Punch | |
Killing Blow | |
Prerequisites: | Sorcery llll, Punch llll, Focus llll |
Power Points: | Dark Sorcerers 5; |
The magician can employ his own magical power to make a strike more likely to
kill the opponent. This is an integral part of the martial art that the
Dark Sorcerers is using.
The magician pays 2 Chi, and can thereafter convert normal damage to aggravated damage, up to a maximum number ecual to [Focus] damage, and can obviously not convert more damage than is actually inflicted by the attack. This maneuver can be combined with any basic Punch maneuver. | |
Cost: | 2 Chi |
Speed: | as per maneuver |
Damage: | as per maneuver |
Move: | as per maneuver |
Strike of Sleep | |
Prerequisites: | Punch lllll, Focus llll |
Power Points: | Dark Sorcerers 4; Kabaddi, Kung Fu, Marma-adi, Ninjutsu 5; |
Through concentrating his Chi, this maneuver
enables the user to make one attack with the potential of rendering the opponent
instantly and painlessly unconscious. Through using the modifiers below, the attacker executes an attack. If this does any damage, the opponent must succeed in a Stamina (6) check for every damage the Strike of Sleep does, or be rendered unconscious. The opponent will be unconscious for [Number of damage inflicted - Stamina successes] minutes. The Strike of Sleep will not under any circumstances do any real damage at all. | |
Cost: | 2 Chi |
Speed: | +0 |
Damage: | +0 |
Move: | +0 |
Kick | |
Flying Side Kick | |
Prerequisites: | Kick llll, Athletics llll, Jumping Side Kick |
Power Points: | Tae Kwon Do 4 |
The practitioner must be able to at least run two hexes in a given direction to
gain speed, so that the practitioner can jump into the air, and attack the opponent with
a powerful kick. This is an Aerial maneuver.
The opponent will, if the maneuver inflicts any damage, be subject to a Knockdown. The attack must be along a straight hex line, as per for instance Cartwheel Kick. This incredibly powerful maneuver is more or less a certain mark that the martial artist performing this maneuver is an accomplished TaeKwon-Do practitioner. | |
Cost: | 2 Willpower |
Speed: | +0 |
Damage: | +6 |
Move: | +3 |
Jumping Side Kick | |
Prerequisites: | Kick lll, Athletics ll, Jump |
Power Points: | Tae Kwon Do, Wu Shu 2; Kung Fu, Shotokan Karate 3; Any 4 |
A less destructive technique than the flying side kick, the jumping
side kick is still a powerful kick. This is also a relatively common kick
among the "classic" martial arts, but is not often seen among newer or some of
the more exotic styles (Capoeira, Special Forces, Kabaddi, and so on). The practitioner jumps into the air, and delivers a powerful kick against the head or chest of the opponent. This is an Aerial maneuver. | |
Cost: | None |
Speed: | +1 |
Damage: | +2 |
Move: | -1 |
La Coup de Pied Bas | |
Prerequisites: | Kick lll, Athletics ll |
Power Points: | Savate 2; Any 3 |
Being more or less the signature kick of Savate, the Coup de Pied Bas is a low,
fast kick delivered to the shin of the opponent. If the opponent is kicked dizzy
from this attack, the opponent will also suffer a Knockdown.
The Coup de Pied Bas is so low that it will miss an Aerial opponent. | |
Cost: | None |
Speed: | +2 |
Damage: | +0 |
Move: | -2 |
Grab | |
Nutcracker | |
Prerequisites: | Grab ll, Kick ll |
Power Points: | Pankration 3; Ler Drit, Special Forces, Thai Kickboxing 4; Any 5 |
This maneuver is regarded as one of the ultimate dirty tricks ever invented.
Pankration is, of course, one of the styles that teach this technique as a
matter of course - it is, after all, extremely effective.
For those who have not already understood what this maneuver is, the description is as follows: The Street Fighter grabs his opponent, pulls the opponent next to himself, and knees him in the groin. This is incredibly painful, and has the following effects: Automatic dizzy (if male - or used to be), -1 penalty (we do use some house rules) over and above any others (if male). If the Pankration wrestler uses this technique on a woman, the damage bonus is a mere +3, and no special effects are inflicted. The damage is calculated from Kick technique, even though this is a Grab maneuver. This maneuver costs the practitioner 1 permanent Honor if used. At all. | |
Cost: | 1 Willpower |
Speed: | -2 |
Damage: | +5 (+3) |
Move: | 2 (max.) |
Block |
Athletics | |
Rope Trick | |
Prerequisites: | Athletics ll, Jump |
Power Points: | Show-Wrestling 1; Any 3; |
This is a fairly typical trick for show-wrestling. Similar to a Wall Spring, the
Rope Trick utilizes the corner ropes to give more spring to a jump. The wrestler
runs over to a corner, jumps up on the ropes, and uses the elasticity in
the ropes to jump into the ring again in a powerful jump.
