By Blake 1001, Virtual Adept, Disciple (blake1001@technologist.com)
Since this is a skill, it is possible to use its basic maneuvers without formal training, though at a +2 difficulty. By the same token, a character with a dot in the skill could attempt Advanced Maneuvers he hasn't yet been able to master. Failing an untrained use of one of these maneuvers will generally cause the character to hurt himself (take your own STR damage).
For each dot in Hard/External Style Martial Arts, you can pick one basic maneuver. For the 4th and 5th dots, you have the option of taking an Advanced Maneuver, instead. You can buy additional Basic Maneuvers for 10 exp each and additional Advanced Maneuvers for 15 exp. Note that Advanced Techniques border on the legendary and may not be suitable for many Chronicles.
* | You can throw a hard punch without flinching - at a practice bag, anyway. |
** | You've learned all the katas and stances. Boards fear you. |
*** | You can use some nasty maneuvers and really hurt people in a fight. |
**** | You are an expert martial artist and can probably kill with your bare hands. |
***** | Bruce Lee -- or the characters he portrayed, at any rate. |
Specialties: Specific art (Boxing, Kempo, Muay Thai, Karate, Savat), Individual maneuver, duels, multiple attackers, demonstrations.
Killing Blow: If you have this technique, you can choose to have any brawling attack you make inflict HL damage instead of SL.
Breaking Blow: You can add your dots in Hard Style to your Strength to break any braced, inanimate object (like a board or a door, for instance). You can also use this 'extra Strength' to harm helpless opponents.
Disarm: You can use a brawling attack to disarm an opponent. Make the attack as usual and roll normal damage. If the victim fails to soak the damage completely, he has been disarmed.
Toughness: Your training includes exercises to help you resist physical damage (sometimes this involves learning to keep certain muscles tense, to roll with a punch, or simply enduring lots of punishment in practice sessions). You add your dots in Hard Style to your soak against normal (SL) brawling damage. You can also add your dots over 3 to all your soak rolls (ie +2d at Hard Style *****). Neither use of this technique is cumulative with actual armor.
Power Focus: You can strike with superhuman force. Add your success on any brawl attack (except Stunning Blow or a Soft Style attack) to your damage dice.
Knife Hand/Tiger Claw: You can actually cut or rend flesh with your bare hands. This maneuver inflicts STR+2 dice of HL damage, and is truly terrifying to most opponents. You can use Power Focus or Atemi (but not both) in conjunction with this maneuver. (Alternately, your ST may allow you to make a special brawling attack at difficulty 8, which inflicts your STR (no modifiers) in dice of Aggravated Damage.)
When using any Martial Technique, use the lower of the character's Martial Arts or other appropriate Ability when determining his dice pool. For instance, a character with Brawl **** and Internal Style ** using a Throw maneuver would have his Dex + 2 dice in his pool.
For each dot in Soft/Internal Style Martial Arts, you can pick one basic maneuver. For the 4th and 5th dots, you have the option of taking an Advanced Techniques, instead. You can buy additional Basic Maneuvers for 10 exp each and additional Advanced Techniques for 15 exp. Note that Advanced Techniques border on the legendary and may not be suitable for many Chronicles.
* | You've shown up for Aikido class every week for a while now and some of it's starting to make sense. |
** | You have learned a few tricks that might help you in a fight, if you remember to use them. |
*** | You can defend yourself against armed and unarmed attackers with an excellent chance of success. |
**** | Your knowledge makes you a dangerous, almost uncanny opponent. Untrained fighters have no chance against you. |
***** | O Sensei (Mori Ueshiba, the founder of Aikido). The Akashics are looking to recruit you . . . or learn from you. |
Specialties: Specific art (Aikido, Tai Chi Chuan), Individual maneuver, philosophical aspects, multiple attackers, demonstrations.
Disarm: Block or grab an opponent; if you score at least one extra success, he drops his weapon.
Lock: Add dots in Soft/Internal Styles to your STR to immobilize an opponent (use Brawl to grab him). If the Lock isn't broken, the victim takes his own Strength in dice of SL damage from struggling.
