Showing posts with label Special Moves. Show all posts
Showing posts with label Special Moves. Show all posts

Thursday, February 11, 2021

Proscribed Gestures

Not since the rise of the Hylemxylem has gestural combat been so forwardly pronounced by all warriors and glove-lathers alike. While the dark minions of Gibby shall make use of these techniques, those who watch the televisions and learn the proscribed gestures, while equipped with the proper handware, can too make use of their ancient and forgotten majesty.

In order to perform a gesture, you must first be trained in the arts of gesture based combat. Once you learn the art you shall know the gestures of Snap and Slap freely, but most learn the others by seeking the ancient monitors. All gestures have a range of about within throwing distance, though you must be able to see and concentrate on your target for a combat round. The time it takes to cast a gesture is less then a spell, but longer then an attack. In order to perform a gesture one must be wearing the proper hand attire. Magic gloves or gauntlets of +1 or better in power will work, as well as gloves made from the leather of any 6 HD creature or higher can work. Purple Worm leather is exceedingly popular for its colored aesthetic as well as comfort.

Additionally; once you learn the basics of gestural combat, you gain a new resource called Will. Everyone starts with 3 points of maximum Will. You can regain Will by slapping bugs (from another dimension) or drinking their inner juices, cultivated by juice ranchers. If you slap your glove against someone (off your hand- like a gentleman) you will gain 1 bonus point of Will to be spent in the first round of combat- this is the proto gesture known as the “Slap”. It may also be possible to permanently increase one's maximum Will- though it will require rare treasures such as PAPER CUPS and associated COOLERS.

[1] Snap – No Will Cost
The most basic gesture. It requires no Will, and can be done by simply snapping your finger at a target. The target takes a hit of concussive force that rips them internally- a small but effective burst of damage. It deals 1d6 + POW damage.

[2] Dissolution – 1 Will
Breaks down the target's structure. This gesture has two effects. First, it begins to liquidate the target and deals 1d4 damage per round. Second, all of the target's attacks deal a die size less in damage- this gesture weakens the opponent so their attacks and gestures are less effective. So a 1d6 damage attack turns into a 1d4 damage attack, and so on. This gesture's effects last for three rounds.

[3] Foam Armor – 2 Will
Probably one of the most powerful gestures. It is defensive and cast upon your allies or yourself. When used, the target is covered in a layer of foam. This gesture restores 3d6 + POW hit points to the target AND covers them in foam. The foam prevents them from both bleeding and being lit on fire while it is stuck to them. The foam armor lasts for three combat rounds.

[4] Lightning – 1 Will
This gesture releases deadly lightning from the hand. When cast, this powerful gesture deals 1d8 + double your POW in damage. However, it stuns the user for one round after it is used.

[5] Wave Artifice – 3 Will
This precise and exacting gesture is costly for your Will, but powerful in its use. This gesture conjures a wave of created matter to pound your opponents. It hits all opponents within its distance, but the conjured objects are low to the ground and could be flown over by flying opponents. It deals 1d6 + half of your POW to all opponents.

[6] Poromer Bleb – 1 Will
When cast on yourself or an ally; recovers 1d6 hit points and ends bleeding effects- your body is patched up. Additionally, the bleb grants the target of this gesture some additional protection. They count as “Defended”. When defended, the next attack OR spell that hits them deals the minimum possible roll of damage. So a 3d6 Fireball will deal 3 damage to them.

[7] Soul Crisper – 2 Will
Lights the enemy on fire. Flaming enemies recover their flesh at half the rate they would normally- healing is reduced when it comes to burning. Deals 1d6 damage per round and halves healing, lasts for three rounds.

[8] Fate Sandbox – 2 Will
Select an ally or yourself. It creates an invisible screen of gesturing force that makes them immune to all negative status effects. Leaking, vulnerability, poison, lagginess, all protected from. Lasts for three rounds or for three status effects deflected- whichever comes first.

[9] Link Mollusc – 3 Will
This gesture must be cast with the proper skill. When motioned; this gesture spreads whatever status effect is harming the user to all opponents within range. For instance, if the user is afflicted with a spell or poison, then all the opponents will be afflicted by the same spell or poison. These are not merely copies of the first status effects; they are new. If the gesturer then clears their own status effects, the enemies remain as they have already been mirrored over.

[10] Teledenuate – 2 Will
This gesture can be cast on allies or enemies. When used, the target loses all negative status effects if they are allied to the gesturer or loses all positive status effects if they are an opponent. Because of the selective nature of this gesture, it is thought to be an advanced technique.

[11] Charge-Up – 1 Will
The user of this gesture becomes temporarily empowered. They gain +1d4 points of POW, which are expended the very next time they use a gesture. Charge Up is unique, in that it empowers some gestures in additional ways, but this can only be done by a gesturers specialty. For example, if a gesture user has specialized in Foam Armor, then all of their allies are affected by the Foam if they use it when charged up. Characters may only specialize in a single gesture.

Charged up is unique because the actual power for the charge comes from a location- the Television Temple, which may not even exist in your home dimension. By taking antennae to the temple and allowing the monitor priests to install them, you can increase the power of Charge Up- simply increase the size of the die rolled to determine Charge Up's temporary POW bonus.

[12] Bombo - Genesis – All Will
The forbidden gesture. This gesture is a secret, lost long ago after the great accretion. Only those who prove themselves to the Sages by recovering their Sage Tokens and staring into the hidden terminal can learn the secrets of Bombo – Genesis.

In order to use Bombo – Genesis, you must be charged up. Then, all of your Will is expended. You deal Xd10 damage to all opponents in a massive blast, with X being your POW + Your total expended Will.

Friday, January 1, 2021

Really Strong = Laser Vision

So this one time, I got into a very stupid debate with someone about what “magic” is in a fantasy world, where the physical laws of reality in that fantasy world would be totally different from our own. All you need to know is that I was right and smart, other guy was wrong and a poop head, etc.

However- it got me thinking of something very specific. And that is- what if having the ability to fire laser beams from ones eyes is a trainable skill? It's a sort of function of Strength. Basically, being really strong means you can focus your vision to the point where it can kill people.

Laser Vision
Laser Vision isn't a magical skill. It isn't a spell, it's a natural function of one's eyes if one becomes strong enough. You see- the eye is a muscle like any other, and being able to use it to focus ones attacks to kill foes is as much a function of the eye as focused rays of force. It can't be counterspelled nor is it subject to magic resistance; this is as physical as getting stabbed with a sword. However, a mirror shield works wonders against an eye-beam, and reflects the damage right back at its user.

In order to fire an eye beam, you must have a Strength modifier of +4 or better. This counts regardless of if you have Giant Strength or not- even giant creatures need to be strong in comparison to other giant creatures. In the same way the weakest human is stronger then the strongest worm, you still need to be an exceptional human to be able to fire eye beams.

To fire one's eye laser- one must focus all of their mental energy and stare at a target. The beam will emit as a red colored beam of energy- it creates intense heat and a dull glow, as well as being powerful through concussive force. The beam uses your To-Hit modifier from your class + Strength modifier to hit. When it hits, it deals 1d6 + Strength modifier in damage.

After firing an eye beam once, you must lower your Strength modifier by -1 for the rest of the day. This is muscular exhaustion. Despite the energy beam coming from your eyes, it drains ALL of your body's strength and resources to fire even a basic beam. As such, you can only fire it a few times per day. Also, your other combat abilities will suffer for using an eye beam, as you have exhausted yourself. However, the eye laser can do things regular attacks cannot, such as attacking at range, cutting through ropes, lighting something on fire, and so on.

