Alternative Physical Trainings

Amazon

The famous warrior women are recognized the world over, and modern Amazons are no different. Amazon women are incredibly strong and athletic, with impressive skill and dexterity in many different forms of combat. Modern Amazons maintain many of the same legacy traits as women of the past, and create a long-lasting image in the minds of all.

+15% to Physical Skills when applicate
+10% to Wilderness, Horsemanship and Rogue skills.
+3D6 to P.S. and it is equivalent to Extraordinary Strength for lifting and carrying.
+1D4 to P.E.
+1D6 to P.P.
+1D4 to P.B.
+2D6 to Spd.
Add 3D6 to Hit Points
Add 1D6x10 S.D.C.
+15% to save vs coma/death
+2 Attack per Melee Round
+2 Pull Punch
+2 Initiative
Typically studies either Shoot Fighting or Trap Fighting. Reduce Initiative bonus and Pull Punch bonus by half if another form of combat is selected

Balanced Training

+10% to Physical Skills when applicate
+5% to Espionage (or Rogue) skills
P.S. Is equal to Minor Ability of Extraordinary Strength
+1D6 to P.E.
+1D6 to P.P.
+2 to P.B.
Add 3D6 to Hit Points
Add 2D4x10 S.D.C.
+15% to save vs coma/death
+1 Attack per Melee Round
+2 Pull Punch
+2 Initiative
Typically studies Blended Combat. Reduce Initiative, P.E., P.P., and P.B. Bonuses by half if another form of combat is selected.

Combat Athlete

This particular focus is for characters that focus on combat and contact athletics, such as football, wrestling, boxing, rugby, and other hard, impactful sports.

+15% to Physical Skills when applicable
P.S. Is equal to Minor Ability of Extraordinary Strength
+2D4 to P.E.
+1D4 to P.P.
+1D4 to P.B.
+2D6+10 to Spd.
Add 3D6 to Hit Points
Add 1D6x10 S.D.C.
+10% to save vs. coma/death
+2 Attacks per Melee Round
+3 to Pull Punch
+3 to Initiative
Typically studies Combat Athletics. Reduce P.E. By half and remove the Pull and Initiative bonus if another form of combat is selected

Gladiator/Pit Fighter

The modern gladiator is also a master of weapons combat and is trained in empty hand combat techniques. The arena's of old may be no more, but small private enclosures, called “pits” are where most of these fighters now ply their trade. Even in alleyways, abandoned buildings or empty pool halls, Gladiators can still perform and are still extremely deadly.

+10% to Physical Skills when applicate
+2 to Strike and Parry with Weapon Proficiencies.
+2D6 to P.S. (still considered normal human strength)
+1D6 to P.E.
+1D6 to P.P.
+2D6 to Spd.
Add 2D6 to Hit Points
Add 1D4x10 S.D.C.
+15% to save vs coma/death
+1 Attack per Melee Round
+2 Pull Punch
+3 Initiative
Typically studies Pit Fighting. Reduce Initiative bonus and Weapon Proficiency bonus by half if another form of combat is selected.

Internal Training

The most personal and some argue most difficult is the Internal Training portion of Physical Training. Instead of becoming an overpowering force, one must learn to be like water, allowing everything to come and go and not go against the flow. The result is a powerful but limited ability, and like Aikido, one must be willing to allow an opponent to actually grab him or her.
+5% to Physical Skills
+2D4 to P.P.
+1D6 to Hit Points
+3D6 to S.D.C.
+1 Additional Attack per Melee Round
+4 to Pull Punch
Typically studies Esoteric Combat. If the character studies something else, reduce the P.P. Bonus and Pull Punch Bonus by half.

Meditative Mastery

Meditation Skill (see below for details)
+5% to Physical Skills when applicable
+10% to Espionage (or Rogue) skills
The character gains the following abilities only when a successful Meditation roll is made. The enhancement lasts for 1D6 hours.
P.S. Is equal to the Minor Ability of Superhuman Strength
+4 to P.E.
+6 to P.P.
+1D6+4 to Spd (different each time).
Heals at twice the normal rate and suffers no scarring.
The following abilities are constant and only rolled once.
Add 4D6 Hit Points
Add 1D6x10 S.D.C.
+20% to save vs. coma/death
+1 Attack per Melee Round
+3 Pull Punch
+1 Initiative.
Typically studies Zen Combat. Note that Zen Combat can only be entered while in a Meditative Trance. Reduce Hit Point and S.D.C. Bonus by half if another form of combat is selected.

Meditation: 20%+4% per Level of Experience
This skill enables the character to sit in a quiet environment, and for 2D6 minutes concentrate on quiet and stillness. If this calmness is achieved the character will sense any break in the calm, and will have the discipline and guidance needed to maintain his aura of calm. If the calming effect is broken, any bonuses gained from Meditation are lost.

