Entrance Requirements: M.E. 12
CHARACTER BONUSES:
COMBAT SKILLS
* The starred abilities are semi-automatic, each round the first of these done
does not take an attack or action.
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
WHY STUDY THE WAY OF TOTAL CONCENTRATION?
Skill Cost: 8 years
Costume: Pretty much anything goes. Practitioners will rarely wear constricting
or akward clothing.
Stance: A variety of stances can be used, but the centre of mass is invariably
low and the weight is almost always shifted to the balls of the feet.
Attacks per Melee: 1 (note: if you take boxing you _do not_ get the extra
attack, however you do get the other bonuses and the number you need to roll
to knock someone out is reduced by 1.)
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Dodge*, Parry*,
Advanced Defenses: Multiple Dodge*, Disarm, Circular Parry*, Breakfall*
Hand Strikes: Punch, Knife Hand, Palm Strike
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Tripping Leg/Hook
Holds/Locks: Arm Hold, Neck Hold, Finger Lock, Arm Lock
Modifiers to Attacks: Pull Punch, Critical Strike or Knockout on 18-20, Critical Strike or
Knockout from behind, Death blow on natural 20
Martial Arts Powers: Two martial arts abilities can be selected from Martial
Arts Techniques, Specialty Katas, Body Hardening, and Chi Abilities. In
addition, the Kime or one mind kata is automatically learned at first level.
Up to two of these may be traded in for basic skill programs (no physical
skill program). The kime ability may not be traded for a skill program.
Skills: None
Language: None
Philosophical Training: None per se, although there is a distinct approach
to life taken by students of this form.
Level 1: +3 strike and parry, +2 damage, +2 maintain balance, pull and roll
Level 2: +1 strike, +3 disarm, +3 dodge
Level 3: Critical Strike on 17-20, +5 SDC and Chi, select one additional Martial
Arts Technique, Specialty Kata or Chi Ability
Level 4: +3 roll, pull, and breakfall, +2 to holds, +1 balance
Level 5: +1 strike and dodge, +2 damage, +2 locks
Level 6: +1 parry, +2 disarm and balance
Level 7: +1 strike, +1 attack per melee
Level 8: Critical Strike on 16-20, Knockout on 17-20, select one MA Technique,
Specialty Kata, Chi Ability, or Zenjoriki Power
Level 9: +1 strike, +1 to holds and locks, +2 parry
Level 10: +3 pull, roll and breakfall, +2 balance, +5 SDC and Chi
Level 11: +1 strike, +2 damage, +2 disarm
Level 12: +2 init, +2 roll and breakfall
Level 13: Critical Strike on 15-20, Select one MA Technique, Specialty Kata, Chi
Ability, or Zenjoriki Power
Level 14: +2 strike, parry and dodge
Level 15: +1 attack per melee, +1 disarm, hold, lock, roll, and breakfall