceptive and fast.
System: Use the modifiers listed above. The Scissor Kick is a powerful leaping attack. This warrior can make two attacks against his opponent using the modifier listed above.
#54

zombiegleemax

Sep 06, 2005 20:27:42
Name: Scorpion Kick
Prerequisites: Kick 1, Athletics 1
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -3
Damage Bonus: +2
Round Movement: 5’
Description: The fighter leans forward, he brings a foot up from his back side and down onto an opponents head behind him.
System: Use the modifiers above.
#55

zombiegleemax

Sep 10, 2005 15:10:36
While I'm working on converting the Focus moves, has anyone got any suggestions or problems they can see with what is done so far? I'm open to suggestions and I know someone is looking at the posts here as the view number keeps jumping off an on.
#56

zombiegleemax

Sep 14, 2005 18:24:57
Name: Silhouette Kick
Prerequisites: Kick 4, Focus 3
Maneuver Cost: 7 Any Style
Usage Cost: 2 Chi
To Hit: +4
Damage Bonus: +0
Round Movement: +0
Description: Tapping into the arcane secrets of the shadows, a fighter lashes out with a kick as he glides swiftly and silently across the ground.
System: Silhouette Kick can only be dodged with a -2 penalty. It passes through blocks, ignoring them completely.
#57

zombiegleemax

Sep 14, 2005 18:26:50
Name: Slide Kick
Prerequisites: Kick 2, Athletics 1
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: +5’
Description: Some fighters have developed sliding kicks designed to take an opponent's feet right out from under him. From a ready stance, the fighter drops to the ground, slides an amazing distance and kicks the victim's feet.
System: In addition to regular damage, the victim of a successful Slide Kick will suffer a knockdown, unless he succeeds on a Saving Throw vs Death Ray.
#58

zombiegleemax

Sep 14, 2005 18:29:36
Ok, here's an update on the new damage rolls for Focus maneuvers. I figured they shouldn't be determined by the Mystic's level and should be determined by the level of Focus instead.

Focus Skill Update:
Basic: 1d8 damage base
Skilled: 1d10 damage base
Expert: 1d12 damage base
Master: 1d20 damage base
Grand Master: 1d30 damage base
#59

zombiegleemax

Sep 14, 2005 18:33:48
After looking at the 1st post and adding these stats, I was thinking maybe some Focus skills that can be learned with the 1st level of Focus. There aren't currently any. Should be easy, I'll work on those after I finish converting the rest. Some wimpy versions of current maneuvers should do the trick.
#60

zombiegleemax

Sep 15, 2005 17:58:17
Name: Somersault Shell
Prerequisites: Kick 3, Athletics 2, Focus 2
Maneuver Cost: 5 Any Style
Usage Cost: 3 Chi
To Hit: +0
Damage Bonus: +7
Round Movement: None
Description: The Somersault Shell is basically a reversed flash kick; rather than flipping backwards, the fighter flips forwards. This works exactly the same as the Flash Kick, except that it's faster.
System: Use the modifiers above. The Flash Kick will also inflict a knockdown against opponents who were in the air.
#61

zombiegleemax

Sep 15, 2005 18:35:04
Here's a list of ideas for styles I've been thinking about. If any of you guys have any suggestions on where these could be learned please post them.

Ninjitsu: A dishonorable style that is studied by assassins and considered illegal to train in many nations.
Karate: An art studied by Rakasta on the Savage Coast.
Kung Fu: A popular style used by mystics in Ochalea. Some mystics from Sind have also learned this art and returned to Sind with it. Any wishing to learn the art must find a master willing to teach them. This is not an easy task.
Sanbo: A variation of the form of Thyatian wrestling. Mostly studied and practiced in Heldann and Norwald.
Sumo: Not sure what to do with this style. Maybe something created by Pacydermions and taught to humans?
Milino Wrestling: A style that focuses on grappling. This is very popular in Thyatis. The City States of Davania, mostly Kastelios, have their own version of this style, but it is virtually the same.
Atruaghin Wrestling: A style of wrestling that also uses some punches and kicks.
Wu Shu: An acrobatic style that is derived from gymnastics in Ochalea.
Mondu: This style is mainly used by the people of Ulimwengu as sport. It is a form of kickboxing that uses the knees and elbows most of the time.
Savage Boxing: This is a variation of Mondu that extends the arms and llegs more for better range. Many nations on the savage coast train this to soldiers who have potential to be great warriors.
Aikido: This is a style practiced by Tortles on the Savage Coast regions. They are the only true masters of this art, but are willing ot teahc this art of defense to any who priove themselves to never become a threat to their people.
Capoeira: This is the dancing style of Yavdlom. The Seers of Yavdlom have developed it into a popular style of combat and the Yavs teach it freely to any willing to learn. For a price.
Savate: An art of kickboxing used in various places and developed in Darokin using kicks that lead with the toe. This art has special effects against other styles due to the unusual forms for kicking.
Muay Drit: This is an art that is trained to some magicians who are also physically strong. It draws power from an unknown source that gives the mystic amazing mental powers along with martial arts. This style is extremely rare and usually only taught by the Master of ule and his highest clerics.
Kabaddi: This is a form of martial arts, only found in Sind. It combines Kung Fu, Yoga and magic to make a powerful style. This is very rare style and nearly impossible to learn. Many who try can never master this style.
Boxing: This is a very common form of combat that is practiced all around the Known World. It started in Thyatis as opening fights for the arenas, and eventually the people of the Isle of Dawn developed it into a gambling sport using bare fists. It has since spread across the known world and some nations have begun to have tournaments to find the best in the boxers in the world.

Each style will have a set group of maneuvers it can learn at a cheaper rate of development points than what will be listed. This will make guide the player to choose moves that will define the style more to what it should be and make all the styles unique.

If I am missing any here that could be tossed in, please let me know. The more there are the better. Of course there will be dozens if all were listed, but this is a start. Some will just be very similiar to others and those will be combined and then explained in the style description the difference between the two different names. Mostly cultural.

And yes, I made up a few of these. Any ideas on one that could be studied by the humanoids in the Broken Lands? Or the Lizardmen of the Malpheggi swamp? Dwarves, Halflings, Gnomes, Elves?
#62

zombiegleemax

Sep 17, 2005 10:00:17
Name: Spinning Foot Sweep
Prerequisites: Kick 2, Athletics 1, Foot Sweep
Maneuver Cost: 2 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +3
Round Movement: None
Description: This move is identical to a regular Foot Sweep, except that the fighter actually spins his body and his outstretched kicking leg a full 360 degrees around him, mowing down anyone standing near him. This move is sometimes called an iron broom, tiger's tail, or dragon's tail sweep by Kung Fu and Wu Shu stylists.
System: The fighter rolls attacks against everyone adjacent to him. Any victim who is hit suffers a knockdown.
#63

zombiegleemax

Sep 17, 2005 10:25:38
Name: Spinning Thrust Kick
Prerequisites: Kick 2
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: -1
Description: The fighter spins and then thrust-kicks at the opponent, using the momentum from the spin to increase the power of the kick. Sometimes the fighter will hit his opponent with his heel as his foot whips around. The fighter can do this on purpose, but can only make one kick per use of this maneuver.
System: Use the modifiers above.
#64

zombiegleemax

Sep 17, 2005 10:47:12
Name: Spiral Kick
Prerequisites: Kick 4, Athletics 2
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +3/+2/+1
Damage Bonus: –2/-3/-4 (1 min)
Round Movement: +15’
Description: This attack is, quite simply, a triple spinning kick. Usually the first kick is a straight kick, followed by the fighter's kick with the opposite foot very quickly and then spinning to bring the other foot back out for a final third kick. Very quick kicks.
System: Make three attacks with the modifiers above.
#65

zombiegleemax

Sep 17, 2005 11:18:37
Name: Stepping Front Kick
Prerequisites: Kick 4, Double-Hit Kick
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: +5’
Description: This kick requires some fancy footwork and powerful legs. The fighter takes a skipping step toward his opponent and unloads with a rising knee. This drives the opponent back, allowing the fighter's kneeing leg to extend into a forward snap kick. The opponent is thus struck twice.
System: The fighter must move into the his opponent, then roll one attack for the knee. The force of the knee will knock the opponent back 2 1/2'. The fighter can then roll for the second attack as the snap kick connects. If the fighter does not have enough movement to reach his opponent's space, he can still hit with the front snap kick if he can reach a space adjacent to his opponent.
#66

zombiegleemax

Sep 17, 2005 11:44:50
Name: Thunder Kick
Prerequisites: Kick 5, Flying Thrust Kick, Back Flip Kick
Maneuver Cost: 3 Any Style
Usage Cost: 3 Chi
To Hit: -1
Damage Bonus: +6/+2
Round Movement: 10’/-10’
Description: The ultimate answer for Dragon Kick. The maneuver starts exactly like the Flying Thrust Kick. But after the kick caused damage the fighter stamps his other leg into the stomach of his victim and bounces back.
System: The second Kick delivers an extra damage roll (+2) automatically if the first hit is successful. The Fighter lands 10' away from his opponent.
#67

zombiegleemax

Sep 17, 2005 12:07:40
Name: Tiger Knee
Prerequisites: Kick 3, Athletics 2, Jump
Maneuver Cost: 6 Any Style
Usage Cost: 3 Chi
To Hit: +3
Damage Bonus: +2
Round Movement: +0’
Description: The fighter begins by crouching down, like a tiger preparing to pounce on its prey, and then springing forward and up, driving knee-first into an opponent. The Tiger Knee is insanely quick and hits hard.
System: The Tiger Knee will cause a knockdown and can also hit an opponent caught in the middle of the air. The only way to avoid the knockdown is to make a successful dexterity roll.
#68

zombiegleemax

Sep 17, 2005 12:38:34
Name: Whirlwind Kick
Prerequisites: Kick 4, Athletics 4
Maneuver Cost: 6 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +3
Round Movement: –5’
Description: Few fighters have mastered the Whirlwind Kick. The move requires superhuman athleticism and kicking skill. The fighter begins by kicking into a handstand and then launching himself into a spinning tornado of striking feet. The fighter appears almost to fly (upside down, no less!) across the ground and into the midst of his opponents.
System: The Whirlwind Kick works just like the Hurricane Kick, but its modifiers are different, making it a slower but harder-hitting maneuver.
#69

zombiegleemax

Sep 17, 2005 12:50:36
Name: Wounded Knee
Prerequisites: Kick 3
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +3
Round Movement: –5’
Description: Atruaghin Wrestling shares this maneuver with western kickboxing (from the Savage Baronies). The Wounded Knee kick involves the fighter executing a low, powerful kick that drives his shin into the outside of his opponent's thigh. This kick hits the femoral nerve, which runs down the outside of the leg, and weakens the opponent's leg, making it hard for him to move or kick.
System: In addition to normal damage, the Wounded Knee attack causes its victim to suffer penalties of -2 to all maneuvers for the next two rounds. This includes attacks, saving throws or skill roles.
#70

zombiegleemax

Sep 17, 2005 13:43:22
Name: Deflecting Kick
Prerequisites: Block 3, Kick 1, Kick Defense
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: None
Description: This countermove works just like the Deflecting Punch. The defender blocks with his thigh than delivers a snapping kick into the abdomen of his opponent.
System: The Deflecting Kick uses the same rules as the Deflecting Punch. The Damage is calculated with Kick technique.
#71

zombiegleemax

Sep 18, 2005 8:35:39
Name: Deflecting Punch
Prerequisites: Block 3, Punch 1, Punch Defense
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: +0
Round Movement: None
Description: Wing Chun Kung Fu is famous for quick counter punches that deflect an opponent's punch at the same time the fighter is himself attacking. When the martial artist sees his opponent punching, he counters with his own punch, deflecting his opponent's punch with his arm as his fist continues on to strike his opponent.
System: The opponent rolls damage for his punch unless he misses. The fighter gets his full Block absorption against the opponent's damage. The blocking portion of this move is only useful against a punch. If the fighter's opponent uses any other attack, the fighter gets no blocking absorption (although he can still land his counterpunch). Once the opponent has dealt damage or misses, the fighter immediately gets to land his counterpunch unless he was knocked back or knocked down by his opponent's maneuver.
#72

zombiegleemax

Sep 18, 2005 8:47:08
Name: Energy Reflection
Prerequisites: Block 4, Focus 4, Missile Reflection
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: None
Description: Once a fighter has mastered the art of catching and returning physical objects, he can begin to use the same physical coordination to catch and reflect energy or magic attacks. This phenomenal maneuver also requires the fighter to have a high degree of control over his own Chi. He must instantly summon the correct energy into his hands to "catch" energy projected at him and reflect it away.
System: This maneuver is similar to Missile Reflection, except that the fighter can reflect any kind of energy projectile, such as a magic missile, fireball or lightning bolt. The fighter must spend one point of his own Chi for each energy projectile reflected and must succeed on a Wisdom roll to gauge and reflect the energy pattern of the projectile. If the projectile is redirected at another victim, it will inflict the same amount of damage it would have inflicted upon the fighter who reflected it.
#73

zombiegleemax

Sep 18, 2005 9:17:37
Name: Kick Defense
Prerequisites: Block 2
Maneuver Cost: 1 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: A fighter who can guess his opponent's next move always has a distinct advantage! Kick Defense incorporates many movements that help defend the fighter against an opponent's foot and knee attacks.
System: This operates with a standard Block Move, except that the fighter can absorb +4 points against kicks (including large creature kicks). This is a passive modifier and is added to the fighter's normal Blocking skill.
#74

thorf

Sep 19, 2005 6:56:05
Aikedo: This is a style practiced by Tortles on the Savage Coast regions. They are the only true masters of this art, but are willing ot teahc this art of defense to any who priove themselves to never become a threat to their people.

Shouldn't this be Aikido?

Wow, this thread is pretty amazing! You seem to have done a great deal of research on all these fighting styles. Are you into martial arts yourself, or what?
#75

zombiegleemax

Sep 20, 2005 6:27:30
Actually I used to be a boxer right after High School. I was going to go pro, and my trainer thought I could actually get a title shot before I was 24. Instead I met the perfect woman and she didn't want me to box. So I dropped out of it and got a desk job. I'm into martial arts, but never truly took any classes. Mostly what I see in Kung Fu movies and I read alot about different styles. So you could say martial arts is a side hobby. I collect knowledge about the Arts like I collect my knives and swords. :D

P.S.- I've read everything I couild about Bruce Lee, he is one of my heroes.

Aikido, yes that's right.
#76

zombiegleemax

Dec 04, 2005 21:20:26
Ok, I haven't worked on this in quite a while. I'm just bumping this back up a bit so I can find it. I'll be getting into this thing again very soon.



EDIT: There are going to be several posts following that will have moves that are already posted. I'm reposting them with added information such as maneuver point cost and a table of contents in the first post that will take you to a single post of the maneuver.
#77

zombiegleemax

Dec 06, 2005 20:17:22
Name: Art of Breaking
Prerequisites: Punch 3, Focus 3
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -3
Damage Bonus: See Below
Round Movement: See Below
Description: Tamashiwara, or the "Art of Breaking", can more or less be described as practice in board breaking. A character with this maneuver will have learned how to use nearly any part of their body to break wood, ice, glass, and stone, by breaking the Chi of the object.
System: This power can be used on nearly any non-living object. Make a To-Hit roll against any moving targets, otherwise if the object is inanimate then the attack automatically hits. Roll 1d10 after striking and add the level of the Punch skill to the roll. Each type of material has a difficulty rating that must be met to succeed in breaking the object. Some difficulty ratings are here for the DM's use, but the Dm may decide what ratings to use for objects in his campaign. Examples of difficulties: Ice: 4, Wood: 5, Stone/Brick: 7, Metal: 8, Hardened Metal (Steel): 9. You cannot use Art of Breaking on living things. If the roll is successful, the item shatters. This can be used to break down doors and split shields on opponents arms.
#78

zombiegleemax

Dec 06, 2005 20:24:49
Name: Banishing Punch
Prerequisites: Punch 4, Athletics 3, Focus 3
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: See Below
Round Movement: –5’
Description: Heldann wrestlers, never to be left behind, developed this maneuver to deal with opponents' projectile attacks; the fancy fireballs, lightning bolts, and so on of opponents had always been a problem for them, so they improved their mental control a little bit, and was able to develop a glowing punch that could obliterate incoming projectiles. Since then, they have taught this to other Heldann fighters.
System: In combat, the fighter throws a punch at the incoming projectile, treating it's AC as 2. If he successfully hits the projectile, the projectile attack is canceled out. When the banishing punch is used against an opponent directly, it inflicts damage as per the normal punch, +2/ + Strength bonus as normal/ + Wisdom bonus. For example: If Ragnar uses the banishing punch on a hobgoblin, and successfully makes a hit, he will add his bonus for strength (+3) and wisdom (+1) and the +2 for the move to whatever his roll totals to.
#79

zombiegleemax

Dec 06, 2005 20:25:56
Name: Boshi-Ken (Thumb Drive)
Prerequisites: Punch 3, Shika-Ken
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +2
Round Movement: +0’
Description: The thumb-drive fist, or Boshi-ken, is like a regular punch, except that the thumb protrudes along the front of the fist and is used for striking the opponent. Typically the force of the punch is directed at the nerve clusters of an enemy's muscles for maximum effectiveness.
System: An opponent struck with this punch will suffer numbness during the following round. If any damage is inflicted, the opponent suffers a -10' to Move and –1 To-Hit during the next round. If no damage was scored by the Ninja, it is assumed that the strike missed the targeted nerve cluster and doesn't slow the target appreciably.
#80

zombiegleemax

Dec 06, 2005 20:30:47
Name: Buffalo Punch
Prerequisites: Punch 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +5
Round Movement: 10’
Description: The fighter clenches both hands together into one big fist above his head and swings both arms down on top on his opponent's head. It is said that some Atruaghin wrestlers could stun a full-grown buffalo with this slow but powerful punch.
System: Use the modifiers above.
#81

zombiegleemax

Dec 06, 2005 20:32:02
Name: Dashing Punch
Prerequisites: Punch 4, Athletics 1
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: +20’
Description: When the fight starts, the boxer dashes forward and blast his opponent with a knockout punch before the opponent realized the fight had begun. The move was considered by many to be a typical cheap shot, but it has won lots of fights.
System: Use the modifiers above.
#82

zombiegleemax

Dec 06, 2005 20:33:55
Name: Dashing Uppercut
Prerequisites: Dashing Punch
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: +20’
Description: This move is a slight adaptation of the Dashing Punch. The difference is that the fighter delivers an uppercut punch instead of a straight punch at the end of the dash.
System: The Dashing Uppercut can hit opponents in the air just above the fighter. Against such opponents, it scores a Knockdown in addition to damage, and forces the victim to miss a round of combat while recovering.
#83

zombiegleemax

Dec 06, 2005 20:34:46
Name: Dim Mak
Prerequisites: Punch 4, Focus 3, Chi Kung Healing
Maneuver Cost: 7 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: +0
Description: Dim Mak is the art of the death touch. Masters of Dim Mak possess secret knowledge of how Chi flows within the body. The body's Chi patterns are said to vary according to the time of day, season, and many other esoteric factors. A master of Dim Mak possesses knowledge of all of these factors and utilizes it to pinpoint vulnerable locations on his opponent's body. Thus, a mere finger thrust can disrupt a Chi flow and bring all sorts of misery to the victim of the Dim Mak strike. Legends of Dim Mak say that it is possible for the master to touch a victim and delay the damage to the victim's body by seconds, minutes, days, or even months. Certain pressure point strikes can paralyze the limbs, afflict the victim with specific diseases, and even kill with one blow. The arts of Snake Kung Fu come closest to maintaining the knowledge of Dim Mak, but a qualified teacher is extremely rare.
System: While there are many effects of Dim Mak that a DM should feel free to include for dramatic purposes, use of Dim Mak in combat has certain specific effects. Whenever a fighter strikes an opponent with a Dim Mak touch, damage is rolled normally, but the attacker inflicts two extra effects. The first is that he can decide to delay the damage from the strike for any specified number of rounds. The damage will be applied against the opponent's hit points at the beginning of the specified round. The character does not have to tell his opponent when the damage will be dealt, but the player should tell the DM or write it on a piece of paper. The second effect is that the attacker can temporarily lower one of the victim's Physical Attributes (Strength, Dexterity or Constitution) by one point per successful Dim Mak strike. Physical Attributes cannot be lowered below 1 in this manner. The victim's bonuses for these attributes temporarily drop as his Dexterity, Strength or Constitution is reduced. Any skills involving the affected Attribute must be made using the lower score. The victim can regain these lost points after combat in 4d4 turns, or half of that amount by making a successful Saving Throw vs. Paralysis. Example: A Dim Mak practitioner strikes an opponent. She rolls ten points of damage. The fighter can choose to apply this to the victim's hit points now or wait to apply it any number of rounds in the future. In addition, the fighter chooses to lower the opponent's Strength by one (she has struck a point along the victim's rib cage that leaves his arms feeling numb and weak).
#84

zombiegleemax

Dec 06, 2005 20:40:12
Name: Disarm
Prerequisites: Punch 3
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: See Below
Round Movement: See Below
Description: Using this maneuver a character may deliver a blow that, if successful, will knock a weapon from an opponent's hands.
System: The fighter makes a To-Hit roll against an opponent, treat as AC 4. If the attacker hits the target, then the defender must make a strength roll with a penalty equal to the attackers strength and dexterity bonuses combined. If the defender fails the roll, the defender's weapon flies 4d6 feet away. If the attacker botches, they fail to disarm the opponent, who can attack normally on his turn.
#85

zombiegleemax

Dec 06, 2005 20:41:27
Name: Double Punch
Prerequisites: Punch 3, Athletics 3
Maneuver Cost: 2 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: +0
Description: Double Punch allows two simultaneous attacks on one or two opponents in the same round.
System: Both fists deliver a punch. The performs a basic punch, twice. If the fighter attacks two enemies both must be adjacent to each other and the fighter.
#86

zombiegleemax

Dec 06, 2005 20:42:22
Name: Dragon Hand
Prerequisites: Punch 4, Focus 4, Monkey Grab Punch
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +6
Round Movement: 10’
Description: The fighter makes an engulfing move with one of his arms to break the guard of his opponent, holding one of his arms ( mostly like the monkey grab punch), he then focuses his chi in his second arm, and strikes the opponent right in the chest with the palm of his hand, extending fully his arm and releasing the chi . The opponent is then propelled away several meters, and generally lands on his back.
System: The fighter uses the modifiers above. This maneuver ignores Blocks unless the opponent is using Punch Defense. However, the fighter will still be able to attempt to damage his foe if they are using that defense: their Block is simply not ignored in such a case and they can absorb damage as normal. This maneuver cannot be used against an aerial opponent. If an opponent is damaged by this maneuver, the victim is knocked back an amount of feet equal to the damage caused to the victim, and the victim suffers a knockdown as well.
#87

zombiegleemax

Dec 06, 2005 20:43:22
Name: Dragon Punch
Prerequisites: Punch 4, Jump, Power Uppercut
Maneuver Cost: 7 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +6
Round Movement: –20’
Description: This high flying uppercut is quite dangerous and is spectacular to see. It is very difficult to find a Grand Master to teach this maneuver.
System: The Dragon Punch is a leaping uppercut. The fighter chooses any one ground or aerial opponent within his movement range to suffer the Dragon Punch's wrath. Opponents struck in the air suffer a knockdown. The force of the punch carries the fighter high into the air. The Dragon Punch can be used like the Athletics special move Jump to reach high areas without climbing.
#88

zombiegleemax

Dec 06, 2005 20:44:20
Name: Ducking Straight
Prerequisites: Punch 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: None
Description: The fighter crouches low and delivers a short powerful blow to her opponent's midsection. This punch often catches unsuspecting opponents off-guard.
System: This attack combines a Punch attack with a deceptive crouching move. Use the modifiers above as well as improve AC by 1.
#89

zombiegleemax

Dec 06, 2005 20:44:58
Name: Ear Pop
Prerequisites: Punch 2
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: –4 (1 min)
Round Movement: –10’
Description: The big wrestlers of Thyatis, Northlands and Atruaghin Clans could not find many punching techniques that would seriously slow other fighters of their style, until they developed the Ear Pop. This nasty move is held to be dishonorable under some tournament rules. The fighter slaps both sides of his opponent's head with his hands slightly cupped. This causes incredible air pressure to rush into the opponent's ear's, stunning him and possibly causing loss of hearing (which is why the move is held to be dishonorable by some).
System: This strike lowers the opponent's AC by 4 due to striking the head specifically. An opponent that is struck must make a successful Saving Throw vs. Paralysis or be stunned for 1d2 rounds.
#90

zombiegleemax

Dec 06, 2005 20:46:32
Name: Elbow Smash
Prerequisites: Punch 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: +2
Round Movement: 10’
Description: By firmly planting his feet, the fighter can deliver a quick powerful elbow smash to a nearby opponent. Many deaths are caused in Thai Kickboxing rings by the lethal power of these elbow strikes.
System: Use the modifiers listed above.
#91

