3E Skylis Rules
Chapter 8: Busho Akani, Martial-magic.
In western Steafanoes, from Nykar to the north coast, there developed an art that combines mystic and martial practices. This is known as the art of Busho Akani, or Martial-magic. This skill was once known only to the Highvalenic warriors of ancient times, and was a guarded secret, sacred to them. Over time, however, Busho Akani became known to others besides the Highvalenic, in their fight against Ziefish marauders. During the Age of Darkness, the art became all but lost to anyone outside the infamous Pits of Nykar, where orcish overlords forced their slaves to do battle for the spectacle and amusement of it. When the orcs were finally driven from the land, the Klans continued to operate, and the teachings of Busho Akani flourished among them. In recent times, the despot General Veibzlange once again subjugated the Pits of Nykar and put its most skilled Martial-magic warriors to work as his much vaunted Redguard. After the collapse of Veibzlange’s regime, the gladiators of Nykar were once again free. Busho Akani is now known by almost a third of pit gladiators, but even so that number is great in comparison to older times. Few outside of the Nykar Pits are proficient in this skill. (For more information on Pit Gladiators, see Chapter 3: Jagdkamfen.)
In Busho Akani, one focuses the mind, through a series of practiced martial gestures and mental processes, to cause injury to an opponent without actually touching them. This skill is only possible through rigorous training and an attentive mind. Martial-magic is useful only against humanoid or humanoid-shaped creatures, and is ineffective against constructs, undead and creatures immune to critical hits. Also, it is prevented or altered by anything which likewise affects normal magic, such as magic resistance. Furthermore, to effectively use Martial-magic, one must have empty hands and a certain degree of physical mobility. It is impossible to use Martial-magic in armour other than light armour, hide or scale mail, or while prone, held, or otherwise restrained, or while holding weapons or any shield other than a buckler. Finally, the target must be clearly visible to the Martial-magic artist (no more than 25% cover or concealment).
Martial-magic is a feat that must be selected in a standard feat slot. To select this feat, one must have a Wisdom of 13 or higher, 2 or more ranks in Concentration and the Combat Reflexes feat. As well, this feat cannot be gained without the presence of a willing teacher and appropriate time spent training (Pit Gladiators receive this feat as part of their class abilities). Except in the case of Pit Gladiators, each feat devoted to Busho Akani Martial-magic gives a modifier of +1. This Busho Akani modifier, which applies to several aspects of the art, will be referred to as the "BA Mod" from this point on.
The BA Mod determines the number of Martial-magic attacks that are usable until after the next full period of rest/sleep. If used as a standard action, the Martial-magic attack is treated as a normal attack with a bonus of the character’s base attack + BA Mod + Wis Mod. If used as a full round action, the Martial-magic attack hits automatically. To determine the effective distance of the attack, treat it as a thrown weapon with a range increment equal to 10-feet + BA Mod + Wis Mod, and apply the normal penalties for distance to the attack roll (if any). Round the distance down when necessary.
Damage from a successful attack is assigned based on the discipline being used, and is then modified by the BA Mod + Wis Mod (+ Str Mod if physical contact is made). With most disciplines, there is a chance to either stun or kill the target. The attacker declares beforehand which mode of attack he is using (stun OR kill OR neither) and the target makes a Fortitude save against a DC of the listed number + BA Mod + Wis Mod. A successful stun puts the victim in a stunned state (see Appendix, pg 282, PH for more info) for 2d4 rounds. A successful kill immediately drops the victim to –1 hit points (dying but stable). If no number is listed for the stun or kill, then this option is not available for that particular discipline.
Some disciplines have additional effects that are adjudicated using save(s) listed in the description. The DC for this additional save is always 10 + BA Mod + Wis Mod.
When two Busho Akani artists engage each other in combat, special rules apply. No attacks or effects are automatically successful. Attacks are made in the same manner as outlined above, except the target of the attack adds their BA Mod + Wis Mod to their normal AC, to their saves against stun or kill, and to their saves against additional effects.
The following section lists some known disciplines of Busho Akani. Even within the community, some attack forms are guarded secrets known only to a select few.
Abrei
Strong pull that unbalances target. [No save, fall prone]
Dmg None; Stun/Kill -/-; Prerequisites: Str 13+Andflak’zlagen
Open-handed strike to the face.
Dmg 1d4; Stun/Kill 8/0; Prerequisites: NoneAngreffen von Drache
Combination attack; left head punch, right head punch, forward leg sweep. [Fort save or fall prone]
Dmg 1d4+3; Stun/Kill 10/4; Prerequisites: Andflak’zlagen, UnstehenAngreffen von Urgrodrache
Powerful combination attack; left head punch/elbow, right head punch/elbow, reverse leg sweep. [No save, fall prone]
Dmg 2d6+2; Stun/Kill 10/6; Prerequisites: Angreffen von Drache, RukkunstehenAugenstik
A sharp strike to the eyes, using both hands. [No save, Blinded for 1 round/BA Mod]
Dmg None; Stun/Kill 1/0; Prerequisites: Dex 13+Axtretin
Jarring downward kick to upper torso.