If this ability is STILL too unrealistic for you, just make it a Special Move.

Monday, August 19, 2019

12 Debilitating Moves

Every since reading this post about GLOG style Monks, it mentions how stuns are boring compared to more interesting turn-wasting effects that could be powered through. Really fits the concept of Monks being less directly powerful then fighters but better at battlefield control; strike the enemy's hidden pressure points and defeat them by using their own body against them.

As such, here are some more special moves, with a training cost equal to their difficulty level as per the rules. If you are using a martial arts style that is countered by the enemy that you use these moves on, they clear them at the start of the next turn for free; no need to sacrifice a whole round.

12 Debilitating Techniques
[1] Peaceful Turtle bites with Anger - 1st Level
You can only use this technique if the round prior you fought defensively, and made no attacks. You clutch at the enemy's finger, toe, dewclaw, nose, tail-tip, or other small and sensitive part of their body. The pain they feel forces a morale check to attack you again the next round, but only lasts for one round. If your attack bonus is higher then the monster's HD, the target must make a save or lose that body part.

[2] Prick the Eye - 1st level
Make a roll to hit against the target at disadvantage. On a successful hit, you poke the target in their eyes. You deal damage equal to the number of eyes poked, which is a maximum of 5 or however many fingers you have on your striking hand. The target is also blinded in all of those eyes at least, until they take a turn to rub them and clear their vision. You don't need to roll for disadvantage if you use a surprise attack or attack while making a reaction check, as your enemy won't be guarding their face.

[3] Goat Charges off of Cliff - 2nd level
Using this move forces the enemy to continue their momentum. Instead of attacking, you shove and direct the target's motion with your hands, of which they move at full speed uncontrollably. You can direct their motion towards a cliff or obstacle if you wish, and this deals 1d4+1 damage if they slam into a solid rock wall. Additionally, if you perform any attack on the same target next round (such as directing them in a short circle and back into your fist), they take an additional 1d4+1 damage from the impact of your attack instead. Targets can redirect their momentum on a saving throw, veering back to safety or out of the way of your attack.

[4] The Fool's Mouth Gapes Open - 2nd level
This move attacks the jaw, and doesn't work if the target is wearing a mask, full face protection, or any helmet with a leather jaw strap. The strike deals no damage, but makes the target's mouth open up and gape uncontrollably, unable to close it. This prevents the target from biting or closing their mouth, though they can still speak and cast spells through slurred yawns. You can also use this move to throw poison into their open mouth which they cannot spit back out, or shove a drug into their mouth and close it to force them to swallow, etc. This effect can be ended by the target or an ally forcibly closing their mouth with their hands.

[5] Weakening Strike - 2nd level
This extremely widespread and popular move has been adopted and renamed in many martial arts schools, but its power and prestige have not diminished. By performing a strike on the target's chest, the painful blow deals one die size less in damage. So a d6 practitioner of martial arts deals 1d4 damage instead, and so on. However, it also has the added effect of slightly paralyzing the heart and lungs, causing weakness over the target's entire body. The target receives -1 to hit and damage, without a saving throw. The martial artist can only stack this a number of times equal to their to-hit class bonus, equivalent to the maximum difficulty special move they can learn, minus 1. This means a +5 Disciple can stack this effect on one target up to 4 times, meaning a -4 to hit and damage with attacks. This effect is cleared by a deep breath and resurgence of strength, which requires a round spent. This clears all stacks of the effect, and regains the fighter to full strength.

[6] Monkey Grabs the Tiger's Tail - 3rd level
This move only works on enemy's using a weapon with a sharp pointed tip. You can either perform this move for your action to prepare for the thrust, or on the round after a miss against you. You grip the tip of their weapon, making them unable to attack unless they pull the weapon away on their round's action; even if you have greater strength then them, you are only grabbing the end and they can pull back to receive their weapon. If an enemy hits you with a maximum damage roll attack using a spear, rapier, stiletto, or other thin pointed weapon you can use this move for free. You impale yourself on their weapon, using your internal mastery to avoid the sharp edge from touching your internal organs, and can now keep their weapon from attacking anyone as well as get right up in their face for close range martial arts moves. The enemy can either let go of the weapon at this point, throw you off of it with a Strength roll, or perform their own close combat maneuvers.

[7] Dancer Spasms to the Music - 3rd level
This move strikes at the muscle-attachment points in the target's arm and legs. It is treated as a 2nd level move for training cost, but requires either a +4 to hit from your class progression OR a dexterity of +2 or better to use this move do the many accurate strikes needed. The target's arms and legs start to spasm with uncomfortable cramps. Every round they roll a save, on a failed save, there is a random chance either their arms spasm (chance to drop weapon or attack a nearby ally) or their legs (fall prone, move 5ft in a random direction). Roll a 1d2 for either category to determine which effect happens, or roll a 1d3 and insert a new negative effect depending on situation (spasm causes them to crush glass vial in their hand, for example). This move can be cleared by anyone if they take a moment to stretch out their arms and legs, a round for each.

[8] Dried Earth Crumbles to Dust - 3rd level
On a successful hit, this move deals no damage, but pats the victim's skin in a rough, abrasive way. The target suffers from internal weakness, and has -2 AC from all incoming attacks. This effect lasts for an entire day before it heals, but drinking a healing potion will cure the internal injuries. Creatures with regeneration also are cured of this effect at the end of the round.

[9] Heartstopper - 4th level
This unassuming three finger strike on the chest has a deadly power behind it. Upon a successful hit, this move deals no damage. The next round, the target must make a saving throw or else their heart stops. Each round, they get a chance to restart their heart with another save, but are helpless. If they fail three in a row, their heart will not start again without outside help, and they will quickly die. They can be shocked back to life by force with any lightning spell, though they will still take the damage. The hearts of immortal beings tend to be too strong and eternal for this move to work, and the move fails against creatures with 8 HD or more.

[10] Ravenous Blow - 4th level
You strike the base of the target's root chakra; causing an intense burst of hunger. The target feels weak, famished, and ravenous until they eat. They lose -1d6 points of Constitution and Strength temporarily, and get a -2 to saving throws vs diseases and poisons. They can only end this effect by gobbling down a ration, which takes a combat round if in combat. Against monsters, they may try a swallow attack (without chewing) instead, allowing you to enter the monster's body unharmed to strike from within. Monsters may treat their HD as lowered by -2 instead for ease of simplicity.

[11] Black Flame Torturous Palm Technique - 5th level
This move requires a hit roll on the opponent that deals no damage. Once it is successful, the foe feels an incredible sense of dread spread through their body, and every motion causes massive pain. They take 1 damage each time they make an attack, move, and every time someone misses an attack roll against them or they make a saving throw. The foe can allow themselves to be hit or automatically fail the saving throw by standing perfectly still; this prevents the damage and gives them a counter. Each round they do not move or attack, they get a counter. Being hit by a healing spell, or drinking a healing potion also grants a counter. The number of counters required is 8 to end the effect, -1 per time you've been hit by it before. Skilled warriors can build up their tolerance to this move, and have become immune to it over the years, but it is still infamous for killing warriors by a thousand cuts.

[12] Freeze-Blood Technique - 5th level
By grabbing and channeling the cold essence into a foe, you may freeze their blood in their veins. It deals 1d6 cold damage on a successful hit, and then provides the additional effect. This grants a to-hit and damage negative of -2 to the enemy due to their sudden weakness and sluggish movements, but more importantly it prevents the foe from channeling life energy through their veins. Because of this, they are unable to use any of their special moves until they can heat up and pump their blood; this deadly technique is often used by vampire martial artists to weaken their foes. Any foe can heat up their blood with two rounds of jogging in place, dodging everywhere, jumping jacks, etc.