Enhanced Dodge: When facing more than one opponent, you can add your dots in Soft/Internal Styles to your Dex+Dodge pool for purposes of splitting your dice pool (at least in half) only. Thus if you have DEX 3, Dodge 5, and S/I Styles at 4, you can have a total Dodge pool of 12 dice, so long as you assign no more than 6d to any one dodge attempt. This bonus can also apply to splitting between dodge and another action. If the above character also had Brawl 2, for instance, she could have a pool of 9d to split between Brawl and Dodge (with no more than 4d (9/2) in Brawl, and no more than 6d in Dodge)
Atemi: Add 1d of damage per success to any brawl or melee attack. This does not combine with the Advanced 'Hard' Technique, Power Focus.
Chi-Flow/Root: You can direct your internal energies to exert great force or hold yourself immobile. Add your dots in Soft/Internal Styles to your STR for purposes of moving great weights, pushing opponents or resisting being pushed or pulled in any direction.
Dim Mak: This is the infamous 'Death Touch,' and should probably be simulated by appropriate supernatural techniques, like Akashic Sphere Magick. However, if the ST wants normal humans to be able to learn such things, a character who has already learned the Advanced Techniques of Atemi, Nerve Touch, and Power Focus, can attempt to learn Dim Mak. Dim Mak inflicts 1 HL of damage per success on a difficulty 8 Dex+Brawl roll. This requires only a touch, so the victim may not even be aware of it. Damage can be caused to occur immediately, or at a set time, hours, or even days hence. Dim Mak cannot be soaked, and can be made Aggravated with the expenditure of a Willpower point. Most Supernaturals can resist Dim Mak (Vampires and Wraiths are immune; Werewolves soak with Gnosis, Mages with Arete and Changelings with Banality).
No-Touch Technique: This is the reputed ability of some Martial Artists to affect opponents or objects without even touching them. Some Aikido masters can pull this off in demonstrations, mainly because their students expect it, but the true ability is much more impressive (if it exists at all in the Chronicle). Mori Ueshiba, for instance, was said to have flipped over a trolley car with a single Ki shout. A character who has already learned Throw, Enhanced Dodge, Chi-Flow/Root, and Power Focus can attempt to develop the No-Touch Technique. This technique allows the character to use Martial Techniques and brawling attacks on opponents up to one meter/success away (this uses up successes, so a Nerve Touch that would have done 6 SLs at HTH range, would do only 4 at 2m and would fail completely beyond 4) or to use them at normal hand-to-hand distances with a -2 difficulty.
Zanshin: This is a mystical state of mind that reputedly renders the Master invincible. Whether it exists is, of course, highly debatable. To learn Zanshin, the character must first master Enhanced Dodge, Chi-Flow/Root, and Lightning Strike. Zanshin allows the master to fight with deceptive grace and inhuman speed. He can add his dots in the lower of Hard or Soft Styles to his combat dice pools for all purposes.
Flowing Water: This legendary ability allows the master to avoid any attack directed at him -- Aikido-ka explain it as becoming one with the universe, and to attack the universe is an absurdity. A character must have already learned Escape, Enhanced Dodge, Chi-Flow/Root, and the No-Touch Legendary Technique, in order to possibly develop Flowing Water. Mastery of the Flowing Water Technique allows the character to make a free (without splitting dice pools, and in addition to any other actions) Dex+Dodge roll against any number of attacks or attackers in a given turn, even those he may not be consciously aware of. Though it requires it as a prerequisite, Flowing Water cannot be used in conjunction with Chi-Flow/Root, nor can any Hard/External Techniques be used in conjunction with it.
Iron-Skin Protection: This is the legendary power supposedly held by the Shao-lin priests and the fighters of the Boxxer Rebellion. It is unlikely to work in front of skeptical witnesses, especially when firearms are involved -- much like Hedge Magick. To learn this Technique, the master must have already learned Toughness, Knife Hand/Tiger Claw, Power Focus, and Chi-Flow/Root. Iron-Skin Protection adds one die to the character's soak roll per dot in the lower of his Hard or Soft Styles. Iron-Skin soaks all attacks, including firearms and aggravated damage. It is well known that the Boxxers (at least the vast majority of them) did not really possess this ability; it was merely a ploy by their leaders to bolster their courage. It is entirely possible that the same would be true of any character buying the technique.