Martial Arts Disciplines

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You must choose one of the following four disciplines as your primary center of attention. This must be maintained as your highest rated Martial Arts Discipline. You only get the abilities of your primary discipline.

You may buy the other three disciplines as you wish, and get the moves as normal.

Martial Combat: Brawling, Rough dirty fighting

Prerequisites: Strength +2, Body +2
Stat base: Strength

Martial Combat: Hard, Fists of steel

Prerequisites: Strength +2, Body +3, Coord +1
Stat base: Coordination

Martial Combat: Soft, Flowing like water

Prerequisites: Agility +2, Coordination +2, Body +2
Stat base: Agility

Martial Combat: Focus, The power within

Prerequisites: Mind +2, Body +2, Aura +2
Stat base: Aura

Maneuvers: You get a number of maneuver slots equal to your base Attribute (Strength for Brawling, Agility for Soft, etc.) per Discipline level. When choosing your maneuvers, you may buy a the maneuver more than once, with the maximum bonus for a single maneuver being equal to the base Attribute for the discipline. (eg; Agilty 3 means you can not have any Maneuver higher than 3) You may not spend maneuver slots to increase the level of Abilities.

Combo maneuvers: You must have the appropriate level in both disciplines in order to get the desired combo maneuver. You must spend a maneuver slot from each discipline as well, to get the maneuver. (Bonuses to the maneuver also cost additional maneuver slots from each discipline.)

The maneuver difficulty available to the character is dependant on their rating in the discipline.


Martial Discipline: Brawling
Rough dirty fighting.
Prerequisites: Body +2, HTH Combat Novice.
Stat base: Strength

LevelAbilities
Beginner+1 bonus to Hand to Hand Strike & Grapple, Breakfall
NoviceAwareness, +1 Block, +1 Physical Armor
CompetentAggression, +1 vs. Knockdown, +1 Weight damage & +1 Physical Endurance
AdeptRecover, +1 Physical Armor, +1 to previous ability of choice.
Proficient+1 Weight damage, Weapon kata: +1 damage with Improvised weapons
ExpertRooted Feet, +1 Physical Armor, +1 Physical Endurance, +1 to previous ability of choice.
Veteran+1 Weight damage, Weapon kata: +1 Criticals w/ Improvised weapons
Master+1 Physical Armor, +1 to previous ability of choice.
Guru+1 Weight damage, +1 Physical Endurance, +1 Criticals w/ Improvised weapons
+1 Guru level+1 to previous ability of choice, per level.

Beginner maneuvers: Jab, Choke, Low Blow, Tackle, Knockdown, Headbutt, Body slam (Soft combo) Snap Kick
Competent maneuvers: Bearhug, Pin, Body Block, Ear clap, Eye gouge (Hard combo) Roundhouse
Proficient maneuvers: Takedown, Distract, Move through, Dazing blow (Hard combo) Stone fist
Veteran maneuvers: Uppercut, Stunning blow, Prone attack (Focus combo) Flying Tackle
Guru maneuvers: Knockout blow


Martial Discipline: Hard
Fists of steel
Prerequisites: Strength +2, Body +3, HTH Combat Adept
Stat base: Coordination

LevelAbilities
Beginner+1 bonus to Hand to Hand Strike & Grapple, Breakfall, Meditate
NoviceAwareness, +1 Block, +1 Physical Armor
Competent+1 vs. Knockdown, +1 Weight damage & +1 Physical Endurance, Breathing Mastery
AdeptRecover, +1 Physical Armor, +1 to previous ability of choice, Danger Sense.
Proficient+1 Weight damage, Weapon kata: Add Rating as bonus to hit with chosen weapon. Add one die per +4.
ExpertRooted Feet, +1 Physical Armor, +1 Physical Endurance, +1 to previous ability of choice.
Veteran+1 Weight damage, +1 Criticals w/ Chosen weapon
Master+1 Physical Armor, +1 to previous ability of choice.
Guru+1 Weight damage, +1 Physical Endurance, +1 Criticals w/ Chosen weapon
+1 Guru level+1 to previous ability of choice, per level.