Precision Training

This focus is for Mixed-Martial Artists (MMAs). They rely more on intimidation and technical combat knowledge than on actual physical ability. Thus while the combat abilities are impressive the focus bonuses are not so great.
+10% to Physical Skills
+2D6 to P.S. (still considered Normal Human)
+1D6 to M.E.
+1D4 to M.A.
+1D6 to P.E.
+1D4 to P.P.
+2D6 to Spd.
+3D6 to Hit Points
+3D6 to S.D.C.
+1 Additional Attack Per Melee Round
+2 to Pull Punch
+2 to Initiative
Almost always exclusively studied Mixed-Martial Arts (MMA). If the character studies something else, reduce the P.E., M.E., Pull Punch and Initiative bonus by half.

Swashbuckler

The Swashbuckler is a well known archetype, brash and cocky yet lightning quick with a dash for the dramatic. The Physical Training swashbuckler is no different, enjoying reputations as diverse as misguided fool, zealot or true hero. Yet they should not be underestimated and often have a surprising level of skill.

+10% to Physical Skills when applicable
+5% to Seafaring, Horsemanship and Rogue skills.
+3D6 to P.S. (normal human strength)
+1D6 to P.E.
+2D4 to P.P.
+1D6 to M.A.
+2D6 to Spd.
Can leap four feet straight up and six feet across.
Add 1D6 to Hit Points
Add 4D6 S.D.C.
+10% to save vs coma/death
+3 Attack per Melee Round
+1 Pull Punch
+6 Initiative
Typically studies Swashbuckling. Reduce Initiative bonus and Leap values by half if another form of combat is selected

Xi-Kung Training

This focus is for an external attribution of Internal Martial Arts. The character lacks a lot of offensive attacks, but makes up for that with impressive Body Hardening abilities.

Note: Unlike other Physical Training focuses, this requires the sacrifice of two skill programs to gain, not just one. The physical and espionage skills remain unaffected.

+5% to Physical Skills when applicable.
+4D6 to P.E.
+3D6 to P.S. (still considered Normal Human)
+1 to P.P.
+2D6 to Spd.
+2D6 to Hit Points
+5D6 to S.D.C.
No Additional Attacks per Melee
+2 Pull Punch
+1 Initiative
Typically studies Xi-Kung Combat. Since Xi-Kung Combat is part of Xi-Kung Focus, there is no real point in choosing another form of combat. If one does, remove the Pull and Initiative bonus, and one does not get the benefit of the impressive abilities of Xi-Kung Combat. Likewise, other Physical Training characters can NOT select Xi-Kung Combat even if they want to!


Blended Combat

This is a style of combat that is meant to be as dynamic as it is functional. It can handle most situations fairly well and is a balanced, if not flashy combat style.

Level Bonus or Ability
1 +2 Additional Attacks per Melee Round, Paired Weapons (all), Disarm, Body Flip/Throw (1D6), Back Flip, Karate Style Punch (2D4), Karate Style Kick (2D6), Backward Sweep Kick, plus all three of the Special Combat Abilities in HU2 (page 189).
2 +1 Initiative, +1 Strike, +1 Parry, +2 Dodge, Add One Hold of Choice
3 Add Automatic Back Flip, +1 Initiative, +2 Roll with Punch/Fall/Impact, +2 Pull Punch, +1 Disarm.
4 +1 Additional Attack Per Melee Round, Add One Kick Attack of Choice.
5 Add Automatic Dodge, Critical Strike on Natural 19/20.
6 +1 Initiative, +1 Parry, +1 Dodge
7 +1 Strike, Add Critical Body Flip/Throw (double damage) on Natural 18/19/20, +2 Disarm
8 +1 Additional Attack per Melee Round, +2 Body Flip/Throw
9 Add Automatic Body Flip/Throw (1D6) and +1 Roll with Punch/Fall/Impact.
10 Knockout Stun on Natural 18/19/20, Death Blow on Natural 19/20.
11 +1 Initiative, +1 Strike, +1 Parry, +1 Back Flip
12 +1 Dodge, +2 Automatic Dodge, +3 Damage
13 +1 Additional Attack per Melee Round
14 Add One Hold and One Kick Attack
15 +2 Initiative, +2 Strike, +2 Parry, +2 Dodge.

Combat Athletics

Combat Athletics involves quick, decisive strikes and quick dodges for counterattacks. It is fast and hard-hitting, but does have the disadvantage of not being well suited for grappling range.

