Martial Arts:

Martial Arts is a complex phenomenon, which takes somewhat different forms in different cosms, depending on the local axioms. In cosms of extremely low magic (4 or less) and spiritual axioms (6 or less), it is nothing but another word for describing certain schools of armed and unarmed combat. At higher axioms, martial arts becomes a mechanism by which magical and/or spiritual energies can be tapped through intense physical training which ties the body and mind of the martial artist into these energy sources. These energy sources are called by different names in different cosms; they correspond to the Earthly concept of 'Ki'.

It is not necessary to be possibility rated to be a martial artist, although some abilities either cannot be learned by ords or become much less effective or even more dangerous to use if you are not.

The uses to which Martial Arts can be put varies according to the magic and spirit axioms of the cosm from which a particular martial arts style hails. Each martial arts style is a distinct skill, which must be learned seperately. When using the manuevers and powers inherent in a particular style, you use the Martial Arts skill total you possess for that style. This means that if you know Monkey Style at 14, Judo at 17, and Five Flaming Fists of Dunad at 23, you can't use your skill at the Five Flaming Fists of Dunad to see if your Monkey Style manuevers work, you have to use the 14 you have in Monkey Style. It is not necessary to master one style to move on to another; you can have seven or eight styles at two to three adds each if you really want to.

Martial Arts is expensive; it takes up three starting adds for characters, and costs twice as many possibilities (or 3 times as much training time) as a normal skill which cannot be used unskilled. This is because of the broad range of benefits it provides.

Each style is tied either to one to three melee weapons or to unarmed combat, and can only be used offensively with the attack form it is designed for. (So you can't use Monkey Style to hit someone with a sword or use Kendo to attack someone unarmed). However, any style can be used to defend against both Melee and Unarmed Combat attacks. Martial Arts can also be used to Dodge. Martial Arts attacks do +2 damage unless the manuever in question adds a higher benefit.

Martial Arts gains certain side benefits as the axiom levels of a style rises.
 


 

Minor Disciplines:

Minor Disciplines have a Spirit Axiom of 7.

Block/Strike: As per the Nippon Tech sourcebook, pages 75-77

Clear Senses: The martial artist learns to ignore distractions and focus his senses more purely. This grants him a +2 bonus to any Perception total related to sensing things.

Clear Thought: The martial artist increases the clarity of his thought processes through meditation. This gives him a +2 to all Mind totals to resist mind-control, persuasion, and other attempts to befuddle his thought processes.

Crushing Block: As per the Nippon Tech sourcebook, pages 75-77

Dagger Dance: As per the Nippon Tech sourcebook, pages 75-77

Disarm: As per the Nippon Tech sourcebook, pages 75-77

Dragon Flight: This adds a +3 bonus to your use of the Manuever skill through your lithe movements.

Drop Kick: As per the Nippon Tech sourcebook, pages 75-77

Minor Enhanced Attack (This varies by the style, and will have different names in different styles): This is a potent attack which does +4 damage instead of +2.

Minor Enhanced Block (This varies by the style and will have different names in different styles): This manuever enhances active defense against Melee, Unarmed, and Martial Arts attacks by +3

Endure Fatigue: The martial artist learns to replenish his ki reserves more rapidly. When engaged in pushing his abilities, he suffers two less shock due to fatigue than he normally would. This does not negate fatigue from Disciplines which cost shock points to use.

Entangle: As per the Nippon Tech sourcebook, pages 75-77

Feint: The martial artist uses a faked attack to set a foe up for a second attack. This is effectively a multi-action, with a +2 bonus. Use the Martial Artist's Trick or Martial Arts, whichever is better, for the first action, which is interpreted on the Trick table; the target defends using whatever skill he would normally use to defend against an actual attack. The second action is a normal martial arts attack; it is at +2 difficulty, but if the first action worked, the target will hopefully be unskilled or worse...

