Post by Loki on Feb 2, 2009 23:59:13 GMT -6
You learn the Talent first and then you learn the style. You may not mix and match styles with other talents.
Aikido (Style Hapki`do)
Bojutsu
Judo/Jujitsu
Kung Fu (Style: Leopard, Monkey, Panther, Praying Mantes, Snake, Tiger, White Crane, Wing`chun)
Kempo
Kenjutsu (Styles: Batto-Jutsu, Iai-Jutsu, Miko, Odin*)
Kyojutsu
Gung Fu (Style: Dragon, Drunken Master, Eagle's Claw *, Eel, Irifit, Iron Fist, Frog, Leviathan, Shiva, Snake, White eyebrow, White Praying Mantes)
Naginata-jutsu
Ninjutsu
Sojustu Spear
Shaolin (Style: Din`mock*)
Tai Chi
Tae`kwon do (Style: Technician, Power)
Aikido: +1CS catching, grabbing, grappling. Ability to slam regardless of comparative strength. (Style Hapki`do)
Style
Hapki`do: +1CS catching, grabbing, grappling (automatically does damage)..
Bu-Jutsu: Weapon specialist with the Bow Staff +2CS to hitting with it
Judo/ Jujitsu: Can stun or slam regardless of strength or endurance
Karate
Kung Fu: Is considered Gung Fu in Northern China. +1CS on all hand to hand combat. (Style: Leopard, Monkey, Panther, Prey, Mantes, Snake, Tiger, White Crane, Wing`chun)
Style:
Leopard: +2CS to blocking
Monkey: Target is at -1CS to all fighting actions
Panther: Can Evade more than one attacker
Prey Mantis: Successful grapple does damage
Snake: Ex Paralyzing touch
Tiger: Fighting does edge damage instead of blunt damage
White Crane: +1CS on all hand to hand combat
Wing`chun: +2CS all in side fight techniques +1CS to Evading
[Using Qui or Chi: Ex Telekinetic force touch (auto-slam)
Kempo: +1CS to Flesh damage
Ken-Jutsu: Sword Fighting + 1CS to fighting with the swords (Styles: Odin, Miko Batto-Jutsu, Iai-Jutsu)
Style
Batto-Jutsu: Sword drawing +1 to initiative when fighting with a sword
Iai-Jutsu: Sword drawing +2 to initiative when fighting with a sword. Must learn Batto-Jutsu first.
Miko: Double Sword attacks acts as one attack.
Odin: Premeditative Kill Strike: Player must roll a Pre-action no karma green roll. Failure results in the player being minus -3CS to all actions for that round. If successful all bonuses may use to score a kill on a green feat roll. No karma may be used for this strike. If successful Target must make endurance feat.
Kyo-Jutsu: Bow and arrow +1CS to Agility. +3cs is PC chooses to AIM for 1 round
Gung Fu: Southern China, +1CS on all hand to hand combat. (Style: Dragon, Drunken Master, Eagle's Claw, Eel, Irifit, Iron Fist, Frog, Leviathan, Shiva, Snake, White eyebrow, White Praying Mantes)
Style:
Dragon: Double Damage
Drunken Master: Target is at -1CS to all actions.
Eagle's Claw: Nerve Strike (this impairs one limb at a time). If Successful, Target must make an endurance feat. Failure results in the being -1CS to all fighting actions until medical attention is delivered by a hospital. If left unattended for more than a week, the results are permanent. Lessen damage by one column rank
Eel: Ex Electrical touch
Frog: Ex Poison Touch
Irifit: No penalties for fighting in hot weather (up to AM heat)
Iron Fist: Ex Material hand
Leviathan: No penalties for fighting in water, swamp, rain or liquid
Shiva: No penalties for fighting in cold weather (up to AM cold)
Snake: Ex Paralyzing Touch
White eyebrow: No penalties to fighting blind folded or when blinded
White Praying Mantis: Ex Blinding Touch
Naginata-jutsu: Staff with an attach blade + 1CS to fighting with staff with blade. Does both and edge damage.
Ninjutsu: Teleportation (Fe). May not increase in power. Must be rolled and you may use Karma
Shao`Lin: Negates all Martial Art Talents and Styles. In order to receive the talent must pay for an AM contact (Shao`Lin Priest) (Style: Din`mock*)
Styles:
Din`mock: (Death Touch) Premeditative Kill Strike: (Lose All Karma) Player must roll a Pre-action no karma green roll. Failure results in the player being -3CS to all actions for that round. If successful all bonuses may use to score a kill on a green feat roll. If successful Judge make 1D10 roll to determine the number of days the Target will die. Target must make endurance feat (no karma roll against the strength intensity if the attack. Since the character is unaware of this action.
So-justu: Spear Throwing + 1CS to fighting and agility with the spear range is increase by 5 areas
Tai Chi: Aware of any Martial Arts talent and style use by the Target. Tai chi experts can read the target by their walk and prowess. They're able to detect the Martial Arts at Line of sight or by sense. No penalties to detecting Talents or Styles in the dark, blind folded or blind, they simply must be hit once. +1 one to initiative +1CS to Evading or Dodging
Tae kwon do: No pre-action roll is necessary for leaping and kicking at the same time. Can leap one area automatically regardless of strength. Note a White feat roll results in an autohit by the target (Style: Technician, Power)
Style:
Technician: +1CS of all fighting attack involving your feet.