zombiegleemax

Dec 06, 2005 20:47:20
Name: Feint Punch
Prerequisites: Punch 1
Maneuver Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The fighter tricks his opponent into thinking he is going to use a powerful punch move. Then halfway through his swing, he uses a different attack.
System: The character starts to make a punch but delivers another attack instead. The character must play this in conjunction with the basic punch maneuver. Then, instead of that attack, he switches to any of the basic moves than the original claimed attack, which was a diversion. A Punch Maneuver must be either the first (fake) move or the second (real) move used. The second attack is the actual move played, and it is played with a -1 To-Hit. If the hit is successful the defender must make a saving throw vs Death Ray or the attack will do maximum damage without rolling. The second (real) maneuver ignores blocks for purposes of damage. If the defender makes a successful save roll then the damage is rolled normally.
#92

zombiegleemax

Dec 06, 2005 20:48:11
Name: Fist Sweep
Prerequisites: Punch 3
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: –20’
Description: Nobody told the boxers on the streets that they couldn't hit below the belt. Not to be outdone by other styles, some boxers developed a low, powerful punch that takes the legs right out from under their opponents.
System: Victims of a successful Fist Sweep suffer a knockdown in addition to normal damage, which forces them to miss a round of combat while getting back to their feet. The Fist Sweep is a crouching move that improves the boxers AC by 1 for that round.
#93

zombiegleemax

Dec 06, 2005 20:48:45
Name: Flaming Dragon Punch
Prerequisites: Punch 5, Focus 2, Dragon Punch
Maneuver Cost: 6 Any Style
Usage Cost: 3 Chi
To Hit: -1
Damage Bonus: +6
Round Movement: –20’
Description: Just like the Dragon punch, except the fighter concentrates their Chi into their fist causing it, and anything hit by it, to burst into flames.
System: The Flaming Dragon Punch is identical to the regular Dragon Punch, with the following exceptions: Any opponent hit with the Flaming Dragon Punch suffers a knockdown, regardless of whether the opponent is on the ground or in the air. If the Flaming Dragon Punch is used on an opponent standing adjacent to the fighter (the fighter using the Dragon Punch does not have to move in order to be next to the opponent), the Flaming Dragon Punch will hit twice! The player gets to roll two damage tests for his character's punch. For example, during a combat round, a hobgoblin attacks and decides to move next to a Mystic to deliver the attack and hit or misses. The mystic decides to take the Flaming Dragon Punch action on the attacking hobgoblin. Because the hobgoblin is right next to him when he begins his Flaming Dragon Punch action, the mystic gets to hit the hobgoblin twice with the punch.
#94

zombiegleemax

Dec 06, 2005 20:49:26
Name: Flying Thrust Punch
Prerequisites: Punch 1, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: –10’
Description: The fighter thrust-kicks into the air so hard he actually lifts off the ground and rockets into the air fist-first with his body leaning toward the target. One-legged squats are popular training exercises among fighters who wish to develop the strength to do a proper Thrust Punch.
System: Use the modifiers above. Any fighter who is hit is Knocked Down.
#95

zombiegleemax

Dec 06, 2005 20:50:06
Name: Groin Punch
Prerequisites: Punch 2, Athletics 2
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +6 males/+2 other
Round Movement: None
Description: The fighter does the splits, moving quickly downward, and punches his victim in the groin area.
System: The opponent must make a Saving Throw vs. Paralysis or be stunned 1d6 rounds for males and 1d2 rounds for others. If the saving throw is successful then the victim is only stunned for half the roll.
#96

zombiegleemax

Dec 06, 2005 20:50:45
Name: Gut Punch
Prerequisites: Punch 2
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: –10’
Description: The fighter swings his fist in a wide arc to land deep within the abdominals of his opponent. Very painful, and often takes the wind out of the victim's breath. This is a common move used by brawlers in the Northern Reaches. Sometimes with an ax in hand.
System: Use the modifiers above. The Gut Punch is also of causes a knockdown unless the victim succeeds in a Save Throw vs. Paralysis.
#97

zombiegleemax

Dec 06, 2005 20:54:42
Name: Haymaker
Prerequisites: Punch 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: –20’
Description: The fighter actually winds up like a baseball pitcher to deliver this crude yet powerful punch. He first reaches as far down the to ground as he can without overbalancing himself. Then he whips his fist in a wide arc over his own head and directly onto his opponent's. The momentum imparted by the wide overhead swing imparts tremendous force to this maneuver. Because of the windup required, it is hard to move while executing this maneuver.
System: The Haymaker is used like any other punching maneuver, with the modifiers above.
#98

zombiegleemax

Dec 06, 2005 20:56:03
Name: Head Butt
Prerequisites: Punch 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: –20’
Description: When the knuckles won't do, some fighters use their heads. Many styles practice head butt strikes as part of their close-range fighting arsenal of maneuvers. Fighters have to undergo grueling training to perfect this move. Training involves conditioning a fighter's forehead to take the punishment of the hit. The fighter bangs his head on padded wood, then bare wood, then bricks, then stone. This gradually toughens the fighter's head until he can crack just about anything with one solid blow from his head.
System: Use the modifiers above.
#99

zombiegleemax

Dec 06, 2005 20:57:07
Name: Head Knocker
Prerequisites: Punch 2, Grab 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: -1
Round Movement: -1
Description: The fighter grabs the heads of 2 opponents standing adjacent and bangs their heads together.
System: The fighter must have two opponents adjacent to both him and to each other. The fighter reaches forth, grabs both their heads, and knocks them together. Both opponents take damage. This moves goes ignores Blocks. The fighter must make a successful To-Hit roll for each opponent. The opponents AC is ignored and treated as 6, regardless of what it normally is.
#100

zombiegleemax

Dec 06, 2005 20:58:18
Name: Heart Punch
Prerequisites: Punch 3, Focus 1
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: See System
Round Movement: –20’
Description: The Heart Punch is a blow designed to stun an opponent, leaving him vulnerable to the fighter's next blow. A quick powerful blow is delivered to the opponent's chest. This move is considered a cheap shot and can result in the loss of honor, depending upon the circumstances under which it is applied.
System: No damage is done by this attack. However, an opponent must make a successful saving throw vs paralysis if hit. If the victim fails, all attacks the next round will receive a +5 to hit against the victim. The victim also suffers a -5 penalty to any attack rolls it makes.
#101

zombiegleemax

Dec 06, 2005 20:59:23
Name: Hundred Hand Slap
Prerequisites: Punch 5
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +0
Round Movement: 10’
Description: In formal sumo wrestling matches, sumotori are not allowed to strike with a closed fist, only with slaps and palm heel strikes using an open hand. This restriction has led sumotori to develop an awesome technique that utilizes open hand slapping. With the Hundred Hand Slap, the sumotori creates a blurringly fast flurry of strikes to overwhelm an opponent. The strike's name derives from the fact that sumotori who train to perfect this special move practice by striking a large wooden post 100 times as fast as they can. A fighter is timed on how fast he can deliver the blows with his open hand to the wooden post; over years of training, he is expected to reduce this time to under two seconds! Even the thickest posts often crack under the torrent of hammering blows.
System: A fighter who uses Hundred Hand Slap in combat gets to roll three attacks against one opponent, using the modifier given for each strike.
#102

zombiegleemax

Dec 06, 2005 21:02:42
Name: Hyper Fist
Prerequisites: Punch 4, Power Uppercut
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +0
Round Movement: 10’
Description: Fighters who master the Hyper Fist are able to throw a flurry of uppercut punches that pound their opponents with multiple hits.
System: The fighter gets to roll three attacks against the victim of the Hyper Fist.
#103

zombiegleemax

Dec 06, 2005 21:04:04
Name: Knife Hand Strike
Prerequisites: Punch 3
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: –1 (1 min)
Round Movement: –10’
Description: The fighter straightens his hand so that it's rigid and strikes fingers first at an unprotected part of an opponent's body. The effect is a quick deadly strike which can incapacitate an unsuspecting foe.
System: Use the modifiers above to perform this strike. Unless an opponent is blocking, damage is doubled if successfully hit. A victim can make a saving throw vs deathray to avoid double damage.
#104

zombiegleemax

Dec 06, 2005 21:05:23
Name: Leaping Rake
Prerequisites: Punch 2, Athletics 1, Jump
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: +1
Description: This maneuver was developed by Rakasta warriors. The fighter leaps past or over his opponent, raking him with his claws as he passes.
System: This maneuver only works if the attacker has enough movement to jump past his opponent; if he can only leap as far as his opponent, this maneuver cannot be used. If the maneuver hits successfully, then the victim must make a Save Throw vs. Death Ray or be blinded for 1 round.
#105

zombiegleemax

Dec 06, 2005 21:06:38
Name: Lunging Headbutt
Prerequisites: Punch 2, Athletics 1, Head Butt
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: +1
Description: This is basically a Head Butt performed while the fighter quickly rushes a step forward, adding his momentum to the force of the blow.
System: Use the modifiers above.
#106

zombiegleemax

Dec 06, 2005 21:08:48
Name: Lunging Punch
Prerequisites: Punch 3, Athletics 1
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: +10’
Description: The Fighter dashes forward and delivers a low sweeping punch that catches his opponent off-guard. Legs and shoulders play a big role in executing this maneuver as the Fighter must dash several feet forward and remain close to the ground.
System: Use the modifiers above. The Lunging Punch is considered a crouching move, which improves the attacker's AC by 1 for the round.
#107

zombiegleemax

Dec 06, 2005 21:10:06
Name: Monkey Grab Punch
Prerequisites: Punch 1, Grab 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +1
Round Movement: +0’
Description: This relatively simple maneuver originates from Monkey Kung Fu. The fighter lunges forward, grabbing and pulling away an opponent's blocking arm with one hand, then delivering a quick punch with his remaining hand.
System: The Monkey Grab Punch works just like the Punch, but it is slower and ignores Block and Parry. If the fighter's target Blocks, he does not get to use his Block Move to absorb the damage from the Monkey Grab Punch.
#108

zombiegleemax

Dec 06, 2005 21:11:04
Name: Power Uppercut
Prerequisites: Punch 1
Maneuver Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: 10’
Description: This move is relatively basic as Special Maneuvers go, but more than one Boxer has won a tournament with bread and-butter moves like the Power Uppercut. This powerful punch starts low and ends high above the fighter's head. By using his leg and back strength, the fighter can deliver some fierce power with this punch. The total commitment to the punch usually lifts the fighter slightly off his feet as he punches upward.
System: If the Power Uppercut is used to attack an opponent jumping or flying above the fighter, the Power Uppercut will also cause a knockdown (if it scores a hit), knocking the opponent out of the sky and forcing a missed round of combat while regaining it's feet.
#109

zombiegleemax

Dec 06, 2005 21:12:51
Name: Rekka Ken
Prerequisites: Punch 4, Athletics 2
Maneuver Cost: 7 Any Style
Usage Cost: 2 Chi
To Hit: +3
Damage Bonus: +0
Round Movement: +0
Description: The Rekka Ken maneuver combines the speed of Wing Chun Kung Fu punching with new concepts of footwork. The Rekka Ken is essentially a special kind of punching combination. First, the fighter dashes forward and delivers a blindingly fast punch. This first punch is followed by advancing steps and up to two more consecutive punches. The rapid three-punch combination can devastate an opponent in mere seconds.
System: During the first round of the Rekka Ken, the player uses his Rekka Ken as a super fast Punch. The punch is resolved normally, but the Rekka Ken gives it +3 extra To-Hit. For up to two subsequent rounds, the player can continue using the Rekka Ken without using additional Chi, and receive the +3 To-Hit bonus to each punch. Each punch must be used on the same opponent for up to three consecutive hits. A special showmanship always accompanies the Rekka Ken. If a fighter uses the Rekka Ken for three consecutive rounds against an opponent, the fighter is obligated to take a moment to strut his stuff, posing and howling in overconfident zeal. Obviously if the fighter misses one of the punches of the Rekka Ken, then the Chi must be used again if started over.
#110

zombiegleemax

Dec 06, 2005 21:13:58
Name: Shikan-Ken (Ninja Knuckle Fist)
Prerequisites: Punch 2
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: +0’
Description: Shikan-ken is very similar to a jab, but the striking surface is significantly different. Most punches are thrown with a clenched fist, which provides a wide area of impact. When throwing a Knuckle Fist, the Ninja does not flex the innermost joints of his fingers. This leaves the bony middle knuckles as the striking surface. The reduced area of impact increases the strength and damage of the punch.
System: Use the modifiers above.
#111

zombiegleemax

Dec 06, 2005 21:14:55
Name: Shockwave
Prerequisites: Punch 4, Focus 2
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: None
Description: Atruaghin warriors can strike the earth with a mighty fist, causing it to tremble and quake. The force of the strike sends a shockwave straight across the ground; this tremor can topple objects and people. The Shockwave Maneuver can even cause some walls to buckle and crack as their supports vibrate.
System: The character chooses a straight line down which to send the shockwave. The shockwave extends for a number of 10' increments equal to the character's Strength, beginning with the space adjacent to the character. Anyone standing in the affected area suffers damage and is knocked down. Note that Shockwave knocks everyone down, even if an opponent was blocking or didn't suffer any damage from the maneuver. Opponents can avoid falling if the make a successful dexterity roll.
#112

zombiegleemax

Dec 06, 2005 21:15:39
Name: Shuto (Sword Hand)
Prerequisites: Punch 3, Shika-Ken
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3 or +4
Round Movement: –20’
Description: The arm is swung in a wide arc toward the target. At the last moment, the Ninja's fist unclenches, and the fingers form a line 90 degrees from the palm. The lower edge of the fingers strikes the target with a force similar to that imparted by a sword or club.
System: This punch ignores the targets AC that comes from armor or shields For example humans would have AC 9, while a Kobold would still have an AC of 7. A target without such protection suffers an additional +1 to damage.
#113

zombiegleemax

Dec 06, 2005 21:16:59
Name: Sonic Fist
Prerequisites: Punch 3, Focus 2
Maneuver Cost: 3 Any Style
Usage Cost: 3 Chi
To Hit: –2
Damage Bonus: +4
Round Movement: +0
Description: A sort of middle ground halfway between a normal punch and a Sonic Boom. The fighters fist actually breaks the sound barrier as it rushes toward its opponent.
System: Use the modifiers above.
#114

zombiegleemax

Dec 06, 2005 21:17:47
Name: Spinning Back Fist
Prerequisites: Punch 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +2
Round Movement: +10’
Description: This punch gets its power from the rotation of the fighter's body. To deliver the Spinning Back Fist, the fighter steps forward with his rear foot, pivoting 180 degrees backward to strike with an outstretched back fist. The move is powerful and allows the fighter to advance on an opponent as he delivers the strike.
System: Use the modifiers above.
#115

zombiegleemax

Dec 06, 2005 21:18:33
Name: Spinning Clothesline
Prerequisites: Punch 4, Athletics 3
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: –20’
Description: Whirling destruction! The wrestler spins his body like a top. His outstretched arms club any opponent near him. He can wade through a gang of thieves, sending them flying in all directions.
System: When using the Spinning Clothesline, the fighter moves and attacks simultaneously. When he initiates the move, the wrestler attacks all opponents sharing his space or in an adjacent space. The wrestler then moves 10' and repeats the round of attack rolls. He keeps moving and making damage rolls until he uses up his round movement or decides to stop. Anyone nearby who is half the fighters size, crouching or lying down will avoid the attacks.
#116

zombiegleemax

Dec 06, 2005 21:19:28
Name: Spinning Knuckle
Prerequisites: Punch 3, Athletics 1, Spinning Back Fist
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +1
Round Movement: +3
Description: This move is an advanced version of a Spinning Back Fist. Instead of taking one step forward and spinning into a back fist, the fighter actually dances forward, taking several body-turning cross-steps before delivering the attack. The Spinning Knuckle uses the fighter's advancing motion to add power to the blow. Furthermore, the fighter actually delivers two back fists at the end.
System: The fighter gets to roll two attacks, as the fist connects twice. Additionally, the fighter's dancing, turning steps allows him to evade projectile attacks improving his AC by 1 for those types of attacks this round only.
#117

zombiegleemax

Dec 06, 2005 21:20:48
Name: Strike of the Serpent
Prerequisites: Punch 2
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: -2
Round Movement: +0’
Description: With the speed of a lunging cobra, a fighter strikes twice, one punch after another. Heldann boxers refer to this maneuver as the One-Two punch.
System: Fighter rolls to hit for both punches, one after the other. If the first strike hits, then the second automatically hits. If the first strike misses, the second strike is then rolled to se if it hits. Roll damage for each attack separately.
#118

zombiegleemax

Dec 06, 2005 21:21:56
Name: Triple Strike
Prerequisites: Punch 2, Kick 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: 0
Round Movement: None
Description: The fighter pulls back into a tight position, almost as if he were blocking, and then lashes out with two fists and a kicking foot at any one target next to him.
System: The fighter makes separate to hit rolls for each of the three strikes.
#119

zombiegleemax

Dec 06, 2005 21:22:40
Name: Turbo Spinning Clothesline
Prerequisites: Athletics 4, Spinning Clothesline
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +0
Round Movement: –10’
Description: A much faster version of the Spinning Clothesline.
System: This move is identical to the Spinning Clothesline, except that it is quicker and travels farther
#120

zombiegleemax

Dec 06, 2005 21:23:45
Name: Turn Punch
Prerequisites: Punch 4
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: 20’
Description: This heavy punch is one of the most potent moves available to the boxer. The boxer craftily works his way around the opponent, setting up his opponent for a powerful overhand blow. The boxer actually turns his torso away from his opponent and then twists all the way forward as he throws the punch. This turning body motion gives the punch its name and its power.
System: At the beginning of any round, a player can announce he is using the turn punch. This shows that his character is beginning to size up his opponent in preparation for the special move. During that same round, the player can use any other maneuver he wants, but the move has a -1 penalty to To-Hit, Damage, and -10' to Movement because the boxer is concentrating on setting up the Turn Punch. This can continue for up to four rounds total. The player continues to use any maneuver he chooses, but all maneuvers have the penalties included. At any time, including during the very first round he announced the Turn Punch, he can choose to execute the Turn Punch instead of using some other attack. The modifiers for the Turn Punch depend on how many rounds the boxer was allowed to prepare the Turn Punch:
Combat Rounds/To-Hit/Damage
1 / -1 / +4
2 / -1 / +5
3 / +0 / +6
4 / +1 / +7
For example, the boxer executes the Turn Punch the first round it is played. The modifiers are-1 To-Hit, +4 Damage, Movement 20'. Another example would be if the player announces the Turn Punch in a round, and blocks that round (at the modifier penalties), a Punch on the next round (again, each move is at the modifier penalties), a no combat movement on the third round, another Punch on the fourth round, a Block on the fifth round, and finally, on the sixth round, instead of using another attack, the player announces the Turn Punch to be used this round. The Turn Punch's modifiers would be +1 To-Hit, +7 Damage, and Move 20'. After the end of any turn, before any attacks, the player can choose to stop the Turn Punch, having never used it and no Chi spent.
#121

zombiegleemax

Dec 06, 2005 21:24:51
Name: Widowmaker
Prerequisites: Punch 3, Jump, Haymaker
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -3
Damage Bonus: +5
Round Movement: 20’
Description: This move is similar to the Haymaker, except that the fighter makes a short jump to increase the damage inflicted. Gravity and the punishing mass of the fighter propel the attacker's fist directly onto the target's head. This move is slow, but when it connects, it will often end a fight.
System: The fighter may jump up to 20' toward an opponent before inflicting damage. Any target hit by the Widowmaker suffers a knockdown, and must spend 1 round recovering. Because of the overhand strike involved with this move, a target that is airborne will not be hit, as the punch doesn't develop any real force until the swing is completed.
#122

zombiegleemax

Dec 11, 2005 20:51:48
Name: Maka Wara
Prerequisites: Block 4
Maneuver Cost: 5 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement:
Description: Both Rakasta and Ochalean martial arts incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. This training, called Maka Wara in the Rakasta language, involves the fighter striking his hands, forearms, shins, etc. into progressively harder surfaces: padded wood, bare wood, bricks, stone, and finally metal. The repeated blows causes the fighter's bones to harden over time until they become like rods of iron. The training is facilitated by a secret herbal formula called dit da jow in Ochalea. The herbal remedy helps heal the bruises that form on the fighter's arms and legs, allowing him to train again the next day. No one likes to punch or kick a rod of iron, but that is essentially what an opponent must do to overcome a Maka Wara master.
System: Character who possess Maka Wara invoke the power whenever they use a Blocking Technique and an opponent strikes them with a punch, kick or using another part of their body (tails, tentacles, head, etc). The Maka Wara fighter takes damage as normal, but immediately rolls damage against his opponent, who has just injured himself by striking the iron-hard arms or legs of the Maka Wara fighter. The fighter rolls damage using half of the attackers roll (For example: If the attacker rolls 1d4, then the defender uses 1d2, Attacker uses 1d6 then 1d3, etc), all bonuses the attacker gets to his die roll, such as strength or martial arts, is also halved as the die roll is. If the defender is attacked with a weapon or Grab Technique maneuver, the attacker does not take damage.
#123

zombiegleemax

Dec 11, 2005 20:54:11
Name: Missile Reflection
Prerequisites: Block 4
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: –5’
Description: Martial artists who have studied the intimate details of evasion and deflection motions are able to snatch arrows out of the air and catch thrown knives between clapped hands. Often the fighter will return the missile weapon to its sender in one fluid catch-and-throw motion.
System: When this Special Maneuver is used, the fighter poises himself to intercept any objects thrown or fired at him. If any missile attacks are directed at him, he has a chance to catch them and even return them toward their sender or in any other direction. The fighter must make a Dexterity roll with penalties (-1 for thrown items or weapons/-3 for bows, crossbows or slings) to catch a missile successfully. If the missile is reflected at another party, the deflecting fighter rolls to-hit the new victim, which suffers the same damage that the missile would have inflicted upon the fighter who caught and returned it. The fighter can deflect any number of missiles targeted at him during the same turn. Yes, any number, but only one can be reflected at another opponent.
#124

zombiegleemax

Dec 11, 2005 20:54:50
Name: Punch Defense
Prerequisites: Block 2
Maneuver Cost: 1 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Similar to Kick Defense, Punch Defense incorporates a variety of ducking, bobbing, and deflecting movements that defend a fighter against punches.
System: This operates with a standard Block Move, except that the fighter can absorb +4 points against punches (including large creature punches). This is a passive modifier and is added to the fighter's normal Blocking skill.
#125

zombiegleemax

Dec 11, 2005 20:55:46
Name: Roll With the Hit
Prerequisites: Block 4
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The fighter lessens damage by "going with" the incoming attack.
System: This maneuver may be played in conjunction with any maneuver, except for Grabs. If the character using this maneuver is attacked while Blocking, he may double his Blocking absorption. If he was attacking, he cannot add his Blocking mastery, but he still absorbs 2 points of damage. If the character was using a maneuver that is an attack, the character makes the attack as usual.
#126

zombiegleemax

Dec 11, 2005 20:56:25
Name: San He
Prerequisites: Block 3, Focus 2
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Some styles teach practitioners the ability to root their bodies to the ground using their internal Chi energy. This same energy can be spread out across the surface of the body, causing all the muscles to tighten. This rigid, immovable stance is part of the San He form of Kung Fu. Other styles refer to it by different names. When a fighter assumes this stance, his body becomes like a single, solid piece of iron immovable and resistant to all attacks.
System: When executing San He, the character doubles his Block skill for his absorbing total. For example, a character with a Block Technique of 4 would absorb 8 points of damage the turn he uses San He. In addition, the fighter cannot be knocked down except by a Grab Maneuver, nor can he be knocked back out of his space. The San He stance roots the fighter to the ground, and even special powers like Dragon Breath or the Dragon Punch will not knock the character back or down. Against truly massive moving objects, like charging bulls, the Dungeon Master can have the fighter roll Strength + Block to stand his ground. The bigger the object, the higher the penalty the fighter receives on his roll (a wagon might be -4, a small dragon might be -7).
#127

zombiegleemax

Dec 11, 2005 20:57:15
Name: Weapon Block
Prerequisites: Block 4
Maneuver Cost: 2 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: This maneuver allows the character to block melee weapons without being hurt by them as much.
System: This operates with a standard Block Move, except that the fighter can absorb +4 points against melee weapons (including large creature weapons). This is a passive modifier and is added to the fighter's normal Blocking skill.
#128

zombiegleemax

Dec 11, 2005 20:58:12
Name: Wooden Dummy
Prerequisites: Block 4, Deflecting Punch
Maneuver Cost: 4 Any Style
Usage Cost: 3 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Derived from Wing Chun, the Wooden Dummy technique allows a fighter to block an opponents strike and then retaliate with a flurry of blows.
System: While blocking, the fighter makes attack rolls against his opponent. If the fighter fails the rolls, then no damage is done. If the fighter succeeds, however, then he makes a number of physical attacks equal to half of how many points of damage was absorbed. Example: Ragnar attempts to punch Leonine. Leonine decides to counter with a Wooden Dummy. After succeeding with a basic Block, and absorbing 4 points, Leonine makes two attacks, using either Punch or Kick moves to determine to-hit and damage.
#129

zombiegleemax

Dec 14, 2005 20:28:02
Name: Air Suplex
Prerequisites: Grab 3, Athletics 3, Jump, Suplex
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: +0’
Description: The warrior intercepts his opponent in mid-air, grabbing the opponent and twisting him upside-down so that both attacker and victim fall to the ground headfirst. Of course, the victim of the Air Suplex crashes to the ground first, absorbing the impact of the fall. This maneuver was actually developed by Sind Kabaddi masters who were said to be able to intercept the pounce of a full grown tiger and bring the tiger crashing to the ground.
System: Use the modifiers listed above. The fighter must attack an opponent that's aerial. If the victim is hit, then the Air Suplex was successful and the victim suffers a Knockdown. The attacker and victim both end the turn in the same space where the attack occurred.
#130