Instant Up: As per the Nippon Tech sourcebook, pages 75-77

Ki Punch: This is a very draining attack, ideally intended as a finishing move. It can be powered in one of two ways: the person throwing the punch can either state a number of rounds for which they will be too exhausted to attack and can only perform defensive actions and add twice that number in shock damage to the blow if it hits, or they can spend one possibility for every five points of shock they wish to add to the blow's damage. A Ki punch also automatically does an O result, if the target has a K and at least three rounds of exhaustion are invested.

Kick Disarm: As per the Nippon Tech sourcebook, pages 75-77

Lightning Fist: As per the Nippon Tech sourcebook, pages 75-77

Missile Dodge: This manuever grants a +4 bonus to any active defense against missile weapons and a +2 bonus to any other kind of dodging.

Sacrifice Kick: The sacrifice kick is a powerful kick which sacrifices defensive potential to deliver a potent blow. The attack gains a +5 bonus to hit the target and a +5 bonus to damage. However, the martial artist is left prone as the result of the attack and anyone trying to strike him gains +3 to hit and damage until he is no longer prone.

Shout of Warning: As per the Nippon Tech sourcebook, pages 75-77

Spring Attack: As per the Nippon Tech sourcebook, pages 75-77

Stop Thrust: As per the Nippon Tech sourcebook, pages 75-77

Stunning Attack: As per the Nippon Tech sourcebook, pages 75-77

Sweeping Kick: As per the Nippon Tech sourcebook, pages 75-77

Throw: As per the Nippon Tech sourcebook, pages 75-77

Weakness Probe: As per the Nippon Tech sourcebook, pages 75-77

Weapon Break: As per the Nippon Tech sourcebook, pages 75-77

Average Disciplines

Average Disciplines have a Spirit Axiom of 8.

Average Enhanced Attack (This varies by the style, and will have different names in different styles): This is a potent attack which does +6 damage instead of +2 (the standard damage bonus to Martial Arts attacks).

Average Enhanced Block (This varies by the style and will have different names in different styles): This manuever enhances active defense against Melee, Unarmed, and Martial Arts attacks by +5

Average Fast Attack (This varies by the style, and will have different names in different styles): This is a potent attack which does +4 damage instead of +2 (the standard damage bonus to Martial Arts attacks), but if used, the attack always comes at the start of the round before anything else happens, or at any other point in the round up to when the martial artist takes his normal action.

Awakened Senses: The martial artist learns to ignore distractions and focus his senses more purely. This grants him a +4 bonus to any Perception total related to sensing things. This is culmulative with the benefits of Clear Senses.

Awakened Thought: The martial artist increases the clarity of his thought processes through meditation. This gives him a +4 to all Mind totals to resist mind-control, persuasion, and other attempts to befuddle his thought processes. This is culmulative with the benefits of Clear Thought.

Detect Lie: As per the Nippon Tech sourcebook, page 77.

Flashback: As per the Nippon Tech sourcebook, page 77.

Hail of Blows: As per the Nippon Tech sourcebook, page 77.

Healing: As per the Nippon Tech sourcebook, page 77.

Improved Throw:  On a successful hit, you can throw the target twice your success levels in meters.  (For example, on a Good result, you can throw the target six meters).  An improved throw does an extra 2 points of damage.

Resist Fatigue: The martial artist learns to replenish his ki reserves more rapidly. When engaged in pushing his abilities, he suffers four less shock due to fatigue than he normally would. This does not negate fatigue from Disciplines which cost shock points to use.

Invisibility: As per the Nippon Tech sourcebook, page 77.

Iron Fist: This is a more potent form of the Ki Punch manuever. Any successful Ki punch adds a K result to the damage inflicted, or an O if the blow does a K or the target already has one. The blow automatically does Strength +4 damage. Instead of having to rest one round for every two points of shock damage added, the martial artist only has to rest one round for every three points of shock damage, or they can spend one possibility for every ten points of shock added.

Jump: The martial artist gains a +5 bonus to Long Jumping

Physical Conditioning: You have honed one of your physical attributes (Dexterity, Strength, or Toughness) to an unbelieveable degree; you can now exceed the normal cosm limit for that attribute by 2 points, if you can find the possibilities or training time to do so.

Poison Immunity: As per the Nippon Tech sourcebook, page 77-8.

