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pc:naberius_s_martial_arts

Known Martial Arts

Note: These may only be used by Naberius' Homunculus form, or in his Apocalyptic Form.

Counter Throw:
Directing an attacker’s momentum against him, the martial artist sends him flying into the nearest wall… or the ground… or worse. A basic soft-style maneuver, this remains an effective technique. When the martial artist is attacked, make a resisted roll of Dexterity + Martial Arts against the attacker’s Dexterity + Brawl, Melee, or Martial Arts (depending on the Ability that the opponent is using to attack). If you score more successes than your attacker does, then you deflect the attack and may – immediately and without having to divide up your dice pool – try to throw him (as below). If you fail the throw, you still sidestep his attack.
Minimum Ability: Martial Arts 1, Athletics 1 (soft style)
Roll: Dexterity + Martial Arts
Difficulty: 6
Damage: As Throw
Actions: 1


Snake Step:
Shifting away from the blow, our martial artist deftly sidesteps a close or ranged attack. Naturally, he must be able to see it coming first. A successful roll acts as a dodge attempt with an additional three-dice bonus.
Minimum Ability: Martial Arts 1 (any style), Athletics or Acrobatics 1
Roll: Dexterity + Martial Arts
Difficulty: hard 6/soft 5
Damage: N/A
Actions: 1


Deflecting Block:
Evading an attacker’s blow, the martial artist redirects the attacker’s force against her. In game terms, the defender rolls Dexterity + Martial Arts in Phase Two: Defense. Each success subtracts one success from the attacker’s roll. If the defender scores more successes than his attacker, then the attacker must roll Dexterity (difficulty 8) or else fall to the ground (or smash into a nearby surface), taking her own Strength in bashing damage.
Minimum Ability: Martial Arts 2 (soft style), Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts
Difficulty: 6
Damage: Attacker’s Strength/B
Actions: 1


Spinning Kick:
Our martial artist spins around and plants a solid kick into the object of his attention.
Minimum Ability: Martial Arts 2 (hard style), Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts
Difficulty: 6
Damage: Strength +3/B
Actions: 1


Death Strike:
Aiming a rigid hand at an organ, joint, or other incapacitating location, the attacker directs devastatingforce at that target. This strike inflicts lethal damage.
Minimum Ability: Martial Arts 3 (hard style)
Roll: Dexterity + Martial Arts Difficulty: 5
Damage: Strength +2/L
Actions: 1


Thunder Kick
A devastating flying kick. Hurling himself through the air, the martial artist focuses his chi and mass into a strike potent enough to end most fights immediately. In game terms, each success adds one additional die to the kick’s damage. A character cannot use the Thunder Kick more than once every five turns, however, as it demands intense focus and commitment to the blow.
Minimum Ability: Martial Arts (hard style) 3, Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts Difficulty: 7
Damage: Strength +3 + successes/B
Actions: 1


Nerve/Pressure Point Strike
Targeting a vital location, the martial artist directs precision force against it. If the attacker scores at least three successes to hit his opponent, then the opponent must make a Stamina roll (difficulty 8) or else be stunned on the next turn. A botch on that roll stuns her for three turns instead.
Minimum Ability: Martial Arts (hard style) 3
Roll: Dexterity + Martial Arts Difficulty: 7
Damage: Strength +3 + successes/B
Actions: 1


Withering Grasp
Grabbing his foe in a painful hold, the martial artist inflicts damage and may disarm her as well. To get the weapon from an enemy’s hand, the martial artist must score at least three successes; with five successes, he can take it away from her and use it himself in a following turn.
Minimum Ability: Martial Arts (soft style) 3
Roll: Dexterity + Martial Arts Difficulty: 7
Damage: Strength/B
Actions: 1

pc/naberius_s_martial_arts.txt · Last modified: 2020/Nov/14 20:51 by j