(Hand to Hand) Fist of the White Swan
By Marcus Johnson

Character Bonuses: +1D4 x10 to S.D.C., +3 to P.S., P.E., +5 to P.P., +20 to SPD, and +140 to I.S.P.

Level Advancement Bonuses
Level 1: 3 attacks per melee, all tengu powers, +3 to dodge, +2 roll with punch, +2 initiative, +1 to disarm, +3 to maintain balance, +1 to strike, +2 to parry
Level 2: Drop Kick(1D8 SDC), paired weapons, +1 to initiative, +2 on all back flips
Level 3: +2 to strike, parry, and dodge, +4 to disarm, +4 to leap dodge
Level 4: +1 attack per melee, +2D6 to PP, automatic parry
Level 5: Critical Strike on unmodified 18, 19, or 20 on ALL kick attacks
Level 6: +2 to pull punch, +1 to leap dodge, +2 to maintain balance
Level 7: +2 to initiative, tripping/leg hook, Backwards sweep kicks
Level 8: +2 attacks per melee, +1D4 to PP and PS, Knockout on 18, 19, or 20
Level 9: +2 to disarm, +1 on all back flips, +4 to cartwheel attack damage, +2 to parry
Level 10: Axe Kick(2D8 SDC), +4 to initiative, +3 to dodge and parry, + 3 maintain balance
Level 11: +1 attack per melee, automatic dodge, automatic leap dodge
Level 12: +4 to leap dodge, +3 to disarm, death blow on 18, 19, or 20
Level 13: Snap Kick(2D4 SDC), Wheel Kick(2D8 SDC), Double Axe Kick(4D6 SDC)
Level 14: +1 to pull punch, +2 to dodge, +3 to strike
Level 15: +3 attacks per melee, +2D6 to strike, parry, and dodge

Abilities of all trainees: Able to hit object( within 10ft[16m]) without using hands or feet. Uses air pressure to make contact with object. Does same amount of damage as normal hitting. Can also create their own techniques. The techniques must involve hidden throwing weapons. Each will cost no ISP seeing how that they are physical techniques and not spiritual.

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