Pressure Point Strike: This allows a blow to a pressure point on your foe, throwing him off balance. The attack strikes with a +3 acting value; read the result points on the Manuever table.

Self Instruction: As per the Nippon Tech sourcebook, page 78.

Spirit Shout: The spirit shout functions as the Ward Enemy miracle against supernatural creatures. Against other foes, it is less effective, using the martial artist's Spirit + Martial Arts to attack and inflicting Spirit +3 damage. This is spiritual damage, with the usual affects. It gradually drains the martial artist, doing one shock to him each time it is used.

Weapon Master: This is only available to weapon-focused styles. The master can attune himself to a specific weapon. This can be done instantly through spending one possibility point, or he can spend a month working with the weapon and building a bond. He can be attuned to up to his adds in distinct weapons. When using an attuned weapon, the Martial Artist gains a +2 bonus to his acting value and a +1 bonus to damage values with that weapon. Should he be parted from the weapon for over a month, he loses the bonus, and must re-attune should he recover it.

Whirling Attack: As per the Nippon Tech sourcebook, page 78.

Major Disciplines

Many Major Disciplines inflict shock on the martial artist. Possibilities can be spent to immediately 'reduce' this damage. Major Disciplines have a Spirit Axiom of 12.

Cyclone Attack: This whirling assault allows up to five people to be attacked simultaneously with a +2 bonus to hit and +4 to damage and no multi-action penalties. Furthermore, they suffer a 2 penalty to their defensive skill. However, the attack is exhausting, causing five shock to the martial artist.

Death Touch: As per the Nippon Tech Sourcebook, pp. 78-9. However, it can also be used by Ords. This is very dangerous, as it causes the ord martial artist to take two Wounds due to the loss of his own life force, which fuels it. In addition, the ord takes the normal feedback damage from using the attack.

Ignore Fatigue: The martial artist learns to replenish his ki reserves more rapidly. When engaged in pushing his abilities, he suffers six less shock due to fatigue than he normally would. He also can ignore anything which scores a 'Fatigue' result against him. This does not negate fatigue from Disciplines which cost shock points to use.

Improved Physical Conditioning: You have honed two of your physical attributes (Dexterity, Strength, or Toughness) to an unbelieveable degree; you can now exceed the normal cosm limit for two of the three physical attributes by 2 points, if you can find the possibilities or training time to do so.

Kata: Three minor Disciplines, or one minor and one average Discipline can be chained together into a special manuever. Performing a kata causes two shock from exhaustion, but allows all three disciplines to be executed with a single action, against the same target or different ones. Roll the die once and use the same bonus for all three actions.

Ki Flow Attack: The martial artist learns how to disrupt the flow of chi through others. All damage inflicted by the blow is converted to stun damage, with each wound becoming three points of shock. Furthermore, the victim must roll each round with his Toughness against the acting value of the strike. Until he succeeds, he cannot recover shock from any source, be it magic, first aid, miracles, Inspiration results on initiative or anything else, nor can he get rid of K results, unless the acting value of the healing beats the acting value of the attack. The attack wears off the next time he sleeps, even if he still hasn't made a successful roll.

Ki Flow Manipulation: The martial artist gains the ability to manipulate the flow of chi through the body of others or himself. This manuever is the peaceful form of the power, enabling him to use his Martial Arts score in place of First Aid and Medicine skills.

Long Life: As per the Nippon Tech Sourcebook, p. 79

Major Enhanced Attack (This varies by the style, and will have different names in different styles): This is a potent attack which does +8 damage instead of +2.

Major Enhanced Block (This varies by the style and will have different names in different styles): This manuever enhances active defense against Melee, Unarmed, and Martial Arts attacks by +7

Major Fast Attack (This varies by the style, and will have different names in different styles): This is a potent attack which does +6 damage instead of +2 (the standard damage bonus to Martial Arts attacks), but if used, the attack always comes at the start of the round before anything else happens, or at any other point in the round up to when the martial artist takes his normal action.

Major Throw:  On a successful hit, you can throw the target five times your success levels in meters.  (For example, on a Good result, you can throw the target fifteen meters).  A Major throw does an extra 4 points of damage.

