Martial Adept
The Martial Adept is a disciplined, honourable person. It takes great strength of character to become a Martial Adept. To reflect this, increase the legend cost of each talent by one step (E.g. Develop rank 1 as rank 2, rank 2 as rank 3, and so on.)
Important Attributes: Dexterity, Perception, and Willpower.
Racial Restrictions: None
Karma Ritual: The Martial Adept draws a circle on the ground, 5 yards in diameter. He then spends the next 30 minutes within the circle performing all the martial moves that he knows.
Artisan Skills: Weapon Rune Carving, Philosophy.
First Circle Talents |
Ninth Circle Talents |
Avoid Blow * |
Increase the Adepts initiative step by 1 |
Acrobatic Strike |
Critical Hit |
Karma Ritual |
Matrix Strike |
Martial Arts * |
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Battle Shout |
Tenth Circle Talents |
Wound Balance |
Increase the Adepts Physical Defence by 1 |
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Karma: The Martial Adept may spend karma on |
Second Circle Talents |
any action using perception only. |
Anticipate Blow |
Body Blade |
Durability (7/6) |
Defence * |
Great Leap |
Vitality |
Maneuver |
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Eleventh Circle Talents |
Third Circle Talents |
Levitation: For the cost of one point of strain |
Counter Attack (Riposte) |
the Adept can levitate himself a number of yards |
Sprint |
equal to his Centering (rank*10) vertically and |
Swift Kick |
his Centering (rank/2) (Round Down) horizontally. |
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This lasts no longer than (Rank) min. |
Fourth Circle Talents |
Distance Strike * |
Karma: The Adept may spend karma on any |
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action using dexterity only. |
Twelfth Circle Talents |
Resist Taunt |
Artistic Attack: For the cost of 1 strain |
Thread Weaving (Martial Weaving) |
the adept can perform an artistic attack. An attack |
Tiger Spring |
which involves complicated movements (e.g. A |
|
Whirlwind Attack). The adept makes an attack |
Fifth Circle Talents |
roll using his martial arts step he makes a second attack |
Karma: The Adept may spend karma on the |
against the opponents Social Defence, if successful the |
damage of a Martial Arts attack only. |
opponent is harried for the next two rounds. |
Disarm |
Vital Strike |
Down Strike * |
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Melee Weapons |
Thirteenth Circle Talents |
Centering * |
Increase the adepts Spell Defence by 2 |
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The adept is harried only by five or more enemies |
Sixth Circle Talents |
Multi Strike * |
Increase the Adepts Social Defence by 1 |
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Momentum Attack (Martial Arts) |
Fourteenth Circle Talents |
Temper Self |
Increase the adepts Social Defence by 2 |
Lizard Leap |
Echo Location |
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Increase the adepts Spell Defence by 2 |
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Seventh Circle Talents |
Fifteenth Circle Talents |
Karma: Spend Karma on Swift Kick Damage only |
Ki-Strength: For the cost of two strain |
Increase the Adepts Physical Defence by 1 |
the adept can increase his strength step by his Centering |
Life Check |
Rank for 1 round. This does not count as an action. |
Missile Parry * |
Ki-Speed: The same as above except for dexterity. |
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This can be used in the same round as Ki-Strength. |
Eighth Circle Talents |
Gain Surprise |
Increase the Adepts Spell Defence by 1 |
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Cobra Strike |
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Crushing Blow |
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Throwing Weapons |
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New Talents
First Circle
Martial Arts
Step Number: Rank + Dexterity Step
Action: Yes Skill Use: Yes
Requires Karma: No Strain: None
Discipline Talent Use: Martial Adepts
Martial Arts is a more refined version of Unarmed Combat, it teaches where to strike as well as how to strike. The character makes a martial arts test against the targets Physical Defence. A successful result means the attack hits the target. The Martial Adept adds one half his Martial Arts Talent Step (round up) to the damage step.
Seventh Circle
Missile Parry
Step Number: Rank + Dexterity Step
Action: No Skill Use: No
Requires Karma: Yes Strain: 1
Discipline Talent Use: Martial Adept
Missile Parry allows the adept to parry any missile attack they can see (or sense). To use missile parry, the adept must make a missile parry test against the attackers attack result and achieve a Good success or better. A failed roll means the attack hits, and damage is applied as normal. A character can parry a number of missiles equal to one half (round up) their missile parry rank.
