Opposite styles Southpaws who spar against orthodox boxers get a -2 to parry. Orthodox boxers who spar against Southpaws get a -2 to parry. Dirty Fighter Requirements: Seasoned There is no honor among thieves, and the Caribbean has more than its fair share of scurvy dogs. Those with this Edge will do anything to win a fight. This scoundrel is particularly deceitful in combat and good at tricks. He adds +2 to all Trick maneuver rolls. Really Dirty Fighter Requirements: Seasoned, Dirty Fighter The knave is extremely skilled in tactical deceit. By describing the trick and spending a benny, he may automatically get the drop on any single opponent. First Strike Requirements: Novice, Agility d8+ Some heroes are truly fearsome in combat. Their quick reactions and combinations of lightning fast blows make it hazardous for an enemy to approach. Once per turn the character gets one free Fighting attack against a single enemy who moves adjacent to him. This automatically interrupts the opponent’s action, and does not cost the hero his action if he is on Hold or has not yet acted this round. Improved First Strike Requirements: Heroic, First Strike As above but the hero may make one free attack against each and every foe who moves adjacent to him. Iron Jaw Requirements: Novice, Vigor d8+ The hero can take a hit like he was made of oak. He gets +2 to Soak rolls. Grit Requirements: Heroic, Wild Card, Iron Jaw When lesser men fall by the wayside, this hero just keeps soldiering on, and on. When the character takes enough wounds to make him Incapacitated, he may make a free Soak roll. Should the roll fail, the character may still spend a benny to make a soak roll as normal. If a character suffers multiple wounds in the same round that take him to Incapacitated, he may make multiple free Soak rolls. Riposte Requirements: Seasoned, First Strike, Fighting d8+ A riposte is a combination of a parry followed by a quick attack. Once per round, the character receives a free Fighting attack against one foe within reach of his weapon who failed a Fighting attack against him. This attack is made at –2. A riposte must be a straight attack (so no Disarm, Wild Attack, or other such maneuvers) and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver (but not Full Defense). After Image Requirements: Heroic, Agility d8+, Spirit d8+ This edge allows you to create solid after images with a successful spirit check , these after images can actually do solid damage and act as deadly statuary, turning the ring into a mine field, Each person that stumbles into the area that was attacked immediately takes damage from the original strike as though they were hit when it happened. Improved Riposte Requirements: Veteran, Riposte As above, except the character may make a free attack with no penalty. All Edge and maneuver restrictions still apply, however. Spot Weakness (ignore all fencing statements) Requirements: Seasoned, Fencing Academy, Smarts d8+, Fighting d8+, Notice d6+ No fencer, whether one taught at the finest European academy or one who developed his art on the mean streets of Tortuga, is flawless. Everyone has a weakness, and this character has the training necessary to spot, and exploit his opponent’s shortcomings. If an enemy making a Fighting attack against your character rolls a 1 on his Fighting die (regardless of the result of any Wild Die), your hero receives +1 to Fighting rolls against that foe for the rest of the combat. If an opponent rolls a 1 on his Fighting die but hits using his Wild Die, your character still spots the flaw. You only get the bonus once, no matter how many 1s are rolled. Special Move Creation You get 8 points to create/enhance any moves per dietype of Technique in your fighting style All move stats are capped at 10 points. Every level nets you 5 special move points you can save/use to improve or buy moves with. Stats A character can change a move from one type of attack to another for 3 points. Power: The damage bonus you get for using the move, each point is +2 damage. Costs 4 points per increase Placement: The amount of squares you have in an attack. Each point is a single square. Costs 6 points per increase. Finesse: Special attribute, negates 1 point of parry per point in it. Costs 8 points per increase. Cost: directly related to the points you spend in the other categories. 3 for 1 for power, 2 for 1 for range, 4 for 1 for finesse. Special benefits: Knockback: For every raise on the attack, an opponent is pushed a die in distance in a direction chosen on move creation, for every raise past the first it increases in dietype. +10 point cost to buy/add. 3 points added to the cost stat. Elemental strike: adds a special elemental oriented status dependant on the element discussed with the Ref. +10 points. 3 points added to the cost stat. Scalar: this move requires a technique check before using to determine the of the attack. +20 points. 8 points added to the cost stat. Complex: This move requires multiple tests to perform. Decreases move cost by -5 points per extra test, cannot be used as an enhancement. 