Friday, August 9, 2019

20 Unusual Fighting Styles

20 Unusual Fighting Styles
[1] Three-Blade Style. Places swords in both hands, with another blade in the mouth. Novices fit knives between their teeth, masters place yet another sword.

[2] Cube Style. Uses a single hard metal cube, about a cubic feet of solid iron. Smacks with the sides, stabs with the corners, blocks incoming attacks with its edges and so on. Some cubes are tricked out with acid sprays on a hidden button press or are hollow and can release a deadly snake or trap an opponent's hand within and so on.

[3] Animal Style. Using animals as your weapons; terriers attached to your arms for punching bites, birds as ranged eye-peckers, tortoises as living shields. Well trained or magically enchanted to serve as powerful weapons. Obvious weakness? The animals. Stupid.

[4] Deathly Ribbons. Using long, graceful ribbons as slashing weapons. Due to not being a mighty godly magic weapon, not as reliable as a knife or sword, but has range and flexibility. Ranged grapple checks allow for trips and disarms of enemies along with slashes.

[5] Martial Arts and Kung Fu. Not really that unusual for fantasy worlds, but you'd have to be fucking insane to fight people with swords with your bare hands.

[6] Engineer's Weapons. Fighting up close with spring loaded blades, rotating sawblades, punching hammers and industrial oils and choking fumes.

[7] Water-Bending Style. Requires the use of a domesticated water elemental, or a friendly martial artist transmogrified into water. Uses hand and arm motions to direct water as a whip, stunning blasts, temporarily blind or drown some targets.

[8] Death-from-Above style. Requires powerful and high jumps to use- jump and then attack downwards with divekicks or weapons.

[9] Spike-Suit Style. Fight while encased in a spiky armored suit- mostly punches, grapples, and just running into people. Get swallowed by giant monsters- deals optimal damage!

[10] Spring Style. Wrap metallic springs around your arms and/or legs, adds force to all straight punches and kicks; powerful shockwaves emit from clanking steel. Any amount of water on it rusts it in seconds, causing limbs to be locked in place.

[11] Other Style. Using your own body was a weapon; fingers transform into mouths, sockets pop open to spray freezing or burning liquid, mouth snaps 180 degrees to bit through steel. Needless to say, you can't be a normal person to do this.

[12] Deadly Sand Style. Fighting with sand in a pouch or pockets, blinding powders or poison dust. Shove handfuls into the open mouths of foes, or just throw out large clouds while leaning back to avoid breathing your own toxic spores.

[13] Charging Bull Style. Throw your head around, charge into foes, gore like the raging bull. You'll need a powerful helmet, a thick skull, or horns of your own.

[14] Special-Move Style. Pretty similar to a Disciple, they just use a different special move every round. From weak to strong, every round they loudly shout the name of their chosen technique, using each move only once each combat. While having more options and being more powerful then a basic fighter, if they run out of moves they'll be helpless. Sometimes a basic attack is best.

[15] Iron Yo-yo Technique. Throwing out heavily modified and armor plated Yo-yos to strike their foes. Can hit at a decent range and can wrap up and strike multiple foes at once, but you can render it useless by simply severing the cord.

[16] Elf Style. Outlive your opponent. Each time the fight ends, stalk them for a few years until they get older and weaker. Repeat until they die, or until you can finally achieve victory while they are a senile old man. Not a real fighting style.

[17] Stake Style. Attack foes with hundreds, thousands of wooden stakes and splints. Thrown, inserted, roughly snapped off with a palm-thrust to keep half the strike embedded. Impale a joint and twist to cause paralysis. Person will be carrying so many wooden stakes they are essentially a bonfire waiting to happen; weak to fire.

[18] Spell-Fist Style. Instead of fighting with weapons, fight with spells. Shocking Grasp, Burning Hands, Necromantic Fingertips and so on. Main weaknesses are running out of spell slots and anyone with good magic saves.

[19] Shield Style. Fight only using shields. Could be a heavy tower shield or some small bucklers; parry attacks and slam into foes. Absorb spells into the shield's face and blast them back out.

[20] Hook Style. Fight with two iron hooks, may be connected to chains for ranged grabs. Stab into flesh and rip through shields, pull and twist foes into position. Especially brutal and gory, expect a notorious reputation for using these.

Sunday, June 30, 2019

10 Unbeatable Techniques

All techniques listed here are Difficulty 5 Special Moves, only accessible to max level Fighting classes and requiring the same training costs and time as listed in the rules for Special Moves. They are very powerful. In addition to the normal requirements, characters who wish to learn these moves will need to perform a difficult quest or seek to reincarnate into a new body which can generate the chi necessary for these moves.

[1] Flying Squirrel Furls Cape
As long as you are equipped with any sort of robe, billowing clothing, a strong cape, or a kite strapped to your back; you can fly. Your flight requires only the slightest movement of wind to accomplish- but fails if the air is totally still. You can generate enough air currents with a simple hand fan, or using another move like Broom in the Old Study.

Your flight is as fast as a running horse, and you have total control over acceleration, movement, and control. You can hover or make attacks while swooping, lift in the air high or low as needed, and freely battle other flying creatures- do not make saving throws or checks for flying skill. If a saving throw or check is needed to perform any
exceptionally difficult maneuver, roll with advantage anyway.

[2] White Whisker Killing Glance
You can perform any of your pressure points, debilitating strikes, and even unarmed attacks with any part of your body. You can step on someone's foot to perform a blinding strike, strike with a tail or tongue for damage, or even harm a foe who puts their hand on your shoulder. The move appears to invisibly strike foes, but its true nature is related to the spectral whisker-hairs that the user grows.

This move requires the same time to train as all other Difficulty 5 moves, but takes years to grow the whiskers requires to use it. This move makes the user grow a handful of very long, thin white hairs. Those without the ability to see the invisible or a supernatural level of Wisdom (+3 modifier minimum) cannot even see the hairs. The hairs are like spiderweb, coiling around your limbs and extremities and striking at the pressure points and fault lines of your foes. Additionally, enemies with longer weapons no longer hit first against you AND add a permanent +2 to hit with your unarmed attacks.

[3] Way of Twenty-Two Jewels
Your hands channel the magic and power of your soul. Your hands count as magic weapons permanently, if they didn't already. When you perform martial arts moves, your hands may glow with spiritual energy, burning with your aura so brightly it is visible to the naked eye. Additionally, add +2 to damage rolls with unarmed attacks.

Your hands gain face. You treat both your hands as Heads for the purpose of magic spells or special attacks- For example, a vorpal weapon that automatically cuts off your head on a roll of 20 has only a 1 in 3 chance to target your head, instead it may cut off a hand- turning a death condition into losing a limb as an improvement. Additionally, spells that target, mutate, or mutilate hands simply don't work anymore unless you want them to. Any effect too powerful to be resisted instead just deals 1 damage as your hands cramp. You are hands are too spiritually superior to be destroyed by mere magic, ensuring you are never helpless.

[4] Way of the Left Hand
This infamous move counts as a regular martial arts combat style. Unlike animal, gemstone, weather, or other named styles, this one doesn't have a counter. It counters every other style, and cannot be countered by any style except itself. Due to both its shadowy origins and use by power-hungry adepts, it has an extremely dishonorable reputation and all hirelings who know kung-fu must make a loyalty check to stay employed to anyone who uses this. Old masters shake their heads at the upstarts who only lust for power, and nothing else. It is said using this technique even once permanently stops the warrior from every achieving enlightenment- their soul stained too deeply from a lust for victory over all else.