Beginner maneuvers: Joint Lock, Martial Block, Martial Punch, Martial Kick, Dazing blow (Soft combo) Jump Kick
Competent maneuvers: Martial Throw, Knee Strike, Elbow Strike, Prone attack (Brawl combo) Roundhouse
Proficient maneuvers: Sweep Kick, Uppercut, Stunning blow, Vital strike (Brawl combo) Stone fist
Veteran maneuvers: Stone fist, Wheel Kick, Bone breaker, Knockout blow (Focus combo) Roll Kick
Guru maneuvers: Death blow


Martial Discipline: Soft
Flowing like water
Prerequisites: Agility +2, Coordination +2, Mind +2, HTH Combat Proficient
Stat base: Agility

LevelAbilities
BeginnerMeditate, Danger Sense, Counterattack, Recover, +1 bonus to any Block, Parry and Dodge, Breakfall, +1 Initiative
NoviceAwareness, +1 Strike, +1 Physical Armor
CompetentDefender, Breathing Mastery, +1 Escapes, +1 Movement Speed & +1 PR, +1 Initiative
Adept+1 Physical Armor, Feint, +1 to previous ability of choice, +1 Initiative die.
Proficient+1 Movement Speed, +1 Initiative, Weapon kata: Parry
ExpertBody Mastery, +1 Physical Armor, +1 Physical Endurance, +1 to previous ability of choice.
Veteran+1 Movement Speed, +1 Initiative & +1 Initiative die, +1 Criticals w/ Chosen weapon
Master+1 Physical Armor, +1 Initiative, +1 to previous ability of choice.
Guru+1 Movement Speed, +1 Physical Endurance, +1 Criticals w/ Chosen weapon
+1 Guru level+1 to previous ability of choice, per level.

Beginner maneuvers: Escape, Sweep, Spin Kick, Jump kick, Contortion, Defensive hold, Rear attack, Prone attack (Brawl combo) Snap Kick (Hard combo) Jump Kick
Competent maneuvers: Martial Leap, Disable Limb, Defensive strike, Ghost Walk, Reversal, Splits kick, Spinning Punch
Proficient maneuvers: Disarm, Speed, Blind fighting, Mind block, Defensive throw, First Strike, Weapon lock (Focus combo) Flying Spin Kick
Veteran maneuvers: Paralyze, Shield, Evasion
Guru maneuvers: Mimic


Martial Discipline: Focus
The power within
Prerequisites: Mind +2, Body +2, Spirit +2, one other Discipline at “Proficient”, HTH Combat Expert
Stat base: Aura

LevelAbilities
Beginner+1 bonus to Hand to Hand Strike, Parry and Dodge, Breakfall, Awareness, Recover, Danger Sense, Detect Chi
Novice+1 Block, +1 vs. Knockdown, Chi Push/Pull
CompetentBreathing Mastery, Chi Masking
AdeptChi Resistance, +1 to previous ability of choice.
ProficientBody Mastery, Weapon kata: Focus one’s chi energy through one’s weapon. Add Rating as penetration with chosen weapon. Add +1 to Criticals per +4.
ExpertInner Strength, Mask technique, +1 to previous ability of choice.
VeteranChi Healing, +1 Criticals w/ Chosen weapon
MasterDisrupt Chi, +1 to previous ability of choice.
GuruChi Warrior, Slowed aging, +1 Criticals w/ Chosen weapon
+1 Guru level+1 to previous ability of choice, per level.

Special: +1 Physical, Mental or Spiritual Armor per level. +2 Mental, Physical, or Spiritual Endurance per level.

Beginner maneuvers: Martial Leap, Chi Focus, Dazing Touch, First Strike, Mind Block
Competent maneuvers: Chi Blast, Stunning Touch, Disabling touch, Shield, Speed
Proficient maneuvers: Paralyzing Touch, Dagger Touch, Reversal (Soft combo) Flying Spin Kick
Veteran maneuvers: Slumber Touch, Sword Touch, Chi Wave, Statue (Brawl combo) Flying Tackle (Hard combo) Roll Kick
Guru maneuvers: Death Touch, Spirit Attack