Level Bonus or Ability

1 +2 Additional Attacks per Melee Round, Automatic Parry, Disarm, Maintain Balance, Roll with Punch/Fall/Impact, Body Block/Tackle (1D6), Karate Style Punch (2D4), Karate Style Kick (2D6), Elbow (1D6), Leap, Leap — Escape, Automatic Dodge, plus all three of the Special Combat Abilities in HU2 (page 189).
2 +2 Strike, +2 Parry, +2 Automatic Dodge
3 Add Leap – Defensive, +1 Damage, +1 Strike
4 Body Block/Tackle does (2D6 Damage, +1 Attack Per Melee Round, +1 Automatic Dodge
5 +2 Maintain Balance, Add One Kick Attack of Choice
6 Critical Strike on Natural 18/19/20, +2 Strike, +2 Initiative
7 +1 Attack Per Melee Round, Add Leap – Attack, +1 Damage, +2 Roll with Punch/Fall/Impact
8 Add Body Flip/Throw (1D6), +2 Damage
9 +1 Attack Per Melee Round, Add Knee (1D4), +1 Automatic Dodge, +1 Initiative
10 +2 Strike, +2 Maintain Balance
11 +1 Parry, +1 Strike, +2 Automatic Dodge
12 Add One Hand Attack of Choice, +1 Initiative
13 Body Block/Tackle does (3D6) Damage, +1 Automatic Dodge
14 +1 Attack Per Melee Round, Add Leap Attack, +2 Strike, +2 Roll with Punch/Fall/Impact
15 Knockout/Stun on Natural 18/19/20, +2 Maintain Balance

Esoteric Combat

A style of combat best used with experience, it allows one to face a large number of attackers and still perform well. Some may think it's Aikido, and while it does have elements of Aikido in it, it is much more encompassing. Striking is involved in Esoteric Combat, although it is extremely limited. Note that the Auto Bonus only applies to defensive moves, offensive moves use the Strike bonus.

Level Bonus or Ability
1 No Additional Attacks per melee round, Roll with Punch/Fall/Impact, Automatic Parry, Body Flip/Throw (1D6), Entangle, Disarm, Circular Parry, Automatic Dodge (uses the Automatic Dodge Bonus), Automatic Body Flip/Throw (1D6) (uses the Auto Bonus), Karate Style Punch (2D4), Karate Style Kick (2D6), Body Hold, Automatic Backward Sweep (uses the Auto Bonus), Tripping/Leg Hooks (uses the Auto Bonus), plus all three of the Special Combat Abilities in HU2 (page 189).
2 +4 Parry, +4 Roll with Punch/Fall/Impact
3 +3 Auto, +1 Dodge
4 +2 Initiative
5 Add One Hold of Choice, +2 Parry
6 +1 Strike, +1 Automatic Dodge
7 +1 Attack Per Melee Round, +3 Auto
8 +2 Parry, +2 Dodge
9 Automatic Body Flip/Throw does (2D6) damage, +1 Initiative
10 Critical Strike Natural 18/19/20, +3 Auto
11 +2 Parry, +1 Automatic Dodge
12 +2 Damage, +2 Dodge
13 +2 Parry, +1 Automatic Dodge
14 +1 Attack Per Melee Round, +3 Auto
15 +1 Initiative, +1 Dodge

Mixed-Martial Arts (MMAs)

A popular new form of combat, MMAs are a cross-section of martial arts designed to neutralize an opponent and end the fight quickly. Jujitsu, Karate, Kung-Fu and other martial arts have been amalgamated into a blended style best suited for one on one combat in a controlled environment. However, even on the street the character can make for a deadly adversary.

Level Bonus or Ability
1 +2 Additional Attacks per Melee Round, Automatic Parry, Disarm, Maintain Balance, Roll with Punch/Fall/Impact, Body Flip/Throw (1D6), Karate Style Punch (2D4), Karate Style Kick (2D6), Backward Sweep, Arm Hold, Finger Lock, Wrist Lock, plus all three of the Special Combat Abilities in HU2 (page 189).
2 Add Elbow Strike (1D6), +1 Strike, +2 Parry, +2 Dodge
3 Add One Hold of Choice, +2 Initiative
4 Add Snap Kick (1D10), +1 Attack Per Melee Round, +2 Maintain Balance, +1 Disarm
5 Add Knee Strike (1D6), +3 Pull, +3 Roll with Punch/Fall/Impact
6 Add One Lock of Choice, +1 Strike
7 Add Palm Strike (1D6), +1 Parry, +1 Dodge
8 Add One Hold of Choice, +1 Attack Per Melee Round, +1 Hold (for Defensive rolls), +1 Initiative
9 Add Tripping/Leg Hooks, Critical Strike on Natural 18/19/20
10 Add Forearm Strike (1D4), +1 Body Flip/Throw (for Defensive rolls), +1 Parry, +1 Dodge
11 Add Crescent Kick (1D10), +1 Attack Per Melee Round, +2 Maintain Balance
12 Add Body Block/Tackle (1D6), +2 Hold, +2 Initiative
13 Add Axe Kick (1D10), +2 Strike, +3 Pull, +3 Roll with Punch/Fall/Impact
14 Add Reverse/Turning Kick, +1 Attack Per Melee Round, Knockout/Stun on Natural 18/19/20
15 Add Roundhouse Kick (2D6), +2 Parry, +2 Dodge