[5] Dragon Fist
This is the advanced form of the technique Clawing Tiger, and you must know that move first before you can learn this one. Clawing Tiger lets you automatically hit any foe with an AC of 10 or less, no roll needed. Dragon Fist lets you hit any foe with AC of 13 or less, no roll needed. A clumsy man in chainmail, or an agile man in leather have no defense against your technique. This move works with both weapons and unarmed strikes.

[6] Soul Bursting Pinch
This move requires a successful unarmed attack, which deals no damage. The target is pinched on a specific spot in their body, which renders their spiritual energy asunder. Target loses 1 level or -1 HD, with all possible negatives therein and must reroll their Charisma score, taking the lower of the two results. If it's a monster, reroll their morale score instead and remove any leadership skills or abilities. After the first time you are hit with the pinch, you become immune to its powers, but are forever altered by it. If they are 1 HD or less, they simply die.

[7] Infinite Star-Chakra Technique
The learner of this technique studies it underneath a night sky. They let the power of stars flow into their body, permanently gaining a pale silver glow of starlight. They no longer get tired and no longer need to eat, sleep, or rest if they do not wish to. Their stamina comes from within and without, their body becoming an infinite loop of recurring energy. This power is permanently lost if the user is hit by a level draining undead, spell, or technique, but instead of draining their levels it just ruins this chakra balance in such a way it cannot be restored again. Additionally, while under this technique, gain advantage on saving throws versus death.

[6] Special Ninjitsu- Gleam in the Eye of a Warrior
The user of this technique must not have attacked the victim for at least 3 days. If the victim of the attack attacks the user, and the user does not fight back, then the victim must roll a saving throw from the cold gleam in the user's eye. On a success, they miss their first attack and give time for the user of the technique to ready themselves for combat. On a failure, their body slumps down, barely standing, and becomes devoid of personality. It can eat and sleep, but cannot speak or have any relationships- this is because this technique traps the aggressive victim's mind within the warrior's mind. The body remains alive but essentially in stasis, unable to fight or train.

While within their mind; the victim of this technique can be subject to multiple hallucinations and real fantasies. They may face hundreds of powerful foes in an endless combat struggle, be subject to their worst fears, or the user of this technique may simply mock and scold them for their arrogance at attacking them. The enemy is trapped for an indefinite period of time with two exceptions; the user may only hold one spirit within their eye's gleam and the trapped spirit can break free if exceptional pain or loss of concentration happens to the user. Additionally, the trapped spirit gets a hard saving throw to escape once per year if they are equal or higher level to the user of the technique.

As this power straddles the line between special move and spell, it is said high level Wizards can learn a variant of this move. As they lack the powerful aura to trap enemy spirits within themselves, they must rely on a crystal orb or other powerful magic item, but the rules remain the same.

[7] Breaking Strike
This move strikes at the weakness in the target. It can be performed with any weapon or while unarmed, even at range if using a specialty “hardpoint” arrowhead. Upon a hit, it deals all the damage of the creature's current difference between max and current hit points. The move splits open all wounds, inflames burns, splits cracked bones, and breaking the creature apart. If you attacked with this move against a creature with 20 missing hit points, then this move would deal 20 damage. It has no effect on creatures without injuries. Once a creature has been struck by this move and survived it, their body becomes tough enough to withstand it and it no longer works on them as their old scars disappear and reassemble into something far stronger.

[8] Gift of Absolute Power
The ripple of life can be given, the final gift before death. This move can be learned as normal, or may be learned as part of training to manipulate chi, and can only be used once. If a Fighter is dying, they may transfer their remaining life energy into someone else as a gift, causing the user to die. The target swells, recovering all of their lost hit points, advantage on their next to hit roll, and a glowing aura of pure life energy that deflects all save vs death attacks or spells, especially from the undead. If the affected character is also a Fighter, they also grow an entire level, permanently.

[9] Flawless Granite Body
Through advanced training techniques; the user becomes physically tough. Their body becomes supernaturally hard. Their skin simply cannot be harmed by weapons below a certain level in quality. Improvised wooden weapons, rusted iron, flimsy decayed teeth and claws simply cannot break the warrior's skin; count all attacks with these weapons as automatic misses. Regular high quality weapons and magic weapons can still penetrate your skin, in which case you get +2 AC passively.

[10] Lacerate the Sky
This move uses swords and daggers. The master of the move becomes so adept with bladed weapons that the space between the blade and their foe is reduced to nothing. This move allows the user to slash the air and create waves of energetic force the cut anything they strike as though the sword had slashed them. Unlike normal slashes, these ones don't damage the blade and strike at a short range, meaning you can slash at beings encased in stone or acidic things without harming your weapon or your own body from the shrapnel. The range of this attack is similar to that within throwing distance, the waves of force glow bright enough that someone can attempt to dodge them if at the edge of its useful range, granting a saving throw to avoid as well as requiring a successful attack by the user.

Wednesday, June 19, 2019

[Class] Disciple

There are many paths through life. Some take the high road and live virtuously. Some take the path of the sword- and some seek inner mastery. Disciples are those who study to seek enlightenment. The Path of the Shadowy Death teaches its users to starve themselves in dark places until one day they can fade into darkness and become one with shadow. There is the Path of Peace, which teaches that its users must be totally nonviolent, to experience the peace of the afterlife with their limited time. But by far the most famous and potent path is the Path of Many Ways.

Disciples of the Many Ways are martial experts. They learn martial arts, combat, and train their bodies relentlessly. Unlike many of the more strict paths, Disciples of the Many Ways are allowed to incorporate many training techniques and don't have the same ritualistic observances as other schools. This is the reason why all the Disciples you'll see adventuring are Disciples of the Many Ways. Disciples of the Many Ways can also seek wealth, wives, and can engage in pointless pursuits like violence or honor even if true masters shun such things. Young adherents are fully engrossed in worldly pursuits; this is all part of learning how much they don't matter.

Disciple
HD- d8
Max AC- 14 / Minimum Hit-Points- 5

Disciples are warrior adherents. You've trained your body and mind into a weapon. You can still use all weapons/armor- you're just really good at Special Moves. You're a lot like a Monk.

Every Odd level, including 1st level, you get +1 to hit with all weapons and attacks. You also get +1 to saves versus poison at the same rate.

At 2nd, 4th,6th, and 8th level, you get +1 AC.

You are an expert at Blade Arts. Secret Techniques are something any class can learn, but you're the best at it. You can learn any number of Special Moves; and begin play with a Difficulty 1 Special Move at 1st level, rolled on the table below.

You are a martial artist. You deal 1d4 damage on an unarmed attack, where as most characters only deal 1d2 or 1d3. You also start with a single martial arts style. Martial Art Styles are required to use the enhanced damage die and special moves that use unarmed combat strikes or defense as a base. Styles are based on animals, the weather, a gemstone, etc. Every style encompasses the movements, strikes, and blocks flowing from that inspiration- but styles aren't perfect. If you are an expert at Snake style, then Mongoose style is your counter. Burning Emerald Fist is popular, because it counters the Killing Sapphire Strike, etc.

Whenever your style is countered, your opponent gains advantage on attack rolls against you and gains advantage on saving throws against your moves. These styles only work on martial arts, and have little effect on weapon users. You can switch styles at the start of a round.

If you are at least 7th level, you can make your own unique style. Making your own style involves meditation, study, and experimentation. You must observe an animal in nature, or own and find the fracture points of a 5,000c cost precious stone with your fingers, etc. It takes a season to create your style. Before this point, your character will need to learn new styles from Masters of the Many Ways. At 10th level you can start making multiple new styles.

