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TRAINING GROUNDS (MARTIAL ART POWERS)

NEUTRAL CHI MASTERY: EXPLOSIVE CHI: The martial artist uses short, but sudden and powerful, bursts of Chi to attack their target. To use, the martial artist must use a hand strike against their target. A successful strike means that there will be a sudden, explosive impact of Chi against the target, dealing 1D6 damage to a target, in addition to knocking a target back 2D6ft. Parries result in half damage from the Chi explosion, as well as a 1D6ft. knockback, but no punch damage. Dodges mean no Chi is used. Explosive Chi can be done up to twice a melee successfully (yes, a parried strike still counts as a success). Requires 2 points of chi per use.

NEUTRAL CHI MASTERY: BURNING PALM: When used, Burning Palm causes a painful burning sensation whenever a target is struck. In game terms, a successful palm strike with Burning Palm means the opponent must make a save vs. pain, or suffer -4 init, and -3 to parry, dodge, and strike. Requires 2 Chi per use.

MARTIAL ART TECHNIQUE: WEAPON GRASP: This training (combined with a bit of Body Hardening in the hands and forearms) allows a skilled Martial Artist to catch incoming weapon attacks! This includes blades (caught by catching the flat(s) of the blade, not actually catching the edge), staves, spears, polearms, and blunt weapons. This does not apply to thrown weapons or projectiles. To catch an incoming attack, the defender must roll a certain number higher then their attackers total strike roll (yes, your parry bonus counts in there). For staves and blunt weapons, it's +3 (caught without receiving any damage). For spears and polearms, it's +4 (often caught by the shaft). For bladed weapons, it's +6 (this is very risky). Weapons surrounded by spikes or extra blades (like maces or morning stars) are +7 or even +8 (depends on weapon and GM's call). If the attack is under the requirement, but is still higher then the strike roll, then the weapon is essentially caught, but your hands, forearms, or whatever you caught the weapon with takes half damage (ouch). Iron Hand experts take no damage if the weapons are caught with the Iron Hand. If it's equal to the strike roll, your hands/forearms take full damage (double ouch), and obviously if it's under, YOU take damage (and possibly your hands/forearms as well). Catching weapons takes an action.

MARTIAL ART TECHNIQUE: 5 DEADLY VENOMS: A very little known, very rare art, mentioned in very few texts. It's existance is very questionable, as most skeptics point out the absurdity of such an ability. This technique involves taking a large centipede, a venomous snake, a scorpion, a poisonous lizard, and a toxic toad, and placing them into a clay pot. The pot is then sealed, and buried underground for 30 days. During this time, the animals fight each other, as the animals die, the other venomous creatures eat their corpses, who in turn, are also eaten. By the time the jar is pot is reopened, there is only one large corpse. The venomous remains are then mushed up, and made into an elixer. This elixer is then drunken in little LITTLE sips SLOWLY, VERY VERY SLOWLY! If successful, the drinkers very body becomes used to the toxin, and it itself, becomes venomous. The blood, saliva, sweat, urine, everything. All bodily fluids are toxic to living things. During combat, as the artist fights, he begins to sweat. Eventually, the artist is sweaty enough where a single palm strike has enough deadly sweat to kill a person. In game terms, any contact with the artist's bodily fluid, especially sweat, requires a save vs. lethal poison. A failed save means a victim suffers 1D6 HIT POINT damage, and continues to suffer 1D6 HP damage for 1D4 melees. Additional contact with the bodily fluid (aka, more hand strikes), add ANOTHER 1D4 melees. Ingesting any of the artist's body fluid does DOUBLE damage instantly.

The problem with 5 Deadly Venoms is that while obtaining this technique, only 1 person out of 50 actually finished the elixer, and lived to to become a venomous person. That means there is only a theoretical 2% of surviving the process! Realilistically, it's about 1D6%. Another problem with 5 Deadly Venoms, contact with anyone is potentially lethal. The flesh itself isn't venomous, but sweat, blood, and spit is. A kiss is very lethal, and of course, no prostitute for you unless you want a dead hooker in your bed. On the plus side, the user is also immune to poison.

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