1 point removed from the cost stat. Double Vision: This move hits twice whether with a pair of knees, fists, feet, elbows, a rapid headbutt, two-fister minuses apply to the attack but its effects go off both times. +15 points. 4 points added to the cost stat. Area Attack: This move hits everything around you. You get a single attack on every foe in your range but at a -2. +10 points 3 points added to the cost stat. Burst: Only applicable to attacks with the elemental ability, costs 5 points per 2 feet of radius and for each 2 feet from the hit the damage is decreased by 3 though the elemental strike effect is not. 1 point per 2 feet of radius added to the cost stat. Damage Stat: changes the stat the special move uses to determine damage, such as using spirit for an energy attack. +20 points. 5 points added to the cost stat. Disorienting: Shakes the target if it hits, but negates all damage it deals. +5. 1 point added to the cost stat. Automatically Grapple on Strike: If the attack hits it automatically grapples the target. +10. 3 points added to the cost stat. Charging Strike: Special move power is set to 0, for every round you hold back on attacking from when you activate the move its power increases by 1. +20 5 points added to the cost stat. Lifebuster: You can take a random injury on the bodypart using the special move in order to use it without paying the cost. +30. 8 points added to the cost stat. Multistrike: This benefit adds another hit to your special move while simultaneously reducing your parry by 1 for each additional attack for a round. +10 each attack. Additionally, multistrike only has the effects from various benefits go off once. The character is able to split up the benefit placement on creation. Wide Open: For every -1 to parry subtract 4 points from the total move purchase cost. Every -1 removes 1 point from the cost stat. Clumsy: For every -1 to fighting subtract 4 points from the total move purchase cost. Every -1 removes 1 point from the cost stat. For every 3 points of damage you get 2 points on a special bar unless it’s a special move, where the cost is subtracted from the bar For every missed punch you get a point on the special bar. For every punch that misses you, you get 2 points on the special bar. For every 3 points of damage someone rolls after hitting you, you gain 4 points of special. Special bars: [][][][][][][][][][][][][][][][][][][][][][][][][] [][][][][][][][][][][][][][][][][][][][][][][][][] [][][][][][][][][][][][][][][][][][][][][][][][][] Light Attack: +1 to parry, cannot be used with a wild attack. Medium Attack: No modifiers. Strong Attack: +2 to damage -2 to fighting. Ranges: Close: One Square Medium: Two Squares Long: Three Squares For every Square further/shorter than you're used to with an attack, subtract 1 parry and fighting to a maximum of two squares without edges. For example: A medium range fighter throws a fierce punch as far as his body can extend, flying forward and pivoting on one leg, his parry and fighting are both reduced by 3. Fighting Styles Characters only use the special ability of the dominant fighting style when using two(the stat increases and decreases are applied seperately, and the move limitations are also both kept{in essence two fighting styles means a character can create a greater variety of special moves}) Ansatsuken/Satsui no Hado A fighting style that relies on finesse and spiritual energy to defeat its foes, the only teachers left alive of this style are ryu and ken despite the fact that gouki still roams the land he refuses to teach any. Any specials and Super moves a character creates/has created already swap their damage stat and fighting stat and use spirit instead. In addition the character increases spirit by a single die as well as decreasing their strength by a die to represent the focus on the spiritual aspects of the style. (The style is greatly different from the more violent version that Gouki uses.) If at any time a user of the Ansatsuken of Heroic or higher uses it for more violent and deadly purposes they immediately become engulfed by the Satsui no Hado, or murderous intent. This state puts them into an unthinking rage, desperate to slaughter the one in their way until the fight ends, essentially using both strength and spirit simultaneously for damage while simultaneously disallowing any peaceful action, in fact the rage is so deep that if there are any strong looking targets in sight they will continue the combat with them. This state taints the character's very personality and soul, causing them to become irrevocably more callous and wicked unless they pass a spirit check with a TN equal to the rounds they were in Satsui no Hado + 2 + one more for each time they've ever gone into Satsui no Hado. Once the target number hits 15 the character is considered fully under the sway of the Satsui no Hado and cannot make these spirit checks ever again, turning them into warriors who exist only for battle and the bloodlust. Wrestling Wrestlers spend most of their life training their skill with grappling and the complex maneuvering that the sport