You may buy the other three disciplines as you wish, and get the moves as normal.
Martial Combat: Brawling, Rough dirty fighting
Martial Combat: Hard, Fists of steel
Martial Combat: Soft, Flowing like water
Martial Combat: Focus, The power within
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.
Level | Abilities |
Beginner | +1 bonus to Hand to Hand Strike & Grapple, Breakfall |
Novice | Awareness, +1 Block, +1 Physical Armor |
Competent | Aggression, +1 vs. Knockdown, +1 Weight damage & +1 Physical Endurance |
Adept | Recover, +1 Physical Armor, +1 to previous ability of choice. |
Proficient | +1 Weight damage, Weapon kata: +1 damage with Improvised weapons |
Expert | Rooted 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
Level | Abilities |
Beginner | +1 bonus to Hand to Hand Strike & Grapple, Breakfall, Meditate |
Novice | Awareness, +1 Block, +1 Physical Armor |
Competent | +1 vs. Knockdown, +1 Weight damage & +1 Physical Endurance, Breathing Mastery |
Adept | Recover, +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. |
Expert | Rooted 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
Level | Abilities |
Beginner | Meditate, Danger Sense, Counterattack, Recover, +1 bonus to any Block, Parry and Dodge, Breakfall, +1 Initiative |
Novice | Awareness, +1 Strike, +1 Physical Armor |
Competent | Defender, 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 |
Expert | Body 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
Level | Abilities |
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 |
Competent | Breathing Mastery, Chi Masking |
Adept | Chi Resistance, +1 to previous ability of choice. |
Proficient | Body 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. |
Expert | Inner Strength, Mask technique, +1 to previous ability of choice. |
Veteran | Chi Healing, +1 Criticals w/ Chosen weapon |
Master | Disrupt Chi, +1 to previous ability of choice. |
Guru | Chi 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