Avatar - Martial Arts

Custom Attributes:


These Attributes may only by acquired through the use of Martial Arts and Stances and may not be purchased independently.

Rooted: all forced movement is reduced by 2 squares per level
Melee Reach: The range for all melee attacks is increased by 1
Ranged Reach: The range for all Medium and longer attacks is increased by 5.
Improved Two Weapon Fighting: The penalty to attack one target is reduced to 0 and the penalty to attack 2 different targets is reduced to 1.
Improved Defensive Fighting: You may still attack (at a 1 point penalty) when fighting defensively (so you have a 1 point attack penalty and a 2 point defense bonus).
Improved Throwing: You may attempt to throw as a free action immediately after grappling with someone.
Improved Disarm: You may attempt to disarm as a free action immediately after grappling with someone.
Nimble Attacks: All of your attacks gain a level of the "Nimble" Weapon Attribute
Irritant Attacks: All of your attacks gain a level of the “Irritant” Weapon Attribute
-Slow Footwork: all voluntary movement is reduced by 1 square per level (to a minimum of 1)
-Small Footprint: forced movement knocks you prone
-Less Damage: all damage done is reduced by 5
-Unbalanced: all attacks gain a level of "Unreliable", causing the critical failure range to increase by 1 (from 12 to 11, from 11 to 10, etc.)
-Reduced Reach: All attacks have their Range reduced by 5 for each level, to a minimum of 1 square.
-Unrooted: all forced movement is increased by 2 squares per level
-Too focused: you suffer a 2 point penalty to your defenses when flanked.

Common Stances:


Horse Stance (good for holding your ground against an overwhelming foe): Rooted, Extra Defense, -Slow Footwork x2
Cat Stance (good for swiftly moving around a battlefield and avoiding being pinned down): “Nimble” Attacks, -Less Damage
Bow Stance (good for fighting a single opponent): Massive Damage, Melee Reach, -Too Focused
Crane Stance (good for keeping yourself safe while maintaining mobility): Improved Defensive Fighting (or a 1 point bonus to defense if already possessed), Light Armor, -Small Footprint

Martial Arts:


Hun Gar

Hun Gar is famous for its robust, adaptive stances and strong, straight punches and strikes. The Hun Gar student begins their training by standing in a Horse Stance for hours on end, eventually learning to throw their hand strikes without affecting their solid stances.

Hun Gar is widely practiced in the Earth Kingdom. These Martial Artists become masters of battle tactics, maneuvering into key positions and holding them for as long as needed.

Apprentice:
One Common Stance plus the Kneeling Horse Stance
Kneeling Horse Stance: Rooted, Extra Defense, Light Armor, -Slow Footwork x3

Adept (requires Apprentice Hun Gar):
On a successful defense, the practitioner may Shift 1 square. Also, gain 1 level of “Rooted”.

Master (requires Adept Hun Gar):
On a failed defense, the practitioner may Shift 1 square. On a successful defense, the practitioner may Slide his opponent 1 square (if they are within Melee Range).

Ba Gua

Ba Gua is known as for its circle walking. Its practitioners perform stance drills while walking along a circle inscribed in the ground, thus training them to swiftly evade an enemy and circle to a more advantageous position.

Ba Gua is popular amongst the Air Nomads. These Martial Artists learn to move with incredible grace and speed over any type of terrain.

Apprentice:
One Common Stance plus the Leaping Cat Stance.
Leaping Cat Stance: “Nimble” Attacks, Extra Attack Only, -Less Damage, -Reduced Reach, -Unrooted

Adept (requires Apprentice Ba Gua):
The Martial Artist can no longer be flanked and is considered to be flanking whenever he attacks an enemy who is adjacent to one of the Martial Artist’s allies (rather than surrounded by him and his ally).

Master (requires Adept Ba Gua):
The Martial Artist does not suffer movement penalties due to difficult terrain, and may pass through enemy squares (although may not end their movement there). All “Nimble” movement allows them to shift 3 squares instead of the usual 2.

Shaolin Kung Fu

Shaolin Kung Fu is known for its large swinging arm motions and swift kicks. A Shaolin master’s fists are rumored to be as hard a hammers and to move as freely as if they were attached to the end of ropes.

This Martial Art is common within the Fire Nation. These Martial Artists are very athletic, performing dramatic aerial strikes that always find their targets.

Apprentice:
One Common Stance plus the Sprung Bow Stance.
Sprung Bow Stance: Massive Damage, Melee Reach, Light Armor, “Unreliable” Attacks

Adept (requires Apprentice Shaolin Kung Fu):
The Martial Artist gains a level of Jumping and a level of Speed.

