Hayerquel
By Mephisto
Entrance Requirements: None
Skill Cost: 17 Years (10 Years as a Secondary)

A martial art that served to fuse the arts of combat with the arts of magic, this was the brainchild of a charismatic Elf named Hayerquel Orchidbloom. He spent many decades trying to create mystic effects with just motions of the body without requiring spoken words. Eventually with the assistance of several men of arms, diabolists, and wizards in his village located in the Eastern Territory, he came up with a workable martial art. When he died, his students took his work and continued to work and refine it, to the point that at it's present form it's a viable and deadly martial art. The art is named in memory of the man who originated the art. In combat, the Hayerquel practitioner will focus on using the force abilities to subdue the opponent and force him to surrender or knock him out. They will seldom allow themselves to get into hand to hand combat and physically grappling without a reserve of P.P.E. to assist them.

Hayerquel is available only in the Eastern Territory, and the village where Hayerquel lived; although some of the students have left and gone out adventuring. One adventurer is currently going north to see the Wolfen, another south to Timoro, and a group of four are headed west towards the Western Empire (in hopes of setting up another school there something the others have no idea about).

O.C.C. Note: This martial art is limited to Paladin, Knight, and Monk; the reasoning is they already have knowledge and practiced use of their P.P.E. in a combat situation. It costs these O.C.C.s to upgrade to Hand to Hand: Martial Arts and sacrificing four O.C.C. related skills. Other O.C.C.s could try to learn but add 5 years to the Skill Cost and reduce the number of Secondary Skills by half, in addition to the other penalties.
Stance: Usually with the arms crossed near their chest, the legs side by side heels together.
Costume: None
Character Bonuses
+4D6+10 P.P.E.
+1 M.E.
+4 P.E.
Combat Skills
Attacks Per Melee: 2
Escape Moves: Roll With Punch/Fall/Impact
Basic Defenses: Dodge, Parry, Auto Parry
Advanced Defenses: Disarm, Circular Parry, Multiple Dodge
Hand Attacks: Strike (Punch), Backhand, Palm Strike, Fore-Knuckle Fist, Duo-Knuckle Fist
Foot Attacks: Kick Attack, Snap Kick, Backward Sweep, Trip/Leg Hook, Axe Kick, Wheel Kick, Crescent Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Knee, Elbow
Holds/Locks: None
Weapon Skills: None
Special Katas: None
Modifiers to Attack: KO/Stun, Death Blow, Critical Strike
Skills Included in Training
Martial Art Powers: Starts with Force Attack and Attack Absorption Internal Abilities. Also select one Martial Art Technique.
Physical Skills: None
Training Skills: Magic Lore
Languages: None
Level Advancement Bonuses
1st Death Blow Natural 20, Critical Strike Natural 20 or from behind, +2 to strike
2nd +1D6 P.P.E., +1 save versus magic
3rd +1D6 P.P.E., Select One Additional Internal Ability, +2 to save versus horror factor
4th +1D6 P.P.E., +1 attack, +2 Parry and Dodge
5th +1D6 P.P.E., +1 strike, Critical Natural 19 or 20, +1 save versus magic
6th +1D6 P.P.E., Select One Additional Internal Ability
7th +1D6 P.P.E., +3 to Roll, +2 to save versus horror factor
8th +1D6 P.P.E., +1 Attack, +1 to save versus magic
9th +1D6 P.P.E., Select One Additional Internal Ability
10th +1D6 P.P.E., +2 to Parry and Dodge
11th +1D6 P.P.E., +1 to Damage, +2 to Roll
12th +1D6 P.P.E., Select One Additional Internal Ability
13th +1D6 P.P.E., Critical Strike Natural 18-20, +1 strike, +1 save versus magic
14th +1D6 P.P.E., +2 to Parry and Dodge
15th +1D6 P.P.E.+1 Attack, Death Blow Natural 20, Select One Additional Internal Ability
Why study Hayerquel?
The only known martial art to combine magic and physical combat, it also provides good defenses against physical and mystic assaults, something that nearly every other martial art lacks.