Pit Fighting

This style of combat combines classic Gladiator weapons like the net and trident (Retiarius), a gladius and dagger (Secutor), and paired short swords (Thracian). It also includes basic hand to hand techniques and the use of Gladiatorial armor. Due to the nature of the pit, the bow and arrow, chariot-racing and other “classic” Gladiatorial combat techniques are not taught, but could be learned by an intrepid character (costing normal skill selections).

The character, when created has to choose one of the three “styles” of Pit Fighting: Retiarius, Secutor or Thracian. Retiarius characters get W.P. Net and W.P. Spear (Paired) and W.P. Knife, Secutor characters get W.P. Sword and W.P. Dagger (Paired) and W.P. Shield, while the Thracian characters get W.P. Sword (Paired) and W.P. Shield. The armor worn by the Secutor provides an A.R. of 10 and 30 S.D.C. It is heavy enough to provide a penalty of -2 to parry. The armor worn by the Thracian provides an A.R. of 8 and 22 S.D.C. and is heavy enough to provide a penalty of -1 to parry. The armor is kind of cliché in most modern pit fights, but some fighters use it, and some have more advanced models of armor.

Typically in combat, because Pit Fighting is very aggressive with not a lot of defensive options, is to swing your weapons and parry the opponents paired strikes. This keeps up until someone is hit with a devastating strike, then gets followed up until one opponent is clearly beaten, usually stabbed and bloody.

Level Bonus or Ability

1 +2 Additional Attacks per Melee Round, Automatic Parry, Disarm, Maintain Balance, Roll with Punch/Fall/Impact, Karate Style Punch (2D4), Karate Style Kick (2D6), Elbow (1D6), W.P. Skills as defined above with +2 to parry above the regular bonuses, plus all three of the Special Combat Abilities in HU2 (page 189).
2 +2 Strike, +2 Parry, +2 Disarm
3 Add Roll - Escape, +1 Damage, +1 Strike
4 +2 Damage from unarmed strikes, +1 Attack Per Melee Round, +1 Dodge
5 +2 Maintain Balance, Add One Punch/Strike Attack of Choice
6 Critical Strike on Natural 19/20, +2 Parry, +2 Initiative
7 +1 Attack Per Melee Round, Add one Kick Attack of Choice, +1 Disarm, +2 Roll with Punch/Fall/Impact
8 Add Body Flip/Throw (note: does not use the strike bonus) (1D6), +2 Damage
9 +1 Attack Per Melee Round, Add Knee (1D6), +1 Dodge, +2 Initiative
10 +2 Strike, +3 Maintain Balance
11 +1 Parry, +2 Strike, +1 Dodge
12 +1 to Strike and Initiative with all Ancient Weapon Proficiencies, +1 Initiative
13 +2 Disarm, +1 to Body Flip/Throw
14 +1 Attack Per Melee Round, Add Roll - Attack, +2 Strike, +2 Roll with Punch/Fall/Impact
15 Knockout/Stun on Natural 19/20, +2 Maintain Balance

Shoot Fighting

This is a style of combat where the idea is to be well versed in a multitude of disciplines. Thus, the character starts learning basic punching and kicking, which when mastered move into grappling range for throws, holds and locks. Effective take downs are taught only as body flip/throws, which are designed to be powerful and decisive and lead to the grappling range. Because of the wide variety of ranges and circumstances taught the bonuses aren't as impressive as Trap Fighting, but it is still a very useful and versatile combat system.

In combat, the Shoot Fighter will enclose slowly on the opponent, throwing a few feint hand and foot strikes before going for a grab for a Body Flip/Throw. Should that be unsuccessful, but still in grabbing range, the character will attempt a lock or hold, or another Body Flip/Throw. If the range is changed, then she will attack with more aggressive punches and kicks or quickly move things back into close range.

