Smokefighting - (Exclusive)
By Sinestus

Who said smoking was bad for you.... According to some, after years of chain smoking, quitting, and chain smoking again, one can attain harmony with the universe. Smokefighting is the equivalent of Chi Mastery meets Tobacco Addiction. Most masters of this style are fairly iffy in a fight, unless they already had two to four smokes, and are currently enjoying another. By enhancing the natural smoke produced by their habit, the Smokefighter is capable of producing astounding effects, unfortunately, each time they use one of their Chi powers, they burn up half their cigarette (except for Chi Spark/light), and thus their next action is usually to light up another smoke (takes two actions, during which the smokefighter can only dodge).
Although not inherently evil, Smokefighting does promote the use of Negative Chi skills, and sees nothing wrong with using any advantage to its full extent.

Requirements: M.E.: 12, P.E.: 12, P.P.: 10
Training: 15 years, but adds only 7 years to age.
Character Bonuses
+2 to save vs. airborne toxins
+2 to P.E.
+15 Chi
Stance: Fairly relaxed, square with opponent, hands in pockets.
Outfit: Comfortable pants, shirt, smoking jacket.
Combat Skills
Attacks per Melee: 1
Hand Attacks: slap (does only one point of damage), power punch, strike/punch, backhand, palm strike.
Foot Attacks: snap kick, tripping leg hook, backward sweep.
Basic Defense Moves: parry, dodge, automatic parry
Advances Defense Moves: smoke block (blows smoke in opponents face, distracting long enough to dodge, grants +2 to parry/dodge), roll, disarm
Holds/Locks: wrist lock, arm lock, (auto lock at later levels)
Escape Techniques: burn (putting out cigarette on opponent, requires Save vs. Pain or hold/lock is broken without penalties), roll
Modifiers to Attack: stun, critical, critical from behind
Special Moves: 'Flick' - usually used once cigarette is finished, Range of 4 feet +1/level to a max of 12, can be used on moving opponents without penalty, and can be combined with 'Chi Fire Flare' to deal 2D6 damage, otherwise only deals one point of damage. (However, on successful roll, can Stun... target suffers penalties putting themselves out, or suffers fire damage, 1D4, for 1D4 melees, Cannot be critical - even with Chi Flare); Dodge/slap combination (half bonuses, if done with lit cigarette, and is a successful strike above 14, can damage face/neck for 1D4 H.P. damage); Dodge/backhand (gained at fifth level. dodge at half bonus, natural roll for strike only, deals 1D6+2)
Weapon Katas: Thrown
Additional Skills: RPG Design, Palming, Card Sharp.
Martial Arts Powers: Select one Smokefighting Power, and two powers from Chi Mastery, Smokefighting Powers, or Arts of Invisibility. (Mental Note: Art of Hiding may suffer penalties when used with a lit cigarette.)
Level Advancement Bonuses
(When throwing/flicking, use Strike + WP: Thrown, no P.P. Bonus)
1st: +1 to Strike/parry/dodge, Critical from behind, auto-stun on natural 20.
2nd: +1 to damage and initiative
3rd: +1 to roll, +1 to holds/locks
4th: Automatic Wrist lock, Select one power from Chi Mastery or Smokefighting or select Iai-Jutsu (initiative bonus, can draw with light cigarettes)
5th: +1 attack, auto-Stun on natural 19+
6th: Double Chi, +1 to strike, +1 to save vs. Airborne toxins/poisons
7th: +2 to parry/dodge, gains Paralysis Attack
8th: dodge/backward sweep combination, Select one power from Chi Mastery or Smokefighting, auto-Stun on Natural 18+
9th: +1 attack, Critical on Natural 19+
10th: +1 to rolls and locks, +2 to save vs. airborne poisons/toxins
11th: Select one power from Arts of Invisibility, Smoke Fighting, or Chi Mastery or select Zanshin Awareness
12th: Critical on 18+, auto-Stun on 17+
13th: +2 to dodge, +1 to Parry
14th: Automatic Arm Lock, +1 attack
15th: Select one power from Smokefigthing or Chi Mastery
16th: +2 to Roll and locks.

Special Smokefighting Powers: (Note: Only one Smokefighting Power may be used each melee.)

Chi Fire Flare - briefly causes a small fire to flare up dealing 2D4 to 2D6 damage pending on size. Usually used on a lit cigarette in hand for a powerful attack. Costs four Chi. Range: Two foot flame.

Chi Spark/light - only allows the Smokefighter to ignite a cigarette without a lighter, takes one action. Costs two Chi/light.

Fire Spit - A Chi extension allowing the Smokefighter to 'spit' flaming ash into a target's face. Takes two actions, Range: Five feet + one foot every three levels. deals 1D4 damage, but will ignite combustibles, and a successful shot to the face will blind for 1D4 melees. Costs: Ten Chi.

Blinding Cloud - more accurate than the Fire Spit. Creates a Chi cloud which latches onto the target's face (cannot be parried, -4 to dodge). Imposes Blindness penalties, and 'jams' Chi Awareness while active. Costs Two Chi/melee to maintain, and no other powers may be used while active.

Disruptive Chi Cloud - Sprays to coat the entire body, takes three actions (cannot be parried, -4 to dodge). Disrupts/cancels any Chi based power currently being used by the victim, and drains Half their remaining Chi each melee until the victim has Negative Chi or Zero Chi. Costs five Chi to generate.

Choking Chi Cloud - Almost an automatic stun, may be used as a defense (full parry bonus), or offence (cannot be parried, -3 to dodge). Successful strike requires victim/target roll Save vs. Magic/Chi Influence. Fail to save disrupts and currently in-use Chi based powers, Specialty Katas, etc... Victims loose half their actions to hacking/coughing, and suffer a -4 to all combat actions for the duration. Costs five chi to activate, two Chi/melee to maintain (cannot be maintained if used as defense, just lasts remainder of the melee). Each successive melee victim may attempt another save @ -1. A Roll of one on any of the saves knocks the victim out.



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