Dmg 1d4; Stun/Kill 7/4; Prerequisites: NoneBokkentretin
A high, arching kick to the head. [Ref save or fall prone]
Dmg 1d6; Stun/Kill 5/2; Prerequisites: Dex 13+Donnerzlagen
Very strong, damaging punch to chest
Dmg 2d6; Stun/Kill 6/3; Prerequisites: StangenlokkenEntwaffen
Precise blow to the wrists. [Strength save or drop items]
Dmg 1; Stun/Kill 1/-; Prerequisites: Dex 13+Halzdrukken
Precise blow to throat. [No save, Lose voice for 1 round/BA Mod]
Dmg 0; Stun/Kill 2/1; Prerequisites: Dex 13+Horklatz
Clamping attack that causes sharp pain inside ears. [No save, Deafened for 1 round/BA Mod]
Dmg 1d2; Stun/Kill 8/2; Prerequisites: Dex 13+K’niebrekker
Kick to the knee with intent to cripple. [No save, Lose Dex Mod to combat scores for 2 rounds/BA Mod]
Dmg 1d4; Stun/Kill 4/-; Prerequisites: Dex 13+Nasenzlagen
Precise blow to the nose.
Dmg 1d4; Stun/Kill 10/6; Prerequisites: Andflak’zlagenRukkand
Back-handed strike to the head.
Dmg 1d4; Stun/Kill 6/0; Prerequisites: NoneRukkunstehen
Reverse leg sweep. [Ref save at –5 or fall prone]
Dmg 1d2; Stun/Kill 6/1; Prerequisites: Dex 13+Stangenlokken
Strong blow to the torso.
Dmg 2d4; Stun/Kill 5/1; Prerequisites: NoneUnstehen
Forward leg sweep. [Ref save at –5 or fall prone]
Dmg 1d4; Stun/Kill 4/1; Prerequisites: Dex 13+Werfen von Affe
Elaborate, powerful throw attack. [No save, fall 5-feet away from attack and Initiative reduced to 1]
Dmg 1d4; Stun/Kill 2/-; Prerequisites: Abrei, Str 15+Werfen von Urgraffe
Elaborate, powerful throw attack with punches. [No save, fall 5-feet away from attack and Initiative reduced to 1]
Dmg 1d4+6; Stun/Kill 10/0; Prerequisites: Werfen von AffeWidderhorntretin
Sharp, strong kick to the lower torso.
Dmg 1d4+4; Stun/Kill 3/0; Prerequisites: NoneWiktik’stik
Precise punch to vital areas causing extreme pain. [Fort save or –2 to attack & damage for 1 round/BA Mod. Not cumulative with previous Wiktik’stiks]
Dmg 1d3; Stun/Kill 5/3; Prerequisites: Stangenlokken, Dex 15+Windentretin
Powerful forward kick to the head. [Ref save or fall. Fort save or –2 to attack & damage for 1 round/BA Mod. Not cumulative with previous Windentretin]
Dmg 2d4; Stun/Kill 10/2; Prerequisites: Bokkentretin, Str 15+Zlagen von Urgrursa
Very powerful, open-handed, double strike to the chest. [No save, lose voice/breath for 1 round/BA Mod, and Fort save or thrown 10-feet away from attack]
Dmg 2d4+2; Stun/Kill 15/0; Prerequisites: Zlagen von Ursa, Str 15+Zlagen von Ursa
Powerful, open-handed, double strike to the chest. [Fort save or lose voice/breath for 1 round/BA Mod]
Dmg 1d4+1; Stun/Kill 10/0; Prerequisites: Stangenlokken, Str 13+
In a similar school of attack, there is another Akani art, Tenishido Ki-Akani, which is similar in all aspects, to Busho Akani. However, this school teaches Akani attacks with weapons. The secrets of transferring the energy necessary to make Tenishido Ki-Akani attacks, into the inanimate material of weapons are even more closely guarded than those of Busho Akani. In fact, it is not known if anyone left alive is schooled in Tenishido Ki-Akani. The art may be dead.
Tenishido Ki-Akani works on most of the same principles as its non-weapon cousin. However, one must have the Tenishido Ki training in the required weapon before learning its advanced form of attacks. Tenishido Ki-Akani attack forms are very specific to they weapons they are intended. For instance, if an attack is meant to be used with a long sword, a broad sword cannot be used. Furthermore, it is suspected that if one intends to use Tenishido Ki-Akani with a particular weapon, that weapon must go through some preparation.
Further details of Tenishido Ki-Akani are not available.