Level Bonus or Ability

1 +2 Additional Attacks per Melee Round, Automatic Parry, Maintain Balance, Roll with Punch/Fall/Impact, Karate Style Punch (2D4), Karate Style Kick (2D6), Elbow (1D6), Body Flip/Throw (1D6), Body Hold, Neck Hold/Choke, Arm Lock, plus all three of the Special Combat Abilities in HU2 (page 189).
2 +1 Initiative, +1 Strike, +2 Parry
3 Add Neck Hold, +1 Damage, +1 Strike
4 +2 Damage, +1 Attack Per Melee Round, +1 Dodge
5 +3 Maintain Balance, Add One Punch/Strike Attack of Choice
6 Critical Strike on Natural 19/20, +2 Parry, +1 Initiative
7 +1 Attack Per Melee Round, Add Elbow Lock, +2 Roll with Punch/Fall/Impact
8 +2 to Hold and Lock (in addition to strike bonus), +2 Damage
9 +1 Attack Per Melee Round, Add Knee (1D6), +1 Dodge, +2 Initiative
10 +2 Strike, +4 Maintain Balance
11 +1 Parry, + to Hold and Lock (in addition to strike bonus) , +1 Dodge
12 +2 to Hold and Lock, Add Knee Lock, +1 Initiative
13 +2 Disarm, +1 to Body Flip/Throw
14 +1 Attack Per Melee Round, +2 Strike, +2 Roll with Punch/Fall/Impact
15 Knockout/Stun on Natural 19/20, +2 Maintain Balance

Swashbuckling

If you want a style of combat designed to be fun and lighthearted, yet can turn deadly in an instant then Swashbuckling is for you! It utilizes a short sword called a side-sword and a buckler, which is a small shield designed for parrying attacks. The character will usually wear only a light armor (A.R. 8 and 10 S.D.C.) with no movement penalties, because being fast and dexterous is very important for Swashbuckling.

In combat, the character will test the reflexes of the opponent with fast jabs and thrusts with the side-sword, deflecting away any attacks with the buckler. Leaping away and into combat and striking with combination attacks is important, and the character also has surprisingly fast feet and leg-sword to handle all of the leaping and jumping. Close combat unarmed is discouraged and the character will be most weak in that range.

Level Bonus or Ability

1 +2 Additional Attacks per Melee Round, Automatic Parry, Disarm, Maintain Balance, Roll with Punch/Fall/Impact, Karate Style Punch (2D4), Karate Style Kick (2D6), Push Kick* (1D6), W.P. Sword, Combination Sword Slash/Parry**, Leap – Escape, Leap – Defense, Leap – Attack, plus all three of the Special Combat Abilities in HU2 (page 189).
2 +2 Strike, +2 Parry, +2 to Leap (all)
3 +2 Initiative, Add two feet leaping up and four feet leaping across
4 +1 Attack Per Melee Round, +3 Parry, +2 Dodge
5 +1 Maintain Balance, +2 Initiative, +2 Strike
6 Critical Strike on Natural 19/20, +2 Dodge, +2 Initiative
7 +1 Attack Per Melee Round, +3 Leap, +2 Roll with Punch/Fall/Impact
8 Add Automatic Dodge (does not use the Dodge bonus), +3 Dodge
9 +1 Attack Per Melee Round, Add Kick Attack of choice, +1 Dodge, +2 Initiative
10 +2 Strike, +3 Maintain Balance, Add two feet leaping up and four feet leaping across
11 +2 Parry, +1 Automatic Dodge
12 Add Leap Attack, +2 Initiative
13 +2 Disarm, +2 to Dodge
14 +1 Attack Per Melee Round, , +2 to Leaps, +2 Roll with Punch/Fall/Impact
15 Add Automatic Leap — Defense, +2 Maintain Balance

*Push Kick is a kick where the opponent is kept flat footed by a kick to the mid-section, and suffers a -1 penalty to parry or dodge the next attack on a successful natural strike roll of 15-20.
**Combination Sword Slash/Parry is when the character parries an attack leveled against him or her with the buckler (can not work without the buckler) and uses the side-sword as a simultaneous attack. The strike bonus is half for this attack, and there is no parry bonus at all. The damage from a side-sword is 1D6.

Trap Fighting

Important Note: Hunter/Vigilante and Secret Operative characters can take this style of combat instead of Hand to Hand: Martial Arts (or Assassin) at no additional cost.

Unlike Shoot Fighting, Trap Fighting takes an entirely different approach to combat. The idea is to grab the attacking part of the opponent, subdue the attacking part, then follow the opponent with more debilitating attacks until the character is completely subdued. The character should ideally not be aware that he or she is completely defeated, without the feeling of helplessness that comes from not seeing your attacker but feeling the pain of twisted limbs and a knee in the back.

