Martial Artists in Sommerset
Martial Artists are the masters of the Inner Energies, and Muscle Memory that allow them to strike with their body, their supreme mastery of the Spirit and Body gives them the Strength and Stamina to survive the rigors of the battlefield.
Active Skills: (3 Skillpoints per skill, 2 Skillpoints per upgrade)
Inner Peace (slotted ability): You may call "Partial" to any slow effect and may move with one foot always on the ground instead of at a 1 count.
Proper Sanshin: Through martial mastery and the channeling of inner energies to your limbs you are able to deflect blows unarmed. You may wield natural weapons made of Ki or fist/hand weapons that are no more than 18 inches in length which are immune to Disarm. Gain DR 4 on the forearm (Hands to Elbows) of an arm wielding a weapon that is 18 inches or less. If you are not wielding any weapons longer than 18 inches, gain DR 4 to a shin (Foot to bottom of the Knee) on a leg that is not touching the ground.
Physical Conditioning: Through grueling physical training your have made yourself physically tougher. Spend 1 Blood or 1 Spirit to resist a Hit, Range, or Core effect that hits a limb with DR gained through Proper Sanshin.
Reed in the Wind (slotted ability): You may call Dodge and take Trip and Slow. You may not call Dodge while under Slow. This Slow effect can be removed by taking 10 steps instead of waiting for 15 seconds.
Leaping Crane: Spend 1 Spirit to replace the Trip effect from calling Dodge with a jump RP.
Coiling Snake: Spend 1 Spirit to resist the Slow effect from calling Dodge.
Kata Adept(Slotted Ability): Pick a kata through which you may call spike damage of Hit 1 or Freeze Limb. Weapons must be approved by staff as Martial Artist weapons and have the aesthetic of a martial artist weapon.
[Type] Kata Master: +1 Spike Damage with a Kata of your choice.
[Type] Jutsu/Technique: Choose one melee spike Jutsu/Technique which you can call in place any Spike damage. (Rebuy for different Techniques)
Additional Kata: May use another Kata to call spike damage.
Available Kata:
Soft: Move 120 degrees around an opponent. Next strike is spike.
Hard: Three strikes, next strike is spike. Cooldown: 5 seconds or 3 attacks/OOC blocks
Tiger: OOC Block three incoming attacks in quick succession. Next strike may call spike damage. Cooldown: 5 seconds or 3 attacks OOC blocks
Leopard: Strike the back of an opponent(behind the plane of the shoulders). Next strike is spike.
Crane: Self Trip, next strike is spike.
Snake: Crouch at a ready stance for 5 seconds. Charge forward for 3 steps. Next strike is spike.
Dragon: Strike a target 4 times in quick succession or block 4 times in quick succession. In addition to the next strike being spike damage, gain Aura Base Damage +1. (Note auras disappear when struck again, even if blocked. Auras can not stack with auras of the same name.)
Technique/Jutsu : (2 Skillpoints per skill)
Chi Block: Replace spike damage with freeze arms or freeze legs.
Throat Strike: Replace spike damage with long silence
Hamstring: Replace spike damage with long slow
Passing Form: Replace spike damage with trip
Aki Jutsu: Replace spike damage with shove
Bone to Dust: Replace a spike damage with Break Limb
Chi Drain: Replace spike damage with Exhaustion.
Tai Jujitsu: Replace a spike damage with pull
Receiving Jutsu: Replace spike damage of 2 or higher with disarm
Martial Master(slotted Ability): Increase Spike Damage by 1 for any Melee Attack
Internal Dao: Increase Heroic Damage by +5
Combo: Repeat any melee spike or heroic attack by one more.
Twitch Muscle: Convert a hit delivery to a ranged delivery with 1 spirit. If using Natural Ki or 18 inch weapons remove the spirit cost. If the weapon started from sheathed position remove spirit cost.
Jian ke: With a weapon call True Stagger/RPD before spike damage.
Ki-Shot: RP focusing your chi for 15 seconds or put a throwing weapon prop in your hand. Call “[Person] Hit Stagger” from a distance while feigning attacks toward the target. If you have nothing in your hand except Ki weapons or throwing weapon props, you may repeat this three times in row.
Hit ‘em where it hurts: You may replace your heroic strike with Pain
Chi Lockup: Replace Heroic strike with Long Exhaustion.
Kamehameha (Slotted Ability) Choose a Heroic Attack from this list or the general list, Rebuy to get additional heroic attacks.
Kumite: For 15 sec, keep weapons moving/performing sweeping motions with hands while under slow, next strike may be heroic
Ki Blast: 15 seconds spent RP charging the attack, run at target with hands behind you, next strike is heroic.
Epic Soliloquy: Speak a verbal soliloquy aloud for 15 seconds, invoking whatever higher powers, ancestors, or swear words you desire. Gain Heroic Strike
Passive Skills: (1 Skillpoint per skill)
Defy Gravity: You may bid to scale unreasonably high surfaces or balance on unreasonably narrow areas. This can be declined by staff.
Astral Projection: You may meditate to bid Localized Astral Projection to get a sense of spiritual or ephemeral things in the vicinity. This is not used to travel, scout, or spy. This can have unforeseen consequences.
Hidden Wisdom: You have trained yourself to be open to the teachings of ancient wisdom and the universe. You may bid scholarship: cryptic wisdom.
Still the Raging Pulse: You may assume a meditative pose and slow your heartbeat and metabolism. This can be used to slow your oxygen consumption, or to resist non-damaging atmospheric effects. Moving breaks this effect. If used over a very long period of time, the user will eventually fossilize until they next move.
Ironlung: You may hold your breath and take actions, such as swimming for 2 Minutes. This may be rebought multiple times to increase the time you can hold your breath up to a maximum of 10 minutes.
Tremorsense: You may navigate unarmed in absolute darkness or feel tremors in the ground. You must move at a slow count and cannot take any actions.