Paralyzing Strike: The martial artist strikes a pressure point on his foe and pushes some of his own ki into it. He takes three shock due to ki loss. The attack gains a +5 acting value. If it succeeds, the result points are read on the Manuever table with a further +5 bonus to the result value.

Personal Weapon: By spending a possibility point or a month in meditation, the Martial Artist builds a bond to a single, specific weapon. When using that weapon, he gains +4 to his acting value and +2 to his damage value. He suffers a 1 penalty to acting and damage values with any other weapon. Should he lose the weapon, the bond evaporates if he is separated from it for a month. He can only be bonded to one weapon at a time.

Power Leap: A power leap inflicts two shock on the martial artist, but lets him jump with a +5 bonus and his results are interpreted with the Power Push table (he also takes the normal shock for pushing). Also, his limit value rises by one for that jump.

Power Shout: The Power shout functions as the Ward Enemy miracle against supernatural creatures, gaining a +5 bonus. Against other foes, it is less effective, using the martial artist's Spirit + Martial Arts +3 to attack and inflicting Spirit +6 damage. This is spiritual damage, with the usual affects. It gradually drains the martial artist, doing three shock to him each time it is used. A possibility can be spent to reduce this damage to nothing.

True Invisibility: As the Nippon Tech Sourcebook, p. 79. Ords can activate this power by spending thirty minutes in meditation to achieve the right mental state.

Wind Running: As per the Nippon Tech Sourcebook, p. 79. Ords take 5 shock every fifteen minutes while using this.
 
 

Master Disciplines

Master Disciplines have a Spirit Axiom of 15.

Air Walking: The martial artist can now walk on air, enabling him to move through the air at his normal running speed. Moving upwards may slow you down (like going on a staircase), or require the use of climbing skill (to go straight up). This makes incredible acrobatics possible and gives him a +5 bonus to any use of the Acrobatics skill. This is somewhat stressful over time, though not hugely so; he takes 2 shock every fifteen minutes.

Bonded Weapon: As per Personal Weapon, however, the Martial Artist can now summon his weapon to him from any distance. This requires a Martial Arts check against a difficulty of 10 if it is not being held, or against the Strength + Martial Arts of whatever may be holding it. He can choose to burn a possibility point, if P-rated, and automatically succeed in the action, although another P-rated person could burn a point and negate his, forcing him to roll.

Immortality: The martial artist now ceases to age, taking no further penalties to aging with time. He is, however, still vulnerable to all the dangers of life (disease, poison, having your head cut off, Minki Momo running you over with a truck, etc.).

Ki Blast: The martial artist can summon his will and unleash a powerful blast of ki at his foes. The more of his ki he puts into the attack, the stronger it is. It has an acting value of his normal martial arts attacks, while the Damage Value is his Spirit + Martial Arts + the amount of shock he invests into the attack. A possibility point can be burned by possibility rated martial artists; this counts as if nine shock had been invested. Multiple people can be blasted with a single attack using the one-on-many rules. Damage from Ki blasts is spiritual, and Spirit is used instead of Toughness to resist it.

Master Enhanced Attack (This varies by the style, and will have different names in different styles): This is a potent attack which does +10 damage instead of +2.

Master Enhanced Block (This varies by the style and will have different names in different styles): This manuever enhances active defense against Melee, Unarmed, and Martial Arts attacks by +9

Master Fast Attack (This varies by the style, and will have different names in different styles): This is a potent attack which does +8 damage instead of +2 (the standard damage bonus to Martial Arts attacks), but if used, the attack always comes at the start of the round before anything else happens, or at any other point in the round up to when the martial artist takes his normal action.

Master Kata: Three disciplines of your choice from this style, all of which must be Major or less, can be chained together into a special attack. Performing a major kata causes three shock from exhaustion, but allows all three disciplines to be executed with a single action, against the same target or different ones. Roll the die once and use the same bonus for all three actions.

Master Throw:  On a successful hit, you can throw the target ten times your success levels in meters.  (For example, on a Good result, you can throw the target fifteen meters).  A Master throw does an extra 6 points of damage.