In combat, the character will usually wait for the opponent to attack first, then either grab a finger or wrist in a lock, follow it up with with a body flip/throw, then into a debilitating choke, or grab a leg, push the opponent to the floor then follow up with a painful crush/squeeze. All attempts are made to keep the opponent as disoriented and distracted as possible, and each attack and movement is designed to provide maximum leverage in combat.
Note: the Lock bonus applies to the use of Locks as attacks (including the Strike bonus), and the Automatic Locks, but no other bonus applies to the Automatic Lock attacks.

Level Bonus or Ability

1 +2 Additional Attacks per Melee Round, Automatic Parry, Disarm, Maintain Balance, Roll with Punch/Fall/Impact, Karate Style Punch (2D4), Karate Style Kick (2D6), Body Flip/Throw (1D6), Finger Lock, Wrist Lock, Choke (1D4 to Hit Points), Crush/Squeeze (1D6), Automatic Finger Lock, Automatic Wrist Lock, plus all three of the Special Combat Abilities in HU2 (page 189).
2 +1 Strike, +2 Parry, +2 to Locks
3 +1 Damage, +1 Initiative
4 +1 Attack Per Melee Round, +1 Dodge
5 +2 Maintain Balance, +1 Initiative, +1 Strike
6 Critical Strike on Natural 19/20, +2 Parry, +2 Initiative
7 +1 Attack Per Melee Round, Add Elbow Lock, +1 Disarm, +2 Roll with Punch/Fall/Impact
8 Add Automatic Body Flip/Throw, +2 to Locks
9 +1 Attack Per Melee Round, Add Knee Lock, +1 Dodge, +2 Initiative
10 +2 Strike, +3 Maintain Balance
11 +1 Parry, +2 to damage on Crush/Squeeze and Choke.
12 Add Automatic Elbow Lock, +1 Initiative
13 +2 Disarm, +2 to Body Flip/Throw
14 +1 Attack Per Melee Round, Add Hold of choice, +2 to Locks, +2 Roll with Punch/Fall/Impact
15 Add Automatic Knee Lock, +2 Maintain Balance

Xi-Kung Combat

A powerful but unique form for combat, Xi-Kung realizes an external application of Internal Martial Arts. The martial art realizes amazing attacks and defenses powered by the characters P.E., and relies on simple, straightforward strikes to neutralize the opponent. Note the character can turn on or off these special Body Hardening Techniques at will.

Level Bonus or Ability
1 +2 Attack Per Melee Round, Automatic Parry, Disarm, Maintain Balance, Rock Body (*), Steel-Hard Skin (*), Strength of the Ox (*), Karate Style Punch (2D4), Karate Style Kick (2D6), Elbow (1D6), plus all three of the Special Combat Abilities in HU2 (page 189).
2 +2 Maintain Balance, +2 Parry
3 +2 Strike, +2 Dodge, Leap of the Rabbit (*)
4 +1 Initiative, +2 to P.E., Speed of the Horse (*)
5 +1 Attack Per Melee Round, +5 to S.D.C.
6 +2 Maintain Balance
7 +2 Strike, +2 Parry, +2 Dodge
8 +4 to Damage, +2 to P.E., Agility of the Monkey (*)
9 +5 to S.D.C., Snake Strike (*)
10 +1 Attack Per Melee Round, Critical Strike on Natural 18/19/20
11 +2 Maintain Balance, Dragon Technique (*)
12 +2 to P.E., +2 to Damage
13 +5 to S.D.C.
14 +1 Attack Per Melee Round, +2 to Initiative
15 +2 to P.E., +1 Strike, +1 Parry, +1 Dodge

(*) These are the special Body Hardening Techniques that result through progression of Xi-Kung:

Rock Body (Cost: 1 P.E. Per Minute)
Although this power doesn't actually turn the characters body into rock, it does provide it with incredible weight, preventing the character from being moved (Adding +10 to Maintain Balance rolls and is immune to Body Flip/Throw attacks). The character however is still vulnerable to damage but gains a temporary S.D.C. Boost of +20 S.D.C. Per level of the characters experience. The added weight does not hinder mobility at all, although walking on weak flooring is not suggested as the character may break through because of his added weight. The power can be canceled at will and automatically shuts off if he or she is rendered unconscious. The amount of extra weight is 40 pounds per level of experience.

Steel-Hard Skin (Cost: 2 P.E. Per Minute)
This power gives the character tough skin, and that will enable him or her to survive a number of deadly attacks, including blades, blunt attacks, falls, bullets and even fire! The A.R. for the character starts at 12, with +1 to A.R. at levels 4, 8, 12, and 14. This functions as a Natural A.R. although armor piercing rounds will hurt the character (-3 to the A.R. for these rounds) and of course, radiation, magic and psionic attacks punch right through with no roll against A.R. required.

