Martial
Arts Sampler
|
|
Martial Arts Sampler Styles
|
Style |
Att |
dmg |
AT |
Type |
Blunt |
Kick |
Lock |
M/P |
Move |
Push |
Slash |
Strike |
Throw |
Vital |
Wpn |
|
Boxing (Rocky Balboa) |
2/1 |
d+6 |
+2 |
h |
2 |
1 |
1 |
1 |
1 |
1 |
|
5 |
1 |
1 |
|
|
MMA (UFC Hybrid) |
3/2 |
d+5 |
+3 |
h/s |
1 |
2 |
3 |
1 |
1 |
1 |
1 |
2 |
2 |
1 |
1 |
|
Lightsaber Form II – Makashi
(Count Dooku) |
2/1 |
d+7 |
+6 |
s |
|
|
1 |
2 |
3 |
|
3 |
2 |
1 |
3 |
4 |
|
Lightsaber Form V – Djem
So (Vader) |
2/1 |
d+9 |
+2 |
h |
3 |
|
|
1 |
1 |
1 |
3 |
4 |
1 |
1 |
3 |
|
Drunken Fist (Jackie Chan) |
3/2 |
d+3 |
+5 |
h/s |
1 |
3 |
1 |
1 |
3 |
1 |
1 |
2 |
2 |
1 |
|
|
Gun Kata (Equilibrium) |
3/1 |
d+8 |
+10 |
ALL |
|
|
2 |
6 |
3 |
2 |
3 |
3 |
1 |
5 |
8 |
|
Wakandan Panther Style (T’Challa) |
2/1 |
d+5 |
+8 |
h/s |
1 |
2 |
2 |
4 |
3 |
2 |
2 |
4 |
2 |
2 |
3 |
|
Saiyan Martial Arts (DBZ) |
3/1 |
d+10 |
+7 |
ALL |
2 |
4 |
2 |
3 |
5 |
3 |
2 |
5 |
3 |
4 |
3 |
|
Krav Maga (Bourne / Batman Begins) |
2/1 |
d+6 |
+3 |
h |
3 |
1 |
3 |
1 |
2 |
2 |
1 |
3 |
2 |
2 |
|
|
CQC (Metal Gear Solid) |
3/2 |
d+5 |
+4 |
h/s |
1 |
2 |
3 |
1 |
2 |
1 |
2 |
2 |
3 |
2 |
1 |
|
Hiten Mitsurugi-Ryu (Rurouni
Kenshin) |
3/1 |
d+9 |
+6 |
h/s |
|
|
1 |
2 |
4 |
1 |
5 |
3 |
2 |
2 |
5 |
|
Waterbending (Avatar) |
2/1 |
d+4 |
+7 |
s |
|
2 |
2 |
5 |
5 |
3 |
|
1 |
2 |
2 |
|
|
Firebending (Avatar) |
2/1 |
d+8 |
+3 |
h |
|
3 |
1 |
3 |
3 |
2 |
|
4 |
1 |
3 |
|
|
Earthbending (Avatar) |
1/1 |
d+12 |
+0 |
h |
5 |
1 |
2 |
1 |
1 |
4 |
1 |
2 |
1 |
1 |
|
|
Airbending (Avatar) |
3/2 |
d+2 |
+10 |
s |
|
1 |
1 |
5 |
7 |
4 |
|
1 |
1 |
3 |
|
|
Witcher Sword Style (Geralt) |
3/2 |
d+6 |
+5 |
h/s |
1 |
1 |
1 |
3 |
2 |
1 |
3 |
3 |
1 |
2 |
4 |
|
Shaolin Monk (Classic Film) |
3/2 |
d+4 |
+6 |
h/s |
1 |
2 |
1 |
3 |
3 |
1 |
2 |
3 |
1 |
2 |
1 |
|
Gun-Fu (John Wick) |
3/1 |
d+7 |
+8 |
ALL |
|
1 |
2 |
5 |
3 |
2 |
1 |
5 |
1 |
2 |
6 |
|
Viking Berserker Rage |
1/1 |
d+12 |
−2 |
h |
4 |
1 |
|
1 |
1 |
|
4 |
5 |
|
1 |
2 |
Martial Arts Sampler Maneuvers
|
Maneuver |
Type |
Method |
#Act |
Notes |
|
Iron Uppercut |
h |
Blunt |
1P/1V |
Blow x3 dmg; victim stunned 1r (save) |
|
Ground Break |
h |
Blunt |
1P/1V |
Blow x2 dmg; prone victim cannot
stand 1r (save=TH-2) |
|
Crush Riposte |
h |
Blunt |
1P/1V |