zombiegleemax

Dec 14, 2005 20:29:03
Name: Air Throw
Prerequisites: Grab 2, Athletics 1, Jump, Throw
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: +5
Round Movement: +0’
Description: Some Atruaghin Wrestlers have been known to jump into the air to catch an aerial opponent, grab the opponent like a hawk snatching a dove, and slam the opponent to the ground. This lethal move is also seen in Sanbo, and is even seen in the aerial artistry of Wu Shu. Some warriors prefer to grab their opponents and fall with them to crush them into the ground. Others grab their opponents and bring them down on top of themselves, while still others prefer the finesse of grabbing opponents out of the air and dashing them to the ground.
System: To execute the move during combat, the fighter must jump into an aerial opponent. The fighter then must enter the same space as the airborne victim, and execute the throw. If the attack is successful, the fighter can pick any spot within 15' to deposit the victim. In addition to regular damage, the victim will suffer a Knockdown. After executing the throw, the attacker can finish any remaining movement.
#131

zombiegleemax

Dec 14, 2005 20:29:55
Name: Back Breaker
Prerequisites: Grab 3
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: 5’
Description: The wrestler grabs an opponent, turns his body over and slams his head and back into the ground. Simple and effective.
System: The opponent suffers a Knockdown in addition to damage.
#132

zombiegleemax

Dec 14, 2005 20:30:44
Name: Back Roll Throw
Prerequisites: Grab 2, Kick 1, Athletics 1, Throw
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: 5’
Description: This move is an advanced version of the Throw special move. Instead of using hisr shoulders or hips to throw an opponent, the fighter grabs the opponent and then rolls backward onto the ground, planting a foot on the opponent's chest to heft him up and over. The victim of the Back Roll Throw ends up tossed behind the attacker's head.
System: The move is quicker than a basic Throw, and the opponent can be thrown farther. The victim can be thrown a number of hexes equal to the attacker's Strength + Kicking level.
#133

zombiegleemax

Dec 14, 2005 20:31:27
Name: Bear Hug
Prerequisites: Grab 2
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: 5’
Description: Grab that irritatingly quick little thief and crush him into your chest until his bones rattle. The Bear Hug is an old standby for many wrestlers, and a few other stylists have decided to adopt it as well.
System: The Bear Hug is a Sustained Hold. This means that a caught victim must try to make a successful strength or dexterity roll to break free. This can be attempted every round of combat until successful or defeated.
#134

zombiegleemax

Dec 14, 2005 20:32:12
Name: Brain Cracker
Prerequisites: Grab 2, Punch 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: 5’
Description: Defeating an opponent isn't enough for some fighters. They want to drive some sense into their opponents' brains. A fighter employing the Brain Cracker move grabs his opponent's hair, ear, or nose, pulls his head down, and rains smashing punches into his skull or drives elbows into his face.
System: This is a Sustained Hold that allows the fighter to punch a held opponent each turn the hold is maintained. The Brain Cracker uses the Punch skill to determine any damage bonus.
#135

zombiegleemax

Dec 14, 2005 20:32:56
Name: Choke Throw
Prerequisites: Grab 3, Athletics 2, Jump
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +2
Round Movement: +0’
Description: The fighter leaps up and either catches his opponent in midair or executes this maneuver upon landing. Either way, the result is the same. The fighter catches his opponent by the throat and uses his momentum to hurl his opponent to the ground.
System: Use the modifiers listed above. The fighter executing the Choke Throw can attack an aerial opponent. It can also be used to attack a standing opponent. A successful attack indicates that the victim suffers a Knockdown. The attacker and victim both end the round in the same space where the attack occurred.
#136

zombiegleemax

Dec 14, 2005 20:33:47
Name: Disengage
Prerequisites: Grab 2, Athletics 2
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: –10’
Description: This maneuver utilizes a fighter's flexibility and quickness, enabling him to extract himself from an opponent's grasp.
System: A fighter may play this move during any turn in which he is in a Sustained Hold. When played, the captive fighter rolls to try to escape from his captor. The fighter gets 2 rolls to escape. One roll against strength and one against dexterity. If either f the rolls is successful, then the fighter breaks free. If he escapes and has any movement left, he may move away from his opponent.
#137

zombiegleemax

Dec 14, 2005 20:34:30
Name: Dislocate Limb
Prerequisites: Grab 3, Kick 2, Athletics 1
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +1
Round Movement: +5’
Description: Jumping forward, the fighter grasps his opponent's arm tightly with both of his. He then lifts one leg into the pit of the opponent's arm and pulls with all of his strength. This pulls the shoulder joint loose from its socket, causing incredible pain and immobilizing the arm. Very little damage is inflicted by this maneuver, but it is an effective way to deal with an opponent who specializes in punches.
System: The round after a fighter's shoulder has been dislocated, after it's reset he suffers a -3 To-Hit penalty. This is because he is forced to pop his arm back into its regular position. Any punches used this turn will have a -2 Damage modifier, as the fighter attempts to return some feeling to his arm. Alternately, the opponent can choose not to relocate his arm. However, he may only throw kicks until he takes the time to relocate his arm.
#138

zombiegleemax

Dec 14, 2005 20:35:11
Name: Double Slam
Prerequisites: Grab 3, Strength 18+
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +0/-3
Round Movement: 5’
Description: Norse warriors show off their strength with this move, where they pick their victim up, slam him to the ground, then hoist him up again without letting go to bring him overhead to slam him down again!
System: This Grab maneuver ignores Blocks. The victim is hoisted overhead to land for the first slam in the space opposite where he was relative to the fighter, then is returned to his own space after the second slam. The fighter must move into the same 5' space to grab, but steps back for the slams, thus effectively not moving from his original position. The victim is knocked down. He also takes separate damage from each individual slam. The second slam is an automatic hit or miss depending on the first slam's success.
#139

zombiegleemax

Dec 14, 2005 20:36:17
Name: Dragon Drop
Prerequisites: Grab 3, Athletics 2, Kick 1
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: 5’
Description: In a seemingly impossible chain of movement, the fighters grabs hold of his opponent and flings himself up and over him, doing a 180 degree turn while directly above him. On his descent, he uses his now forward momentum to slam a powerful kick to back of his opponents head or back.
System: Use the modifiers above. Opponent is forced forward for as many feet equal to attackers strength.
#140

zombiegleemax

Dec 14, 2005 20:37:26
Name: Eye Rake
Prerequisites: Grab 1, Punch 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: -3
Round Movement: None
Description: In a truly desperate move, the fighter clenches his fingers into a claw and rakes them across his opponent's eyes. The pain caused by this is incredible but usually does not result in any permanent damage. Few Lawful fighters use this attack, as it is considered extremely poor form. Nonetheless, this move has often meant the difference between winning and losing a fight.
System: Very little damage results from this attack, but for the next round the opponent must fight blind. If he has no Blind Fighting skill, he is effectively unable to act for that round. A fighter forced to resort to this desperate move can not be of lawful alignment. If an Eye Rake is used in a tournament, he will also lose honor among his peers.
#141

zombiegleemax

Dec 14, 2005 20:38:20
Name: Face Slam
Prerequisites: Grab 2, Strength of 18+
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: 5’
Description: This maneuver requires tremendous upper body strength. Basically, the Fighter palms his opponents face, lifts him off the ground and slams him head-first into the ground.
System: Use the modifiers above. If attack is successful, the opponent suffers a Knockdown.
#142

zombiegleemax

Dec 14, 2005 20:49:53
Name: Flying Tackle
Prerequisites: Grab 2, Athletics 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +0
Round Movement: +10’
Description: The Fighter launches into the air and slams into his opponent, taking them both to the ground. This maneuver is considered crude by many high-ranking tournament fighters, although its effectiveness cannot be denied.
System: Both the attacker and defender suffer a knockdown, but only if the attack is successful. After impact, attacker and defender fly back 10' and end the turn on the ground, occupying the same space. The attacker gains a bonus +2 To-Hit if his next maneuver is a Grab Maneuver.
#143

zombiegleemax

Dec 14, 2005 20:50:48
Name: Grappling Defense
Prerequisites: Grab 4
Maneuver Cost: 5 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Wrestlers don't survive long unless they learn ways to escape and counter the grabs and holds of their fellow wrestlers. Other styles, such as the Kung Fu art of Chin Na or the Japanese art of jiu-jitsu, formalize this grappling training.
System: The Grappling Defense Special Move works with a Block, but it only protects against Grab maneuvers. A fighter employing Grappling Defense adds his Grappling level to his Block absorbing skill to determine his absorption total against any Grab Maneuver. For example, Hikaro grabs his opponent and applies a Bear Hug. The opponent is using block with Grappling Defense, so he adds his Block absorption of 4 and his own Grab Technique of 4 to get an absorption total of 8 against the damage of Hikaro's Bear Hug maneuver. Grappling Defense can even be used each turn by a fighter trapped in a Sustained Hold, using the grappling level to absorb some of the damage, thereby minimizing the damage the hold inflicts.
#144

zombiegleemax

Dec 14, 2005 21:03:33
Name: Hair Throw
Prerequisites: Grab 3, Athletics 2, Throw
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +5
Round Movement: 10’
Description: This throwing maneuver was invented hundreds of years ago by an Ethengar tribe renowned for its acrobatic grappling maneuvers. The tribe was assaulted by bands of thieving marauders who would gallop in on horses and pillage the tribe's villages. Seeing that the marauders wore their hair in long locks, the tribe invented a technique for running at a horseman, flipping up and over the horseman's head, grabbing his hair from behind and throwing the marauder off his horse. Various styles of Kung Fu have since picked up the technique, and the hair-pulling maneuver is also used by many elite Ethengar warriors.
System: The fighter must move into and straight through an opponent's space. The opponent can then be thrown (per the Throw maneuver) along the same straight line the fighter initially used to move over his opponent.
#145

zombiegleemax

Dec 14, 2005 21:05:35
Name: Head Bite
Prerequisites: Grab 2
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +3
Round Movement: 5’
Description: Some Fighters either have a little vampirism in them or are just downright savage. It's a nasty move, but some fighters have been known to leap onto their opponents and bite right into their necks.
System: This is a Sustained Hold and inflicts damage each turn the hold is maintained.
#146

zombiegleemax

Dec 14, 2005 21:06:22
Name: Head Butt Hold
Prerequisites: Grab 2, Head Butt
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: 5’
Description: Heldann-style boxing doesn't allow head butts; however, some fighters don't mind banging heads in the middle of a clinch. Norseman boxers take this one step further, grabbing their opponents and smashing them with repeated head butts.
System: The move is a Sustained Hold, so the boxer gets to attack his opponent each turn until the victim escapes.
#147

zombiegleemax

Dec 14, 2005 21:06:55
Name: Headlock
Prerequisites: Grab 1
Maneuver Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +0
Round Movement: 5’
Description: A tried and true favorite. A fighter basically grabs his opponent around the neck and holds him, cutting off his air.
System: This is a Sustained Hold.
#148

zombiegleemax

Dec 14, 2005 21:07:47
Name: Headlock Kicks
Prerequisites: Headlock, Kick 1
Maneuver Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: -3
Damage Bonus: +1
Round Movement: None
Description: While keeping their opponent in a headlock, a fighter then brings up their foot to kick them in the head.
System: Fighter must have opponent in a Sustained Headlock. He may then roll attack each round until either the Headlock is broken or a number of rounds equal to double his Grab rating has passed.
#149

zombiegleemax

Dec 14, 2005 21:08:35
Name: Improved Pin
Prerequisites: Grab 3, Athletics 2, Pin
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +2/+1
Round Movement: +5’/10’
Description: This is simply a refinement of the Pin technique.
System: The fighter may use an Improved Pin on any one target in their hex or an adjacent hex, regardless of whether the target is Knocked Down or Dizzy, using the modifiers above. In all other ways, it acts exactly like a Pin.
#150

zombiegleemax

Dec 14, 2005 21:12:01
Name: Iron Claw
Prerequisites: Grab 5
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +4
Round Movement: 5’
Description: The wrestler quickly grabs his opponent with one hand, draws him in, and then places his other hand on the opponent's face. The wrestler's hand clenches like a vise over the opponent's face, each finger digging into some pressure point like the temples, under the jaw, or even into the eyes. The sheer force of the squeeze causes intense pain to the victim. Wrestlers train for the Iron Claw by performing a variety of exercises to increase their grip strength. One of the most popular in Thyatis, involves dropping and catching slabs of marble. A wrestler takes a marble block and raises it over his head with both outstretched arms. He releases the block and then darts his hands down to catch it before it hits the ground. Grasping the heavy marble quickly builds tremendous hand strength. Wrestlers then practice clapping their hands together after they release the marble, and then still grabbing it before it hits the ground. The clapping builds speed.
System: The Iron Claw is a Sustained Hold that uses the modifiers listed above.
#151

zombiegleemax

Dec 14, 2005 21:12:45
Name: Jaw Spin
Prerequisites: Grab 4, Athletics 3, Tearing Bite
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +5
Round Movement: None
Description: Truly a terrifying tactic. The fighter assumes a crouching stance (apparently a Block Maneuver) and waits for her opponent's attack. When the attack is launched, the fighter jumps, grips his assailant's limb in his jaws, and begins to shake and spin violently.
System: To be successful, the fighter must actually allow the opponent to attack first. Once the blow has landed (assuming the fighter is still on his feet), he then executes the Jaw Spin.
#152

zombiegleemax

Dec 14, 2005 21:13:26
Name: Joint Break
Prerequisites: Grab 5, Joint Lock
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: +0
Description: The fighter grabs one of his opponent's limbs and twists it violently in a manner it was not meant to be, breaking the joint.
System: If the victim takes any damage from this maneuver, the limb is broken, until it is healed (Chi Kung healing can fix the broken arm if as many hit points are restored as the Joint Break inflicted). This maneuver does Kill damage only (though, at the DMs option, victims might pass out from the pain).
#153

zombiegleemax

Dec 14, 2005 21:13:59
Name: Joint Lock
Prerequisites: Grab 4
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +1/+0
Round Movement: +0’/5’
Description: The fighter grabs one of the opponents limbs and twists it around in a manner it was never meant to be twisted, forcing them to the ground in pain.
System: This is a Sustained Hold; the victim takes damage each turn it is maintained. For the duration of the Joint Lock the victim is considered to be crouching and cannot use the locked limb, though he may attack with another limb with a -4 penalty. The damage from a Joint Lock is Stun damage only; even if the victim is incapacitated from the pain, he will not be physically damaged by it and can not die. Armor does not effect the damage taken from this. A victim will recover lost hit points from this maneuver at a rate of 1+Constitution bonus per round after being freed from the hold.
#154

zombiegleemax

Dec 14, 2005 21:15:02
Name: Knee Basher
Prerequisites: Grab 2, Kick 1
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: 5’
Description: This move resembles the Brain Cracker, except that the wrestler grabs his opponent's head and doubles the opponent over in order to knee him in the head. Capoeira stylists practice this move by holding coconuts in one hand and crushing them with their knees.
System: This move is a Sustained Hold, and even if the opponent is lucky enough to escape, he suffers a -2 To-Hit penalty the turn after he frees himself. The Knee Basher uses the Kick skill to determine any damage bonus.
#155

zombiegleemax

Dec 14, 2005 21:16:00
Name: Multi-Arm Pummel
Prerequisites: 3+ Grabbing Limbs, Strength 18+, Grab 5
Maneuver Cost: 6 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: 5’
Description: The incredibly strong fighter takes two arms and grabs his opponent, picking him up off the ground. He then uses his other arm(s) to pummel the opponent in rapid succession.
System: Use the modifiers above. The attacker makes three attack rolls.
#156

zombiegleemax

Dec 14, 2005 21:17:52
Name: Neck Choke
Prerequisites: Grab 3
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: 5’
Description: The fighter grabs his opponent and applies a strangling Neck Choke. Big fighters prefer to lift their opponents off the ground as they apply the hold.
System: The Neck Choke is a Sustained Hold.
#157

zombiegleemax

Dec 14, 2005 21:18:35
Name: Norwald Bear Crusher
Prerequisites: Grab 3, Athletics 2, Back Breaker
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +5
Round Movement: +5’
Description: Irritated by little opponents who would hit and run from them, Sanbo wrestlers revived and perfected a maneuver they had previously practiced on the wild bears of Norwald. In so doing, the wrestler would rush at the bear, closing inside the range of the bear's deadly claws before it could strike. Then he lifted the bear into an airborne back breaker to hammer the beast into submission. (Of course, practitioners acquired a lot of claw scars trying to learn the maneuver.)
System: The wrestler dashes forward into the opponent's space, grabs the opponent, inverts him, and leaps into the air. In midair, the wrestler adjusts his hold to ensure the victim lands in the Back Breaker position. The wrestler can choose any space up to 5' away to land in. The victim will land in any space adjacent to the wrestler. The victim suffers a Knockdown in addition to damage.
#158

zombiegleemax

Dec 14, 2005 21:19:25
Name: Norwald Suplex
Prerequisites: Grab 4, Athletics 2, Suplex
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: 5’
Description: Norwald Sanbo wrestlers invented the bouncing Norwald Suplex in order to have more fun with their puny opponents from the South. Sanbo wrestlers found that their opponents would usually be knocked senseless after only one Suplex, thus - ending the match before the Sanbo fighter could work up a sweat. So Sanbo fighters invented the Norwald Suplex. This move begins exactly like a regular Suplex, but the fighter backbridges the opponent's shoulders into the ground hard enough to bounce both fighters into the air. While in the air, the Sanbo wrestler maintains the Suplex hold. When the pair lands, the victim again suffers a Suplex collision on the ground.
System: This move is identical to a Suplex, except that the fighters end the move 5' farther back as they land from the second hit. The fighter rolls two damage rolls using the modifiers above if the victim is successfully hit. The victim also suffers a Knockdown.
#159

zombiegleemax

Dec 14, 2005 21:24:13
Name: Pile Driver
Prerequisites: Grab 3, Athletics 1
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: 5’
Description: The Pile Driver is an advanced grappling move that takes a lot of training to execute against a live opponent. The wrestler must grab his opponent and invert his body so that the opponent's head is between the wrestler's legs and the opponent's legs extend above the wrestler's head. The wrestler then jumps up and raises his own legs into a seated position. When the wrestler and his victim land, the opponent's head hits first.
System: The victim of a successful Pile Driver also suffers a Knockdown.
#160

zombiegleemax

Dec 14, 2005 21:25:15
Name: Pin
Prerequisites: Grab 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +2/+0
Round Movement: +5’/None
Description: Jiu Jitsu practitioners learn many ways to hold someone immobile. To perform a Pin, the target must either have suffered a knockdown or be stunned; the fighter moves into his opponent's 5' space and makes his attack roll. If he succeeds with the To-Hit roll, the opponent is held in a painful, immobilizing hold until he manages to break free - a difficult task. The Jiu Jitsu practitioner, during tournaments, often pins his opponent near the end of the fight, then just waits for the time to run out.
System: The Jiu Jitsu practitioner's Strength is considered to be raised by three points only for the purpose of holding the opponent (it does not add to the damage roll). The fighter may choose to inflict damage or not on each Turn after the first; the target only gets their Grappling Defense against this attack. This is a Sustained Hold. If the fighter is stunned or knocked out by a third party's attack, the Pin is automatically broken.
#161

zombiegleemax

Dec 14, 2005 21:26:20
Name: Ripping Bite
Prerequisites: Grab 3, Head Bite
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +1
Round Movement: 5’
Description: Some humanoid fighters often use their jaws as weapons. The fighter chomps down on the limb he wishes to weaken, and then tries to tear the muscles and ligaments from their connecting tissue. It is because of this maneuver (and others like it) that humanoids are looked down upon, in tournaments.
System: The fighter leaps forward and indicates which limb he wishes to strike. A successful attack inflicts damage and causes the target to suffer a -1 penalty on Strength rolls if it was an arm, or -1 penalty on Dexterity for the remainder of the combat. This maneuver can be performed multiple times, thus further impairing an opponent.
#162

zombiegleemax

Dec 14, 2005 21:27:42
Name: Rising Storm Crow
Prerequisites: Grab 3, Athletics 3, Throw
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: -3
Damage Bonus: (–3)x2
Round Movement: +10’
Description: The Rising Storm Crow is a devastating maneuver based on the same principles of leverage seen in the Thigh Press, only taken to a further level of power. The fighter charges and grabs anything at hand on the front of his target (lapels, hair, ears); he then launches into a forward flip directly over his opponent. As he lands in a crouched position (still facing the direction he started in), he bends his opponent over backwards and pulls him over his head, using the momentum of the leap to fling him tumbling through the air. Damage is caused by both the forced backward contortion and the impact of the landing. Successful repetition of this maneuver can easily batter an opponent senseless.
System: The fighter must start at least 10' away from his target when starting, and can throw the target in a straight line forward for as many feet as his Strength. The target takes two damage rolls if the attack is successful: one at -3 when the forced flip is initiated, and then another at twice the fighter's Strength bonus when the target lands. Thus, a character with a high Strength throws the target farther and harder. The opponent automatically suffers a Knockdown.
#163

zombiegleemax

Dec 14, 2005 21:28:48
Name: Sleeper
Prerequisites: Grab 3
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +2
Round Movement: 5’
Description: The wrestler grabs his opponent and quickly positions himself behind him, simultaneously wrapping his arms around his neck and head. In this position he massages pressure points on the scalp while compressing the carotid artery, which controls the flow of blood to the brain. Eventually the lack of circulation will cause the opponent to lose consciousness.
System: If the character can maintain his grip for three rounds, including the first, the opponent will automatically fall unconscious. This is a Sustained Hold.
#164

zombiegleemax

Dec 14, 2005 21:30:20
Name: Spinning Neck Lock
Prerequisites: Grab 2, Kick 2, Athletics 2
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: 5’
Description: The fighter leaps into the air, hooking a leg around his opponent’s neck, and then takes him down. The opponent is then caught in the fighter’s leg lock.
System: This is a Sustained Hold that knocks down both fighters.
#165

zombiegleemax

Dec 14, 2005 21:32:25
Name: Spinning Pile Driver
Prerequisites: Grab 4, Athletics 3, Jump, Pile Driver
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +7
Round Movement: 10’
Description: This advanced version of the regular Pile Driver has carried Norwald wrestlers to the title of World Champion (often over the mangled bodies of their opponents). Norwald wrestlers perfected this move when they wrestled wild bears. Finding that the regular Pile Driver was not forceful enough to stun the hard-headed Norwald bears, they grabbed them, upended them into the Pile Driver position and then jumped high into the air. The added force from the fall proved sufficient to stun the most ferocious bears. When Norwald wrestlers entered tournaments, they continued to use the Spinning Pile Driver to finish their opponents. They added the spin into the move to please the Norwald crowds and disorient their victims.
System: The victim suffers a Knockdown in addition to regular damage, and is bounced 10' away (attacker's choice which direction) after impact.
#166

zombiegleemax

Dec 14, 2005 21:33:31
Name: Stomach Pump
Prerequisites: Grab 4, Punch 2
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: 5’
Description: The wrestler grabs the opponent, lifts him off his feet with one hand and repeatedly smashes the pit of his stomach with a palm heel. The move's name derives from the fact that many victims end up losing their lunch before they escape from this organ squeezing hold.
System: The Stomach Pump is a Sustained Hold.
#167

zombiegleemax

Dec 14, 2005 21:34:50
Name: Storm Hammer
Prerequisites: Grab 5, Athletics 3, Jump
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +7
Round Movement: 5’
Description: Unfortunate souls who anger big Atruaghin wrestlers in the midst of combat are in for a disorienting, bone-crushing experience as they unleash their Storm Hammer throw. The wrestler grabs his opponent's head in one huge hand, leaps into the air, spins his arm (opponent included!) in a big circle and then crushes the opponent's face into the arena floor. Very few opponents get back up.
System: As with all Grab Special Maneuvers, the fighter must move into the same space as his opponent. The fighter can choose to land up to 15' away. The opponent suffers a Knockdown in addition to damage. Fighter and opponent end the turn in the same space.
#168

zombiegleemax

Dec 14, 2005 21:35:51
Name: Suplex
Prerequisites: Grab 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: 5’
Description: The Suplex is a relatively fast Grab move. The fighter lunges forward, grabs his opponent, and then twists around to fall backwards. By arching his back, the wrestler slams the opponent's head into the ground and simultaneously cushions the wrestler's own fall.
System: Victims of a successful Suplex also suffer a Knockdown. The victim lands one 5' space behind his original position (attacker's choice which direction).
#169

zombiegleemax

Dec 14, 2005 21:36:40
Name: Tearing Bite
Prerequisites: Grab 2, Athletics 2, Head Bite
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +4
Round Movement: 5’
Description: This maneuver is similar to the Head Bite, except that as the fighter's teeth bear down on his opponent's neck, he also applies leverage to the victim and throws him over his back.
System: After applying the damage, the attacker then throws his opponent in the opposite direction from the one he is facing. The victim travels a number of feet equal to the fighter's Strength -1.
#170