Master (requires Adept Shaolin Kung Fu):
The Martial Artist gains a level of Massive Damage and his attacks gain the “Reliable” attribute

Tai Chi

Tai Chi focuses on the direction of energy and can be used to diffuse an attack or to turn it back on its source.

Tai Chi is common amongst the Water Tribes. These Martial Artists are renowned for their ability to stand up against vicious blows and turn them back on their attackers.

Apprentice:
One Common Stance plus the Hunting Crane Stance.
Hunting Crane Stance: Improved Defensive Fighting (or a 1 point bonus to defense if already possessed), Light Armor, Melee Reach, -Slow Footwork

Adept (requires Apprentice Tai Chi):
The Martial Artist may slide their opponent 1 square whenever they are forcefully moved by that opponent and may throw (just throws, this does not affect the Push attribute) their opponents 1 extra square.

Master (requires Adept Tai Chi):
The Martial Artist reduces all damage received by 3. In addition, if the attacker who hit the Martial Artist is within the Martial Artist’s Melee Range, the attacker must defend or take 3 damage to health.

Atemi

Atemi is the art of Pressure Point strikes. Practitioners learn to precisely strike their opponents in order to cripple them.

Most commonly practiced by wandering Air Nomads, Atemi is taught throughout the world. As a subtle art, it draws less attention than many others and so is relatively rare despite its wide reach. It is said that the instant an Atemi Master touches you, he has won the fight.

Apprentice:
One Common Stance plus the Striking Cat Stance.
Striking Cat Stance: “Irritant” Attacks (increased penalty by 1 if already irritant), Reduces Small Target penalties by 1, -Less Damage

Adept (requires Apprentice Atemi):
The Martial Artist may reroll 1 attack roll per turn; if they choose the reroll, they must use the later roll (unless they use another reroll ability).

Master (requires Adept Atemi):
When you successfully defend against an attacker within your Melee range, that attacker suffers a 1 point penalty (no defense allowed) to all of his actions until the end of his next turn.

Sumo

Sumo is a wrestling art that focuses on strength and form. It was designed for close quarters fighting and sport.

Most popular along the western coast of the Earth Kingdom, Sumo has fans and followers in both the Earth Kingdom and Fire Nation. Sumo Masters are famous for their ability to push their opponents around a battlefield, taking full advantage of any dangers that may exist therein.

Apprentice:
One Common Stance plus the Iron Horse Stance
Iron Horse Stance: Rooted, Melee Reach, -Slow Footwork

Adept (requires Apprentice Sumo):
Whenever the Martial Artist moves an opponent (for example, through a Throw or a Push) that opponent is knocked Prone.

Master (requires Adept Sumo):
When the Sumo Master moves an opponent (such as with a Push or a Throw), they move that opponent 1 extra square. In addition, all of the Sumo Master’s attacks gain the “Push” ability (if they already push, they gain another additional square of movement, for a total of 2 extra squares at this level).

Chin Na Joint Locking

Chin Na Joint Locking focuses on causing extreme pain through the manipulation of joints rather than strikes and is often used to incapacitate an enemy without causing permanent injury.

The arts of Chin Na are most common amongst the Northern Water Tribe and the northern reaches of the Earth Kingdom. Chin Na Masters are amongst the best unarmed Martial Artists in the world at facing groups of opponents, able to grapple multiple foes and then use their grappled victims to parry attacks.

Apprentice:
One Common Stance plus the Subtle Bow Stance
Subtle Bow Stance: “Irritant” Attacks, -Slow Footwork x2

Adept (requires Apprentice Chin Na):
On a successful defense against a Melee-Range attack, the Martial Artist may make a roll to grapple their opponent. As normal, they may only grapple one opponent at a time (unless they have traits that say otherwise).

Master (requires Adept Chin Na):
A Chin Na master may fight unencumbered even while grappling an enemy (continue fighting other enemies even while pinning one). They may fight a maximum of 3 enemies in this fashion, one for each hand and one for their legs. In addition to this benefit, the Chin Na master defends against all Unarmed attacks as if it were their first defense.

Gliding Crane Style

This style was originally developed by Earth Benders, whose unbreakable will could drive them to amazing achievements. It has since been taught to non-benders and is a potent technique in any Martial Artist’s arsenal.
Master (requires any Adept Martial Art):
The Gliding Crane Technique allows a Martial Artist to spend Energy as Willpower to change the actual die roll, not just to receive a bonus on the roll (for example, a 3 will become a snake-eyes or a boxcar will become an 11).

