----The Basics: Each attack beyond the first suffers a cumulative -2 to damage and -1 to fighting rolls for the turn. Light attacks- Fast but weak, Light attacks cost 1/3 your attack action and decrease your damage by -1(this penalty stacks with the multiple attack penalty.) (A side note, wild attack can't be used on jabs) Normal attacks- Beyond the fact that it’s a standard attack a normal attack costs 2/3 your attack action. Fierce attacks-A fighter throws a fierce attack like he has nothing to lose as it takes up his entire attack action and adds +2 to his damage. Aerial attacks-+2 to fighting, -3 to parry, can't hit the legs. Leg Sweeps- +1 to fighting, -2 to parry, if it hits it knocks the person down. Grabs- Grabs are a special case, due to the following chart STR Die Speed D4 As a Fierce Attack. D6 As Fierce D8 As Normal D10 As Normal D12 As a Jab ----Arcane Backround: Fighter: Arcane Skill: Technique(Smarts) Starting Moves: 5 Special Bar: The special bar is the unique trait of this arcane backround, players instead of getting power points increase their special bar. Each level is equal to 25 points, to a maximum of 3 levels. Increasing a Special Bar: Every 3 damage you deal +2 Every time you miss +1 Every time you're missed +2 Every 3 damage you take +4 Getting knocked down +1 Knocking someone down +3 Every round you charge +4 Every square you push someone backward +3 Every square you're pushed +2 Taunting someone +4 Combos: another unique trait of this arcane backround is the ability to string together powers and normal attacks indiscriminately up to a max of half their technique skill in powers/attacks by paying extra special, thus making every power used ignored when it comes to the multiple action penalty. From power to power is 4 extra special used. Style: The character also gets to choose a style for their backround. Any die decrease for styles that is applied to a stat that already has a d4 forces them to roll on the defect table. 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. Character is required to take and use Alternate Methodology(Spirit) For all their moves. 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. Comboing powers is cheaper as long as a grapple is involved. 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 abhorring having to use brute force. Kabaddi characters can extend their limbs up to 10 squares at 3 special per square. 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 the ability to push themselves beyond their limits with two technique rolls. The first determines whether or not the boxer gets a bonus or a minus(below 5 = minus, 5 and above = bonus), the second determines how much is added or subtracted to damage. 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, in addition to that Leg sweeps only take 2/3 of an attack action. 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- 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 all powers cost 4 more special to use. 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 take Alternate Methodology(Taunt) ignoring the requirement of it being a stat. 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. ----New Powers: Elemental Attack Rank : Novice Special : 4-25 Range : Self Duration : 1 (See description) A character's total payable special cost for this move is dependant on their technique die D4 = 8 points max D6 = 12 points max D8 = 16 points max D10 = 20 points max D12 =25 points max In addition to that the power adds the following damage bonus to the next attack: 4 points paid : +3 8 points paid : +6 12 points paid : +9 16 points paid : +12 20 points paid : +15 25 points paid : +18 If the character gets a raise on the technique roll, one of the many elemental effects(chosen on move creation) affects the target on a hit as well. Lifebuster Rank : Veteran Special : 15 Range : Self Duration : 1 (See description) This power makes the next attack almost certainly lethal allowing you to take a total number of wounds determined by a successful technique roll. A success gains you a single wound, for every raise above that gets you another total wound. Every wound you choose to take adds +8 to the damage of your attack but you cannot soak the wound. Thruster Rank: Novice Special: 5 Range: Self Duration: 1 (see description) The next attack used after this power immediately gains the ability to send the foe flying, driving them backwards two squares for a success and one square for every raise above the success on the technique check. Alternate Methodology Rank: Novice Special: 3 Range: Self Duration: 1 (see description) The next attack uses the stat die of your choice instead of strength for damage. A raise adds +2 to the damage. Charge Rank: Seasoned Special: 5 per round Range: Self Duration: (1/round) Every round you extend the duration of this power while simultaneously performing no offensive actions adds a +4 to the damage and a -1 to your parry when performing the next attack. A raise on the technique roll eliminates the parry penalty. Sniper Rank: Novice Special: 3 Range: Self Duration: 1 (see description) A successful technique check adds +3 to your fighting roll for the next attack. Every raise afterward adds another +1 to fighting. Debilitating Rank: Veteran Special: 5 Range: Self Duration: 1 (see description) A successful technique check decreases the target's toughness for the next received attack by 1, reducing it by another 1 for every raise after that. Draining Rank: Heroic Special: 7 Range: Self Duration: 1 (see description) This causes your next attack to steal special from your opponent and put it into your special meter. A success takes 5 Special, and every raise after is another 4. Subduing Rank: Novice Special: 1 Range: Self Duration: 1 (see description) This causes your next attack's damage to only deal fatigue levels instead of wounds. With a raise on the technique check you shake the opponent as well. Ruinous Rank: Heroic Special: 15 Range: Self Duration: 1 (see description) This causes your next damaging attack to decrease a stat chosen on taking this power by one die instead of dealing a wound. This applies for every other wound, so if a character deals 4 wounds and has Ruinous(Strength) Their opponent's strength decreases by two dice. ----Elemental Effects: All target numbers are based sheerly on rank calculations Novice = 1, Seasoned = 3, Veteran = 5, Heroic = 7, Legendary = 9 To determine the TN, compare the target's rank with the character's. If the target's rank is higher, subtract the rank difference from 5, if the target's rank is lower add the rank difference to 5, if its equal the TN is 5. Minimum TN is 3. Fire : agility roll to put it out or the character has to deal with the rules for fire. Electricity : vigor roll to withstand the brutal voltage otherwise the character becomes shaken. Acid: vigor roll to withstand the horrifically corrosive effects, otherwise the character takes an additional 1d6. Sonic: A vigor roll determines whether or not the target vomits on the spot and takes -1 to all actions for the remainder of the encounter as well as being temporarily deafened for the remainder of the encounter. Orochi Flame: Deadly to its foes Orochi flame causes them to take the effects of arsenic if they fail the vigor check. This can only be taken by someone who chose the Yagami style as their first style or who has the Orochi Blood edge.