zombiegleemax

Dec 14, 2005 21:37:30
Name: Thigh Press
Prerequisites: Grab 2, Athletics 2
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: 5’
Description: This move is also called a Reverse Suplex. The fighter starts by jumping onto the opponent's shoulders, locking his feet behind the opponent's back and catching the opponent's head between his thighs. The fighter then drops his body weight backward, bending the opponent over. As he does so, the fighter flips backward, doing a half back flip and landing on his stomach. Meanwhile, the opponent is pulled over and off his feet, smashing headfirst into the ground.
System: The opponent suffers a Knockdown in addition to regular damage. The fighter switches spaces with his opponent unless both combatants started in the same space, in which case the attacker can choose the adjacent space in which the victim lands.
#171

zombiegleemax

Dec 14, 2005 21:39:36
Name: Throw
Prerequisites: Grab 1
Maneuver Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: 5’
Description: Most martial arts teach special techniques for grabbing and throwing an opponent. These techniques involve using the hips, shoulders and/or arms to unbalance the opponent and leverage him into a throw. Masters can throw opponents over 20 feet through the air.
System: If the move succeeds, the fighter can choose the space in which his opponent lands after the Throw. The fighter can throw an opponent a number of feet equal to the fighter's Strength. For example, Gustaf has a Strength of 17, so he can shoulder-throw an opponent up to 3-5' spaces away. The opponent lands in the designated space and suffers a Knockdown. Fast members of parties often throw opponents to their stronger, slower comrades, who then finish off the unfortunate. The damage from a Throw is actually inflicted when the opponent lands and hits the ground, wall, table, other fighter, etc. If the victim is thrown into another fighter, the fighter struck by the flying body may suffer damage as well. Roll damage as if the character hit was also thrown unless a successful dexterity or strength roll is made (If the character makes a successful strength roll, then he has caught the thrown fighter and may choose to put him down without suffering any damage). For example, Gustaf throws Ragnar into a space where Svala is standing. Ragnar is a big guy and Svala is a small rogue who attempts to make a dexterity roll to dodge Ragnar. She succeeds and Ragnar sustains damage as rolled. If Gustaf had thrown Svala instead and Ragnar ha succeeded at a strength roll, neither Ragnar or Svala would have sustained damage as he would catch her and be able to set her down on her feet.
#172

zombiegleemax

Dec 14, 2005 21:40:42
Name: Twirl and Hurl
Prerequisites: Grab 4, Athletics 2
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: –2 stand adjacent/+2 thrown
Round Movement: 10’
Description: This move is famous among bar-frequenting Heldanners as an excellent way to clear an area for fighting properly in, and all it needs is one willing person lying nearby to pull it off.
System: The victim of the T & H must be already knocked down. The fighter seizes the victim by the legs (need not move into the same space to perform this Grab) and swings the poor fellow around a few times before throwing him through the air. During the swinging around, anyone in a ring of spaces around the fighter is attacked as written above and is knocked down, unless a successful Save Throw vs. Paralysis is made. The swinging continues for quite a while, until the end of the combat round (such that anyone walking into the ring during this time will also be affected by the attack and knockdown.) At the end of the combat round, the fighter lets go, sending the victim a number of straight-line spaces in the direction of the fighter's choice, a distance equal to the fighter's Strength score. The thrown victim is knocked down upon landing.
#173

zombiegleemax

Dec 14, 2005 21:42:37
Name: Air Smash
Prerequisites: Athletics 1, Jump
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: –5’
Description: This move is popular with large fighters because it uses their weight to flatten an opponent into the ground. The fighter leaps into the air, high above an opponent's head, and then falls straight down on top of him. Most fighters tend to land in an aerial seated position, which has caused the Air Smash to be nicknamed the "Butt Crush."
System: The Air Smash is an Aerial Maneuver and acts as a Jump for purposes of avoiding and evading projectile attacks. The fighter must move in a straight line while executing the move, and he will end the move in the same 5' space as the opponent on whom he landed.
#174

zombiegleemax

Dec 14, 2005 21:44:15
Name: Backflip
Prerequisites: Athletics 3
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +3
Damage Bonus: None
Round Movement: +10’
Description: This athletics maneuver provides a warrior with an excellent retreating defensive move. A well-trained fighter using a backflip can avoid nearly any attack. The Backflip maneuver is actually a series of back-handsprings that can take a competent gymnast halfway across an arena while he dodges projectiles and other attacks.
System: While executing this maneuver, the fighter can only move in a straight line away from his foe. While executing this maneuver, the fighter cannot be harmed by any attack that he succeeds in a Dexterity roll against.
#175

zombiegleemax

Dec 14, 2005 21:45:24
Name: Barrel Roll Kick
Prerequisites: Athletics 5, Kick 4
Maneuver Cost: 5 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +5
Round Movement: +25’
Description: In a visually incredible maneuver, the fighter spins forward off the ground in a nearly horizontal, parallel position, and lashes out with a kick.
System: This is an aerial maneuver that can be used to dodge projectiles, with a +2 to the Dexterity roll.
#176

zombiegleemax

Dec 14, 2005 21:46:20
Name: Beast Roll
Prerequisites: Athletics 5, Rolling Attack, Vertical Rolling Attack
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: –10’/+10’
Description: Superhuman. Few individuals have deciphered exactly how this gravity-defying move is accomplished. The fighter begins by springing backward into several aerial backflips, then rolls back forward in a series of somersaulting forward flips to ram his opponent.
System: The Beast Roll is an aerial maneuver that can be used like a Jump to dodge projectiles. The fighter begins by traveling in a straight line backward using the -10' movement modifier. This backward roll can be used to attack an opponent. The fighter then reverses direction along the same straight line to attack a second opponent. The fighter caroms off the second opponent, ending up 10' away in the direction from which he came. For both attacks, the fighter must move into the opponent's 5' space.
#177

zombiegleemax

Dec 14, 2005 21:49:16
Name: Breakfall
Prerequisites: Athletics 1
Maneuver Cost: 2 Any Style
Usage Cost: none
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Jiu Jitsu, Aikido, and a number of other styles emphasize throwing techniques. Before one can learn how to throw, however, he must first learn how to be thrown without getting hurt. Breakfall is usually performed as a roll onto the shoulders and arms, with the head tucked in to protect against neck injuries.
System: Breakfall is a technique that fighters practice until it becomes instinctive; therefore, you do not need to Breakfall to use it. Whenever your character takes damage from a maneuver that does knockdown, you may reduce the amount of damage he takes from the fall by one hit point for each level of Athletics. (Note: Breakfall doesn't help against maneuvers that do damage and then knock you down, only against maneuvers where hitting the ground is the source of the damage, such as a Throw.)
#178

zombiegleemax

Dec 14, 2005 21:49:59
Name: Butterfly Cartwheel
Prerequisites: Athletics 4, Jump
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: This is an aerial cartwheel performed without hands. Using sheer strength and a twist of the torso, the fighter launches himself in any direction and lands feet first.
System: This maneuver gets a bonus +2 to the Dexterity roll to avoid any attacks. This is an aerial maneuver and can be used to dodge projectiles.
#179

zombiegleemax

Dec 14, 2005 21:50:50
Name: Cannon Drill
Prerequisites: Athletics 5
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: +2
Round Movement: +10’
Description: To execute the Cannon Drill, the fighter throws his body into a low airborne trajectory. The fighter's body actually twists like a horizontal tornado as he flies across the field to strike his opponent feet first. The move is very quick, has a vicious hit, and moves the fighter quite a distance.
System: Because it flies so low to the ground, the Cannon Drill does not count as an aerial maneuver.
#180

zombiegleemax

Dec 14, 2005 21:51:51
Name: Cat Stance
Prerequisites: Athletics 1, Kick 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +3
Damage Bonus: +0
Round Movement: 5’
Description: The fighter prepares to strike with a kick. The Neko-Ashi-Dachi, or Cat Stance, was developed in Ochalea, and is used mostly by Ochalean styles and a few styles in Thyatis. Almost all balance is shifted to the back leg as the slightly raised front leg comes perpendicular to the left foot. The result is that the leg is ready to strike almost instantaneously.
System: It takes a full turn to enter the Cat Stance, during which time the Cat Stance is ruined if the character is damaged, moved, knocked back or knocked down. The next turn the character may perform the basic Kick move with a +3 speed modifier, but the movement of the maneuver is reduced to 5'. Needless to say, some fighters have made this the first Maneuver in a deadly combination of strikes.
#181

zombiegleemax

Dec 14, 2005 21:52:51
Name: Displacement
Prerequisites: Block 2, Athletics 2, Punch 1, Esquives
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: -1
Round Movement: +5’
Description: This move consists of a quick sidestep, which allows the fighter to dodge an oncoming attack. The fighter may then execute a short jab if the opponent is still within range. Many opponents are intensely frustrated by this evasion, which is commonly practiced by Savate fighters.
System: This maneuver is completely effective only if the fighter has enough movement to initiate a counterattack and makes a successful Dexterity roll. When the opponent begins his attack, the fighter must make a successful Dexterity roll; otherwise, the Displacement is ineffective. The fighter executing the Displacement may then travel up to his full movement to the left or right of his opponent. Once the opponent's move is completed, the "displaced" fighter may move back in and counterattack if the fighter has any movement left. This maneuver can be used to evade projectiles, although a second Dexterity roll must be made with a -2 penalty. The fighter's Punch Skill is used for the purposes of determining damage.
#182

zombiegleemax

Dec 14, 2005 21:54:20
Name: Diving Hawk
Prerequisites: Athletics 3, Focus 1, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +5
Round Movement: +10’
Description: The ultimate cure for projectile blues. The Diving Hawk maneuver allows a fighter to soar over incoming projectiles and then dive down to crush the missile-throwing opponent. The fighter jumps straight up into the air, then positions his body into a gliding position, emulating a hawk diving at prey. He then soars down to strike his chosen victim with a full-body collision.
System: The Diving Hawk is an aerial maneuver. It starts as a vertical Jump (and can dodge projectiles just like a Jump). The fighter subsequently uses his movement to enter his opponent's hex and deal damage.
#183

zombiegleemax

Dec 14, 2005 21:55:34
Name: Dragon's Tail
Prerequisites: Athletics 4, Upper Tail Strike
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +5
Round Movement: -2
Description: This Special Maneuver is similar to the Upper Tail Strike, but is more difficult to control and requires greater strength and coordination to perform. The fighter leans forward as if winding up for a powerful uppercut. He then shifts his weight in the other direction while twisting his lower body to snap the tail forward. Using sheer brute strength and momentum, the fighter crashes his tail across the upper body of the target.
System: The target suffers a knockdown if airborne; otherwise a grounded target damaged by the Dragon's Tail will be pushed 5' directly away from the fighter.
#184

zombiegleemax

Dec 14, 2005 21:56:51
Name: Drunken Monkey Roll
Prerequisites: Athletics 2
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: None
Damage Bonus: None
Round Movement: +10’
Description: It is said that the unjustly imprisoned founder of Monkey Kung Fu invented this evasive maneuver after watching a group of monkeys through the bars of his jail cell. The monkeys got inebriated on wine thrown out by prison guards and began staggering and rolling around on the ground. Copying the monkeys' drunken antics, the master developed a series of evasive tumbles, which became the Drunken Monkey Roll.
System: The Drunken Monkey Roll is a good all-purpose evasive technique. It counts as a Crouching Maneuver because it stays low to the ground. It can also be used to avoid and evade projectile attacks (use the same rules given under the Jump Maneuver).
#185

zombiegleemax

Dec 14, 2005 21:58:08
Name: Esquives
Prerequisites: Athletics 2, Block 1
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: None
Damage Bonus: None
Round Movement: 10’
Description: An evasion technique similar to certain Aikido moves. The fighter simply sidesteps away from the attack, placing himself out of harm's way. As with Boxing, Savate strategies depend a lot upon avoiding an adversary's blows.
System: The fighter must succeed in a Dexterity roll to interrupt his attacker. As the opponent attacks, the fighter using Esquives simply moves in any one direction up to 10'. This move is similar to Displacement, except that the fighter may not initiate a counterattack with this move.
#186

zombiegleemax

Dec 14, 2005 21:59:38
Name: Flamingo Stance
Prerequisites: Athletics 3, Kick 2
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The fighter adopts a kicking stance, perched on one leg, and spreads out his arms to either side.
System: A fighter may assume the Flamingo Stance at any time. While in this stance, all rolls to hit with regular kicks are at +4 To-Hit and +2 Damage added to the normal kick. Disadvantages include that a fighter may not make any other attacks other than kicks while in a Flamingo Stance. If a fighter takes Damage he must spend a Chi point to stay upright.
#187

zombiegleemax

Dec 14, 2005 22:00:56
Name: Flying Body Spear
Prerequisites: Athletics 3, Jump
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +5’
Description: Fighters seem to find an unending variety of ways to use their bodies as weapons. This maneuver involves the fighter jumping into the air and twisting his body into a rotating human torpedo as he descends on his opponent. Some fighters like to cruise down feet first; others lead with their fists or even heads. Because the fighter has his full weight behind him, the Body Spear inflicts a fair amount of damage.
System: The Flying Body Spear is an aerial Maneuver that acts like a Jump, enabling the user to dodge missile attacks. The fighter can then spiral down and smash into any opponent within his Move range. The fighter must travel in a straight line and end the move in the 5' space in front of the victim.
#188

zombiegleemax

Dec 14, 2005 22:02:00
Name: Flying Head Butt
Prerequisites: Athletics 3, Head Butt, Jump
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: +15’
Description: This move is similar to the Flying Body Spear, except that the fighter leaps horizontally at an opponent, ramming his head first. Because the fighter does not jump up first, the move is a little quicker than the Flying Body Spear, but the low-flying head butt doesn't give the fighter a chance to dodge oncoming missiles.
System: The Flying Head Butt is an aerial maneuver. The fighter must travel in a straight line.
#189

zombiegleemax

Dec 14, 2005 22:03:28
Name: Flying Heel Stomp
Prerequisites: Athletics 3, Kick 2, Jump
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: +10’
Description: This high-flying aerial assault utilizes a fighter's body weight to hammer an opponent from above. The fighter leaps into the air above his opponent's head and lands heel first on his opponent's head or shoulders. Additionally, the fighter can use his opponent as a springboard to launch away to safety after the attack.
System: The fighter can interrupt his own movement with an attack roll and then finish his allowed movement after rolling damage if successful, if the hit misses, then the fighter lands next to the intended target and is done with movement for the round. For example, Leonine can move 70' using her Flying Heel Stomp, and can stop at any point in her movement to attack one opponent. She decides to jump 25', stomp Ragnar, and then finish her movement 45' away. The only limit is that the jump has to be in a straight line from beginning to end. The Flying Heel Stomp is an aerial maneuver and can be used like a Jump move to interrupt and evade a projectile attack (as well as give the would-be attacker a heel-stomping headache).
#190

zombiegleemax

Dec 14, 2005 22:04:11
Name: Flying Punch
Prerequisites: Athletics 4, Focus 3, Punch 2, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: +25’
Description: This move takes a fighter high into the air above and past his opponent and then quickly redirects the attack so that the the punch lands squarely in his opponent's back. This maneuver is considered highly dishonorable. The degree of aerial control practioners exhibit while performing this maneuver lead some to believe that the practitioner is actually flying up and past his opponent be fore swooping back down with an outstretched fist.
System: To execute this move, the fighter must actually move 10' past his opponent and move back to the opponent's 5' space as he arcs back downwards to hit his opponent from behind. This attack is considered an aerial maneuver, and halves the amount of damage absorbed by blocks. For example, if a fighter who is blocking gets hit by a Flying Punch, his absorption would normally be determined by his Block Level of 4 (8). But because the Flying Punch is a sucker shot, the fighter's absorption is halved. Fighters lose a honor each time the Flying Punch is used. Alternately, the attack can be done straight forward without the loss of Honor, but the fighter also loses the advantage of halving her opponent's absorption. The attacker ends his movement in the hex behind or in front of his opponent, depending on how the maneuver was used.
#191

zombiegleemax

Dec 14, 2005 22:05:00
Name: Ground Fighting
Prerequisites: Athletics 4
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Most fighting styles prepare a contender for fighting on his feet, but once his back hits the ground, he is at a disadvantage. Fighters from other styles are better prepared for this eventuality, while Pankratiasts train at fighting while grounded. Many Pankratiasts are even known to take their opponent to the ground to take advantage of their contusion.
System: This maneuver is simply invoked when the character falls down, has been Thrown, or is otherwise prone. The fighter does not have to rise from the ground to continue fighting (although if he does, he suffers from the standard knockdown penalties when rising). Likewise, he many continue fighting from the ground, using any basic or special maneuver that does not require hip-derived torque or momentum or any aerial maneuvers. This requires some DM discretion on what can or cannot be performed. For instance, a Double Dread Kick would be impossible while a Slide Kick could still be accomplished. Fighters who do not have this maneuver may attempt to fight while on the ground, but at -3 To-Hit and -3 Damage to their own attacks. Individuals fighting ground-based warriors have a number of their own disadvantages. Unaccustomed to fighting someone so low to the ground, any physical strike will be at -2 Damage and -2 To-Hit.
#192

zombiegleemax

Dec 14, 2005 22:05:55
Name: Jump
Prerequisites: Athletics 1
Maneuver Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: None
Damage Bonus: None
Round Movement: +0’
Description: Jump is a relatively simple maneuver that allows a fighter to vault over wall and other obsticles. A lucky fighter might even time his jump to hurdle an arrow and close with his firing enemy. A fighter can jump 6' + (3' per level in Athletics) into the air. For example, a fighter with Athletics 3 can jump 15' into the air.
System: A fighter can jump along with either of the basic punch or kick, or he can just jump. If the Jump is played alone, the fighter is simply moving by jumping. The fighter uses the modifiers for Jump shown above. A Jump card played with a basic move represents the fighter jumping to an opponent to deliver the punch or kick. Playing the Jump with a basic move turns the standard punch or kick into an Aerial Maneuver. Whenever a fighter plays a Jump with a basic move, the move's modifiers are used instead of the modifiers for Jump shown above. If the fighter plans to dodge a projectile attack using the Jump, he must wait for an opponent to declare the fighter as the target of the opponent's projectile attack. If the fighter's makes a successful Dexterity roll, he can avoid the opponent's attack and dodge the incoming attack by jumping over it or away from it. If the Dexterity roll is failed, the attacker continues their attack normally, the jumping fighter can be hit by the projectile (he mistimed his leap, or perhaps the attacker managed to blast him out of the air) and must immediately end his turn. If the fighter used the Jump with a punch or kick move, he may be able to dodge over a projectile and still deliver the punch or kick.
#193

zombiegleemax

Dec 14, 2005 22:06:31
Name: Jumping Shoulder Butt
Prerequisites: Athletics 2, Jump
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: –5’
Description: The fighter jumps up and into an opponent, ramming his shoulder into the unfortunate victim.
System: The Jumping Shoulder Butt can be used against a standing opponent or against an opponent who is aerial. The move can also be used to dodge a projectile, just like the regular Jump Maneuver.
#194

zombiegleemax

Dec 14, 2005 22:07:08
Name: Kick-Up
Prerequisites: Kippup, Kick 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: None
Description: Some fighters learn that a basic Kippup is not always enough. When the enemy is already upon him, it is better to come off the ground while delivering a kick to the opponent, than to simply get up.
System: This is a normal Kippup, with one difference. After a knockdown, the fighter can choose to delay his Kippup until next round. As the fighter Kippups, he lashes out with his feet.
#195

zombiegleemax

Dec 14, 2005 22:07:43
Name: Kippup
Prerequisites: Athletics 2
Maneuver Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: One of the more basic athletic maneuvers martial artists have found useful is the Kippup. The Kippup is a technique that allows a prone fighter to get to his feet almost instantly. The fighter curls his legs up off the ground and kicks them up into the air while at the same time arching his back powerfully. The resulting motion practically bounces the fighter off the ground and to his feet.
System: A fighter who knows the Kippup Special Maneuver suffers no penalty the turn after he suffers a knockdown. Kippup effect is automatic but allows no attack action that round.
#196

zombiegleemax

Dec 14, 2005 22:08:22
Name: Light Feet
Prerequisites: Athletics 4, Jump
Maneuver Cost: 5 Any Style
Usage Cost: See Below
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The fighter is adept at leaping and moving quickly- more so than other fighters. The fighter's nimble feet enable him to cover greater distances than most other fighters in the Arena.
System: This Special Maneuver gives +5' movement to all of the fighter's maneuvers. The fighter can also elect to spend one Chi point during a fight to move an additional 15' as part of an action.
#197

zombiegleemax

Dec 14, 2005 22:09:06
Name: Pounce
Prerequisites: Athletics 3, Jump
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +2
Round Movement: +20’
Description: The fighter drops into a crouch and explodes into a mighty leap at his prey. The ferocity of this maneuver often takes opponents by surprise. Experienced fighters may be tipped off by the low crouch of the fighter as he concentrates on the upcoming leap.
System: The fighter hurls himself at his opponent. This is considered an aerial maneuver and can be used to avoid projectiles. The fighter lands on top of his opponent; if any damage is scored, the opponent also suffers a knockdown.
#198

zombiegleemax

Dec 14, 2005 22:09:46
Name: Rolling Attack
Prerequisites: Athletics 3
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +20’
Description: Gravity-defying! A fighter executing this amazing move leaps forward through the air and tucks into a somersault. The fighter then rolls through the air as far as his momentum will take him, or until he slams into an opponent. This is a tough move to learn, and, like any move where a fighter uses his own body as a projectile, the Rolling Attack takes a bit of a kamikaze attitude to use in combat. Besides attacking, Rolling Attack is good for moving across' a battlefield quickly, making long jumps, or smashing through the window of a getaway carriage.
System: The character must travel in a straight line and will stop at the first 5' space occupied by a target, which can be a character or any sizable object. After damage is applied to the target, the rolling character will bounce off the target and land 10' in front of the target. The Rolling Attack is an aerial move.
#199

zombiegleemax

Dec 14, 2005 22:10:25
Name: Tail Sweep
Prerequisites: Athletics 1, Upper Tail Strike
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: None
Description: By crouching low to the ground and spinning around, the fighter may strike with his tail. Of course, the fighter must possess a tail. The tail sweeps out in a circle, smashing into the feet of all opponents in the spaces surrounding the fighter. All targets will suffer damage and a knockdown if hit. Because this is a crouching Maneuver, jumping or airborne targets will not be hit.
System: Anyone in the adjacent spaces surrounding the fighter will be attacked and (if damage is done) suffer a knockdown. This includes allies of the fighter who stray too close when the Tail Sweep is used. The Tail Sweep is a Crouching Maneuver.
#200

zombiegleemax

Dec 14, 2005 22:11:02
Name: Thunderstrike
Prerequisites: Athletics 2, Jump
Maneuver Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +5
Round Movement: –5’
Description: No one said Atruaghin Wrestling wasn't tough. Fighters aren't opposed to a little full-body contact. A wrestler employing the Thunderstrike leaps right into his opponent, striking him with a shoulder, knee, or whatever. Usually the fighter sweeps his arms back as he jumps, to emulate a bird of prey.
System: The fighter's opponent must be standing in the same or an adjacent 5' space when the fighter executes the move. The fighter moves into the opponent's space, rolls the attack and damage for the Thunderstrike, and then finishes his movement. Thunderstrike is an aerial maneuver and enables the user to avoid projectile attacks like a Jump move.
#201

zombiegleemax

Dec 14, 2005 22:11:39
Name: Tumbling Attack
Prerequisites: Athletics 3, Backflip
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: -1
Round Movement: +0’
Description: The fighter can propel himself forward into a series of tumbling maneuvers combined with punches or kicks that will knock most opponents out of his way. The Tumbling Attack can hit an unsuspecting opponent several times if it is timed properly.
System: Use the modifiers above. Like a Hurricane Kick, the Tumbling Attack has simultaneous movement and damage tests each time the attacker moves a 5' space. When ever the fighter tumbles into the same space as his opponent, he rolls for attack and automatically pushes his opponent back one 5' space. He can continue tumbling into his opponent, pushing him back and damaging him once for each 5', up to the fighter's full movement. The fighter will push his opponent back and make attack rolls until he has moved his full distance or missed an attack, in which he will continue past the opponent. The Tumbling Attack is a crouching maneuver. The attacker moves in a straight line.
#202

zombiegleemax

Dec 14, 2005 22:12:25
Name: Typhoon Tail
Prerequisites: Athletics 3, Tail Sweep, Jump
Maneuver Cost: 4 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +5/+2
Round Movement: +1
Description: The Typhoon Tail seems to have been inspired by the Hurricane Kick. The fighter uses his leg muscles to propel himself high into the air. As he descends he pirouettes - tucking his legs beneath his body and allowing the tail to extend in a circle around him. He then angles his descent to strike his target's head.
System: The fighter begins the Typhoon Tail by moving up to his designated movement. During this time the fighter is airborne and can avoid projectiles like Jump. Any opponent in the final hex of movement will be hit by the attacker's knees and take damage at a +5 modifier. This opponent is also knocked back 5' along the attacking fighter's trajectory. At this point all fighters in adjacent 5' spaces, including the one just hit, are struck by the spinning tail and are knocked back 5' away from the attacker. The Damage modifier for the second attack is +2.
#203

zombiegleemax

Dec 14, 2005 22:13:00
Name: Upper Tail Strike
Prerequisites: Athletics 3
Maneuver Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +2
Round Movement: +5’
Description: By twisting his hips, the fighter may use his tail to strike at the head of an opponent directly in front of him. The ferocity of such an attack often takes fighters by surprise, especially ones trained to watch only the hands, feet and eyes of an opponent.
System: This attack uses the modifiers above. Airborne or jumping opponents will suffer a knockdown if any damage is inflicted. This maneuver requires the fighter to have a thick or strong tail, of course.
#204

zombiegleemax

Dec 14, 2005 22:13:34
Name: Vertical Rolling Attack
Prerequisites: Athletics 3, Jump
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +0’
Description: This move is almost identical to the Rolling Attack, except the fighter leaps up in the air instead of forward. The move is good for knocking down high-jumping opponents or for vaulting over fences or onto roofs. A character using Vertical Rolling Attack can somersault 5' into the air for every level in Athletics (15 feet at Athletics 3, 20 feet at Athletics 4, etc.)
System: This maneuver counts as a Jump move for purposes of avoiding and dodging a projectile attack. It will inflict a knockdown on opponents who are aerial. The Vertical Rolling Attack is an aerial maneuver.
#205

zombiegleemax

Dec 14, 2005 22:14:46
Name: Wall Spring
Prerequisites: Athletics 3, Jump
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: None
Damage Bonus: None
Round Movement: +0’/+2’
Description: This move is similar to the regular Jump special move, but it incorporates some wall-bouncing action to give the fighter even greater range and height. Springing off a wall can be used to add 10 more feet to a vertical jump.
System: The character can jump normally, up to his full Move. Additionally, if he aims for a wall, he can actually bounce off the wall with a good push of the legs and travel another full movement plus 10' away. The fighter must bounce off the wall at the opposite angle he jumped into it, unless he jumped straight at the wall, in which case he springs straight back. Like a regular Jump, Wall Spring can be played with either basic punch or kick. Use the basic move's To-Hit and Damage modifiers, but use the Wall Spring's Movement modifiers. So, a fighter can jump into and spring off a wall, but end with a kick or punch. The Wall Spring is an aerial maneuver of the highest order.
#206

zombiegleemax

Dec 14, 2005 22:22:12
Now just the focus moves are left.

