Post by Head Moderator on Mar 29, 2015 2:07:29 GMT -5
COMBAT MANEUVER LIST
This CM list is provided for you to choose maneuvers if you have Combat Affinity and you do not wish to write your own. You can personalize them, but you must still get all maneuvers approved, whether from this list or your own. I have tried to add various flavors for each section so that there is variety to fit with your character. Also, please look down at the bottom for a list of martial arts styles that have particular maneuvers for the styles. Be aware some of the styles do have prerequisites.
If you think about your combat maneuvers as developing a martial arts style, it helps to figure out exactly what you wish to do with your combatant, much like mages often focus on certain types of magic like shadow or force.
Be sure to let the Systems Mod know your CM's came off the Pre-Approved CM List. When you see the save such as (QCK vs END), the first one is what you roll, to determine the DC and the second is what your enemy must roll.
*These maneuvers marked with an asterisk MUST be used during combat as one of your combat maneuvers. You may not use these between combats or before combat starts.
GENERAL MANEUVERS
*Attacks
Save: Yes (One-time attack)
Save: No (constants - boost throughout combat)
Crystal and Topaz: +4 or Constant +1
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Diamond: +24 or Constant +6 or Double Roll
Backstab: You can strike quickly with unarmed or weapon, when your opponent's back is turned, giving you a one time boost to attack. (QCK vs QCK)
Batter Up!: Using a bludgeoning weapon, you take a baseball swing at your opponent doing more damage. (STR vs QCK)
Blunt Trauma: You are able to hit harder with bludgeoning weapons doing constant damage through combat.
Boar Ferocity: Your flesh-ripping unarmed strikes are terrifyingly ferocious. This grants a one-time bonus to your attack.
Cluster of Shots: You take a moment to carefully aim your shots, causing them all to strike nearly the same spot, doing extra one-time damage with a ranged weapon.
Crossbow Dead-Eye: You make one powerful attack using your crossbow, granting a one-time boost to attack. (QCK vs QCK)
Crushing Drop: This unarmed combat maneuver allows you to pick up an opponent, the opponent is dropped to the ground, head and shoulders first, with crushing force. This grants a one time boost to attack. (STR vs QCK)
Down and Dirty: You are the master at the cheap shot, enabling you to do a little more damage against a fallen or stunned foe. (QCK vs END)
Juggernaut: You are unstoppable and can make one terrifying attack against a target. (STR vs QCK)
Jump Kick: The attacker leaps up and lashes out at the opponent with a kick. A difficult move to accomplish, but it does a lot of damage. This is a one time boost to attack. (QCK vs QCK) or (STR vs QCK)
Knee Strike: This is a vicious attack with the knee to the midsection of the opponent doing one-time damage. (STR vs QCK)
Knucklehead: You make a powerful headbutt attack that does extra one-time damage. (STR vs QCK)
Lateral Punch: The hand is made into a fist (never tuck the thumb inside your other fingers) and turned sideways. The wrist and elbow are bent slightly so that the contact point is the flat portion of your hand between the knuckles, not the knuckles themselves. The arm extends in a circular motion. Targets include:solar plexus, nose. This can be a one time attack (STR vs QCK), or used constantly throughout combat for a constant attack.