Internal Martial Art Powers:
The following Internal abilities are exclusively part of the Elven martial art known as Hayerquel.

Attack Absorption
P.P.E.: 6
Range: within 5 feet (1.6 m)
Duration: Instant
Saving Throw: None
The Hayerquel practitioner can set up a shield of energy that will absorb ALL the damage from any one single attack directed at him or her. This happens instantly against hand to hand attacks, but must roll a mystic parry to counter arrows, siege weapons, thrown spears, or anything fast moving. Energy weapons, guns, and other super-fast attacks cannot be absorbed. The mystic parry is done at +4 and must beat the strike roll of the attacker.

Fire Fist
P.P.E.: 8
Range: Must be physically touching the victim.
Duration: Instant to use; can be maintained one melee per level of experience.
Saving Throw: Parry or Dodge
The Hayerquel master can envelope one or both fists in a fiery ball which deal in more damage and are able to parry magic attacks. The fist does 3D6 damage plus has a 28% chance of setting combustibles on fire with each successful strike. Unarmed opponents cannot parry without taking damage unless they are impervious to fire. The attack does double damage to water elementals, zombies, mummies, and those who are vulnerable to magic or fire.

Fire Kick
P.P.E.: 10
Range: Must be physically touching the victim.
Duration: Instant to use; can be maintained one melee per level of experience.
Saving Throw: Parry or Dodge
Similar to the fire fist, the martial artist envelopes his foot in a flaming ball. The flame adds 2D6 to kick damage and has a 32% chance of setting combustibles on fire with each successful strike. Unarmed opponents cannot parry without taking damage, unless they are impervious to fire. The attack does double damage to water and ice elementals, zombies, mummies, and those who are vulnerable to magic or fire.

Force Blow
P.P.E.: 5
Range: Up to 20 feet (6.7 m)
Duration: Instant
Saving Throw: None
This attack enables the martial artist to deliver a punch and have the force strike an opponent up to 20 feet (6.7m) away! The P.P.E. is used up even if the strike fails. The strike does the standard damage of the attack used, including P.S. damage bonus. The unexpected nature of the attack means the victim is -4 to parry or dodge, and the attack is mostly invisible; it looks like a hollow tube is propelled towards the defender of the attack and it's hard to see.

Force Leap
P.P.E.: 6
Range: Self
Duration: Instant
Saving Throw: None
This ability allows the character to leap great distances; 30 feet (10m) plus 3 feet (1m) per level high; double length ways. Trying to use this in combination with a jump kick will result in doing triple damage to the victim and taking 2D6 damage to oneself. Plus the attack has a strike penalty of -6.

Shock Attack
P.P.E.: 5
Range: Must be physically touching the victim.
Duration: Instant
Saving Throw: None
This attack sends a bolt of electricity through the person that's touching the magic user, or several people if many are touching him at once. The victim suffers 1D6 S.D.C. damage and suffers the following penalties: -3 to strike, parry, dodge and attacks per melee are reduced by two. Penalties last for 1D6 melee rounds. No additional penalties per multiple shocks but the damage and duration of penalties increase.

Spell Redirect
P.P.E.: 9
Range: Self; the person to be redirected against must be within line of sight.
Duration: Instant
Saving Throw: Special
A handy defensive ability, this allows the person attacked by a spell to redirect it to another person! First the person attempting the spell redirect must make a successful save against the spell, then the person he or she is trying to afflict gets to save against both the redirect and the spell. Unlike most spells the spellcaster can NOT instantly cancel the spell as its the spell redirect ability that's controlling the spell, not the caster of the initial spell. This ability only works on spells that target a specific individual, such as life drain, agony, or fire ball. Has no effect on summoning spells, wards, talismans, amulets, area affect spells such as fogs, storms, or any ritual magic.



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