I have a question for anyone interested. The Kick move called Great Wall of China needs a different name obviously. Any suggestions? The name is a link for those who don't see it. The only thing that comes to mind to me is Great Wall of Ochalea, but I'm not aware of anything like that there. It is a move that will originate from Ochalea, mostly from Wu Shu artists. Maybe there is another monument in Ochalea that could replace the name?
#207

spellweaver

Dec 15, 2005 2:25:58
My God, man!

Are you trying to catch up with the Planescape forum all by yourself? :D

Nice work!

:-) Jesper
#208

zombiegleemax

Dec 15, 2005 7:16:43
Thanks Spellweaver. I decided to work this project on the boards for 2 reasons. First to get the opinions of other DMs and players. Second to put as many posts on the boards as I can without too much useless spamming. :D
#209

zombiegleemax

Dec 18, 2005 9:15:09
Name: Absorbing Barrier
Prerequisites: Focus 4, Reflecting Barrier
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: 5’
Description: This is the ability to create an energy barrier which will absorb the chi from incoming energy attacks or spells.
System: The Absorbing Barrier lasts for one round; if used to block an energy attack (fireball, sonic boom, etc.), the total damage inflicted by that attack is instead added to the character's current Chi. If the Absorbing Barrier is used offensively it functions in the same manner as an Energy Barrier. A fighter can absorb more Chi than his max, but it will fade away at a rate of 1d4 points per round, until the total returns to the max. A fighter can use this extra Chi as they wish and it will stop fading once it reaches the normal max amount.
#210

zombiegleemax

Dec 18, 2005 9:16:16
Name: Acid Breath
Prerequisites: Focus 3
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +3/+0/-3
Round Movement: –5’
Description: A foul power that only a few loathsome fighters have developed. Fighters using Acid Breath are able to churn their gastric acid into a highly toxic mixture, which they then vomit forth from their mouths in a projectile spray at any nearby opponent. The acid burns the opponent, causing ugly injuries that take a long time to heal. The worst part about being hit with Acid Breath is that the acid continues to burn the fighter after the initial impact, causing more bodily damage and eating away clothing, fabric and any other dissolvable materials the acid hits. Some believe the Acid Breath is a mutant power that only a few unique individuals possess. Others believe that fighters who have mastered Acid Breath use their Chi to alter their stomachs' natural acid into a highly potent chemical weapon.
System: The spray has a range equal to the fighter's Constitution rating, and the fighter must have line-of-sight to hit his intended victim. Once the acid spray hits, it immediately inflicts damage using the +3 modifier. The following combat round, unless the victim of the Acid Breath has been immersed in water or some other purgative method has been employed, the acid continues to burn the victim's body. At the very end of the combat round, after all actions have been completed, the acid damages again at the +0 modifier. Finally, on the third round, the acid damages for the last time using the -3 damage modifier. Characters hit with more than one dose of Acid Breath in quick succession could suffer several different damage rolls against them at the end of each round. Acid Breath can be dodged like any other projectile attack.
#211

zombiegleemax

Dec 18, 2005 9:16:57
Name: Air Blast
Prerequisites: Focus 4, Punch 1
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: None
Description: The mystic can summon a burst of air and direct it at his opponents. This blast comes from nowhere and often catches unwary opponents off guard.
System: The user of an Air Blast must have a clear line of sight to the target. The range of a blast equals the character's Wisdom + Focus, in feet. While the Air Blast is treated like a projectile, it is not visible to the common eye. Only those fighters who make a successful Blind Fighting skill roll can attempt to avoid this attack. If not detected it hits automatically.
#212

zombiegleemax

Dec 18, 2005 9:17:40
Name: Awareness
Prerequisites: Focus 4, Athletics 3
Maneuver Cost: 3 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Also known as Zanshin, this power grants the character a natural sense of when others are approaching them with hostile intent.
System: The character cannot be taken by surprise while conscious.
#213

zombiegleemax

Dec 18, 2005 9:18:29
Name: Balance
Prerequisites: Focus 4
Maneuver Cost: 5 Any Style
Usage Cost: None
To Hit: Passive
Damage Bonus: Passive
Round Movement: +5’ Aerial
Description: By focusing his inner being, the fighter may reduce his mass to such a point that he can become effectively weightless at will. A fighter using this ability may stand on someone's outstretched arm without him feeling the fighters weight. It is said that this ability was developed by fighters who watched Sind fakirs lying down on beds of nails without being harmed. Specialists can actually dance upon the head of a pin.
System: This ability is always in effect and allows the fighter to add +5' to movement when using an aerial maneuver.
#214

zombiegleemax

Dec 18, 2005 9:19:14
Name: Calm Minds
Prerequisites: Focus 4, Telepathy
Maneuver Cost: 5 Any Style
Usage Cost: 3 Chi
To Hit: See Below
Damage Bonus: None
Round Movement: None
Description: This power enables the character to radiate calm, such that he can quell aggression in others.
System: When this power is used everyone within a number of feet equal to the character's Wisdom + Focus level must make a Save Throw vs. Spells or lose any aggression they have for the next six rounds.
#215

zombiegleemax

Dec 18, 2005 9:20:27
Name: Chi Kung Healing
Prerequisites: Focus 4
Maneuver Cost: 5 Any Style
Usage Cost: See Below
To Hit: -1
Damage Bonus: None
Round Movement: –5’
Description: Ancient Ochalean doctors could reputably work healing miracles by focusing their own Chi into their patient. This healing combines acupressure and an actual "laying on of hands" wherein the healer touches the patient to infuse the patient with additional Chi. This healing power is relatively rare among fighters, but some styles teach the philosophy that the ability to heal must be taught along with the ability to hurt.
System: A character who uses Chi Kung Healing in the midst of combat must enter the same space as his patient and then execute the healing process. Like the Regeneration maneuver, the healer can restore 2d4 lost hit points per point of Chi the healer spends. The healer can spend Chi points up to his Focus level per turn of healing. The healer can not use this ability on himself however.
#216

zombiegleemax

Dec 18, 2005 9:22:20
Name: Chi Push (Buddhist Palm)
Prerequisites: Focus 4, Chi Kung Healing
Maneuver Cost: 5 Any Style
Usage Cost: 3/+1
To Hit: -3
Damage Bonus: See Below
Round Movement: None
Description: The Chi Kung masters are able to use their Chi to shatter rocks with a gentle touch or even a gesture from feet away. Like Chi Kung Healing, Chi Kung Push focuses their Chi into the target, but, instead of healing, the Chi is used to topple or destroy the target.
System: The basic damage bonus done by the maneuver is +3, +1 for each extra point of Chi the practitioner spends beyond the initial 3 required to use. The practitioner must choose what to do with their damage: the maneuver's damage may be reduced by one point to throw the target back by 5'. The maneuver may also be done without touching the target: every 5' between the target and the practitioner subtracts two points of damage. Chi Push has no effect on someone using the San He maneuver. Furthermore, the target may add points to their absorption while blocking by spending 2 Chi per 1 point of damage.
#217

zombiegleemax

Dec 18, 2005 9:22:58
Name: Cobra Charm
Prerequisites: Focus 2
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: None
Round Movement: –5’
Description: Kabaddi stylists are masters of mental powers. Having mastered the hypnotic trick of charming cobras with flute music, they are able to apply their hypnotic influence to other humans.
System: A martial artist using Cobra Charm must be close enough to his victim to gaze into his eyes, establishing the hypnotic contact. He must be within 15' of the opponent. Once eye contact is established, the intended charmed makes a Save Throw vs. Spells. If the charmer wins, the hypnotic spell is established; otherwise, there is no effect. Once the Cobra Charm has begun, it works similarly to a Sustained Hold for Grappling, except that between each turn the victim and the charmer compare Intelligence rolls, by rolling 1d6 and adding their Intelligence bonus to the roll, to see if the hypnotic hold is broken. If the victim is ever hurt, the charm Is immediately broken. While hypnotized, the victim will do nothing except follow very basic commands given by the hypnotist such as moving, lying down, etc. The hypnotist can only the move while maintaining the hypnotic hold, because he must concentrate on his subject. If the charmer and his victim are ever separated by more than 15', the hold is broken.
#218

zombiegleemax

Dec 18, 2005 9:23:34
Name: Death's Visage
Prerequisites: Focus 3
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: None
Round Movement: None
Description: With a special hand sign, the Ninja draws forth the fear in an opponent's heart and manifests it on his own face, especially his eyes. Only a truly brave fighter can shrug off the effects and attack the Ninja.
System: All within sight of the user of this hand symbol must succeed in a Save Throw vs. Spells with a penalty equal to the Ninja's Focus level. Anyone who fails the test must get as far away from the Ninja as possible. This is considered a Sustained Action (similar to a Sustained Hold), and overwhelmed opponents will continue to flee from the Ninja until they succeed in a Save Throw or until three combat rounds have passed. Successful fighters may move and attack normally.
#219

zombiegleemax

Dec 18, 2005 9:24:13
Name: Drain
Prerequisites: Focus 4
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: See Below
Round Movement: –5’
Description: Truly a vicious power, Drain causes the target to become dehydrated and weakened. The water held by the target's body actually seeps through his pores. A fighter may not even be aware that he is being dehydrated, until he passes out. Affected fighters appear to glisten with sweat, even in extremely cold weather.
System: This is a projectile attack similar to Fireball, and can be dodged, even though there is no outward sign of a projectile. Characters who make a successful Wisdom roll will notice the projectile. A target struck suffers 1 hit point of damage only. The following round the target will also suffer a -1 To-Hit and a -5' movement penalty. This penalty will accumulate for a number of rounds equal to 1d4+level of Focus. Once the victim reaches 0' movement, he passes out. The victim will continue to dehydrate unless he succeeds in a Save Throw vs. Paralysis, which can be attempted each round. Another way to hold off the effects is to drink a pint of water each round the Save Throw fails, but no other action can be taken that round except movement. The victim also loses their Dexterity bonus to their AC if they are drinking.
#220

zombiegleemax

Dec 18, 2005 9:24:53
Name: Drench
Prerequisites: Focus 4, Punch 1
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +2
Round Movement: –5’
Description: A portion of the mystic's body transforms into a huge fist of liquid and lashes out at the target. This power usually originates from the fighter's extended arm, but may be projected from any part of the body, such as the back or head (which makes the Drench unpredictable).
System: The range of Drench equals the mystic's Wisdom + Focus level. This is a Focus-based maneuver; however, damage is determined according to the fighter's Punch Technique and the modifiers listed above.
#221

zombiegleemax

Dec 18, 2005 9:25:58
Name: Elemental Skin
Prerequisites: Focus 5
Maneuver Cost: 6 Any Style
Usage Cost: 3 Chi
To Hit: None
Damage Bonus: Varies
Round Movement: None
Description: The mystic is able to transform his body into the elemental essence in which he chooses. The effects vary but always last for a short time, during which the mystic usually closes with his luckless opponent.
System: The following modifiers apply to combat against mystics using elementals of the different types. These effects last for a number of turns equal to the mystic's Focus level.
Fire: Anyone who attacks the mystic in this form may take damage from striking the mystic. The mystic uses his Focus level to determine damage. All punching, grabbing or kicking attacks by the mystic have an additional +1 damage modifier.
Water: Any attack that successfully damages the mystic in this form subtracts from the damage done by using the mystic's damage rating in Focus. For example if the mystic his hit and damaged for 13 points, he then rolls 1d30 (Focus level 5 damage rating) and rolls an 11, so he subtracts that from the opponents damage roll and only suffers 2 points of damage. A mystic can not receive positive points for this, so if he had rolled 14, he would only ignore the 13 points of damage.
Air: All aerial maneuvers against the mystic suffer a -2 penalty on the attack's Damage modifier. All projectile attacks such as fireballs cause less damage (similar to the Water effect, above). A mystic in this form can also jump twice the normal distance and their movement rates are doubled.
Earth: All punching or kicking attacks aimed at the elemental suffer a -2 penalty on the attacker's To-Hit and Damage modifiers. When in this form the elemental cannot be thrown and is unaffected by knockdowns.
#222

zombiegleemax

Dec 18, 2005 9:26:37
Name: Elemental Stride
Prerequisites: Focus 5
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: None
Round Movement: See Below
Description: Similar to the Yoga Teleport, except that the mystic melds into his element and travels through it to appear magically in another place. The same element must also be in this second area. Thus, a mystic using water may dissolve into one pool of water only to appear suddenly out of another the next round.
System: Striding fighters may move invisibly through the element at a rate of Constitution + Focus feet per round.
#223

zombiegleemax

Dec 18, 2005 9:27:31
Name: Entrancing Cobra
Prerequisites: Focus 2
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: None
Round Movement: –5’
Description: By gesturing with this particular hand sign, the Ninja can confuse an opponent. The intricate weaving of the Ninja's fingers through the air baffles the target with its grace and complexity. Simple-minded opponents will stare for hours at the writhing hands of a Ninja master, or at least until the Ninja returns them to their senses with another attack.
System: The Ninja must succeed in a combined roll of 1d6 added to his Dexterity bonus + Focus versus the target's Wisdom + Focus added to 1d6. If the Ninja wins, treat the target as if he is stunned the next turn. For example. Leonine attempts to entrance Seraphim. Leonine makes a roll of 4 and then adds her bonus for dexterity (+2), making it 6 and then her level of Focus (3), making the total roll a 9. Seraphim then rolls 1d6 and gets a 6. She adds her Wisdom bonus (+1) to make it 7 and then her level of Focus (1), which makes her total an 8. Therefore she is entranced by Leonine's intricate hand movements and will be stunned automatically with no Saving Throw allowed.
#224

zombiegleemax

Dec 18, 2005 9:34:53
Name: Envelop
Prerequisites: Focus 5, Grab 2, Drench
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +1/-1
Round Movement: –10’
Description: This power produces two fists similar to those produced by the Drench power. Both fists attempt to grapple the target and, if successful, will cover him completely. An Enveloped fighter will begin to drown. Most mystics will only sustain this hold until their target passes out. Truly evil fighters will sustain it longer.
System: The Envelop functions much like a Grab Maneuver. If two fighters are engaged in a Sustained Hold and are in the same space, then both will be affected. Each round the target must succeed in a Constitution test to see if he is stunned by lack of oxygen. The range of the Envelop extends a number of feet equal to 5 times the mystic's Focus level and requires an unobstructed line of sight. Envelop is a Sustained Hold and may be maintained a number of rounds equal to the mystic's Focus level. If the line of sight is broken by an obstacle or another fighter, the Envelop is dispelled. Unlike most Sustained Holds, the target may move and fight normally, except that all actions are penalized at -2.
#225

zombiegleemax

Dec 18, 2005 9:35:46
Name: Extendible Limbs
Prerequisites: Focus 4
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: This remarkable power is acquired only after long and intense meditation by Kabaddi masters. They study unsolvable riddles of dimensional space, expanding their minds to understand the true nature of distance. In the end, the Kabaddi master acquires the superhuman ability to stretch his limbs far beyond their normal length. The limb actually appears to telescope out into space. Kabaddi masters make great use of this ability in combat, extending their limbs to attack opponents from a safe distance or kicking aerial opponents out of the sky before they can close with the Kabaddi master. Outside of combat, the ability proves useful for all manner of things: reaching otherwise unattainable objects, grabbing ledges far overhead, snaking an arm through a tight squeeze to grab jail keys or even extending a finger down a drain pipe to collect a lost article.
System: Fighters who possess this ability can use it at any time without penalty. The power is simply combined with either of the basic punch or kick moves to give the attack extra range. The character can extend his limbs a number of feet equal to 5x his Focus level. So for example, Rajra, with an amazing Focus level of 5, can extend his limbs to hit an opponent 25' away. The only drawback to the maneuver is that the fighter's extended limbs are vulnerable to attack. If any opponent attacks the fighter's stretching attack the opponent can damage the stretching character by hitting him in any space through which his limbs extend (including hitting the fighter's extending fist or foot).
#226

zombiegleemax

Dec 18, 2005 9:36:40
Name: Fire Strike
Prerequisites: Focus 5, Flaming Fist
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: None
Description: A long gout of flame extends from the mystic's hands, setting ablaze anything in its path. Most mystics shoot the flame from their hands, but it can come from any part of the body. The flame extends in a straight line from the fighter.
System: The character uses the modifiers above to produce a long gout of flame that is in effect a "line of death" on the arena floor. The fighter uses his Focus level to determine the length of the flame in 5' squares. Each level is equal to one 5' space. The Fire Strike must travel in a straight line and, like the Yoga Flame, occupies the spaces for the duration of the combat round. This damage is applied to any character standing within the affected space.
#227

zombiegleemax

Dec 18, 2005 9:37:18
Name: Fireball
Prerequisites: Focus 3
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: None
Description: Some Fighters have harnessed their internal Chi to such a degree that they can explode this energy out of their bodies as fiery projectiles. The fighter must undergo rigorous mental and spiritual training to harmonize his body's flow of Chi until this attack can be called upon instantly. Most fighters project the fiery blasts from their palms, but Kabaddi stylists are known for launching the fire from their mouths. These yoga masters concentrate their Chi into their stomachs until their very vitals heat red-hot, and then they vomit the energy toward their opponent as a fireball projectile. Fireballs can be used to ignite combustible objects like paper, dry wood, oil, etc. They also make decent light sources. If a character launches a fireball straight up, the immediate area will be dimly lit for a couple of rounds.
System: Fireballs have a range equal to the projecting character's Wisdom + Focus. For example, Seraphim has a Focus of 5 and a Wisdom of 14, so her fireballs have a range of 19'! As with all projectile attacks, the attacker must have an unobstructed line-of-sight on his intended victim. There is no Save Throw to avoid this projectile. It works as if the fireball was thrown like a rock and uses the normal To-Hit rolls to determine if it hits. This is the case for all fireballs.
#228

zombiegleemax

Dec 18, 2005 9:38:04
Name: Fireburst
Prerequisites: Focus 3
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: 5’
Description: This maneuver, similar to a fireball, involves creating a large sphere of energy between one's hands and pushing this into an enemy at close range.
System: A firebust can only affect opponents in the same 5' space or a 5' space adjacent to the attacker.
#229

zombiegleemax

Dec 18, 2005 9:38:42
Name: Firestar
Prerequisites: Focus 4, Fireburst
Maneuver Cost: 5 Any Style
Usage Cost: 4 Chi
To Hit: See Below
Damage Bonus: +8
Round Movement: None
Description: This is a vastly powerful version of the Fireburst maneuver. When it is initiated, a sphere of glowing energy expands outward from the attackers hands, affecting all targets within its area.
System: A Firestar covers a 10' radius around the attacker; everyone within that area takes damage as noted above. Any victim that succeeds in a Save Throw vs. Dragon Breath will take half damage.
#230

zombiegleemax

Dec 18, 2005 9:39:23
Name: Flaming Fireball
Prerequisites: Heatwave, Improved Fireball
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: -3
Damage Bonus: +5
Round Movement: None
Description: Whereas other fireballs are merely Chi blasts, the flaming fireball is a real, incendiary attack, which is more powerful than a normal fireball.
System: This works basically the same as a normal Fireball, except that it is highly incendiary in nature, and upon hitting, will inflict full damage to the target, and half damage to anything in a 5' radius. Like an Improved Fireball, it will score a knockdown on any opponents it hits.
#231

zombiegleemax

Dec 18, 2005 9:40:07
Name: Flaming Fist
Prerequisites: Focus 3, Punch 1
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +0’
Description: The mystic can surround his hands with flames for brief periods of time, causing his foes additional damage or setting things on fire. His fist blazes for a moment before he strikes his opponent and then dies down once the blow has landed.
System: Add the Damage modifier above to the basic punch. The Flaming Fist does not affect the To-Hit or movement of the maneuver, only the Damage.
#232

zombiegleemax

Dec 18, 2005 9:40:43
Name: Flight
Prerequisites: Focus 5, Athletics 1
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: None
Round Movement: See Below
Description: Mystics can summon the winds to propel themselves through the air. Usually this is accompanied by a gust of wind that whips any loose objects hither and yon. The possessor of this skill can also fly without creating the associated disturbance (though few do--the wind blast is wonderfully dramatic).
System: Outside of combat this power allows the fighter to fly without tiring, at a speed equal to Focus x 10 miles per hour. He can lift any amount of weight he would normally be able to carry on the ground. In combat, the player must stand still for a full 5 rounds while activating the Flight power. He may block, but cannot initiate any offensive attacks. The following turn the fighter will be treated as an airborne target, and may attack and move normally, using the modifiers below in addition to any provided by the move he decides to use. His movement per round in feet will increase by 5x his Focus level. Furthermore, he is only affected by aerial maneuvers or by projectile attacks.
#233

zombiegleemax

Dec 18, 2005 9:41:30
Name: Flying Fireball
Prerequisites: Focus 4, Fireball, Jump
Maneuver Cost: 5 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: +0’
Description: Veteran mystics have begun to develop methods of keeping their high-jumping opponents from leaping over fireballs. These veterans are taking the battle to the air, jumping up and launching their fireballs in midair.
System: The Flying Fireball is identical to the standard Fireball power, except that opponents cannot dodge the Flying Fireball with Jump or similar aerial maneuvers. Line-of-sight restrictions still apply.
#234

zombiegleemax

Dec 18, 2005 9:42:09
Name: Force Shout
Prerequisites: Focus 3, Stunning Shout
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: None
Round Movement: –10’
Description: This is an advanced form of the Stunning Shout which enables the character to yell with such power that they can actually physically knock over opponents.
System: A Force Shout must be directed at one opponent; the victim must make a Save Throw vs. Dragon Breath; if they do not succeed they will suffer a knockdown.
#235

zombiegleemax

Dec 18, 2005 9:42:41
Name: Ghost Form
Prerequisites: Focus 5
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi on the first round / 2 Chi to maintain
To Hit: None
Damage Bonus: None
Round Movement: +0’
Description: Tales are told of crypts found in ancient temples amid the Black mountains. There, the bones of ancient monks can be found imbedded in walls of solid rock. How the monks' remains became thus interred remains a mystery to all but a few Kabaddi masters. These masters know of the disciplines practiced at the temples - disciplines that led to the deaths of many monks, but led to the mastery of mind over matter. The monks developed the power to turn their bodies into an insubstantial, ghostly form, allowing them to pass through any solid object unharmed and then solidify their bodies back to normal. It is rumored that the very first monks who perfected this technique actually became trapped in their ghost forms, unable to transform their bodies back into solid matter. The same rumors purport that these ancient masters still roam the world.
System: Nothing solid will affect a character in Ghost Form. Energy like fire and electricity will still affect him, but arrows, ice blasts, fists and kicks will pass harmlessly through his body. The character cannot attack or use any other maneuvers while in Ghost Form, but he can move and pass through walls, floors, and even people. Ghost Form can be played during a turn that the character is caught in a Sustained Hold, allowing the character to walk right out of the hold. A character's clothing and personal possessions of small size can be turned insubstantial and follow the character in Ghost Form.
#236

zombiegleemax

Dec 18, 2005 9:43:33
Name: Ground Ice
Prerequisites: Focus 4, Ice Blast
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: See Below
Round Movement: None
Description: The character covers the ground in front of him with slippery ice by use of channeling his chi.
System: The mystic makes the ground in front of the victim solid ice. Affects three 5' adjacent spaces in front of the user. Anyone touching the ground is automatically knocked down, and receives -3 to any to-hit rolls the next round. The ice remains 2 rounds, so anyone staying in place will fall again. Characters may jump safely across, as long as they are able to jump the full distance, or they will fall when they land.
#237