Power: Doube Damage
Aikido (Style Hapki`do)
Bojutsu
Judo/Jujitsu
Kung Fu (Style: Leopard, Monkey, Panther, Praying Mantes, Snake, Tiger, White Crane, Wing`chun)
Kempo
Kenjutsu (Styles: Batto-Jutsu, Iai-Jutsu, Miko, Odin*)
Kyojutsu
Gung Fu (Style: Dragon, Drunken Master, Eagle's Claw *, Eel, Irifit, Iron Fist, Frog, Leviathan, Shiva, Snake, White eyebrow, White Praying Mantes)
Naginata-jutsu
Ninjutsu
Sojustu Spear
Shaolin (Style: Din`mock*)
Tai Chi
Tae`kwon do (Style: Technician, Power)
Aikido: +1CS catching, grabbing, grappling. Ability to slam regardless of comparative strength. (Style Hapki`do)
Style
Hapki`do: +1CS catching, grabbing, grappling (automatically does damage)..
Bu-Jutsu: Weapon specialist with the Bow Staff +2CS to hitting with it
Judo/ Jujitsu: Can stun or slam regardless of strength or endurance
Karate
Kung Fu: Is considered Gung Fu in Northern China. +1CS on all hand to hand combat. (Style: Leopard, Monkey, Panther, Prey, Mantes, Snake, Tiger, White Crane, Wing`chun)
Style:
Leopard: +2CS to blocking
Monkey: Target is at -1CS to all fighting actions
Panther: Can Evade more than one attacker
Prey Mantis: Successful grapple does damage
Snake: Ex Paralyzing touch
Tiger: Fighting does edge damage instead of blunt damage
White Crane: +1CS on all hand to hand combat
Wing`chun: +2CS all in side fight techniques +1CS to Evading
[Using Qui or Chi: Ex Telekinetic force touch (auto-slam)
Kempo: +1CS to Flesh damage
Ken-Jutsu: Sword Fighting + 1CS to fighting with the swords (Styles: Odin, Miko Batto-Jutsu, Iai-Jutsu)
Style
Batto-Jutsu: Sword drawing +1 to initiative when fighting with a sword
Iai-Jutsu: Sword drawing +2 to initiative when fighting with a sword. Must learn Batto-Jutsu first.
Miko: Double Sword attacks acts as one attack.
Odin: Premeditative Kill Strike: Player must roll a Pre-action no karma green roll. Failure results in the player being minus -3CS to all actions for that round. If successful all bonuses may use to score a kill on a green feat roll. No karma may be used for this strike. If successful Target must make endurance feat.
Kyo-Jutsu: Bow and arrow +1CS to Agility. +3cs is PC chooses to AIM for 1 round
Gung Fu: Southern China, +1CS on all hand to hand combat. (Style: Dragon, Drunken Master, Eagle's Claw, Eel, Irifit, Iron Fist, Frog, Leviathan, Shiva, Snake, White eyebrow, White Praying Mantes)
Style:
Dragon: Double Damage
Drunken Master: Target is at -1CS to all actions.
Eagle's Claw: Nerve Strike (this impairs one limb at a time). If Successful, Target must make an endurance feat. Failure results in the being -1CS to all fighting actions until medical attention is delivered by a hospital. If left unattended for more than a week, the results are permanent. Lessen damage by one column rank
Eel: Ex Electrical touch
Frog: Ex Poison Touch
Irifit: No penalties for fighting in hot weather (up to AM heat)
Iron Fist: Ex Material hand
Leviathan: No penalties for fighting in water, swamp, rain or liquid
Shiva: No penalties for fighting in cold weather (up to AM cold)
Snake: Ex Paralyzing Touch
White eyebrow: No penalties to fighting blind folded or when blinded
White Praying Mantis: Ex Blinding Touch
Naginata-jutsu: Staff with an attach blade + 1CS to fighting with staff with blade. Does both and edge damage.
Ninjutsu: Teleportation (Fe). May not increase in power. Must be rolled and you may use Karma
Shao`Lin: Negates all Martial Art Talents and Styles. In order to receive the talent must pay for an AM contact (Shao`Lin Priest) (Style: Din`mock*)
Styles:
Din`mock: (Death Touch) Premeditative Kill Strike: (Lose All Karma) Player must roll a Pre-action no karma green roll. Failure results in the player being -3CS to all actions for that round. If successful all bonuses may use to score a kill on a green feat roll. If successful Judge make 1D10 roll to determine the number of days the Target will die. Target must make endurance feat (no karma roll against the strength intensity if the attack. Since the character is unaware of this action.
So-justu: Spear Throwing + 1CS to fighting and agility with the spear range is increase by 5 areas
Tai Chi: Aware of any Martial Arts talent and style use by the Target. Tai chi experts can read the target by their walk and prowess. They're able to detect the Martial Arts at Line of sight or by sense. No penalties to detecting Talents or Styles in the dark, blind folded or blind, they simply must be hit once. +1 one to initiative +1CS to Evading or Dodging
Tae kwon do: No pre-action roll is necessary for leaping and kicking at the same time. Can leap one area automatically regardless of strength. Note a White feat roll results in an autohit by the target (Style: Technician, Power)
Style:
Technician: +1CS of all fighting attack involving your feet.
Power: Doube Damage