Centering
Step Number: Rank + Willpower Step
Action: No Skill Use: No
Requires Karma: No Strain: None
Discipline Talent Use: Martial Adept
Centering may be used in place of Willpower to resist fear and spell effects.
Distance Strike
Step Number: Rank + Willpower Step
Action: Yes Skill Use: No
Requires Karma: Yes Strain: 1
Discipline Talent Use: Martial Adept
Distance Strike is used to attack opponents at range. The Adept uses his distance strike talent in place of the Martial Arts test. The range of the attack is (Rank x 5) Yards. Damage is calculated as normal. Do not add ½ Martial Arts Step to damage.
Delay Damage
Step Number: Rank + Centering
Action: No Skill Use: No
Requires Karma: Yes Strain: 1
Discipline Talent Use: Martial Adept
The delay damage talent allows a martial adept to inflict damage in unarmed melee combat that does not take immediate effect. The martial adept declares the use of this talent at the beginning of the round. The Adept makes a normal attack and damage test, if any damage would be taken, the adept makes a delay damage test against the targets spell defence. If the delay damage test is successful, the damage is converted into a ‘charge’ of astral force that lingers in the target’s aura for up to (Rank*2) hours. After a predetermined period, defined by the adept when the attack is made, the damage from the attack takes effect against the target as if the attack had occurred that instant.
Once delay damage has been set in motion, it requires no further attention or effort from the adept. A target can only be under the effects of one delay damage attack at any given time. Anyone who observes the target of a delay damage attack in astral space must make an astral sight test against the Martial Adepts spell defence, or the delay damage will not be seen. If the astral sight test is successful, then the delay damage may be removed by either casting dispel magic on the delay damage (Use the Martial Adept’s circle as the spell circle). Or alternatively the magician may make a half-magic test against the Martial Adept’s spell defence and achieve an excellent success or better.
Heart Stop
Step Number: Rank + Centering
Action: Yes Skill Use: No
Requires Karma: Yes Strain: 1
Discipline Talent Use: Martial Adept
The adept Makes a heart stop test in place of an attack test against the target’s spell defence, if successful, the target’s heart will stop for a number of rounds equal to the adept’s heart stop rank. During this time, the target may make a willpower test against the result of the heart stop test to restart their heart. Each round that the target’s heart has stopped, the adept makes a damage roll with a step number equal to their rank in heart stop.
Blood Stop
Step Number: Rank + Centering
Action: Yes Skill Use: No
Requires Karma: Yes Strain: 3
Discipline Talent Use: Martial Adept
The blood stop talent allows the adept to stop the target’s blood flowing into his brain. The adept must make a blood stop test against the target’s spell defence, and achieve an excellent success or better. If successful, the target’s senses become dulled, and he cannot think straight. The target also takes stun damage with a step equal to the adept’s Blood Stop rank. Anyone attempting to affect any of the target’s defences, they receive a bonus equal to the Martial Adept’s Blood Stop Rank.
Flexibility
Step Number: Rank + Dexterity
Action: Yes Skill Use: Yes
Requires Karma: No Strain: 1
Discipline Talent Use: None
The flexibility talent allows the character to contort his body into impossibly small areas, or to squeeze through small gaps. It does not allow a character to squeeze through a hole that is smaller than his head. Add the characters rank in Flexibility to his or her dex step for such tests.
Freefall
Step Number: Rank + Centering
Action: Yes Skill Use: No
Requires Karma: No Strain: None
Discipline Talent Use: None
The Freefall talent works in the same way as the Wind Catcher Talent (ED p.121)
Improved Physical Senses
Step Number: Special
Action: No Skill Use: No
Requires Karma: No Strain: None
Discipline Talent Use: None
Each rank of improved physical sense grants the adept one of the following abilities:
Direction Sense - Add Improved Physical Senses rank to perception to determine current direction.
Flare Compensation - Negates penalties for sudden light changes.
High Frequency Hearing - Add one half rank (round up) to perception to hear high pitched noises.
Low Frequency Hearing - Add one half rank (round up) to perception to hear low pitched noises.
Low-light - Grants the adept low-light vision, if the adept already has low-light vision, then increase
the range of vision by 50%.
Thermographic Vision - Grants the adept thermographic vision, if the adept already has
thermographic vision, then add +2 to perception tests whilst using it.