zombiegleemax

Dec 18, 2005 9:44:31
Name: Guided Fireball
Prerequisites: Focus 4, Fireball
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: -1
Round Movement: 5’
Description: This maneuver allows the character to actually guide the paths of their projectile attacks.
System: This allows the fireball to turn corners and such. A fireball can stay active for a number of rounds equal to the character's Focus level before dissipating. Controlling its course counts as an action, and it may be re-aimed once per round. The modifiers listed below are in addition to those of the projectile attack used. The mystic can take no other action or be attacked without losing control of the projectile.
#238

zombiegleemax

Dec 18, 2005 9:45:05
Name: Heal
Prerequisites: Focus 5
Maneuver Cost: 5 Any Style
Usage Cost: See Below
To Hit: -1
Damage Bonus: None
Round Movement: –5’
Description: By drawing upon the Earth's essence and power, the mystic may transform his own internal energies into a healing aura. This is very similar to Kung Fu's Chi Kung Healing ability, but it may also be used to heal animals and environmental damage.
System: The character must be able to touch the person or animal to be healed. One 2d4 hit points are restored per point of Chi the character spends. This power also extends to the natural world, and it is not unusual for mystics to be seen using it to clean up polluted rivers, destroyed foliage and such. In nature, one Chi purifies up to ten square feet of polluted area. Certain especially polluted areas may require more than one Chi per ten square feet. This can also be used on undead and act as damage using the focus damage rating.
#239

zombiegleemax

Dec 18, 2005 9:45:41
Name: Heatwave
Prerequisites: Focus 5
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: +0’
Description: The mystic can suddenly raise the temperature around a person or object- making the air difficult to breathe and disorienting an opponent. A person affected by this feels as though he's suddenly stepped inside an oven. Dizziness and nausea often follow.
System: The mystic rolls damage, but only for the purposes of calculating disorientation. The opponent actually takes no damage. This maneuver bypasses any bonuses the opponent gets from blocks and ignores the AC from normal armor. This is considered a projectile and can be dodged as such. If the opponent receives more points of damage than his Constitution statistic, then he is considered disoriented and all rolls to-hit and damage are halved for the next round as well as movement.
#240

zombiegleemax

Dec 18, 2005 9:46:16
Name: Ice Blast
Prerequisites: Focus 3
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +2
Round Movement: None
Description: No one knows from what martial style this attack comes. Its origins are so secret, and the maneuver is seen so rarely, that many believe it to be a superhuman magic power rather than a trained ability. Fighters who are able to project the Ice Blast can throw a wave of frost, snow, and sharp ice particles from their hands. Kung Fu masters say that the Ice Blast fighter uses negative Yang Chi to supercool the air into the icy projectile. Characters who have mastered the Ice Blast are seldom uncomfortable even in very cold climates. They can sleep in meat freezers and wake up refreshed. To other people, the character's skin is always cold to the touch.
System: The Ice Blast is similar to other projectile attacks. It has a range equal to the character's Wisdom + Focus and can be dodged by Maneuvers such as Jump. The attacker must have line-of-sight on his victim. A victim who suffers damage is encased in sheets of thick ice that freeze him in place. The victim can attempt to break free of the ice at the end of each combat round. He must succeed in an 4 accumulated Strength rolls to break free. For example, a Strength 13 character is hit by the Ice Blast. After the round is over, he rolls dice rolls one 20 sided die plus another for every bonus to strength, this round he will roll 1d20, twice, to break free. He succeeds in both rolls, but still needs 2 more successes. He is still frozen stiff through the next round. After that second round, he rolls again, scoring two more successes. He now breaks free of the ice. Alternatively, if a frozen character is hit, the ice shatters (but the character still takes damage).
#241

zombiegleemax

Dec 18, 2005 9:46:49
Name: Ice-Crystal Blast
Prerequisites: Focus 4, Ice Blast
Maneuver Cost: 3 Any Style
Usage Cost: 3 Chi
To Hit: -3
Damage Bonus: +5
Round Movement: None
Description: This technique is a deadlier version of the Ice Blast. It can be projected out like a missile.
System: The opponent won't be frozen. The Blast fires like a cone making it harder to avoid. Within 5' of the attacker use the stats above. For every 5' more the To-Hit roll is increased by 1 and the damage is reduced by one. The ice crystals will have a range equal to 5x the level of Focus in feet.
#242

zombiegleemax

Dec 18, 2005 9:47:26
Name: Improved Fireball
Prerequisites: Focus 5, Fireball
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: None
Description: This is a Fireball that has been further perfected it into a faster, more destructive attack.
System: The Improved Fireball is the same as a regular Fireball except that its modifiers are better and it will score a knockdown on any opponent it damages unless the opponent blocks.
#243

zombiegleemax

Dec 18, 2005 9:48:01
Name: Inferno Strike
Prerequisites: Focus 5, Improved Fireball
Maneuver Cost: 6 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: None
Description: Instant bonfire! The Inferno Strike takes the basic Fireball and elevates it to a whole new level of destructiveness. Instead of sending a flaming projectile at an opponent, the master of Inferno Strike emits a meteor-size, flaming boulder that obliterates a large area and anyone in it.
System: The fighter must choose any line-of-sight space within range. Range is calculated as Wisdom + Focus like other Fireball maneuvers. The Inferno Strike hits in the targeted space and explodes into all the 5' spaces adjacent to the targeted 5' space. Anyone in any of the spaces affected suffers damage using the modifier above. Anyone using a Jump or similar special maneuver that can dodge Fireballs can also attempt to dodge the Inferno Strike.
#244

zombiegleemax

Dec 18, 2005 9:48:38
Name: Kongjin
Prerequisites: Focus 4
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: None
Description: The power of kongjin, or "empty force" allows one to strike from a distance. It is also known as "one finger" from the training method used, whereby the student attempts to move an iron bell suspended from a well or hallway by projecting chi through one finger.
System: Kongjin can be played with either basic punch of kick maneuver. When it is used, a maneuver may affect opponents up to 10' away per level of Focus, without touching them. A Kongjin strike cannot be blocked, also all armor effects on AC are ignored. Only natural toughness and Dexterity apply to AC against this attack.
#245

zombiegleemax

Dec 18, 2005 9:49:20
Name: Leech
Prerequisites: Focus 3, Grab 2
Maneuver Cost: 5 Any Style
Usage Cost: See Below
To Hit: +0
Damage Bonus: See Below
Round Movement: None
Description: No one knows what ancient order developed this power, although a few Kabaddi masters speculate that it descended from the Hule Empire. They believe that this ability was researched by the wise men of some court in a futile attempt to discover immortality. The ruler believed that the life energies of his foes would be able to sustain his life throughout the centuries. Leech is similar to the Regeneration power, except that each Chi spent allows a combatant to drain hit points from his opponent and transfer it to himself. To use this power, the fighter must be able to touch his opponent.
System: No other actions may be initiated once Leech has begun. A fighter may attack and then use Leech, but not the other way around. For each Chi spent, one roll of damage will be transferred from the target to the attacker. The maximum number of Chi that may be spent equals the attacker's Focus level. An attacker may not increase his hit points beyond his maximum. A target must be successfully grabbed in a Sustained Hold before Leech may be used. The hold is treated as still being in effect for purposes of the target breaking the hold, except that damage is allocated as above instead of by the original hold's modifiers.
#246

zombiegleemax

Dec 18, 2005 9:49:57
Name: Levitation
Prerequisites: Focus 5
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: By intense concentration and inner control, the practitioner may lift his body from the ground, usually sitting in the lotus position - legs crossed, back straight, palms together in front of the chest.
System: The practitioner may move up to 5x their Focus level in feet per turn in any direction they choose (up, down, sideways) by spending two Chi per round.
#247

zombiegleemax

Dec 18, 2005 9:50:30
Name: Lightness
Prerequisites: Focus 5, Athletics 2
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +1/+2
Damage Bonus: None
Round Movement: +1/+3
Description: This power reduces the weight of the target, allowing him to jump quicker and farther than normal.
System: The affected fighter may add +2 to his To-Hit rolls and +15' to his movement for all Jump-enhanced maneuvers next round. The mystic is not required to concentrate on the effect during the round, and may move and attack normally. Lightness lasts for a number of rounds equal to the mystic's Focus level. The mystic will also receive a +1 to all hit rolls for ground based attacks during the duration.
#248

zombiegleemax

Dec 18, 2005 9:51:37
Name: Lightning
Prerequisites: Focus 5, Shock Treatment
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: See Below
Round Movement: None
Description: It is said by some that if a practitioner of the Arts can focus himself to a master's degree, he can send his very Chi from his body in the form of lightning, striking his opponents down with the fury of the immortals.
System: The lightning has a range equal to Wisdom + Focus level. Anyone in the path of the Lightning is struck, and can pass through the first target and continue on, without any penalty to attack or damage, for the full length of it's range.. This is considered a projectile attack.
#249

zombiegleemax

Dec 18, 2005 9:52:11
Name: Mental Blast
Prerequisites: Focus 3, Telepathy
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: See Below
Round Movement: +0’
Description: The fighter uses mental energy to strike an opponent's mind, causing temporary confusion and pain.
System: The fighter attacks with a normal To-Hit roll. The victim's armor has no effect on his AC. If the attacker hits, the victim must make a Save Throw vs. Death Ray or be stunned for the next round. The power has a range, in feet, equal to the attackers (Focus level +3) x 5.
#250

zombiegleemax

Dec 18, 2005 9:52:45
Name: Mind Control
Prerequisites: Focus 5, Psychic Vise, Mind Reading
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: -1
Damage Bonus: See Below
Round Movement: None
Description: After shattering an opponent's resolve, the Master of Hule can directly control his actions. His every command must be obeyed. No one but the Master has ever been seen wielding such power, but there are persistent rumors of a promising student who is every bit as dark as the Master and has apparently learned this secret as well.
System: This power can be used to exert control over any opponent. The victim must be within a number of feet equal to the attacker's Focus level + Wisdom. A contested roll of Intelligence versus Intelligence is made. If the attacker has a higher total than his opponent on the roll, he has taken control over his opponent's actions. The duration of the psychic control depends upon the number of points more higher he rolled than the victim. 1 to 2 Points - 10 rounds / 3 to 4 Points - 1 Hour / 5 to 8 Points - 1 Day / 9 to 12 Points - 1 Week / 13+ Points - 1 Month. It is rumored that the Master has several servants who are permanently under his control in this fashion. This type of conditioning is possible, but it would take a considerable amount of time and repeated uses of the Mind Control power. Any individual with a Lawful alignment cannot be easily affected by this power and will get a bonus +5 to their roll. In addition, a victim of Mind Control can make a contested roll between his Wisdom (with a +5 bonus to his roll) and his controller's Intelligence in order to resist a command that goes against his own moral code or survival instinct (such as attacking friends or jumping off a cliff). If the victim is successful, then he resists the command, but is still under Mind Control.
#251

zombiegleemax

Dec 18, 2005 9:53:25
Name: Mind Reading
Prerequisites: Focus 4, Telepathy
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: None
Damage Bonus: None
Round Movement: None
Description: How can you survive against an opponent who knows your next move before you make it? Such is the mental power of some mystic martial artists that they can scan the thoughts of their opponents and predict their next moves.
System: The Mind Reading maneuver is not played during a combat round. Instead, the player announces in between combat rounds that his character is using Mind Reading. The character spends two Chi and selects one opponent as the target of the mental scan. The opponent then gets to attempt a Save Throw vs. Spells. If the Mind Reading character succeeds, the opponent must reveal his plans for the round to the player of the Mind Reading character. The opponent must attempt to do as he claimed on the next combat round. The victim must be within a number of feet equal to the mind reader's Wisdom + Focus level. When Mind Reading is used in non-combat scenes, the DM can decide what information a character gains from a successful Mind Reading. The victim will not realize that his mind is being read unless the save throw is successful, and then may change his plan after telling the Mind Reader what he was planning.
#252

zombiegleemax

Dec 18, 2005 9:54:13
Name: Musical Accompaniment
Prerequisites: Focus 1
Maneuver Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Many Capoeira stylists like fighting to the rhythm of music. Their dancelike fighting style is in its prime when music accompanies their fight. Music allows a fighter to put his soul and energy into the combat.
System: If there is background music that fits the fighter's particular training preference, he gets a +1 bonus to either To-Hit, Damage, or +5' movement each round. At the beginning of the round, the player must declare the modifier to which he is applying the bonus that round. He can change each round.
#253

zombiegleemax

Dec 18, 2005 9:56:07
Name: One with the Universe
Prerequisites: Focus 5, Punch 4, Kick 4, Athletics 4, Block 4, Grab 3, Psychokinetic Channeling, Chi Kung Healing, Zen No Mind, must know at least 20 other special moves
Maneuver Cost: 10 Any Style
Usage Cost: 10 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The character can enter moments where he can do almost anything he can imagine. He can feel the universe and for a short moment he is supreme.
System: No one known has ever learned this maneuver, but there is a persistent rumor that it does exist, somewhere, or that one with great Focus and determination can teach it to himself. The character, for a brief moment (one round, becomes extremely powerful, flowing with the universe. The character can, for one round only, perform any maneuver, one he knows or even one he has not learned or ones that are not associated with his style! This does not include Focus Maneuvers. In addition, his action has a +2 to any rolls. The character adds his full Block level to his absorption for damage purposes in conjunction with whatever maneuver he chose (if he has chosen a block maneuver, he might add his absorption twice!) Finally, anyone using a maneuver or performing an action against the character is at -2 penalty on their rolls. The character cannot perform One With the Universe again for at least a week.
#254

zombiegleemax

Dec 18, 2005 9:56:50
Name: Pit
Prerequisites: Focus 5, Wall
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +1
Round Movement: –5’
Description: A gaping hole is torn out of the earth beneath the mystic's opponent. Many fighters are caught off guard by this maneuver.
System: In order to be effective, the mystic must select a 5' space as the target for the pit. Any fighter who ends his movement or passes over this space falls into the pit. Use the modifiers above for damage from the fall. The pit is five feet deep plus one additional foot per level in the mystic's Focus level. Fighters who fall into the pit must spend their next round climbing out. Pits should be marked on the map because, once created, a pit is permanent. This power will not work if the fighter is not in contact with the ground; even thin wooden planks will negate this maneuver. Using Pit in an arena will result in the anger of the owner, because of the damage it causes. Fighters will often be asked to make reparations.
#255

zombiegleemax

Dec 18, 2005 9:57:21
Name: Pool
Prerequisites: Focus 5
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: None
Damage Bonus: None
Round Movement: –10’
Description: The body of the fighter dissolves into a pool of clear water, which cannot be damaged by physical attacks or projectiles. The fighter is able to move underneath and around thin obstacles, such as crates and poles, or under doors that are not watertight.
System: Physical maneuvers will not affect the character, who can still move, although Focus-based maneuvers like Ice Blast and Fireball will still damage him. Also mental attacks and spells will affect the fighter as normal.
#256

zombiegleemax

Dec 18, 2005 10:01:18
Have to go get a baby crib. I'll finish posting the rest later and then I'll be diving into the styles.
#257

zombiegleemax

Dec 18, 2005 14:29:50
Name: Power Rings
Prerequisites: Focus 3
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +2
Round Movement: None
Description: The fighter uses his Chi to create a wave of power that forms into the shape of glowing rings that fly out every direction into any opponents within range.
System: The range of this projectile attack is equal to the attacker's Intelligence + Focus.
#258

zombiegleemax

Dec 18, 2005 14:31:03
Name: Psychic Rage
Prerequisites: Focus 3
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: See Below
Round Movement: None
Description: Also called the Poison Haze, this is the dreaded power of the magical style of Hule known as Muay Drit. Psychic Rage pushes honorable fighters into fits of berserk battle fury. In this fury, the opponent is capable of delivering devastating damage, but he will also give absolutely no thought to his own safety and precious little thought to the morality of his actions. Victims of Psychic Rage have been known to turn on their own teammates in fits of blind fury.
System: The Muay Drit stylist using Psychic Rage selects an opponent. The victim must be within a number of feet equal to the attacker's Focus + Wisdom. The victim must then must succeed in a Save Throw vs. Death Ray. If the victim is not successful, the enters a berserker fury. The victim will only be able to attack with his most damaging attacks: the battle fury will drive them to use their most powerful attacks. He will spend Chi as needed until he runs out. Furthermore, he will be incapable of any Block maneuvers. After each round the victim has suffered Psychic Rage (not counting the first round he is affected), the victim can roll attempt a Save Throw vs. Spells, with a penalty equal to the attackers Focus level, to break free of the Psychic Rage. The rage will automatically end if the attacker or the victim is knocked unconscious. Victims lose honor from any actions they take during Psychic Rage, even if the rage forces them into dishonorable acts. The remorse and self-doubt will plague the victim long after the rage finally subsides. These effects will be up to the DM's discretion.
#259

zombiegleemax

Dec 18, 2005 14:32:11
Name: Psychic Vise
Prerequisites: Focus 4
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: +0
Damage Bonus: See Below
Round Movement: None
Description: This fearsome power literally strips the energy from an opponent, demoralizing and disheartening him. Often the Master of Hule can be seen staring into the eyes of a would-be opponent. Energy crackles from the mad cleric's eyes and his opponent's resolve crumples before the fight begins.
System: The victim must be within a number of feet equal to the attacker's Focus + Wisdom. The victim must attempt a Wisdom roll with a penalty equal to the attackers focus level. If the victim fails, he loses 1d8 points in Intelligence (only temporarily) and is also at -1 To-Hit for the next round. If the victim loses a number of Intelligence points greater than half his Wisdom Statistic in a single attack, the victim is mentally stunned (treat this as paralyzed). Victims reduced to zero Intelligence points are completely useless till after they recover, in effect they are unable to dodge any attack and are always automatically hit. A victim can recover 1d4+Wisdom bonus each round they are not attacked in any way. If a friend tries to shake them out of their trance, then double the rate of recovery.
#260

zombiegleemax

Dec 18, 2005 14:33:10
Name: Psycho Crusher
Prerequisites: Focus 5, Athletics 3, Psychokinetic Channeling
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: -1
Damage Bonus: +5/One
Round Movement: +30’
Description: To date, the Master of Hule is the only individual alive who is known to possess this awesome power (although it is rumored that he has one promising student who has learned it as well). When executed, the cleric is surrounded by crackling blue psychic energy as he hurdles through the air at his opponents. The Psycho Crusher actually allows the the Master to fly, up, down or across the ground, changing direction rapidly during flight and always leaving a comet-like trail of blue energy.
System: The Psycho Crusher deals damage as the fighter moves into the same space as his opponent. While flying, the fighter may turn or even double back as much as he desires in order to ram as many opponents as possible with one use of the Psycho Crusher. However, no opponent can be hit by the Crusher more than once, even if the attacker reverses or loops around to enter his victim's space again. If the victim is not blocking, then he is consumed in the attacker's Psychic fire, taking full damage from the attack (use the +5 Damage modifier) and suffers knockdown as he is thrown into a space adjacent to the one where he was standing (the victim chooses which hex). If the opponent is blocking, then he is knocked back 5' from the direction the attacker flew at him, and he will take damage (a complete absorption on this damage roll brings the Psycho Crusher to an immediate end). The attacker can continue to push the blocking opponent back and do additional damage for every 5' left in his movement, up to a maximum of five attack rolls, after which the attacker continues moving past his opponent.
#261

zombiegleemax

Dec 18, 2005 14:35:05
Name: Psychokinetic Channeling
Prerequisites: Focus 3
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: 0 / See Below
Damage Bonus: +2 / See Below
Round Movement: +0 / See Below
Description: Through force of will, the fighter manages to channel the mind's potential into a frighteningly effective compliment to any attack. Blue psychic energy crackles around the fighter's hands and feet as tremendous Chi energy is released upon the impact of a kick or punch. Currently, priests have been teaching some promising operatives the secrets of this technique. Its mastery lies primarily in the hands of those studying Muay Drit. However, some masters speculate that under the right circumstances, others could learn to harness and channel these energies as well.
System: Psychic Channeling adds +2 damage to the basic Punch or Kick attacks.
#262

zombiegleemax

Dec 18, 2005 14:36:26
Name: Push
Prerequisites: Focus 5, Air Blast
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +1
Round Movement: None
Description: Clasping both hands together and pushing forward, the fighter funnels a hurricane-strength gust of wind toward the target. Unprepared opponents have been thrown dozens of feet by the winds produced.
System: A blast of air with a width (in feet) equal to 5x the character's Focus level starts one 5' space-line in front of the character and continues forward for 15'. Anyone in this path suffers one hit, which may be blocked normally. Use the Damage modifiers below. Any fighter who suffers damage is moved an equal number of feet in a straight line away from the mystic. For example: if a fighter receives 14 points of damage, he will fly backward 14 feet. Jumping or airborne opponents will suffer a knockdown as well. The damage is caused by the concussive force of the air, not the fall, so tumbling abilities do not apply to lessen damage.
#263

zombiegleemax

Dec 18, 2005 14:37:55
Name: Reflecting Barrier
Prerequisites: Focus 3
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: 5’
Description: This power enables the character to create a small wall of energy in front of them. This can be used to reflect energy attacks, or it can be slammed into opponents to inflict damage.
System: The Reflecting Barrier causes any projectiles that strike it to bounce back, as if a ball bounces off of a wall. The reflecting barrier will always counter such attacks (due to its size) unless they are delivered from behind. A Reflecting Barrier lasts for one round. A Reflecting Barrier can also be used offensively, by slamming it into the opponent. This inflicts +3 damage, and otherwise uses the modifiers listed above. If used offensively, the opponent can attempt a successful Dexterity roll to avoid the barrier.
#264

zombiegleemax

Dec 18, 2005 14:39:09
Name: Regeneration
Prerequisites: Focus 3
Maneuver Cost: 3 Any Style
Usage Cost: See Below
To Hit: +0
Damage Bonus: None
Round Movement: None
Description: Some warriors are able to command their Chi to flow through injured areas of their body, thereby healing themselves almost instantaneously. This discipline is difficult to learn, requiring in-depth study of how Chi flows through the body as well as the mental discipline to be able to route one's Chi properly in the midst of battle.
System: When using this power, a fighter stops moving for a turn to focus his Chi. The fighter may then spend points of Chi to restore lost Hit Points. Each Chi point spent enables the fighter to regain 2d4 Hit Points. In one round, a character can use as many Chi points equal to his Focus level. For example, a fighter with a Focus level of 3 could spend up to three Chi to restore 6d4 in one round of Regeneration.
#265

zombiegleemax

Dec 18, 2005 14:41:44
Name: Repeating Fireball
Prerequisites: Focus 5, Fireball
Maneuver Cost: 4 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +0
Round Movement: None
Description: Not happy with one large, flaming projectile, some fighters prefer to focus their Chi into several smaller flaming projectiles. Certainly, the Repeating Fireball is handy when a fighter must face several opponents at once.
System: The fighter can throw a number of small fireballs equal to his level in Focus. Thus, a fighter with a Focus of 5 could throw a volley of five fireballs. He can target them at any opponent or opponents he likes. For example: two at one opponent, and one at each of three different opponents. Each target must be in the fighter's line-of-sight. A targeted opponent who uses a Jump or any other maneuver capable of dodging fireballs must make a dodge test against each fireball targeted at him. Range for Repeating Fireballs is the same as for a regular Fireball (Wisdom + Focus level).
#266

zombiegleemax

Dec 18, 2005 14:43:28
Name: Sakki
Prerequisites: Focus 5
Maneuver Cost: 5 Any Style
Usage Cost: None
To Hit: None
Damage Bonus: None
Round Movement: See Below
Description: This power does not require the elaborate hand signs that other Saiminjutsu powers do. Sakki allows the Ninja to read others' intentions and react to them. The Ninja is able to sense the emotions of those around him. Any intention to harm him is perceived as a distinctly unpleasant sensation, escalating to intense discomfort in cases of strong hatred or imminent danger. A sleeping Ninja with this power is aware of his surroundings at all times, and any aggression directed at him will trigger the Sakki, whether it is an assassin standing over him with a drawn sword or a sniper across the alley from his home. The attack must be directed specifically at the Ninja. He would be able to sense a trap planted in his own door, but not one planted in his friend's door. An unsuspected blow aimed at his head can be easily avoided, while he would have little idea that his associates were also targets. Sakki is never taught to non-Ninja.
System: During combat with only one visible opponent, this skill is of little value, unless the Ninja is blinded somehow. Outside of combat, Sakki has many applications. The DM must tell the Ninja that something "bad" is going to happen. The Ninja can take his next action protecting himself, or he can try to warn and save those nearby. If he does this, and innocents who would otherwise perish are saved thereby, the Ninja should receive bonus experience points, at the DM's discretion. This power is always in effect, even when a character is sleeping.
#267

zombiegleemax

Dec 18, 2005 14:46:39
Name: Scorpion Spear
Prerequisites: Focus 4, Punch 2
Maneuver Cost: 5 Any Style
Usage Cost: 3 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: None
Description: The fighter launches a snake like (or snake?) coil from his palm, or other region of his body, that grabs the opponent and pulls him to the fighter.
System: The range of this attack is equal to Focus level + Wisdom in feet. The attack is made in a straight line and must have line-of-sight. If the hits, the victim is "reeled in" to the adjacent space next to the attacker in the direction that the opponent was in when the attack began. The victim is also stunned if the attack scores any damage. This is considered a projectile attack and can be dodged by maneuvers that allow avoidance of such attacks. The victim can make a Save Throw vs. Paralysis to avoid being stunned after "reeled in."
#268