Lunge and Skewer: Rapidly moving forward with a jump, the combatant lunges forward and attempts to drive her blade through her opponent's body. (STR vs QCK)
One-Two Punch: You add an extra unarmed attack when your opponent least expects it, doing extra damage for a one-time attack. (STR vs QCK) or (QCK vs QCK)
Power Lunge: Your ferocious attack can catch an opponent unprepared, giving you a one time bonus to your attack. (STR vs QCK)
Spinning Jump Kick: A powerful jumping kick, in which the character spins around in mid-air, gaining extra torque. It is very hard to pull off, but it can be a very damaging move! This is a one time attack. (STR vs QCK) or (QCK vs QCK)
*AoE Attacks
Save: Yes
Crystal and Topaz: +2 [2 NPCs]
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Diamond: +12 [All Enemies]
Alternating Strikes: This general maneuver allows you to attack more than one enemy on the battlefield. (STR vs QCK) or (QCK vs QCK)
Avalanche Charge: You have learned to strike hard and fast while charging through enemy ranks. (STR vs QCK) or (QCK vs QCK)
Empty Quiver: You rain down ranged attacks upon multiple enemies. (QCK vs QCK)
Horde Breaker: When you absolutely need to attack multiple opponents, you can push yourself to make multiple attacks. (QCK vs STR)
Multi-Kick: With a single movement using one foot, the attacker may strike multiple opponents at once, providing that all are within range at the same time. (STR vs QCK) or (QCK vs QCK)
Near and Far: When using a weapon with reach such as a polearm or other long weapon, you may hit adjacent enemies as well as those within the reach of your weapon. (QCK vs QCK) or (STR vs QCK)
Scissors Kick: This extremely difficult kick enables a martial artist to leap upward and deliver powerful head or upper-body kicks to two separate targets of your choice. (STR vs QCK)
Special Rules
Crystal +6 [2 NPCs]
Topaz: +8 [2 NPCs]
Amber: +10 [2 NPCs]
Sapphire: +12 [2 NPCs]
Emerald: +14 [2 NPCs]
Ruby: +16 [2 NPC's]
Obsidian: +18 [2 NPCs]
Diamond: +20 [2 NPCs]
*Attack Enhancer
Save: No
Crystal: 1 Round, 1d3 Damage
Topaz: 2 Rounds, 1d3 Damage
Amber: 3 rounds, 1d6 Damage
Sapphire: 4 rounds, 1d6 Damage
Emerald: 5 rounds, 2d5 Damage
Ruby: Full Combat, 2d5 Damage
Obsidian: Full Combat, 2d8 Damage
Diamond: Full Combat, 2d10 Damage
Brutal Combatant: By channeling your inner power, you can put more oomph behind your attacks, making you brutal in combat and gaining extra damage.
Hammerfist: A strike using the bottom portion of the hand, which is curled into the fist. It is the knife-edge of the curled hand that makes contact - not the fingers or knuckles. Targets include: temples, collarbone, nose.
Knifehand: An unarmed strike using the outside, knife-edge of the hand - from the base of the hand to just below the first joint of the pinky. When striking hard surfaces, be sure to hit with the knife-edge of the hand and not the pinky itself. Targets include: temples, neck, collarbone, nose, under the nose, the groin.
Sharp Blade: Your blade is so sharp that it does more damage during combat.
Twist the Blade: You know how to make your blows especially painful so that it does extra damage.
*Weaken: Dice Sides
Weaken: Dice Sides maneuvers cause an enemy's dice sides. This lasts either one round, or a "constant" meaning through the rest of one combat.
Save: Yes
Dice Sides / One Round or Constant
Crystal and Topaz: -4 or Constant -2
Amber: -8 or Constant -4
Sapphire & Emerald: -12 or Constant -6
Ruby: -16 or Constant -8
Obsidian: -20 or Constant -10
(Alternate) Obsidian: Lose 1d of Dice 1 Round
Diamond: -24 or Constant -12 or Lose 1d of Dice 3 Rounds
Cleaving Rampage: Your rampaging attack has damaged your opponent in such a way that they are unable to attack as well as they could before.
*Weaken: Hit Points
Weaken: Hit Points maneuvers cause an enemy's hit points to be lowered for the remainder of combat.
Save: Yes
Hit Points / Through Combat
Crystal: Lose 2 Hit Points
Topaz: Lose 4 Hit Points
Amber : Lose 6 Hit Points
Sapphire: Lose 8 Hit Points
Emerald: Lose 10 Hit Points
Ruby: Lose 12 Hit Points
Obsidian: Lose 14 Hit Points
Diamond: Lose 16 Hit Points
Draining Strike: You cause your target of an unarmed strike to become weakened.
Mass Advanced Training: Your intense and advanced training allows you to fight against your enemies in such a way that they are less able to resist the attacks made by you or your allies. (STR vs WLP) or (QCK vs WLP)
Split Chop: You do the split before hitting your opponent where it really hurt, between the legs. Creatures with no discernible anatomy are immune as are creatures who are immune to pain (but they still take damage). (QCK vs END)
*AoE Weaken: Dice Sides
AoE Weakens cause a group of enemy's dice sides to lessen for one round.