Blow x4 dmg; victim pushed 5′ (save) |
|
Impact Burst |
ALL |
Blunt |
1P/1V |
x5 dmg; 1d4 targets within 5′ (save=TH-2) |
|
Combustion Palm |
h |
Blunt |
1P/1V |
x4 dmg; target ignites 1d4r (1 hp/r) |
|
Stone Crash |
h |
Blunt |
1P/1V |
Blow x5 dmg; victim knocked down
(save) |
|
Skull Breaker |
h |
Blunt |
1P/1V |
x5 dmg; victim unc.
(save=TH-4) |
|
Disarm Twist |
h/s |
Lock |
1att/1M |
Weapon lost (save=TH-2); victim
stunned 1r |
|
Drunken Spirit |
h/s |
M/P Tr. 2 |
1M |
+1 TH, +2 AC 1d4r; −1 TH next r
(fatigue) |
|
Breath Focus |
s |
M/P Tr. 2 |
1M |
+1 AC, +1 Init for 2r |
|
Inner Harmony |
s |
M/P Tr. 2 |
1M |
Recover 1d4 hp & +1 save for 2r |
|
Battle Howl |
h |
M/P Tr. 2 |
1P/1M |
Fear within 15′
(save) 1r; +2 dmg this r |
|
Champion’s Breath |
h |
M/P Tr. 3 |
1M |
+1 TH & +1 dmg for 1d4r; cannot
stack |
|
Calm Focus |
s |
M/P Tr. 3 |
1M |
+2 AC for 1r; if broken, next att auto-crit fails |
|
Dark Determination |
h |
M/P Tr. 3 |
1M |
Ignore stun/para. 1r; cost 1 HD
fatigue |
|
Heart of Bast |
h/s |
M/P Tr. 3 |
1M |
+1 TH, +1 Init for 2r; glow w/ blue
aura |
|
Adrenal Trigger |
h |
M/P Tr. 3 |
1P/1M |
Ignore pain 1r; continue below 0 hp
(save) |
|
Wind Memory |
s |
M/P Tr. 3 |
1M |
Next 3 attacks gain +2 TH; cannot be
interrupted |
|
Heart Inferno |
h |
M/P Tr. 3 |
1P/1M |
+2 TH & dmg 1r; save=TH or stun
self 1r |
|
Mountain Calm |
h |
M/P Tr. 3 |
1M |
Immune to fear & slow 1d4r |
|
Signs of Focus |
h/s |
M/P Tr. 3 |
1M |
Cast 1 Sign as free 1/r (no Verbal
req.) |
|
Resolute Core |
h/s |
M/P Tr. 3 |
1M |
+2 TH vs. robots/droids 1d4r |
|
Fight Instinct |
h/s |
M/P Tr. 4 |
1M |
+1 Initiative & +1 AC for 2r |
|
Mathematical Trance |
ALL |
M/P Tr. 4 |
1M |
All ranged TH +4 1r; cannot move |
|
Ki Charge |
ALL |
M/P Tr. 4 |
1P/1M |
+3 TH 1r; glows aura; if hit, save or
dmg self x1 |
|
Focus Kill Zone |
h/s |
M/P Tr. 4 |
1M |
+2 TH; next miss becomes glancing hit |
|
Flowing Mind |
s |
M/P Tr. 4 |
1M |
Ignore 1 mental save failure this r |
|
Iron Nerve |
ALL |
M/P Tr. 4 |
1M |
Immune to fear/panic 1r; +1 TH if
bloodied |
|
Slip & Counter |
h/s |
Movement |
1V |
TH+3 vs. next melee; attacker
TH−2 next r |
|
Spiral Parry |
s |
Movement |
1V |
Negate 1 melee att; attacker −1 TH
next r |
|
Momentum Flow |
h |
Movement |
1V |