Starting at 5th level, you gain a supernatural level of agility that lets you move on things that cannot support your weight. This ability scales further as you level further, eventually allowing you to run on water or balance on a spear's tip.

At 10th level, you become a Master of Many Ways. Masters are heralded as having learned enough from the many paths they've traveled, reaching a new level of understanding. Masters gain access to a Dojo, which is usually in a misty mountain or in some isolated place. Every Season, many new students will join the Dojo, but only 1d4-2 will remain at the end of the Season, to become 0th Level Disciples themselves, who can be trained further. After the first few years; you'll be famous and established enough to get invited to martial arts tournaments, have rival schools show up to beat up your students and vice versa, and be sought as a source of Wisdom and training in your styles from roaming Disciples of the Many Ways. Your most basic expenses of bland staple food, simple robes, and straw mats are taken care of for you and your students. Wandering Disciples that you train may move heaven and earth for you to simply gain a few new skills; you could shake them down for quite a lot of wealth, or trade knowledge for a few peaches.

Additionally, you gain the power of Stunning Fist. Whenever you land an unarmed martial arts attack, you can choose to make the result a one round stun instead of a damage roll, and you can do it after you have rolled the damage; picking a stun over a low damage roll. You can also chain this ability with any special moves or martial arts that require a successful attack roll- letting you perform 1d4+1 multiple debilitating martial arts moves in a single round's worth of attack. If you're already allowing this ability, then gain an extra attack instead.

Disciple Starting Special Moves – 1d10
[1] Throwing Bull Movement
Use the strength and momentum of your enemy against them. When engaged in a grapple, you can substitute your enemy's Strength modifier for your own if it's bigger. The maximum modifier you can swap is a +4; enemy's with levels of Strength above this are just too strong to fully control, but you can still keep up to +4 against gargantuan strength.

[2] Reach Heaven through Violence
Whenever you hit a foe with an attack roll of 20, put a tally mark on your sheet. Once you get 3 tally marks, you can create your own unique style based on a variation of your favorite one. Gorilla Twist style becomes Monkey Kick style, and so on. You can only create one style from this move.

[3] Old Man's Cane strikes at Spirits
When using a bo staff, you can strike at beings that can only be hit with magic weapons or spells. This only works with purely wooden implements; metal caps and sharpened points ruin the magic.

[4] Way of the Closed Fist
You deal +1 damage with unarmed attacks. This affects all styles equally; you strike with much more aggression then most practitioners.

[5] Contortionist slithers like Snake
You can move at half speed when bound, tied up, or otherwise stuck in place by anything you could feasibly move through. For instance, crawling like a worm when tied up, or 'swimming' through entangling roots. This doesn't work for being frozen in place or bound by a strong creature.

[6] Whirlwind sends back the Twigs
If you give up your attack roll, you have a 4 in 6 chance to deflect an arrow or throwing weapon as long as you're using a whip, nunchuck, or other flail like weapon. Even if you fail the deflect roll, the arrow still has to succeed against your AC. You can deflect arrows aimed at others behind or adjacent to you as well, but only one arrow per round.

[7] Immortal Prana Ember
If you fall to exactly 1 hit point, you can use up a combat round to perform a breath exercise that returns you up to 4 hit points. You can only do this once per adventure/day.

[8] Gorilla's Knuckle makes Thunder
This is actually a Difficulty 2 move, and you cannot use it yet. Everyone can learn this at the cost and training time of a Difficulty 1 move however. As part of learning this move, you constantly crack your knuckles until you can pull it off at 3rd level. By giving up your combat round to crack your knuckles, it creates a loud echoing noise that causes a morale check in animals.

[9] Defensive Ninjutsu
You get +1 to saves versus spells. You only get this benefit if you are totally unencumbered.

[10] Gleaming Sword speaks Truth
Any amount of times you can turn undead per day can be used instead for this ability. If you have a light level of at least a torch, and a highly polished mirror, weapons, or piece of armor, you can reflect light off of that object and at an undead creature dealing 1d4 damage of searing holy light, no save or attack roll needed. If you cannot turn undead, or have unlimited uses of turn undead, just let the character use this power 3 times per day.

`Errata
I've been working on this class and it's adjoining 50 Special Moves post for a while. The Monk is a weird place in a game with a specialized Fighting class- you might be pressed to remove one and keep the other depending on what theme your campaign is going for. Anyway; here are some little thoughts or extra rules that are relevant to this class.

The Disciple gaining AC may seems a bit powerful without a max AC rule. In my game, your AC has a cap based on your class. This simply means you get to wear less armor to get to your cap. If you don't use this cap, then reduce this to +1 AC at levels 4 and 8.

Styles are countered by each other in a semi-logical and semi-allegorical sense. Crane style counters Frog style, as the Crane eats the Frog. But Crane style is countered by Rat style, as the wily rat steals the Crane's eggs. Rat style is countered by Monsoon style, as the rat is drowned by the flood. But you know what comes out after a Monsoon? Frogs. Gemstone styles and other more esoteric styles aren't countered as easily- for Gemstones I'd say they're countered by a prettier gemstone. So if an enemy Disciple pulls out the Gleaming Diamond Technique you'd probably want to switch styles.

Finally; the supernatural movement mechanic might be quite powerful, especially at level 5, but with this character class's lack of out of combat usefulness it might be a decent niche. Additionally, with Rogues getting supernatural or nearly supernatural climbing and saves, this could be bled into that class as well, just at a later level.

Wednesday, June 12, 2019

50 Special Moves

Special moves, secret techniques, or “blade arts” are the names of special fighting techniques that characters can learn or develop. They act as a in-universe rule or justification for supernatural fighting prowess. Note that no special move should be able to grant a character a new power that should already be available to everyone; you don't need a special feat to swing on a rope while fighting with the pirates.

Each Technique has a difficulty. This is the minimum to hit bonus a character must have from their class in order to learn this skill. For example, a Fighter with +4 to hit total and has +1 Strength modifier would be able to learn difficulty 3 or less blade arts, as their Strength bonus does not reflect their martial mastery.

To learn a technique takes a number of Seasons of downtime equal to its difficulty -1. Difficulty 1 Blade Arts can be learned with just a few days or lessons of practice. Blade Arts also cost coins to learn, but this cost may be in addition to or supplemented by a minor or major quest, especially for higher level blade arts, which are only taught be reclusive masters in misty mountain dojos.

Every character can learn a number of Special Moves up to their class HD's highest possible roll. The exception are Monks, who can learn as many as they want.

Most techniques require a simple attack roll to execute, or have their own requirements listed. This list also assumes that unarmed attack damage begins at 1d2 or 1d3 for untrained characters without natural weapons; if this is not the case, then slide up the die sizes of moves that improve unarmed combat damage.

-Training Cost by Difficulty-
Difficulty 1 : 1,000c
Difficulty 2 : 4,000c
Difficulty 3 : 9,000c
Difficulty 4 : 16,000c
Difficulty 5 : 25,000c

-Move List By Difficulty-
Difficulty 1
[1] Dragon's Sheathe
This move lets you draw your blade in such a way to create a shower of sparks without causing damage to the blade or needing a special sheathe. You can only use this move with a bladed weapon, like a sword, dagger, or glaive. You can also draw your sword or dagger at a different angle, which does not create the sparks. The sparks fly out at anyone standing within melee striking range, dealing no damage, but allowing you to go first or temporarily blind those with sensitive eyesight. If the opponent is flammable, such as being covered in oil or wine, then this move instead ignites them and deals 1d4 or 1d6 damage from the quick burn. This move is mostly a dishonorable parlor trick.