This maneuver can be combined with any basic punch or kick maneuver, as well as the maneuvers Air Smash, Flying Tackle, and Jumping Shoulder Butt. If the opponent is Knockdown, the Rope Trick's increased height will provide an extra +2 bonus to damage. This maneuver is Aerial, but will hit crouching. The wrestler will suffer a Knockdown after Rope Trick is utilized. | |
Cost: | None |
Speed: | +2 / (see above) |
Damage: | - / (see above) |
Move: | +0 / +2 (see above) |
Focus | |
Body Posture | |
Prerequisites: | Sorcery or Clan Heritage (both Medicine and Mysteries for Marma-adi and others) llll, Focus ll |
Power Points: | Dark Sorcerers 1; Marma-adi 2; Ninjutsu 3; Any 5; |
Using this power will grant Elemental Soak
effects (modifications to maneuvers and Soak) as if the user was a freely
chosen elemental. Every time the user changes posture - i.e., changes from
one element to another - costs 1 Chi. If the user shifts to Ku (Void), which
is to say that the user does not receive any Elemental Soak effects, that
change will cost 0 Chi.
The five elements are Fu (Air), Ka (Fire), Sui (Water), Chi (Earth), and Ku (Void). It is always free to change to Ku. The user will stay in one Body Posture other than Ku for a maximum of a day, before one Chi must be used to activate this power again. | |
Cost: | 1 Chi |
Speed: | - |
Damage: | - |
Move: | - |
Drain Power | |
Prerequisites: | Sorcery (both Medicine and Mysteries for Marma-adi and others) lll, Leech |
Power Points: | Dark Sorcerers, Marma-adi 3; Kabaddi 4; Any 5; |
Simply put, the sorcerer touches his opponent,
and sucks the opponent's energy out.
The attacker rolls a [Punch+Focus] attack versus the opponent's [Dexterity+Athletics]. If the sorcerer scores at least one success, the sorcerer can roll a [Focus+Sorcery] / [Focus+Medicine or Mysteries, whichever is less] versus a permanent Chi roll of the opponent. Every success in the sorcerer's favor will suck one temporary Chi from the opponent and into the sorcerer's Chi pool, either until the opponent is empty, or the sorcerer is filled up to capacity. | |
Cost: | 1 Chi |
Speed: | +0 |
Damage: | - |
Move: | Two (max.) |
Dreamweaving | |
Prerequisites: | Sorcery llll, Focus llll, Soul Merge |
Power Points: | Dark Sorcerers 3; Kabaddi, Ler Drit 5; |
Through a long ritual, the magician enters
the astral plane, and creates an astral construct which he can then send to
a person he has met in person, earlier.
This astral construct will be received by the recipient as a dream, which the recipient will either get the next time he sleeps, or if the person is sleeping while this ritual is conducted, immediately. The recipient of this dream will be almost comatose while he is receiving the dream, and will experience the dream as incredibly life-like. The magician cannot truly harm the recipient of the dream - physically, at least. The magician pays the Chi, describes the dream, and rolls a [Focus + Sorcery] against a target number of 6, needing at least one success to be able to create the construct. The more successes, the more life-like the dream. | |
Cost: | 2 Chi |
Speed: | +0 |
Damage: | +0 |
Move: | +0 |
Fear | |
Prerequisites: | Sorcery (both Medicine and Mysteries for Marma-adi and others) lll, Focus lll |
Power Points: | Dark Sorcerers, Ler Drit, Marma-adi 2; Kabaddi 3; Any 5 |
The wizard concentrates his Chi in an attack versus the opponent's psyche - hammering loose on the opponent's mind with all his hate, frustration, and fear. If the attack succeeds (an opposed, permanent Willpower vs. Willpower check), the opponent will be dizzied the next round. | |
Cost: | 1 Willpower |
Speed: | +1 |
Damage: | - |
Move: | +0 |
Karmic Purge | |
Prerequisites: | Sorcery (or Medicine and Mysteries for Marma-adi) lllll, Focus llll, Regeneration |
Power Points: | Dark Sorcerers 3; Marma-adi 4; |
This power clears the body of any diseases
or toxins. If the user is powerful enough, any disease will be healed,
including genetic or hereditary diseases. The magician does need to meditate
in peace for hours in order to activate this power, however.