Tiger Claw Style

This style was developed by the ancient Sun Warriors and was primarily used by their non-bending warriors. This style focuses on brutal strikes and exploiting any opening to pounce.
Master (requires any Adept Martial Art):
Your attacks are a critical success on a roll of a 2 or 3. In addition, when an attacker damages you while in your melee range, he must successfully defend against your unarmed or melee strike or take 5 Damage direct to health.

Iron Turtle Style

This style was developed by Lady Kyoshi 30 years ago and taught to her Dai Li in order to aid them during the Peasant Revolt at Ba Sing Sei. Using the Iron Turtle Style, the Dai Li agents were able to evade the hurled objects of an angry crowd and placate them peacefully. Since the Peasant Revolt has ended, it has become a popular Martial Art within Ba Sing Sei and has spread throughout the world.
Master (requires any Adept Martial Art):
Multiple Defenses no longer accumulate defense penalties.

Diving Owlsnake Style

The hunters of the Foggyswamp tribe are extremely precise. Through careful visualization and breathing techniques, they are able to place their strikes (or more commonly, their thrown spears) with unerring accuracy.
Master (requires any Adept Martial Art):
You may roll three dice for all of your attacks and pick two for your result.

Butterflydragon Style

The air nomads of the Eastern Air Temple developed this style as a form of passive resistance. By focusing on their surroundings instead of their foes and allowing themselves to naturally slip through the gaps that they are able to find, they become nearly impossible to strike.
Master (requires any Adept Martial Art):
You may roll three dice for all of your defenses and pick two for your result.

Weapons Masters:


Boomerang Master

Master (requires any Apprentice Martial Art):
You may choose to make any boomerang attack “Spreading” although it will do 5 less damage. In addition, all boomerang attacks gain a level of Indirect.

Broadsword Master

Master (requires any Apprentice Martial Art):
You gain +3 damage with your broadsword for every enemy within your Melee Range and you may not be Flanked.

Dagger Master

Master (requires any Apprentice Martial Art):
You may use any Melee Range attack with your daggers as if it was Medium Range by throwing a dagger (and thus disarming yourself). Lightning Draw will remove the penalty for drawing a new dagger, however there are only so many places on the human body where full sized daggers may be stored and easily accessed.

Fan Master

Master (requires any Apprentice Martial Art):
The Fan is a utilitarian weapon. Once per round, after successfully striking an enemy with your fan (whether or not they succeeded at their defense roll), you may make a free follow-up attack to either disarm them or to blind them for 1 turn. This follow-up attack is defended against as if it were a normal attack.

Hammer Master

Master (requires any Apprentice Martial Art):
Once per round, when you are damaged by an enemy’s melee attack, you may make a free attack against that enemy.

Hook Sword Master

Master (requires any Apprentice Martial Art):
You may Grapple with the Hook Swords as if you were unarmed. In addition, when Disarming or Grappling with your Hook Swords you may inflict normal damage on the Disarm/Grapple attack. When you Throw someone with your Hook Swords, the leverage allows you to throw that person 1 extra square.

Spear Master

Master (requires any Apprentice Martial Art):
Your Spear’s Melee Range is increased by 1 square. In addition, you gain a +1 bonus to hit while using a spear and your trick shots with a spear are very difficult to defend against. The enemy suffers a +1 penalty if your trick is 1-3 points or a +2 penalty if your trick is 4+ points.

Staff Master

Master (requires any Apprentice Martial Art):
You may choose to add a level of Area of Effect to any staff attack, although it will do 5 less damage. In addition, you may use an attack to reroll a failed defense as if it were your first defense, using your Combat Value instead of your Defense Value

Stick Master

Master (requires any Apprentice Martial Art):
When you defend against an attacker, you may make a free counterattack to either grapple your opponent or to disarm them (this does not allow you to grapple multiple opponents at once). Opponents suffer a 2 point penalty to both defend against and to resist your disarms.

Taiji Straight Sword Master

Master (requires any Apprentice Martial Art):
At the start of your turn, you may designate an enemy as your Foe (you may only change your Foe if the current Foe leaves the battlefield or is otherwise defeated). You may reroll any attack or defense against that target, although you must use the later roll (unless you gain another reroll from a different ability).

Thrown Weapon Master or Bow Master

Master (requires any Apprentice Martial Art):
Your attack ranges with thrown weapons or a bows are increased by 5. In addition, a rolled 7 counts for double damage as if you had performed a Vital Target Called Shot (assuming that it hits). If you roll a 7 on a Vital Target Called Shot, you get to roll for your Critical.

Whip Master

Master (requires any Apprentice Martial Art):
When you hit someone with your whip, they are knocked prone. In addition, all of your Whip attacks gain the “Flexible” attribute.