Strength of the Ox (Cost: 2 P.E. Per Minute)
This power gives the character unnatural strength, increasing the P.S. By +10 and turning it into Superhuman Strength! Each level after one increases it by +2. The extra strength not only increases the lifting and carrying amount but also the damage bonus increases as well.

Leap of the Rabbit (Cost: 1 P.E. Per Minute)
This power enables the character to leap great distances. The character can leap up to 10 feet straight up, plus one foot per P.S. Point, and double that across! The character also gains +4 to Leaps and +6 to Leap Attack (and when this power is engaged, gains Leap – Escape, Leap – Defense, Leap – Attack and Leap Attack), with +1 at levels 3, 6, 9, 12, and 15. The character also gains a flat +2 Dodge bonus (separate from Automatic Dodge) by leaping away from the attack, where the attacker also loses an attack from the distance of the leap. Of course, automatic and ranged attacks negate this effect.
Combination Note: When combined with Rock Body, when the character lands, he or she does double damage to the victim or resulting target. When combined with Strength of the Ox, the leaping distance gets doubled further!

Speed of the Horse (Cost: 2 P.E. Per Minute)
This power enables the character to run at incredible speeds. Add +6D6+20 to the speed attribute and the character also gains +4 to dodge (no bonus to automatic dodge).

Agility of the Monkey (Cost: 2 P.E. Per Minute)
This power gives the character great agility. Add +1D6+4 to the characters P.P. And the character also gains Automatic Dodge (+2), +6 to Maintain Balance, and +2 to Leaps and Leap Attacks.
Combination Note: When combined with Leap of the Rabbit, the Leaping bonuses are accumulative.

Snake Strike (Cost: 2 P.E. Per Minute)
With this power enabled, the character becoming a striking powerhouse, but the defenses of the character become more compromised. Best used when the character has Steel Hard Skin and Strength of the Ox enabled. The character gains +4 to all strike attacks, however dodging (even automatic dodging) is impossible and all parries are done with a penalty of -4. Leaps however are still done without bonus or penalty.

Dragon Technique (Cost: 4 P.E. Per Minute)
Arguably the most difficult of the Xi-Kung techniques to master, it involves the unification of all of the characters Body Hardening Techniques and knowledge into a set of fluid, powerful katas. While the Dragon Technique is enabled, all of the characters moves and techniques gain a bonus of +2 (including those of other Xi-Kung techniques), plus the character gains the following techniques: Dragon Claw (a special ripping and gripping claw hold, difficult to parry; -2 (2D6 damage)), Dragon Kick (a special spinning upper kick, can be used in tight spaces or wide open) (3D6+2), Combination Strike/Parry, and the Dragon Hold (a pressure point-like sleeper vice around the victim's neck; a save vs Coma/Death is required after a successful strike, otherwise the character will fall asleep 1D6 melee rounds after the initial strike; a save is made each round that costs neither the person applying the Dragon Hold or the victim any melee actions).

The Dangers of a Low P.E.

Losing too much P.E. is dangerous for a number of reasons. One, the character is weaker physically and is more likely to be afflicted with diseases and illness. Two, the character can not recover from injury and fatigue as quickly. And three, the character sleeps more, moves slower and is generally less physically inclined (-2 Attacks per melee, -3 to all combat rolls, -4 on all saves involving P.E. If the stat falls below five; below three the penalties are doubled and the character may simply fall into a coma; 45% chance).

Recovery of P.E.

P.E. recovers through sleep, at a rate of one P.E. per every two hours of sleep. There are no other ways to gain the lost P.E., not even through healing magic.

Zen Combat

Zen Combat is a bit more unusual than most. It involves the character entering a trance, where the movements of all everything and everyone around the character becomes amplified to the characters senses, and movement and balance are enhanced to allow the character to react to everything that the character senses. The character will be seen as moving in slow motion, almost unknown, when a sudden flurry of activity rings out, leaving everyone dumbfounded as to if the character moved at all.

Level Bonus or Ability
1 +2 Additional Attacks per melee round, Automatic Parry, Body Flip/Throw (1D6), Entangle, Paired Weapons (all), Disarm, Circular Parry, Automatic Body Flip/Throw (1D6), Sweep Kick (1D6 damage), Backward Sweep plus all three of the Special Combat Abilities in HU2 (page 189).
2 Add Kick Attack (1D8), +1 Initiative, +3 Roll With Punch/Fall/Impact, +2 Body Flip/Throw
3 Add Back Flip, +3 Parry
4 +1 Additional Attack per Melee Round, +1 Disarm
5 Add Automatic Dodge and Crescent Kick (1D10)
6 +1 Additional Attack per Melee Round, +2 Initiative, +1 Strike
7 +3 Parry, +3 Roll with Punch/Fall/Impact
8 +2 Body Flip/Throw, +2 Automatic Dodge
9 Add Automatic Back Flip, +2 Pull Punch, +1 Initiative
10 +1 Additional Attack per melee round, +2 Parry
11 +2 Body Flip/Throw, +2 Back Flip
12 +2 Automatic Dodge, +1 Parry, +1 Dodge, +1D4 to P.P. Attribute
13 +1 Additional Attack per Melee Round
14 Critical Strike on Natural 18/19/20 and add Leap Attack
15 +2 Automatic Dodge, +3 Parry, +3 Initiative.