The gamemaster decides on the difficulty of clearing that particular disease or poison from the body of the magician. For instance, HIV would be a difficulty 10, the common cold 5, and so on. The magician then rolls a [Focus+Sorcery] or [Focus+Medicine or Mysteries, whichever is less] versus that difficulty, and pays the Chi cost of this maneuver. The successes versus the various diseases are counted, and the magician is cleaned for these diseases. Example: The magician suffers from malaria in the brain, the common cold, and runny stomach. The gamemaster decides that 10, 5, and 7, are reasonable difficulties. The magician rolls 5, 5, 6, 7, 9, 10. This means the magician is cured of all three diseases - the 10 removes the malaria, the 9 takes the runny stomach, and the 7 takes the flu as well. The extra successes means that the common cold isn't that hard to cure with Karmic Purge. | |
Cost: | 4 Chi |
Speed: | N/A |
Damage: | - |
Move: | - |
Kiap | |
Prerequisites: | Punch ll, Kick ll, Focus ll |
Power Points: | Shotokan Karate, Tae Kwon Do 3; Wu Shu, Kung Fu 4; Any 5 |
The martial artist makes a short, powerful cry as she is unleashing the technique to focus the chi in the technique better, thereby providing the technique with more power. This maneuver can be used together with any kick or punch basic maneuver, in a manner akin to the flaming fist Special Maneuver (Player's Guide). | |
Cost: | 1 Chi |
Speed: | per maneuver |
Damage: | +2 |
Move: | per maneuver |
Mind over Matter | |
Prerequisites: | Sorcery lllll, Focus lllll |
Power Points: | Dark Sorcerers 5; |
The sorcerer empowers his frail flesh to be the equal of his powerful mind. By
expending 1 Willpower and 1 Chi to initiate this power, the sorcerer can replace
his physical stats with his mental stats. The exchange is as follows: Wits to Dexterity, Intelligence to Strength, Perception to Stamina. To keep this power up, the sorcerer must pay 1 Chi every round thereafter. | |
Cost: | 1 Willpower, 1 Chi; 1 Chi per round afterwards |
Speed: | +0 / as per maneuver |
Damage: | None / as per maneuver |
Move: | None / as per maneuver |
Mind Trick | |
Prerequisites: | Sorcery llll, Focus llll |
Power Points: | Dark Sorcerers 3; |
This is a little sleight-of-mind that many magicians has used with great
success. The Mind Trick can affect small details - sounds, details, and
short term memory. The magician can affect any of these things with the
Mind Trick - at least for a short while.
Examples of the use of Mind Trick, could be when guards wants to see your ID ("I showed you my ID just a moment ago"), distractions ("What was that sound?"), smells ("Who has eaten any garlic today?"), colors ("Nope, the light's been green all the time"), and so on. The Mind Trick is not really combat related. Although you might make your opponent uncertain whether you're wearing a red shirt or a green shirt, he'll still know where you are and can still bash your head in. To employ the Mind Trick, the player describes that he wants to do to the GM, which then determines a difficulty rating on that particular use of Mind Trick. Then, the target rolls an [Alertness + Perception] roll versus a target number equal to the wizard's [Sorcery + Focus], while the wizard rolls [Sorcery + Focus] against the difficulty the GM had decided on. If the wizard wins the test, the target is affected. If the target wins the test, the target is not affected. | |
Cost: | 1 Chi |
Speed: | +0 |
Damage: | None |
Move: | +0 |
Ranged Strike | |
Prerequisites: | Sorcery (or Medicine and Mysteries for Marma-adi and Kabaddi) lll, Focus lll, Punch lll |
Power Points: | Dark Sorcerers 3; Marma-adi 4; Kabaddi 5; |
The sorcerer makes mystical arm gestures while staring at his intended
victim, and then executes a striking technique while expending the Chi of
this maneuver.
This maneuver modifies any basic punch-maneuver. Similar to Extendible Limbs, Ranged Strike extends the range of any basic punch-maneuver to [Focus+Wits] in hexes. It may be used together with other maneuvers, such as Jump. | |
Cost: | 1 Chi |
Speed: | per maneuver |
Damage: | per maneuver |
Move: | per maneuver -1 |
Soul Merge | |
Prerequisites: | Sorcery (or Medicine and Mysteries for others) lll, Focus lll |
Power Points: | Dark Sorcerers 3; Any 5; |
This is basically the first exercise for a magician in order to control his own
astral body. That this maneuver actually can be useful, is really just a bonus.
