Action!/Schtick/Proficiency/Martial Arts
Martial Arts, Fighting[edit | edit source]
Fu Schticks.
Kung Fu Style Variants
Martial Artist[edit | edit source]
Tier 1
Natural Weapons do Damage or Stun.
Advancement: Include choice Daze (+2), include choice Stymie (+2), include choice Staggered (+2), include choice May not spend specific Pool Point (+2), include option +1 Shot (+4/Progression 20), include option Down (+2) add Out (requires Down, +4).
Weapon Kata[edit | edit source]
Tier 1
1 Shock point: All close combat weapons you wield gain +1 AV this Sequence. This also affects shields and other defensive weapons.
Advancement: AV, +1 SP cost (Progression 20), Shock (Progression 1), Wound inflicts an extra Wound (Progression 25).
Defender[edit | edit source]
Tier 2
You may Defend against all Attacks aimed at you.
Advancement: Counter (10 (Hit Counter), 16 (Attack Counter), 22 (Defensive Counter)), Gain Active Defense bonus (Progression 2/3).
Striker[edit | edit source]
Tier 2
Add Knockback to any Attack.
Advancement: Progression 4, Add Knockback (4), Gain Damage (Progression 1).
Marauder[edit | edit source]
Tier 3
Attack, 2 Shock points: Attack gains Bleed.
Advancement: Remove Shock points cost (4), Exchange Bleed for Freeze (6), Add Freeze (16), Exchange Bleed for Unaware (-2), Add Unaware (8), Gain Cause Impairment w save 1-5 (4/Impairment, Progression 20).
Skirmisher[edit | edit source]
Tier 3
Attack: Gain Free Move.
You may retreat from melee at no penalty.
Full Move Action: You may perform a Triple Move instead of a Full Move.
Advancement: Move (Progression 15), add Defense:Gain a Free Move (6)
Weapon Master[edit | edit source]
Tier 4
Gain the following with all Weapons:
1 shockpoint: Add an Effect d10.
Advancement: Gain Effect d10 (Progression 25), Extra Damage (Progression 1), Remove shockpoint cost (5).
Armor Master[edit | edit source]
Tier 4
1 shockpoint: While Armored, remove d10 EV from an Attack.
Advancement: d10 EV (Progression 25), Extra Armor (Progression 1), Extra Shockpoints (Progression 5).
Guardsman[edit | edit source]
Tier 5
Successful Defense: Gain a point of Defiance.
Defiance: Free Guarded Active Defense.
2 Defiance: Free Guarded Attack and +d10 damage.
Advancement: Damage Guarded Attack (Progression 2), Armor on Guarded Active Defense (Progression 1).
Man-At-Arms[edit | edit source]
Tier 5
Successful Attack: Gain a point of Momentum.
Successful Attack, Momentum: Gain d10 Damage.
Successful Attack, 3 Momentum: Gain d10 AV.
Advancement: Damage (Progression 1), Remove Momentum cost of Damage (6), Remove 1/2 Momentum cost from AV (10/20), Gain a Momentum on an unsuccesful Attack (6).