Save: Yes
Dice Sides / One Round
Crystal and Topaz: -2 [2 NPCs]
Amber: -4 [3 NPCs]
Sapphire & Emerald: -6 [4 NPCs]
Ruby: -8 [5 NPCs]
Obsidian: -10 [6 NPC's]
Diamond: -12 [All Enemies]
Advanced Training: Your intense and advanced training allows you to fight against a chosen enemy in such a way that they are less able to resist the attacks made by you or your allies. (STR vs WLP) or (QCK vs WLP)
Intimidating Demise: After attacking a foe in combat, you let out a battle cry that demoralizes your enemies, causing them to second guess their abilities. (CHA vs WLP)
*AoE Weaken: Hit Points
AoE Weakens cause a group of enemy's Hit Points to lessen for one full combat.
Save: Yes
Hit Points / Through Combat
Crystal & Topaz: Lose 2 Hit Points [2 NPCs]
Amber : Lose 4 Hit Points [3 NPCs]
Sapphire & Emerald: Lose 6 Hit Points [4 NPCs]
Ruby: Lose 8 Hit Points [5 NPCs]
Obsidian: Lose 10 Hit Points [6 NPCs]
Diamond: Lose 12 Hit Points [All Enemies]
All Out Attack: Your focus upon the foes on the battlefield is so keen that they simply cannot attack to the best of their ability, causing them to be weakened. (STR vs WLP) or (QCK vs WLP)
Dazzling Display: Your skill in combat can can frighten enemies so effectively that they become weakened. (CHA vs END)
*Strengthen: Dice Sides
This allows you to boost you or your ally's dice sides. This lasts either one round, or a "constant" throughout the rest of combat. Only one strengthen may be in effect on a person at any given time whether from maneuvers or from magic spells.
Save: No
Dice Sides / One Round or Constant thru combat
Crystal and Topaz: 4 or Constant 2
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Bonded Weapon: You have used a single weapon so much that you have formed an almost spiritual bond with that specific weapon, enabling you to do more damage.
Bow Mastery: You are adept with either bows or crossbows, enabling you to do more damage with them.
Strengthen: Hit Points
This allows you to boost you or your ally's hit points. This lasts for one full adventure. Only one strengthen may be in effect on a person at any given time whether from maneuvers or from magic spells.
Save: No
Hit Points / Adventure
Crystal: 2 Hit Points
Topaz: 4 Hit Points
Amber : 6 Hit Points
Sapphire: 8 Hit Points
Emerald: 10 Hit Points
Ruby: 12 Hit Points
Obsidian: 14 Hit Points
Brawn: You are able to withstand more damage than normal.
Robust Health: Your robust health makes you tougher than normal. This boosts your hit points.
*Group Strengthen: Dice Sides
This allows you to boost you and your own group of allies dice sides for one round of combat. Only one strengthen may be in effect on a person at any given time whether from maneuvers or from magic spells.
Save: No
Dice Sides / One Round
Crystal and Topaz: 2 [2 PCs]
Amber: 4 [4 PCs]
Sapphire & Emerald: 6 [6 PCs]
Ruby: 8 [8 PCs]
Obsidian: 10 [10 PC's]
Team Spirit: The combatant reminds her allies of their past conquests and encourages them to fight together, causing them to strengthen while fighting alongside each other. As she calls out her encouragement, she will hit her blade against their weapons if they have them causing a clanging sound to be heard by all. A combination of this sound of blade against blade and her rousing words inspires the team to greatness.
Group Strengthen: Hit Points
This allows you to boost you and your own group of allies hit points throughout one full adventure. Only one strengthen may be in effect on a person at any given time whether from maneuvers or from magic spells.
Save: No
Hit Points / Adventure
Crystal & Topaz: Gain 2 Hit Points [2 PCs]
Amber : Gain 4 Hit Points [4 PCs]
Sapphire & Emerald: Gain 6 Hit Points [6 PCs]
Ruby: Gain 8 Hit Points [8 PCs]
Obsidian: Gain 10 Hit Points [10 PCs]
The Art of War: You are a strong leader, and your leadership and ability on the field of battle inspires your team to greatness. This increases hit points in your allies.