Exceptional Athlete (Replaces one of the Three Special Abilities)

The characters focus isn't as much on combat as sheer athleticism. The character is naturally endowed with the ability to run, jump, throw, react, swing, catch, and do similar athletic feats better than other, comparable characters. Also, the character understands sports and sports dynamics in a team environment and makes for a natural ace and leader in team sports environments. While the character may take a liking to combat sports, the character isn't a martial artist, so its his or her natural athleticism that will help him or her in any combat situation over dedicated martial arts training.

Character Bonuses:
+5% (where applicable) to all physical skills (one time bonus) and +1 to Athletic Feats per level of experience.
Sports Skill Set: Can pick up any new sport within 2D6 hours and can read complex plays and subtle sports strategies in 3D6 minutes. The average character will have a 25%+5% per level skill in any kind of team or individual sport; the exceptional athlete will start with a +25% bonus.
Use Sports Gear: The character can also use any sports gear, such as sticks, balls, bats, shoes, gloves, helmets, etc with 50%+5% per level proficiency. As well, the character will be able to see design flaws and poor craftsmanship in sporting gear (same skill percentage).

Burst of Speed (Replaces one of the Three Special Abilities)

The character, whether he or she has a running skill or speed bonus, can accelerate quickly for a short period of time. For one melee round, the characters speed is increased +5D6 (changes every time; based on factors like terrain, initial stance, etc), but a save vs fatigue is needed at the end of that melee round. If part of a fast running jump, the jump distance and height are increased by +30%. An especially useful ability for a character that requires a quick acceleration (such as a middle linebacker, a pole vaulter, a hurdler, etc) or even a police officer trying to apprehend someone. Limited to one Burst of Speed per 15 minutes per level of experience, otherwise a cumulative fatigue penalty of -2 is applied to all saves. A failed save vs fatigue is a temporary loss of 1 P.E. (recovers with one hour of sleep/rest per lost P.E. Point) and -10% on all physical skills and -1 attack per melee round.

Reactionary (Replaces one of the Three Special Abilities)

The character has a natural athletic talent to throw, catch, evade thrown objects and spin and throw. Anything thrown at the character whether a ball, grenade, javelin etc can either be caught or evaded (thrown objects only). As well, the character is an exceptional thrower, able to throw balls, darts, spears, rocks, etc 10% farther, with a +1 strike bonus at levels 1, 4, 8, and 13. The character is effectively a “sharpshooter” with thrown objects, and can spin and throw, throw over the shoulder, and similar “sharpshooter” skills the same as a character with the sharp shooter skill. The character gains a +2 Dodge bonus against thrown objects at levels 2, 5, 9 and 15. However, this bonus does not apply to melee combat or gunfire, only thrown items/objects. The character has a midair “grab” of anything airborne that fits the criteria and can be redirected or tossed aside.

Cardio Machine (Replaces one of the Three Special Combat Abilities)

The character simply is hard to tire. This is a result of an insane amount of time running, squatting, riding bicycles or stair climbers, and other intense cardio exercises. The result of all this training is that all fatigue rolls are done with a +1 bonus at levels 1, 3, 6, 11, and 13, and a flat bonus of +3 on P.E. to start with. The character also has an added bonus of +1 at levels 4, 8 and 12 vs debilitating physical spell or psionic attacks such as Agony, Life Drain and Bio-Manipulation. However, the character has to devote a certain amount of time a week to keep his Cardio Machine going; 3D6 hours a week otherwise the bonuses will slowly degrade.

Air Junkie (Replaces one of the Three Special Combat Abilities)

The character both gets excitement and adrenaline from being in the air, whether it's natural (like jumping off a cliff) or artificial (like jumping from an airplane). While in the air, the character gets +1 on all combat rolls at levels 5, 10 and 15, and +2% per level on all skill rolls (Parachuting, Land Navigation, Piloting) that are applicable while in the air. Likewise the character is very knowledgeable in the risks of being in the air, and gets a +1 bonus to Roll with Punch/Fall/Impact every level. Having an eye for malfunctioning or sabotaged equipment is also included, starting at 30%+4% per level of experience

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