Perfect Invisibility: The user becomes truly invisible and won't even show up on recording devices. This grants +8 to Stealth against any means of detection beyond the visible, while you can't be spotted at all with sight. You must either meditate for an hour to activate it or else be willing to burn 3 possibilities to do it right this minute.

Supreme Leap: A Supreme leap inflicts three shock on the Martial Artist, but gives him a +10 bonus to Long Jumping and lets him roll on the Power Push table for the jump. It also raises his limit value by 2.

Supreme Physical Conditioning: You have honed all three of your physical attributes (Dexterity, Strength, or Toughness) to an unbelieveable degree; you can now exceed the normal cosm limit for all three physical attributes by 2 points, if you can find the possibilities or training time to do so.
 

Sample Styles:
 

Shakari:

Cosm of Origin: Nippon Tech

Axiom Requirements:


Associated Weapons: Knives, Chains, Clubs/Pipes/Baseball Bats and the like

Disciplines:
 

  1. Minor Enhanced Attack
  2. Feint
  3. Dagger Dance
  4. Endure Fatigue
  5. Minor Fast Attack
  6. Lightning Fist
  7. Physical Conditioning
  8. Hail of Blows


Shakari is a martial art developed among the street gangs of the poor sections of the cities of Marketplace. As a result, it emphasizes some of the extremely cheap weapons favored by those gangs and unlike many martial arts, is quite happy with dirty fighting.
 
 
 

Ancient Shao-Lin Style:

Cosm of Origin: Core Earth

Axiom Requirements:


Associated Weapons:  None

Special Requirements:  Faith (Buddhist)

Disciplines:
 

  1. Leaping Kick
  2. Instant Up
  3. Crushing Block
  4. Dragon Flight
  5. Ki Punch
  6. Whirlwind Attack
  7. Spirit Shout
  8. Thunder Kick [Major Enhanced Attack]
Ancient Shao-Lin Style has been refined over the years and improved, but remains the mother of many Eastern martial arts.
 

Kendo:

Cosm of Origin: Core Earth

Axiom Requirements:


Associated Weapons: Japanese swords, especially wooden practice weapons (This being a sporting art)

Disciplines:
 

  1. Block/Strike
  2. Crushing Block
  3. Disarm
  4. Minor Enhanced Attack
  5. Weapon Break
  6. Power Strike [Average Enhanced Attack]
  7. Hail of Blows
  8. Weapon Master


Kendo is a form of Japanese swordsmanship developed for sport purposes in the nineteenth and twentieth centuries, but which can be turned to militant purposes as well.
 

Ninjitsu:

Cosm of Origin: Core Earth

Axiom Requirements:


Associated Weapons: Katana

Special Requirements:  Must belong to a Ninja Clan; betraying secrets means you will be hunted down.  Must have at least one add each of lockpicking, stealth, and prestidigitation

Disciplines:
 

  1. Block/Strike
  2. Lightning Fist
  3. Stun Attack
  4. Missile Dodge
  5. Felling the Oak
  6. Invisibility
  7. Weapon Master
  8. True Invisibility


Ninjitsu was developed by the ancient Japanese Ninja Clans.  This is the most standard style, but many variants exist.
 
 

Red Lotus Style:

Cosm of Origin: Core Earth

Axiom Requirements:


Associated Weapons:  None

Special Requirements:  Faith (Shinto)

Disciplines:
 

  1. Snap Kick [Minor Fast Attack]
  2. Kick Disarm
  3. Ki Punch
  4. Drop Kick
  5. Sweeping Kick
  6. Healing
  7. Iron Fist
  8. Cyclone Attack


Red Lotus Style was developed by a group of Shinto monks who lived south of Edo.  It is a popular style.
 
 
 

Path of True Knowledge:

Cosm of Origin: Aysle

Axiom Requirements:

Magic 18. All followers of the path must buy a third enhancement package for the physical attributes only (It is third because Elves all have two packages). At 6 adds, they can buy a fourth package, if they desire to do so.

Social 15: New Disciplines are now learned at the second, fourth, sixth, seventh, and eighth add.