*Strike Boost or Strike Lessen
You are able to boost you or your ally's strike, or lessen your enemy's strike for one full combat.
Crystal and Topaz: Constant +1 / -1
Amber and Sapphire: Constant +2 / -2
Emerald and Ruby: Constant +3 / -3
Obsidian: Constant +4 / -4
Accurate Attacks: You move with speed and ease, making accurate attacks, boosting your Strike during combat.
Crushing Blow: Your attack leaves your target unable to strike as fast or accurately as he could before your attack. This is a Strike Lessen.
*AoE Strike Boost or Strike Lessen
You are able to boost you and your allying group's strike, or lessen your enemy's strikes for one round of combat.
Crystal, Topaz, Amber: +1 / -1 to All
Sapphire, Emerald: +2 / -2 to All
Ruby, Obsidian: +3 / -3 to All
Double Up: When two or more combatants are fighting together, they each gain a bonus to their Strike due to the coordination they have while fighting.
*Defense Boost
This adds to your defense boost during combat, either one round, or constant throughout combat.
Save: No
Crystal and Topaz: +4 or Constant +2
Amber: +6 or Constant +4
Sapphire: +8 or Constant +6
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Body Armor: Some martial arts teach the conditioning of the body, so it can absorb and ignore attacks. You gain constant defense within combat when this ability is used.
Blade Defense: You have mastered the art of defending yourself with a bladed weapon. This can give constant or one-time defense.
Dancing Dodge: You can dance your way around your opponents attacks. This grants a one-time or constant defense.
Fencing Stance: You are exceptionally gifted in defending yourself with a light weapon.
Great Shield: When using Great Shield, the martial artist bursts into a frenzy of activity, blocking or deflecting blows and missiles with complete success. This grants a either one-time or constant defense while using one's shield or buckler in combat.
Main Gauche: You are able to defend yourself with your off hand, whether it is an off hand weapon, buckler, hat or even rolled up cloak. This grants a constant defense in combat.
*AoE Defense
This adds to you and your ally's defense boost during combat, either one round, or constant throughout combat.
Save: No
Crystal and Topaz: +2 or Constant +1 [2 Allies + Self]
Amber: +4 or Constant +2 [3 Allies + Self]
Sapphire: +6 or Constant +3 [4 Allies + Self]
Emerald and Ruby: +8 or Constant +4 [5 Allies + Self]
Obsidian: +10 or Constant +5 [All Allies]
Back to Back: You and your allies work so well together you are able to shield each other during combat, adding to defenses.
Concerted Attack: During a coordinated attack, you are skilled at directing the movements of your allies, granting extra defense.
Expert Defender: You are well-practised at defending others during combat by parrying blows aimed at them, granting chosen allies extra defense due to your ability to defend them.
Defense Absorb
A defense absorb maneuver absorbs a certain amount of damage. An absorb maneuver lasts until you (or target) is attacked successfully.
Save: No
Crystal and Topaz: Absorbs 5 Dmg
Amber: Absorbs 7 Dmg
Sapphire: Absorbs 9 Dmg
Emerald and Ruby: Absorbs 11 Dmg
Obsidian: Absorbs 15 Dmg.
Aggressive Defense: You are so skilled at defending yourself during combat that you are able to absorb a certain amount of damage before taking wounds.
Impenetrable Callouses: You have trained arduously for years, in fact since childhood, to turn your soft and supple skin into an unyielding sheath. After years of exhaustive training (truthfully just a series of savage beatings engendering dense callouses and firm scars) your body has become defensively viable. Almost as if wearing an armor, you absorb some of the attacks which could have caused serious damage to you. In the process, you have caused yourself to look less attractive, but at least in most cases these callouses and scars do not completely cover your face, so aside from a scar here or there your face is recognizable.
Shield Harmony: You absorb the brunt of incoming damage with your shield.
*Negate Defenses
A negate defense maneuver takes away the opponent's ability to use defenses (armor, shield, gauntlets, etc. NOT defensive skills).
Save: Yes
Crystal and Topaz: 1 round
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Acrobatic Attack: Using acrobatic maneuvers you are able to get past a target's mundane defenses.
