Deus Ex Multi-Fracto
By Sinestus with L'Dogg

Often developed from solitude, boredom, and medical books, Multi Fracto is one of the deadliest combat styles ever developed. Unlike most styles, Multi Fracto does not teach in Dojo (as the students often spend most of their time in the hospital.) Nor does Multi Fracto focus on strength and agility. Instead, masters will select a single student deserving of their training, and meticulously instruct them the exacting techniques.
The philosophy of Multi Fracto is that the body's perfection should not be damaged externally. To shed blood in battle is simply inappropriate. The old Fists and Feet methods are too barbaric to serve any real purpose other than to bruise the body and anger the opponent. Pain is what really stops a man in his tracks, and thus pain is the most important aspect of the fight. Thus Multi Fracto does not leave bruised, battered bodies after the fight, only broken bones and internal bleeding.
General this style is NOT honorable, as it teaches the importance of kicking a downed opponent, and breaking the neck of an unconscious one. Many Arcade Jockeys and S-Techies are believed to have developed this style on their own while spending time in their cubes or prison. (If allowed this way, the two Martial Arts Powers are automatically: Resist Pain and Laugh At Pain.)

Requirements: I.Q.: 10, P.S. between 10 and 20.
Training: 10 years
Bonuses: +1 to I.Q., +2 to P.P. and P.E., +2D4 H.P..

Stance: Varies. There are two primary fighting stances:
Outfit: anything, usually comfortable clothes.
Combat Skills
Attacks per Melee: 0 (only has the normal 2 for being human ... or whatever...) - CANNOT Gain the additional attack from BOXING
Hand Attacks: *knife hand, palm strike, elbow, *power punch.
Foot Attacks: tripping leg hooks, *snap kick, axe kick.
* NOTE: If NOT a successful break, only deals half normal damage. Breaks can only be attempted with these moves.
Jumping Attacks: Jump Kick
Basic Defense Moves: parry, dodge, auto parry, roll.
Advances Defense Moves: parry/break (one action, goes to arm or ankle lock and breaks, two rolls, roll for parry/grab, roll for break (must roll successful break to cause damage), immediate release after), Breaking disarm (Normal Strike bonus, attempt to break bones in hand), power parry
Holds/Locks: wrist lock, arm lock, ankle lock, leg hold, head lock
Escape Techniques: roll.
Modifiers to Attack: Critical, Critical from Behind, Break (Special, all strikes are an attempt to Break a bone, break is calculated separately and does not affect the strike bonus. If a strike is successful [meaning it hits], and the BREAK bonus added to the natural roll is Critical, the bone is broken, and the attack deals half normal damage, directly to Hit Points, a second successful strike to the same bone will either push it through an organ or the skin)
Special Moves: see Break.

Braking Dim Mak (Special Martial Arts Power) - Useable only as the character's first strike in a melee, and only once per combat. Critical/break of 15+, if successful, collapses the target's chest, fairly instant death (all internal organs destroyed, spine severed). If failed, but strike hits, only causes knock down. Takes three attacks. (Not available at first level.)
Weapon Katas: None, will never use weapons in close combat.
Additional Skills First Aid (+20%).
Martial Arts Powers: Select Two from Body Hardening, Martial Arts Techniques, or Atemi. (NOTE: can trade one in for Anticipation)
Level Advancement Bonuses
1st: +1 to Break, Critical on 19+, +2 to strike
2nd: +2 to Parry, +1 to dodge
3rd: +1 to damage, Select one Body Hardening, Martial Arts Technique or Atemi Power
4th: Critical 18+,
5th: +1 Parry, Dodge, and strike
6th: +1 Break, Select one Body Hardening or Breaking Dim Mak
7th: Critical 17+, +1 attack
8th: +1 to Roll, and parry
9th: +1 strike, Select one Body Hardening or Demon Hunter Body Hardening
10th: +1 to damage and parry, Critical from Behind
11th: +1 to Break, gain Paralysis Strike (attack)
12th: +1 to parry and dodge
13th: +1 attack, Critical 16+
14th: +2 damage, Death Blow on Natural 20 (automatic, no need to call, but no break bonus)
15th: +1 to break and strike.



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