Spirit 12: Slots one through five must hold minor disciplines, slots six through seven hold average disciplines, and slot eight lets you buy a major discipline.

Associated Weapons: Staff

Special Requirements: Must be Elven, Cannot Wear Armor, Can only use Muscle-Powered Weapons, must have Faith (Elmiir)

Disciplines:
 

  1. ---
  2. Clear Thought
  3.  ---
  4. Speed of Thought [Minor Fast Attack]
  5. ---
  6. Awakened Senses
  7. Awakened Thought
  8. Ignore Fatigue


While it teaches a few attack manuevers, the Path of True Knowledge is intended more to remove barriers on the road of enlightenment than to beat people down. It is practiced by the Monks of Elmiir, an Elven God of Balance from Aysle. See pp. 29-30 of the Aysle Sourcebook.

Dwarven Tunnel Fighting (aka 'Dwarf-Fu'):

Cosm of Origin: Aysle

Axiom Requirements:


Associated Weapons: None

Special Requirements: None

Disciplines:
 

  1. ---
  2. Groin Kick[Minor Enhanced Attack]
  3. ---
  4. Stop Thrust
  5. ---
  6. Resist Fatigue
  7. Iron Fist
  8. Supreme Roundhouse [Major Enhanced Attack]


Dwarven Tunnel Fighting was developed by miners who sometimes found themselves attacked by creatures in their minds underground; it is designed for use in cramped spaces. It is mostly practiced by Dwarves, but could be used by humans as well.
 

Hiten Mitsurugi Ryu

Cosm of Origin: Aysle

Axiom Requirements:
 


Associated Weapons: Swords

Special Requirements: The practicioners must stay out of politics and avoid becoming long-term employees of governments. They must be Honorable, rather than Balanced or Corrupt.

Disciplines:
 

  1. ---
  2. Lightning Fist
  3. ---
  4. Flashing Blade [Minor Fast Attack]
  5. ---
  6. Jump
  7. Hail of Blows
  8. Seven Points Strike [Major Fast Attack]


The Hiten Mitsurugi Ryu was developed as a sword style for wandering heroes in a time of tyranny in Aysle. Its founders tended to distrust all governments, and thus required their students stay aloof from them, acting as individual forces for justice, and to aid the common man. The style emphasizes speed over power, and its practicioners tend to be quite acrobatic. [This is based on the title character's fighting style in the Japanese animated series Ruroni Kenshin.]
 

Seven Sacred Secrets

Cosm of Origin: Orrosh

Axiom Requirements:


Associated Weapons: None

Special Requirements: This art is only taught by certain occult societies, and thus is not easily learned by outsiders. Practicioners swear an oath never to use these abilities for evil.

Disciplines:
 

  1. ---
  2. Clear Thought
  3. Sweeping Kick
  4. Throw
  5. ---
  6. Awakened Thought
  7. Flashback
  8. Power Shout


While the inhabitants of Asia in Orrorsh have developed a variety of martial arts, most of those arts are not well known in Victorian society. Members of Occult societies, however, have more knowledge of eastern lore than most, and often find themselves face to face with monsters, some of which are quite resistant to conventional weaponry. They have developed a fighting art which helps to clear and shield the mind and which can be used to render monsters briefly out of action, to facilitate running for one's life if necessary.
 
 

Secret Shadow Style

Cosm of Origin: Nile Empire

Axiom Requirements:
 


Associated Weapons: Swords

Special Requirements: You must join a Ninja Clan. Everyone taught the art is Evil, though this being the Nile, they may not stay that way...

Disciplines:
 

  1. ---
  2. Shadow Strike [Minor Enhanced Attack]
  3. Lightning Fist
  4. Invisibility
  5. Pressure Point Strike
  6. True Invisibility
  7. Cyclone Attack
  8. Supreme Leap


Many martial arts have been developed in the Asia of Terra, from whence the Nile Empire Sprang. This is one such, used by a clan of ninjas in the service of Wu Han.

White Lotus Style

Cosm of Origin: Nile Empire

Axiom Requirements:
 


Associated Weapons: None

Special Requirements: You must be Good in Inclination. You must never use this art to kill.