While this maneuver is in effect, the magician's real body is catatonic, with no conscious reaction to anything at all. If the body dies while the magician is 'away', the astral body will die when the duration of this maneuver is up, as it has no home to return to. If the host body dies while the magician is 'present', the body of the magician's own body will die from sympathetic shock. The magician concentrates, and separates his astral body from his physical body. He is then able to 'move into' a new body, and can control this new body for a while. The new body may not have any statistic higher than the magician's corresponding statistic, and cannot have any implicit Intelligence statistic. This means that the magician is only able to inhabit animals (and other things, according to the GM's discretion). It is the use of this power that has lead to the legends about the black cat familiar of the witch, the witch doctor's magical control over animals, and so on. The Soul Merge cannot last longer than [Focus] hours, and the magician's astral body will then be sucked back into its body. The magician may not use this maneuver more often than once per day (24 hours). | |
Cost: | 1 Willpower, 2 Chi |
Speed: | N/A |
Damage: | N/A |
Move: | None |
Stone Fist | |
Prerequisites: | Elemental (Earth) ll, Focus lll |
Power Points: | Elemental (Earth) 2; |
Basically, this is the Earth elemental version of the Fire elemental maneuver
Flaming Fist.
The elemental embraces the power of Earth, and channels this devastating, unstoppable power through the fists, rendering them rock-hard and near impervious to damage for a short while. Similar to the Fire elemental maneuver Flaming Fist, Stone Fist can be combined with any basic Punch technique. Stone Fist may not be used in conjunction with any Jump technique. If the elemental is attacked by an attack potentially causing KD, then the elemental will soak an extra +1 versus that attack in a round Stone Fist is active. | |
Cost: | 1 Chi |
Speed: | as per maneuver |
Damage: | as per maneuver +3 |
Move: | as per maneuver -1 |
Sticks | |
Flying Sticks | |
Prerequisites: | Athletics lll, Focus ll, Sticks lllll, Twin Sticks |
Power Points: | Escrima 3; |
This is a flurry of fast, punishing strikes delivered with both the long and
the short stick, designed to bludgeon an opponent into submission with
the escrimador's sticks. This maneuver allows the escrimador three damage tests. | |
Cost: | 1 Willpower |
Speed: | +1 |
Damage: | -1 |
Move: | One |
Twin Sticks | |
Prerequisites: | Athletics ll, Sticks lll |
Power Points: | Escrima 2; |
A twin stroke executed along a straight line, this is a difficult maneuver to
perform, yet the result may be devastating. This maneuver allows the escrimador two damage tests, and if the opponent is knocked Dizzy by this maneuver, the opponent is Knockdown as well. | |
Cost: | None |
Speed: | +1 |
Damage: | +1 |
Move: | None |
Stick Sweep | |
Prerequisites: | Athletics ll, Sticks ll |
Power Points: | Escrima 2; |
While the short stick is in a defensive position, the long stick is used in an
attack versus the knees of the opponent, possibly resulting in the opponent falling,
or at least being thrown off-balance.
If this maneuver inflicts damage, the target is Knockdown. | |
Cost: | None |
Speed: | -2 |
Damage: | +3 |
Move: | -3 |
Storming Sky to Earth Attack | |
Prerequisites: | Athletics lll, Club (Tetsubo) lll, Jump |
Power Points: | Tetsubo-jutsu 3; |
Lunging forward in a powerful jump, the fighter attacks with his weapon from an overhead position, bringing it down forcefully on his opponent when the fighter lands. The Storming Sky to Earth Attack is an Aerial maneuver. | |
Cost: | 1 Willpower |
Speed: | +1 |
Damage: | +2 |
Move: | +1 |
Supreme Ground to Sky Attack | |
Prerequisites: | Athletics lll, Focus ll, Club (Tetsubo) llll, Jump |
Power Points: | Tetsubo-jutsu 5; |
Crouching down, the fighter then lunges upwards in a backflip, dragging his weapon around with him in an incredibly powerful aerial arc. The Supreme Ground to Sky Attack is a fearsome attack indeed, inflicting Knockdown versus Aerial opponents. It is an Aerial maneuver. | |
Cost: | 1 Willpower 1 Chi |
Speed: | -1 |
Damage: | +7 |
Move: | None |
Axes | |
Axe Low Sweep | |
Prerequisites: | Athletics ll, Axe lll |
Power Points: | Kung Fu 2; Any 3; |
Basically a low sweep with an axe (or, for that matter, two axes), the Axe Low Sweep can be considered a 'basic' Special Maneuver for any axe-wielding style. The Axe Low Sweep is considered Crouching. | |
Cost: | |
Speed: | -1 |
Damage: | +2 |
Move: | -2 |
Swords | |
Clear Sky Lightning Stroke | |
Prerequisites: | Athletics llll, Focus ll, Sword llll, Stone-Cutting Strike |
Power Points: | Lightning-Ryu Kenjutsu 5; |
Being an incredibly, almost mythic maneuver, the Clear Sky Lightning Stroke is said to be the second most powerful maneuver that the Lightning School of swordfighting taught.