Clever Ricochet: You know how to bounce ranged attacks to get around an enemy's cover, allowing you to negate any defenses they may have from natural cover, shields or bucklers.
Deft Lunge: You are trained to take advantage of openings in a target's defense, enabling you to negate defenses against one target.
Firearm Sniper: You can line up a deadly shot with a firearm, negating the defenses in your target.
Prescient Strike: Your sharp mind discovers a critical flaw in your opponent's defenses, allowing you to slip past, negating defenses.
Shatter the Stone: Your ranged attack bypasses the defenses of your target.
*AoE Negate Defenses
A negate defense maneuver takes away a number of enemy's ability to use defenses (armor, shield, gauntlets, etc. NOT defensive skills).
Save: Yes
Crystal and Topaz: n/a
Amber and Sapphire: 1 round / 2 NPCs
Emerald and Ruby: 2 rounds / 3 NPCs
Obsidian: 3 rounds / 4 NPCs
Armor Penetration: You are skilled at seeking out weak points in your opponent’s armor, not only granting you the ability to bypass defenses but showing your allies where to hit to do so as well.
*Damage over Time (DoT)
A DoT does damage over a course of several rounds. It is not high level damage, but it cannot be evaded, reflected, or otherwise defended against in any way.
Save: Yes, initial save when cast.
Crystal and Topaz: 2 rounds / +1 Damage
Amber: 3 rounds / +1 Damage
Sapphire: 3 rounds / +2 Damage
Emerald: 4 rounds / +3 Damage
Ruby: 4 rounds / +4 Damage
Obsidian: 5 rounds / +5 Damage
Bleeding Attack: Your attacks cause your target's wounds to continue to bleed, doing extra damage over time.
Boar Shred: The wounds you inflict with your unarmed strikes continue to bleed.
Quick Deadly Blows: You make deep and numerous cuts, punctures, and bruises that eventually pile up to take down your foe. This does Damage over Time.
*Holds
A hold maneuver causes your target to lose a turn of combat in some fashion.
Save: Yes
Crystal and Topaz: 1 round
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Befuddling Strike: Confuse an opponent when you make an unarmed attack, causing them to lose a turn of combat.
Blinding Flash: Reflect light into a foe's eyes with the polished edge of a blade, causing them to be dazzled and lose a turn.
Bloody Spit: After taking damage, you can spit the blood that you cough up into your opponents eyes and blind them. They lose a turn (or turns) unless they have Blindfight.
Confounding Shot: With a ranged attack, you draw your enemy's attention to you, causing him to lose a turn of combat as it confuses him for a moment.
Dazing Fist: Daze a target with an unarmed attack.
Disarm and Deny: You are able to disarm your opponent, and deny them their weapon for as many rounds as allowed per a hold.
Hobbling Attack: Your attacks can slow down an opponent.
Stolen Breath: A slam of the blunt end of a weapon or the flat of the blade against the chest knocks the breath out of an opponent, causing them to lose a turn (or turns) while catching their breath again.
Thunderpunch: This unarmed strike is powerful enough to knock someone out. (STR vs END)
*AoE Holds
A AoE Hold maneuver targets a group of enemies that lose a turn.
Save: Yes, each target gets a save when maneuver is cast.
Crystal and Topaz: 1 round [2 NPCs]
Amber and Sapphire: 1 round [3 NPCs]
Emerald and Ruby: 1 rounds [4 NPCs]
Obsidian: 2 rounds [5 NPCs]
Flashy Attack: You are able to use an impressive display of prowess to catch your opponents off guard, causing them to be stunned for the duration allowed. (CHA vs WLP)
Primal Scream: There is nothing as naturally unnerving as the enraged bellow of some beast, especially if the cause of it's anger is you. By sucking in a deep breath and rearing up in a threatening manner, a shapeshifter releases their animal form's most terrifying scream. Shattering ear drums and freezing the blood cold in its tracks of their enemy. This attack causes their opponent to simply freeze up unable to react, at the back of their mind they suddenly remember why there are bars at the zoo. (STR vs WLP) or (CHA vs WLP)
*Reflects
Reflects send attacks back upon the attacker.