Disciplines:
 


Many martial arts have been developed in the Asia of Terra, from whence the Nile Empire Sprang. White Lotus style was developed by a Buddhist sect after careful meditation on the Lotus Sutra as a means for self-defense for Buddhist missionaries. It since has passed into the hands of various groups of wandering mystics who use its powers to put down supernatural menaces and to guard themselves as they seek enlightenment.
 
 

Guardian Coatl Style

Cosm of Origin: Star Sphere

Axiom Requirements:
 

Associated Weapons: None

Special Requirements: Only taught to Monitors.

Disciplines:
 

  1. Clear Thought
  2. Feint
  3. Spinning Kick (Minor Enhanced Blow)
  4. Stunning Attack, Kick Disarm
  5. Detect Lie
  6. Pressure Point Attack
  7. Ki Flow Attack
  8. Paralyzing Strike, Coatl Strike (Major Fast Attack)
Far-Seeing Wind Style

Cosm of Origin: Star Sphere

Axiom Requirements:
 


Associated Weapons: None

Special Requirements: You must be Aka.

Disciplines:
 

  1. Clear Senses
  2. Clear Thought
  3. Spiraling Wind (Dragon Dance)
  4. Weakness Probe, Endure Fatigue
  5. Awakened Thought
  6. Swift Flowing Wind [Average Fast Attack]
  7. Ki Flow Manipulation
  8. Long Life, Ignore Fatigue
Developed for exercise and self-defense, the Far-Seeing Wind style stresses being aware of the world around you without letting it control you, and an emphasis on fluid motions and swiftness of mind and body. The daily exercises usually leave its devotees in superb physical condition, leading to longer lives and the ability to keep going much longer than others. It emphasizes self-development, rather than offensive capacity.

Originally developed by a Wind Goddess cult long ago, it has spread beyond that cult and is now practiced by hundreds of thousands of Akashans of the Aka philosophy.
 
 

Gray Circle Style

Cosm of Origin: Star Sphere

Axiom Requirements:

Magic 7: Minor Alteration magic now exists. Martial Arts can be used for Skill Substitution for the creation of Alteration spells as well now. One may use one's best Style score for this purpose.

Social 25: New Disciplines are now learned at the first eight adds of an art, and a second Discipline is also learned on the fourth and the eighth add.

Spirit 12: You can now learn Average Disciplines at the fifth add and Major Disciplines at the seventh add.

Associated Weapons: None

Special Requirements: You must be Zinatt

Disciplines:
 

  1. Clear Thought
  2. Block / Strike
  3. Throw
  4. Missile Dodge, Weapon Break
  5. Hail of Blows
  6. Poison Immunity
  7. Power Leap
  8. Gray Shield (Major Enhanced Block), Heart Thrust (Major Enhanced Attack)


The Gray Circle style was developed by the Gray Council, a group of scholars and priests who sought to develop a more flexible, balanced style of unarmed combat, suitable for defense or offense. They chose the color Gray, as the balance point between black and white.

The style has since spread beyond its limits, and is very popular with some of the client races, as it was specifically designed to be usable by multiple sentient species.
 
 

Five Cardinal Points

Cosm of Origin: Star Sphere

Axiom Requirements:

Magic 7: Minor Alteration magic now exists. Martial Arts can be used for Skill Substitution for the creation of Alteration spells as well now. One may use one's best Style score for this purpose.

Social 25: New Disciplines are now learned at the first eight adds of an art, and a second Discipline is also learned on the fourth and the eighth add.

Spirit 12: You can now learn Average Disciplines at the fifth add and Major Disciplines at the seventh add.

Associated Weapons: None

Special Requirements: You must be Coar

Disciplines:
 

  1. Spinning Kick (Minor Enhanced Attack)
  2. Drop Kick
  3. Sacrifice Kick
  4. Kick Disarm, Stop Thrust
  5. Axe Kick (Average Enhanced Attack)
  6. Hail of Blows
  7. Ki-enhanced Kick (Major Enhanced Attack)
  8. Cyclone Attack, Power Shout