+1P next r; dmg x2 if stationary
before striking |
|
Reeling Dodge |
h/s |
Movement |
1V |
+4 AC vs. 1 melee att
this r |
|
Reflex Cascade |
ALL |
Movement |
1V |
May retaliate 1 attack per r auto
after hit |
|
Shadow Step |
h/s |
Movement |
1V |
Move 10′ pre/post attack; +2 AC
this r |
|
Aerial Rush |
ALL |
Movement |
1V |
Fly up 15′
& dive attack next r at +3 TH |
|
Defensive Flow |
h/s |
Movement |
1V |
AC +3 vs. next attack this r |
|
Dragon Step |
h/s |
Movement |
1V |
Move behind target w/out AoO; next TH+2 |
|
Mist Veil |
s |
Movement |
1V |
Concealed 1r; TH+2 vs. next melee
(save) |
|
Flame Leap |
h |
Movement |
1V |
Move 20′ w/fire trail; 1 hp/r
burn in path |
|
Earthen Stand |
h |
Movement |
1V |
Immovable; +4 AC vs.
push/pull this r |
|
Weightless Step |
s |
Movement |
1V |
Move vertically 5′ this r; no
sound |
|
Wolf Guard |
h/s |
Movement |
1V |
AC +3 1r; negates next flank penalty |
|
Tiger Balance |
h/s |
Movement |
1V |
Stand or leap 10′ ignoring
terrain |
|
Spin Cover |
ALL |
Movement |
1V |
Move ½ speed; negate AoO 1r |
|
Blood March |
h |
Movement |
1V |
Move 10′ free; +2 TH this r |
|
Armor Slide |
h/s |
Movement |
1V |
Negate 1 ranged attack (save=TH) |
|
Tidal Sweep |
s |
Push |
1att/1M |
Pushed 10′;
save=TH to resist fall |
|
Vacuum Palm |
s |
Push |
1att/1M |
Target pushed 15′;
fall (save) |
|
Precision Riposte |
h/s |
Slash |
1att/1V |
TH+3; dmg x2 if countering a miss |
|
Flash Draw |
h/s |
Slash |
1att |
TH+3; if 1st attack this r, x4 dmg |
|
Twin Arc Cut |
h/s |
Slash |
1att/1V |
Two hits same roll; x3 dmg if both
land |
|
Flowing Slap |
h/s |
Strike |
1att |
TH+2; may choose direction of push
(save=TH) |
|
Vibranium Strike |
h/s |
Strike |
1P/1V |
Blow x3 dmg; stun 1r (save) |
|
Elbow Spike |
h |
Strike |
1att/1M |
Blow x3 dmg; bleed 1 hp/r (save) |
|
Palm Comet |
h/s |
Strike |
1P/1V |
x3 dmg; save=TH or stun 1r |
|
Takedown Roll |
h/s |
Throw |
1att |
Throw x3 dmg; victim prone 1d4r |
|
Jet Crash |
h/s |
Throw |
1att |
Throw x3 dmg; victim knocked 20′ (save) |
|
Silent Finish |
h/s |
Vital |
1att |
Victim unc.
1d2r (save) |
|
Kill Zone Projection |
ALL |
Weapon |
1P/1V |
All targets in 10′ cone
TH–4 (save) |
|
Center Mass Pair |
ALL |
Weapon |
1att/1M |
2 shots same target; x3 dmg (save) |