Save: Yes
Crystal and Topaz: n/a
Amber: n/a
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Combat Reflection: This allows the combatant to turn the force of a blow back upon his opponent. A melee attack can be reflected with a melee attack or a ranged attack with a ranged attack. All damage is redirected away from the combatant back to the opponent, or even toward another adversary within striking distance. (QCK vs QCK) or (STR vs QCK)
Duck and Thrust: The combantat drops to a knee with one hand to the ground, evading her opponent's attack and then smoothly rise after the pass of the weapon and drive her own weapon into their body, giving them damage instead of her taking any. (STR vs QCK)
Elusive Redirection: You may avoid taking damage from one attack, and then redirect damage back to the attacker. (QCK vs QCK)
Fulcrum Cutter: Whatever the enemy's greatest weapon, the might of the combatant can repel it and, with sufficient skill, turn it against them. Through this maneuver, you prove inexorably that the best defense is always a good offense.
Skirmisher: You have mastered the art of skirmishing, ducking and weaving while returning accurate shots of your own. You are able to evade an incoming ranged attack, then return an attack of your own. (QCK vs QCK)
Sweep And Lunge: Using your natural instincts while in combat, the combatant watches as their enemy closes in with their attack, unknowing that their attack is already destined to fail. When their enemy swings their weapon, or snaps out with a strike, the combatant explodes into motion. One muscled foreleg whipping out and slamming into the hip socket of their foe. As their victim spins to the side from the assault, the combatant then makes their own attack. (STR vs QCK)
*Evades
Evades allow you to take less damage from one attack.
Save: No
Crystal and Topaz: Evade 1/4 Dmg
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Combat Concentration: Your intense concentration on the battle allows you to shake off one magical attack, psionic or otherwise by sheer force of will.
Combat Evasion: You are skilled at deflecting the attacks of your enemies. When you use this maneuver, you evade the damage of one attack.
Crane Feather: This style allows you to deflect one incoming attack, taking no damage.
Ducking Dodge: You are skilled at dodging incoming ranged attacks.
Elusive Target: You are very hard to hit when you want to be.
Float Like a Butterfly: You are in constant movement around the battlefield, enabling you to evade an incoming attack.
Split the Arrow: As the enemy archer’s arrow hurtles through the air, you deftly pick it off with a shot of your own ranged weapon before it can hit its target.
Heals
Save: No, unless unwilling.
Note: Must have Healing Affinity, or Self-Healing to write healing spells.
*Note: You may use healing maneuvers inside or outside of combat. If used within combat, they do count as one of your allowed combat maneuvers. Also remember, these are maneuvers not spells. Be sure you write these as non-magical (somewhat supernatural is fine like a fast healing), or using bandages, poultices, herbal remedies, etc.
Crystal: Heal up to 5hp
Topaz: Heal up to 10hp
Amber: Heal up to 15hp
Sapphire: Heal up to 20hp
Emerald: Heal 1/2 Dmg or 25hp
Ruby & Obsidian: Heal Full Dmg
First Aid: You use mundane means to staunch the flow of blood and give a bit of healing while on the field of battle.
AoE Heals
Save: No, unless unwilling.
Note: Must have Healing Affinity, or Self-Healing to write healing maneuvers.
*Note: You may use healing maneuvers inside or outside of combat. If used within combat, they do count as one of your allowed combat maneuvers. Also remember this cannot be magical, so they should be mundane focused like bandages, herbal remedies, combat medic type stuff.
Amber: Heal up to 5hp [2 PC's]
Sapphire: Heal up to 10hp [3 PC's]
Emerald: Heal 15hp [4 PC's]
Ruby: Heal 1/2 Dmg [5 PC's]
Obsidian: Heal Full Dmg [5 PC's]
Curative Knack: Enables you to use your first aid on multiple allies.
Healing Effects
>>Needle Point Purification: Acupuncture is a art which needs steady hands and careful study. So of course you can do it in the middle of a heated battle. You can use this with any piercing weapon, or a small pin. You deal 1d4 points of non-lethal undefended damage to the target, but relieve the target of any of the following status conditions: blinding, dazing, dazzling, deafening, disease, energy drain, exhaustion, fatigue, nausea, pain effects, paralysis, poison, shaken, sickened, staggered, or stunned. If you have a weapon or pin made of gold, you can also cure petrification. If you have a weapon or pin made of silver, you can duplicate the effects of remove curse.