[2] Blind Oracle's Touch
This special move isn't used in combat. Instead, it allows a simple touch from one character to potentially learn what skills and abilities of another creature has by studying their muscles and skin. Running a hand along theirs can sense their skills in archery or close combat, touching their legs can feel their stealth or speed, and touching their chest and back can sense if they are used to wearing heavy armor. The target of this ability doesn't get a saving throw, but unwilling targets will usually be restrained anyway or secretly being felt up to learn their combat prowess. If the character knows any specific powerful 5th difficulty blade arts then specific clues can be found in their body, such as light vibrations in their muscles for Quivering Palm.

[3] Sting of the Master's Blade
You never inflict real damage from your weapon unless you intend to. You can spar with full force and always stop short before dealing any real damage to your partner. Additionally, you can use this to change the damage type of a sword to blunt of one die size less without risking damage to the blade. Magic weapon bonus still applies but at a ½ rate, rounding down. +1 Magic swords therefore do not confer any magic bonus, as most of their magic is in the sharpness of their blade.

[4] The Falling Butterfly
Allows you to catch something sharp, dangerous,or explosive without hurting yourself. If the object is burning hot or acidic you will only be able to hold it for a single round before it start to harm you. This is “catch” from above, such as a oil lamp falling to the ground, not “thrown” such as an attack from an enemy. You do not need to roll or use a save to perform this skill, unlike other characters who may need to save to avoid the negative effects of whatever they're catching.

[5] Plug up the Dragon's Nose
If you put a finger in the barrel of a black powder weapon, it cannot fire. You cannot attack or perform any other action with that hand, and it only works if your finger totally blocks the hole, meaning you could not block up a cannon this way. If your setting doesn't use black powder, instead make it the tip of a crossbow bolt.

[6] The Lobster sheds its Skin
With a single combat round of precise movements, you can jump out of any suit of armor. This move will let you escape from armor that is burning or slowly crushing you from a spell or effect, but won't necessarily grant any protection from cursed armor unless taking it off this quickly would defend from the effects of its curse. You can treat the doff time of armor as essentially zero.

[7] Gears with Oil, Red as Blood
By learning this technique, you can now perform all of your martial arts pressure point and special moves on machines as well as people, with an appropriate level of effect and damage. This only works if you have an Intelligence of at least +1, or have special training in how complex machines like automatons and clockwork-men work.

[8] Way of the Open Palm
You get +1 to hit with unarmed melee attacks. While useful as a self defense tool, professional warriors can use much more sophisticated and powerful martial arts techniques to make their punches, kicks, and slaps as deadly as forged weapons of iron and steel.

[9] The Merchant's Only Friend
You can fling coins as deadly projectile weapons. They are flicked from between your fingers, and impact with almost the force of a sling. You deal 1d3 damage from the improvised weapons. Crushed and impacted coins lose surprisingly little value; gold is still gold.

[10] Nineteen Legged Stool
You can use a stool, farming mat or basket, metal bucket, a ladder, or other improvised item as a shield. Gain the normal AC bonus of a shield while using these items, though they will be destroyed from blocking powerful attacks such as axes or beast bites, since they were never meant to defend against weapons as a shield was. You still have to use up a hand to use the item.

Difficulty 2
[1] The Drunken Master
This special move lets you fight with your normal skill (normal To-Hit, AC, movement, saves, etc.) while under the effects of an intoxicating drug like alcohol or mad salts.

[2] Wick the Wax from the Scorpion's Tail
This move allows a character to remove the poison coated on a blade or other material by spending their turn dodging instead, granting +2 AC from no aggressive action. They will use their sleeve, scarf, or fur to remove the poison, thus no longer having an effect on the next successful attack roll, as long as this attack roll missed. You can also make a stealth roll to see if the enemy is aware of your trickery. Rogues can add their stealth bonus/sneak chance to this ability.

[3] Fists of Fury
Increase your unarmed attack damage to 1d4. If you had a natural weapon that already gave you 1d4 unarmed attack damage, such as cat claws, then just add +1 to your unarmed damage rolls. You can train this technique multiple times, but each time you must train it at the higher cost and difficulty of one higher, needing a new and better master to learn from, and each time you finish your training you gain a die size higher unarmed damage die; up to a maximum of d10 for a Difficulty 5 martial arts technique. Additionally, each martial arts school has their own name and style- some are based on animals, some on gemstones, some on elements, and so on. If an enemy combatant knows your martial arts school, they may be able to counter it, gaining a bonus against you in combat. Learning a different martial arts school may let you disrupt an enemy; it costs ½ the normal training costs of Fists of Fury, but you get to keep your highest possible damage die from your highest level technique.

[4] Broom in the Old Study
You can spin your arms around and spend a combat turn to push away gas, dust, or floating particles or even a swarm of small insects that aren't too aggressive or powerful. This creates a small radius of 15ft where the cloud will be absent from for at least two combat turns, and slowly fill back in or continue disappaiting depending on the source. If you use a staff with this move, then can be integrated into your normal attack and doesn't requires a round, plus the radius is doubled in size to 30 ft.

[5] I am but a Straw Mannequin
If you are at full hit points and are hit by a non-magic attack, you can roll a d20 + your to-hit bonus to make a very hard saving throw to avoid the damage instead; tucking the weapon under your armpit, allow the arrows to pin your bags and miss you by inches, etc. You can pretend to fall over or be in pain, but will require a stealth roll to fool anybody too close or clever to be easily deceived by this trick.

[6] Wanderer Digs for Water
You can go an extra day without water and an extra week without food. If you are a Fighter and have a Constitution score of at least +1, you can also learn a special technique where you sit absolutely still while awaiting rescue, conserving all your energy but allowing any attacker to get surprise against you in your deep stasis. While in that state, you can last up to a week without water or an entire month without food.

[7] Two Finger Steel Defense
If you are using unarmed combat while fighting an opponent that has a roughly human-like physiology and is also unarmed- you add +2 AC against their attacks. This doesn't work against anyone who knows a martial arts style; you stop clumsily thrown fists with just two fingers.

[8] Rigid Spine counters Earthquake
You can resist stun effects on a hard saving throw. If the stun effect already gave a saving throw to avoid or mitigate, then you just get +2 to that saving throw. Additionally, if you are capable of learning 5th Difficulty special moves, you can learn this move again at the 5th Difficulty cost and become totally immune to all stun effects outside of the ultimate magical or divine effects. Any stun effect that can force itself upon you only lasts a single turn.

[9] Falling Comet smites a Bird
When you are falling, you can grapple an opponent that is also falling to transfer the damage of your fall into them. If they die from the fall damage, you have to soak the remainder of your own fall damage. Additionally, you can jump from a high fall onto an enemy to transfer the speed of your fall into a powerful attack, dealing your fall damage into the enemy instead, but the enemy gets a saving throw to step out of the way and it requires stealth and positioning to use this move.

[10] Acupuncture
You are as skilled in the body for combat as you are for healing. As long as you use a proper acupuncture kit that costs at least 500c, you can employ it while healing other characters with spells or first aid, granting +2 to healing. Additionally, if anybody you heal has a damaged attribute that is one point away from the next ability modifier up, you can restore just enough functionality to that body's system to recover that one point.

Difficulty 3
[1] The Monkey's Tail
Using this move, the character can use a long rope or cord of fabric as a method to control a weapon at a distance. This allows for short ranged weapons to be used with reach as though they were a spear or whip. The long cord requires both hands to use, and can only make basic attacks with the weapon, meaning it cannot be combined with most other blade arts. Secondly, the cord can be cut as it must be made out of something flexible and soft. The enemy combatant may make an attack with a sharp weapon against the AC 10 cord and on a hit, it is severed, ending the control you have over the extended weapon and dropping it at their feat. If you are a Fighter with at least +4 to hit from your class bonus, then you may spend 50% of the training cost again to learn how to use this blade art with metal chains instead, raising the AC of the “monkey tail” to 18.