requires. The complex benefit's cap is increased by two checks when performing a move that requires a grapple. In addition to that any grapple attacks get a +2 to damage while any non-grappling attacks treat the character's strength die as one lower. Muay Thai Muay Thai users are trained to treat the head, fists, elbows, knees, and feet as deadly weapons, using all of them to deadly advantage in a form of kickboxing that can stun foes. The style is a mixture of heavy defense and exact positioning of the deadly weapons of the body to prevent injury while simultaneously injuring your foe. Every time the character is attacked they may roll their Technique against the other character's fighting and if they succeed they deflect the attack and are unharmed. If the technique roll gets any raises then they countered as well as deflecting, treating their Technique as a normal fighting roll against the enemy's parry. A failure indicates a hit, no matter their parry and if it’s a critical failure they're hit for double damage. Characters who take muay thai increase their vigor by one die and decrease their smarts by an equal amount. Special Forces Training Those who train in the special forces tend to concentrate on a specific physical trait above all others as well as protective stances and blocking attacks. This grants the character a single die increase to strength, agility, or vigor, while decreasing smarts by an equal die type. In addition to this, the character gains the ability to perform feats of that trait beyond a normal man's. They can double a roll using that stat, including aces, but if in combat this ability leaves them wide open, putting the character in shaken, or wounding them if the check fails. Kabaddi Those who integrate yoga into their combat gain mystical abilities, more than a few being the ability to stretch their limbs to absurd distances, precognition, and the ability to breath flames. Yoga users concentrate on the spirit over everything, increasing the stat by one die type and decreasing strength by a die type as well due to abhoring having to use brute force. The cost for increasing the range of special moves is halved while the cost for increasing power for special moves is doubled(point cost). Boxing Boxers are masters of the ring and fist, raging barbarians and brilliant tacticians, heroes and blackguards who look for only one thing, victory in the ring. A boxer may increase either strength, agility, or vigor by one die type while simultaneously decreasing either of the other two. Boxers gain a +3 damage to all punching attacks while gaining a -3 to all attacks that don't involve punching at all. Arranged Ninjutsu A deadly style that few choose to embark upon and even fewer master, Arranged Ninjutsu is the art of the perfect angle and the deadly strike, whether with a weapon or without all those who follow this path are agile and merciless, increasing their agility by a die type and decreasing their spirit by a die type as well. The character is able to make an agility check to get the drop on their foe before an attack, if the check fails not only is the character dropped prone but he's shaken. Savate A french style of kickboxing that emphasizes quick fast strikes and a usage of their wits. Most savatuers spend their days on the streets, as it is a very common method of street fighting in france, despite this the martial art does have a following as a legitimate combative sport. Savate users increase their agility by one dietype at the expense of their vigour, gaining the ability to strike in order to keep their opponent from retaliating, with a successful technique check they can force an opponent on the defensive and letting them only defend. Capoeira A blend of martial art, game, and culture created during the 16th century, Capoeira is fighting disguised as dancing. All users of this art have difficult to predict attacks and perform amazing feats of acrobatic skill. The player that chooses this style increases their agility a dietype while decreasing their strength a dietype, this martial art is difficult to get a good solid strong hit in so most lean toward technical fighting, defeating their foes without knocking them out. Capoeira users have one special ability, as long as there is music they get a +3 to all spirit checks and +2 to their fighting checks. Capoeira users can incite this state without music by remembering the music in their heads, but must make a technique check with a TN of 7. Zui Quan or Drunken Fist A style of wushu that imitates a drunkard's movements and integrates them into their variety of martial arts. The postures are created by momentum and weight of the body, and imitation is generally through staggering and certain type of fluidity in the movements. Drunken fist is one of the few martial arts that concentrate on using your wits, increasing smarts by a die while decreasing vigour by a die. This style is wholly unpredictable and has an interesting effect, any natural 1 on its fighting rolls reduces its parry to 0, while any ace automatically hits. At the same time any natural