In essence, the swordfighter stands perfectly still while preparing a perfect strike in his mind, constantly refining his intent and reviewing his techinque, until the perfect moment to strike is at hand. Then, in one blinding flurry of movement, the swordfighter almost flies towards his opponent, executes the stroke, and ends up beyond the opponent, facing away from his opponent. A iai-jutsu draw (quick draw of the sword) sometimes accompany this maneuver. When the Clear Sky Lightning Stroke is first chosen, the swordfighter pays 1 Willpower. Thereafter, it may be dormant for up to four additional turns before it is executed. During this time, the swordfighter has a -1 Speed, -1 Damage and -1 Move penalty on any other maneuver chosen while the Clear Sky Lightning Stroke is in effect. The Clear Sky Lightning Stroke may be retracted at any time, its effects and execution forfeit. The Clear Sky Lightning Stroke is a straight-line attack, and the swordfighter may execute the attack at any point during his attack run, up to the limits of his Movement. The power of the Clear Sky Lightning Stroke builds with how long the swordfighter is allowed to refine his technique in his mind. The modifiers are as follows:
Two turns: -1 Speed, +5 Damage, -1 Move Three turns: +0 Speed, +5 Damage, +0 Move Four turns: +1 Speed, +6 Damage, +0 Move Five turns: +2 Speed, +7 Damage, +1 Move | |
Cost: | 1 Willpower; 1 Willpower 1 Chi |
Speed: | varies |
Damage: | varies |
Move: | varies |
Deflecting Cut | |
Prerequisites: | Sword lll |
Power Points: | Lighting-Ryu Kenjutsu 2; |
The Deflecting Cut was developed as a defensive maneuver with an offensive counterattack. The Lightning School of swordfighting was particularly known for this
move, being almost a signature move of theirs. The Deflecting Cut must beat an opponent's Speed in order to be effective, granting a Soak bonus against other Weapon Maneuvers
equal to the swordfighter's dots in Sword. Unless the defending swordfighter was knocked dizzy by the attack, the swordfighter will be able to inflict a counterstrike, using the modifiers below.
The Deflecting Cut counts as a Parry maneuver, granting immunity to Knockdown from weapons maneuvers only, as well as providing a +2 Speed bonus to a weapon maneuver next turn. | |
Cost: | |
Speed: | +2 |
Damage: | +0 |
Move: | None |
Heavenly Cleaving Stroke | |
Prerequisites: | Athletics lll, Sword lll, Jump |
Power Points: | Lightning-Ryu Kenjutsu 3; |
Jumping incredibly high into the air, the swordfighter then executes a powerful downward strike, landing in the same hex as the opponent. The Heavenly Cleaving Stroke will hit a Crouching opponent, despite being an Aerial maneuver. Aerial opponents will suffer Knockdown in addition to regular damage. | |
Cost: | 1 Willpower |
Speed: | -1 |
Damage: | +4 |
Move: | -2 |
Stone-Cutting Strike | |
Prerequisites: | Athletics ll, Sword lll |
Power Points: | Lightning-Ryu Kenjutsu 3; |
Said to be developed primarily as a power-focusing exercise, the Stone-Cutting Strike is nevertheless a very powerful technique. Inhaling, then stepping forward and exhaling sharply while bringing down the sword in a downward strike, the Stone-Cutting Strike has derived its name from its ability to cleave rocks, and even large boulders. Whether that is true or not is immaterial - what is important, is that the technique has been known to kill even full-grown oxen in one stroke. | |
Cost: | 1 Willpower |
Speed: | -1 |
Damage: | +6 |
Move: | One |
Wide Sweeping Cut | |
Prerequisites: | Athletics lll, Sword ll |
Power Points: | Lightning-Ryu Kenjutsu 2; Any 3; |
This maneuver's name describes it well. The wide sweeping cut is, basically, exactly that. The maneuver was developed as an attack against a target high in the air (or, indeed, Aerial). The power of this cut is such that it will inflict Knockdown on Aerial opponents damaged by it. | |
Cost: | |
Speed: | -1 |
Damage: | +3 |
Move: | -3 |