Tactic & Talent Buffs
You may only have one tactic or talent buff maneuver working at a time.
Save: No
Special: If you are debuffing a target, a save will be needed!
Length: A Trait Buff lasts through one adventure, or until you choose to "turn it off". You cannot have any other tactic or talent "buffs" going at the same time.
Crystal & Topaz: +1
Amber & Sapphire: +2
Emerald: +3
Ruby: +4
Obsidian: +5
Exercise Regime: You have trained your body with daily exercises that allow you the stamina to boost your Acrobatics.
Guard Training: You've spend countless days and nights on guard duty and know how to notice when somebody is sneaking around. This boosts your Listen.
Indomitable: Your training has given you the ability to push your body to its limits, and then further. This boosts your Athletics.
Strong Arm: You are experienced with using your strength in combat as a tactic to intimidate others. This boosts Intimidation.
Trait Buffs
You may only have one trait buff working at a time.
Save: No, unless debuffing
Length: A Trait Buff lasts through one adventure or until you choose to "turn it off". You cannot have any other trait "buffs" going at the same time.
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Blitz: Your movements are swift as you move around the battlefield, boosting your Quickness.
Blood Splattered: When you are sprayed with blood, you seem to be able to fight with renewed rage and energy, boosting your Strength.
Brute: You are able to focus your energy into your strength, boosting it. This boosts Strength.
Danger Sense: You have the uncanny ability to sense the presence of foes before they reveal themselves. It is very hard to surprise you, your perception is top notch. This boosts Perception.
Gruff But Inspiring: While your general demeanor may be cold or abrasive, you are an inspiring leader on the battlefield. This boosts your Charisma.
Hard Knock Life: You've had your share of hard times, and this has only caused you to learn to endure, boosting your Endurance.
Mettle: You have great perseverance and have extreme force of will. This grants a boost to Willpower.
Dual Maneuvers
Save: Yes, unless special and approved.
Clothesline: You are able to run at an opponent, doing damage as well as knocking him prone.
(Hold/Dmg)
Crystal and Topaz: 1 round / +4 DMG
Amber and Sapphire: 1 round / +6 DMG
Emerald and Ruby: 2 rounds / +8 DMG
Obsidian: 3 rounds / +10 DMG
Crushing Hug: This maneuver is a powerful bear-hug hold that inflicts damage, as well as causes your opponent to lose a turn as they gasp for breath.
(Hold/Dmg)
Crystal and Topaz: 1 round / +4 DMG
Amber and Sapphire: 1 round / +6 DMG
Emerald and Ruby: 2 rounds / +8 DMG
Obsidian: 3 rounds / +10 DMG
Scorpion Style: You can perform an unarmed strike that hampers the movement of your target, causing him to lose a turn in combat.
(Hold/Dmg)
Crystal and Topaz: 1 round / +4 DMG
Amber and Sapphire: 1 round / +6 DMG
Emerald and Ruby: 2 rounds / +8 DMG
Obsidian: 3 rounds / +10 DMG
Forceful Shot: Your ranged shot not only does damage, but knocks your target prone.
(Hold/Dmg)
Crystal and Topaz: 1 round / +4 DMG
Amber and Sapphire: 1 round / +6 DMG
Emerald and Ruby: 2 rounds / +8 DMG
Obsidian: 3 rounds / +10 DMG
(AoE Hold/Dmg)
Crystal and Topaz: n/a
Amber and Sapphire: 1 round / +6 DMG / 2 NPCs
Emerald and Ruby: 2 rounds / +8 DMG / 3 NPCs
Obsidian: 3 rounds / +10 DMG / 4 NPCs
Crane Retaliation: When you evade damage, you may make a counter attack immediately against the enemy that attacked you.