zombiegleemax

Dec 18, 2005 14:48:01
Name: Sense Element
Prerequisites: Focus 2
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: None
Damage Bonus: None
Round Movement: None
Description: The fighter can intuitively sense the presence, amount and composition of his chosen element, provided it is nearby. Earth elementals can discern the composition of the soil, the structure of a ledge, or the weak spot in a natural stone wall. Air elementals can sense any pollution in the air (including the air inside someone's lungs), detect the presence of air behind sealed doors, and sense subtle shifts in air pressure and temperature. Water elementals can discern the composition of nearly any liquid, sense any moisture buildups, and gauge an opponent's fatigue level through his level of dehydration. Finally, fire elementals can calculate the temperature of any object or area, gauge their opponent's body temperature, and discern any object's combustion point. While this power may not be all that helpful in combat, many elementals find Sense Element to be an invaluable tool in other circumstances.
System: The character must determine which element first to sense. The character makes a Wisdom roll, with the Focus level as a bonus, to discern information about his chosen element.
#269

zombiegleemax

Dec 18, 2005 14:49:41
Name: Shock Treatment
Prerequisites: Focus 3
Maneuver Cost: 4 Any Style
Usage Cost: 3 Chi
To Hit: +0
Damage Bonus: +7
Round Movement: None
Description: Some fighters have developed the ability to amplify their body's natural electrical field to astounding levels. The human body's nervous system runs on minuscule electric charges, and martial artists who have mastered their Chi and this technique can create powerful electric fields around their bodies. The air around the fighter pulses and crackles with electricity as it burns into ozone. Furthermore, while using this power, the fighter is himself practically immune to electric shock. For example, a character could struck by bolts of lightning without suffering damage, so long as he maintains this power.
System: This special power affects anyone standing in the fighter's 5' space or in an adjacent space (friend and foe alike get shocked). Everyone takes damage and suffers a knockdown as the electricity courses through their bodies. A blocking character is not knocked down, but still suffers damage. Anyone struck by the electric shock can attempt a Save Throw vs. Spells to take half damage. Anyone shocked who is wearing metal armor will suffer double damage.
#270

zombiegleemax

Dec 18, 2005 14:51:07
Name: Shocking Grasp
Prerequisites: Focus 3, Grab 1, Shock Treatment
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: +4
Round Movement: 5’
Description: The fighter's hands crackle with electric energy as he grabs his opponent.
System: The attacker grabs his opponent for a moment and electrocutes him. Like other grab maneuvers, this attack is made from an adjacent space, as the attacker reaches out and grabs a handful of clothes, an arm, etc. This attack ignores the effects or armor for AC. Only Dexterity or natural AC will apply.
#271

zombiegleemax

Dec 18, 2005 14:52:09
Name: Shrouded Moon
Prerequisites: Focus 2, Athletics 1
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: None
Round Movement: -1
Description: This power allows the Ninja to slip away into shadows. As this is a Focus-based maneuver and has nothing to do with the actual blackness of the shadow, it may be utilized in broad daylight.
System: An opponent must succeed in a Save Throw vs. Spells (with a penalty equal to the Ninja's Focus level) in order to see the Ninja. If the Ninja cannot be spotted, no attack can be made. An opponent can blindly attack a space at random; if he chooses the wrong space, however, his next action is taken at -2 To-Hit. The Ninja may use full movement without being seen, only to reappear the next round. If the Ninja remains unspotted, his next action is at +1 To-Hit. Those with infravision ignore the Focus penalty on the Save Throw, but must still succeed in the roll to see the Ninja due to the magical nature of the shadowy movement.
#272

zombiegleemax

Dec 18, 2005 14:54:15
Name: Sonic Boom
Prerequisites: Focus 3
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: -3
Damage Bonus: +4
Round Movement: None
Description: The Sonic Boom is a projectile attack like a Fireball, except that the fighter focuses his Chi to blast a ripple of concussive sonic energy at an opponent. The sonic blast creates a very loud cracking sound just before the fighter releases it and an even louder boom when it's released into the air.
System: Like a Fireball, a Sonic Boom's range is equal to the fighter's Wisdom + Focus. The attacker must have a clear line-of-sight to his opponent.
#273

zombiegleemax

Dec 18, 2005 14:55:41
Name: Soul Shock
Prerequisites: Focus 3, Grab 2
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: None
Description: In this powerful attack the attacker grasps his opponent at the shoulders and infuses him with damaging psychic energy.
System: The opponent suffers a knockdown in addition to damage.
#274

zombiegleemax

Dec 18, 2005 14:56:20
Name: Speed of the Mongoose
Prerequisites: Focus 3
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: None
Round Movement: -2
Description: The Ninja must concentrate on the form of his body's Chi and the method in which he wishes to tap it. By forming the intricate and secret hand sign of the Mongoose, he may draw on its power to increase his natural speed.
System: The Ninja may only move this combat round and cannot block or attack. The following turn he may choose to add +4 to his To-Hit or +30' to his movement (the latter must be in a straight line).
#275

zombiegleemax

Dec 18, 2005 14:57:49
Name: Split Shadow
Prerequisites: Focus 4
Maneuver Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: An ancient technique developed in ninjutsu, a warrior learns to use his chi to form illusions of his mirror image.
System: A fighter must spend one round to activate Split Shadow, and then its effect lasts a number of rounds equal to their level of Focus. Opponents have a -3 to their rolls when rolling to hit. They may spend one round to make a Wisdom roll against the fighter with a penalty equal to the fighters Focus level to see through the image and determine which is the real attacker. If a fighter using Split Shadow is actually hit, then the effect ceases.
#276

zombiegleemax

Dec 18, 2005 14:59:27
Name: Spontaneous Combustion
Prerequisites: Focus 5, Heatwave
Maneuver Cost: 6 Any Style
Usage Cost: 3/2 Chi
To Hit: -2
Damage Bonus: +5/+2
Round Movement: –10’
Description: With this awesome power, the mystic can make his opponent literally burst into flames. Unsuspecting or unfocused opponents will suffer horribly as they burn uncontrollably. Victims of this attack will continue to burn until they either extinguish the flames or the mystic allows them to go out.
System: The mystic must defeat the defender in a contested Wisdom roll. This is done by rolling 1d20 and adding the Wisdom rating to the roll. Whoever has the highest roll wins the Wisdom contest. If the mystic succeeds, the defender bursts into flames, taking the damage listed above. Each round thereafter, the mystic can continue to expend Chi to keep the fire burning. The affected character can counteract this expenditure of Chi by spending one round rolling on the ground and putting the fire out. Unfortunately, it is not always wise to do this in the middle of combat: any character who rolls out a fire suffers a -2 To-Hit penalty on his next round. If the mystic loses concentration of the burning opponent, the fire will also go out.
#277

zombiegleemax

Dec 18, 2005 15:00:23
Name: Stone
Prerequisites: Focus 4, Punch 2, Wall
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: See Below
Round Movement: None
Description: The mystic may form a small boulder from thin air and throw it at his target.
System: This is a projectile attack, very similar to a Fireball or Ice Blast. The more Focus the mystic has, the larger the stone is. Use the Focus damage rating to determine how much damage.
#278

zombiegleemax

Dec 18, 2005 15:01:26
Name: Stunning Shout
Prerequisites: Focus 2
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: None
Round Movement: -2
Description: Some martial arts styles emphasize using the voice as a weapon in its own right. Ancient masters could focus their Chi through their voices, creating shouts so loud and powerful that they could knock opponents over and unnerve them in battle. This ability is also known as the Lion’s Roar in Ochalea.
System: A fighter must direct his Shout at one opponent (at the DM's discretion, a whole group of minor opponents could be simultaneously affected). The victim of the Shout must make a Saving Throw vs. Paralysis. If the victim is successful, the Stunning Shout has no effect. If the victim fails the Save Throw, one of two things happens to the victim, depending on whether or not he has acted in the current combat round. If the victim has not yet acted, he loses all remaining movement and attacks for that round. Completely unnerved and stunned by the force of the yell, he must spend the remainder of the round recovering. If the victim has already finished his action that round, then the victim suffers a -1d4+level of Focus penalty to his rolls in the next round. For example, a fighter using Stunning Shout succeeds against her opponent, she then rolls a 2 and has a Focus of level 4. Her opponent will have -6 to all of his maneuvers next round including to-hit rolls.
#279

zombiegleemax

Dec 18, 2005 15:14:18
Name: Telepathy
Prerequisites: Focus 3
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: None
Damage Bonus: None
Round Movement: None
Description: Some yoga masters have perfected a form of communication beyond the spoken word. They are able to link their thoughts directly to another person's mind, enabling them to communicate directly with another person.
System: A character using Telepathy can link a number of additional people up to his levev in Focus. So, a character with a Focus level of 3 could telepathically link himself and three other people. Each individual must be within a range equal to 5 times the telepath's Wisdom + Focus in feet, and must stay within that range to maintain the link. In between each combat round, the telepath can decide which characters will be part of the telepathic link for the upcoming round. Those players can then discuss combat strategy among themselves without anyone else being able to hear them. Maintaining a telepathic link costs one Chi point per turn.
#280

zombiegleemax

Dec 18, 2005 15:15:56
Name: Teleport Punch
Prerequisites: Focus 5, Punch 1, Yoga Teleport
Maneuver Cost: 5 Any Style
Usage Cost: 3 Chi
To Hit: +4
Damage Bonus: +0
Round Movement: See Below
Description: The fighter vanishes only to appear behind his opponent. And punching him in the back of the head.
System: This maneuver is combined with the basic punch. The attacker must be within enough movement to have attacked the opponent with the basic punch. The attacker disappears, and is placed right behind his foe. The punch is played during the same round the "vanishing" took place.
#281

zombiegleemax

Dec 18, 2005 15:16:43
Name: Thunderclap
Prerequisites: Focus 3, Punch 1
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: -3
Round Movement: None
Description: Powerful magic. The warrior claps his hands together and unleashes the sound of thunder. The tremors caused by the Thunderclap are powerful enough to shatter windows and stun the warrior's opponents. The sound can be heard for miles.
System: The Thunderclap inflicts damage on everyone within 15' of the warrior. The hit is automatic and all victims can attempt a Save Throw vs. Death Ray to only take half the damage.
#282

zombiegleemax

Dec 18, 2005 15:18:23
Name: Toughskin
Prerequisites: Focus 2
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Sumotori are renowned for their armorlike skin. One of the style's lesser-known abilities is its practitioners' ability to focus their Chi into their skin and surface muscles, making their already tough skin rock-hard.
System: The fighter can use Toughskin along with any other maneuver in a combat round. The character's AC is improved by 4 for the duration of the round. For example, Ragnar has an AC of 5, due to his dexterity bonus and current level of the mystic class, so when using Toughskin while he charges into a group of opponents to unleash another attack, he will have an AC of 1 for the round. Any fighter who decides to use Toughskin may announce it at the beginning of the round before any other characters or NPC's take any actions.
#283

zombiegleemax

Dec 18, 2005 15:20:24
Name: Twin Fireballs
Prerequisites: Focus 4, Fireball
Maneuver Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: None
Description: The fighter shoots a pair of fireballs that follow an interlaced sinusoidal path (while one is low on the ground, the other is high above the ground, then the opposite a few seconds later).
System: Two attack rolls are made against the opponent, unless he was in an aerial or crouching maneuver, in which case only one of the two fireball can hit him, scoring then only one possible hit. If the victim of the attack is damaged, he is knocked back 5' (regardless of whether one or both fireballs strike the victim).
#284

zombiegleemax

Dec 18, 2005 15:21:46
Name: Vacuum
Prerequisites: Focus 5, Air Blast
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: –10’
Description: Perhaps the most dangerous of all mystical powers. The wielder may temporarily remove the air in any given area. When this power takes effect. there is a loud crack similar to thunder as the surrounding atmosphere rushes to fill the vacuum. Any target in the area affected will feel the air sucked out of his lungs, while almost simultaneously the air around him smashes into every part of his body.
System: The user of this power designates one 5' square as the target space. Any fighter in that space must succeed in a Save Throw vs. Paralysis or be automatically stunned the following round. He then suffers damage according to the modifiers above. The To-Hit roll is required still to attack an opponent since he may have a chance to move out of the vacuum as it forms and avoid it's effects completely.
#285

zombiegleemax

Dec 18, 2005 15:22:47
Name: Venom
Prerequisites: Focus 2, Athletics 2, Grab 2, Head Bite
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +2/See Below
Round Movement: –10’
Description: The fighter grows fangs, which allow him to inject a mild poison into his target. The poison will paralyze small animals, but only serves to slow the tougher fighters.
System: On a successful attack the target suffers damage according to the modifiers above. For the next two rounds, the victim will act at -1 To-Hit and will automatically lose 1d6 hit points per turn of the poison's effect. Venom may not be used in conjunction with any other biting attacks. A successful Save Throw vs. Poison will half the effect of the poison damage per round.
#286

zombiegleemax

Dec 18, 2005 15:23:23
Name: Wall
Prerequisites: Focus 3
Maneuver Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: None
Description: Simple yet effective. The fighter causes a solid wall of earth to erupt from the ground, either hitting an opponent, blocking his attack or blocking a pathway.
System: The fighter selects a 5' space other than his own and fills it with a wall of earth. The range of this power is equal to Wisdom Stat + Focus level. Anyone in this 5' space at the time the power is evoked suffers the listed damage above. Otherwise the wall must be circumvented or beaten down. As with the Pit maneuver, the fighter must be in contact with the earth for this maneuver to be effective. A wall has a number of Points equal to 1d10xlevel of focus.
#287

zombiegleemax

Dec 18, 2005 15:24:28
Name: Weight
Prerequisites: Focus 5, Wall, Stone, Pit
Maneuver Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: None
Round Movement: -1
Description: The very essence of the planet is at earth mystics' beck and call. This includes gravity! The mystic may force the planet itself to root the target to the ground for a short period of time. Affected fighters are surrounded by a bizarre effect similar to waves of heat from a hot highway. The opponent suddenly feels as if his weight has been doubled - then tripled.
System: This is a projectile attack and may be dodged as such. Otherwise the target will not be able to jump for the following round, and will suffer -2 To-Hit and -10' movement. This effect cannot be sustained but can be used successively. Each successive use will accumulate.
#288

zombiegleemax

Dec 18, 2005 15:25:15
Name: Yoga Flame
Prerequisites: Focus 4, Fireball
Maneuver Cost: 5 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +7
Round Movement: 5’
Description: Not content to throw small balls of fire, Kabaddi stylists have perfected the ability to create a deadly geyser of flame, which they can breathe from their mouths.
System: The Kabaddi master must choose in which direction to breath the flames. The inferno erupts in a conical flame that fills any 5' space adjacent to the fighter and the three 5' spaces beyond it. The fighter rolls separately for attacks against anyone standing in the affected space. Once the Yoga Flame begins, the fire lasts until the end of the current round, so anyone foolish enough to enter the four fiery 5' squares also will have an attack roll against them. The Yoga Flame is even hotter than a Fireball, and thus more prone to ignite nearby flammable materials. The details of that are up to the DM.
#289

zombiegleemax

Dec 18, 2005 15:25:59
Name: Yoga Teleport
Prerequisites: Focus 5
Maneuver Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: None
Damage Bonus: None
Round Movement: See Below
Description: It has been called magic, and indeed it must be. Witnesses claim to have seen yoga masters who could literally disappear from one location and reappear in another. How this power is learned, no one can or will say. One thing is certain; the knowledge is coveted by any mystic who has had to face a Kabaddi master in combat.
System: When executing this move, a player simply announces that his character has disappeared. At any point during the rest of the round, the player can choose to have his character reappear anywhere within double her character's Wisdom + Focus in feet away from his original position. For example, Rajra uses Yoga Teleport at the beginning of the round. The player can have him reappear anywhere within Rajra's Focus (5) + Wisdom (16) = 42 feet away. Usually, a player will wait until the very end of the round, after all other characters have finished moving, before deciding where the teleporting character reappears.
#290

zombiegleemax

Dec 18, 2005 15:26:54
Name: Zen No Mind
Prerequisites: Focus 3
Maneuver Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Masters of Zen philosophy are able to act faster than thought. The master becomes part of the natural flow of the world, so that his actions do not merely respond to some outside force, but spring into being as they are required.
System: The player this round gets the initiative automatically, regardless of whether or not the rest of the party does. The character can make any action he chooses with a bonus of +3 to any actions involving any opponents. Also If attacked, the character gets a bonus of +3 to his AC this round.
#291

zombiegleemax

Dec 18, 2005 15:38:57
Next step: Organizing the styles. I'll set up posts for each style as complete them. There will be the setup for the first skill points and then a list of moves that they can learn for less points than the standard. And a piece on the origin and methods of training for each style.
#292

zombiegleemax

Jan 14, 2006 11:29:53
I have about 24 styles now set up to use. I will upload those and organize them into the first post which has a table of contents set up there. Then they will get posted like moves. I'll stat that in an hour. Just passing through right now and I'll begin reading up on everything I've been missing since I vanished again.
#293

rhialto

Jan 14, 2006 19:06:40
Those martial arts skills are very well thought out. But my main issue with the class has always been that it was basically copied wholescale from the 1E monk, which was written specifically for Greyhawk's Scarlet Brotherhood. How many mystic groups really need thief skills and all the other bits in the mystic class?

Also, do you have any plans to take into account the armed mystic groups?
#294

zombiegleemax

Jan 16, 2006 12:32:46
Haven't thought about armed mystics so much. I guess I can set something up that would allow mystics to use the special moves with weapons. As far as thief skills goes. That could be optional for the DM. For example, a boxing mystic wouldn't learn the thief skills. I'll leave that to DM's discretion.
#295

zombiegleemax

Jan 16, 2006 12:44:47
[u]AIKIDO[/u]
This is a style practiced by Tortles on the Savage Coast regions. They are the only true masters of this art, but are willing to teach this art of defense to any who prove themselves to never become a threat to their people.

Starting Skills
Block: 2
Grab: 2
Athletics: 1

Special Moves (Adjusted Maneuver Cost)
Block
Deflecting Kick (1)
Deflecting Punch (1)
Energy Reflection (2)
Maka Wara (3)
Missile Reflection (1)
Roll With the Hit (1)
San He (2)
Weapon Block (1)
Wooden Dummy (2)

Grab
Air Throw (2)
Back Roll Throw (1)
Choke Throw (2)
Disengage (2)
Dislocate Limb (2)
Grappling Defense (3)
Joint Break (3)
Joint Lock (2)
Sleeper (2)

Athletics
Breakfall (1)
Displacement (2)
Esquives (1)
Light Feet (2)

Focus
Awareness (1)
Balance (2)
Zen No Mind (3)
#296

zombiegleemax

Jan 16, 2006 12:46:34
[u]ATRUAGHIN WRESTLING[/u]
A style of wrestling, originating from the warriors of the Atruaghin Clans that also uses some punches and kicks.

Starting Skills
Punch: 1
Grab: 3
Focus: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Buffalo Punch (1)
Ear Pop (2)
Heart Punch (3)
Shockwave (3)
Spinning Clothesline (5)

Kick
Rising Bird Kick (4)
Wounded Knee (2)

Grab
Air Throw (2)
Back Breaker (1)
Bear Hug (2)
Brain Cracker (1)
Disengage (2)
Dislocate Limb (3)
Face Slam (3)
Grappling Defense (2)
Improved Pin (2)
Iron Claw (4)
Neck Choke (2)
Pile Driver (2)
Sleeper (4)
Spinning Pile Driver (5)
Stomach Pump (3)
Storm Hammer (4)
Suplex (1)
Thigh Press (2)

Athletics
Air Smash (1)
Diving Hawk (4)
Thunderstrike (1)

Focus
Chi Kung Healing (4)
Ghost Form (5)
Regeneration (2)
Thunderclap (4)
#297

zombiegleemax

Jan 16, 2006 12:48:31
[u]BOXING[/u]
This is a very common form of combat that is practiced all around the Known World. It started in Thyatis as opening fights for the arenas, and eventually the people of the Isle of Dawn developed it into a gambling sport using bare fists. It has since spread across the known world and some nations have begun to have tournaments to find the best boxers in the world.

Starting Skills
Punch: 3
Block: 2

Special Moves (Adjusted Maneuver Cost)
Punch
Buffalo Punch (1)
Dashing Punch (3)
Dashing Uppercut (1)
Double Punch (1)
Ducking Straight (1)
Elbow Smash (1)
Fist Sweep (1)
Flying Thrust Punch (3)
Gut Punch (1)
Haymaker (1)
Head Butt (1)
Heart Punch (2)
Hyper Fist (4)
Lunging Headbutt (1)
Lunging Punch (1)
Rekka Ken (5)
Turn Punch (3)
Widowmaker (1)

Block
Deflecting Punch (1)
Roll With the Hit (1)
Wooden Dummy (2)

Grab
Brain Cracker (1)
Head Bite (2)
Head Butt Hold (1)

Athletics
Jumping Shoulder Butt (1)

Focus
Toughskin (2)
#298

zombiegleemax

Jan 16, 2006 12:49:55
[u]CAPOEIRA[/u]
This is the dancing style of Yavdlom. The Seers of Yavdlom have developed it into a popular style of combat and the Yavs teach it freely to any willing to learn. For a price.

Starting Skills
Punch: 1
Kick: 2
Grab: 1
Athletics: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Ear Pop (2)
Head Butt (1)
Monkey Grab Punch (1)
Spinning Clothesline (4)
Strike of the Serpent (3)
Turbo Spinning Clothesline (4)

Kick
Air Lightning Leg (4)
Baby Scorpion Kick (2)
Backflip Kick (2)
Cartwheel Kick (2)
Double-Hit Knee (1)
Forward Backflip Kick (1)
Forward Flip Knee (2)
Forward Somersault Kick (3)
Jaguar Tooth (3)
Lightning Leg (5)
Scorpion Kick (3)
Spinning Thrust Kick (2)

Block
Roll With the Hit (2)

Grab
Back Roll Throw (1)
Dislocate Limb (2)
Dragon Drop (3)
Head Bite (2)
Knee Basher (1)

Athletics
Backflip (2)
Beast Roll (3)
Drunken Monkey Roll (2)
Rolling Attack (3)
Tumbling Attack (3)
Vertical Rolling Attack (2)

Focus
Balance (4)
Musical Accompaniment (1)
#299

zombiegleemax

Jan 16, 2006 12:54:35
[u]DJIN KICKBOXING[/u]
This style is taught to many would-be magicians that fail to become true magic users and then join the military forces of Alphatia. The teachers have learned to give those with limited talent the ability to convert that energy into Chi. Soldiers trained in this style are automatically made officers and always outrank non-spell casting soldiers, but are not above any other true spell-casters.

Starting Skills
Punch: 1
Kick: 1
Focus: 3

Special Moves (Adjusted Maneuver Cost)
Punch
Art of Breaking (4)
Banishing Punch (4)
Dashing Punch (5)
Dashing Uppercut (2)
Fist Sweep (2)
Heart Punch (4)
Hyper Fist (5)
Lunging Punch (2)
Rekka Ken (6)
Spinning Back Fist (1)
Spinning Knuckle (3)
Turn Punch (5)

Kick
Ax Kick (4)
Baby Scorpion Kick (2)
Crack Shot (3)
Double Dread Kick (4)
Double-Hit Kick (1)
Falling Ax Kick (4)
Flurry Kick (3)
Flying Knee Thrust (1)
Flying Thrust Kick (4)
Reverse Frontal Kick (2)
Slide Kick (2)
Spinning Thrust Kick (2)
Stepping Front Kick (4)
Wounded Knee (2)

Grab
Back Roll Throw (1)
Brain Cracker (1)
Knee Basher (2)

Focus
Air Blast (3)
Elemental Skin (5)
Elemental Stride (4)
Flight (2)
Ghost Form (6)
Lightness (3)
Push (4)
Sense Element (1)
Vacuum (3)
Yoga Teleport (6)
#300

zombiegleemax

Jan 16, 2006 12:56:01
[u]FIRE MONDU[/u]
This style was developed in Glantri for the magic users who failed to succeed in the Magic Schools. It combines magic and a form of Mondu brought back from Ulimwengu by explorers. This hasn’t been accepted by all the Principalities, but is growing in popularity and some Royal families have begun to gather masters to teach their soldiers that are able to learn.

Starting Skills
Punch: 1
Kick: 2
Focus: 2

Special Moves (Adjusted Maneuver Cost)
Punch
Elbow Smash (1)
Spinning Back Fist(1)
spinning Knuckle (3)
Turn Punch (5)

Kick
Double-Hit Kick (1)
Double-Hit Knee (1)
Flying Knee Thrust (1)
Foot Sweep (1)
Forward Flip Knee (3)
Knee Strike (2)
Reverse Frontal Kick (2)
Tiger Knee (5)
Wounded Knee (2)

Block
Deflecting Kick (1)
Maka Wara (4)

Grab
Knee Basher (2)

Focus
Awareness (2)
Chi Kung Healing (4)
Elemental Skin (5)
Elemental Stride (4)
Fire Strike (3)
Fireball (4)
Fireburst (3)
Firestar (4)
Flaming Fireball (5)
Flaming Fist (2)
Heatwave (3)
Sense Element (1)
Spontaneous Combustion (4)
Toughskin (2)
Wall (2)
Weight (3)
Zen No Mind (3)
#301

zombiegleemax

Jan 16, 2006 12:58:02
[u]GUILD WRESTLING[/u]
The Guilds of Minrothad developed this art to train to special guardians for special shipments. It was developed recently by an elf and is taught to anyone who can afford to pay. Usually the students are sent by their guilds, which is charged for the teaching. This is a very rare style as it is still very new, but spreading across the Guilds very quickly.