[2] Drinking Rain from a Falling Leaf
This move is similar to Wick the Wax from the Scorpion's Tail and requires that move to learn this one. This ability instead removes a temporary enchantment or power from a blade in the same method as poison; by dodging the lightning-infused sword so closely, you can cause it to fire off harmlessly next to you. This move only works on Blade Arts of an equal difficulty or less, and only works on spells of an equal level or less.

[3] Eagle's Cry
You can focus your voice into a powerful weapon. With intense training, your voice becomes powerful and shrill enough to deal damage; whenever you use this power you deal 1d6 damage to enemies directly in front of you in a small cone. All normal glass within a 50 ft radius shatter from the loud noise. If you use this power more then once in a single day, you lose your voice and cannot speak, cast spells, or use this ability for 1d3 days afterwards.

[4] Dancing Dagger
You can only use this move on a dagger, ninja star, or other small, concealable throwing weapon. Once you learn it, any dagger you throw will ricochet back to your hand on a missed ranged throwing attack, allowing you to use it in melee the next round or throw it again.

[5] Locklimb Chop
By hitting an unarmed attack, you can chose to deal no damage and instead lock an enemy's limb in place. If their arm is straight, then they cannot bend it. If it is bent, then they cannot straighten it out, etc. Saving throws are given to flexible enemies or those using weapons to still retain use of them, but some tools like shields or magic staves for spells may still be used even when the limb is locked in place. The creature has their limb locked like that for 1d6 combat rounds.

[6] My Body is Mountain
Once per day, your character can meditate for an exploration turn to stop their bleeding and close up wounds. This restores 1d6 hit points and requires no first aid or medical supplies to perform. You also get a second saving throw to resist a poison in your system.

[7] Speak no Spells
This move requires an unarmed attack roll to be made against an opponent and successfully hit. The attack deals no damage, but strikes a pressure point in their throat that prevents them from speaking. Using this prevents magic users from speaking a spell incantation; thus silencing their magic. This lasts for 1d4 combat rounds.

[8] Rawhide is my Flesh
By concentrating on defense for a combat round instead of attacking, you can lower all the damage you take from acid spells, attacks, or other sources by -2 damage per hit. Attacks that deal 2 or less damage are totally ignored, as you wipe them off your skin before they can burn into you, but any secondary effect of the acid or spell still occurs. Additionally, this move raises your AC by +1 whenever you use another defensive combat action or use up your combat round to defend yourself.

[9] This Blade I So Name
You can name a weapon using the ancient arts. You must also impact the weapon with some tradition and mark; such as a rune, a bright tassel, or a notch for each life it has taken. This weapon counts as magic for the purposes of hitting enemies immune to normal weapons, but has no special magical properties. If you can learn 4th Difficulty moves then you can spend ½ the training cost again, you can make any weapon you have named have an ego score of 1. This means laymen cannot use it without fumbling the weapon, as it refuses to serve lesser warriors. You can only name one weapon a year.

[10] The Shadow Cuts at Noon
You can make an extended attack with a spear, rapier, or other mostly piercing weapon melee weapon. This requires you not to move and charging your balance. The weapon is thrust forward, but the piercing energy of the attack is carried forward- piercing through all enemies in a line in front of the weapon, extending up for a maximum of 25 ft. This ability is more tiring then standard attacks and as such can only be used a few times before the character will be too tired to continue using it in a fight. Make a saving throw to avoid fatigue if you use it more then twice in any combat encounter, or if you use it too many times once per day.

Difficulty 4
[1] Hand of the Typhoon
This move allows for the transfer of force through the medium of water. The slash of a sword or punch of a fist transfers through water and can strike your foe at a distance, dealing 1d4 damage of the appropriate type. By paying ½ the training cost again, you can learn to do this through all other similar mediums, such as through sheets and blankets in the Sultan's palace, sand and gravel along a beach, or long grass in a field.

[2] Dragon's Blade
By cultivating an inner fire and practicing lightning-fast movements with a sword, you may engulf your blade in fire by spending a combat round waving it around to gather the heat and ignite the metal. The scorching heat of the blade deals +1d6 fire damage on any successful hit. Weapons that use this technique that are not magical are singed and corroded with soot, giving -1 to hit with that weapon until it is properly cleaned and polished. Magic weapons or weapons made of super heat-resistant material ignore this effect. The Dragon's Blade lasts up to an exploration turn and can be used as a makeshift torch. Those who cultivate this ability use an inner flame, and as such it can only be used once per day until the spark is rekindled.

[3] The Hidden Knife
You can redirect the force of your fists and feet into cutting damage instead of blunt damage. You can do this to either deal damage to an enemy immune to slicing damage, or to cut through something vulnerable to cutting like a rope or vines. This does not change the damage of your unarmed attacks, just the type of damage it deals. Additionally, you can use just a single finger as a penetrating or piercing type damage attack as well, if your game is so specific with damage types.

[4] Clawing Tiger
If an enemy you are facing has AC of 10 or lower, you don't have to roll to hit, you hit automatically. This applies to standard weapons and unarmed combat attacks, but not ranged weapons.

[5] River God's Skin & Scale
Your body is toughened and hardened by this technique. The training time for this technique is doubled, as your body must be constantly subjected to light scratches and wounds as well as beaten and rinsed with special oils and salts. After the training is over, your skin is much tougher. You gain +2 maximum hit points and no longer take damage from caltrops, light needle traps, or being trapped in an iron maiden. This also means you cannot be poisoned by a blowgun or similar, as the needle lacks the depth and strength to reach your bloodstream.

[6] Death After October
When you die, your character can instead have their blood and body instantly freeze with ice, going totally stiff. This prevents any healing spells or medical attention from being used on them until they thaw, but also prevents their body from being further ravaged or rotten or turned into an undead slave by an evil necromancer. Their body thaws in typical summer weather and if they are placed next to a fire, but can stay frozen essentially forever if placed in a cold, damp place. This spell can be used to preserve a corpse for a resurrection spell, or to protect a vital treasure held close to the corpse's breast, since nothing they are wearing or carrying can be taken until they thaw.

[7] Hold Fast against Death's Specter
You can project your life energy into a barrier that protects you against the terrible effects of negative energy. You get +2 to saves vs death. This power is passive, and is always on as long as you are capable of fighting. When against ghosts or level-draining undead, your skin glows a white sheen, and black smoke rises whenever they touch you and you succeed your saves against them.

[8] Strike the Hidden Point
By studying one race's biology, you can learn their secret pressure points. Whenever you defeat a foe with an unarmed melee strike, or are attacking an otherwise helpless or near-death victim, you can choose to instead paralyze them temporarily or deal 1d6 damage to any stat of your choice from disrupting their bodies own channels. You have to pay the training cost again each time you want to learn a new race's biological systems. Some races, such as High Elves, may be too supernatural or superior biologically for them to have pressure points you can exploit in the first place.

[9] Shear-Steel
Anyone can attempt to break armor or weapons of significantly weaker quality or material then the type they are using; even a layman without this move can damage iron weapons with steel, or destroy iron with mithril. This power lets a warrior channel their own toughness into their blade or armor, treating it as one level of material strength higher. Wooden weapons become as tough as iron, iron is as steel, steel is as mithril, and so on.

