Sunday, March 27, 2011

More Fuzion: Martial Arts Powers

Since I was going through my archives, I found some more of my fun, old Fuzion materials. Here are some Martial Arts powers that I created using the power creation rules from the Champions New Millennium version of the Fuzion rules. Thankfully they put a PDF version up on the internet a long time ago that has never died. If you're look for a good, fairly simple and easy to use set of rules for any sort of powered role-playing, it's hard to go wrong with that version of the Fuzion rules.

Reposted, as originally present in 1997 or 1998 are my Fuzion Martial Arts Powers:


Martial Arts Powers

The GM, if these are used, may want to make guidelines for what Martial Art is allowed what Power. This list can also be used to supplement the Martial Arts Powers in the Signposts document.

The Arts of Invisibility
Pi Mi Hsing Tung (The Art of Stealth): This is the Martial Art equivalent of the Skill Stealth. The character, using this Power, can move silently and out of sight of observers. Pi Mi Hsing Tung: Invibility to Sight and Hearing, No Fringe Effect, Requires Stealth Roll, No END Cost. Cost: 9 PP. END Cost: 0.


Inpo (The Art of Hiding): Training in the Art of hiding involves the study of the essential characteristics of all kinds of objects, so that the character can become "One" with an object and hide in such a way that he becomes the object that he is hiding with, or behind. Inpo: Invisibility to Sight, Character Must remain Motionless, Cannot Hide While Being Watched. Cost: 6 PP. END Cost: 2/phase.


Hsing Tsia (The Art of Evasion): This is where the character follows a person, moving when they move and turning when they turn, to constantly stay out of that person's view. Hsing Tsia: Invisibility to Sight and Hearing, No Fringe Effect, Requires A Stealth Roll. Cost: 5 PP. END Cost: 2/phase.


Sun Shih K'an Chien Chih (The Art of Vanishing): The character, by using some form of distraction, is able to vanish from sight. Sun Shih K'an Chien Chih: Teleportation (10 meters), No Non-Combat multiples, Can Only teleport to someplace where the character could normally go, Requires a Slieght of Hand Roll. Cost: 1 PP, END Cost: 2 END.


Hensho Jutso (The Art of Disguise): The character can alter the way that he walks, stance and posture in order to disguise himself. Hensho Jutso: Shape Shift, Can Shift into Limited Group of Related Shapes (People of Same Gender and Race), Requires Disguise Roll. Cost: 2 PP. END Cost: 2 END.


Chi Zoshiki (The Art of Mystic Invisiblity): The character can focus his wil on one person and cause that person to believe that he has disappeared. Chi Zoshiki has no effect on multiple persons at one time. Chi Zoshiki: Invisibilty to Sight, No Fringe Effect, Requires Slight of Hand Roll, Only Works on One person at a Time. Cost: 2 PP. END Cost: 3 END.


Atemi Abilities
Duatsu (Healing Atemi): By a thorough study of the human body, and such techniques as accupunture and accupressure, the character can heal someone of any knock-out, stun or paralysis damage. Duatsu: 5d6 Aid to STUN, Touch Only, Requires Accupressure Roll. Cost: 8 PP. END Cost: 5 END.


Kyosho (Neural Atemi): By a thorough study of the human body, and such techniques as accupunture and accupressure, the character can touch and paralyze parts of a person's body. Kyoshu: (6d6 SDP, +16 SD, +9 KD) Entangle, Only Works on One LImb at A Time, Requires Accupressure Roll, Requires Touch. Cost: 13 PP. END Cost: 6 END


Chirigi (Blood Flow Atemi): By a thorough study of the human body, and such techniques as accupunture and accupressure, the character can cause damage to a person that bypasses normal defenses and goes straight to the character's HITS. Chirigi: 1d6 EB (Defined as Hand Strike), Killing Damage, Requires a Touch, NND (Protected by Power Defense). Cost: 5 PP. END Cost: 1 END.


Kanestsu Waza (Grasping Hand Atemi): The character can, at will, dislocte the joints of any opponent. These are damaging bone-locking techniques that have been outlawed by most martial arts. The victim takes no damage on the first attack of the hold, but the rest of that Round, and subsquent Round, this hold does inflict damage. Kanestsu Waza: 5d6 SDP Entangle, Requires Touch, Requires Accupressure Roll, 2d6 EB (Linked, Continuing -- Does Not Take Effect Until Round after Entangle is made). Cost: 6 PP. Cost: 3 END.

Open Hand Atemi: This is an attack made strictly by sound, the sound made by the single clap of the character's hands. Open Hand Atemi: 4 phases of Flash vs Hearing (Defined as Sonic Attack). Cost: 6 PP. END Cost: 3 END.


Iken Hisatsu (Withering Flesh Atemi): This attack targets a person's KD, making him more vulnerable to attacks against his HITS. Iken Hisatsu: 1d6 Drain to KD (Touch Only), Requires Accupressure Roll. Cost: 1 PP. END Cost: 1 END.


Dim Mak: This is one of the most dangerous Martial Arts powers available in the world. GMs are reccomended to seriously limit the availablity of this power in their campaign. A Dim Mak attack slowly kills the character, withering them away slowly from within. The GM can rule that a Dim Mak attack can only be cured by a Chi master with an AID Power defined to only affect Dim Mak damages. Dim Mak: 1d6 Drain to HITS (Touch Only), Requires Accupressure Roll, Returns Per Year instead of Round. Cost: 12 PP. END Cost: 6 END.


Body Hardening Exercises
Stone Ox: With this body hardening exercise, the character practices taking damage by sitting under waterfalls, taking punches and kicks from fellow students and chopping outrageous amounts of wood. Stone Ox: +5 SD, +5 HITS, +5 STUN. Cost: 15 PP. END Cost: 0 END.


Kangeiko: This is winter training in martial arts, taking ice-cold showers under freezing waterfalls, in order to build the character's resistance to cold. Kangeiko: Safe Environment (Intense Cold Only). Cost: 1 PP. END Cost: 0 END.


Shochu Geiko: This is hot summer training, working out unprotected under a blistering tropical sun, in order to build a resistance to heat. Shochu Geiko: Safe Environment(Intense Heat Only). Cost: 1 PP. END Cost: 0 END.


Kanshu (Iron Hand): This is the development of the penetrating hand, a toughened hand that will not take damage from from hitting hard objects. The hands are plunged into barrels of rice, then sand, then pebbles. Kanshu: +5 to STR, Strikes Only. Cost: 3 PP. END Cost: 0 END.


Chi Gung: Part Chi, part physical training, and part mysticism, Chi Gung results in a toughening of the skin so that blades can not cut it and arrows can not pierce it. Chi Gung: +10 KD & +10 EKD, Costs END. Cost: 3 PP. END Cost: 1 END.


Dam Sum Sing: A combination strength and endurance building exercise, the practioners of which repeatedly strike each other with full power blows to build strength and resistance. Dam Sum Sing: +5 STR, +10 SD. Cost: 15 PP. END Cost: 0 END.


Martial Arts Techniques
Tamashiwara (The Art of Breaking): Characters practice breaking wood, bricks, ice and eventually glass, and they use their fists, feet, elbows, knees and even foreheads. This technique can only be used on one attack per Round, however. Tamashiwara: Hand to hand Attack are now Armor Piercing. Cost: 3 PP. END Cost: 0 END.


Zanshin: In Japanese, this is often called Tsuki No Kokoro, which means "mind like the Moon." The character with this is able to sense the approach of those people with intent for harm. Zanshin: Danger Sense (Roll of 15), Works Out of Combat, Works in Immediate Area. Cost: 9 PP. END Cost: 0 END.