Starting Skills
Grab: 3
Focus: 2

Special Moves (Adjusted Maneuver Cost)
Punch
Head Knocker (1)

Grab
Back Breaker (2)
Brain Cracker (1)
Disengage (2)
Dislocate Limb (2)
Face Slam (4)
Flying Tackle (1)
Grappling Defense (3)
Head Butt Hold (2)
Iron Claw (5)
Joint Break (4)
Joint Lock (1)
Neck Choke (2)
Pile Driver (3)
Sleeper (3)
Spinning Neck Lock (3)
Spinning Pile Driver (6)
Stomach Pump (3)
Suplex (1)
Thigh Press (2)
Twirl and Hurl (5)

Focus
Drain (3)
Drench (2)
Elemental Skin (5)
Elemental Stride (4)
Envelop (3)
Ground Ice (2)
Ice Blast (3)
Ice-Crystal Blast (2)
Pool (2)
Sense Element (1)
#302

zombiegleemax

Jan 16, 2006 13:01:15
[u]KABADDI[/u]
This is a form of martial arts, only found in Sind. It combines Kung Fu, Yoga and magic to make a powerful style. This is very rare style and nearly impossible to learn. Many who try can never master this style. Sometimes many years of meditation is required to reach the correct frame of mind to perform the supernatural abilities of this art.

Starting Skills
Block: 1
Grab: 1
Focus: 3

Special Moves (Adjusted Maneuver Cost)
Punch
Head Butt (1)

Kick
Slide Kick (2)

Block
Energy Reflection (3)
San He (2)

Grab
Air Suplex (2)
Dislocate Limb (3)
Head Butt Hold (2)

Athletics
Cannon Drill (5)
Flying Body Spear (2)

Focus
Absorbing Barrier (4)
Balance (3)
Chi Kung Healing (3)
Cobra Charm (2)
Extendible Limbs (3)
Fireball (3)
Flying Fireball (3)
Ghost Form (5)
Improved Fireball (5)
Inferno Strike (4)
Leech (3)
Mind Reading (3)
Psychic Vise (5)
Reflecting Barrier (3)
Regeneration (1)
Telepathy (2)
Teleport Punch (3)
Yoga Flame (3)
Yoga Teleport (5)
#303

zombiegleemax

Jan 16, 2006 13:02:27
[u]KARATE[/u]
An art studied by Rakasta all around Mystara. It is rarely taught to any who are not Rakasta. Those few who are not Rakasta and train in this style are taught by Rakasta and forbidden to teach to anyone else.

Starting Skills
Punch: 1
Kick: 1
Block: 1
Grab: 1
Focus: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Art of Breaking (3)
Disarm (2)
Dragon Hand (4)
Dragon Punch (4)
Flaming Dragon Punch (4)
Flying Thrust Punch (4)
Knife Hand Strike (4)
Lunging Punch (2)

Kick
Air Hurricane Kick (1)
Ax Kick (4)
Baby Scorpion Kick (2)
Double Dread Kick (4)
Falling Ax Kick (4)
Flurry Kick (3)
Foot Sweep (1)
Hurricane Kick (4)
Jaguar Tooth (4)
Scorpion Kick (3)
Whirlwind Kick (5)

Block
Deflecting Kick (1)
Energy Reflection (3)
Maka Wara (3)
San He (4)

Grab
Back Roll Throw (1)
Brain Cracker (1)
Dragon Drop (4)

Athletics
Flamingo Stance (1)

Focus
Balance (4)
Chi Kung Healing (4)
Fireball (3)
Flying Fireball (3)
Improved Fireball (3)
Inferno Strike (5)
Stunning Shout (3)
#304

zombiegleemax

Jan 16, 2006 13:17:05
[u]KUNG FU[/u]
A popular style used by mystics in Ochalea. Some mystics from Sind have also learned this art and returned to Sind with it. Any wishing to learn the art must find a master willing to teach them. This is not an easy task.

Starting Skills
Punch: 1
Kick: 1
Block: 1
Grab: 1
Focus: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Dim Mak (5)
Dragon Punch (6)
Flying Thrust Punch (4)
Heart Punch (4)
Hundred Hand Slap (5)
Knife Hand Strike (4)
Monkey Grab Punch (1)
Rekka Ken (4)

Kick
Air Hurricane Kick (2)
Air Lightning Leg (4)
Ax Kick (4)
Backflip Kick (3)
Butterfly Kick (4)
Double Dread Kick (4)
Double-Hit Kick (1)
Dragon Kick (5)
Falling Ax Kick (4)
Forward Backflip Kick(2)
Forward Flip Knee (3)
Forward Somersault Kick (4)
Hurricane Kick (5)
Lightning Leg (5)
Stepping Front Kick (4)

Block
Deflecting Punch (1)
Maka Wara (4)
San He (4)

Grab
Dragon Drop (4)
Grappling Defense (4)
Hair Throw (2)
Rising Storm Crow (5)

Athletics
Cat Stance (1)
Drunken Monkey Roll (1)

Focus
Balance (4)
Chi Kung Healing (3)
Chi Push (4)
Fireball (4)
Flying Fireball (4)
Regeneration (2)
Zen No Mind (3)
#305

zombiegleemax

Jan 16, 2006 13:19:56
[u]LEGIONNAIRE TRAINING[/u]
This style is the standard training for any soldier enlisted in the legions of Thyatis. It’s normally used when disarmed and isolated from the main legion. Each legionnaire is required to spend 3 weeks in training each year. The trainers of this style are almost always life long veterans of the military known as Drill Sergeants.

Starting Skills
Punch: 2
Kick: 1
Grab: 2

Special Moves (Adjusted Maneuver Cost)
Punch
Head Knocker (1)
Heart Punch (3)
Hyper Fist (5)
Knife Hand Strike (4)
Spinning Back Fist (1)
Spinning Clothesline (5)
Spinning Knuckle (2)
Turbo Spinning Clothesline (4)

Kick
Air Lightning Leg (4)
Ax Kick (3)
Backflip Kick (3)
Double Dread Kick (4)
Falling Ax Kick (3)
Flash Kick (4)
Flying Knee Thrust (1)
Flying Thrust Kick (3)
Foot Sweep (1)
Forward Backflip Kick (1)
Forward Flip Knee (3)
Forward Somersault Kick (4)
Handstand Kick (1)
Lightning Leg (5)
Rising Jaguar (5)
Somersault Shell (4)
Spinning Foot Sweep (1)
Tiger Knee (5)

Grab
Air Throw (2)
Dislocate Limb (3)
Hair Throw (2)
Knee Basher (2)
Neck Choke (1)
Pile Driver (3)
Sleeper (4)
Suplex (1)
Thigh Press (2)

Athletics
Cannon Drill (4)
#306

zombiegleemax

Jan 16, 2006 13:22:12
[u]MAJESTIC WING CHUNG[/u]
This extremely rare style was developed in Ochalea. There are few teachers left after Ochalea seized control of the island and destroyed the temples that the monks practiced and trained in after they refused to teach any soldier of Thyatis. Since the destruction of the temples, the very few remaining monks began wandering Mystara in search of new students and a new place to build their temples.

Starting Skills
Punch: 1
Kick: 1
Block: 1
Grab: 1
Athletics: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Dim Mak (6)
Dragon Punch (5)
Hundred Hand Slap (4)
Monkey Grab Punch (1)
Rekka Ken (5)
Triple Strike (1)

Kick
Air Hurricane Kick (2)
Air Lightning Leg (3)
Backflip Kick (3)
Bicycle Kick (3)
Double Dread Kick (4)
Double-Hit Kick (1)
Flash Kick (4)
Flying Thrust Kick (4)
Great Wall of China (6)
Hurricane Kick (5)
Lightning Leg (5)
Somersault Shell (4)
Stepping Front Kick (3)
Whirlwind Kick (5)

Block
San He (4)
Wooden Dummy (3)

Grab
Air Throw (2)
Grappling Defense (4)
Hair Throw (2)
Iron Claw (5)
Rising Storm Crow (4)

Athletics
Air Smash (1)
Cannon Drill (5)
Drunken Monkey Roll (2)
Flying Body Spear (3)
Flying Heel Stomp (3)
Rolling Attack (4)
Wall Spring (1)

Focus
Chi Kung Healing (4)
Fireball (4)
Flying Fireball (3)
Improved Fireball (5)
Stunning Shout (3)
#307

zombiegleemax

Jan 16, 2006 13:23:21
[u]MILINO WRESTLING[/u]
A style that focuses on grappling. This is very popular in Thyatis. The City States of Davania, mostly Kastelios, have their own version of this style, but it is virtually the same. The style is very ancient and originated in the late Milenian Empire. It has not evolved much other than a little less ground fighting than before.

Starting Skills
Block: 1
Grab: 3
Athletics: 1

Special Moves (Adjusted Maneuver Cost)
Block
Maka Wara (3)

Grab
Back Breaker (2)
Bear Hug (1)
Brain Cracker (1)
Choke Throw (2)
Disengage (1)
Dislocate Limb (3)
Eye Rake (1)
Face Slam (3)
Flying Tackle (1)
Grappling Defense (2)
Head Bite (2)
Head Butt Hold (1)
Improved Pin (1)
Iron Claw (4)
Joint Break (4)
Joint Lock (2)
Neck Choke (2)
Pile Driver (2)
Pin (1)
Sleeper (2)
Spinning Neck Lock (2)
Spinning Pile Driver (6)
Stomach Pump (2)
Suplex (1)
Twirl and Hurl (4)

Athletics
Air Smash (1)
Drunken Monkey Roll (2)
Ground Fighting (2)
#308

zombiegleemax

Jan 16, 2006 13:24:33
[u]MONDU[/u]
This style is mainly used by the people of Ulimwengu as sport. It is a form of kickboxing that uses the knees and elbows most of the time.

Starting Skills
Punch: 1
Kick: 3
Grab: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Dragon Punch (5)
Elbow Smash (1)
Flaming Dragon Punch (4)
Spinning Back Fist (1)
Turn Punch (4)

Kick
Air Lightning Leg (3)
Double Dread Kick (3)
Double-Hit Kick (1)
Double-Hit Knee (1)
Flying Knee Thrust (1)
Foot Sweep (1)
Forward Flip Knee (2)
Knee Strike (1)
Lightning Leg (4)
Rising Jaguar (4)
Tiger Knee (2)
Wounded Knee (2)

Block
Deflecting Kick (1)
Maka Wara (3)

Grab
Brain Cracker (1)
Head Butt Hold (2)
Knee Basher (2)

Athletics
Jumping Shoulder Butt (1)

Focus
Awareness (2)
Chi Kung Healing (4)
Fireball (4)
Toughskin (2)
Zen No Mind (3)
#309

zombiegleemax

Jan 16, 2006 13:27:24
[u]MUAY DRIT[/u]
This is an art that is trained to some magicians who are also physically strong. It draws power from an unknown source that gives the mystic amazing mental powers along with martial arts. This style is extremely rare and usually only taught by the Master of Hule and his highest clerics.

Starting Skills
Punch: 1
Kick: 1
Focus: 3

Special Moves (Adjusted Maneuver Cost)
Punch
Ducking Straight (1)
Hyper Fist (5)
Spinning Knuckle (3)

Kick
Double Dread Kick (4)
Flying Knee Thrust (1)
Forward Flip Knee (3)
Forward Slide Kick (2)
Scissor Kick (3)
Slide Kick (2)
Stepping Front Kick (4)

Block
San He (3)

Grab
Grappling Defense (4)
Iron Claw (5)

Athletics
Flying Body Spear (3)
Flying Heel Stomp (3)
Flying Punch (3)

Focus
Cobra Charm (3)
Mental blast (1)
Mind Control (4)
Mind Reading (3)
Psychic Rage (2)
Psychic Vise (3)
Psycho Crusher (4)
Psychokinetic Channeling (2)
Regeneration (2)
Stunning Shout (3)
Telepathy (2)
Zen No Mind (2)
#310

zombiegleemax

Jan 16, 2006 13:29:13
[u]NINJITSU[/u]
A dishonorable style that is studied by assassins and considered illegal to train in many nations. The style first became known with the appearance of the Rakasta from the Isle of Dread. And is studied by a few Rakasta in Thunder Rift.

Starting Skills
Punch: 1
Kick: 1
Grab: 1
Athletics: 1
Focus: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Boshi-Ken (3)
Ear Pop (2)
Head Butt (1)
Rekka Ken (6)
Shikan-Ken (3)
Shuto (3)

Kick
Backflip Kick (3)
Cartwheel Kick (2)
Double-Hit Kick (1)
Double-Hit Knee (1)
Flying Thrust Kick (4)
Handstand Kick (1)
Heel Stamp (2)
Jaguar Tooth (4)

Block
Deflecting Punch (1)
Maka Wara (4)

Grab
Air Throw (2)
Back Roll Throw (1)
Disengage (2)
Dislocate Limb (3)
Dragon Drop (4)
Eye Rake (1)
Hair Throw (2)

Athletics
Drunken Monkey Roll (2)
Flying Heel Stomp (3)
Rolling Attack (4)
Vertical Rolling Attack (3)
Wall Spring (1)

Focus
Balance (2)
Death's Visage (3)
Entrancing Cobra (4)
Leech (4)
Sakki (3)
Shrouded Moon (2)
Speed of the Mongoose (3)
Zen No Mind (3)
#311

zombiegleemax

Jan 16, 2006 13:31:13
[u]RED NINJITSU[/u]
This style was developed by a man in Eusdria. He was an assassin that learned Ninjitsu in Thunder Rift from a small group of Rakasta assassins. He returned to his home and redesigned the style to match his own skills and the started a secret guild of assassins where he trains his art. Many of hidden dojos of this art exist along the Savage Coast and are beginning to spread into Sind, Hule and Darokin.

Starting Skills
Punch: 1
Kick: 2
Grab: 1
Athletics: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Boshi-Ken (4)
Ear Pop (2)
Monkey Grab Punch (1)
Rekka Ken (6)
Shuto (3)

Kick
Backflip Kick (2)
Double-Hit Kick (1)
Double-Hit Knee (1)
Flying Thrust Kick (4)
Forward Backflip Kick (1)
Forward Flip Knee (3)
Forward Slide Kick (3)
Forward Somersault Kick (3)
Handstand Kick (1)
Heel Stamp (2)
Scissor Kick (4)
Slide Kick (2)

Grab
Air Suplex (1)
Air Throw (2)
Back Roll Throw (1)
Choke Throw (1)
Disengage (2)
Dislocate Limb (3)
Eye Rake (1)
Suplex (1)

Athletics
Backflip (2)
Displacement (3)
Diving Hawk (4)
Flying Heel Stomp (3)
Kick-Up (1)
Light Feet (3)
Tumbling Attack (2)
Wall Spring (1)

Focus
Balance (4)
#312

zombiegleemax

Jan 16, 2006 13:32:29
[u]SANBO[/u]
A variation of the form of Thyatian wrestling. Mostly studied and practiced in Heldann and Norwald.

Starting Skills
Punch: 2
Grab: 3

Special Moves (Adjusted Maneuver Cost)
Punch
Ear Pop (2)
Heart Punch (2)
Hundred Hand Slap (5)
Spinning Clothesline (3)
Turbo Spinning Clothesline (2)

Kick
Double-Hit Kick (1)

Grab
Air Throw (2)
Back Breaker (2)
Bear Hug (1)
Brain Cracker (1)
Disengage (2)
Dislocate Limb (3)
Face Slam (3)
Grappling Defense (3)
Head Bite (2)
Improved Pin (2)
Iron Claw (4)
Neck Choke (2)
Norwald Bear Crusher (4)
Norwald Suplex (3)
Pile Driver (2)
Sleeper (3)
Spinning Pile Driver (4)
Stomach Pump (3)
Suplex (1)
Thigh Press (2)
Twirl and Hurl (4)

Athletics
Air Smash (1)
#313

zombiegleemax

Jan 16, 2006 13:35:42
[u]SAVAGE BOXING[/u]
This is a variation of Mondu that extends the arms and legs more for better range. Many nations on the savage coast train this to soldiers who have potential to be great warriors. Anyone, however, can find a teacher for a price.

Starting Skills
Punch: 2
Kick: 2
Grab: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Art of Breaking (3)
Dashing Punch (5)
Dashing Uppercut (2)
Fist Sweep (2)
Heart Punch (4)
Hyper Fist (4)
Lunging Punch (2)
Rekka Ken (5)
Spinning Back Fist (1)
Spinning Knuckle (3)
Turn Punch (5)

Kick
Ax Kick (3)
Baby Scorpion Kick (2)
Crack Shot (3)
Double Dread Kick (2)
Double-Hit Kick (1)
Falling Ax Kick (2)
Flurry Kick (3)
Flying Knee Thrust (1)
Flying Thrust Kick (4)
Reverse Frontal Kick (1)
Rising Jaguar (5)
Silhouette Kick (5)
Slide Kick (2)
Spinning Thrust Kick (2)
Stepping Front Kick (4)
Tiger Knee (5)
Wounded Knee (2)

Block
Deflecting Kick (1)
Deflecting Punch (1)
Wooden Dummy (3)

Grab
Back Roll Throw (1)
Brain Cracker (1)
Knee Basher (2)
#314

zombiegleemax

Jan 16, 2006 13:42:11
[u]SAVATE[/u]
An art of kickboxing used in various places and developed in Darokin using kicks that lead with the toe. This art has special effects against other styles due to the unusual forms for kicking. When kicking against an opponent who is not a stylist of Savate, then the mystic gets a +1 to hit using that kick.

Starting Skills
Punch: 2
Kick: 3

Special Moves (Adjusted Maneuver Cost)
Punch
Art of Breaking ( 4)
Dashing Punch (4)
Dashing Uppercut (2)
Disarm (2)
Double Punch (1)
Groin Punch (2)
Haymaker (1)
Spinning Back Fist (1)
Spinning Knuckle (3)
Turn Punch (4)
Widowmaker (1)

Kick
Air Lightning Leg (4)
Ax Kick (2)
Baby Scorpion Kick (2)
Crack Shot (3)
Double Dread Kick (4)
Double-Hit Kick (1)
Falling Ax Kick (2)
Flurry Kick (3)
Flying Thrust Kick (4)
Forward Somersault Kick (3)
Handstand Kick (1)
Lightning Leg (5)
Reverse Frontal Kick (1)
Scorpion Kick (3)
Slide Kick (1)
Spinning Foot Sweep (1)
Spinning Thrust Kick (2)
Spiral Kick (4)

Block
Deflecting Kick (1)
Deflecting Punch (1)

Athletics
Displacement (2)
Esquives (2)

Focus
Toughskin (3)
#315

zombiegleemax

Jan 16, 2006 13:43:27
[u]SIS RAZOR[/u]
This style is developed by the warlike Sis'thik of the Great Waste. The Sis’thik feel that it is an honor to be trained this art. To be trained this art by a Sis’thik teacher, you must first be Sis’thik and second you must have accomplished a great feat in combat. Some Gnolls in Graakhalia have begun mimicking the style after several encounters with Sis’thik practioners. There are now Gnoll masters of this art, that are willing to teach any who wish to learn, for useful trade or food. All elves of Graakhalia have declined to learn this “barbaric” art.

Starting Skills
Punch: 1
Grab: 2
Athletics: 2

Special Moves (Adjusted Maneuver Cost)
Punch
Groin Punch (2)
Leaping Rake (1)
Lunging Headbutt (3)
Monkey Grab Punch (1)
Strike of the Serpent (2)

Kick
Baby Scorpion Kick (2)
Scorpion Kick (2)
Tiger Knee (5)
Wounded Knee (2)

Block
Maka Wara (3)
San He (4)

Grab
Bear Hug (2)
Double Slam (4)
Eye Rake (1)
Head Bite (1)
Jaw Spin (3)
Ripping Bite (2)
Tearing Bite (2)

Athletics
Beast Roll (3)
Dragon's Tail (2)
Drunken Monkey Roll (2)
Pounce (2)
Rolling Attack (4)
Tail Sweep (2)
Typhoon Tail (2)
Upper Tail Strike (2)
Vertical Rolling Attack (3)

Focus
Acid Breath (3)
Cobra Charm (3)
Leech (4)
Regeneration (2)
Scorpion Spear (4)
Toughskin (2)
Venom (2)
#316

zombiegleemax

Jan 16, 2006 13:44:34
[u]STONE BOXING[/u]
This style was developed by dwarves in Rockhome. Some dwarves have learned to manipulate the surrounding earth by using their Chi (not magic) and then included many boxing techniques to form this deadly style. Only dwarves are ever trained in this art, due to the elemental nature that they alone are capable of manipulating. This art is not very popular and sometimes the teachers are shunned, do to the magical appearance of the art.

Starting Skills
Punch: 2
Block: 1
Focus: 2

Special Moves (Adjusted Maneuver Cost)
Punch
Buffalo Punch (1)
Dashing Punch (4)
Dashing Uppercut (2)
Double Punch (1)
Ducking Straight (1)
Fist Sweep (1)
Flying Thrust Punch (4)
Gut Punch (1)
Haymaker (1)
Head Butt (1)
Head Knocker (1)
Heart Punch (3)
Hyper Fist (5)
Lunging Headbutt (2)
Lunging Punch (2)
Rekka Ken (5)
Turn Punch (3)
Widowmaker (1)

Block
Deflecting Punch (1)
Maka Wara (3)
San He (3)

Grab
Brain Cracker (1)

Focus
Elemental Skin (5)
Elemental Stride (4)
Heal (4)
Pit (3)
Sense Element (1)
Stone (2)
Toughskin (3)
#317

zombiegleemax

Jan 16, 2006 13:45:33
[u]SUMO[/u]
A style created by Pacydermions and taught to few a humans who have the girth to compete with their Pacydermion teachers.

Starting Skills
Punch: 1
Block: 1
Grab: 2
Focus: 1

Special Moves (Adjusted Maneuver Cost)
Punch
Art of Breaking (4)
Ear Pop (2)
Head Butt (1)
Heart Punch (3)
Hundred Hand Slap (4)
Knife Hand Strike (3)
Lunging Headbutt (3)

Kick
Foot Sweep (1)
Spinning Foot Sweep (1)

Block
Maka Wara (2)
San He (2)
Wooden Dummy (3)

Grab
Bear Hug (1)
Disengage (3)
Eye Rake (1)
Face Slam (2)
Grappling Defense (4)
Head Butt Hold (1)
Knee Basher (1)
Neck Choke (2)
Sleeper (3)
Twirl and Hurl (5)

Athletics
Air Smash (1)
Flying Head Butt (1)
Jumping Shoulder Butt (1)

Focus
Force Shout (1)
Stunning Shout (2)
Toughskin (2)
#318

zombiegleemax

Jan 16, 2006 13:47:11
[u]WU SHU[/u]
An acrobatic style that is derived from gymnastics in Ochalea. It requires great athletic ability and powerful legs to perform this art.

Starting Skills
Kick: 3
Athletics: 2

Special Moves (Adjusted Maneuver Cost)
Punch
Rekka Ken (6)
Spinning Knuckle (3)

Kick
Air Hurricane Kick (2)
Air Lightning Leg (3)
Ax Kick (4)
Backflip Kick (3)
Butterfly Kick (3)
Cartwheel Kick (2)
Double-Hit Kick (1)
Falling Ax Kick (4)
Flying Thrust Kick (4)
Forward Backflip Kick (1)
Forward Flip Knee (3)
Forward Somersault Kick (4)
Great Wall of China (5)
Handstand Kick (1)
Hurricane Kick (5)
Lightning Leg (3)
Reverse Frontal Kick (2)
Scissor Kick (4)
Stepping Front Kick (4)
Whirlwind Kick (4)

Block
Maka Wara (4)

Grab
Air Throw (2)
Back Roll Throw (1)

Athletics
Backflip (2)
Cannon Drill (5)
Cat Stance (1)
Displacement (4)
Drunken Monkey Roll (2)
Flying Heel Stomp (3)
Rolling Attack (4)
Vertical Rolling Attack (3)
Wall Spring (1)

Focus
Balance (2)
Chi Kung Healing (4)
#319

Hugin

Jan 16, 2006 15:11:30
Wow! Nicely put together. I look forward to the 3E version.
#320

zombiegleemax

Mar 16, 2007 17:46:59
Wow, has it really been over a year!? I guess having a baby makes the time fly by. Now that I'm back and I've been studying the 3.5 rules the last month and now I'm doing my revisions for my personal preferences and the second longest one is the revision of the Mystic rules. Now called a Monk. So is anybody interested? Should I start a new thread for this? That might be simpler. I would use the same format I did here, or I could just edit all the manuevers above to add 3.5 rules with them. Anyone?
#321

gazza555

Mar 17, 2007 6:49:28
Wow, has it really been over a year!?

Looks like
I guess having a baby makes the time fly by.

Congratulations.
is anybody interested?

Absolutely
Should I start a new thread for this?

I think a new thread would be a good idea - it will cut down on any confusion.
I would use the same format I did here

That's fine

Regards
Gary
#322

zombiegleemax

Mar 17, 2007 11:05:52
:heehee

Now to get started.
:whatsthis