[10] Dream of the Slave
When you are bound and tied, you may attempt to burst free. Roll a saving throw, and on a success you can rip apart ropes, leather muzzles and leashes, and wooden bindings. If your Strength score is at least +3, you can also do this to iron chains. If you are trapped by magical shackles or locked in place or in a prison made of magic, you can also attempt this but instead use your Wisdom score as a limit on how powerful an enchantment you can break free from.

Difficulty 5
[1] The Flying Swordsman
This ability teaches the fighter to be able to balance and hold their weight on things too weak to do so normally, run across light surfaces like fabric or water without falling through, and balance on precarious places. Learning this ability requires at least +2 from your Dexterity from natural talent, training, or magic items. While this ability is similar to the ninjitsu Rogues gain through leveling up, yours is always a bit more brutish and less agile then theirs.

[2] The Spirit in the Sword
Using this power, you can evoke a magic weapon's ability at a range to create a single spell-like effect. Blades with an ice enchantment could throw out a blast of ice, dealing the damage of the ice enchantment as a ranged attack. Swords with incredible sharpness instead could cut something at a distance instead, or do a simple ranged attack. Magic blasts caused by this power deal the enchantment/special damage plus the magic value of the weapon, such as +2 to the damage for a +2 magic sword, etc. Magic weapons with a more powerful, intelligent spirit are actually manifested as a real spirit entity, with stats and abilities befitting of what the sword's spirit is. After using this power, the sword loses its magic enchantment (but remains as durable) for the rest of the day. Weapons with intelligent spirits can last for up to 1d4 exploration turns before disappearing and falling silent for the rest of the day, until the sword has had time to recuperate.

[3] The Pit of Death
You must use a blunt weapon or the blunt end of a specialized weapon to use this power. When you strike the ground with all your might, you can create a small crack in the floor, rocky earth, or soft soil to create a small pit. The pit is filled with spikes, including the bones of dead animals, cave stalagmites, and bits of buried wood all pointing up. Anyone pushed into this pit or thrown down there would take massive damage from the fall and being impaled; equal to 3d10 piercing damage. You can also choose to hit the ground a little less hard to make the pit just flat instead, which could be used to trap people or make an impromptu arena for you to fight something 1 on 1. This power has no daily limit but if abused to dig trenches or latrines it still tires you out as though you had dug the pit yourself; it's a powerful martial arts move, not a magic shovel.

[4] Quivering Palm
This ability lets you channel the vital energy of a foe into a deadly weapon. Creatures killed by this move have their blood boil and explode like a bomb, their eyes pop out, muscles spasm and break their spine or any number of other of gruesome fates. You can do this whenever you kill a living creature with an unarmed attack if you so choose. Additionally, if you hit a foe with low enough hit points that your attack could have killed them, but your damage roll was too low, you can instead strike their pressure points and make them into a ticking time bomb. They get one final round to act, either to make an attack or blurt something out, and then their body rips apart in a manner described above. If they manage to heal enough hit points that your strongest attack couldn't kill them anymore in their final round, then they get a save vs death. On a failure, they die anyway. On a success, they survive but take 2d6 damage in a random stat or lose -1 HD from the internal damage.

[5] Flawless Thoughts of Crystal
You are immune to mind control and mind-effecting powers. You can always sense illusions, and your roll to disbelieve is an easy saving throw. If something absolutely has to still mess with your brain, or if you are hit by a spell or move that is god-like in power, then just resist 90% of the effect. For example, if you were to see a Lovecraftian horror that kills you just by seeing it, just take a maximum of 1d6 damage instead. Additionally, you may tap someone on the head to give them a bonus saving throw against any mind effecting ability that is harming them.

[6] Limitless Breath within your Breast
You cannot be paralyzed. Any spell or effect that would paralyze you is ignored, saves automatically succeed against paralysis. If an effect is so powerful as you cannot resist it, such as a curse by the Gods, then you are half paralyzed instead. Additionally, this power lets you break out of being petrified or turned to stone after 1 exploration turn of being trapped- this works even on permanent changes into stone.

[7] Suffer thy Sorcery
This move requires an unarmed attack roll against a target, which must hit- you deal normal damage. If you already know Speak no Spells, then you get +2 to hit with this move. This ability penetrates the aura of a magic user and disjoints their magical powers; reversing the effect of their next spell or a current spell and sending it back to them. Additionally, this move ignores magical shields and barrier 3rd level and lower in strength. Magic users get the same saves against their own spell effects, but at -2 if you know Speak no Spells.

[8] Power Within
By concentrating and spending your combat round channeling your energy, you can temporarily enter a state of increased power. The character's muscles bulge and clothes rip, and subtle energy collects around their frame. After channeling this power, the character gains temporary bonuses of +1 HD and treat their level as one higher. Additionally, they get +2 to hit, damage, AC, saves, and treat all stat modifiers as +1 higher, and get an extra attack per round. This state lasts an entire combat, but is very draining and causes extreme fatigue once it wears off. It cannot be used again until the character has gained several thousand XP or has had a long recovery period with ancient remedies.

[9] Enlightened Master God Defense
This move is one of the most powerful and rare of the martial arts moves. Increase training cost by an additional +10% and requires a very special tutor. Additionally, once this move is learned you gain +1 AC permanently from this ancient wisdom.

You stand still in absolute concentration, and focus the perfect flawless defense of the Gods into your stance. No matter what attack strikes at you, they are blocked, parried, dodged, or absorbed without taking any damage. This applies to melee attacks, ranged attacks, direct damage spells, and supernatural attacks such as dragon breath or the damaging bolts from magic rods- however this protection does not apply to cursing spells or spells that cause damage indirectly. While using the Enlightened Master God Defense stance, you are restricted by several factors.

  • You cannot advance forwards even a single step. You can only step back, thus ceding ground to the enemy.
  • You cannot attack while using this move.
  • You cannot use this move while under the effect of a poison or disease strong enough to make you feel sick or feeble.
  • Your equipment takes damage; your armor and weapon will start to chip, crack, and break from the strain and absorbing all the damage of the attacks.

If you are struck in combat, you lose the ability to use the perfect defense move for the rest of that combat- the technique requires a certain focus and esoteric energy reserves in the body that take time to replenish. It is said this move is so perfect it can even block a single attack from a divine weapon, but this only works once.

[10] Enlightened Master God Assault
This move is one of the most powerful and rare of the martial arts moves. Increase training cost by an additional +10% and requires a very special tutor. Additionally, once this move is learned you gain +1 to-hit permanently from this ancient wisdom.

You concentrate, then jump at any foe you choose with supernatural vigor and ferocity. Every attack you hit will strike. The opponent will always take the hit, and you will always deal the maximum possible damage that your attack can deal. Next round, you can attack the same foe again and automatically hit, dealing maximum damage each and every time. If your character has multiple attacks, then all of them do the same thing as long as you focus them on your one opponent.

  • You cannot change targets or shift focus. As in; you cannot change weapons, use other fighting moves, drink a potion, etc.
  • If an enemy successfully grapples, blocks your path, or restrains you, the effect will end early.
  • You cannot use this move if the enemy is a friend or if you do not wish to truly kill them. This is a mostly flavor restriction, and unlikely to come up in actual play.
  • If your weapon is broken, you must cease the assault.

Once the assault ends, you cannot perform another this combat. The Master-God attack requires a sort of mental state that cannot be reused so quickly after the first one, and relies on esoteric energy reserves in the body that take time to replenish. This move is so powerful that no blade art or magic armor could stop it, with only the exception of a divine level defense. However, this move can still get one strike in against such a defense, even where a normal attack would have no chance, but you can only pull it off once versus a divine defense.