Improved Scent - Grants the adept a bonus equal to one-half (round up) his improved physical
senses rank to perception tests involving smell.
Improved Taste - Grants the adept a bonus equal to one-half (round-up) his improved physical
senses rank to perception tests involving taste.
Sound Dampening - Dampens loud noises, this ability gives the adept a bonus equal to one-half
(round down) his improved physical senses rank to perception tests to hear noises
concealed by others. (A conversation in a noisy room).
Time Sense - The adept may make a perception roll and add one-half (round-up) his improved
physical senses rank to the test to tell the time, he does not need to be able to see the
stars, or even see to use this ability.
Magic Sense
Step Number: Rank + Perception
Action: Yes Skill Use: None
Requires Karma: No Strain: 1
Discipline Talent Use: None
Grants the adept a limited form of astral sight which allows him to sense the use of magic within a radius of (Rank*5) Yards. The adept makes a magic sense test against the spell defence of the caster, if successful, he can detect the spell that has been cast, or is being cast, or woven. This also allows detection of magical items, with a target number equal to the spell defence of the item.
Nerve Strike
Step Number: Rank + Dexterity
Action: Yes Skill Use: No
Requires Karma: Yes Strain: 1
Discipline Talent Use: Martial Adept
The nerve strike talent allows the adept to reduce the physical defence of a target. A nerve strike test is made, against the physical defence of the target, the adept must achieve a good success or better on the roll. For every two points of success reduce the target’s physical defence by one. The minimum reduction is one, if the test is successful.
Improved Reactions
Step Number: Rank + Perception
Action: No Skill Use: Yes
Requires Karma: No Strain: None
Discipline Talent Use: None
The adept makes an improved reactions roll in place of a perception roll to avoid being surprised.
Rooting
Step Number: Rank + Strength
Action: No Skill Use: Yes
Requires Karma: No Strain: None
Discipline Talent Use: None
The rooting talent allows the adept to extend the force of his aura to "root" himself to the ground and become an immovable object. The adept uses the rooting talent in place of the strength step when making a knockdown test.
Sixth Sense
Step Number: Rank + Perception
Action: No Skill Use: No
Requires Karma: No Strain: None
Discipline Talent Use: Martial Adept
The sixth sense talent gives an adept the magical ability to sense immediate personal danger. When potential danger threatens, the gamemaster makes a secret Sixth Sense test against a target number based on how obviously the danger stands out. 6 for threats in the adept’s line of sight (such as someone about to draw a sword), 10 for threats beyond line of sight (a concealed archer or trap), and 16 for threats in astral space (such as a spirit). The adept does not learn the nature of the threat, only how near or far away it lies and the relative level of danger. The adept can only sense dangers that threaten personal harm.
Smashing Blow
Step Number: Rank
Action: No Skill Use: No
Requires Karma: No Strain: 1
Discipline Talent Use: Martial Adept
The smashing blow talent allows an adept to break barriers very quickly. The adept makes a normal Martial Arts attack test against a barrier (ED p.209), if successful, the adept adds his rank in smashing blow to the damage test. This talent can only be used with an unarmed attack.
Knacks
Body Control
Discipline: Martial Adept Talent: Centering
Rank: 5 Cost: 100
The body control knack allows the adept to use his centering talent to resist the effects of poisons, and drugs. This costs 2 points of strain to use.
Blind Fighting
Discipline: Talent: Centering
Rank: 7 Cost: 100
Blind fighting allows the adept to negate the effects of blindness, by making a centering test against the spell defence of each person within (Centering rank*5) yards, all those with a spell defence less than the result, have been sensed by the adept, this negates the penalty for blindness against each opponent sensed.
Suspended State
Discipline: Martial Adept Talent: Centering
Rank: 9 Cost: 200
The suspended state knack allows the adept to place himself into a form of torpor where his bodily functions are lowered to the bare minimum. If the adept takes damage that is over his death rating, but under his (death rating + Toughness ATTRIBUTE), then he may make a centering roll against a target equal to the amount of damage taken over his death rating, if successful then the adept is not dead, he is merely in torpor. During suspended state, the character requires minimal oxygen, and no nutritional intake. A character may remain in a suspended state for a number of days equal to his rank in centering. A character who has used the suspended state knack may not make a recovery test, they must receive healing from other means (magical, or herbal).