(Evade/Dmg)
Crystal, Topaz, Amber: Evade 1/4 / +5 DMG
Sapphire & Emerald: Evade 1/2 / +10 DMG
Ruby and Obsidian: Evade Full / +15 DMG
Balanced Strike: Your attacks are more fluid and flow more easily. You gain a boost to damage as well as strike.
(Constant Dmg/Strike Boost)
Crystal & Topaz: Constant +1 DMG / +1 Strike
Amber & Sapphire: Constant +2 DMG / +1 Strike
Emerald & Ruby: Constant +3 DMG / +2 Strike
Obsidian: Constant +4 DMG / +3 Strike
Crane Style: Your unarmed fighting techniques blend poise with graceful defense.This grants you a constant defense in combat, as well as a boost to your Strike.
(Constant DEF/Strike Boost)
Crystal & Topaz: Constant +3 DEF / +1 Strike
Amber & Sapphire: Constant +6 DEF / +1 Strike
Emerald & Ruby: Constant +9 DEF / +2 Strike
Obsidian: Constant +12 DEF / +3 Strike
Combat Effects
Adder Strike: You can quickly apply poison to gloved hands, protected feet, or other protected body parts, delivering the poison with your unarmed strikes without it taking up a turn of combat to apply the poison.
Aquatic Combatant: You have been trained to fight in water. You are able to move and engage in combat while underwater without needing checks to do so.
Bar Brawler: You do not take penalties for fighting drunk for as many rounds as allowed per rank.
Bait and Bleed: The combatant baits the target throughout the fight, causing them to finally attack her. Once they've attacked, whether they actually hit her or not, they are close enough for a counter-attack. Depending on the style of attack, she responds to an attack with an attack of her own as soon as the attack is over, even if it is not her turn. If they fail their save, then rolls are made as per a normal attack by the combatant for a counterattack. (STR vs QCK)
Bounding Weapon: When you attack an enemy with a bludgeoning thrown weapon such as a hammer, you have learned how to throw it so that it rebounds back off your enemy towards you. This can only be used in close melee fighting (within 20 feet). This does not work against incorporeal creatures.
Brutal Coup de Grace: Your killing blows are so brutal that they scare other foes. When you deliver a coup de grace and kill your enemy, other enemies who can hear and see you must make an opposed check, your STR vs their WLP. If they fail, they are shaken for the remainder of combat.
Clinging Climber: Using leverage and pure brawn, you can cling to a cliff, rope, or ladder with your legs to free both of your hands. This enables you to use a two handed ranged weapon or reload ranged weapons until you resume climbing.
Combat Rotation: You can take the place of a weary or wounded ally. If the ally is willing, you may switch places with them on their turn, allowing you to attack in their stead while they recover that round.
Conflict of Equal Forces: You are able to make a counterattack immediately after an enemy attacks you and does damage.
Divert Harm: When you are targeted by an area effect, you may attempt to throw one enemy into harm's way as well. (QCK vs QCK)
Engineering Prowess:By focusing all your attention into a single attack, you vastly increase the effectiveness of your combative engineering items. For the duration of rounds allowed, you do not need to roll a Use Object roll, it is auto-success.
Feint and Lunge: By concentrating on misdirection, the combatant is able to use the feint and lunge ability to strike at one area of the opponent's body, only to reverse direction at the last instant to strike somewhere else. The student may roll two strikes for the attack, accepting the better of the two results.
Ghostslayer: Through intense training and rigorous study, you know how to attack an incorporeal creature so that your attacks actually hit during combat.
One Inch Punch: Your foe, apparently possessed of at least a certain wit, manages to catch your incoming fist between his hands in a defensive pose, seemingly evading your unarmed attack. Without shifting to recover your stance, you immediately launch another punch with the same fist already only inches away from their heart, overpowering their defense with sheer strength and speed. This grants you a second unarmed attack if your target attempts to evade your first attack.
Stand Your Ground: You keep fighting no matter how scared you get. If you are under a fear effect that would make you run from combat, you are able to withstand the fear and continue fighting.
Skill Effects
Controlled Breathing: The combatant has studied intensive breathing exercises that allow him to relax his mind and body and moderate his body's other functions. They can endure changes of temperature, as they are easily able to moderate their own body temperature. This acts like "endure elements" but it is not magical in nature.
Flavor Effects