one on an opponent's fighting roll gives the Zui Quan user a free attack, and any aces add +5 to damage. Yagami style of ancient martial arts-Beginning Style Only This style of martial arts originates from the yagami clan who imbued all their warriors and the receivers of this ancient style with the blood of orochi. It emphasizes speed and power at the cost of resilience, making it very difficult to use. All those who know this style gain a die increase on strength and a decrease on vigour, while gaining the ability to sacrifice parry to directly increase fighting rolls with a technique roll. This style also changes all elemental special moves they have to Orochi, which shakes on hit. Yagami style martial arts is only taught to Yagami clan members, and all Yagami clan members have the Orochi blood edge for free. Taekwondo The art in general emphasizes kicks thrown from a mobile stance, using the leg's greater reach and power to disable the opponent from a distance. In sparring, turning, front, reverse turning, and side kicks are often used, as well as the backfist and reverse punch; advanced kicks include jumping, spinning, sliding, and skipping kicks, often in combination. Taekwondo training generally includes a system of blocks, punches, and open-handed strikes and may also include various take-downs or sweeps, throws, and joint locks. This style emphasizes agility over strength, increasing agility a dietype and decreasing strength a dietype as well. With a successful technique check a Taekwondo user can use their superior reach to negate the benefits of edges such as first strike. Shiranui-ryū A fighting style concentrating on pure speed and agility, most of its users are faster than the wind itself. It increases agility by one dietype and decreases Vigour by a dietype. When moving and attacking a character in this style is always considered running and ignores the penalties, while adding 2 to their parry. With a technique roll with a target number of 8 the character is able to negate edges that might suggest a speed advantage, such as first strike. Aikido Aikido is often translated as "the Way of unifying (with) life energy" or as "the Way of harmonious spirit." Ueshiba's goal was to create an art that practitioners could use to defend themselves while also protecting their attacker from injury. To that end Aikido focuses primarily on counter attacks that although painful, cause no lasting injury to their foe, Agility is increased by a dietype and Strength is decreased by a dietype. With a successful technique check a character using aikido can sacrifice wounds dealt to an opponent to decrease the damage dealt to them, to that end the character gains a benny for each wound they decide not to deal to the opponent. Kampfringen Kampfringen is considered the perfect mixed combat style, because of this, most fighters who use kampfringen have no trait specializations. Because of this though a character gains the ability to launch their special moves from the ground, from the air, back facing their opponent, crouched, and in a grapple. This is balanced by the fact that their special moves cost 3 in addition to the normal cost for creating and 1 extra for enhancing. Saikyō-ryū Karate Saikyō-ryū characters are masters of pissing people off, gaining a bonus of +3 to taunt, while being considered utterly useless and getting a penalty of -3 to intimidate. That being said the character is able to replace the damage stat for a single special move with his taunt skill. The unfortunate side to the style is that raises are every 5 above the success, instead of every 4. Weapon Martial Arts This category is a catch all term for the many martial arts that focus on weapons as a form of martial prowess. Due to the flexibility of this style a character may choose one trait to increase a die, and one trait to decrease. A character may choose one of these abilities on choice of this style(They cannot use the abilities unless they hold a weapon and all of them require a technique check.) Defender: +3 to parry -3 to fighting, stacks with defensive fighting but not with defend. Reckless advance: The character can throw caution to the wind and put everything they have into a single attack, losing all parry they have they double their fighting roll and damage roll on a single normal attack, because of its nature wild attack cannot be used, as well as anything else that decreases parry except for berserk. Alacritous: This ability doubles the character's pace and adds +4 to their fighting, but afterward they suffer a level of fatigue(unless they successfully activate alacritous again, each successive use increases the end fatigue level by one, so three rounds of successful alacrity leads to three levels of fatigue.) Chink in the Armour: This ability allows the character to reroll his damage dice with a successful technique roll, the new roll taken no matter what. Unbreakable Will: This ability allows the character to pass any spirit checks with a successful technique roll, but each time he/she does so, the Referee adds a benny. Royal Flush Baguazhang