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Accupoint Strike: Attack paralyzes limb Hidden Weapons: Attacks from your Multiple Defenses: One extra physical
or renders mute/unmute. small hidden weapons are hard to resistance check per turn. Ignore multi-
defend against or find when you’re action penalty but advance it normally.
Arrow Cutting: No Hard penalty for
searched. Danger sense cancels
resisting ranged attacks. One Against All: No hard penalty when
resistance check penalty. fighting outnumbered.
Battle Magic: Cast 1 spell, ignore multi-
Hold: Inflicts unarmed attack dmg to
action penalty but advance it Power Attack: For each -10 to attack you
normally. held enemy each turn the hold is accept, dmg +2.
maintained. Foes may break free of
Blind Fighting: No penalty fighting hold by winning a contested Warrior Power Defense: No hard penalty when
unarmed/melee in the dark, in fog, skill check. fighting armed foes when without a
against unseen foes, etc. weapon.
Improved Landing: Warrior skill check,
Counter Attack: If resist (or are missed take no dmg from being thrown/ Qi Resistance: +10 per Warrior level to
by) unarmed/melee attack, may hurled or from falling 10 spaces per resist spells.
attack attacker, multi-action applies. Warrior level. Reverse Hold: Successful attack roll while
Danger Sense: No hard penalty resisting Instant Stand: At any time get up from held reverse the hold.
hidden attacks. Re-roll failed LOG prone position, no check required & Roll with the Impact: Gain DR equal to
checks for surprise & when attacked multi-action penalty unaffected. Warrior level x2 when you move ½D
from stealth.
Iron Skin: Warrior level 1: very light spaces away from enemy. Enemy
Deadly Attack: +2 to dmg to unarmed or armor. Level 3: light. Level 5: medium. chooses direction. DR stacks with any
with style’s weapon. Take multiple If wearing armor, treat DR one level other DR.
times for even more dmg! higher than the best of iron skin or Suspension: Enter trance to appear dead
Defender: Make physical resistance armor worn (max DR 1D+2). for duration you choose. Successful
checks for anyone adjacent, even if Keep at Bay: Using long weapon, may Alchemist or Detective skill check
they fail their resistance roll. attack out of turn if foe moves into detects suspension.
Disarm: Attack knocks item foe holds ½D adjacent space. If cause dmg, move Swiftness: Always add Warrior level to
spaces random direction. Critical foe one space away. MOV score. Use Warrior score for DEX
success, you get what they had. Two Meditation: Recover one bonus qi. Each when sprinting if it is higher.
handed weapons & iron wrist rings hour of trance equals two hours Take Down: One attack causes normal dmg
hard to disarm. sleep. Aware of surroundings. & knocks foe prone.
Distant Strike: Melee attacks have a Mighty Blows: +1D to dmg caused with Throw: One attack hurls foe 1D spaces any
range of 10 spaces. Take multiple two-handed weapons. Or normal dmg direction you choose, causes normal
times to strike very far away! to two adjacent foes with one attack dmg & renders foe prone.
Explosive Attack: Attack does ½D dmg & (defended against separately).
Two-Weapon Fighting: +10 to melee score,
knocks adjacent foes back 1 space per Move-By: If attack roll succeeds, MOV x2 +10 to physical resistance checks when
Warrior level. Resistance checks & attack one target along path fighting with two one-handed weapons.
against this are hard. If rank of foe is without stopping. If fail, MOV+2 &
half your Warrior level or less, they miss target. If move past multiple Unblockable Attack: One attack may be
are knocked prone as well. targets, may make attack against each declared unblockable per foe per
with normal multi-action rules. Foes encounter. Critical success needed to
Feint: Declare one successful attack a
may not press the attack against resist.
feint. If foe fails resistance check you
cause half normal dmg & if your next someone using move-by. Vivacity: Use DEX (instead of STR) to
attack (this turn or next) against same Multiple Attacks: One extra melee or calculate melee Warrior skill.
foe hits, treat as critical success. ranged weapon attack per turn. Whirlwind Attack: Make one attack roll per
Ignore multi-action penalty but turn to hit all adjacent foes. One dmg
advance it normally. roll is used for all foes.
Warrior Level
Kung Fu Damage 1D 1D+2 1D+4 2D 2D+2 2D+4
Back for More (1 qi): If you die, you may Heroic Pose (1 qi): Once per game Tempt Fate (1 qi): Reroll a bad action roll
permanently lose 1 qi and come back session. Each player gives short you just made. You must use the
next session with 10BP and a great description of pose. Current round results of your second roll.
story of how you survived. ends immediately and one of the Other (qi cost varies): Spend one or
Dig Deep (1 qi): If reduced to 10BP or following goes into effect (chosen by more qi to do something creative that
less, regain 10BP and set current qi player who declared Heroic Pose): you and your GM agree is similar in
score to 2. At end of encounter, lose Team Spirit: allies get +10 to all effect to the examples above.
20BP and current qi becomes 0. actions during new turn.
Draw Upon Qi (1 qi+): Add +10 to any Enemy Intimidation: all foes -10 to
action roll for each qi spent. all actions during new turn.
Final Parry (1 qi): Your weapon or shield Refocus: allies +1 INIT during the
is destroyed but you automatically new turn.
block your foe’s blow, even if it was a
critical success!
Nunchaku
Stars
Shortsword
Jian (Longsword)
Chui
Dagger
Hook Swords
Three-Section Staff
Butterfly Swords
Claw
Flying
Spear
Lajatang
Great Flail
Greataxe
Handaxe
Meteor
Hammer
Mace
Battleaxe
Staff